Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Map entity that allows players to build objects on it
//
//=============================================================================//
#ifndef INFO_BUILDPOINT_H
#define INFO_BUILDPOINT_H
#ifdef _WIN32
#pragma once
#endif
#include "ihasbuildpoints.h"
//-----------------------------------------------------------------------------
// Purpose: Map entity that allows players to build objects on it
//-----------------------------------------------------------------------------
class CInfoBuildPoint : public CBaseEntity, public IHasBuildPoints
{
DECLARE_CLASS( CInfoBuildPoint, CBaseEntity );
public:
DECLARE_DATADESC();
void Spawn( void );
void UpdateOnRemove( void );
// IHasBuildPoints
public:
// Tell me how many build points you have
virtual int GetNumBuildPoints( void ) const;
// Give me the origin & angles of the specified build point
virtual bool GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles );
virtual int GetBuildPointAttachmentIndex( int iPoint ) const;
// Can I build the specified object on the specified build point?
virtual bool CanBuildObjectOnBuildPoint( int iPoint, int iObjectType );
// I've finished building the specified object on the specified build point
virtual void SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject );
// Get the number of objects build on this entity
virtual int GetNumObjectsOnMe( void );
// Get the first object that's built on me
virtual CBaseEntity *GetFirstObjectOnMe( void );
// Get the first object of type, return NULL if no such type available
virtual CBaseObject *GetObjectOfTypeOnMe( int iObjectType );
// Remove all objects built on me
virtual void RemoveAllObjects( void );
// Return the maximum distance that this entity's build points can be snapped to
virtual float GetMaxSnapDistance( int iPoint );
// Return true if it's possible that build points on this entity may move in local space (i.e. due to animation)
virtual bool ShouldCheckForMovement( void );
// I've finished building the specified object on the specified build point
virtual int FindObjectOnBuildPoint( CBaseObject *pObject );
// Returns an exit point for a vehicle built on a build point...
virtual void GetExitPoint( CBaseEntity *pPlayer, int iPoint, Vector *pAbsOrigin, QAngle *pAbsAngles );
private:
string_t m_iszAllowedObject;
int m_iAllowedObjectType;
CHandle<CBaseObject> m_hObjectBuiltOnMe;
};
extern CUtlVector<CInfoBuildPoint*> g_MapDefinedBuildPoints;
#endif // INFO_BUILDPOINT_H