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66 lines
2.5 KiB
66 lines
2.5 KiB
![]()
2 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Rising liquid that acts as a one-way portal
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef FUNC_LIQUIDPORTAL_H
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#define FUNC_LIQUIDPORTAL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "triggers.h"
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class CFunc_LiquidPortal : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CFunc_LiquidPortal, CBaseEntity );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CFunc_LiquidPortal( void );
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virtual void Spawn( void );
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virtual void Activate( void );
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virtual void Think( void );
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virtual int UpdateTransmitState( void ) // set transmit filter to transmit always
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{
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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virtual int Save( ISave &save );
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virtual int Restore( IRestore &restore );
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void InputSetLinkedLiquidPortal( inputdata_t &inputdata );
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void InputSetFillTime( inputdata_t &inputdata ); //time it takes to fill the portal volume
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void InputStartFilling( inputdata_t &inputdata ); //start filling with portal liquid, will teleport entities as they become completely enveloped
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//add/remove teleportables to offload the selection process to triggers, each with their own filters
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void InputAddActivatorToTeleportList( inputdata_t &inputdata ); //add an activator entity to the list of entities to teleport when filling
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void InputRemoveActivatorFromTeleportList( inputdata_t &inputdata ); //remove an activator entity from the list of entities to teleport when filling
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void ComputeLinkMatrix( void );
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void SetLinkedLiquidPortal( CFunc_LiquidPortal *pLinked );
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void TeleportImmersedEntity( CBaseEntity *pEntity );
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CNetworkHandle( CFunc_LiquidPortal, m_hLinkedPortal ); //the portal this portal is linked to
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VMatrix m_matrixThisToLinked; //the matrix that will transform a point relative to this portal, to a point relative to the linked portal
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float m_fFillTime; //how long it takes to fill completely
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bool m_bFillInProgress;
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CNetworkVar( float, m_fFillStartTime ); // time started filling with portal liquid, will teleport entities as they become completely enveloped
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CNetworkVar( float, m_fFillEndTime ); // time that filling should be finished and touching entities teleport
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CUtlVector<EHANDLE> m_hTeleportList; //list of entities to teleport when filling
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CUtlVector<EHANDLE> m_hLeftToTeleportThisFill; //list of entities that have not yet teleported during this fill, they get teleported out when fully immersed in the liquid
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string_t m_strInitialLinkedPortal;
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};
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#endif //#ifndef FUNC_LIQUIDPORTAL_H
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