//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //============================================================================= #include "cbase.h" #include "tf_shareddefs.h" #include "tf_gamerules.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class C_FuncRespawnRoom : public C_BaseEntity { DECLARE_CLASS( C_FuncRespawnRoom, C_BaseEntity ); public: DECLARE_CLIENTCLASS(); }; IMPLEMENT_CLIENTCLASS_DT( C_FuncRespawnRoom, DT_FuncRespawnRoom, CFuncRespawnRoom ) END_RECV_TABLE() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class C_FuncRespawnRoomVisualizer : public C_BaseEntity { DECLARE_CLASS( C_FuncRespawnRoomVisualizer, C_BaseEntity ); public: DECLARE_CLIENTCLASS(); virtual int DrawModel( int flags ); virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const; }; IMPLEMENT_CLIENTCLASS_DT( C_FuncRespawnRoomVisualizer, DT_FuncRespawnRoomVisualizer, CFuncRespawnRoomVisualizer ) END_RECV_TABLE() //----------------------------------------------------------------------------- // Purpose: Don't draw for friendly players //----------------------------------------------------------------------------- int C_FuncRespawnRoomVisualizer::DrawModel( int flags ) { // Don't draw for anyone in endround if ( TFGameRules()->State_Get() == GR_STATE_TEAM_WIN ) { return 1; } // Don't draw for teammates of the visualizer C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); if ( pLocalPlayer && pLocalPlayer->GetTeamNumber() == GetTeamNumber() ) { return 1; } return BaseClass::DrawModel( flags ); } //----------------------------------------------------------------------------- // Purpose: Enemy players collide with us, except in endround //----------------------------------------------------------------------------- bool C_FuncRespawnRoomVisualizer::ShouldCollide( int collisionGroup, int contentsMask ) const { // Respawn rooms are open in win state if ( TFGameRules()->State_Get() == GR_STATE_TEAM_WIN ) return false; if ( GetTeamNumber() == TEAM_UNASSIGNED ) return false; if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT ) { switch( GetTeamNumber() ) { case TF_TEAM_BLUE: if ( !(contentsMask & CONTENTS_BLUETEAM) ) return false; break; case TF_TEAM_RED: if ( !(contentsMask & CONTENTS_REDTEAM) ) return false; break; } return true; } return false; }