//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Bomb target area // //=============================================================================// #include "cbase.h" #include "cs_player.h" #include "func_bomb_target.h" #include "cs_gamerules.h" LINK_ENTITY_TO_CLASS( func_bomb_target, CBombTarget ); BEGIN_DATADESC( CBombTarget ) DEFINE_FUNCTION( BombTargetTouch ), DEFINE_FUNCTION( BombTargetUse ), //needed? // Inputs DEFINE_INPUTFUNC( FIELD_VOID, "BombExplode", OnBombExplode ), DEFINE_INPUTFUNC( FIELD_VOID, "BombPlanted", OnBombPlanted ), DEFINE_INPUTFUNC( FIELD_VOID, "BombDefused", OnBombDefused ), // Outputs DEFINE_OUTPUT( m_OnBombExplode, "BombExplode" ), DEFINE_OUTPUT( m_OnBombPlanted, "BombPlanted" ), DEFINE_OUTPUT( m_OnBombDefused, "BombDefused" ), DEFINE_KEYFIELD( m_bIsHeistBombTarget, FIELD_BOOLEAN, "heistbomb" ), DEFINE_KEYFIELD( m_szMountTarget, FIELD_STRING, "bomb_mount_target" ), END_DATADESC() CBombTarget::CBombTarget( void ) { m_bIsHeistBombTarget = false; m_szMountTarget = NULL_STRING; } void CBombTarget::Spawn() { InitTrigger(); SetTouch( &CBombTarget::BombTargetTouch ); SetUse( &CBombTarget::BombTargetUse ); } void CBombTarget::BombTargetTouch( CBaseEntity* pOther ) { CCSPlayer *p = dynamic_cast< CCSPlayer* >( pOther ); if ( p ) { if ( p->HasC4() && CSGameRules()->m_bBombPlanted == false ) { p->m_bInBombZone = true; p->m_iBombSiteIndex = entindex(); if ( !(p->m_iDisplayHistoryBits & DHF_IN_TARGET_ZONE) ) { p->HintMessage( "#Hint_you_are_in_targetzone", false ); p->m_iDisplayHistoryBits |= DHF_IN_TARGET_ZONE; } } } } void CBombTarget::BombTargetUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { //SUB_UseTargets( NULL, USE_TOGGLE, 0 ); DevMsg( 2, "BombTargetUse does nothing\n" ); } // Relay to our outputs void CBombTarget::OnBombExplode( inputdata_t &inputdata ) { m_OnBombExplode.FireOutput(this, this); } // Relay to our outputs void CBombTarget::OnBombPlanted( inputdata_t &inputdata ) { m_OnBombPlanted.FireOutput(this, this); } // Relay to our outputs void CBombTarget::OnBombDefused( inputdata_t &inputdata ) { m_OnBombDefused.FireOutput(this, this); }