//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: static_prop - don't move, don't animate, don't do anything. // physics_prop - move, take damage, but don't animate // //===========================================================================// #ifndef TF_PROPS_H #define TF_PROPS_H #include "props.h" #include "triggers.h" #include "tf_player.h" class CPropSoccerBall : public CPhysicsProp { DECLARE_CLASS( CPropSoccerBall, CPhysicsProp ); public: CPropSoccerBall() : m_flNextAllowedImpactTime( 0.f ), m_hLastToucher( NULL ) {} DECLARE_DATADESC() virtual void Precache(); virtual void Spawn(); // Here's the deal. The ball is a trigger, but triggers are not allowed to touch other triggers. To get around this, // we're going to specify the names of the triggers we actually want to touch and then we're going to manually try to // touch them. Our collision system is a vortex of insanity. void TriggerTouchThink(); virtual void Activate() OVERRIDE; virtual bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ); virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ){} void BallTouch( CBaseEntity *pOther ); CTFPlayer *GetLastToucher( void ){ return m_hLastToucher.Get(); } virtual bool ShouldBlockNav() const OVERRIDE { return false; } private: string_t m_iszTriggers; float m_flNextAllowedImpactTime; CUtlVector< CBaseTrigger* > m_vecTriggers; CHandle< CTFPlayer > m_hLastToucher; }; #endif // TF_PROPS_H