You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
199 lines
6.4 KiB
199 lines
6.4 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: Teleports a named entity to a given position and restores |
|
// it's physics state |
|
// |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
|
|
#include "cbase.h" |
|
|
|
|
|
#include "in_buttons.h" |
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
#define SF_TELEPORT_TO_SPAWN_POS 0x00000001 |
|
#define SF_TELEPORT_INTO_DUCK 0x00000002 ///< episodic only: player should be ducked after this teleport |
|
|
|
class CPointTeleport : public CBaseEntity |
|
{ |
|
DECLARE_CLASS( CPointTeleport, CBaseEntity ); |
|
public: |
|
void Activate( void ); |
|
|
|
void InputTeleport( inputdata_t &inputdata ); |
|
void InputTeleportEntity( inputdata_t &inputdata ); |
|
void InputTeleportToCurrentPos( inputdata_t &inputdata ); |
|
|
|
int ObjectCaps( void ) |
|
{ |
|
return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); |
|
} |
|
|
|
private: |
|
|
|
void DoTeleport( inputdata_t &inputdata, const Vector &vecOrigin, const QAngle &angRotation, bool bOverrideTarget = false ); |
|
bool EntityMayTeleport( CBaseEntity *pTarget ); |
|
|
|
Vector m_vSaveOrigin; |
|
QAngle m_vSaveAngles; |
|
|
|
DECLARE_DATADESC(); |
|
}; |
|
|
|
|
|
LINK_ENTITY_TO_CLASS( point_teleport, CPointTeleport ); |
|
|
|
|
|
BEGIN_DATADESC( CPointTeleport ) |
|
|
|
DEFINE_FIELD( m_vSaveOrigin, FIELD_VECTOR ), |
|
DEFINE_FIELD( m_vSaveAngles, FIELD_VECTOR ), |
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Teleport", InputTeleport ), |
|
DEFINE_INPUTFUNC( FIELD_STRING, "TeleportEntity", InputTeleportEntity ), |
|
DEFINE_INPUTFUNC( FIELD_VOID, "TeleportToCurrentPos", InputTeleportToCurrentPos ), |
|
|
|
END_DATADESC() |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns true if the entity may be teleported |
|
//----------------------------------------------------------------------------- |
|
bool CPointTeleport::EntityMayTeleport( CBaseEntity *pTarget ) |
|
{ |
|
if ( pTarget->GetMoveParent() != NULL ) |
|
{ |
|
// Passengers in a vehicle are allowed to teleport; their behavior handles it |
|
CBaseCombatCharacter *pBCC = pTarget->MyCombatCharacterPointer(); |
|
if ( pBCC == NULL || ( pBCC != NULL && pBCC->IsInAVehicle() == false ) ) |
|
return false; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
//------------------------------------------------------------------------------ |
|
void CPointTeleport::Activate( void ) |
|
{ |
|
// Start with our origin point |
|
m_vSaveOrigin = GetAbsOrigin(); |
|
m_vSaveAngles = GetAbsAngles(); |
|
|
|
// Save off the spawn position of the target if instructed to do so |
|
if ( m_spawnflags & SF_TELEPORT_TO_SPAWN_POS ) |
|
{ |
|
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_target ); |
|
if ( pTarget ) |
|
{ |
|
// If teleport object is in a movement hierarchy, remove it first |
|
if ( EntityMayTeleport( pTarget ) ) |
|
{ |
|
// Save the points |
|
m_vSaveOrigin = pTarget->GetAbsOrigin(); |
|
m_vSaveAngles = pTarget->GetAbsAngles(); |
|
} |
|
else |
|
{ |
|
Warning("ERROR: (%s) can't teleport object (%s) as it has a parent (%s)!\n",GetDebugName(),pTarget->GetDebugName(),pTarget->GetMoveParent()->GetDebugName()); |
|
BaseClass::Activate(); |
|
return; |
|
} |
|
} |
|
else |
|
{ |
|
Warning("ERROR: (%s) target '%s' not found. Deleting.\n", GetDebugName(), STRING(m_target)); |
|
UTIL_Remove( this ); |
|
return; |
|
} |
|
} |
|
|
|
BaseClass::Activate(); |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
//------------------------------------------------------------------------------ |
|
void CPointTeleport::InputTeleport( inputdata_t &inputdata ) |
|
{ |
|
DoTeleport( inputdata, m_vSaveOrigin, m_vSaveAngles ); |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose: Teleport the specified entity instead of the Teleporter's pre |
|
// determined entity. |
|
//------------------------------------------------------------------------------ |
|
void CPointTeleport::InputTeleportEntity( inputdata_t &inputdata ) |
|
{ |
|
DoTeleport( inputdata, m_vSaveOrigin, m_vSaveAngles, true ); |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Teleport the target to wherever the point_teleport entity is currently. The Teleport |
|
// input teleports to the initial position of the point_teleport, so this input |
|
// was added to avoid breaking old content. |
|
//------------------------------------------------------------------------------ |
|
void CPointTeleport::InputTeleportToCurrentPos( inputdata_t &inputdata ) |
|
{ |
|
if ( m_spawnflags & SF_TELEPORT_TO_SPAWN_POS ) |
|
{ |
|
// This is a nonsensical spawnflag in combination with this input. |
|
Warning( "%s: TeleportToCurrentPos input received; ignoring 'Teleport Home' spawnflag.\n", GetDebugName() ); |
|
} |
|
|
|
DoTeleport( inputdata, GetAbsOrigin(), GetAbsAngles() ); |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
//------------------------------------------------------------------------------ |
|
void CPointTeleport::DoTeleport( inputdata_t &inputdata, const Vector &vecOrigin, const QAngle &angRotation, bool bOverrideTarget ) |
|
{ |
|
// Attempt to find the entity in question |
|
CBaseEntity *pTarget; |
|
if( bOverrideTarget ) |
|
{ |
|
// Use the inputdata to find the entity that the designer supplied in the parameter override |
|
pTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), this, inputdata.pActivator, inputdata.pCaller ); |
|
} |
|
else |
|
{ |
|
// Default behavior: Just find the entity that I am hardwired in Hammer to teleport. |
|
pTarget = gEntList.FindEntityByName( NULL, m_target, this, inputdata.pActivator, inputdata.pCaller ); |
|
} |
|
|
|
if ( pTarget == NULL ) |
|
return; |
|
|
|
// If teleport object is in a movement hierarchy, remove it first |
|
if ( EntityMayTeleport( pTarget ) == false ) |
|
{ |
|
Warning("ERROR: (%s) can't teleport object (%s) as it has a parent (%s)!\n",GetDebugName(),pTarget->GetDebugName(),pTarget->GetMoveParent()->GetDebugName()); |
|
return; |
|
} |
|
|
|
// in episodic, we have a special spawn flag that forces Gordon into a duck |
|
#ifdef HL2_EPISODIC |
|
if ( (m_spawnflags & SF_TELEPORT_INTO_DUCK) && pTarget->IsPlayer() ) |
|
{ |
|
CBasePlayer *pPlayer = ToBasePlayer( pTarget ); |
|
if ( pPlayer != NULL ) |
|
{ |
|
pPlayer->m_nButtons |= IN_DUCK; |
|
pPlayer->AddFlag( FL_DUCKING ); |
|
pPlayer->m_Local.m_bDucked = true; |
|
pPlayer->m_Local.m_bDucking = true; |
|
pPlayer->m_Local.m_nDuckTimeMsecs = 0; |
|
pPlayer->SetViewOffset( VEC_DUCK_VIEW ); |
|
pPlayer->SetCollisionBounds( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX ); |
|
} |
|
} |
|
#endif |
|
|
|
pTarget->Teleport( &vecOrigin, &angRotation, NULL ); |
|
} |
|
|
|
|