Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: An entity that can be used to constrain the player's movement around it
//
//=============================================================================//
#include "cbase.h"
#include "saverestore_utlvector.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SF_TELEPORT_TO_SPAWN_POS 0x00000001
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CPointPlayerMoveConstraint : public CBaseEntity
{
DECLARE_CLASS( CPointPlayerMoveConstraint, CBaseEntity );
public:
DECLARE_DATADESC();
int UpdateTransmitState( void );
void Activate( void );
void ConstraintThink( void );
void InputTurnOn( inputdata_t &inputdata );
void InputTurnOff( inputdata_t &inputdata );
private:
float m_flRadius;
float m_flConstraintWidth;
float m_flSpeedFactor;
float m_flRadiusSquared;
CUtlVector<EHANDLE> m_hConstrainedPlayers;
COutputEvent m_OnConstraintBroken;
};
LINK_ENTITY_TO_CLASS( point_playermoveconstraint, CPointPlayerMoveConstraint );
BEGIN_DATADESC( CPointPlayerMoveConstraint )
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),
DEFINE_KEYFIELD( m_flConstraintWidth, FIELD_FLOAT, "width" ),
DEFINE_KEYFIELD( m_flSpeedFactor, FIELD_FLOAT, "speedfactor" ),
// DEFINE_FIELD( m_flRadiusSquared, FIELD_FLOAT ), // Don't Save
DEFINE_UTLVECTOR( m_hConstrainedPlayers, FIELD_EHANDLE ),
DEFINE_THINKFUNC( ConstraintThink ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
DEFINE_OUTPUT( m_OnConstraintBroken, "OnConstraintBroken" ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPointPlayerMoveConstraint::UpdateTransmitState()
{
// ALWAYS transmit to all clients.
return SetTransmitState( FL_EDICT_ALWAYS );
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPointPlayerMoveConstraint::Activate( void )
{
BaseClass::Activate();
m_flRadiusSquared = (m_flRadius * m_flRadius);
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPointPlayerMoveConstraint::InputTurnOn( inputdata_t &inputdata )
{
// Find all players within our radius and constraint them
float flRadius = m_flRadius;
// If we're in singleplayer, blow the radius a bunch
if ( gpGlobals->maxClients == 1 )
{
flRadius = MAX_COORD_RANGE;
}
CBaseEntity *pEntity = NULL;
while ( (pEntity = gEntList.FindEntityByClassnameWithin( pEntity, "player", GetLocalOrigin(), flRadius)) != NULL )
{
CBasePlayer *pPlayer = ToBasePlayer( pEntity );
Assert( pPlayer );
// Only add him if he's not already constrained
if ( m_hConstrainedPlayers.Find( pPlayer ) == m_hConstrainedPlayers.InvalidIndex() )
{
m_hConstrainedPlayers.AddToTail( pPlayer );
pPlayer->ActivateMovementConstraint( this, GetAbsOrigin(), m_flRadius, m_flConstraintWidth, m_flSpeedFactor );
}
}
// Only think if we found any
if ( m_hConstrainedPlayers.Count() )
{
SetThink( &CPointPlayerMoveConstraint::ConstraintThink );
SetNextThink( gpGlobals->curtime + 0.1f );
}
}
//------------------------------------------------------------------------------
// Purpose: Release all players we've constrained
//------------------------------------------------------------------------------
void CPointPlayerMoveConstraint::InputTurnOff( inputdata_t &inputdata )
{
int iCount = m_hConstrainedPlayers.Count();
for ( int i = 0; i < iCount; i++ )
{
CBasePlayer *pPlayer = ToBasePlayer( m_hConstrainedPlayers[i] );
if ( pPlayer )
{
pPlayer->DeactivateMovementConstraint();
}
}
m_hConstrainedPlayers.Purge();
}
//-----------------------------------------------------------------------------
// Purpose: Check to see if any of our constrained players have broken the constraint
//-----------------------------------------------------------------------------
void CPointPlayerMoveConstraint::ConstraintThink( void )
{
int iCount = m_hConstrainedPlayers.Count();
// Count backwards, because we might drop them if they've broken the constraint
for ( int i = (iCount-1); i >= 0; i-- )
{
CBasePlayer *pPlayer = ToBasePlayer( m_hConstrainedPlayers[i] );
if ( pPlayer )
{
float flDistanceSqr = (pPlayer->GetAbsOrigin() - GetAbsOrigin()).LengthSqr();
if ( flDistanceSqr > m_flRadiusSquared )
{
// Break the constraint to this player
pPlayer->DeactivateMovementConstraint();
m_hConstrainedPlayers.Remove(i);
// Fire the broken output
m_OnConstraintBroken.FireOutput( this, pPlayer );
}
}
}
// Only keep thinking if we any left
if ( m_hConstrainedPlayers.Count() )
{
SetNextThink( gpGlobals->curtime + 0.1f );
}
}