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147 lines
4.2 KiB
147 lines
4.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Teleports a named entity to a given position and restores |
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// it's physics state |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "in_buttons.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#define SF_TELEPORT_TO_SPAWN_POS 0x00000001 |
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#define SF_TELEPORT_INTO_DUCK 0x00000002 ///< episodic only: player should be ducked after this teleport |
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class CPointTeleport : public CBaseEntity |
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{ |
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DECLARE_CLASS( CPointTeleport, CBaseEntity ); |
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public: |
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void Activate( void ); |
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void InputTeleport( inputdata_t &inputdata ); |
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private: |
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bool EntityMayTeleport( CBaseEntity *pTarget ); |
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Vector m_vSaveOrigin; |
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QAngle m_vSaveAngles; |
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DECLARE_DATADESC(); |
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}; |
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LINK_ENTITY_TO_CLASS( point_teleport, CPointTeleport ); |
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BEGIN_DATADESC( CPointTeleport ) |
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DEFINE_FIELD( m_vSaveOrigin, FIELD_VECTOR ), |
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DEFINE_FIELD( m_vSaveAngles, FIELD_VECTOR ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Teleport", InputTeleport ), |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pTarget - |
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// Output : Returns true if the entity may be teleported |
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//----------------------------------------------------------------------------- |
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bool CPointTeleport::EntityMayTeleport( CBaseEntity *pTarget ) |
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{ |
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if ( pTarget->GetMoveParent() != NULL ) |
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{ |
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// Passengers in a vehicle are allowed to teleport; their behavior handles it |
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CBaseCombatCharacter *pBCC = pTarget->MyCombatCharacterPointer(); |
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if ( pBCC == NULL || ( pBCC != NULL && pBCC->IsInAVehicle() == false ) ) |
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return false; |
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} |
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return true; |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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void CPointTeleport::Activate( void ) |
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{ |
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// Start with our origin point |
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m_vSaveOrigin = GetAbsOrigin(); |
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m_vSaveAngles = GetAbsAngles(); |
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// Save off the spawn position of the target if instructed to do so |
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if ( m_spawnflags & SF_TELEPORT_TO_SPAWN_POS ) |
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{ |
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CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_target ); |
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if ( pTarget ) |
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{ |
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// If teleport object is in a movement hierarchy, remove it first |
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if ( EntityMayTeleport( pTarget ) ) |
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{ |
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// Save the points |
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m_vSaveOrigin = pTarget->GetAbsOrigin(); |
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m_vSaveAngles = pTarget->GetAbsAngles(); |
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} |
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else |
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{ |
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Warning("ERROR: (%s) can't teleport object (%s) as it has a parent (%s)!\n",GetDebugName(),pTarget->GetDebugName(),pTarget->GetMoveParent()->GetDebugName()); |
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BaseClass::Activate(); |
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return; |
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} |
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} |
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else |
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{ |
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Warning("ERROR: (%s) target '%s' not found. Deleting.\n", GetDebugName(), STRING(m_target)); |
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UTIL_Remove( this ); |
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return; |
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} |
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} |
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BaseClass::Activate(); |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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void CPointTeleport::InputTeleport( inputdata_t &inputdata ) |
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{ |
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// Attempt to find the entity in question |
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CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_target, this, inputdata.pActivator, inputdata.pCaller ); |
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if ( pTarget == NULL ) |
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return; |
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// If teleport object is in a movement hierarchy, remove it first |
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if ( EntityMayTeleport( pTarget ) == false ) |
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{ |
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Warning("ERROR: (%s) can't teleport object (%s) as it has a parent (%s)!\n",GetDebugName(),pTarget->GetDebugName(),pTarget->GetMoveParent()->GetDebugName()); |
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return; |
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} |
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// in episodic, we have a special spawn flag that forces Gordon into a duck |
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#ifdef HL2_EPISODIC |
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if ( (m_spawnflags & SF_TELEPORT_INTO_DUCK) && pTarget->IsPlayer() ) |
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{ |
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CBasePlayer *pPlayer = ToBasePlayer( pTarget ); |
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if ( pPlayer != NULL ) |
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{ |
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pPlayer->m_nButtons |= IN_DUCK; |
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pPlayer->AddFlag( FL_DUCKING ); |
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pPlayer->m_Local.m_bDucked = true; |
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pPlayer->m_Local.m_bDucking = true; |
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pPlayer->m_Local.m_flDucktime = 0.0f; |
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pPlayer->SetViewOffset( VEC_DUCK_VIEW_SCALED( pPlayer ) ); |
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pPlayer->SetCollisionBounds( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX ); |
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} |
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} |
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#endif |
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pTarget->Teleport( &m_vSaveOrigin, &m_vSaveAngles, NULL ); |
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} |
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