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:
//
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "tf_shareddefs.h"
#include "tf_gamerules.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_FuncRespawnRoom : public C_BaseEntity
{
DECLARE_CLASS( C_FuncRespawnRoom, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
};
IMPLEMENT_CLIENTCLASS_DT( C_FuncRespawnRoom, DT_FuncRespawnRoom, CFuncRespawnRoom )
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_FuncRespawnRoomVisualizer : public C_BaseEntity
{
DECLARE_CLASS( C_FuncRespawnRoomVisualizer, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
virtual int DrawModel( int flags );
virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
};
IMPLEMENT_CLIENTCLASS_DT( C_FuncRespawnRoomVisualizer, DT_FuncRespawnRoomVisualizer, CFuncRespawnRoomVisualizer )
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose: Don't draw for friendly players
//-----------------------------------------------------------------------------
int C_FuncRespawnRoomVisualizer::DrawModel( int flags )
{
// Don't draw for anyone in endround
if ( TFGameRules()->State_Get() == GR_STATE_TEAM_WIN )
{
return 1;
}
// Don't draw for teammates of the visualizer
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer && pLocalPlayer->GetTeamNumber() == GetTeamNumber() )
{
return 1;
}
return BaseClass::DrawModel( flags );
}
//-----------------------------------------------------------------------------
// Purpose: Enemy players collide with us, except in endround
//-----------------------------------------------------------------------------
bool C_FuncRespawnRoomVisualizer::ShouldCollide( int collisionGroup, int contentsMask ) const
{
// Respawn rooms are open in win state
if ( TFGameRules()->State_Get() == GR_STATE_TEAM_WIN )
return false;
if ( GetTeamNumber() == TEAM_UNASSIGNED )
return false;
if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
{
switch( GetTeamNumber() )
{
case TF_TEAM_BLUE:
if ( !(contentsMask & CONTENTS_BLUETEAM) )
return false;
break;
case TF_TEAM_RED:
if ( !(contentsMask & CONTENTS_REDTEAM) )
return false;
break;
}
return true;
}
return false;
}