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_passtime_ball.h"
#include "tf_passtime_logic.h"
#include "trigger_passtime_ball.h"
#include "tf_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//----------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( trigger_passtime_ball, CTriggerPasstimeBall );
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CTriggerPasstimeBall )
DEFINE_OUTPUT( m_onBallEnter, "OnBallEnter" ),
DEFINE_OUTPUT( m_onBallExit, "OnBallExit" ),
END_DATADESC()
//-----------------------------------------------------------------------------
void CTriggerPasstimeBall::Spawn()
{
m_bPresent = false;
BaseClass::Spawn();
SetSolid( SOLID_BSP );
AddSolidFlags( FSOLID_NOT_SOLID | FSOLID_TRIGGER );
SetMoveType( MOVETYPE_NONE );
SetModel( STRING( GetModelName() ) ); // set size and link into world
AddEffects( EF_NODRAW );
SetThink( &CTriggerPasstimeBall::Update );
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
static CBaseEntity *s_EntitiesInSphere[32];
bool CTriggerPasstimeBall::BTouching( CBaseEntity *pEnt )
{
Ray_t ray;
trace_t tr;
ICollideable *pCollide = CollisionProp();
ray.Init( pEnt->GetAbsOrigin(), pEnt->GetAbsOrigin() );
enginetrace->ClipRayToCollideable( ray, MASK_ALL, pCollide, &tr );
return ( tr.startsolid );
}
//-----------------------------------------------------------------------------
void CTriggerPasstimeBall::Update()
{
// This is a crappy way to do this, but I couldn't find any way to make
// a normal trigger do what I want because I want enter/exit to be handled
// correctly when the ball is hidden.
// It would be more efficient to have the ball do this, but I'm
// trying to isolate this hack to where it makes the most sense.
SetNextThink( gpGlobals->curtime );
if ( !g_pPasstimeLogic || !g_pPasstimeLogic->GetBall() )
return;
CPasstimeBall *pBall = g_pPasstimeLogic->GetBall();
CBaseEntity *pEnt = pBall->GetCarrier();
if ( !pEnt ) pEnt = pBall;
bool bPresentNow = (pEnt && BTouching( pEnt ));
if ( bPresentNow && !m_bPresent )
{
m_onBallEnter.FireOutput( this, this );
}
else if ( !bPresentNow && m_bPresent )
{
m_onBallExit.FireOutput( this, this );
}
m_bPresent = bPresentNow;
}