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: Portable respawn station
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_OBJ_RESPAWN_STATION_H
#define TF_OBJ_RESPAWN_STATION_H
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class CBaseEntity;
//-----------------------------------------------------------------------------
// Respawn station defines
//-----------------------------------------------------------------------------
#define RESPAWN_STATION_MINS Vector(-60, -45, 0)
#define RESPAWN_STATION_MAXS Vector( 60, 45, 140)
#define RESPAWN_STATION_BUILD_MINS Vector(-60, -45, 0)
#define RESPAWN_STATION_BUILD_MAXS Vector( 60, 40, 140)
#define RESPAWN_EFFECT_TIME 5.0f
#define RESPAWN_BEAM_HEIGHT 800.0f
//-----------------------------------------------------------------------------
// Portable respawn station
//-----------------------------------------------------------------------------
class CObjectRespawnStation : public CBaseObject
{
DECLARE_CLASS( CObjectRespawnStation, CBaseObject );
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CObjectRespawnStation();
// Gets called when someone respawns on this station
void PerformRespawnEffect();
static CObjectRespawnStation* Create(const Vector &vOrigin, const QAngle &vAngles);
virtual void Precache();
virtual void Spawn();
virtual bool WantsCover() { return true; }
// Object using!
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual bool CanTakeEMPDamage( void ) { return false; }
// Map specified as the initial spawnpoint for a team
bool IsInitialSpawnPoint( void );
protected:
float m_fLastRespawnTime;
int m_iSpriteTexture;
bool m_bIsInitialSpawnPoint;
};
//-----------------------------------------------------------------------------
// Plays a respawn effect on a respawn station...
//-----------------------------------------------------------------------------
void PlayRespawnEffect(CBaseEntity *pRespawnStation);
#endif // TF_OBJ_RESPAWN_STATION_H