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: Teleport Station Vehicle
//
//=============================================================================//
#ifndef TF_VEHICLE_TELEPORT_STATION_H
#define TF_VEHICLE_TELEPORT_STATION_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_basefourwheelvehicle.h"
#include "vphysics/vehicles.h"
#include "Sprite.h"
#include "tf_func_mass_teleport.h"
//-----------------------------------------------------------------------------
// Purpose: Teleport Station Vehicle
//-----------------------------------------------------------------------------
class CVehicleTeleportStation : public CBaseTFFourWheelVehicle
{
DECLARE_CLASS( CVehicleTeleportStation, CBaseTFFourWheelVehicle );
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
static CVehicleTeleportStation *Create( const Vector &vOrigin, const QAngle &vAngles );
CVehicleTeleportStation();
virtual ~CVehicleTeleportStation();
void Spawn();
void Precache();
void UpdateOnRemove( void );
void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
void GetControlPanelClassName( int nPanelIndex, const char *&pPanelName );
bool CanTakeEMPDamage( void ) { return true; }
virtual float GetMaxSnapDistance( int iPoint ) { return 192; }
virtual void FinishedBuilding( void );
bool ValidDeployPosition( void );
void OnFinishedDeploy( void );
void OnFinishedUnDeploy( void );
void DoTeleport( void );
void PostTeleportThink( void );
void RemoveCornerSprites( void );
// Vehicle overrides
bool IsPassengerVisible( int nRole ) { return true; }
static int GetNumDeployedTeleportStations();
static CVehicleTeleportStation* GetDeployedTeleportStation( int i );
// Returns INVALID_MCV_ID if there are no deployed MCVs.
static CVehicleTeleportStation* GetFirstDeployedMCV( int iTeam );
protected:
// Here's where we deal with weapons
void OnItemPostFrame( CBaseTFPlayer *pDriver );
private:
static CUtlVector<CVehicleTeleportStation*> s_DeployedTeleportStations;
Vector m_vecTeleporterMins;
Vector m_vecTeleporterMaxs;
Vector m_vecTeleporterCenter;
CHandle<CFuncMassTeleport> m_hTeleportExit;
CHandle<CSprite> m_hTeleportCornerSprites[5];
};
#endif // TF_VEHICLE_TELEPORT_STATION_H