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_FuncForceField : public C_BaseEntity
{
DECLARE_CLASS( C_FuncForceField, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
virtual int DrawModel( int flags ) OVERRIDE;
virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const OVERRIDE;
};
IMPLEMENT_CLIENTCLASS_DT( C_FuncForceField, DT_FuncForceField, CFuncForceField )
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_FuncForceField::DrawModel( int flags )
{
// Don't draw for anyone during a team win
if ( TFGameRules()->State_Get() == GR_STATE_TEAM_WIN )
return 1;
return BaseClass::DrawModel( flags );
}
//-----------------------------------------------------------------------------
// Purpose: Enemy players collide with us, except during a team win
//-----------------------------------------------------------------------------
bool C_FuncForceField::ShouldCollide( int collisionGroup, int contentsMask ) const
{
// Force fields are off during a team win
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;
}