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47 lines
1.5 KiB
47 lines
1.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: static_prop - don't move, don't animate, don't do anything. |
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// physics_prop - move, take damage, but don't animate |
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// |
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//===========================================================================// |
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#ifndef TF_PROPS_H |
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#define TF_PROPS_H |
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#include "props.h" |
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#include "triggers.h" |
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#include "tf_player.h" |
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class CPropSoccerBall : public CPhysicsProp |
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{ |
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DECLARE_CLASS( CPropSoccerBall, CPhysicsProp ); |
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public: |
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CPropSoccerBall() |
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: m_flNextAllowedImpactTime( 0.f ), m_hLastToucher( NULL ) |
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{} |
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DECLARE_DATADESC() |
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virtual void Precache(); |
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virtual void Spawn(); |
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// Here's the deal. The ball is a trigger, but triggers are not allowed to touch other triggers. To get around this, |
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// we're going to specify the names of the triggers we actually want to touch and then we're going to manually try to |
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// touch them. Our collision system is a vortex of insanity. |
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void TriggerTouchThink(); |
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virtual void Activate() OVERRIDE; |
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virtual bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ); |
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ){} |
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void BallTouch( CBaseEntity *pOther ); |
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CTFPlayer *GetLastToucher( void ){ return m_hLastToucher.Get(); } |
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virtual bool ShouldBlockNav() const OVERRIDE { return false; } |
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private: |
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string_t m_iszTriggers; |
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float m_flNextAllowedImpactTime; |
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CUtlVector< CBaseTrigger* > m_vecTriggers; |
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CHandle< CTFPlayer > m_hLastToucher; |
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}; |
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#endif // TF_PROPS_H
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