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: A volume in which no portal can be placed. Keeps a global list loaded in from the map
// and provides an interface with which prop_portal can get this list and avoid successfully
// creating portals wholly or partially inside the volume.
//
// $NoKeywords: $
//======================================================================================//
#include "cbase.h"
#include "func_noportal_volume.h"
#include "prop_portal_shared.h"
#include "portal_shareddefs.h"
#include "portal_util_shared.h"
#include "collisionutils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Spawnflags
#define SF_START_INACTIVE 0x01
CEntityClassList<CFuncNoPortalVolume> g_FuncNoPortalVolumeList;
template <> CFuncNoPortalVolume *CEntityClassList<CFuncNoPortalVolume>::m_pClassList = NULL;
CFuncNoPortalVolume* GetNoPortalVolumeList()
{
return g_FuncNoPortalVolumeList.m_pClassList;
}
LINK_ENTITY_TO_CLASS( func_noportal_volume, CFuncNoPortalVolume );
BEGIN_DATADESC( CFuncNoPortalVolume )
DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iListIndex, FIELD_INTEGER ),
// No need to save this, its rebuilt on construct
//DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ),
DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
DEFINE_FUNCTION( GetIndex ),
DEFINE_FUNCTION( IsActive ),
END_DATADESC()
CFuncNoPortalVolume::CFuncNoPortalVolume()
{
m_bActive = true;
// Add me to the global list
g_FuncNoPortalVolumeList.Insert( this );
}
CFuncNoPortalVolume::~CFuncNoPortalVolume()
{
g_FuncNoPortalVolumeList.Remove( this );
}
void CFuncNoPortalVolume::Spawn()
{
BaseClass::Spawn();
if ( m_spawnflags & SF_START_INACTIVE )
{
m_bActive = false;
}
else
{
m_bActive = true;
}
// Bind to our model, cause we need the extents for bounds checking
SetModel( STRING( GetModelName() ) );
SetRenderMode( kRenderNone ); // Don't draw
SetSolid( SOLID_VPHYSICS ); // we may want slanted walls, so we'll use OBB
AddSolidFlags( FSOLID_NOT_SOLID );
}
void CFuncNoPortalVolume::OnActivate( void )
{
if ( !GetCollideable() )
return;
int iPortalCount = CProp_Portal_Shared::AllPortals.Count();
if( iPortalCount != 0 )
{
CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base();
for( int i = 0; i != iPortalCount; ++i )
{
CProp_Portal *pTempPortal = pPortals[i];
if( pTempPortal->m_bActivated &&
IsOBBIntersectingOBB( pTempPortal->GetAbsOrigin(), pTempPortal->GetAbsAngles(), CProp_Portal_Shared::vLocalMins, CProp_Portal_Shared::vLocalMaxs,
GetAbsOrigin(), GetCollideable()->GetCollisionAngles(), GetCollideable()->OBBMins(), GetCollideable()->OBBMaxs() ) )
{
pTempPortal->DoFizzleEffect( PORTAL_FIZZLE_KILLED, false );
pTempPortal->Fizzle();
}
}
}
}
void CFuncNoPortalVolume::InputActivate( inputdata_t &inputdata )
{
m_bActive = true;
OnActivate();
}
void CFuncNoPortalVolume::InputDeactivate( inputdata_t &inputdata )
{
m_bActive = false;
}
void CFuncNoPortalVolume::InputToggle( inputdata_t &inputdata )
{
m_bActive = !m_bActive;
if ( m_bActive )
{
OnActivate();
}
}