Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

175 lines
5.3 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A stationary tower that players can take cover in.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_obj.h"
#include "tf_obj_tower.h"
#include "tf_team.h"
#include "tf_obj.h"
#include "engine/IEngineSound.h"
#define TOWER_MINS Vector(-100, -100, 0)
#define TOWER_MAXS Vector( 100, 100, 200)
#define TOWER_MODEL "models/objects/obj_tower.mdl"
#define TOWER_LADDER_MODEL "models/objects/obj_tower_ladder.mdl"
IMPLEMENT_SERVERCLASS_ST(CObjectTower, DT_ObjectTower)
END_SEND_TABLE();
LINK_ENTITY_TO_CLASS(obj_tower, CObjectTower);
PRECACHE_REGISTER(obj_tower);
IMPLEMENT_SERVERCLASS_ST( CObjectTowerLadder, DT_ObjectTowerLadder )
END_SEND_TABLE();
LINK_ENTITY_TO_CLASS( obj_tower_ladder, CObjectTowerLadder );
PRECACHE_REGISTER( obj_tower_ladder );
// CVars
ConVar obj_tower_health( "obj_tower_health","100", FCVAR_NONE, "Tower health" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CObjectTower::CObjectTower( void )
{
m_hLadder = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectTower::Spawn( void )
{
Precache();
SetModel( TOWER_MODEL );
SetSolid( SOLID_BBOX );
UTIL_SetSize(this, TOWER_MINS, TOWER_MAXS);
m_takedamage = DAMAGE_YES;
m_iHealth = obj_tower_health.GetInt();
m_fObjectFlags |= OF_DONT_PREVENT_BUILD_NEAR_OBJ | OF_DOESNT_NEED_POWER;
SetType( OBJ_TOWER );
SetSolid( SOLID_VPHYSICS );
VPhysicsInitStatic();
BaseClass::Spawn();
SetCollisionGroup( COLLISION_GROUP_VEHICLE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectTower::Precache( void )
{
PrecacheModel( TOWER_MODEL );
PrecacheModel( TOWER_LADDER_MODEL );
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CObjectTower::UpdateOnRemove( void )
{
if ( m_hLadder.Get() )
{
UTIL_Remove( m_hLadder );
m_hLadder = NULL;
}
// Chain at end to mimic destructor unwind order
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectTower::FinishedBuilding( void )
{
BaseClass::FinishedBuilding();
// Create the ladder.
Vector vecOrigin;
QAngle vecAngles;
GetAttachment( "ladder", vecOrigin, vecAngles );
m_hLadder = CObjectTowerLadder::Create( vecOrigin, vecAngles, this );
m_hLadder->ChangeTeam( GetTeamNumber() );
}
//-----------------------------------------------------------------------------
// Purpose: Gets info about the control panels
//-----------------------------------------------------------------------------
void CObjectTower::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
{
pPanelName = "screen_basic_with_disable";
}
//==============================================================================
// Tower Ladder
//==============================================================================
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
CObjectTowerLadder::CObjectTowerLadder()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CObjectTowerLadder *CObjectTowerLadder::Create( const Vector &vOrigin, const QAngle &vAngles, CBaseEntity *pParent )
{
CObjectTowerLadder *pLadder = static_cast<CObjectTowerLadder*>( CBaseObject::Create( "obj_tower_ladder", vOrigin, vAngles ) );
if ( pLadder )
{
pLadder->m_hTower = pParent;
}
return pLadder;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectTowerLadder::Spawn()
{
Precache();
SetModel( TOWER_LADDER_MODEL );
SetSolid( SOLID_VPHYSICS );
m_takedamage = DAMAGE_NO;
BaseClass::Spawn();
CollisionProp()->SetSurroundingBoundsType( USE_BEST_COLLISION_BOUNDS );
IPhysicsObject *pPhysics = VPhysicsInitStatic();
if ( pPhysics )
{
pPhysics->EnableMotion( false );
}
SetCollisionGroup( COLLISION_GROUP_VEHICLE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectTowerLadder::Precache()
{
PrecacheModel( TOWER_LADDER_MODEL );
}
//-----------------------------------------------------------------------------
// Purpose: Pass all damage back to the tower
//-----------------------------------------------------------------------------
int CObjectTowerLadder::OnTakeDamage( const CTakeDamageInfo &info )
{
return m_hTower->OnTakeDamage( info );
}