//========= 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; }