//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #include "cbase.h" #include "func_forcefield.h" #include "tf_shareddefs.h" #include "tf_gamerules.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" IMPLEMENT_AUTO_LIST( IFuncForceFieldAutoList ); //=========================================================================================================== LINK_ENTITY_TO_CLASS( func_forcefield, CFuncForceField ); BEGIN_DATADESC( CFuncForceField ) END_DATADESC() IMPLEMENT_SERVERCLASS_ST( CFuncForceField, DT_FuncForceField ) END_SEND_TABLE() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CFuncForceField::Spawn( void ) { BaseClass::Spawn(); SetActive( IsOn() ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CFuncForceField::UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); } //----------------------------------------------------------------------------- // Purpose: Only transmit this entity to clients that aren't in our team //----------------------------------------------------------------------------- int CFuncForceField::ShouldTransmit( const CCheckTransmitInfo *pInfo ) { return FL_EDICT_ALWAYS; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CFuncForceField::TurnOff( void ) { BaseClass::TurnOff(); SetActive( false ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CFuncForceField::TurnOn( void ) { BaseClass::TurnOn(); SetActive( true ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CFuncForceField::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; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CFuncForceField::SetActive( bool bActive ) { if ( bActive ) { // We're a trigger, but we want to be solid. Our ShouldCollide() will make // us non-solid to members of the team that spawns here. RemoveSolidFlags( FSOLID_TRIGGER ); RemoveSolidFlags( FSOLID_NOT_SOLID ); } else { AddSolidFlags( FSOLID_NOT_SOLID ); AddSolidFlags( FSOLID_TRIGGER ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool PointsCrossForceField( const Vector& vecStart, const Vector &vecEnd, int nTeamToIgnore ) { // Setup the ray. Ray_t ray; ray.Init( vecStart, vecEnd ); for ( int i = 0; i < IFuncForceFieldAutoList::AutoList().Count(); ++i ) { CFuncForceField *pEntity = static_cast< CFuncForceField* >( IFuncForceFieldAutoList::AutoList()[i] ); if ( pEntity->m_iDisabled ) continue; if ( pEntity->GetTeamNumber() == nTeamToIgnore && nTeamToIgnore != TEAM_UNASSIGNED ) continue; trace_t trace; enginetrace->ClipRayToEntity( ray, MASK_ALL, pEntity, &trace ); if ( trace.fraction < 1.0f ) { return true; } } return false; }