//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef FUNC_LADDER_H #define FUNC_LADDER_H #ifdef _WIN32 #pragma once #endif #if defined( CLIENT_DLL ) #define CFuncLadder C_FuncLadder #define CInfoLadderDismount C_InfoLadderDismount #endif class CInfoLadderDismount : public CBaseEntity { public: DECLARE_CLASS( CInfoLadderDismount, CBaseEntity ); DECLARE_NETWORKCLASS(); virtual void DrawDebugGeometryOverlays(); }; typedef CHandle< CInfoLadderDismount > CInfoLadderDismountHandle; // Spawnflags #define SF_LADDER_DONTGETON 1 // Set for ladders that are acting as automount points, but not really ladders //----------------------------------------------------------------------------- // Purpose: A player-climbable ladder //----------------------------------------------------------------------------- class CFuncLadder : public CBaseEntity { public: DECLARE_CLASS( CFuncLadder, CBaseEntity ); DECLARE_NETWORKCLASS(); DECLARE_DATADESC(); CFuncLadder(); ~CFuncLadder(); virtual void Spawn(); virtual void DrawDebugGeometryOverlays(void); int GetDismountCount() const; CInfoLadderDismount *GetDismount( int index ); void GetTopPosition( Vector& org ); void GetBottomPosition( Vector& org ); void ComputeLadderDir( Vector& bottomToTopVec ); void SetEndPoints( const Vector& p1, const Vector& p2 ); void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); bool IsEnabled() const; void PlayerGotOn( CBasePlayer *pPlayer ); void PlayerGotOff( CBasePlayer *pPlayer ); virtual void Activate(); bool DontGetOnLadder( void ) const; static int GetLadderCount(); static CFuncLadder *GetLadder( int index ); static CUtlVector< CFuncLadder * > s_Ladders; public: void FindNearbyDismountPoints( const Vector& origin, float radius, CUtlVector< CInfoLadderDismountHandle >& list ); const char *GetSurfacePropName(); private: void SearchForDismountPoints(); // Movement vector from "bottom" to "top" of ladder CNetworkVector( m_vecLadderDir ); // Dismount points near top/bottom of ladder, precomputed CUtlVector< CInfoLadderDismountHandle > m_Dismounts; // Endpoints for checking for mount/dismount CNetworkVector( m_vecPlayerMountPositionTop ); CNetworkVector( m_vecPlayerMountPositionBottom ); bool m_bDisabled; CNetworkVar( bool, m_bFakeLadder ); #if defined( GAME_DLL ) string_t m_surfacePropName; //----------------------------------------------------- // Outputs //----------------------------------------------------- COutputEvent m_OnPlayerGotOnLadder; COutputEvent m_OnPlayerGotOffLadder; virtual int UpdateTransmitState(); #endif }; inline bool CFuncLadder::IsEnabled() const { return !m_bDisabled; } const char *FuncLadder_GetSurfaceprops(CBaseEntity *pLadderEntity); #endif // FUNC_LADDER_H