hl2_src-leak-2017/src/game/server/tf2/tf_shield_flat.cpp

151 lines
4.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_shield_flat.h"
#include "tf_shieldshared.h"
//-----------------------------------------------------------------------------
// Data tables
//-----------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( shield_flat, CShieldFlat );
IMPLEMENT_SERVERCLASS_ST(CShieldFlat, DT_Shield_Flat)
SendPropInt (SENDINFO(m_ShieldState), 2, SPROP_UNSIGNED ),
SendPropFloat (SENDINFO(m_Width), 8, 0, 0, 256 ),
SendPropFloat (SENDINFO(m_Height), 8, 0, 0, 256 ),
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CShieldFlat::Spawn( )
{
BaseClass::Spawn();
m_ShieldState = 0;
ShieldMoved();
}
//-----------------------------------------------------------------------------
// Computes the shield bounding box
//-----------------------------------------------------------------------------
void CShieldFlat::ShieldMoved( void )
{
Vector forward, right, up;
AngleVectors( GetAbsAngles(), &forward, &right, &up );
VectorMA( GetAbsOrigin(), -m_Width * 0.5, right, m_Pos[0] );
VectorMA( m_Pos[0], -m_Height * 0.5, up, m_Pos[0] );
VectorMA( m_Pos[0], m_Width, right, m_Pos[1] );
VectorMA( m_Pos[0], m_Height, up, m_Pos[2] );
VectorMA( m_Pos[2], m_Width, right, m_Pos[3] );
m_LastAngles = GetAbsAngles();
m_LastPosition = GetAbsOrigin();
}
//-----------------------------------------------------------------------------
// Shield size
//-----------------------------------------------------------------------------
void CShieldFlat::SetSize( float w, float h )
{
m_Width = w;
m_Height = h;
Vector mins( -1.0/16.0f, -w * 0.5f, -h * 0.5f );
Vector maxs( 1.0/16.0f, w * 0.5f, h * 0.5f );
UTIL_SetSize( this, mins, maxs );
ShieldMoved();
}
//-----------------------------------------------------------------------------
// Compute world axis-aligned bounding box
//-----------------------------------------------------------------------------
void CShieldFlat::ComputeWorldSpaceSurroundingBox( Vector *pWorldMins, Vector *pWorldMaxs )
{
TransformAABB( CollisionProp()->CollisionToWorldTransform(),
CollisionProp()->OBBMins(), CollisionProp()->OBBMaxs(), *pWorldMins, *pWorldMaxs );
}
//-----------------------------------------------------------------------------
// Shield points
//-----------------------------------------------------------------------------
const Vector& CShieldFlat::GetPoint( int x, int y )
{
if ((m_LastAngles != GetAbsAngles()) || (m_LastPosition != GetAbsOrigin() ))
{
ShieldMoved();
}
int i = (x >= 1);
i += (y >= 1) * 2;
return m_Pos[i];
}
//-----------------------------------------------------------------------------
// Called when the shield is EMPed
//-----------------------------------------------------------------------------
void CShieldFlat::SetEMPed( bool isEmped )
{
CShield::SetEMPed(isEmped);
if (IsEMPed())
{
m_ShieldState |= SHIELD_FLAT_EMP;
}
else
{
m_ShieldState &= ~SHIELD_FLAT_EMP;
}
}
//-----------------------------------------------------------------------------
// Shield is killed here
//-----------------------------------------------------------------------------
void CShieldFlat::Activate( bool active )
{
if (active)
{
m_ShieldState &= ~SHIELD_FLAT_INACTIVE;
}
else
{
m_ShieldState |= SHIELD_FLAT_INACTIVE;
}
ActivateCollisions( active );
}
//-----------------------------------------------------------------------------
// Purpose: Create a mobile version of the shield
//-----------------------------------------------------------------------------
CShieldFlat* CreateFlatShield( CBaseEntity *pOwner, float w, float h, const Vector& relOrigin, const QAngle &relAngles )
{
CShieldFlat *pShield = (CShieldFlat*)CreateEntityByName("shield_flat");
pShield->SetParent( pOwner );
pShield->SetOwnerEntity( pOwner );
UTIL_SetOrigin( pShield, relOrigin );
// Compute relative angles....
pShield->SetLocalAngles( relAngles );
pShield->ChangeTeam( pOwner->GetTeamNumber() );
pShield->Spawn();
pShield->SetSize( w , h );
return pShield;
}