83 lines
2.5 KiB
C++
83 lines
2.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_passtime_ball.h"
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#include "tf_passtime_logic.h"
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#include "trigger_passtime_ball.h"
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#include "tf_player.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//----------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( trigger_passtime_ball, CTriggerPasstimeBall );
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//-----------------------------------------------------------------------------
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BEGIN_DATADESC( CTriggerPasstimeBall )
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DEFINE_OUTPUT( m_onBallEnter, "OnBallEnter" ),
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DEFINE_OUTPUT( m_onBallExit, "OnBallExit" ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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void CTriggerPasstimeBall::Spawn()
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{
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m_bPresent = false;
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BaseClass::Spawn();
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SetSolid( SOLID_BSP );
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AddSolidFlags( FSOLID_NOT_SOLID | FSOLID_TRIGGER );
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SetMoveType( MOVETYPE_NONE );
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SetModel( STRING( GetModelName() ) ); // set size and link into world
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AddEffects( EF_NODRAW );
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SetThink( &CTriggerPasstimeBall::Update );
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SetNextThink( gpGlobals->curtime );
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}
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//-----------------------------------------------------------------------------
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static CBaseEntity *s_EntitiesInSphere[32];
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bool CTriggerPasstimeBall::BTouching( CBaseEntity *pEnt )
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{
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Ray_t ray;
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trace_t tr;
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ICollideable *pCollide = CollisionProp();
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ray.Init( pEnt->GetAbsOrigin(), pEnt->GetAbsOrigin() );
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enginetrace->ClipRayToCollideable( ray, MASK_ALL, pCollide, &tr );
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return ( tr.startsolid );
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}
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//-----------------------------------------------------------------------------
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void CTriggerPasstimeBall::Update()
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{
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// This is a crappy way to do this, but I couldn't find any way to make
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// a normal trigger do what I want because I want enter/exit to be handled
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// correctly when the ball is hidden.
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// It would be more efficient to have the ball do this, but I'm
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// trying to isolate this hack to where it makes the most sense.
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SetNextThink( gpGlobals->curtime );
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if ( !g_pPasstimeLogic || !g_pPasstimeLogic->GetBall() )
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return;
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CPasstimeBall *pBall = g_pPasstimeLogic->GetBall();
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CBaseEntity *pEnt = pBall->GetCarrier();
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if ( !pEnt ) pEnt = pBall;
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bool bPresentNow = (pEnt && BTouching( pEnt ));
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if ( bPresentNow && !m_bPresent )
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{
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m_onBallEnter.FireOutput( this, this );
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}
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else if ( !bPresentNow && m_bPresent )
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{
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m_onBallExit.FireOutput( this, this );
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}
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m_bPresent = bPresentNow;
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}
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