source-engine/game/server/portal/func_noportal_volume.h

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2022-04-16 09:05:19 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A volume in which no portal can be placed. Keeps a global list loaded in from the map
// and provides an interface with which prop_portal can get this list and avoid successfully
// creating portals wholly or partially inside the volume.
//
// $NoKeywords: $
//======================================================================================//
#ifndef _FUNC_NOPORTAL_VOLUME_H_
#define _FUNC_NOPORTAL_VOLUME_H_
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
class CFuncNoPortalVolume : public CBaseEntity
{
public:
DECLARE_CLASS( CFuncNoPortalVolume, CBaseEntity );
CFuncNoPortalVolume();
~CFuncNoPortalVolume();
// Overloads from base entity
virtual void Spawn( void );
void OnActivate( void );
// Inputs to flip functionality on and off
void InputActivate( inputdata_t &inputdata );
void InputDeactivate( inputdata_t &inputdata );
void InputToggle( inputdata_t &inputdata );
// misc public methods
unsigned int GetIndex () { return m_iListIndex; } // returns the list index of this camera
bool IsActive() { return m_bActive; } // is this area currently blocking portals
CFuncNoPortalVolume *m_pNext; // Needed for the template list
DECLARE_DATADESC();
private:
bool m_bActive; // are we currently blocking portals
unsigned int m_iListIndex; // what is my index into the global noportal_volume list
};
// Global interface for getting the list of noportal_volumes
CFuncNoPortalVolume* GetNoPortalVolumeList();
#endif