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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "cbase.h"
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#include "func_respawnflag.h"
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#include "entity_capture_flag.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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LINK_ENTITY_TO_CLASS( func_respawnflag, CFuncRespawnFlagZone );
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BEGIN_DATADESC( CFuncRespawnFlagZone )
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// Functions.
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DEFINE_FUNCTION( Touch ),
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END_DATADESC();
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CFuncRespawnFlagZone::CFuncRespawnFlagZone()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncRespawnFlagZone::Spawn( void )
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{
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AddSpawnFlags( SF_TRIGGER_ALLOW_ALL );
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BaseClass::Spawn();
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InitTrigger();
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SetTouch( &CFuncRespawnFlagZone::Touch );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncRespawnFlagZone::Touch( CBaseEntity *pOther )
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{
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if ( !m_bDisabled )
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{
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if ( pOther->IsPlayer() )
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{
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CTFPlayer *pPlayer = ToTFPlayer( pOther );
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if ( pPlayer && pPlayer->HasTheFlag() )
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{
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CCaptureFlag *pFlag = dynamic_cast<CCaptureFlag*>( pPlayer->GetItem() );
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pPlayer->DropFlag();
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if ( pFlag )
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{
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pFlag->ResetFlag();
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}
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if the specified entity is in a RespawnFlag zone
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//-----------------------------------------------------------------------------
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bool PointInRespawnFlagZone( const Vector &vecPoint )
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{
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CBaseEntity *pTempEnt = NULL;
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while ( ( pTempEnt = gEntList.FindEntityByClassname( pTempEnt, "func_respawnflag" ) ) != NULL )
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{
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CFuncRespawnFlagZone *pZone = dynamic_cast<CFuncRespawnFlagZone *>(pTempEnt);
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if ( pZone && !pZone->m_bDisabled && pZone->PointIsWithin( vecPoint ) )
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{
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return true;
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}
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}
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return false;
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}
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