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https://github.com/nillerusr/source-engine.git
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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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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "tf_func_mass_teleport.h"
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#include "tf_team.h"
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#include "basetfvehicle.h"
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#include "team_spawnpoint.h"
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#include "NDebugOverlay.h"
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#include "tf_vehicle_teleport_station.h"
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#include "tf_gamerules.h"
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LINK_ENTITY_TO_CLASS( func_mass_teleport, CFuncMassTeleport);
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BEGIN_DATADESC( CFuncMassTeleport )
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// Data
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DEFINE_FIELD(m_hTargetEntity, FIELD_EHANDLE),
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// Keys
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DEFINE_KEYFIELD_NOT_SAVED( m_bMCV, FIELD_BOOLEAN, "MCV" ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "DoTeleport", InputDoTeleport ),
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// Outputs
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DEFINE_OUTPUT( m_OnTeleport, "OnTeleport" ),
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DEFINE_OUTPUT( m_OnActive, "OnActive" ),
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DEFINE_OUTPUT( m_OnInactive, "OnInactive" ),
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END_DATADESC()
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PRECACHE_REGISTER( func_mass_teleport );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CFuncMassTeleport::CFuncMassTeleport()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initializes the resource zone
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//-----------------------------------------------------------------------------
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void CFuncMassTeleport::Spawn( void )
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{
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SetSolid( SOLID_BSP );
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AddSolidFlags( FSOLID_TRIGGER );
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SetMoveType( MOVETYPE_NONE );
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AddEffects( EF_NODRAW );
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SetModel( STRING( GetModelName() ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncMassTeleport::Precache( void )
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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 CFuncMassTeleport::Activate( void )
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{
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m_hTargetEntity = GetNextTarget();
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BaseClass::Activate();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncMassTeleport::MassTeleport(
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CTFTeam *pTeam,
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Vector vSourceMins,
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Vector vSourceMaxs,
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Vector vDest,
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bool bSwap,
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bool bPlayersOnly,
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EHANDLE hMCV,
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bool bTelefragDestination )
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{
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bSwap = false;
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Vector vSource = vSourceMins + ( ( vSourceMaxs - vSourceMins ) / 2.f );
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vSource.z = vSourceMins.z;
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/*
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if( bTelefragDestination )
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{
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Vector vDestMins = vDest - ( ( vSourceMaxs - vSourceMins ) / 2.f );
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Vector vDestMaxs = vDest + ( ( vSourceMaxs - vSourceMins ) / 2.f );
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MassTelefrag(vDestMins,vDestMaxs);
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}
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*/
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CBaseEntity *pList[1024];
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int OriginalSolidFlags[1024];
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int count = UTIL_EntitiesInBox( pList, 1024, vSourceMins, vSourceMaxs, FL_CLIENT|FL_NPC|FL_OBJECT );
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for( int i = 0; i < count; i++ )
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{
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CBaseEntity* pEnt = pList[i];
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if ( !pEnt )
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continue;
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if ( bPlayersOnly )
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{
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CBaseTFPlayer *pTestPlayer = dynamic_cast< CBaseTFPlayer* >( pEnt );
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if ( pTestPlayer )
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{
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// If it's players only, then only teleport players attached to the specified MCV.
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if ( pTestPlayer->GetSelectedMCV() != hMCV.Get() )
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{
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pList[i] = NULL;
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continue;
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}
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}
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else
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{
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pList[i] = NULL;
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continue;
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}
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}
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if( pEnt->GetSolidFlags() & FSOLID_NOT_SOLID )
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{
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pList[i] = NULL;
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continue;
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}
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// Only teleport team members
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if ( pTeam && ((CTFTeam*)pEnt->GetTeam()) != pTeam )
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{
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pList[i] = NULL;
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continue;
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}
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// Only teleport items at the root of hierarchies.
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if( pEnt->GetMoveParent() )
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{
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pList[i] = NULL;
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continue;
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}
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CBaseObject* pObj = dynamic_cast<CBaseObject*>(pEnt);
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// NJS: dont teleport map placed objects.
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if( pObj )
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{
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if ( pObj->WasMapPlaced() )
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{
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pList[i] = NULL;
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continue;
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}
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}
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OriginalSolidFlags[i] = pEnt->GetSolidFlags();
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pEnt->AddSolidFlags( FSOLID_NOT_SOLID);
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Vector vEntOrigin = pEnt->GetAbsOrigin();
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Vector vDelta = vEntOrigin - vSource;
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Vector vEntTarget = vDest + vDelta + Vector(0,0,3); // Teleport them a little above the ground, to allow for the suspension drop.
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QAngle aEntAngles= pEnt->GetAbsAngles();
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Vector vEntVelocity;
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pEnt->GetVelocity(&vEntVelocity);
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// If it's a player, trace down from the top of the box to find a safe place
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if ( bPlayersOnly && pEnt->IsPlayer() )
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{
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// Start the target up the top of the dest box
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Vector vecTop = vEntTarget;
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vecTop.z = (vDest.z + (vSourceMaxs.z - vSourceMins.z));
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// Trace a hull down
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trace_t tr;
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UTIL_TraceEntity( pEnt, vecTop, vEntTarget, MASK_SOLID, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
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vEntTarget = tr.endpos + Vector(0,0,3);
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}
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/*
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if( ! bSwap )
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{
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Vector origin(0,0,0);
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if ( !EntityPlacementTest( pEnt, vEntTarget, origin, true ) )
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{
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UTIL_Remove( pEnt );
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return;
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}
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vEntTarget = origin;
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}
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*/
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pEnt->Teleport( &vEntTarget, &aEntAngles, &vEntVelocity );
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}
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// If I am to swap source and destination, do it while the current entites from this teleport are incorperal.
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if( bSwap )
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{
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MassTeleport( pTeam, vSourceMins - vSource + vDest, vSourceMaxs - vSource + vDest, vSource, false, bPlayersOnly, hMCV, false );
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}
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for( i = 0; i < count; i++ )
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{
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CBaseEntity* pEnt = pList[i];
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if( !pEnt )
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continue;
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pEnt->SetSolidFlags(OriginalSolidFlags[i]);
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}
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}
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void CFuncMassTeleport::MassTelefrag( Vector vMins, Vector vMaxs )
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{
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CBaseEntity *pList[4096];
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int count = UTIL_EntitiesInBox( pList, 4096, vMins, vMaxs, FL_CLIENT|FL_NPC|FL_OBJECT );
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for( int i = 0; i < count; i++ )
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{
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CBaseEntity* pEnt = pList[i];
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if ( !pEnt )
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continue;
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if( pEnt->GetSolidFlags() & FSOLID_NOT_SOLID )
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{
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pList[i] = NULL;
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continue;
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}
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// Only teleport items at the root of hierarchies.
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if( pEnt->GetMoveParent() )
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{
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pList[i] = NULL;
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continue;
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}
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CBaseObject* pObj = dynamic_cast<CBaseObject*>(pEnt);
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// dont frag map placed objects.
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if( !pObj )
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continue;
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if ( pObj->WasMapPlaced() )
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{
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pList[i] = NULL;
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continue;
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}
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// Do a massive amount of damage (DMG_GENERIC so there's no physics force)
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CTakeDamageInfo info( this, this, 99999, DMG_GENERIC );
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pObj->TakeDamage(info);
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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 CFuncMassTeleport::DoTeleport(
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CTFTeam *pTeam,
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Vector vSourceMins,
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Vector vSourceMaxs,
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Vector vDest,
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bool bSwap,
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bool bPlayersOnly,
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EHANDLE hMCV )
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{
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bool bTelefragDestination = hMCV ? false : true;
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MassTeleport( pTeam, vSourceMins, vSourceMaxs, vDest, bSwap, bPlayersOnly, hMCV, bTelefragDestination );
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// Fire our output
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m_OnTeleport.FireOutput( this, this );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncMassTeleport::InputDoTeleport( inputdata_t &inputdata )
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{
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// If I have MCVs attached, tell them to teleport.
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for ( int i = 0; i < m_MCVs.Count(); i++ )
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{
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m_MCVs[i]->DoTeleport();
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}
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// If we have a target entity, teleport to it
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if ( m_hTargetEntity )
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{
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Vector vecAbsMins, vecAbsMaxs;
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CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
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DoTeleport( ((CTFTeam*)GetTeam()), vecAbsMins, vecAbsMaxs, m_hTargetEntity->GetAbsOrigin(), true, false, EHANDLE() );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if the specified point is within this zone
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//-----------------------------------------------------------------------------
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bool CFuncMassTeleport::PointIsWithin( const Vector &vecPoint )
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{
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return CollisionProp()->IsPointInBounds( vecPoint );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Transmit this to all players who are in commander mode
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//-----------------------------------------------------------------------------
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int CFuncMassTeleport::ShouldTransmit( const CCheckTransmitInfo *pInfo )
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{
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// Team rules may tell us that we should
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CBaseEntity* pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
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Assert( pRecipientEntity->IsPlayer() );
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CBasePlayer *pPlayer = (CBasePlayer*)pRecipientEntity;
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if ( pPlayer->GetTeam() )
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{
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if (pPlayer->GetTeam()->ShouldTransmitToPlayer( pPlayer, this ))
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return FL_EDICT_ALWAYS;
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}
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return FL_EDICT_DONTSEND;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncMassTeleport::AddMCV( CBaseEntity *pMCV )
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{
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// Are we going active?
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if ( !m_MCVs.Count() )
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{
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// Fire our output
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m_OnActive.FireOutput( this, this );
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}
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EHANDLE hMCV;
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hMCV = pMCV;
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m_MCVs.AddToTail( hMCV );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncMassTeleport::RemoveMCV( CBaseEntity *pMCV )
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{
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EHANDLE hMCV;
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hMCV = pMCV;
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m_MCVs.FindAndRemove( hMCV );
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// Have we just gone inactive?
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if ( !m_MCVs.Count() )
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{
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// Fire our output
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m_OnInactive.FireOutput( this, this );
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}
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}
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