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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_no_build.h"
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#include "tf_team.h"
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#include "NDebugOverlay.h"
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//-----------------------------------------------------------------------------
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// Purpose: Defines an area from which resources can be collected
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//-----------------------------------------------------------------------------
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class CFuncNoBuild : public CBaseEntity
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{
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DECLARE_CLASS( CFuncNoBuild, CBaseEntity );
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public:
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CFuncNoBuild();
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DECLARE_DATADESC();
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual void Activate( void );
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// Inputs
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void InputSetActive( inputdata_t &inputdata );
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void InputSetInactive( inputdata_t &inputdata );
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void InputToggleActive( inputdata_t &inputdata );
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void SetActive( bool bActive );
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bool GetActive() const;
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bool IsEmpty( void );
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bool PointIsWithin( const Vector &vecPoint );
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bool PreventsBuildOf( int iObjectType );
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// need to transmit to players who are in commander mode
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int UpdateTransmitState() { return SetTransmitState( FL_EDICT_FULLCHECK ); }
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int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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private:
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bool m_bActive;
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bool m_bOnlyPreventTowers;
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};
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LINK_ENTITY_TO_CLASS( func_no_build, CFuncNoBuild);
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BEGIN_DATADESC( CFuncNoBuild )
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// keys
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DEFINE_KEYFIELD_NOT_SAVED( m_bOnlyPreventTowers, FIELD_BOOLEAN, "OnlyPreventTowers" ),
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// inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ToggleActive", InputToggleActive ),
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END_DATADESC()
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PRECACHE_REGISTER( func_no_build );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CFuncNoBuild::CFuncNoBuild()
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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 CFuncNoBuild::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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m_bActive = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::Precache( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: See if we've got a gather point specified
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::Activate( void )
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{
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BaseClass::Activate();
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SetActive( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::InputSetActive( inputdata_t &inputdata )
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{
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SetActive( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::InputSetInactive( inputdata_t &inputdata )
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{
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SetActive( false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::InputToggleActive( inputdata_t &inputdata )
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{
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if ( m_bActive )
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{
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SetActive( false );
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}
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else
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{
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SetActive( true );
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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 CFuncNoBuild::SetActive( bool bActive )
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{
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m_bActive = bActive;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CFuncNoBuild::GetActive() const
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{
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return m_bActive;
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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 CFuncNoBuild::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: Return true if this zone prevents building of the specified type
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//-----------------------------------------------------------------------------
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bool CFuncNoBuild::PreventsBuildOf( int iObjectType )
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{
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if ( m_bOnlyPreventTowers )
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return ( iObjectType == OBJ_TOWER );
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return true;
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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 CFuncNoBuild::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: Does a nobuild zone prevent us from building?
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//-----------------------------------------------------------------------------
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bool PointInNoBuild( CBaseObject *pObject, const Vector &vecBuildOrigin )
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{
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// Find out whether we're in a resource zone or not
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CBaseEntity *pEntity = NULL;
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while ((pEntity = gEntList.FindEntityByClassname( pEntity, "func_no_build" )) != NULL)
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{
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CFuncNoBuild *pNoBuild = (CFuncNoBuild *)pEntity;
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// Are we within this no build?
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if ( pNoBuild->GetActive() && pNoBuild->PointIsWithin( vecBuildOrigin ) )
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{
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if ( pNoBuild->PreventsBuildOf( pObject->GetType() ) )
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return true; // prevent building.
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}
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}
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return false; // Building should be ok.
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if a nobuild zone prevents building this object at the specified origin
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//-----------------------------------------------------------------------------
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bool NoBuildPreventsBuild( CBaseObject *pObject, const Vector &vecBuildOrigin )
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{
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// Find out whether we're in a no build zone or not
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if ( PointInNoBuild( pObject, vecBuildOrigin ) )
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{
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return true;
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}
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return false;
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}
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