//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======// // // Purpose: CTF AmmoPack. // //=============================================================================// #include "cbase.h" #include "items.h" #include "tf_gamerules.h" #include "tf_shareddefs.h" #include "tf_player.h" #include "tf_team.h" #include "engine/IEngineSound.h" #include "tf_powerup.h" //============================================================================= float PackRatios[POWERUP_SIZES] = { 0.2, // SMALL 0.5, // MEDIUM 1.0, // FULL }; //============================================================================= // // CTF Powerup tables. // BEGIN_DATADESC( CTFPowerup ) // Keyfields. DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ), // Inputs. DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), // Outputs. END_DATADESC(); //============================================================================= // // CTF Powerup functions. // //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTFPowerup::CTFPowerup() { m_bDisabled = false; m_bRespawning = false; UseClientSideAnimation(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFPowerup::Spawn( void ) { BaseClass::Precache(); BaseClass::Spawn(); BaseClass::SetOriginalSpawnOrigin( GetAbsOrigin() ); BaseClass::SetOriginalSpawnAngles( GetAbsAngles() ); VPhysicsDestroyObject(); SetMoveType( MOVETYPE_NONE ); SetSolidFlags( FSOLID_NOT_SOLID | FSOLID_TRIGGER ); if ( m_bDisabled ) { SetDisabled( true ); } m_bRespawning = false; ResetSequence( LookupSequence("idle") ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CBaseEntity* CTFPowerup::Respawn( void ) { m_bRespawning = true; CBaseEntity *pReturn = BaseClass::Respawn(); // Override the respawn time SetNextThink( gpGlobals->curtime + GetRespawnDelay() ); return pReturn; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFPowerup::Materialize( void ) { if ( !m_bDisabled && IsEffectActive( EF_NODRAW ) ) { // changing from invisible state to visible. EmitSound( "Item.Materialize" ); RemoveEffects( EF_NODRAW ); } m_bRespawning = false; SetTouch( &CItem::ItemTouch ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CTFPowerup::ValidTouch( CBasePlayer *pPlayer ) { // Is the item enabled? if ( IsDisabled() ) { return false; } // Only touch a live player. if ( !pPlayer || !pPlayer->IsPlayer() || !pPlayer->IsAlive() ) { return false; } // Team number and does it match? int iTeam = GetTeamNumber(); if ( iTeam && ( pPlayer->GetTeamNumber() != iTeam ) ) { return false; } return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CTFPowerup::MyTouch( CBasePlayer *pPlayer ) { return false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFPowerup::InputEnable( inputdata_t &inputdata ) { SetDisabled( false ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFPowerup::InputDisable( inputdata_t &inputdata ) { SetDisabled( true ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CTFPowerup::IsDisabled( void ) { return m_bDisabled; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFPowerup::InputToggle( inputdata_t &inputdata ) { if ( m_bDisabled ) { SetDisabled( false ); } else { SetDisabled( true ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFPowerup::SetDisabled( bool bDisabled ) { m_bDisabled = bDisabled; if ( bDisabled ) { AddEffects( EF_NODRAW ); } else { // only turn it back on if we're not in the middle of respawning if ( !m_bRespawning ) { RemoveEffects( EF_NODRAW ); } } }