source-engine/game/server/tf2base/tf_powerup.cpp
2022-08-10 19:52:28 +03:00

209 lines
5.0 KiB
C++

//====== 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 );
}
}
}