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49 lines
1.6 KiB
C++
49 lines
1.6 KiB
C++
//========= 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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#include "cbase.h"
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#include "func_passtime_no_ball_zone.h"
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#include "passtime_convars.h"
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#include "tf_player.h"
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//-----------------------------------------------------------------------------
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BEGIN_DATADESC( CFuncPasstimeNoBallZone )
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END_DATADESC()
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//-----------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( func_passtime_no_ball_zone, CFuncPasstimeNoBallZone )
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//-----------------------------------------------------------------------------
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IMPLEMENT_AUTO_LIST( IFuncPasstimeNoBallZoneAutoList );
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//-----------------------------------------------------------------------------
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void CFuncPasstimeNoBallZone::Spawn()
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{
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AddSpawnFlags( SF_TRIGGER_ALLOW_CLIENTS | SF_TRIGGER_ALLOW_PHYSICS );
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BaseClass::Spawn();
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InitTrigger();
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SetNextThink( TICK_NEVER_THINK );
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SetThink( NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Is a given point contained within a no ball zone?
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//-----------------------------------------------------------------------------
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bool EntityIsInNoBallZone( CBaseEntity *pTarget )
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{
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const auto &allNoBallZones = IFuncPasstimeNoBallZoneAutoList::AutoList();
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for ( int i = 0; i < allNoBallZones.Count(); ++i )
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{
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CFuncPasstimeNoBallZone *pNoBallZone = static_cast< CFuncPasstimeNoBallZone* >( allNoBallZones[i] );
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if ( pTarget && pNoBallZone->IsTouching(pTarget) )
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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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