source-engine/game/server/stargate/gate_travel.cpp
Deploy Bot 44cb9a4837 StargateTC port — initial integration into nillerusr/source-engine
P1: Source files
- Copy 9 server stargate files + sg_constants.h + sg_weapons.cpp from
  StargateTCSource/sourcecode/ into game/server/stargate/ and
  game/shared/stargate/.
- Add $Folder "Stargate" block to server_hl2mp.vpc and client_hl2mp.vpc.
- Extend $AdditionalIncludeDirectories with stargate paths.

P2/P3: Gamerules + player patches
- hl2mp_gamerules.h: add TEAM_JAFFA=4, TEAM_UNAS=5 to team enum.
- hl2mp_gamerules.cpp: preserve 5 Stargate spawn classnames in
  s_PreserveEnts[]; rename teams to Tau'ri/Goa'uld/Jaffa/Unas;
  rename game description to "StargateTC"/"StargateTC Teamplay".
- hl2mp_player.cpp: EntSelectSpawnPoint now searches Stargate spawn
  classnames first (torri/goauld/marine/unas) with per-team fallback
  chain to combine/rebel/deathmatch.

Build: 0 errors. Server.dll 13.19MB, client.dll 9.85MB.
Runtime test: window title "StargateTC", live game launches,
HEALTH 100 HUD renders, HL2MP MOTD shown, sky/world geometry renders.
Response system loads 217 rules without crashing (was the original
Mapbase+VS2022 heap-corruption point).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 14:08:44 +01:00

65 lines
2.0 KiB
C++

//============= Copyright (c) StargateTC Source Team ==========================
//
// zone_gatetravel and trigger_adv_teleport recovered from the GoldSrc DLL.
// Ghidra's GTravelTouch path checks IsPlayer(), clears velocity, and starts a
// short travel lockout. The Source port keeps that observable behavior and adds
// explicit destination targeting for converted maps.
//
//=============================================================================
#include "cbase.h"
#include "triggers.h"
#include "stargate/sg_constants.h"
class CStargateTravelZone : public CBaseTrigger
{
public:
DECLARE_CLASS( CStargateTravelZone, CBaseTrigger );
DECLARE_DATADESC();
void Spawn() override;
void TravelTouch( CBaseEntity *pOther );
private:
void TeleportPlayer( CBaseEntity *pPlayer );
float m_flNextTouchTime { 0.0f };
};
LINK_ENTITY_TO_CLASS( zone_gatetravel, CStargateTravelZone );
LINK_ENTITY_TO_CLASS( trigger_adv_teleport, CStargateTravelZone );
BEGIN_DATADESC( CStargateTravelZone )
DEFINE_FIELD( m_flNextTouchTime, FIELD_TIME ),
DEFINE_ENTITYFUNC( TravelTouch ),
END_DATADESC()
void CStargateTravelZone::Spawn()
{
BaseClass::Spawn();
InitTrigger();
SetTouch( &CStargateTravelZone::TravelTouch );
}
void CStargateTravelZone::TravelTouch( CBaseEntity *pOther )
{
if ( !pOther || !pOther->IsPlayer() || gpGlobals->curtime < m_flNextTouchTime )
return;
pOther->SetAbsVelocity( vec3_origin );
pOther->SetBaseVelocity( vec3_origin );
TeleportPlayer( pOther );
m_flNextTouchTime = gpGlobals->curtime + StargateTC::GATE_TRAVEL_COOLDOWN;
}
void CStargateTravelZone::TeleportPlayer( CBaseEntity *pPlayer )
{
CBaseEntity *pDestination = gEntList.FindEntityByName( NULL, m_target );
if ( !pDestination )
return;
Vector destination = pDestination->GetAbsOrigin();
QAngle angles = pDestination->GetAbsAngles();
Vector velocity = vec3_origin;
pPlayer->Teleport( &destination, &angles, &velocity );
}