mirror of
https://github.com/nillerusr/source-engine.git
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168 lines
4.8 KiB
C++
168 lines
4.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Medic's resupply beacon
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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 "tf_obj.h"
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#include "tf_player.h"
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#include "tf_team.h"
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#include "techtree.h"
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#include "tf_shield.h"
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#include "tf_obj_respawn_station.h"
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IMPLEMENT_SERVERCLASS_ST(CObjectRespawnStation, DT_ObjectRespawnStation)
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END_SEND_TABLE();
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BEGIN_DATADESC( CObjectRespawnStation )
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// keys
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DEFINE_KEYFIELD_NOT_SAVED( m_bIsInitialSpawnPoint, FIELD_BOOLEAN, "InitialSpawn" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS(obj_respawn_station, CObjectRespawnStation);
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PRECACHE_REGISTER(obj_respawn_station);
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ConVar obj_respawnstation_health( "obj_respawnstation_health","300", FCVAR_NONE, "Respawn Station health" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CObjectRespawnStation::CObjectRespawnStation()
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{
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m_bIsInitialSpawnPoint = false;
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UseClientSideAnimation();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectRespawnStation::Precache()
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{
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PrecacheModel( "models/objects/obj_respawn_station.mdl" );
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m_iSpriteTexture = PrecacheModel( "sprites/laserbeam.vmt" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectRespawnStation::Spawn()
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{
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Precache();
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SetMoveType( MOVETYPE_NONE );
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SetSolid( SOLID_BBOX );
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SetModel( "models/objects/obj_respawn_station.mdl" );
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UTIL_SetSize(this, RESPAWN_STATION_MINS, RESPAWN_STATION_MAXS);
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m_iHealth = m_iMaxHealth = obj_respawnstation_health.GetInt();
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m_takedamage = DAMAGE_YES;
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m_fLastRespawnTime = -99999;
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SetType( OBJ_RESPAWN_STATION );
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Object using!
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//-----------------------------------------------------------------------------
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void CObjectRespawnStation::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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// Sapper removal
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if ( RemoveEnemyAttachments( pActivator ) )
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return;
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// See if the activator is a player
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if ( pActivator->IsPlayer() )
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{
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CBaseTFPlayer *player = static_cast< CBaseTFPlayer * >( pActivator );
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player->SetRespawnStation( this );
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}
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BaseClass::Use( pActivator, pCaller, useType, value );
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}
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//-----------------------------------------------------------------------------
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// Gets called when someone respawns on this station
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//-----------------------------------------------------------------------------
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void CObjectRespawnStation::PerformRespawnEffect()
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{
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if (gpGlobals->curtime - m_fLastRespawnTime > RESPAWN_EFFECT_TIME)
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{
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Vector vecEnd;
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VectorAdd( GetAbsOrigin(), Vector( 0, 0, RESPAWN_BEAM_HEIGHT ), vecEnd );
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CBroadcastRecipientFilter filter;
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te->BeamPoints( filter, 0.0,
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&GetAbsOrigin(),
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&vecEnd,
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m_iSpriteTexture,
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0, // Halo index
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0, // Start frame
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15, // Frame rate
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3.0, // Life
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50, // Width
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50, // EndWidth
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0, // FadeLength
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0, // Amplitude
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100, // r
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200, // g
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255, // b
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255, // a
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20 ); // speed
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m_fLastRespawnTime = gpGlobals->curtime;
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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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CObjectRespawnStation* CObjectRespawnStation::Create(const Vector &vOrigin, const QAngle &vAngles )
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{
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CObjectRespawnStation *pRet = (CObjectRespawnStation*)CreateEntityByName("obj_respawn_station");
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if(pRet)
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{
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pRet->SetLocalOrigin( vOrigin );
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pRet->SetLocalAngles( vAngles );
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pRet->Spawn();
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}
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return pRet;
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}
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//-----------------------------------------------------------------------------
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// Plays a respawn effect on a respawn station...
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//-----------------------------------------------------------------------------
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void PlayRespawnEffect(CBaseEntity *pRespawnStation)
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{
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// ROBIN: Removed this for now
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return;
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// Check last respawn time; wait a couple seconds
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if (!FClassnameIs(pRespawnStation, "obj_respawn_station"))
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return;
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CObjectRespawnStation* pStation = static_cast<CObjectRespawnStation*>(pRespawnStation);
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pStation->PerformRespawnEffect();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if this spawnpoint is the map specified initial spawnpoint for its team
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//-----------------------------------------------------------------------------
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bool CObjectRespawnStation::IsInitialSpawnPoint( void )
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{
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return m_bIsInitialSpawnPoint;
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}
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