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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Teleports a named entity to a given position and restores
// it's physics state
//
// $NoKeywords: $
//=============================================================================//
# include "cbase.h"
# include "in_buttons.h"
// memdbgon must be the last include file in a .cpp file!!!
# include "tier0/memdbgon.h"
# define SF_TELEPORT_TO_SPAWN_POS 0x00000001
# define SF_TELEPORT_INTO_DUCK 0x00000002 ///< episodic only: player should be ducked after this teleport
class CPointTeleport : public CBaseEntity
{
DECLARE_CLASS ( CPointTeleport , CBaseEntity ) ;
public :
void Activate ( void ) ;
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# ifdef MAPBASE
void TeleportEntity ( CBaseEntity * pTarget , const Vector & vecPosition , const QAngle & angAngles ) ;
# endif
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void InputTeleport ( inputdata_t & inputdata ) ;
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# ifdef MAPBASE
void InputTeleportEntity ( inputdata_t & inputdata ) ;
void InputTeleportToCurrentPos ( inputdata_t & inputdata ) ;
# endif
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private :
bool EntityMayTeleport ( CBaseEntity * pTarget ) ;
Vector m_vSaveOrigin ;
QAngle m_vSaveAngles ;
DECLARE_DATADESC ( ) ;
} ;
LINK_ENTITY_TO_CLASS ( point_teleport , CPointTeleport ) ;
BEGIN_DATADESC ( CPointTeleport )
DEFINE_FIELD ( m_vSaveOrigin , FIELD_VECTOR ) ,
DEFINE_FIELD ( m_vSaveAngles , FIELD_VECTOR ) ,
DEFINE_INPUTFUNC ( FIELD_VOID , " Teleport " , InputTeleport ) ,
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# ifdef MAPBASE
DEFINE_INPUTFUNC ( FIELD_EHANDLE , " TeleportEntity " , InputTeleportEntity ) ,
DEFINE_INPUTFUNC ( FIELD_VOID , " TeleportToCurrentPos " , InputTeleportToCurrentPos ) ,
# endif
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END_DATADESC ( )
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
// Output : Returns true if the entity may be teleported
//-----------------------------------------------------------------------------
bool CPointTeleport : : EntityMayTeleport ( CBaseEntity * pTarget )
{
if ( pTarget - > GetMoveParent ( ) ! = NULL )
{
// Passengers in a vehicle are allowed to teleport; their behavior handles it
CBaseCombatCharacter * pBCC = pTarget - > MyCombatCharacterPointer ( ) ;
if ( pBCC = = NULL | | ( pBCC ! = NULL & & pBCC - > IsInAVehicle ( ) = = false ) )
return false ;
}
return true ;
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPointTeleport : : Activate ( void )
{
// Start with our origin point
m_vSaveOrigin = GetAbsOrigin ( ) ;
m_vSaveAngles = GetAbsAngles ( ) ;
// Save off the spawn position of the target if instructed to do so
if ( m_spawnflags & SF_TELEPORT_TO_SPAWN_POS )
{
CBaseEntity * pTarget = gEntList . FindEntityByName ( NULL , m_target ) ;
if ( pTarget )
{
// If teleport object is in a movement hierarchy, remove it first
if ( EntityMayTeleport ( pTarget ) )
{
// Save the points
m_vSaveOrigin = pTarget - > GetAbsOrigin ( ) ;
m_vSaveAngles = pTarget - > GetAbsAngles ( ) ;
}
else
{
Warning ( " ERROR: (%s) can't teleport object (%s) as it has a parent (%s)! \n " , GetDebugName ( ) , pTarget - > GetDebugName ( ) , pTarget - > GetMoveParent ( ) - > GetDebugName ( ) ) ;
BaseClass : : Activate ( ) ;
return ;
}
}
else
{
Warning ( " ERROR: (%s) target '%s' not found. Deleting. \n " , GetDebugName ( ) , STRING ( m_target ) ) ;
UTIL_Remove ( this ) ;
return ;
}
}
BaseClass : : Activate ( ) ;
}
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# ifdef MAPBASE
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPointTeleport : : TeleportEntity ( CBaseEntity * pTarget , const Vector & vecPosition , const QAngle & angAngles )
{
// in episodic, we have a special spawn flag that forces Gordon into a duck
# ifdef HL2_EPISODIC
if ( ( m_spawnflags & SF_TELEPORT_INTO_DUCK ) & & pTarget - > IsPlayer ( ) )
{
CBasePlayer * pPlayer = ToBasePlayer ( pTarget ) ;
if ( pPlayer ! = NULL )
{
pPlayer - > m_nButtons | = IN_DUCK ;
pPlayer - > AddFlag ( FL_DUCKING ) ;
pPlayer - > m_Local . m_bDucked = true ;
pPlayer - > m_Local . m_bDucking = true ;
pPlayer - > m_Local . m_flDucktime = 0.0f ;
pPlayer - > SetViewOffset ( VEC_DUCK_VIEW_SCALED ( pPlayer ) ) ;
pPlayer - > SetCollisionBounds ( VEC_DUCK_HULL_MIN , VEC_DUCK_HULL_MAX ) ;
}
}
# endif
pTarget - > Teleport ( & vecPosition , & angAngles , NULL ) ;
}
# endif
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//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPointTeleport : : InputTeleport ( inputdata_t & inputdata )
{
// Attempt to find the entity in question
CBaseEntity * pTarget = gEntList . FindEntityByName ( NULL , m_target , this , inputdata . pActivator , inputdata . pCaller ) ;
if ( pTarget = = NULL )
return ;
// If teleport object is in a movement hierarchy, remove it first
if ( EntityMayTeleport ( pTarget ) = = false )
{
Warning ( " ERROR: (%s) can't teleport object (%s) as it has a parent (%s)! \n " , GetDebugName ( ) , pTarget - > GetDebugName ( ) , pTarget - > GetMoveParent ( ) - > GetDebugName ( ) ) ;
return ;
}
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# ifdef MAPBASE
TeleportEntity ( pTarget , m_vSaveOrigin , m_vSaveAngles ) ;
# else
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// in episodic, we have a special spawn flag that forces Gordon into a duck
# ifdef HL2_EPISODIC
if ( ( m_spawnflags & SF_TELEPORT_INTO_DUCK ) & & pTarget - > IsPlayer ( ) )
{
CBasePlayer * pPlayer = ToBasePlayer ( pTarget ) ;
if ( pPlayer ! = NULL )
{
pPlayer - > m_nButtons | = IN_DUCK ;
pPlayer - > AddFlag ( FL_DUCKING ) ;
pPlayer - > m_Local . m_bDucked = true ;
pPlayer - > m_Local . m_bDucking = true ;
pPlayer - > m_Local . m_flDucktime = 0.0f ;
pPlayer - > SetViewOffset ( VEC_DUCK_VIEW_SCALED ( pPlayer ) ) ;
pPlayer - > SetCollisionBounds ( VEC_DUCK_HULL_MIN , VEC_DUCK_HULL_MAX ) ;
}
}
# endif
pTarget - > Teleport ( & m_vSaveOrigin , & m_vSaveAngles , NULL ) ;
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# endif
}
# ifdef MAPBASE
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPointTeleport : : InputTeleportEntity ( inputdata_t & inputdata )
{
if ( ! inputdata . value . Entity ( ) )
{
Warning ( " %s unable to find entity from TeleportEntity \n " , GetDebugName ( ) ) ;
return ;
}
// If teleport object is in a movement hierarchy, remove it first
if ( EntityMayTeleport ( inputdata . value . Entity ( ) ) = = false )
{
Warning ( " ERROR: (%s) can't teleport object (%s) as it has a parent (%s)! \n " , GetDebugName ( ) , inputdata . value . Entity ( ) - > GetDebugName ( ) , inputdata . value . Entity ( ) - > GetMoveParent ( ) - > GetDebugName ( ) ) ;
return ;
}
TeleportEntity ( inputdata . value . Entity ( ) , m_vSaveOrigin , m_vSaveAngles ) ;
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPointTeleport : : InputTeleportToCurrentPos ( inputdata_t & inputdata )
{
// Attempt to find the entity in question
CBaseEntity * pTarget = gEntList . FindEntityByName ( NULL , m_target , this , inputdata . pActivator , inputdata . pCaller ) ;
if ( pTarget = = NULL )
return ;
// If teleport object is in a movement hierarchy, remove it first
if ( EntityMayTeleport ( pTarget ) = = false )
{
Warning ( " ERROR: (%s) can't teleport object (%s) as it has a parent (%s)! \n " , GetDebugName ( ) , pTarget - > GetDebugName ( ) , pTarget - > GetMoveParent ( ) - > GetDebugName ( ) ) ;
return ;
}
TeleportEntity ( pTarget , GetAbsOrigin ( ) , GetAbsAngles ( ) ) ;
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}
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# endif
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