mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-08 13:15:31 +03:00
eb014cce6c
- Fixed path_track paths saving as pointers instead of handles - Fixed player animations not falling to base class correctly - Fixed logic_externaldata creating garbage in trailing spaces - Added "SetHandModelSkin" input - Added unique colors for various types of console message, adjustable via convars - Added the ability to use map-specific weapon scripts - Added a way to display (placeholder) text entirely from Faceposer scenes - Added "autobreak" keyvalue to game_text, which automatically breaks long text into different lines - Added the ability to change a game_text's font (very limited) - Added LightToggle input to point_spotlight - Added Enable/DisableSprites on npc_manhack - Added ai_goal_police behavior from metrocops to Combine soldiers and citizens - Added func_precipitation particle rain systems from the Alien Swarm SDK - Added new func_precipitation spawnflags for controlling behavior in particle types - Added "mapbase_version" cvar which shows the version of Mapbase a mod might be running on - Fixed an oversight with NPC crouch activities which was causing npc_metropolice to stop firing in standoffs - Added toggleable patches to npc_combine AI which make soldiers less likely to stand around without shooting or rush to melee when not needed - Added key for custom logo font on env_credits scripts - Added SetSpeed and SetPushDir inputs for trigger_push - Added a bunch of I/O/KV to func_fish_pool to allow for more control over the fish - Added OnLostEnemy/Player support for npc_combine_camera - Added enhanced save/restore for the Response System, toggleable via convar - Added a convar which allows users to disable weapon autoswitching when picking up ammo - Split VScript base script into its own file - Added VScript descriptions for NPC squads and the manager class which handles them - Moved several classes, functions, etc. to the VScript library itself for future usage in other projects, like VBSP - Added VScript to VBSP with basic map file interfacing - Made some VScript documentation more clear due to deprecation of online documentation - Added VScript "hook" registration, creating a standardized system which shows up in script_help documentation - Added VScript-driven custom weapons - Added clientside VScript scopes - Added a bunch of weapon-related VScript functions - Split a bunch of cluttered VScript stuff into different files - Added VScript functions for "following" entities/bonemerging - Added VScript functions for grenades - Added a few more VScript trigger functions - Added OnDeath hook for VScript - Fixed documentation for aliased functions in VScript - Fixed $bumpmask not working on SDK_LightmappedGeneric - Made vertex blend swapping in Hammer use a constant instead of a combo (makes it easier to compile the shader, especially for $bumpmask's sake) - Fixed brush phong, etc. causing SDK_WorldVertexTransition to stop working - Added limited support for $envmapmask in the bumpmapping shader - Fixed more issues with parallax corrected cubemaps and instances - Made instance variable recursion consistent with VMFII
827 lines
19 KiB
C++
827 lines
19 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Contains entities for implementing/changing game rules dynamically within each BSP.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "datamap.h"
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#include "gamerules.h"
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#include "maprules.h"
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#include "player.h"
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#include "entitylist.h"
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#include "ai_hull.h"
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#include "entityoutput.h"
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#ifdef MAPBASE
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#include "eventqueue.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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class CRuleEntity : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CRuleEntity, CBaseEntity );
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void Spawn( void );
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DECLARE_DATADESC();
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void SetMaster( string_t iszMaster ) { m_iszMaster = iszMaster; }
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protected:
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bool CanFireForActivator( CBaseEntity *pActivator );
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private:
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string_t m_iszMaster;
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};
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BEGIN_DATADESC( CRuleEntity )
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DEFINE_KEYFIELD( m_iszMaster, FIELD_STRING, "master" ),
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END_DATADESC()
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void CRuleEntity::Spawn( void )
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{
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SetSolid( SOLID_NONE );
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SetMoveType( MOVETYPE_NONE );
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AddEffects( EF_NODRAW );
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}
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bool CRuleEntity::CanFireForActivator( CBaseEntity *pActivator )
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{
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if ( m_iszMaster != NULL_STRING )
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{
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if ( UTIL_IsMasterTriggered( m_iszMaster, pActivator ) )
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return true;
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else
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return false;
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}
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return true;
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}
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//
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// CRulePointEntity -- base class for all rule "point" entities (not brushes)
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//
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class CRulePointEntity : public CRuleEntity
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{
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public:
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DECLARE_DATADESC();
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DECLARE_CLASS( CRulePointEntity, CRuleEntity );
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int m_Score;
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void Spawn( void );
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};
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CRulePointEntity )
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DEFINE_FIELD( m_Score, FIELD_INTEGER ),
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END_DATADESC()
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void CRulePointEntity::Spawn( void )
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{
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BaseClass::Spawn();
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SetModelName( NULL_STRING );
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m_Score = 0;
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}
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//
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// CRuleBrushEntity -- base class for all rule "brush" entities (not brushes)
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// Default behavior is to set up like a trigger, invisible, but keep the model for volume testing
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//
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class CRuleBrushEntity : public CRuleEntity
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{
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public:
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DECLARE_CLASS( CRuleBrushEntity, CRuleEntity );
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void Spawn( void );
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private:
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};
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void CRuleBrushEntity::Spawn( void )
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{
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SetModel( STRING( GetModelName() ) );
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BaseClass::Spawn();
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}
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// CGameScore / game_score -- award points to player / team
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// Points +/- total
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// Flag: Allow negative scores SF_SCORE_NEGATIVE
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// Flag: Award points to team in teamplay SF_SCORE_TEAM
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#define SF_SCORE_NEGATIVE 0x0001
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#define SF_SCORE_TEAM 0x0002
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class CGameScore : public CRulePointEntity
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{
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public:
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DECLARE_CLASS( CGameScore, CRulePointEntity );
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DECLARE_DATADESC();
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void Spawn( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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bool KeyValue( const char *szKeyName, const char *szValue );
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inline int Points( void ) { return m_Score; }
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inline bool AllowNegativeScore( void ) { return m_spawnflags & SF_SCORE_NEGATIVE; }
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inline int AwardToTeam( void ) { return (m_spawnflags & SF_SCORE_TEAM); }
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inline void SetPoints( int points ) { m_Score = points; }
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void InputApplyScore( inputdata_t &inputdata );
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private:
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};
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LINK_ENTITY_TO_CLASS( game_score, CGameScore );
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BEGIN_DATADESC( CGameScore )
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "ApplyScore", InputApplyScore ),
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END_DATADESC()
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void CGameScore::Spawn( void )
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{
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int iScore = Points();
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BaseClass::Spawn();
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SetPoints( iScore );
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}
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bool CGameScore::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq(szKeyName, "points"))
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{
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SetPoints( atoi(szValue) );
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}
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else
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return BaseClass::KeyValue( szKeyName, szValue );
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return true;
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}
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void CGameScore::InputApplyScore( inputdata_t &inputdata )
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{
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CBaseEntity *pActivator = inputdata.pActivator;
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if ( pActivator == NULL )
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return;
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if ( CanFireForActivator( pActivator ) == false )
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return;
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// Only players can use this
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if ( pActivator->IsPlayer() )
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{
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if ( AwardToTeam() )
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{
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pActivator->AddPointsToTeam( Points(), AllowNegativeScore() );
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}
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else
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{
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pActivator->AddPoints( Points(), AllowNegativeScore() );
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}
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}
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}
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void CGameScore::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if ( !CanFireForActivator( pActivator ) )
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return;
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// Only players can use this
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if ( pActivator->IsPlayer() )
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{
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if ( AwardToTeam() )
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{
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pActivator->AddPointsToTeam( Points(), AllowNegativeScore() );
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}
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else
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{
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pActivator->AddPoints( Points(), AllowNegativeScore() );
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}
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}
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}
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// CGameEnd / game_end -- Ends the game in MP
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class CGameEnd : public CRulePointEntity
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{
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DECLARE_CLASS( CGameEnd, CRulePointEntity );
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public:
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DECLARE_DATADESC();
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void InputGameEnd( inputdata_t &inputdata );
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#ifdef MAPBASE
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void InputGameEndSP( inputdata_t &inputdata );
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#endif
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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private:
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};
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BEGIN_DATADESC( CGameEnd )
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// inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "EndGame", InputGameEnd ),
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#ifdef MAPBASE
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DEFINE_INPUTFUNC( FIELD_STRING, "EndGameSP", InputGameEndSP ),
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#endif
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( game_end, CGameEnd );
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void CGameEnd::InputGameEnd( inputdata_t &inputdata )
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{
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g_pGameRules->EndMultiplayerGame();
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}
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#ifdef MAPBASE
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void CGameEnd::InputGameEndSP( inputdata_t &inputdata )
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{
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// This basically just acts as a shortcut for the "startupmenu force"/disconnection command.
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// Things like mapping competitions could change this code based on given strings for specific endings (e.g. background maps).
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CBasePlayer *pPlayer = AI_GetSinglePlayer();
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if (pPlayer)
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engine->ClientCommand(pPlayer->edict(), "startupmenu force");
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}
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#endif
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void CGameEnd::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if ( !CanFireForActivator( pActivator ) )
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return;
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g_pGameRules->EndMultiplayerGame();
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}
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//
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// CGameText / game_text -- NON-Localized HUD Message (use env_message to display a titles.txt message)
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// Flag: All players SF_ENVTEXT_ALLPLAYERS
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//
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#define SF_ENVTEXT_ALLPLAYERS 0x0001
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class CGameText : public CRulePointEntity
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{
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public:
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DECLARE_CLASS( CGameText, CRulePointEntity );
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bool KeyValue( const char *szKeyName, const char *szValue );
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DECLARE_DATADESC();
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inline bool MessageToAll( void ) { return (m_spawnflags & SF_ENVTEXT_ALLPLAYERS); }
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inline void MessageSet( const char *pMessage ) { m_iszMessage = AllocPooledString(pMessage); }
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inline const char *MessageGet( void ) { return STRING( m_iszMessage ); }
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void InputDisplay( inputdata_t &inputdata );
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void Display( CBaseEntity *pActivator );
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#ifdef MAPBASE
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void InputSetText ( inputdata_t &inputdata );
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void SetText( const char* pszStr );
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void InputSetFont( inputdata_t &inputdata ) { m_strFont = inputdata.value.StringID(); }
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#endif
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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Display( pActivator );
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}
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private:
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string_t m_iszMessage;
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hudtextparms_t m_textParms;
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#ifdef MAPBASE
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string_t m_strFont;
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bool m_bAutobreak;
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#endif
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};
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LINK_ENTITY_TO_CLASS( game_text, CGameText );
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// Save parms as a block. Will break save/restore if the structure changes, but this entity didn't ship with Half-Life, so
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// it can't impact saved Half-Life games.
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BEGIN_DATADESC( CGameText )
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DEFINE_KEYFIELD( m_iszMessage, FIELD_STRING, "message" ),
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DEFINE_KEYFIELD( m_textParms.channel, FIELD_INTEGER, "channel" ),
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DEFINE_KEYFIELD( m_textParms.x, FIELD_FLOAT, "x" ),
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DEFINE_KEYFIELD( m_textParms.y, FIELD_FLOAT, "y" ),
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DEFINE_KEYFIELD( m_textParms.effect, FIELD_INTEGER, "effect" ),
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DEFINE_KEYFIELD( m_textParms.fadeinTime, FIELD_FLOAT, "fadein" ),
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DEFINE_KEYFIELD( m_textParms.fadeoutTime, FIELD_FLOAT, "fadeout" ),
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DEFINE_KEYFIELD( m_textParms.holdTime, FIELD_FLOAT, "holdtime" ),
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DEFINE_KEYFIELD( m_textParms.fxTime, FIELD_FLOAT, "fxtime" ),
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#ifdef MAPBASE
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DEFINE_KEYFIELD( m_strFont, FIELD_STRING, "font" ),
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DEFINE_KEYFIELD( m_bAutobreak, FIELD_BOOLEAN, "autobreak" ),
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#endif
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DEFINE_ARRAY( m_textParms, FIELD_CHARACTER, sizeof(hudtextparms_t) ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Display", InputDisplay ),
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#ifdef MAPBASE
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DEFINE_INPUTFUNC( FIELD_STRING, "SetText", InputSetText ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetFont", InputSetFont ),
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#endif
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END_DATADESC()
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bool CGameText::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq(szKeyName, "color"))
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{
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int color[4];
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UTIL_StringToIntArray( color, 4, szValue );
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m_textParms.r1 = color[0];
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m_textParms.g1 = color[1];
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m_textParms.b1 = color[2];
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m_textParms.a1 = color[3];
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}
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else if (FStrEq(szKeyName, "color2"))
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{
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int color[4];
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UTIL_StringToIntArray( color, 4, szValue );
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m_textParms.r2 = color[0];
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m_textParms.g2 = color[1];
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m_textParms.b2 = color[2];
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m_textParms.a2 = color[3];
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}
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#ifdef MAPBASE
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else if (FStrEq( szKeyName, "message" ))
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{
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// Needed for newline support
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SetText( szValue );
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}
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#endif
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else
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return BaseClass::KeyValue( szKeyName, szValue );
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return true;
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}
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void CGameText::InputDisplay( inputdata_t &inputdata )
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{
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Display( inputdata.pActivator );
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}
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void CGameText::Display( CBaseEntity *pActivator )
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{
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if ( !CanFireForActivator( pActivator ) )
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return;
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if ( MessageToAll() )
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{
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#ifdef MAPBASE
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UTIL_HudMessageAll( m_textParms, MessageGet(), STRING(m_strFont), m_bAutobreak );
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#else
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UTIL_HudMessageAll( m_textParms, MessageGet() );
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#endif
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}
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else
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{
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// If we're in singleplayer, show the message to the player.
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if ( gpGlobals->maxClients == 1 )
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{
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CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
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#ifdef MAPBASE
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UTIL_HudMessage( pPlayer, m_textParms, MessageGet(), STRING(m_strFont), m_bAutobreak );
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#else
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UTIL_HudMessage( pPlayer, m_textParms, MessageGet() );
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#endif
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}
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// Otherwise show the message to the player that triggered us.
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else if ( pActivator && pActivator->IsNetClient() )
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{
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#ifdef MAPBASE
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UTIL_HudMessage( ToBasePlayer( pActivator ), m_textParms, MessageGet(), STRING(m_strFont), m_bAutobreak );
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#else
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UTIL_HudMessage( ToBasePlayer( pActivator ), m_textParms, MessageGet() );
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#endif
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}
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}
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}
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#ifdef MAPBASE
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void CGameText::InputSetText( inputdata_t &inputdata )
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{
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SetText( inputdata.value.String() );
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}
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void CGameText::SetText( const char* pszStr )
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{
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// Replace /n with \n
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if (Q_strstr( pszStr, "/n" ))
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{
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CUtlStringList vecLines;
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Q_SplitString( pszStr, "/n", vecLines );
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char szMsg[512];
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Q_strncpy( szMsg, vecLines[0], sizeof( szMsg ) );
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for (int i = 1; i < vecLines.Count(); i++)
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{
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Q_snprintf( szMsg, sizeof( szMsg ), "%s\n%s", szMsg, vecLines[i] );
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}
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m_iszMessage = AllocPooledString( szMsg );
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}
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else
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{
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m_iszMessage = AllocPooledString( pszStr );
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}
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}
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#endif
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/* TODO: Replace with an entity I/O version
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//
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// CGameTeamSet / game_team_set -- Changes the team of the entity it targets to the activator's team
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// Flag: Fire once
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// Flag: Clear team -- Sets the team to "NONE" instead of activator
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#define SF_TEAMSET_FIREONCE 0x0001
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#define SF_TEAMSET_CLEARTEAM 0x0002
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class CGameTeamSet : public CRulePointEntity
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{
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public:
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DECLARE_CLASS( CGameTeamSet, CRulePointEntity );
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inline bool RemoveOnFire( void ) { return (m_spawnflags & SF_TEAMSET_FIREONCE) ? true : false; }
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inline bool ShouldClearTeam( void ) { return (m_spawnflags & SF_TEAMSET_CLEARTEAM) ? true : false; }
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void InputTrigger( inputdata_t &inputdata );
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private:
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COutputEvent m_OnTrigger;
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};
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LINK_ENTITY_TO_CLASS( game_team_set, CGameTeamSet );
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void CGameTeamSet::InputTrigger( inputdata_t &inputdata )
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{
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if ( !CanFireForActivator( inputdata.pActivator ) )
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return;
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if ( ShouldClearTeam() )
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{
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// clear the team of our target
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}
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else
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{
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// set the team of our target to our activator's team
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}
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m_OnTrigger.FireOutput(pActivator, this);
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if ( RemoveOnFire() )
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{
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UTIL_Remove( this );
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}
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}
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*/
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//
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// CGamePlayerZone / game_player_zone -- players in the zone fire my target when I'm fired
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//
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// Needs master?
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class CGamePlayerZone : public CRuleBrushEntity
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{
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public:
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DECLARE_CLASS( CGamePlayerZone, CRuleBrushEntity );
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void InputCountPlayersInZone( inputdata_t &inputdata );
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|
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DECLARE_DATADESC();
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|
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private:
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|
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COutputEvent m_OnPlayerInZone;
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COutputEvent m_OnPlayerOutZone;
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|
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COutputInt m_PlayersInCount;
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COutputInt m_PlayersOutCount;
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};
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|
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LINK_ENTITY_TO_CLASS( game_zone_player, CGamePlayerZone );
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BEGIN_DATADESC( CGamePlayerZone )
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// Inputs
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DEFINE_INPUTFUNC(FIELD_VOID, "CountPlayersInZone", InputCountPlayersInZone),
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// Outputs
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DEFINE_OUTPUT(m_OnPlayerInZone, "OnPlayerInZone"),
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DEFINE_OUTPUT(m_OnPlayerOutZone, "OnPlayerOutZone"),
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DEFINE_OUTPUT(m_PlayersInCount, "PlayersInCount"),
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DEFINE_OUTPUT(m_PlayersOutCount, "PlayersOutCount"),
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|
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END_DATADESC()
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|
|
|
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//-----------------------------------------------------------------------------
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// Purpose: Counts all the players in the zone. Fires one output per player
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// in the zone, one output per player out of the zone, and outputs
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// with the total counts of players in and out of the zone.
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//-----------------------------------------------------------------------------
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void CGamePlayerZone::InputCountPlayersInZone( inputdata_t &inputdata )
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{
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int playersInCount = 0;
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int playersOutCount = 0;
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if ( !CanFireForActivator( inputdata.pActivator ) )
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return;
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|
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CBaseEntity *pPlayer = NULL;
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|
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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|
{
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pPlayer = UTIL_PlayerByIndex( i );
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if ( pPlayer )
|
|
{
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|
trace_t trace;
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|
Hull_t hullType;
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|
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|
hullType = HULL_HUMAN;
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|
if ( pPlayer->GetFlags() & FL_DUCKING )
|
|
{
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|
hullType = HULL_SMALL_CENTERED;
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}
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|
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UTIL_TraceModel( pPlayer->GetAbsOrigin(), pPlayer->GetAbsOrigin(), NAI_Hull::Mins(hullType),
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NAI_Hull::Maxs(hullType), this, COLLISION_GROUP_NONE, &trace );
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|
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if ( trace.startsolid )
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{
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playersInCount++;
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m_OnPlayerInZone.FireOutput(pPlayer, this);
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}
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else
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|
{
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|
playersOutCount++;
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m_OnPlayerOutZone.FireOutput(pPlayer, this);
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|
}
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}
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|
}
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m_PlayersInCount.Set(playersInCount, inputdata.pActivator, this);
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m_PlayersOutCount.Set(playersOutCount, inputdata.pActivator, this);
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}
|
|
|
|
|
|
/*
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// Disable. Eventually will be replace by new activator filter entities. (LHL)
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|
//
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|
// CGamePlayerHurt / game_player_hurt -- Damages the player who fires it
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|
// Flag: Fire once
|
|
|
|
#define SF_PKILL_FIREONCE 0x0001
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|
class CGamePlayerHurt : public CRulePointEntity
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CGamePlayerHurt, CRulePointEntity );
|
|
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
inline bool RemoveOnFire( void ) { return (m_spawnflags & SF_PKILL_FIREONCE) ? true : false; }
|
|
|
|
DECLARE_DATADESC();
|
|
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|
private:
|
|
|
|
float m_flDamage; // Damage to inflict, negative values give health.
|
|
|
|
COutputEvent m_OnUse;
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( game_player_hurt, CGamePlayerHurt );
|
|
|
|
|
|
BEGIN_DATADESC( CGamePlayerHurt )
|
|
|
|
DEFINE_KEYFIELD( m_flDamage, FIELD_FLOAT, "dmg" ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
|
|
void CGamePlayerHurt::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if ( !CanFireForActivator( pActivator ) )
|
|
return;
|
|
|
|
if ( pActivator->IsPlayer() )
|
|
{
|
|
if ( m_flDamage < 0 )
|
|
{
|
|
pActivator->TakeHealth( -m_flDamage, DMG_GENERIC );
|
|
}
|
|
else
|
|
{
|
|
pActivator->TakeDamage( this, this, m_flDamage, DMG_GENERIC );
|
|
}
|
|
}
|
|
|
|
SUB_UseTargets( pActivator, useType, value );
|
|
m_OnUse.FireOutput(pActivator, this); // dvsents2: handle useType and value here - they are passed through
|
|
|
|
if ( RemoveOnFire() )
|
|
{
|
|
UTIL_Remove( this );
|
|
}
|
|
}
|
|
*/
|
|
|
|
//
|
|
// CGamePlayerEquip / game_playerequip -- Sets the default player equipment
|
|
// Flag: USE Only
|
|
|
|
#define SF_PLAYEREQUIP_USEONLY 0x0001
|
|
#define MAX_EQUIP 32
|
|
|
|
class CGamePlayerEquip : public CRulePointEntity
|
|
{
|
|
DECLARE_DATADESC();
|
|
|
|
public:
|
|
DECLARE_CLASS( CGamePlayerEquip, CRulePointEntity );
|
|
|
|
bool KeyValue( const char *szKeyName, const char *szValue );
|
|
void Touch( CBaseEntity *pOther );
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
|
|
inline bool UseOnly( void ) { return (m_spawnflags & SF_PLAYEREQUIP_USEONLY) ? true : false; }
|
|
|
|
private:
|
|
|
|
void EquipPlayer( CBaseEntity *pPlayer );
|
|
|
|
string_t m_weaponNames[MAX_EQUIP];
|
|
int m_weaponCount[MAX_EQUIP];
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( game_player_equip, CGamePlayerEquip );
|
|
|
|
//---------------------------------------------------------
|
|
// Save/Restore
|
|
//---------------------------------------------------------
|
|
BEGIN_DATADESC( CGamePlayerEquip )
|
|
|
|
DEFINE_AUTO_ARRAY( m_weaponNames, FIELD_STRING ),
|
|
DEFINE_AUTO_ARRAY( m_weaponCount, FIELD_INTEGER ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
|
|
|
|
bool CGamePlayerEquip::KeyValue( const char *szKeyName, const char *szValue )
|
|
{
|
|
if ( !BaseClass::KeyValue( szKeyName, szValue ) )
|
|
{
|
|
for ( int i = 0; i < MAX_EQUIP; i++ )
|
|
{
|
|
if ( !m_weaponNames[i] )
|
|
{
|
|
char tmp[128];
|
|
|
|
UTIL_StripToken( szKeyName, tmp );
|
|
|
|
m_weaponNames[i] = AllocPooledString(tmp);
|
|
m_weaponCount[i] = atoi(szValue);
|
|
m_weaponCount[i] = MAX(1,m_weaponCount[i]);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
void CGamePlayerEquip::Touch( CBaseEntity *pOther )
|
|
{
|
|
if ( !CanFireForActivator( pOther ) )
|
|
return;
|
|
|
|
if ( UseOnly() )
|
|
return;
|
|
|
|
EquipPlayer( pOther );
|
|
}
|
|
|
|
void CGamePlayerEquip::EquipPlayer( CBaseEntity *pEntity )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer(pEntity);
|
|
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
for ( int i = 0; i < MAX_EQUIP; i++ )
|
|
{
|
|
if ( !m_weaponNames[i] )
|
|
break;
|
|
for ( int j = 0; j < m_weaponCount[i]; j++ )
|
|
{
|
|
pPlayer->GiveNamedItem( STRING(m_weaponNames[i]) );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CGamePlayerEquip::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
EquipPlayer( pActivator );
|
|
}
|
|
|
|
|
|
//
|
|
// CGamePlayerTeam / game_player_team -- Changes the team of the player who fired it
|
|
// Flag: Fire once
|
|
// Flag: Kill Player
|
|
// Flag: Gib Player
|
|
|
|
#define SF_PTEAM_FIREONCE 0x0001
|
|
#define SF_PTEAM_KILL 0x0002
|
|
#define SF_PTEAM_GIB 0x0004
|
|
|
|
class CGamePlayerTeam : public CRulePointEntity
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CGamePlayerTeam, CRulePointEntity );
|
|
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
|
|
private:
|
|
|
|
inline bool RemoveOnFire( void ) { return (m_spawnflags & SF_PTEAM_FIREONCE) ? true : false; }
|
|
inline bool ShouldKillPlayer( void ) { return (m_spawnflags & SF_PTEAM_KILL) ? true : false; }
|
|
inline bool ShouldGibPlayer( void ) { return (m_spawnflags & SF_PTEAM_GIB) ? true : false; }
|
|
|
|
const char *TargetTeamName( const char *pszTargetName, CBaseEntity *pActivator );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( game_player_team, CGamePlayerTeam );
|
|
|
|
|
|
const char *CGamePlayerTeam::TargetTeamName( const char *pszTargetName, CBaseEntity *pActivator )
|
|
{
|
|
CBaseEntity *pTeamEntity = NULL;
|
|
|
|
while ((pTeamEntity = gEntList.FindEntityByName( pTeamEntity, pszTargetName, NULL, pActivator )) != NULL)
|
|
{
|
|
if ( FClassnameIs( pTeamEntity, "game_team_master" ) )
|
|
return pTeamEntity->TeamID();
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
void CGamePlayerTeam::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if ( !CanFireForActivator( pActivator ) )
|
|
return;
|
|
|
|
if ( pActivator->IsPlayer() )
|
|
{
|
|
const char *pszTargetTeam = TargetTeamName( STRING(m_target), pActivator );
|
|
if ( pszTargetTeam )
|
|
{
|
|
CBasePlayer *pPlayer = (CBasePlayer *)pActivator;
|
|
g_pGameRules->ChangePlayerTeam( pPlayer, pszTargetTeam, ShouldKillPlayer(), ShouldGibPlayer() );
|
|
}
|
|
}
|
|
|
|
if ( RemoveOnFire() )
|
|
{
|
|
UTIL_Remove( this );
|
|
}
|
|
}
|
|
|
|
|