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* Init * Implementation * Add `trigger_bomb_reset` to `.fgd` * Set CC4 position on CC4::AttachToPlayer() * move to `addons/trigger_bomb_reset` * rename method & member * CTriggerBombReset: Add `SetUse()`
40 lines
1.3 KiB
C++
40 lines
1.3 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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*/
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#include "precompiled.h"
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LINK_ENTITY_TO_CLASS(trigger_bomb_reset, CTriggerBombReset, CCSTriggerBombReset)
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void CTriggerBombReset::Spawn()
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{
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InitTrigger();
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SetTouch(&CTriggerBombReset::Touch);
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SetUse(&CTriggerBombReset::ToggleUse);
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}
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void CTriggerBombReset::Touch(CBaseEntity *pOther)
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{
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CWeaponBox *pWeaponBox = dynamic_cast<CWeaponBox *>(pOther);
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if (pWeaponBox && pWeaponBox->m_bIsBomb)
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{
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// If the bomb touches this trigger, tell it to reset to its last known valid position.
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pWeaponBox->ResetToLastValidPlayerHeldC4Position();
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}
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}
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