void CFuncPortalDetector::OnActivate( void )
{
	Vector vMin, vMax;
	CollisionProp()->WorldSpaceAABB( &vMin, &vMax );

	Vector vBoxCenter = ( vMin + vMax ) * 0.5f;
	Vector vBoxExtents = ( vMax - vMin ) * 0.5f;

	bool bTouchedPortal1 = false;
	bool bTouchedPortal2 = false;

	int iPortalCount = CProp_Portal_Shared::AllPortals.Count();
	if( iPortalCount != 0 )
	{
		CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base();
		for( int i = 0; i != iPortalCount; ++i )
		{
			CProp_Portal *pTempPortal = pPortals[i];

			//require that it's active and/or linked?

			if( pTempPortal->GetLinkageGroup() == m_iLinkageGroupID && UTIL_IsBoxIntersectingPortal( vBoxCenter, vBoxExtents, pTempPortal ) )
			{
				if( pTempPortal->IsPortal2() )
				{
					m_OnStartTouchPortal2.FireOutput( pTempPortal, this );

					if ( pTempPortal->IsActivedAndLinked() )
					{
						bTouchedPortal2 = true;
						m_OnStartTouchLinkedPortal.FireOutput( pTempPortal, this );
					}
				}
				else
				{
					m_OnStartTouchPortal1.FireOutput( pTempPortal, this );

					if ( pTempPortal->IsActivedAndLinked() )
					{
						bTouchedPortal1 = true;
						m_OnStartTouchLinkedPortal.FireOutput( pTempPortal, this );
					}
				}
			}
		}
	}

	if ( bTouchedPortal1 && bTouchedPortal2 )
	{
		m_OnStartTouchBothLinkedPortals.FireOutput( this, this );
	}
}
Example #2
0
//------------------------------------------------------------------------------
// Purpose : Reset the OnGround flags for any entities that may have been
//			 resting on me
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CBreakable::ResetOnGroundFlags(void)
{
	// !!! HACK  This should work!
	// Build a box above the entity that looks like an 9 inch high sheet
	Vector mins, maxs;
	CollisionProp()->WorldSpaceAABB( &mins, &maxs );
	mins.z -= 1;
	maxs.z += 8;

	// BUGBUG -- can only find 256 entities on a breakable -- should be enough
	CBaseEntity *pList[256];
	int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_ONGROUND );
	if ( count )
	{
		for ( int i = 0; i < count; i++ )
		{
			pList[i]->SetGroundEntity( (CBaseEntity *)NULL );
		}
	}

#ifdef PORTAL
	// !!! HACK  This should work!
	// Tell touching portals to fizzle
	int iPortalCount = CProp_Portal_Shared::AllPortals.Count();
	if( iPortalCount != 0 )
	{
		Vector vMin, vMax;
		CollisionProp()->WorldSpaceAABB( &vMin, &vMax );

		Vector vBoxCenter = ( vMin + vMax ) * 0.5f;
		Vector vBoxExtents = ( vMax - vMin ) * 0.5f;

		CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base();
		for( int i = 0; i != iPortalCount; ++i )
		{
			CProp_Portal *pTempPortal = pPortals[i];
			if( UTIL_IsBoxIntersectingPortal( vBoxCenter, vBoxExtents, pTempPortal ) )
			{
				pTempPortal->DoFizzleEffect( PORTAL_FIZZLE_KILLED, false );
				pTempPortal->Fizzle();
			}
		}
	}
#endif
}