Example #1
0
//--------------------------------------------------------------------------------------------------------
// Forces nav areas to unblock when the nav blocker is deleted (round restart) so flow can compute properly
void CFuncNavBlocker::UpdateOnRemove( void )
{
	UnblockNav();

	gm_NavBlockers.FindAndRemove( this );

	BaseClass::UpdateOnRemove();
}
Example #2
0
//--------------------------------------------------------------------------------------------------------
void CFuncNavBlocker::Spawn( void )
{
	gm_NavBlockers.AddToTail( this );

	if ( !m_blockedTeamNumber )
		m_blockedTeamNumber = TEAM_ANY;

	SetMoveType( MOVETYPE_NONE );
	SetModel( STRING( GetModelName() ) );
	AddEffects( EF_NODRAW );
	SetCollisionGroup( COLLISION_GROUP_NONE );
	SetSolid( SOLID_NONE );
	AddSolidFlags( FSOLID_NOT_SOLID );
	CollisionProp()->WorldSpaceAABB( &m_CachedMins, &m_CachedMaxs );
	if ( m_bDisabled )
	{
		UnblockNav();
	}
	else
	{
		BlockNav();
	}
}
Example #3
0
//--------------------------------------------------------------------------------------------------------
void CFuncNavBlocker::InputUnblockNav( inputdata_t &inputdata )
{
	UnblockNav();
}