//-------------------------------------------------------------------------------------------------------- // 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(); }
//-------------------------------------------------------------------------------------------------------- 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(); } }
//-------------------------------------------------------------------------------------------------------- void CFuncNavBlocker::InputUnblockNav( inputdata_t &inputdata ) { UnblockNav(); }