//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CObjectTeleporter::TeleporterTouch( CBaseEntity *pOther )
{
	if ( IsDisabled() )
	{
		return;
	}

	// if it's not a player, ignore
	if ( !pOther->IsPlayer() )
		return;

	CTFPlayer *pPlayer = ToTFPlayer( pOther );

	CTFPlayer *pBuilder = GetBuilder();

	Assert( pBuilder );

	if ( !pBuilder )
	{
		return;
	}

	// if its not a teammate of the builder, notify the builder
	if ( pBuilder->GetTeamNumber() != pOther->GetTeamNumber() )
	{
		// Don't teleport enemies
		return;
	}

	// is this an entrance and do we have an exit?
	if ( GetType() == OBJ_TELEPORTER_ENTRANCE )
	{		
		if ( ( m_iState == TELEPORTER_STATE_READY ) )
		{
			// are we able to teleport?
			if ( pPlayer->HasTheFlag() )
			{
				// If they have the flag, print a warning that you can't tele with the flag
				CSingleUserRecipientFilter filter( pPlayer );
				TFGameRules()->SendHudNotification( filter, HUD_NOTIFY_NO_TELE_WITH_FLAG );
				return;
			}

			// get the velocity of the player touching the teleporter
			if ( pPlayer->GetAbsVelocity().Length() < 5.0 )
			{
				CObjectTeleporter *pDest = GetMatchingTeleporter();

				if ( pDest )
				{
					TeleporterSend( pPlayer );
				}
			}
		}
	}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CObjectTeleporter::TeleporterTouch( CBaseEntity *pOther )
{
	if ( IsDisabled() )
	{
		return;
	}

	// if it's not a player, ignore
	if ( !pOther->IsPlayer() )
		return;

	CTFPlayer *pPlayer = ToTFPlayer( pOther );

	int bTwoWayTeleporter = 0;
	CALL_ATTRIB_HOOK_INT_ON_OTHER( pPlayer, bTwoWayTeleporter, bidirectional_teleport );

	// is this an entrance and do we have an exit?
	if ( GetObjectMode() == TELEPORTER_TYPE_ENTRANCE || bTwoWayTeleporter > 0 )
	{		
		if ( ( m_iState == TELEPORTER_STATE_READY ) )
		{
			// are we able to teleport?
			if ( !PlayerCanBeTeleported( pPlayer ) )
			{
				if ( pPlayer->HasTheFlag() )
				{
					// If they have the flag, print a warning that you can't tele with the flag
					CSingleUserRecipientFilter filter( pPlayer );
					TFGameRules()->SendHudNotification( filter, HUD_NOTIFY_NO_TELE_WITH_FLAG );
				}

				return;
			}

			// get the velocity of the player touching the teleporter
			if ( pPlayer->GetAbsVelocity().Length() < 5.0 )
			{
				CObjectTeleporter *pDest = GetMatchingTeleporter();

				if ( pDest )
				{
					TeleporterSend( pPlayer );
				}
			}
		}
	}
}
Example #3
0
//---------------------------------------------------------------------------------------- 
// Purpose: moves the player
//----------------------------------------------------------------------------------------
void CTFGameMovement::PlayerMove()
{
	// call base class to do movement
	BaseClass::PlayerMove();

	// handle player's interaction with water
	int nNewWaterLevel = m_pTFPlayer->GetWaterLevel();
	if ( m_nOldWaterLevel != nNewWaterLevel )
	{
		if ( WL_NotInWater == m_nOldWaterLevel )
		{
			// The player has just entered the water.  Determine if we should play a splash sound.
			bool bPlaySplash = false;
					
			Vector vecVelocity = m_pTFPlayer->GetAbsVelocity();
			if ( vecVelocity.z <= -200.0f )
			{
				// If the player has significant downward velocity, play a splash regardless of water depth.  (e.g. Jumping hard into a puddle)
				bPlaySplash = true;
			}
			else
			{
				// Look at the water depth below the player.  If it's significantly deep, play a splash to accompany the sinking that's about to happen.
				Vector vecStart = m_pTFPlayer->GetAbsOrigin();
				Vector vecEnd = vecStart;
				vecEnd.z -= 20;	// roughly thigh deep
				trace_t tr;
				// see if we hit anything solid a little bit below the player
				UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID,m_pTFPlayer, COLLISION_GROUP_NONE, &tr );
				if ( tr.fraction >= 1.0f ) 
				{
					// some amount of water below the player, play a splash
					bPlaySplash = true;
				}
			}

			if ( bPlaySplash )
			{
				m_pTFPlayer->EmitSound( "Physics.WaterSplash" );
			}
		} 
	}
}