//----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void CObjectTeleporter::TeleporterThink( void ) { SetContextThink( &CObjectTeleporter::TeleporterThink, gpGlobals->curtime + BUILD_TELEPORTER_NEXT_THINK, TELEPORTER_THINK_CONTEXT ); // At any point, if our match is not ready, revert to IDLE if ( IsDisabled() || IsRedeploying() || IsMatchingTeleporterReady() == false ) { ShowDirectionArrow( false ); if ( GetState() != TELEPORTER_STATE_IDLE && !IsUpgrading() ) { SetState( TELEPORTER_STATE_IDLE ); CObjectTeleporter *pMatch = GetMatchingTeleporter(); if ( !pMatch ) { // The other end has been destroyed. Revert back to L1. m_iUpgradeLevel = 1; // We need to adjust for any damage received if we downgraded float flHealthPercentage = GetHealth() / GetMaxHealthForCurrentLevel(); SetMaxHealth( GetMaxHealthForCurrentLevel() ); SetHealth( (int)( GetMaxHealthForCurrentLevel() * flHealthPercentage ) ); m_iUpgradeMetal = 0; } } return; } if ( m_flMyNextThink && m_flMyNextThink > gpGlobals->curtime ) return; // pMatch is not NULL and is not building CObjectTeleporter *pMatch = GetMatchingTeleporter(); Assert( pMatch ); Assert( pMatch->m_iState != TELEPORTER_STATE_BUILDING ); switch ( m_iState ) { // Teleporter is not yet active, do nothing case TELEPORTER_STATE_BUILDING: case TELEPORTER_STATE_UPGRADING: ShowDirectionArrow( false ); break; default: case TELEPORTER_STATE_IDLE: // Do we have a match that is active? // Make sure both ends wait through full recharge time in case they get upgraded while recharging. if ( IsMatchingTeleporterReady() && !IsUpgrading() && gpGlobals->curtime > m_flRechargeTime ) { SetState( TELEPORTER_STATE_READY ); EmitSound( "Building_Teleporter.Ready" ); if ( GetObjectMode() == TELEPORTER_TYPE_ENTRANCE ) { ShowDirectionArrow( true ); } } break; case TELEPORTER_STATE_READY: break; case TELEPORTER_STATE_SENDING: { pMatch->TeleporterReceive( m_hTeleportingPlayer, 1.0 ); m_flRechargeTime = gpGlobals->curtime + ( BUILD_TELEPORTER_FADEOUT_TIME + BUILD_TELEPORTER_FADEIN_TIME + g_flTeleporterRechargeTimes[ GetUpgradeLevel() - 1] ); // change state to recharging... SetState( TELEPORTER_STATE_RECHARGING ); } break; case TELEPORTER_STATE_RECEIVING: { // get the position we'll move the player to Vector newPosition = GetAbsOrigin(); newPosition.z += TELEPORTER_MAXS.z + 1; // Telefrag anyone in the way CBaseEntity *pEnts[256]; Vector mins, maxs; Vector expand( 4, 4, 4 ); mins = newPosition + VEC_HULL_MIN - expand; maxs = newPosition + VEC_HULL_MAX + expand; CTFPlayer *pTeleportingPlayer = m_hTeleportingPlayer.Get(); // move the player if ( pTeleportingPlayer ) { CUtlVector<CBaseEntity*> hPlayersToKill; bool bClear = true; // Telefrag any players in the way int numEnts = UTIL_EntitiesInBox( pEnts, 256, mins, maxs, 0 ); if ( numEnts ) { //Iterate through the list and check the results for ( int i = 0; i < numEnts && bClear; i++ ) { if ( pEnts[i] == NULL ) continue; if ( pEnts[i] == this ) continue; // kill players if ( pEnts[i]->IsPlayer() ) { if ( !pTeleportingPlayer->InSameTeam(pEnts[i]) ) { hPlayersToKill.AddToTail( pEnts[i] ); } continue; } if ( pEnts[i]->IsBaseObject() ) continue; // Solid entities will prevent a teleport if ( pEnts[i]->IsSolid() && pEnts[i]->ShouldCollide( pTeleportingPlayer->GetCollisionGroup(), MASK_ALL ) && g_pGameRules->ShouldCollide( pTeleportingPlayer->GetCollisionGroup(), pEnts[i]->GetCollisionGroup() ) ) { // We're going to teleport into something solid. Abort & destroy this exit. bClear = false; } } } if ( bClear ) { // Telefrag all enemy players we've found for ( int player = 0; player < hPlayersToKill.Count(); player++ ) { CTakeDamageInfo info( this, pTeleportingPlayer, 1000, DMG_CRUSH, TF_DMG_TELEFRAG ); hPlayersToKill[player]->TakeDamage( info ); } pTeleportingPlayer->Teleport( &newPosition, &(GetAbsAngles()), &vec3_origin ); // Unzoom if we are a sniper zoomed! if ( ( pTeleportingPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_SNIPER ) && pTeleportingPlayer->m_Shared.InCond( TF_COND_AIMING ) ) { CTFWeaponBase *pWpn = pTeleportingPlayer->GetActiveTFWeapon(); if ( pWpn && pWpn->GetWeaponID() == TF_WEAPON_SNIPERRIFLE ) { CTFSniperRifle *pRifle = static_cast<CTFSniperRifle*>( pWpn ); pRifle->ToggleZoom(); } } pTeleportingPlayer->SetFOV( pTeleportingPlayer, 0, tf_teleporter_fov_time.GetFloat(), tf_teleporter_fov_start.GetInt() ); color32 fadeColor = {255,255,255,100}; UTIL_ScreenFade( pTeleportingPlayer, fadeColor, 0.25, 0.4, FFADE_IN ); } else { DetonateObject(); } } SetState( TELEPORTER_STATE_RECEIVING_RELEASE ); m_flMyNextThink = gpGlobals->curtime + ( BUILD_TELEPORTER_FADEIN_TIME ); } break; case TELEPORTER_STATE_RECEIVING_RELEASE: { CTFPlayer *pTeleportingPlayer = m_hTeleportingPlayer.Get(); if ( pTeleportingPlayer ) { int iTeam = GetBuilder() ? GetBuilder()->GetTeamNumber() : GetTeamNumber(); pTeleportingPlayer->m_Shared.SetTeleporterEffectColor( iTeam ); pTeleportingPlayer->TeleportEffect(); pTeleportingPlayer->m_Shared.RemoveCond( TF_COND_SELECTED_TO_TELEPORT ); if ( !m_bWasMapPlaced && GetBuilder() ) CTF_GameStats.Event_PlayerUsedTeleport( GetBuilder(), pTeleportingPlayer ); IGameEvent * event = gameeventmanager->CreateEvent( "player_teleported" ); if ( event ) { event->SetInt( "userid", pTeleportingPlayer->GetUserID() ); if ( GetBuilder() ) event->SetInt( "builderid", GetBuilder()->GetUserID() ); Vector vecOrigin = GetAbsOrigin(); Vector vecDestinationOrigin = GetMatchingTeleporter()->GetAbsOrigin(); Vector vecDifference = Vector( vecOrigin.x - vecDestinationOrigin.x, vecOrigin.y - vecDestinationOrigin.y, vecOrigin.z - vecDestinationOrigin.z ); float flDist = sqrtf( pow( vecDifference.x, 2 ) + pow( vecDifference.y, 2 ) + pow( vecDifference.z, 2 ) ); event->SetFloat( "dist", flDist ); gameeventmanager->FireEvent( event, true ); } // Don't thank ourselves. if ( pTeleportingPlayer != GetBuilder() ) pTeleportingPlayer->SpeakConceptIfAllowed( MP_CONCEPT_TELEPORTED ); } // reset the pointers to the player now that we're done teleporting SetTeleportingPlayer( NULL ); pMatch->SetTeleportingPlayer( NULL ); SetState( TELEPORTER_STATE_RECHARGING ); m_flMyNextThink = gpGlobals->curtime + ( g_flTeleporterRechargeTimes[ GetUpgradeLevel() - 1 ] ); } break; case TELEPORTER_STATE_RECHARGING: // If we are finished recharging, go active if ( gpGlobals->curtime > m_flRechargeTime ) { SetState( TELEPORTER_STATE_READY ); EmitSound( "Building_Teleporter.Ready" ); } break; } }
//----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void CObjectTeleporter::TeleporterThink( void ) { SetContextThink( &CObjectTeleporter::TeleporterThink, gpGlobals->curtime + BUILD_TELEPORTER_NEXT_THINK, TELEPORTER_THINK_CONTEXT ); // At any point, if our match is not ready, revert to IDLE if ( IsDisabled() || IsMatchingTeleporterReady() == false ) { if ( GetState() != TELEPORTER_STATE_IDLE ) { SetState( TELEPORTER_STATE_IDLE ); ShowDirectionArrow( false ); } return; } if ( m_flMyNextThink && m_flMyNextThink > gpGlobals->curtime ) return; // pMatch is not NULL and is not building CObjectTeleporter *pMatch = GetMatchingTeleporter(); Assert( pMatch ); Assert( pMatch->m_iState != TELEPORTER_STATE_BUILDING ); switch ( m_iState ) { // Teleporter is not yet active, do nothing case TELEPORTER_STATE_BUILDING: break; default: case TELEPORTER_STATE_IDLE: // Do we have a match that is active? if ( IsMatchingTeleporterReady() ) { SetState( TELEPORTER_STATE_READY ); EmitSound( "Building_Teleporter.Ready" ); if ( GetType() == OBJ_TELEPORTER_ENTRANCE ) { ShowDirectionArrow( true ); } } break; case TELEPORTER_STATE_READY: break; case TELEPORTER_STATE_SENDING: { pMatch->TeleporterReceive( m_hTeleportingPlayer, 1.0 ); m_flRechargeTime = gpGlobals->curtime + ( BUILD_TELEPORTER_FADEOUT_TIME + BUILD_TELEPORTER_FADEIN_TIME + TELEPORTER_RECHARGE_TIME ); // change state to recharging... SetState( TELEPORTER_STATE_RECHARGING ); } break; case TELEPORTER_STATE_RECEIVING: { // get the position we'll move the player to Vector newPosition = GetAbsOrigin(); newPosition.z += TELEPORTER_MAXS.z + 1; // Telefrag anyone in the way CBaseEntity *pEnts[256]; Vector mins, maxs; Vector expand( 4, 4, 4 ); mins = newPosition + VEC_HULL_MIN - expand; maxs = newPosition + VEC_HULL_MAX + expand; CTFPlayer *pTeleportingPlayer = m_hTeleportingPlayer.Get(); // move the player if ( pTeleportingPlayer ) { CUtlVector<CBaseEntity*> hPlayersToKill; bool bClear = true; // Telefrag any players in the way int numEnts = UTIL_EntitiesInBox( pEnts, 256, mins, maxs, 0 ); if ( numEnts ) { //Iterate through the list and check the results for ( int i = 0; i < numEnts && bClear; i++ ) { if ( pEnts[i] == NULL ) continue; if ( pEnts[i] == this ) continue; // kill players and NPCs if ( pEnts[i]->IsPlayer() || pEnts[i]->IsNPC() ) { if ( !pTeleportingPlayer->InSameTeam(pEnts[i]) ) { hPlayersToKill.AddToTail( pEnts[i] ); } continue; } if ( pEnts[i]->IsBaseObject() ) continue; // Solid entities will prevent a teleport if ( pEnts[i]->IsSolid() && pEnts[i]->ShouldCollide( pTeleportingPlayer->GetCollisionGroup(), MASK_ALL ) && g_pGameRules->ShouldCollide( pTeleportingPlayer->GetCollisionGroup(), pEnts[i]->GetCollisionGroup() ) ) { // We're going to teleport into something solid. Abort & destroy this exit. bClear = false; } } } if ( bClear ) { // Telefrag all enemy players we've found for ( int player = 0; player < hPlayersToKill.Count(); player++ ) { hPlayersToKill[player]->TakeDamage( CTakeDamageInfo( pTeleportingPlayer, this, 1000, DMG_CRUSH ) ); } pTeleportingPlayer->Teleport( &newPosition, &(GetAbsAngles()), &vec3_origin ); // Unzoom if we are a sniper zoomed! if ( ( pTeleportingPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_SNIPER ) && pTeleportingPlayer->m_Shared.InCond( TF_COND_AIMING ) ) { CTFWeaponBase *pWpn = pTeleportingPlayer->GetActiveTFWeapon(); if ( pWpn && pWpn->GetWeaponID() == TF_WEAPON_SNIPERRIFLE ) { CTFSniperRifle *pRifle = static_cast<CTFSniperRifle*>( pWpn ); pRifle->ToggleZoom(); } } pTeleportingPlayer->SetFOV( pTeleportingPlayer, 0, tf_teleporter_fov_time.GetFloat(), tf_teleporter_fov_start.GetInt() ); color32 fadeColor = {255,255,255,100}; UTIL_ScreenFade( pTeleportingPlayer, fadeColor, 0.25, 0.4, FFADE_IN ); } else { DetonateObject(); } } SetState( TELEPORTER_STATE_RECEIVING_RELEASE ); m_flMyNextThink = gpGlobals->curtime + ( BUILD_TELEPORTER_FADEIN_TIME ); } break; case TELEPORTER_STATE_RECEIVING_RELEASE: { CTFPlayer *pTeleportingPlayer = m_hTeleportingPlayer.Get(); if ( pTeleportingPlayer ) { pTeleportingPlayer->TeleportEffect(); pTeleportingPlayer->m_Shared.RemoveCond( TF_COND_SELECTED_TO_TELEPORT ); CTF_GameStats.Event_PlayerUsedTeleport( GetBuilder(), pTeleportingPlayer ); pTeleportingPlayer->SpeakConceptIfAllowed( MP_CONCEPT_TELEPORTED ); } // reset the pointers to the player now that we're done teleporting SetTeleportingPlayer( NULL ); pMatch->SetTeleportingPlayer( NULL ); SetState( TELEPORTER_STATE_RECHARGING ); m_flMyNextThink = gpGlobals->curtime + ( TELEPORTER_RECHARGE_TIME ); } break; case TELEPORTER_STATE_RECHARGING: // If we are finished recharging, go active if ( gpGlobals->curtime > m_flRechargeTime ) { SetState( TELEPORTER_STATE_READY ); EmitSound( "Building_Teleporter.Ready" ); } break; } }