//----------------------------------------------------------------------------- // Purpose: Player holding this weapon has started building something // Assumes we are in a valid build position //----------------------------------------------------------------------------- void CTFWeaponBuilder::StartBuilding( void ) { CTFPlayer *pPlayer = ToTFPlayer( GetOwner() ); CBaseObject *pObj = m_hObjectBeingBuilt.Get(); if ( pPlayer && pPlayer->m_Shared.IsCarryingObject() ) { Assert( pObj ); pObj->RedeployBuilding( ToTFPlayer( GetOwner() ) ); m_hObjectBeingBuilt = NULL; pPlayer->m_Shared.SetCarriedObject( NULL ); return; } Assert( pObj ); pObj->StartBuilding( GetOwner() ); pObj->AddSpawnFlags( SF_OBJ_UPGRADABLE ); m_hObjectBeingBuilt = NULL; if ( pPlayer ) { pPlayer->RemoveInvisibility(); } }