コード例 #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTriggerAreaCapture::StartTouch(CBaseEntity *pOther)
{
	BaseClass::StartTouch( pOther );

	if ( PassesTriggerFilters(pOther) && m_hPoint )
	{
		m_nOwningTeam = m_hPoint->GetOwner();

		IGameEvent *event = gameeventmanager->CreateEvent( "controlpoint_starttouch" );
		if ( event )
		{
			event->SetInt( "player", pOther->entindex() );
			event->SetInt( "area", m_hPoint->GetPointIndex() );
			gameeventmanager->FireEvent( event );
		}

		// Call capture think immediately to make it update our area's player counts.
		// If we don't do this, the player can receive the above event telling him he's
		// in a zone, but the objective resource still thinks he's not.
		m_bStartTouch = true;
		CaptureThink();
		m_bStartTouch = false;

		if ( m_bCapturing )
		{
			CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
			if ( pMaster )
			{
				float flRate = pMaster->GetPartialCapturePointRate();

				if ( flRate > 0.0f )
				{
					CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer(pOther);
					if ( pPlayer && pPlayer->GetTeamNumber() == m_nCapturingTeam )
					{
						pPlayer->StartScoringEscortPoints( flRate );
					}
				}		
			}
		}
	}
}
コード例 #2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTriggerAreaCapture::StartCapture( int team, int capmode )
{
	// Remap team to get first game team = 1
	switch ( team - FIRST_GAME_TEAM+1 )
	{
	case 1: 
		m_OnStartTeam1.FireOutput( this, this );
		break;
	case 2: 
		m_OnStartTeam2.FireOutput( this, this );
		break;
	default:
		Assert(0);
		break;
	}

	m_StartOutput.FireOutput(this,this);
	
	m_nCapturingTeam = team;

	UpdateNumPlayers();

	if ( CaptureModeScalesWithPlayers() )
	{
		SetCapTimeRemaining( ((m_flCapTime * 2) * m_TeamData[team].iNumRequiredToCap) );
	}
	else
	{
		SetCapTimeRemaining( m_flCapTime );
	}
	m_bCapturing = true;
	m_bBlocked = false;
	m_iCapMode = capmode;

	m_flLastReductionTime = gpGlobals->curtime;

	UpdateCappingTeam( m_nCapturingTeam );
	UpdateBlocked();

	if( m_hPoint )
	{
		int numcappers = 0;
		int cappingplayers[MAX_AREA_CAPPERS];

		GetNumCappingPlayers( m_nCapturingTeam, numcappers, cappingplayers );
		m_hPoint->CaptureStart( m_nCapturingTeam, numcappers, cappingplayers );
	}

	// tell all touching players to start racking up capture points
	CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
	if ( pMaster )
	{
		float flRate = pMaster->GetPartialCapturePointRate();

		if ( flRate > 0.0f )
		{
			// for each player touch
			CTeam *pTeam = GetGlobalTeam( m_nCapturingTeam );
			if ( pTeam )
			{
				for ( int i=0;i<pTeam->GetNumPlayers();i++ )
				{
					CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( pTeam->GetPlayer(i) );
					if ( pPlayer && IsTouching( pPlayer ) )
					{
						pPlayer->StartScoringEscortPoints( flRate );
					}
				}
			}
		}		
	}
}