//----------------------------------------------------------------------------- // Purpose: Handle commands sent from vgui panels on the client //----------------------------------------------------------------------------- bool CObjectBuffStation::ClientCommand( CBaseTFPlayer *pPlayer, const char *pCmd, ICommandArguments *pArg ) { if ( FStrEq( pCmd, "toggle_connect" ) ) { UpdatePlayerAttachment( pPlayer ); return true; } return BaseClass::ClientCommand( pPlayer, pCmd, pArg ); }
//----------------------------------------------------------------------------- // Purpose: Handle commands sent from vgui panels on the client //----------------------------------------------------------------------------- bool CObjectBuffStation::ClientCommand(CBaseTFPlayer *pPlayer, const CCommand &args) { const char *pCmd = args[0]; if ( FStrEq( pCmd, "toggle_connect" ) ) { UpdatePlayerAttachment( pPlayer ); return true; } return BaseClass::ClientCommand( pPlayer, args ); }
//----------------------------------------------------------------------------- // Purpose: Attach to players who touch me //----------------------------------------------------------------------------- void CObjectBuffStation::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( useType == USE_ON ) { // See if the activator is a player if ( !pActivator->IsPlayer() || !InSameTeam( pActivator ) || !pActivator->CanBePoweredUp() ) return; CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>(pActivator); if ( pPlayer ) UpdatePlayerAttachment( pPlayer ); } BaseClass::Use( pActivator, pCaller, useType, value ); }