예제 #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBaseTFVehicle::FinishedBuilding( void )
{
	BaseClass::FinishedBuilding();

	// See if we've finished building on a vehicle that has a passenger slot assigned to my buildpoint.
	CBaseObject	*pParent = GetParentObject();
	if ( pParent && pParent->IsAVehicle() )
	{
		CBaseTFVehicle *pVehicle = static_cast<CBaseTFVehicle*>(pParent);
		int iRole = pVehicle->GetChildVehicleRole( this );
		if ( iRole != -1 )
		{
			// Is there a player in the role assigned to this buildpoint?
			CBaseTFPlayer *pExistingPlayer = static_cast<CBaseTFPlayer*>( pVehicle->GetPassenger( iRole ) );
			if ( pExistingPlayer )
			{
				// Remove the player from my parent vehicle and put them in me
				pExistingPlayer->LeaveVehicle();

				// Get in the vehicle.
				pExistingPlayer->GetInVehicle( this, VEHICLE_DRIVER );
			}
		}
	}
}
예제 #2
0
//-----------------------------------------------------------------------------
// Purpose: Try to board the vehicle
//-----------------------------------------------------------------------------
void CBaseTFVehicle::AttemptToBoardVehicle( CBaseTFPlayer *pPlayer )
{
	if ( !CanGetInVehicle( pPlayer ) )
		return;

	// Locate the entry point.
	int nRole = LocateEntryPoint( pPlayer );
	if ( nRole != -1 )
	{
		// Set the owner flag.
		bool bOwner = ( pPlayer == GetOwner() );
		if ( bOwner )
		{
			// Check to see if a player exists at this location (role).
			CBaseTFPlayer *pExistingPlayer = static_cast<CBaseTFPlayer*>( GetPassenger( nRole ) );
			if ( pExistingPlayer )
			{
				pExistingPlayer->LeaveVehicle();

				// Get in the vehicle.
				pPlayer->GetInVehicle( this, nRole );

				// Then see if we can move the other player to another slot in this vehicle
				int nEmptyRole = GetEmptyRole();
				if ( nEmptyRole != -1 )
				{
					pExistingPlayer->GetInVehicle( this, nEmptyRole );
				}
				return;
			}
		}

		// Get in the vehicle.
		pPlayer->GetInVehicle( this, nRole );
	}
}