//----------------------------------------------------------------------------- // 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 ); } } } } } }
//----------------------------------------------------------------------------- // 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 ); } } } } } }