//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::BreakCapture( bool bNotEnoughPlayers ) { if( m_bCapturing ) { // Remap team to get first game team = 1 switch ( m_nCapturingTeam - FIRST_GAME_TEAM+1 ) { case 1: m_OnBreakTeam1.FireOutput( this, this ); break; case 2: m_OnBreakTeam2.FireOutput( this, this ); break; default: Assert(0); break; } m_BreakOutput.FireOutput(this,this); m_bCapturing = false; m_nCapturingTeam = TEAM_UNASSIGNED; UpdateCappingTeam( TEAM_UNASSIGNED ); if ( bNotEnoughPlayers ) { IncrementCapAttemptNumber(); } SetCapTimeRemaining( 0 ); if( m_hPoint ) { m_hPoint->CaptureEnd(); } m_OnNumCappersChanged.Set( 0, this, this ); // tell all touching players to stop racking up capture points 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->StopScoringEscortPoints(); } } } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::EndTouch(CBaseEntity *pOther) { if ( PassesTriggerFilters(pOther) && m_hPoint ) { IGameEvent *event = gameeventmanager->CreateEvent( "controlpoint_endtouch" ); if ( event ) { event->SetInt( "player", pOther->entindex() ); event->SetInt( "area", m_hPoint->GetPointIndex() ); gameeventmanager->FireEvent( event ); } // incase we leave but the area keeps capturing CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer(pOther); if ( pPlayer ) { pPlayer->StopScoringEscortPoints(); } } BaseClass::EndTouch( pOther ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::BreakCapture( bool bNotEnoughPlayers ) { if( m_bCapturing ) { // Remap team to get first game team = 1 switch ( m_nCapturingTeam - FIRST_GAME_TEAM+1 ) { case 1: m_OnBreakTeam1.FireOutput( this, this ); break; case 2: m_OnBreakTeam2.FireOutput( this, this ); break; default: Assert(0); break; } m_BreakOutput.FireOutput(this,this); m_bCapturing = false; m_nCapturingTeam = TEAM_UNASSIGNED; UpdateCappingTeam( TEAM_UNASSIGNED ); if ( bNotEnoughPlayers ) { IncrementCapAttemptNumber(); } SetCapTimeRemaining( 0 ); if( m_hPoint ) { m_hPoint->CaptureEnd(); // The point reverted to it's previous owner. IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_capture_broken" ); if ( event ) { event->SetInt( "cp", m_hPoint->GetPointIndex() ); event->SetString( "cpname", m_hPoint->GetName() ); event->SetFloat( "time_remaining", m_fTimeRemaining ); gameeventmanager->FireEvent( event ); } } SetNumCappers( 0 ); // tell all touching players to stop racking up capture points 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->StopScoringEscortPoints(); } } } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::EndCapture( int team ) { IncrementCapAttemptNumber(); // Remap team to get first game team = 1 switch ( team - FIRST_GAME_TEAM+1 ) { case 1: m_OnCapTeam1.FireOutput( this, this ); break; case 2: m_OnCapTeam2.FireOutput( this, this ); break; default: Assert(0); break; } m_CapOutput.FireOutput(this,this); int numcappers = 0; int cappingplayers[MAX_AREA_CAPPERS]; GetNumCappingPlayers( team, numcappers, cappingplayers ); // Handle this before we assign the new team as the owner of this area HandleRespawnTimeAdjustments( m_nOwningTeam, team ); m_nOwningTeam = team; m_bCapturing = false; m_nCapturingTeam = TEAM_UNASSIGNED; SetCapTimeRemaining( 0 ); //there may have been more than one capper, but only report this one. //he hasn't gotten points yet, and his name will go in the cap string if its needed //first capper gets name sent and points given by flag. //other cappers get points manually above, no name in message //send the player in the cap string if( m_hPoint ) { OnEndCapture( m_nOwningTeam ); UpdateOwningTeam(); m_hPoint->SetOwner( m_nOwningTeam, true, numcappers, cappingplayers ); m_hPoint->CaptureEnd(); } SetNumCappers( 0 ); // tell all touching players to stop racking up capture points 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->StopScoringEscortPoints(); } } } // play any special cap sounds if ( TeamplayRoundBasedRules() ) { TeamplayRoundBasedRules()->PlaySpecialCapSounds( m_nOwningTeam ); } }