CObjectTeleporter: Difference between revisions

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|'''m_flRechargeTime'''
|'''m_flRechargeTime'''
|Float
|Float
|
|The timestamp for when this teleporter will be fully charged again after sending a player
|-
|-
|'''m_flCurrentRechargeDuration'''
|'''m_flCurrentRechargeDuration'''
|Float
|Float
|
|The amount of time it takes for this teleporter to recharge
|-
|-
|'''m_iTimesUsed'''
|'''m_iTimesUsed'''
|Integer
|Integer
|
|The amount of times this teleporter has teleported a player
|-
|-
|'''m_flYawToExit'''
|'''m_flYawToExit'''
|Float
|Float
|
|For a teleporter entrance, this is the yaw angle pointing directly at the exit teleporter. This value seems to be calculated strangely however, as angle 0 begins directly down on the y axis, and the angle increments clockwise rather than counter clockwise.
|-
|-
|'''m_bMatchBuilding'''
|'''m_bMatchBuilding'''
Line 76: Line 76:
|-
|-
| style="width: 50%;" |'''m_iTeleportType'''
| style="width: 50%;" |'''m_iTeleportType'''
| style="width: 15%;" |
| style="width: 15%;" |Integer
| style="width: 35%;" |
| style="width: 35%;" |
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;"
! colspan="1" |Values
|-
|
* 0 - TTYPE_NONE
* 1 - TTYPE_ENTRANCE
* 2 - TTYPE_EXIT
|}
|-
|-
| style="width: 50%;" |'''m_iszMatchingMapPlacedTeleporter'''
| style="width: 50%;" |'''m_iszMatchingMapPlacedTeleporter'''

Revision as of 16:50, 13 November 2022

Overview

Placed and carried teleporters are instances of this class.

Source location : /game/server/tf/tf_obj_teleporter.h

Linked entity : obj_teleporter

Class Structure

SendProps

CObjectTeleporter
Name Type Description
m_iState Integer What this teleporter is currently doing
Values
  • 0 - TELEPORTER_STATE_BUILDING // Building, not active yet
  • 1 - TELEPORTER_STATE_IDLE // Does not have a matching teleporter yet
  • 2 - TELEPORTER_STATE_READY // Found match, charged and ready
  • 3 - TELEPORTER_STATE_SENDING // Teleporter entrance teleporting a player away
  • 4 - TELEPORTER_STATE_RECEIVING // Teleporter exit receiving a teleported player, before any game events are handled
  • 5 - TELEPORTER_STATE_RECEIVING_RELEASE // Fired immediately after TELEPORTER_STATE_RECEIVING, this handles game events and resets some teleporter variables
  • 6 - TELEPORTER_STATE_RECHARGING // Waiting for recharge
  • 7 - TELEPORTER_STATE_UPGRADING
m_flRechargeTime Float The timestamp for when this teleporter will be fully charged again after sending a player
m_flCurrentRechargeDuration Float The amount of time it takes for this teleporter to recharge
m_iTimesUsed Integer The amount of times this teleporter has teleported a player
m_flYawToExit Float For a teleporter entrance, this is the yaw angle pointing directly at the exit teleporter. This value seems to be calculated strangely however, as angle 0 begins directly down on the y axis, and the angle increments clockwise rather than counter clockwise.
m_bMatchBuilding Boolean

Entity DataMaps

CObjectTeleporter
Name Type Description
CObjectTeleporterTeleporterThink
CObjectTeleporterTeleporterTouch
m_iTeleportType Integer
Values
  • 0 - TTYPE_NONE
  • 1 - TTYPE_ENTRANCE
  • 2 - TTYPE_EXIT
m_iszMatchingMapPlacedTeleporter