mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2026-10-12 04:08:01 +08:00
235 lines
6.8 KiB
C++
235 lines
6.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "func_no_build.h"
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#include "tf_team.h"
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#include "ndebugoverlay.h"
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#include "tf_obj.h"
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#include "triggers.h"
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#include "tf_player.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DECLARE_AUTO_LIST( IFuncNoBuildAutoList );
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//-----------------------------------------------------------------------------
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// Purpose: Defines an area where objects cannot be built
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//-----------------------------------------------------------------------------
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class CFuncNoBuild : public CBaseTrigger, public IFuncNoBuildAutoList
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{
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DECLARE_CLASS( CFuncNoBuild, CBaseTrigger );
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public:
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CFuncNoBuild();
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DECLARE_DATADESC();
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual void Activate( void );
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// Inputs
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void InputSetActive( inputdata_t &inputdata );
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void InputSetInactive( inputdata_t &inputdata );
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void InputToggleActive( inputdata_t &inputdata );
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void SetActive( bool bActive );
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bool GetActive() const;
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//bool IsEmpty( void );
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bool PreventsBuildOf( int iObjectType );
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private:
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bool m_bAllowSentry;
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bool m_bAllowDispenser;
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bool m_bAllowTeleporters;
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bool m_bDestroyBuildingsOnActive = false;
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};
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LINK_ENTITY_TO_CLASS( func_nobuild, CFuncNoBuild);
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BEGIN_DATADESC( CFuncNoBuild )
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// inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ToggleActive", InputToggleActive ),
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DEFINE_KEYFIELD( m_bAllowSentry, FIELD_BOOLEAN, "AllowSentry" ),
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DEFINE_KEYFIELD( m_bAllowDispenser, FIELD_BOOLEAN, "AllowDispenser" ),
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DEFINE_KEYFIELD( m_bAllowTeleporters, FIELD_BOOLEAN, "AllowTeleporters" ),
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DEFINE_KEYFIELD( m_bDestroyBuildingsOnActive, FIELD_BOOLEAN, "DestroyBuildings" ),
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END_DATADESC()
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PRECACHE_REGISTER( func_nobuild );
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IMPLEMENT_AUTO_LIST( IFuncNoBuildAutoList );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CFuncNoBuild::CFuncNoBuild()
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: m_bAllowSentry( false )
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, m_bAllowDispenser( false )
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, m_bAllowTeleporters( false )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initializes the resource zone
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::Spawn( void )
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{
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BaseClass::Spawn();
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InitTrigger();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::Precache( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::Activate( void )
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{
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BaseClass::Activate();
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if ( !m_bDisabled )
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{
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SetActive( true );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::InputSetActive( inputdata_t &inputdata )
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{
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SetActive( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::InputSetInactive( inputdata_t &inputdata )
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{
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SetActive( false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::InputToggleActive( inputdata_t &inputdata )
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{
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if ( m_bDisabled )
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{
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SetActive( true );
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}
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else
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{
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SetActive( false );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::SetActive( bool bActive )
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{
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m_bDisabled = !bActive;
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if ( bActive && m_bDestroyBuildingsOnActive )
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{
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int nDenyTeam = GetTeamNumber();
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// destroy any objects touching when activated
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for ( int i = 0; i < IBaseObjectAutoList::AutoList().Count(); ++i )
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{
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CBaseObject *pObj = static_cast<CBaseObject*>( IBaseObjectAutoList::AutoList()[ i ] );
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if ( !nDenyTeam || ( nDenyTeam == pObj->GetTeamNumber() ) )
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{
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if ( !pObj->IsMapPlaced() && ( PointIsWithin( pObj->GetBuildOrigin() ) || PointIsWithin( pObj->GetBuildCenterOfMass() ) ) )
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{
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// this is separate from the object_destroyed event, which does
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// not get sent when we remove the objects from the world
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IGameEvent *event = gameeventmanager->CreateEvent( "object_removed" );
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if ( event )
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{
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CTFPlayer *pOwner = pObj->GetOwner();
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event->SetInt( "userid", pOwner ? pOwner->GetUserID() : -1 ); // user ID of the object owner
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event->SetInt( "objecttype", pObj->GetType() ); // type of object removed
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event->SetInt( "index", pObj->entindex() ); // index of the object removed
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gameeventmanager->FireEvent( event );
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}
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pObj->DetonateObject();
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}
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CFuncNoBuild::GetActive() const
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{
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return !m_bDisabled;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CFuncNoBuild::PreventsBuildOf( int iObjectType )
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{
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if ( iObjectType == OBJ_SENTRYGUN && m_bAllowSentry )
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return false;
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if ( iObjectType == OBJ_DISPENSER && m_bAllowDispenser )
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return false;
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if ( iObjectType == OBJ_TELEPORTER && m_bAllowTeleporters )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Does a nobuild zone prevent us from building?
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//-----------------------------------------------------------------------------
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bool PointInNoBuild( const Vector &vecBuildOrigin, const CBaseObject* pObj )
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{
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Assert( pObj );
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if ( !pObj )
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return false;
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for ( int i = 0; i < IFuncNoBuildAutoList::AutoList().Count(); ++i )
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{
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CFuncNoBuild *pNoBuild = static_cast< CFuncNoBuild* >( IFuncNoBuildAutoList::AutoList()[i] );
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// Are we within this no build?
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if ( pNoBuild->GetActive()
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&& pNoBuild->PointIsWithin( vecBuildOrigin )
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&& pNoBuild->PreventsBuildOf( pObj->GetType() ) )
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{
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// See if this ent's on the team we're set to deny
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int nDenyTeam = pNoBuild->GetTeamNumber();
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if ( !nDenyTeam || nDenyTeam == pObj->GetTeamNumber() )
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return true;
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}
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}
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return false; // Building should be ok.
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}
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