Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "playerandobjectenumerator.h"
#include "c_ai_basenpc.h"
#ifdef INVASION_CLIENT_DLL
#include "tf_shareddefs.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Enumator class for ragdolls being affected by explosive forces
CPlayerAndObjectEnumerator::CPlayerAndObjectEnumerator( float radius ) { m_flRadiusSquared = radius * radius; m_Objects.RemoveAll(); m_pLocal = C_BasePlayer::GetLocalPlayer(); }
int CPlayerAndObjectEnumerator::GetObjectCount() { return m_Objects.Count(); }
C_BaseEntity *CPlayerAndObjectEnumerator::GetObject( int index ) { if ( index < 0 || index >= GetObjectCount() ) return NULL;
return m_Objects[ index ]; }
// Actual work code
IterationRetval_t CPlayerAndObjectEnumerator::EnumElement( IHandleEntity *pHandleEntity ) { if ( !m_pLocal ) return ITERATION_STOP;
C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() ); if ( pEnt == NULL ) return ITERATION_CONTINUE;
if ( pEnt == m_pLocal ) return ITERATION_CONTINUE;
if ( !pEnt->IsPlayer() && !pEnt->IsNPC() ) { return ITERATION_CONTINUE; }
if ( pEnt->IsNPC() ) { C_AI_BaseNPC *pNPC = (C_AI_BaseNPC *)pEnt;
if ( !pNPC->ShouldAvoidObstacle() ) return ITERATION_CONTINUE; }
// Ignore vehicles, since they have vcollide collisions that's push me away
if ( pEnt->GetCollisionGroup() == COLLISION_GROUP_VEHICLE ) return ITERATION_CONTINUE;
#ifdef INVASION_CLIENT_DLL
// If it's solid to player movement, don't steer around it since we'll just bump into it
if ( pEnt->GetCollisionGroup() == TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT ) return ITERATION_CONTINUE; #endif
Vector deltaPos = pEnt->GetAbsOrigin() - m_pLocal->GetAbsOrigin(); if ( deltaPos.LengthSqr() > m_flRadiusSquared ) return ITERATION_CONTINUE;
CHandle< C_BaseEntity > h; h = pEnt; m_Objects.AddToTail( h );
return ITERATION_CONTINUE; }
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