//========= 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; }