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86 lines
2.1 KiB
86 lines
2.1 KiB
//========= Copyright © 1996-2005, 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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#include "cbase.h"
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#include "playerandobjectenumerator.h"
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#include "c_ai_basenpc.h"
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#ifdef INVASION_CLIENT_DLL
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#include "tf_shareddefs.h"
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#endif
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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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// Enumator class for ragdolls being affected by explosive forces
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CPlayerAndObjectEnumerator::CPlayerAndObjectEnumerator( float radius )
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{
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m_flRadiusSquared = radius * radius;
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m_Objects.RemoveAll();
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m_pLocal = C_BasePlayer::GetLocalPlayer();
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}
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int CPlayerAndObjectEnumerator::GetObjectCount()
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{
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return m_Objects.Count();
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}
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C_BaseEntity *CPlayerAndObjectEnumerator::GetObject( int index )
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{
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if ( index < 0 || index >= GetObjectCount() )
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return NULL;
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return m_Objects[ index ];
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}
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// Actual work code
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IterationRetval_t CPlayerAndObjectEnumerator::EnumElement( IHandleEntity *pHandleEntity )
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{
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if ( !m_pLocal )
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return ITERATION_STOP;
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C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() );
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if ( pEnt == NULL )
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return ITERATION_CONTINUE;
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if ( pEnt == m_pLocal )
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return ITERATION_CONTINUE;
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if ( !pEnt->IsPlayer() &&
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!pEnt->IsNPC() )
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{
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return ITERATION_CONTINUE;
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}
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if ( pEnt->IsNPC() )
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{
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C_AI_BaseNPC *pNPC = (C_AI_BaseNPC *)pEnt;
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if ( !pNPC->ShouldAvoidObstacle() )
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return ITERATION_CONTINUE;
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}
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// Ignore vehicles, since they have vcollide collisions that's push me away
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if ( pEnt->GetCollisionGroup() == COLLISION_GROUP_VEHICLE )
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return ITERATION_CONTINUE;
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#ifdef INVASION_CLIENT_DLL
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// If it's solid to player movement, don't steer around it since we'll just bump into it
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if ( pEnt->GetCollisionGroup() == TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT )
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return ITERATION_CONTINUE;
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#endif
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Vector deltaPos = pEnt->GetAbsOrigin() - m_pLocal->GetAbsOrigin();
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if ( deltaPos.LengthSqr() > m_flRadiusSquared )
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return ITERATION_CONTINUE;
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CHandle< C_BaseEntity > h;
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h = pEnt;
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m_Objects.AddToTail( h );
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return ITERATION_CONTINUE;
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}
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