Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef OBSTACLE_PUSHAWAY_H
#define OBSTACLE_PUSHAWAY_H
#ifdef _WIN32
#pragma once
#endif
#include "props_shared.h"
#ifndef CLIENT_DLL
#include "func_breakablesurf.h"
#include "BasePropDoor.h"
#include "doors.h"
#endif // CLIENT_DLL
//--------------------------------------------------------------------------------------------------------------
bool IsPushAwayEntity( CBaseEntity *pEnt ); bool IsPushableEntity( CBaseEntity *pEnt );
//--------------------------------------------------------------------------------------------------------------
#ifndef CLIENT_DLL
bool IsBreakableEntity( CBaseEntity *pEnt ); #endif // !CLIENT_DLL
//--------------------------------------------------------------------------------------------------------------
class CPushAwayEnumerator : public IPartitionEnumerator { public: // Forced constructor
CPushAwayEnumerator(CBaseEntity **ents, int nMaxEnts) { m_nAlreadyHit = 0; m_AlreadyHit = ents; m_nMaxHits = nMaxEnts; } // Actual work code
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ) { #ifdef CLIENT_DLL
CBaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() ); #else
CBaseEntity *pEnt = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() ); #endif // CLIENT_DLL
if ( IsPushAwayEntity( pEnt ) && m_nAlreadyHit < m_nMaxHits ) { m_AlreadyHit[m_nAlreadyHit] = pEnt; m_nAlreadyHit++; }
return ITERATION_CONTINUE; }
public:
CBaseEntity **m_AlreadyHit; int m_nAlreadyHit; int m_nMaxHits; };
#ifndef CLIENT_DLL
//--------------------------------------------------------------------------------------------------------------
/**
* This class will collect breakable objects in a volume. Physics props that can be damaged, func_breakable*, etc * are all collected by this class. */ class CBotBreakableEnumerator : public CPushAwayEnumerator { public: CBotBreakableEnumerator(CBaseEntity **ents, int nMaxEnts) : CPushAwayEnumerator(ents, nMaxEnts) { }
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ) { CBaseEntity *pEnt = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() );
if ( !IsBreakableEntity( pEnt ) ) return ITERATION_CONTINUE;
// ignore breakables parented to doors
if ( pEnt->GetParent() && ( FClassnameIs( pEnt->GetParent(), "func_door*" ) || FClassnameIs( pEnt, "prop_door*" ) ) ) return ITERATION_CONTINUE;
if ( m_nAlreadyHit < m_nMaxHits ) { m_AlreadyHit[m_nAlreadyHit] = pEnt; m_nAlreadyHit++; }
return ITERATION_CONTINUE; } };
//--------------------------------------------------------------------------------------------------------------
/**
* This class will collect door objects in a volume. */ class CBotDoorEnumerator : public CPushAwayEnumerator { public: CBotDoorEnumerator(CBaseEntity **ents, int nMaxEnts) : CPushAwayEnumerator(ents, nMaxEnts) { }
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ) { CBaseEntity *pEnt = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() );
if ( pEnt == NULL ) return ITERATION_CONTINUE;
if ( ( pEnt->ObjectCaps() & FCAP_IMPULSE_USE ) == 0 ) { return ITERATION_CONTINUE; }
if ( FClassnameIs( pEnt, "func_door*" ) ) { CBaseDoor *door = dynamic_cast<CBaseDoor *>(pEnt); if ( !door ) { return ITERATION_CONTINUE; }
if ( door->m_toggle_state == TS_GOING_UP || door->m_toggle_state == TS_GOING_DOWN ) { return ITERATION_CONTINUE; } } else if ( FClassnameIs( pEnt, "prop_door*" ) ) { CBasePropDoor *door = dynamic_cast<CBasePropDoor *>(pEnt); if ( !door ) { return ITERATION_CONTINUE; }
if ( door->IsDoorOpening() || door->IsDoorClosing() ) { return ITERATION_CONTINUE; } } else { return ITERATION_CONTINUE; }
if ( m_nAlreadyHit < m_nMaxHits ) { m_AlreadyHit[m_nAlreadyHit] = pEnt; m_nAlreadyHit++; }
return ITERATION_CONTINUE; } };
//--------------------------------------------------------------------------------------------------------------
/**
* Returns an entity that matches the filter that is along the line segment */ CBaseEntity * CheckForEntitiesAlongSegment( const Vector &start, const Vector &end, const Vector &mins, const Vector &maxs, CPushAwayEnumerator *enumerator ); #endif // CLIENT_DLL
//--------------------------------------------------------------------------------------------------------------
// Retrieves physics objects near pPushingEntity
void AvoidPushawayProps( CBaseCombatCharacter *pPlayer, CUserCmd *pCmd ); int GetPushawayEnts( CBaseCombatCharacter *pPushingEntity, CBaseEntity **ents, int nMaxEnts, float flPlayerExpand, int PartitionMask, CPushAwayEnumerator *enumerator = NULL );
//--------------------------------------------------------------------------------------------------------------
// Pushes physics objects away from the entity
void PerformObstaclePushaway( CBaseCombatCharacter *pPushingEntity );
#endif // OBSTACLE_PUSHAWAY_H
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