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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "order_buildsentrygun.h"
#include "tf_class_defender.h"
#include "tf_team.h"
#include "order_helpers.h"
// The defender will get orders to cover objects with sentry guns this far away.
#define SENTRYGUN_ORDER_DIST 3500
IMPLEMENT_SERVERCLASS_ST( COrderBuildSentryGun, DT_OrderBuildSentryGun )
END_SEND_TABLE()
bool COrderBuildSentryGun::CreateOrder( CPlayerClassDefender *pClass )
{
if ( !pClass->CanBuildSentryGun() )
return false;
COrderBuildSentryGun *pOrder = new COrderBuildSentryGun;
if ( OrderCreator_GenericObject( pClass, OBJ_SENTRYGUN_PLASMA, SENTRYGUN_ORDER_DIST, pOrder ) )
{
return true;
}
else
{
UTIL_RemoveImmediate( pOrder );
return false;
}
}
bool COrderBuildSentryGun::Update()
{
// If the entity we were supposed to cover with the sentry gun is covered now,
// then the order is done.
CBaseEntity *pEnt = GetTargetEntity();
if( !pEnt || !m_hOwningPlayer.Get() )
return true;
CTFTeam *pTeam = m_hOwningPlayer->GetTFTeam();
if( pTeam->IsCoveredBySentryGun( pEnt->GetAbsOrigin() ) )
return true;
return false;
}
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