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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "order_resupply.h"
#include "tf_team.h"
#include "tf_playerclass.h"
#include "order_helpers.h"
// Orders to build resupplies near objects come in within this range.
#define RESUPPLY_ORDER_MAXDIST 2000
IMPLEMENT_SERVERCLASS_ST( COrderResupply, DT_OrderResupply )
END_SEND_TABLE()
bool COrderResupply::CreateOrder( CPlayerClass *pClass )
{
COrderResupply *pOrder = new COrderResupply;
if ( OrderCreator_GenericObject( pClass, OBJ_RESUPPLY, RESUPPLY_ORDER_MAXDIST, pOrder ) )
{
return true;
}
else
{
UTIL_RemoveImmediate( pOrder );
return false;
}
}
bool COrderResupply::Update()
{
CBaseEntity *pEnt = GetTargetEntity();
if( !pEnt )
return true;
if ( !m_hOwningPlayer.Get() || m_hOwningPlayer->CanBuild( OBJ_RESUPPLY ) != CB_CAN_BUILD )
return true;
CTFTeam *pTeam = m_hOwningPlayer->GetTFTeam();
if ( pTeam->GetNumResuppliesCoveringPosition( pEnt->GetAbsOrigin() ) )
return true;
return BaseClass::Update();
}
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