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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/playerandobjectenumerator.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/playerandobjectenumerator.cpp')
-rw-r--r--mp/src/game/client/playerandobjectenumerator.cpp86
1 files changed, 86 insertions, 0 deletions
diff --git a/mp/src/game/client/playerandobjectenumerator.cpp b/mp/src/game/client/playerandobjectenumerator.cpp
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+//========= Copyright 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.Size();
+}
+
+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;
+} \ No newline at end of file