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-rw-r--r--mp/src/game/shared/obstacle_pushaway.h374
1 files changed, 187 insertions, 187 deletions
diff --git a/mp/src/game/shared/obstacle_pushaway.h b/mp/src/game/shared/obstacle_pushaway.h
index cfa0df3a..4a63fc54 100644
--- a/mp/src/game/shared/obstacle_pushaway.h
+++ b/mp/src/game/shared/obstacle_pushaway.h
@@ -1,187 +1,187 @@
-//========= 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
+//========= 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