From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/client/playerandobjectenumerator.cpp | 170 +++++++++++------------ 1 file changed, 85 insertions(+), 85 deletions(-) (limited to 'mp/src/game/client/playerandobjectenumerator.cpp') diff --git a/mp/src/game/client/playerandobjectenumerator.cpp b/mp/src/game/client/playerandobjectenumerator.cpp index ff993b31..4868b50a 100644 --- a/mp/src/game/client/playerandobjectenumerator.cpp +++ b/mp/src/game/client/playerandobjectenumerator.cpp @@ -1,86 +1,86 @@ -//========= 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; +//========= 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 -- cgit v1.2.3