Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef PLAYERENUMERATOR_H
#define PLAYERENUMERATOR_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "ehandle.h"
#include "ispatialpartition.h"
class C_BaseEntity;
class CPlayerEnumerator : public IPartitionEnumerator
{
DECLARE_CLASS_NOBASE( CPlayerEnumerator );
public:
//Forced constructor
CPlayerEnumerator( float radius, Vector vecOrigin )
{
m_flRadiusSquared = radius * radius;
m_vecOrigin = vecOrigin;
m_Objects.RemoveAll();
}
int GetObjectCount() { return m_Objects.Size(); }
C_BaseEntity *GetObject( int index )
{
if ( index < 0 || index >= GetObjectCount() )
return NULL;
return m_Objects[ index ];
}
//Actual work code
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
{
C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() );
if ( pEnt == NULL )
return ITERATION_CONTINUE;
if ( !pEnt->IsPlayer() )
return ITERATION_CONTINUE;
Vector deltaPos = pEnt->GetAbsOrigin() - m_vecOrigin;
if ( deltaPos.LengthSqr() > m_flRadiusSquared )
return ITERATION_CONTINUE;
CHandle< C_BaseEntity > h;
h = pEnt;
m_Objects.AddToTail( h );
return ITERATION_CONTINUE;
}
public:
//Data members
float m_flRadiusSquared;
Vector m_vecOrigin;
CUtlVector< CHandle< C_BaseEntity > > m_Objects;
};
#endif // PLAYERENUMERATOR_H