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373 lines
10 KiB
373 lines
10 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "mapdata.h"
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#include "hud.h"
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#include "hud_macros.h"
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#include <KeyValues.h>
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#include "playeroverlay.h"
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#include "iclientmode.h"
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#include "hud_technologytreedoc.h"
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#include "C_World.h"
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#include "c_basetfplayer.h"
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#include "c_team.h"
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#include "c_tfteam.h"
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#include "c_func_resource.h"
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#include "vgui_bitmapimage.h"
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#include "C_Shield.h"
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#include "c_obj_respawn_station.h"
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bool IsEntityVisibleToTactical( int iLocalTeamNumber, int iLocalTeamPlayers,
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int iLocalTeamObjects, int iEntIndex, const char *pEntName, int pEntTeamNumber, const Vector &pEntOrigin );
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// All of the parsing occurs mapdata_parse.cpp
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bool ParseMinimapData( const char *filename, MinimapData_t *pMinimap, CMapZones *pZones, CMapTeamColors *pTeamColors, KeyValues *pKV );
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//-----------------------------------------------------------------------------
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// Gets at the singleton map data
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//-----------------------------------------------------------------------------
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static CMapData g_MapData;
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CMapData& MapData()
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{
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// Singleton object
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return g_MapData;
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}
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IMapData *g_pMapData = &g_MapData;
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DECLARE_COMMAND( g_MapData, ForceMapReload );
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//-----------------------------------------------------------------------------
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// Purpose: This is a total hack, but should allow reloading the mapfile.txt stuff on the fly
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//-----------------------------------------------------------------------------
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void CMapData::UserCmd_ForceMapReload( void )
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{
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if ( m_szMap[0] )
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{
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LevelInit( m_szMap );
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// Force other data to reinit itself
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GetTechnologyTreeDoc().Init();
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// Force any needed viewport fixups
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g_pClientMode->Disable();
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g_pClientMode->Enable();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CMapData::CMapData( void )
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{
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m_szMap[0]=0;
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int i, j;
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m_Minimap.m_szBackgroundMaterial[0] = 0;
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for ( i = 0; i < MAX_ZONES; i++ )
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{
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m_Zones[ i ].m_pZoneImage = NULL;
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m_Zones[ i ].m_nControllingTeam = -1;
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}
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for ( i = 0; i < MAX_PLAYERS; i++ )
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{
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m_Players[ i ].m_pImage = NULL;
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m_Players[ i ].m_nTeam = 0;
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m_Players[ i ].m_bSelected = false;
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m_Players[ i ].m_nSquadNumber = 0;
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}
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for ( i = 0; i <= MAX_MAP_TEAMS; i++ )
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{
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m_TeamColors[ i ].m_pImage = NULL;
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for ( j = 0; j < MAX_CLASSES; j++ )
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{
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if ( m_TeamColors[ i ].m_ClassColors[ j ].m_pClassImage )
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{
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m_TeamColors[ i ].m_ClassColors[ j ].m_pClassImage = NULL;
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}
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}
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}
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UseDefaults();
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}
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HOOK_COMMAND( forcemapreload, ForceMapReload );
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//-----------------------------------------------------------------------------
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// Purpose: One time init
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//-----------------------------------------------------------------------------
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void CMapData::Init( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Delete all dynamic images, but leave rest of data structures
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//-----------------------------------------------------------------------------
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void CMapData::Clear( void )
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{
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int i, j;
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// Delete old zones...
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for ( i = 0; i < MAX_ZONES; i++ )
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{
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delete m_Zones[ i ].m_pZoneImage;
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m_Zones[ i ].m_pZoneImage = NULL;
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}
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for ( i = 0; i <= MAX_MAP_TEAMS; i++ )
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{
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delete m_TeamColors[ i ].m_pImage;
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m_TeamColors[ i ].m_pImage = NULL;
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for ( j = 0; j < MAX_CLASSES; j++ )
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{
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delete m_TeamColors[ i ].m_ClassColors[ j ].m_pClassImage;
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m_TeamColors[ i ].m_ClassColors[ j ].m_pClassImage = NULL;
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}
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}
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m_Minimap.m_szBackgroundMaterial[0] = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CMapData::~CMapData( void )
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{
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Clear();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set a team's default colors
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//-----------------------------------------------------------------------------
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void CMapData::SetTeamDefaultColor( int iTeamNumber, int r, int g, int b )
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{
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m_TeamColors[ iTeamNumber ].m_clrBlip.SetColor( r,g,b, 0 );
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m_TeamColors[ iTeamNumber ].m_clrTeam.SetColor( r,g,b, 128 );
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for ( int j = 0; j < MAX_CLASSES; j++ )
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{
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m_TeamColors[ iTeamNumber ].m_ClassColors->m_clrClass.SetColor( r,g,b, 0 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fill in placeholder colors, etc.
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//-----------------------------------------------------------------------------
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void CMapData::UseDefaults( void )
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{
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// Init colors for all teams
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SetTeamDefaultColor( 1, 255, 0, 0 );
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SetTeamDefaultColor( 2, 0, 0, 255 );
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SetTeamDefaultColor( 3, 0, 0, 0 );
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SetTeamDefaultColor( 4, 0, 0, 0 );
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SetTeamDefaultColor( 5, 0, 0, 0 );
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SetTeamDefaultColor( 6, 0, 0, 0 );
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SetTeamDefaultColor( 7, 0, 0, 0 );
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SetTeamDefaultColor( 8, 0, 0, 0 );
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m_Minimap.m_szBackgroundMaterial[0] = 0;
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}
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//-----------------------------------------------------------------------------
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// Get the bounding box of the world
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//-----------------------------------------------------------------------------
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void CMapData::GetMapBounds(Vector &mins, Vector& maxs)
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{
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C_BaseEntity *ent = cl_entitylist->GetEnt( 0 );
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C_World* pWorld = dynamic_cast<C_World*>(ent);
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if (pWorld)
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{
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VectorCopy( pWorld->m_WorldMins, mins );
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VectorCopy( pWorld->m_WorldMaxs, maxs );
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// Backward compatability...
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if ((mins.LengthSqr() == 0.0f) && (maxs.LengthSqr() == 0.0f))
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{
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mins.Init( -6500, -6500, -6500 );
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maxs.Init( 6500, 6500, 6500 );
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}
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}
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else
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{
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Assert(0);
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mins.Init( 0, 0, 0 );
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maxs.Init( 1, 1, 1 );
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}
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}
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void CMapData::GetMapOrigin(Vector &org)
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{
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Vector mins, maxs;
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GetMapBounds( mins, maxs );
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VectorAdd( mins, maxs, org );
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VectorMultiply( org, 0.5, org );
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}
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void CMapData::GetMapSize(Vector &size)
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{
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Vector mins, maxs;
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GetMapBounds( mins, maxs );
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VectorSubtract( maxs, mins, size );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CMapData::Get3DSkyboxOrigin( Vector &vecOrigin )
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{
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// NOTE: If the player hasn't been created yet -- this doesn't work!!!
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// We need to pass the data along in the map - requires a tool change.
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( pPlayer )
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{
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CPlayerLocalData *pLocalData = &pPlayer->m_Local;
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VectorCopy( pLocalData->m_skybox3d.origin, vecOrigin );
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}
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else
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{
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// Debugging!
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Assert( 0 );
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vecOrigin.Init();
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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float CMapData::Get3DSkyboxScale( void )
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{
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// NOTE: If the player hasn't been created yet -- this doesn't work!!!
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// We need to pass the data along in the map - requires a tool change.
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( pPlayer )
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{
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CPlayerLocalData *pLocalData = &pPlayer->m_Local;
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return pLocalData->m_skybox3d.scale;
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}
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else
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{
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// Debugging!
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Assert( 0 );
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return ( 1.0f );
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}
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}
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//-----------------------------------------------------------------------------
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// What's my visible area?
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//-----------------------------------------------------------------------------
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void CMapData::SetVisibleArea( const Vector& mins, const Vector& maxs )
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{
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m_VisibleMins = mins;
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m_VisibleMaxs = maxs;
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}
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void CMapData::GetVisibleArea( Vector& mins, Vector& maxs )
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{
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mins = m_VisibleMins;
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maxs = m_VisibleMaxs;
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}
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//-----------------------------------------------------------------------------
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// Purpose: The client is about to change maps
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// Input : *map - name of the new map
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//-----------------------------------------------------------------------------
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void CMapData::LevelInit( const char *map )
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{
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Q_strncpy( m_szMap, map, MINIMAP_STRING_SIZE );
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// Clear leftover data
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Clear();
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// The name of the background material for the map is well-defined
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Q_snprintf( m_Minimap.m_szBackgroundMaterial, MINIMAP_MATERIAL_STRING_SIZE,
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"hud/minimap/%s/%s", map, map );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapData::LevelShutdown( void )
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{
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Clear();
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}
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//-----------------------------------------------------------------------------
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// Update fog of war
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//-----------------------------------------------------------------------------
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void CMapData::Update( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Is entity visible to tactical?
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//-----------------------------------------------------------------------------
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bool CMapData::IsEntityVisibleToTactical( C_BaseEntity* pEnt ) const
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{
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C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer();
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if (!pPlayer)
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return false;
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// If the local player hasn't chosen a class or a team, nothing's visible
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if ((pPlayer->GetClass() == TFCLASS_UNDECIDED) || (pPlayer->GetTeamNumber() == 0))
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return false;
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C_TFTeam *pTeam = (C_TFTeam *)pPlayer->GetTeam();
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if (!pTeam)
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return false;
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// Local player is always visible, as long as he's chosen a class.
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if (pEnt == pPlayer)
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return true;
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int iNumberObjects = 0;
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int iNumberPlayers = 0;
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if ( pTeam )
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{
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iNumberObjects = pTeam->GetNumObjects();
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iNumberPlayers = pTeam->Get_Number_Players();
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}
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int localteam = pPlayer->GetTeamNumber();
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// If on our team, not on a team, or is a resource zone, can't be cloaked
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if ( !pEnt->GetTeamNumber() || pEnt->GetTeamNumber() == localteam )
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{
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return true;
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}
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// NOTE: The global IsEntityVisibleToTactical returns true in situations
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// where the entity would otherwise not be visible
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bool bRet = ::IsEntityVisibleToTactical( localteam, iNumberPlayers,
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iNumberObjects, pEnt->entindex(), pEnt->GetClassname(), pEnt->GetTeamNumber(), pEnt->GetAbsOrigin() );
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if ( bRet )
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{
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return true;
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}
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// Make sure it's within a well-defined radius of the local player...
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Vector2D dist;
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Vector2DSubtract( pEnt->GetAbsOrigin().AsVector2D(), pPlayer->GetAbsOrigin().AsVector2D(), dist );
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// Cloaked by this object?
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if ( dist.LengthSqr() > LOCAL_PLAYER_SCANNER_RANGE * LOCAL_PLAYER_SCANNER_RANGE )
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return false;
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// On other team, and not cloaked by technician
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return true;
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}
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