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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef OBSTACLE_PUSHAWAY_H
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#define OBSTACLE_PUSHAWAY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "props_shared.h"
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#ifndef CLIENT_DLL
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#include "func_breakablesurf.h"
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#include "BasePropDoor.h"
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#include "doors.h"
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#endif // CLIENT_DLL
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//--------------------------------------------------------------------------------------------------------------
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bool IsPushAwayEntity( CBaseEntity *pEnt );
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bool IsPushableEntity( CBaseEntity *pEnt );
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//--------------------------------------------------------------------------------------------------------------
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#ifndef CLIENT_DLL
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bool IsBreakableEntity( CBaseEntity *pEnt );
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#endif // !CLIENT_DLL
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//--------------------------------------------------------------------------------------------------------------
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class CPushAwayEnumerator : public IPartitionEnumerator
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{
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public:
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// Forced constructor
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CPushAwayEnumerator(CBaseEntity **ents, int nMaxEnts)
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{
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m_nAlreadyHit = 0;
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m_AlreadyHit = ents;
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m_nMaxHits = nMaxEnts;
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}
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// Actual work code
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virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
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{
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#ifdef CLIENT_DLL
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CBaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() );
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#else
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CBaseEntity *pEnt = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() );
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#endif // CLIENT_DLL
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if ( IsPushAwayEntity( pEnt ) && m_nAlreadyHit < m_nMaxHits )
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{
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m_AlreadyHit[m_nAlreadyHit] = pEnt;
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m_nAlreadyHit++;
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}
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return ITERATION_CONTINUE;
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}
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public:
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CBaseEntity **m_AlreadyHit;
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int m_nAlreadyHit;
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int m_nMaxHits;
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};
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#ifndef CLIENT_DLL
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//--------------------------------------------------------------------------------------------------------------
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/**
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* This class will collect breakable objects in a volume. Physics props that can be damaged, func_breakable*, etc
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* are all collected by this class.
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*/
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class CBotBreakableEnumerator : public CPushAwayEnumerator
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{
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public:
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CBotBreakableEnumerator(CBaseEntity **ents, int nMaxEnts) : CPushAwayEnumerator(ents, nMaxEnts)
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{
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}
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virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
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{
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CBaseEntity *pEnt = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() );
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if ( !IsBreakableEntity( pEnt ) )
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return ITERATION_CONTINUE;
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// ignore breakables parented to doors
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if ( pEnt->GetParent() &&
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( FClassnameIs( pEnt->GetParent(), "func_door*" ) ||
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FClassnameIs( pEnt, "prop_door*" ) ) )
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return ITERATION_CONTINUE;
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if ( m_nAlreadyHit < m_nMaxHits )
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{
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m_AlreadyHit[m_nAlreadyHit] = pEnt;
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m_nAlreadyHit++;
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}
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return ITERATION_CONTINUE;
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}
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};
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//--------------------------------------------------------------------------------------------------------------
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/**
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* This class will collect door objects in a volume.
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*/
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class CBotDoorEnumerator : public CPushAwayEnumerator
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{
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public:
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CBotDoorEnumerator(CBaseEntity **ents, int nMaxEnts) : CPushAwayEnumerator(ents, nMaxEnts)
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{
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}
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virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
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{
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CBaseEntity *pEnt = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() );
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if ( pEnt == NULL )
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return ITERATION_CONTINUE;
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if ( ( pEnt->ObjectCaps() & FCAP_IMPULSE_USE ) == 0 )
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{
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return ITERATION_CONTINUE;
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}
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if ( FClassnameIs( pEnt, "func_door*" ) )
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{
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CBaseDoor *door = dynamic_cast<CBaseDoor *>(pEnt);
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if ( !door )
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{
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return ITERATION_CONTINUE;
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}
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if ( door->m_toggle_state == TS_GOING_UP || door->m_toggle_state == TS_GOING_DOWN )
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{
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return ITERATION_CONTINUE;
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}
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}
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else if ( FClassnameIs( pEnt, "prop_door*" ) )
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{
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CBasePropDoor *door = dynamic_cast<CBasePropDoor *>(pEnt);
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if ( !door )
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{
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return ITERATION_CONTINUE;
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}
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if ( door->IsDoorOpening() || door->IsDoorClosing() )
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{
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return ITERATION_CONTINUE;
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}
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}
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else
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{
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return ITERATION_CONTINUE;
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}
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if ( m_nAlreadyHit < m_nMaxHits )
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{
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m_AlreadyHit[m_nAlreadyHit] = pEnt;
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m_nAlreadyHit++;
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}
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return ITERATION_CONTINUE;
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}
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};
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Returns an entity that matches the filter that is along the line segment
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*/
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CBaseEntity * CheckForEntitiesAlongSegment( const Vector &start, const Vector &end, const Vector &mins, const Vector &maxs, CPushAwayEnumerator *enumerator );
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#endif // CLIENT_DLL
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//--------------------------------------------------------------------------------------------------------------
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// Retrieves physics objects near pPushingEntity
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void AvoidPushawayProps( CBaseCombatCharacter *pPlayer, CUserCmd *pCmd );
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int GetPushawayEnts( CBaseCombatCharacter *pPushingEntity, CBaseEntity **ents, int nMaxEnts, float flPlayerExpand, int PartitionMask, CPushAwayEnumerator *enumerator = NULL );
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//--------------------------------------------------------------------------------------------------------------
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// Pushes physics objects away from the entity
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void PerformObstaclePushaway( CBaseCombatCharacter *pPushingEntity );
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#endif // OBSTACLE_PUSHAWAY_H
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