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591 lines
14 KiB
591 lines
14 KiB
3 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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//=============================================================================//
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#include "cbase.h"
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#include "dod_area_capture.h"
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#include "dod_player.h"
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#include "dod_gamerules.h"
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#include "dod_control_point.h"
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#include "dod_team.h"
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#include "dod_objective_resource.h"
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//-------------------------------------------------------------------
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// CAreaCapture
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// An area entity that players must remain in in order to active another entity
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// Triggers are fired on start of capture, on end of capture and on broken capture
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// Can either be capped by both teams at once, or just by one
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// Time to capture and number of people required to capture are both passed by the mapper
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BEGIN_DATADESC(CAreaCapture)
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// Touch functions
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DEFINE_FUNCTION( AreaTouch ),
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// Think functions
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DEFINE_THINKFUNC( Think ),
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// Keyfields
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DEFINE_KEYFIELD( m_iszCapPointName, FIELD_STRING, "area_cap_point" ),
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DEFINE_KEYFIELD( m_nAlliesNumCap, FIELD_INTEGER, "area_allies_numcap" ),
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DEFINE_KEYFIELD( m_nAxisNumCap, FIELD_INTEGER, "area_axis_numcap" ),
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DEFINE_KEYFIELD( m_flCapTime, FIELD_FLOAT, "area_time_to_cap" ),
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DEFINE_KEYFIELD( m_bAlliesCanCap, FIELD_BOOLEAN, "area_allies_cancap" ),
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DEFINE_KEYFIELD( m_bAxisCanCap, FIELD_BOOLEAN, "area_axis_cancap" ),
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "RoundInit", InputRoundInit ),
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// Outputs
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DEFINE_OUTPUT( m_AlliesStartOutput, "OnAlliesStartCap" ),
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DEFINE_OUTPUT( m_AlliesBreakOutput, "OnAlliesBreakCap" ),
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DEFINE_OUTPUT( m_AlliesCapOutput, "OnAlliesEndCap" ),
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DEFINE_OUTPUT( m_AxisStartOutput, "OnAxisStartCap" ),
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DEFINE_OUTPUT( m_AxisBreakOutput, "OnAxisBreakCap" ),
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DEFINE_OUTPUT( m_AxisCapOutput, "OnAxisEndCap" ),
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DEFINE_OUTPUT( m_StartOutput, "OnStartCap" ),
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DEFINE_OUTPUT( m_BreakOutput, "OnBreakCap" ),
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DEFINE_OUTPUT( m_CapOutput, "OnEndCap" ),
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// DEFINE_OUTPUT( m_OnStartCap, "OnStartCap" );
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// DEFINE_OUTPUT( m_OnBreakCap,
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// DEFINE_OUTPUT( m_OnEnterNoObj, "OnEnterNoObj" );
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END_DATADESC();
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LINK_ENTITY_TO_CLASS( dod_capture_area, CAreaCapture );
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void CAreaCapture::Spawn( void )
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{
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BaseClass::Spawn();
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InitTrigger();
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Precache();
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m_iAreaIndex = -1;
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SetTouch ( &CAreaCapture::AreaTouch );
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m_bCapturing = false;
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m_nCapturingTeam = TEAM_UNASSIGNED;
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m_nOwningTeam = TEAM_UNASSIGNED;
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m_fTimeRemaining = 0.0f;
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SetNextThink( gpGlobals->curtime + AREA_THINK_TIME );
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if( m_nAlliesNumCap < 1 )
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m_nAlliesNumCap = 1;
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if( m_nAxisNumCap < 1 )
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m_nAxisNumCap = 1;
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m_bDisabled = false;
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m_iCapAttemptNumber = 0;
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}
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void CAreaCapture::Precache( void )
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{
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}
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bool CAreaCapture::KeyValue( const char *szKeyName, const char *szValue )
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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//sends to all players at the start of the round
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//needed?
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void CAreaCapture::area_SetIndex( int index )
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{
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m_iAreaIndex = index;
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}
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bool CAreaCapture::IsActive( void )
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{
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return !m_bDisabled;
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}
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void CAreaCapture::AreaTouch( CBaseEntity *pOther )
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{
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//if they are touching, set their SIGNAL flag on, and their m_iCapAreaNum to ours
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//then in think do all the scoring
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if( !IsActive() )
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return;
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//Don't cap areas unless the round is running
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if( DODGameRules()->State_Get() != STATE_RND_RUNNING || DODGameRules()->IsInWarmup() )
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return;
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Assert( m_iAreaIndex != -1 );
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if( m_pPoint )
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{
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m_nOwningTeam = m_pPoint->GetOwner();
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}
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//dont touch for non-alive or non-players
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if( !pOther->IsPlayer() )
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return;
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if( !pOther->IsAlive() )
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return;
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CDODPlayer *pPlayer = ToDODPlayer(pOther);
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ASSERT( pPlayer );
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if ( pPlayer->GetTeamNumber() != m_nOwningTeam )
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{
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bool bAbleToCap = ( pPlayer->GetTeamNumber() == TEAM_ALLIES && m_bAlliesCanCap ) ||
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( pPlayer->GetTeamNumber() == TEAM_AXIS && m_bAxisCanCap );
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if ( bAbleToCap )
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pPlayer->HintMessage( HINT_IN_AREA_CAP );
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}
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pPlayer->m_signals.Signal( SIGNAL_CAPTUREAREA );
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//add them to this area
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pPlayer->SetCapAreaIndex( m_iAreaIndex );
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if ( m_pPoint )
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{
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pPlayer->SetCPIndex( m_pPoint->GetPointIndex() );
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}
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}
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/* three ways to be capturing a cap area
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* 1) have the required number of people in the area
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* 2) have less than the required number on your team, new required num is everyone
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* 3) have less than the required number alive, new required is numAlive, but time is lengthened
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*/
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ConVar dod_simulatemultiplecappers( "dod_simulatemultiplecappers", "1", FCVAR_CHEAT );
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void CAreaCapture::Think( void )
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{
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SetNextThink( gpGlobals->curtime + AREA_THINK_TIME );
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if( DODGameRules()->State_Get() != STATE_RND_RUNNING )
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{
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// If we were being capped, cancel it
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if( m_nNumAllies > 0 || m_nNumAxis > 0 )
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{
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m_nNumAllies = 0;
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m_nNumAxis = 0;
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SendNumPlayers();
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if( m_pPoint )
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{
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g_pObjectiveResource->SetCappingTeam( m_pPoint->GetPointIndex(), TEAM_UNASSIGNED );
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}
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}
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return;
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}
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// go through our list of players
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int iNumAllies = 0;
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int iNumAxis = 0;
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CDODPlayer *pFirstAlliedTouching = NULL;
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CDODPlayer *pFirstAxisTouching = NULL;
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBaseEntity *ent = UTIL_PlayerByIndex( i );
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if ( ent )
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{
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CDODPlayer *pPlayer = ToDODPlayer(ent);
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//First check if the player is in fact in this area
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if ( ( pPlayer->m_signals.GetState() & SIGNAL_CAPTUREAREA ) &&
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pPlayer->GetCapAreaIndex() == m_iAreaIndex &&
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pPlayer->IsAlive() ) // alive check is kinda unnecessary, but there is some
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// case where non-present people are messing up this count
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{
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if ( pPlayer->GetTeamNumber() == TEAM_ALLIES )
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{
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if ( iNumAllies == 0 )
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pFirstAlliedTouching = pPlayer;
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iNumAllies++;
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}
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else if ( pPlayer->GetTeamNumber() == TEAM_AXIS )
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{
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if ( iNumAxis == 0 )
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pFirstAxisTouching = pPlayer;
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iNumAxis++;
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}
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}
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}
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}
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iNumAllies *= dod_simulatemultiplecappers.GetInt();
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iNumAxis *= dod_simulatemultiplecappers.GetInt();
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if( iNumAllies != m_nNumAllies || iNumAxis != m_nNumAxis )
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{
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m_nNumAllies = iNumAllies;
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m_nNumAxis = iNumAxis;
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SendNumPlayers();
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}
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// when a player blocks, tell them the cap index and attempt number
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// only give successive blocks to them if the attempt number is different
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if( m_bCapturing )
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{
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//its a regular cap
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//Subtract some time from the cap
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m_fTimeRemaining -= AREA_THINK_TIME;
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//if both teams are in the area
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if( iNumAllies > 0 && iNumAxis > 0 )
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{
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// See if anyone gets credit for the block
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float flPercentToGo = m_fTimeRemaining / m_flCapTime;
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if ( flPercentToGo <= 0.5 && m_pPoint )
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{
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// find the first player that is not on the capturing team
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// they have just broken a cap and should be rewarded
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// tell the player the capture attempt number, for checking later
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CDODPlayer *pBlockingPlayer = ( m_nCapturingTeam == TEAM_ALLIES ) ? pFirstAxisTouching : pFirstAlliedTouching;
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if ( pBlockingPlayer )
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{
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if ( pBlockingPlayer->GetCapAreaIndex() == m_iAreaIndex &&
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pBlockingPlayer->GetLastBlockCapAttempt() == m_iCapAttemptNumber )
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{
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// this is a repeat block on the same cap, ignore it
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NULL;
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}
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else
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{
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m_pPoint->CaptureBlocked( pBlockingPlayer );
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pBlockingPlayer->StoreCaptureBlock( m_iAreaIndex, m_iCapAttemptNumber );
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}
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}
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}
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BreakCapture( false );
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return;
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}
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//if no-one is in the area
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if( iNumAllies == 0 && iNumAxis == 0 )
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{
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BreakCapture( true );
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return;
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}
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if( m_nCapturingTeam == TEAM_ALLIES )
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{
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if( iNumAllies < m_nAlliesNumCap )
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{
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BreakCapture( true );
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}
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}
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else if( m_nCapturingTeam == TEAM_AXIS )
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{
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if( iNumAxis < m_nAxisNumCap )
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{
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BreakCapture( true );
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}
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}
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//if the cap is done
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if( m_fTimeRemaining <= 0 )
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{
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EndCapture( m_nCapturingTeam );
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return; //we're done
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}
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}
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else //not capturing yet
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{
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bool bStarted = false;
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if( iNumAllies > 0 && iNumAxis <= 0 && m_bAlliesCanCap && m_nOwningTeam != TEAM_ALLIES )
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{
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if( iNumAllies >= m_nAlliesNumCap )
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{
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m_iCappingRequired = m_nAlliesNumCap;
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m_iCappingPlayers = iNumAllies;
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StartCapture( TEAM_ALLIES, CAPTURE_NORMAL );
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bStarted = true;
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}
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}
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else if( iNumAxis > 0 && iNumAllies <= 0 && m_bAxisCanCap && m_nOwningTeam != TEAM_AXIS )
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{
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if( iNumAxis >= m_nAxisNumCap )
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{
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m_iCappingRequired = m_nAxisNumCap;
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m_iCappingPlayers = iNumAxis;
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StartCapture( TEAM_AXIS, CAPTURE_NORMAL );
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bStarted = true;
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}
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}
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}
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}
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void CAreaCapture::SetOwner( int team )
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{
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//break any current capturing
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BreakCapture( false );
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//set the owner to the passed value
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m_nOwningTeam = team;
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g_pObjectiveResource->SetOwningTeam( m_pPoint->GetPointIndex(), m_nOwningTeam );
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}
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void CAreaCapture::SendNumPlayers( CBasePlayer *pPlayer )
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{
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if( !m_pPoint )
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return;
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int index = m_pPoint->GetPointIndex();
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g_pObjectiveResource->SetNumPlayers( index, TEAM_ALLIES, m_nNumAllies );
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g_pObjectiveResource->SetNumPlayers( index, TEAM_AXIS, m_nNumAxis );
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}
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void CAreaCapture::StartCapture( int team, int capmode )
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{
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int iNumCappers = 0;
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//trigger start
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if( team == TEAM_ALLIES )
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{
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m_AlliesStartOutput.FireOutput(this,this);
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iNumCappers = m_nAlliesNumCap;
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}
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else if( team == TEAM_AXIS )
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{
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m_AxisStartOutput.FireOutput(this,this);
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iNumCappers = m_nAxisNumCap;
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}
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m_StartOutput.FireOutput(this,this);
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m_nCapturingTeam = team;
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m_fTimeRemaining = m_flCapTime;
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m_bCapturing = true;
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m_iCapMode = capmode;
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if( m_pPoint )
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{
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//send a message that we're starting to cap this area
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g_pObjectiveResource->SetCappingTeam( m_pPoint->GetPointIndex(), m_nCapturingTeam );
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}
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}
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#define MAX_AREA_CAPPERS 9
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void CAreaCapture::EndCapture( int team )
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{
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m_iCapAttemptNumber++;
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//do the triggering
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if( team == TEAM_ALLIES )
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{
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m_AlliesCapOutput.FireOutput(this,this);
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}
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else if( team == TEAM_AXIS )
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{
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m_AxisCapOutput.FireOutput(this,this);
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}
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m_CapOutput.FireOutput(this,this);
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m_iCappingRequired = 0;
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m_iCappingPlayers = 0;
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int numcappers = 0;
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int cappingplayers[MAX_AREA_CAPPERS];
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CDODPlayer *pCappingPlayer = NULL;
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CDODTeam *pTeam = GetGlobalDODTeam(team);
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if ( pTeam )
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{
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int iCount = pTeam->GetNumPlayers();
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for ( int i=0;i<iCount;i++ )
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{
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CDODPlayer *pPlayer = ToDODPlayer( pTeam->GetPlayer(i) );
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if ( pPlayer )
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{
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if( ( pPlayer->m_signals.GetState() & SIGNAL_CAPTUREAREA ) &&
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pPlayer->GetCapAreaIndex() == m_iAreaIndex &&
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pPlayer->IsAlive() )
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{
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if( pCappingPlayer == NULL )
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pCappingPlayer = pPlayer;
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if ( numcappers < MAX_AREA_CAPPERS-1 )
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{
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cappingplayers[numcappers] = pPlayer->entindex();
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numcappers++;
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}
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}
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}
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}
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}
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if ( numcappers < MAX_AREA_CAPPERS )
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{
|
||
|
cappingplayers[numcappers] = 0; //null terminate :)
|
||
|
}
|
||
|
|
||
|
m_nOwningTeam = team;
|
||
|
m_bCapturing = false;
|
||
|
m_fTimeRemaining = 0.0f;
|
||
|
|
||
|
//there may have been more than one capper, but only report this one.
|
||
|
//he hasnt gotten points yet, and his name will go in the cap string if its needed
|
||
|
//first capper gets name sent and points given by flag.
|
||
|
//other cappers get points manually above, no name in message
|
||
|
|
||
|
//send the player in the cap string
|
||
|
if( m_pPoint )
|
||
|
{
|
||
|
DODGameRules()->CapEvent( CAP_EVENT_FLAG, m_nOwningTeam );
|
||
|
|
||
|
g_pObjectiveResource->SetOwningTeam( m_pPoint->GetPointIndex(), m_nOwningTeam );
|
||
|
m_pPoint->SetOwner( m_nOwningTeam, true, numcappers, cappingplayers );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CAreaCapture::BreakCapture( bool bNotEnoughPlayers )
|
||
|
{
|
||
|
if( m_bCapturing )
|
||
|
{
|
||
|
m_iCappingRequired = 0;
|
||
|
m_iCappingPlayers = 0;
|
||
|
|
||
|
if( m_nCapturingTeam == TEAM_ALLIES )
|
||
|
m_AlliesBreakOutput.FireOutput(this,this);
|
||
|
|
||
|
else if( m_nCapturingTeam == TEAM_AXIS )
|
||
|
m_AxisBreakOutput.FireOutput(this,this);
|
||
|
|
||
|
m_BreakOutput.FireOutput(this,this);
|
||
|
|
||
|
m_bCapturing = false;
|
||
|
|
||
|
if( m_pPoint )
|
||
|
{
|
||
|
g_pObjectiveResource->SetCappingTeam( m_pPoint->GetPointIndex(), TEAM_UNASSIGNED );
|
||
|
}
|
||
|
|
||
|
if ( bNotEnoughPlayers )
|
||
|
{
|
||
|
m_iCapAttemptNumber++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAreaCapture::InputDisable( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_bDisabled = true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CAreaCapture::InputEnable( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_bDisabled = false;
|
||
|
}
|
||
|
|
||
|
void CAreaCapture::InputRoundInit( inputdata_t &inputdata )
|
||
|
{
|
||
|
// find the flag we're linked to
|
||
|
if( !m_pPoint )
|
||
|
{
|
||
|
m_pPoint = dynamic_cast<CControlPoint*>( gEntList.FindEntityByName(NULL, STRING(m_iszCapPointName) ) );
|
||
|
|
||
|
if ( m_pPoint )
|
||
|
{
|
||
|
m_pPoint->SetNumCappersRequired( m_nAlliesNumCap, m_nAxisNumCap );
|
||
|
g_pObjectiveResource->SetCPRequiredCappers( m_pPoint->GetPointIndex(), m_nAlliesNumCap, m_nAxisNumCap );
|
||
|
g_pObjectiveResource->SetCPCapTime( m_pPoint->GetPointIndex(), m_flCapTime, m_flCapTime );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Check if this player's death causes a block
|
||
|
// return FALSE if the player is not in this area
|
||
|
// return TRUE otherwise ( eg player is in area, but his death does not cause break )
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CAreaCapture::CheckIfDeathCausesBlock( CDODPlayer *pVictim, CDODPlayer *pKiller )
|
||
|
{
|
||
|
// This shouldn't happen
|
||
|
if ( !pVictim || !pKiller )
|
||
|
{
|
||
|
Assert( !"Why are null players getting here?" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// make sure this player is in this area
|
||
|
if ( pVictim->GetCapAreaIndex() != m_iAreaIndex )
|
||
|
return false;
|
||
|
|
||
|
// Teamkills shouldn't give a block reward
|
||
|
if ( pVictim->GetTeamNumber() == pKiller->GetTeamNumber() )
|
||
|
return true;
|
||
|
|
||
|
// return if the area is not being capped
|
||
|
if ( !m_bCapturing )
|
||
|
return true;
|
||
|
|
||
|
int iTeam = pVictim->GetTeamNumber();
|
||
|
|
||
|
// return if this player's team is not capping the area
|
||
|
if ( iTeam != m_nCapturingTeam )
|
||
|
return true;
|
||
|
|
||
|
bool bBlocked = false;
|
||
|
|
||
|
if ( m_nCapturingTeam == TEAM_ALLIES )
|
||
|
{
|
||
|
if ( m_nNumAllies-1 < m_nAlliesNumCap )
|
||
|
bBlocked = true;
|
||
|
}
|
||
|
else if ( m_nCapturingTeam == TEAM_AXIS )
|
||
|
{
|
||
|
if ( m_nNumAxis-1 < m_nAxisNumCap )
|
||
|
bBlocked = true;
|
||
|
}
|
||
|
|
||
|
// break early incase we kill multiple people in the same frame
|
||
|
if ( bBlocked )
|
||
|
{
|
||
|
m_pPoint->CaptureBlocked( pKiller );
|
||
|
BreakCapture( false );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|