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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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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "order_helpers.h"
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#include "tf_team.h"
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#include "tf_func_resource.h"
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#include "tf_obj.h"
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// ------------------------------------------------------------------------ //
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// CSortBase implementation.
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// ------------------------------------------------------------------------ //
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CSortBase::CSortBase()
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{
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m_pPlayer = 0;
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m_pTeam = 0;
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}
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CTFTeam* CSortBase::GetTeam()
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{
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if ( m_pTeam )
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return m_pTeam;
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else
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return m_pPlayer->GetTFTeam();
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}
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// ------------------------------------------------------------------------ //
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// Global functions.
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// ------------------------------------------------------------------------ //
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int SortFn_TeamPlayersByDistance( void *pUserData, int a, int b )
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{
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CSortBase *p = (CSortBase*)pUserData;
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const Vector &vPlayer = p->m_pPlayer->GetAbsOrigin();
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const Vector &va = p->m_pPlayer->GetTeam()->GetPlayer( a )->GetAbsOrigin();
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const Vector &vb = p->m_pPlayer->GetTeam()->GetPlayer( b )->GetAbsOrigin();
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return vPlayer.DistTo( va ) < vPlayer.DistTo( vb );
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}
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// This is a generic function that takes a number of items and builds a sorted
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// list of the valid items.
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int BuildSortedActiveList(
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int *pList, // This is the list where the final data is placed.
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int nMaxItems,
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sortFn pSortFn, // Callbacks.
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isValidFn pIsValidFn, // This can be null, in which case all items are valid.
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void *pUserData, // Passed into the function pointers.
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int nItems // Number of items in the list to sort.
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)
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{
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// First build the list of active items.
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if( nItems > nMaxItems )
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nItems = nMaxItems;
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int nActive = 0;
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for( int i=0; i < nItems; i++ )
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{
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if( pIsValidFn )
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{
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if( !pIsValidFn( pUserData, i ) )
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continue;
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}
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int j;
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for( j=0; j < nActive; j++ )
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{
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Assert( pList[j] < nItems );
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if( pSortFn( pUserData, i, pList[j] ) > 0 )
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{
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break;
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}
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}
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// Slide everything up.
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if( nActive )
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{
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Q_memmove( &pList[j+1], &pList[j], (nActive-j) * sizeof(int) );
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}
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// Add the new item to the list.
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pList[j] = i;
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++nActive;
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for (int l = 0; l < nActive ; ++l )
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{
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Assert( pList[l] < nItems );
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}
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}
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return nActive;
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}
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// Finds the closest resource zone without the specified object on it and
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// gives an order to the player to build the object.
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bool OrderCreator_ResourceZoneObject(
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CBaseTFPlayer *pPlayer,
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int objType,
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COrder *pOrder
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)
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{
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// Can we even build a resource box?
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if ( pPlayer->CanBuild( objType ) != CB_CAN_BUILD )
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return false;
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CTFTeam *pTeam = pPlayer->GetTFTeam();
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if( !pTeam )
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return false;
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// Let's have one near each resource zone that we own.
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CResourceZone *pClosest = 0;
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float flClosestDist = 100000000;
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CBaseEntity *pEntity = NULL;
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while( (pEntity = gEntList.FindEntityByClassname( pEntity, "trigger_resourcezone" )) != NULL )
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{
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CResourceZone *pZone = (CResourceZone*)pEntity;
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// Ignore empty zones and zones not captured by this team.
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if ( pZone->IsEmpty() || !pZone->GetActive() )
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continue;
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Vector vZoneCenter = pZone->WorldSpaceCenter();
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// Look for a resource pump on this zone.
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bool bPump = objType == OBJ_RESOURCEPUMP && pPlayer->NumPumpsOnResourceZone( pZone ) == 0;
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if ( bPump )
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{
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// Make sure it's their preferred tech.
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float flTestDist = pPlayer->GetAbsOrigin().DistTo( vZoneCenter );
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if ( flTestDist < flClosestDist )
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{
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pClosest = pZone;
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flClosestDist = flTestDist;
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}
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}
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}
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if ( pClosest )
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{
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// No pump here. Build one!
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pPlayer->GetTFTeam()->AddOrder(
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ORDER_BUILD,
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pClosest,
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pPlayer,
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1e24,
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60,
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pOrder
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);
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return true;
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}
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else
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{
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return false;
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}
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}
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int SortFn_PlayerObjectsByDistance( void *pUserData, int a, int b )
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{
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CSortBase *pSortBase = (CSortBase*)pUserData;
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CBaseObject* pObjA = pSortBase->m_pPlayer->GetObject(a);
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CBaseObject* pObjB = pSortBase->m_pPlayer->GetObject(b);
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if (!pObjA)
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return false;
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if (!pObjB)
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return true;
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const Vector &v = pSortBase->m_pPlayer->GetAbsOrigin();
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return v.DistTo( pObjA->GetAbsOrigin() ) < v.DistTo( pObjB->GetAbsOrigin() );
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}
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int SortFn_TeamObjectsByDistance( void *pUserData, int a, int b )
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{
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CSortBase *pSortBase = (CSortBase*)pUserData;
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CBaseObject *pObj1 = pSortBase->m_pPlayer->GetTFTeam()->GetObject( a );
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CBaseObject *pObj2 = pSortBase->m_pPlayer->GetTFTeam()->GetObject( b );
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const Vector &v = pSortBase->m_pPlayer->GetAbsOrigin();
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return v.DistTo( pObj1->GetAbsOrigin() ) < v.DistTo( pObj2->GetAbsOrigin() );
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}
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int SortFn_PlayerEntitiesByDistance( void *pUserData, int a, int b )
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{
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CSortBase *pSortBase = (CSortBase*)pUserData;
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CBaseEntity *pObj1 = CBaseEntity::Instance( engine->PEntityOfEntIndex( a+1 ) );
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CBaseEntity *pObj2 = CBaseEntity::Instance( engine->PEntityOfEntIndex( b+1 ) );
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const Vector &v = pSortBase->m_pPlayer->GetAbsOrigin();
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return v.DistTo( pObj1->GetAbsOrigin() ) < v.DistTo( pObj2->GetAbsOrigin() );
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}
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int SortFn_DistanceAndConcentration( void *pUserData, int a, int b )
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{
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CSortBase *p = (CSortBase*)pUserData;
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// Compare distances. Each rope attachment to another ent
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// subtracts 200 inches, so the order is biased towards covering
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// groups of objects together.
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CBaseObject *pObjectA = p->GetTeam()->GetObject( a );
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CBaseObject *pObjectB = p->GetTeam()->GetObject( b );
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const Vector &vOrigin1 = pObjectA->GetAbsOrigin();
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const Vector &vOrigin2 = p->GetTeam()->GetObject( b )->GetAbsOrigin();
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float flScore1 = -p->m_pPlayer->GetAbsOrigin().DistTo( vOrigin1 );
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float flScore2 = -p->m_pPlayer->GetAbsOrigin().DistTo( vOrigin2 );
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flScore1 += pObjectA->RopeCount() * 200;
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flScore2 += pObjectB->RopeCount() * 200;
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return flScore1 > flScore2;
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}
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bool IsValidFn_NearAndNotCovered( void *pUserData, int a )
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{
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CSortBase *p = (CSortBase*)pUserData;
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CBaseObject *pObj = p->m_pPlayer->GetTFTeam()->GetObject( a );
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// Is the object too far away to be covered?
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if ( p->m_pPlayer->GetAbsOrigin().DistTo( pObj->GetAbsOrigin() ) > p->m_flMaxDist )
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return false;
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// Don't cover certain entities (like sentry guns, sand bags, etc).
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switch( p->m_ObjectType )
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{
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case OBJ_SENTRYGUN_PLASMA:
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{
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if ( !pObj->WantsCoverFromSentryGun() )
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return false;
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if ( p->m_pPlayer->GetTFTeam()->IsCoveredBySentryGun( pObj->GetAbsOrigin() ) )
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return false;
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}
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break;
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case OBJ_SHIELDWALL:
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{
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if ( !pObj->WantsCover() )
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return false;
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if ( p->m_pPlayer->GetTFTeam()->GetNumShieldWallsCoveringPosition( pObj->GetAbsOrigin() ) )
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return false;
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}
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break;
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case OBJ_RESUPPLY:
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{
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if ( p->m_pPlayer->GetTFTeam()->GetNumResuppliesCoveringPosition( pObj->GetAbsOrigin() ) )
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return false;
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}
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break;
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case OBJ_RESPAWN_STATION:
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{
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if ( p->m_pPlayer->GetTFTeam()->GetNumRespawnStationsCoveringPosition( pObj->GetAbsOrigin() ) )
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return false;
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}
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break;
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default:
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{
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Assert( !"Unsupported object type" );
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}
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break;
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}
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return true;
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}
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bool OrderCreator_GenericObject(
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CPlayerClass *pClass,
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int objectType,
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float flMaxDist,
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COrder *pOrder
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)
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{
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// Can we build one?
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if ( pClass->CanBuild( objectType ) != CB_CAN_BUILD )
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return false;
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CBaseTFPlayer *pPlayer = pClass->GetPlayer();
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CTFTeam *pTeam = pClass->GetTeam();
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// Sort nearby objects.
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CSortBase info;
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info.m_pPlayer = pPlayer;
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info.m_flMaxDist = flMaxDist;
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info.m_ObjectType = objectType;
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int sorted[MAX_TEAM_OBJECTS];
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int nSorted = BuildSortedActiveList(
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sorted, // the sorted list of objects
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MAX_TEAM_OBJECTS,
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SortFn_DistanceAndConcentration, // sort on distance and entity concentration
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IsValidFn_NearAndNotCovered, // filter function
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&info, // user data
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pTeam->GetNumObjects() // number of objects to check
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);
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if( nSorted )
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{
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// Ok, make an order to cover the closest object with a sentry gun.
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CBaseEntity *pEnt = pTeam->GetObject( sorted[0] );
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pTeam->AddOrder(
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ORDER_BUILD,
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pEnt,
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pPlayer,
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flMaxDist,
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60,
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pOrder
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);
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return true;
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}
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else
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{
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return false;
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}
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}
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