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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_mortar_attack.h"
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#include "tf_team.h"
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#include "order_helpers.h"
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#include "tf_obj.h"
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// How far away the escort guy will get orders to shell enemy objects.
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#define ENEMYOBJ_MORTAR_DIST 3000
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IMPLEMENT_SERVERCLASS_ST( COrderMortarAttack, DT_OrderMortarAttack )
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END_SEND_TABLE()
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static bool IsValidFn_WithinMortarRange( void *pUserData, int a )
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{
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CSortBase *p = (CSortBase*)pUserData;
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CBaseObject *pObj = p->GetTeam()->GetObject( a );
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return pObj->GetAbsOrigin().DistTo( p->m_pPlayer->GetAbsOrigin() ) < ENEMYOBJ_MORTAR_DIST;
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}
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bool COrderMortarAttack::CreateOrder( CPlayerClass *pClass )
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{
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// Look for some nearby enemy objects that would be fun to destroy.
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CTFTeam *pEnemyTeam;
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if ( !pClass->GetTeam() || (pEnemyTeam = pClass->GetTeam()->GetEnemyTeam()) == NULL )
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return false;
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CBaseTFPlayer *pPlayer = pClass->GetPlayer();
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CSortBase info;
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info.m_pPlayer = pPlayer;
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info.m_pTeam = pEnemyTeam;
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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_WithinMortarRange, // filter function
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&info, // user data
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pEnemyTeam->GetNumObjects() // number of objects to check
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);
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if( nSorted > 0 )
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{
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CBaseEntity *pEnt = pEnemyTeam->GetObject( sorted[0] );
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COrderMortarAttack *pOrder = new COrderMortarAttack;
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pClass->GetTeam()->AddOrder(
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ORDER_MORTAR_ATTACK,
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pEnt,
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pPlayer,
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1e24,
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40,
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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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