Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Order handling
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "orders.h"
#include "tf_player.h"
#include "tf_func_resource.h"
#include "tf_team.h"
#include "tf_obj_resourcepump.h"
IMPLEMENT_SERVERCLASS_ST(COrder, DT_Order)
SendPropInt( SENDINFO(m_iOrderType), 4, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_iTargetEntIndex), 16, SPROP_UNSIGNED ),
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( tf_order, COrder );
COrder::COrder()
{
m_iOrderType = 0;
m_iTargetEntIndex = 0;
m_hTarget = NULL;
m_flDistanceToRemove = 0;
m_hOwningPlayer = NULL;
m_flDieTime = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COrder::UpdateOnRemove( void )
{
DetachFromPlayer();
// Chain at end to mimic destructor unwind order
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose: Transmit weapon data
//-----------------------------------------------------------------------------
int COrder::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
CBaseEntity* pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
// If this is a personal order, only send to it's owner
if ( GetOwner() )
{
if ( GetOwner() == pRecipientEntity )
return FL_EDICT_ALWAYS;
return FL_EDICT_DONTSEND;
}
// Otherwise, only send to players on our team
if ( InSameTeam( pRecipientEntity ) )
return FL_EDICT_ALWAYS;
return FL_EDICT_DONTSEND;
}
void COrder::DetachFromPlayer()
{
// Detach from our owner.
if ( m_hOwningPlayer )
{
m_hOwningPlayer->SetOrder( NULL );
m_hOwningPlayer = NULL;
if ( GetTeam() )
{
((CTFTeam*)GetTeam())->RemoveOrder( this );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int COrder::GetType( void )
{
return m_iOrderType;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity *COrder::GetTargetEntity( void )
{
return m_hTarget;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COrder::SetType( int iOrderType )
{
m_iOrderType = iOrderType;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COrder::SetTarget( CBaseEntity *pTarget )
{
m_hTarget = pTarget;
if ( m_hTarget )
{
m_iTargetEntIndex = m_hTarget->entindex();
}
else
{
m_iTargetEntIndex = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COrder::SetDistance( float flDistance )
{
m_flDistanceToRemove = flDistance;
}
void COrder::SetLifetime( float flLifetime )
{
m_flDieTime = gpGlobals->curtime + flLifetime;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: for updates on the order. Return true if the order should be removed.
//-----------------------------------------------------------------------------
bool COrder::Update( void )
{
// Orders with no targets & no owners don't go away on their own
if ( !GetOwner() )
return false;
// Has it timed out?
if( gpGlobals->curtime > m_flDieTime )
return true;
// Check to make sure we're still within the correct distance
if ( m_flDistanceToRemove )
{
CBaseEntity *pTarget = GetTargetEntity();
if ( pTarget )
{
// Have the player and the target moved away from each other?
if ( (m_hOwningPlayer->GetAbsOrigin() - pTarget->GetAbsOrigin()).Length() > (m_flDistanceToRemove * 1.25) )
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: An event for this order's target has arrived. Return true if this order should be removed.
//-----------------------------------------------------------------------------
bool COrder::UpdateOnEvent( COrderEvent_Base *pEvent )
{
// Default behavior is to get rid of the order if the object we're referencing
// gets destroyed.
if ( pEvent->GetType() == ORDER_EVENT_OBJECT_DESTROYED )
{
COrderEvent_ObjectDestroyed *pObjDestroyed = (COrderEvent_ObjectDestroyed*)pEvent;
if ( pObjDestroyed->m_pObject == GetTargetEntity() )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseTFPlayer *COrder::GetOwner( void )
{
return m_hOwningPlayer;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COrder::SetOwner( CBaseTFPlayer *pPlayer )
{
// Null out our m_hOwningPlayer so we don't recurse infinitely.
CHandle<CBaseTFPlayer> hPlayer = m_hOwningPlayer;
m_hOwningPlayer = 0;
if ( hPlayer.Get() && (hPlayer != pPlayer) )
{
Assert( hPlayer->GetOrder() == this );
hPlayer->SetOrder( NULL );
}
m_hOwningPlayer = pPlayer;
}