//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "order_helpers.h" #include "order_killmortarguy.h" #include "tf_team.h" #define KILLMORTARGUY_DIST 3500 IMPLEMENT_SERVERCLASS_ST( COrderKillMortarGuy, DT_OrderKillMortarGuy ) END_SEND_TABLE() static bool IsValidFn_DeployedBrianJacobsons( void *pUserData, int iClient ) { CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)UTIL_PlayerByIndex( iClient+1 ); if ( !pPlayer || pPlayer->IsClass( TFCLASS_UNDECIDED ) || !pPlayer->GetTeam() ) return false; // Is this person on an enemy team? CSortBase *pSortBase = (CSortBase*)pUserData; CBaseTFPlayer *pMyPlayer = pSortBase->m_pPlayer; if( pPlayer->GetTeam()->GetTeamNumber() == pMyPlayer->GetTeam()->GetTeamNumber() ) return false; // Is he alive? if( !pPlayer->IsAlive() ) return false; // ROBIN: Removed mortar object. This needs to handle mortar vehicles instead. // Is he looking surly? //if( pPlayer->GetNumObjects( OBJ_MORTAR ) == 0 ) //return false; // Is he close enough? if( pMyPlayer->GetAbsOrigin().DistTo( pPlayer->GetAbsOrigin() ) > KILLMORTARGUY_DIST ) return false; // Is he visible to the tactical? // if( !pMyPlayer->GetTFTeam()->IsEntityVisibleToTactical( pPlayer ) ) // return false; // KILL HIM!!! return true; } static int SortFn_PlayerEntsByDistance( void *pUserData, int a, int b ) { CBaseEntity *pEdictA = CBaseEntity::Instance( engine->PEntityOfEntIndex( a+1 ) ); CBaseEntity *pEdictB = CBaseEntity::Instance( engine->PEntityOfEntIndex( b+1 ) ); if ( !pEdictA || !pEdictB ) return 1; CSortBase *pSortBase = (CSortBase*)pUserData; const Vector &v = pSortBase->m_pPlayer->GetAbsOrigin(); return v.DistTo( pEdictA->GetAbsOrigin() ) < v.DistTo( pEdictB->GetAbsOrigin() ); } bool COrderKillMortarGuy::CreateOrder( CPlayerClass *pClass ) { CSortBase info; info.m_pPlayer = pClass->GetPlayer(); // Look for an enemy sniper visible to the int supports[MAX_PLAYERS]; int nSupports = BuildSortedActiveList( supports, // the sorted list MAX_PLAYERS, SortFn_PlayerEntsByDistance, // sort on distance IsValidFn_DeployedBrianJacobsons, // only get deployed support guys &info, // pUserData gpGlobals->maxClients // how many players to look through ); // Kill the closest punk. if( nSupports ) { CBaseTFPlayer *pBrian = (CBaseTFPlayer*)UTIL_PlayerByIndex( supports[0]+1 ); Assert( pBrian ); COrderKillMortarGuy *pOrder = new COrderKillMortarGuy; pClass->GetTeam()->AddOrder( ORDER_KILL, pBrian, pClass->GetPlayer(), 1e24, 60, pOrder ); return true; } else { return false; } } bool COrderKillMortarGuy::UpdateOnEvent( COrderEvent_Base *pEvent ) { if ( pEvent->GetType() == ORDER_EVENT_PLAYER_KILLED ) { COrderEvent_PlayerKilled *pKilled = (COrderEvent_PlayerKilled*)pEvent; if ( pKilled->m_pPlayer == GetTargetEntity() ) return true; } return BaseClass::UpdateOnEvent( pEvent ); }