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:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "playerandobjectenumerator.h"
#include "c_ai_basenpc.h"
#ifdef INVASION_CLIENT_DLL
#include "tf_shareddefs.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Enumator class for ragdolls being affected by explosive forces
CPlayerAndObjectEnumerator::CPlayerAndObjectEnumerator( float radius )
{
m_flRadiusSquared = radius * radius;
m_Objects.RemoveAll();
m_pLocal = C_BasePlayer::GetLocalPlayer();
}
int CPlayerAndObjectEnumerator::GetObjectCount()
{
return m_Objects.Size();
}
C_BaseEntity *CPlayerAndObjectEnumerator::GetObject( int index )
{
if ( index < 0 || index >= GetObjectCount() )
return NULL;
return m_Objects[ index ];
}
// Actual work code
IterationRetval_t CPlayerAndObjectEnumerator::EnumElement( IHandleEntity *pHandleEntity )
{
if ( !m_pLocal )
return ITERATION_STOP;
C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() );
if ( pEnt == NULL )
return ITERATION_CONTINUE;
if ( pEnt == m_pLocal )
return ITERATION_CONTINUE;
if ( !pEnt->IsPlayer() &&
!pEnt->IsNPC() )
{
return ITERATION_CONTINUE;
}
if ( pEnt->IsNPC() )
{
C_AI_BaseNPC *pNPC = (C_AI_BaseNPC *)pEnt;
if ( !pNPC->ShouldAvoidObstacle() )
return ITERATION_CONTINUE;
}
// Ignore vehicles, since they have vcollide collisions that's push me away
if ( pEnt->GetCollisionGroup() == COLLISION_GROUP_VEHICLE )
return ITERATION_CONTINUE;
#ifdef INVASION_CLIENT_DLL
// If it's solid to player movement, don't steer around it since we'll just bump into it
if ( pEnt->GetCollisionGroup() == TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT )
return ITERATION_CONTINUE;
#endif
Vector deltaPos = pEnt->GetAbsOrigin() - m_pLocal->GetAbsOrigin();
if ( deltaPos.LengthSqr() > m_flRadiusSquared )
return ITERATION_CONTINUE;
CHandle< C_BaseEntity > h;
h = pEnt;
m_Objects.AddToTail( h );
return ITERATION_CONTINUE;
}