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 "order_heal.h"
#include "tf_team.h"
#include "tf_playerclass.h"
#include "order_helpers.h"
#define MAX_HEAL_DIST 1500
IMPLEMENT_SERVERCLASS_ST( COrderHeal, DT_OrderHeal )
END_SEND_TABLE()
bool IsValidFn_Heal( void *pUserData, int a )
{
// Can't heal dead players.
CSortBase *p = (CSortBase*)pUserData;
CBasePlayer *pPlayer = p->m_pPlayer->GetTeam()->GetPlayer( a );
// Can't heal yourself...
if (p->m_pPlayer == pPlayer)
return false;
// Don't heal players that are too far away...
const Vector &vPlayer = p->m_pPlayer->GetAbsOrigin();
if (vPlayer.DistToSqr(pPlayer->GetAbsOrigin()) > MAX_HEAL_DIST * MAX_HEAL_DIST )
return false;
return pPlayer->IsAlive() && pPlayer->m_iHealth < pPlayer->m_iMaxHealth;
}
int SortFn_Heal( void *pUserData, int a, int b )
{
CSortBase *p = (CSortBase*)pUserData;
const Vector &vPlayer = p->m_pPlayer->GetAbsOrigin();
const Vector &va = p->m_pPlayer->GetTeam()->GetPlayer( a )->GetAbsOrigin();
const Vector &vb = p->m_pPlayer->GetTeam()->GetPlayer( b )->GetAbsOrigin();
return vPlayer.DistToSqr( va ) < vPlayer.DistToSqr( vb );
}
bool COrderHeal::CreateOrder( CPlayerClass *pClass )
{
CTFTeam *pTeam = pClass->GetTeam();
CSortBase info;
info.m_pPlayer = pClass->GetPlayer();
int sorted[MAX_PLAYERS];
int nSorted = BuildSortedActiveList(
sorted,
MAX_PLAYERS,
SortFn_Heal,
IsValidFn_Heal,
&info,
pTeam->GetNumPlayers()
);
if ( nSorted )
{
COrderHeal *pOrder = new COrderHeal;
pClass->GetTeam()->AddOrder(
ORDER_HEAL,
pTeam->GetPlayer( sorted[0] ),
pClass->GetPlayer(),
1e24,
60,
pOrder );
return true;
}
else
{
return false;
}
}
bool COrderHeal::Update()
{
CBaseEntity *pTarget = GetTargetEntity();
if ( !pTarget || pTarget->m_iHealth >= pTarget->m_iMaxHealth )
return true;
return false;
}
bool COrderHeal::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 );
}