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