Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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// SharedFunctorUtils.cpp
// Useful functors
//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "SharedFunctorUtils.h"
#include "collisionutils.h"
#ifdef CLIENT_DLL
#include "ClientTerrorPlayer.h"
#else
#include "TerrorPlayer.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//--------------------------------------------------------------------------------------------------------
bool AvoidActors::operator()( CBaseCombatCharacter *obj )
{
if ( !obj || ( obj == m_owner ) || ( obj->GetTeamNumber() != m_owner->GetTeamNumber() ) )
return true;
#ifdef CLIENT_DLL
if ( obj->IsDormant() )
return true;
#endif
if ( obj->IsSolidFlagSet( FSOLID_NOT_SOLID ) )
return true;
CTerrorPlayer *player = ToTerrorPlayer( obj );
if ( !player )
return true;
if ( player->IsIncapacitatedRevivable() )
return true;
if ( player->IsGhost() )
return true;
Vector objOrigin = obj->GetAbsOrigin();
Vector vObjMins = objOrigin + obj->WorldAlignMins();
Vector vObjMaxs = objOrigin + obj->WorldAlignMaxs();
Vector vOwnerMins = *m_dest + m_owner->WorldAlignMins();
Vector vOwnerMaxs = *m_dest + m_owner->WorldAlignMaxs();
if ( !IsBoxIntersectingBox( vOwnerMins, vOwnerMaxs, vObjMins, vObjMaxs ) )
return true;
float objWidth = vObjMaxs.x - vObjMins.x;
float ownerWidth = vOwnerMaxs.x - vOwnerMins.x;
float idealDistance = (objWidth + ownerWidth) * 0.5f * m_scale;
Vector vDelta = objOrigin - *m_dest;
vDelta.z = 0;
float fDist = vDelta.NormalizeInPlace();
if ( fDist > idealDistance )
return true;
Vector rayOrigin = m_origin;
Vector rayDelta = *m_dest - m_origin;
Vector sphereCenter = objOrigin;
float sphereRadius = idealDistance;
rayOrigin.z = rayDelta.z = sphereCenter.z = 0.0f;
float t1, t2;
if ( IntersectRayWithSphere( rayOrigin, rayDelta, sphereCenter, sphereRadius, &t1, &t2 ) )
{
Vector sphereToDest = *m_dest - sphereCenter;
sphereToDest.z = 0.0f;
if ( !sphereToDest.IsZero() )
{
float radius = sphereToDest.NormalizeInPlace();
sphereToDest *= (idealDistance - radius);
*m_dest += sphereToDest;
m_avoidedActors.AddToTail( obj );
}
}
return true;
}
//--------------------------------------------------------------------------------------------------------