#include "cbase.h" #include "asw_marineandobjectenumerator.h" #include "c_ai_basenpc.h" #include "c_asw_marine.h" #include "c_asw_player.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // Enumator class for finding other marines and objects close to the // local player's marine CASW_MarineAndObjectEnumerator::CASW_MarineAndObjectEnumerator( float radius ) { m_flRadiusSquared = radius * radius; m_Objects.RemoveAll(); m_pLocal = C_ASW_Player::GetLocalASWPlayer(); } int CASW_MarineAndObjectEnumerator::GetObjectCount() { return m_Objects.Count(); } C_BaseEntity *CASW_MarineAndObjectEnumerator::GetObject( int index ) { if ( index < 0 || index >= GetObjectCount() ) return NULL; return m_Objects[ index ]; } // Actual work code IterationRetval_t CASW_MarineAndObjectEnumerator::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 TF2_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 C_ASW_Marine *pMarine = m_pLocal->GetMarine(); if (!pMarine) return ITERATION_CONTINUE; Vector deltaPos = pEnt->GetAbsOrigin() - pMarine->GetAbsOrigin(); //if ( deltaPos.LengthSqr() > m_flRadiusSquared ) //return ITERATION_CONTINUE; CHandle< C_BaseEntity > h; h = pEnt; m_Objects.AddToTail( h ); return ITERATION_CONTINUE; }