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hl2sdk/game/client/swarm/asw_marineandobjectenumerator.cpp
2010-07-22 01:46:14 -05:00

84 lines
2.1 KiB
C++

#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;
}