Beispiel #1
0
CBaseEntity	*CTalkMonster::EnumFriends( CBaseEntity *pPrevious, int listNumber, const bool bTrace )
{
	CBaseEntity *pFriend = pPrevious;
	const char* pszFriend;
	TraceResult tr;
	Vector vecCheck;

	pszFriend = m_szFriends[ FriendNumber(listNumber) ];
	while( ( pFriend = UTIL_FindEntityByClassname( pFriend, pszFriend ) ) != nullptr )
	{
		if (pFriend == this || !pFriend->IsAlive())
			// don't talk to self or dead people
			continue;
		if ( bTrace )
		{
			vecCheck = pFriend->GetAbsOrigin();
			vecCheck.z = pFriend->GetAbsMax().z;

			UTIL_TraceLine( GetAbsOrigin(), vecCheck, ignore_monsters, ENT(pev), &tr);
		}
		else
			tr.flFraction = 1.0;

		if (tr.flFraction == 1.0)
		{
			return pFriend;
		}
	}

	return NULL;
}
Beispiel #2
0
//=========================================================
// FindNearestFriend
// Scan for nearest, visible friend. If fPlayer is true, look for
// nearest player
//=========================================================
CBaseEntity* CTalkMonster::FindNearestFriend( const bool fPlayer ) const
{
	CBaseEntity *pFriend = NULL;
	CBaseEntity *pNearest = NULL;
	float range = 10000000.0;
	TraceResult tr;
	Vector vecStart = GetAbsOrigin();
	Vector vecCheck;
	int i;
	const char* pszFriend;
	int cfriends;

	vecStart.z = GetAbsMax().z;
	
	if (fPlayer)
		cfriends = 1;
	else
		cfriends = TLK_CFRIENDS;

	// for each type of friend...

	for (i = cfriends-1; i > -1; i--)
	{
		if (fPlayer)
			pszFriend = "player";
		else
			pszFriend = m_szFriends[FriendNumber(i)];

		if (!pszFriend)
			continue;

		// for each friend in this bsp...
		while( ( pFriend = UTIL_FindEntityByClassname( pFriend, pszFriend ) ) != nullptr )
		{
			if (pFriend == this || !pFriend->IsAlive())
				// don't talk to self or dead people
				continue;

			CBaseMonster *pMonster = pFriend->MyMonsterPointer();

			// If not a monster for some reason, or in a script, or prone
			if ( !pMonster || pMonster->m_MonsterState == MONSTERSTATE_SCRIPT || pMonster->m_MonsterState == MONSTERSTATE_PRONE )
				continue;

			vecCheck = pFriend->GetAbsOrigin();
			vecCheck.z = pFriend->GetAbsMax().z;

			// if closer than previous friend, and in range, see if he's visible

			if (range > (vecStart - vecCheck).Length())
			{
				UTIL_TraceLine(vecStart, vecCheck, ignore_monsters, ENT(pev), &tr);

				if (tr.flFraction == 1.0)
				{
					// visible and in range, this is the new nearest scientist
					if ((vecStart - vecCheck).Length() < TALKRANGE_MIN)
					{
						pNearest = pFriend;
						range = (vecStart - vecCheck).Length();
					}
				}
			}
		}
	}
	return pNearest;
}