Ejemplo n.º 1
0
bool CFlashMenuObject::SaveGame(const char *fileName)
{
	string sSaveFileName = fileName;
	const char *reason = ValidateName(fileName);
	if(reason)
	{
		ShowMenuMessage(reason);
		return false;
	}
	else
	{
		IActor *pActor = g_pGame->GetIGameFramework()->GetClientActor();
		if(pActor && pActor->GetHealth() <= 0)
		{
			ShowMenuMessage("@ui_dead_no_save");
			return false;
		}

		sSaveFileName.append(".CRYSISJMSF");
		const bool bSuccess =	gEnv->pGame->GetIGameFramework()->SaveGame(sSaveFileName,true, false, eSGR_QuickSave, true);
		if (!bSuccess)
			return false;

		UpdateSaveGames();
	}
	return true;
}
Ejemplo n.º 2
0
//------------------------------------------------------------------------
void CGameRules::ClientHit(const HitInfo &hitInfo)
{
	FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);

	IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
	IEntity *pTarget = m_pEntitySystem->GetEntity(hitInfo.targetId);
	IEntity *pShooter =	m_pEntitySystem->GetEntity(hitInfo.shooterId);
	IVehicle *pVehicle = g_pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(hitInfo.targetId);
	IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(hitInfo.targetId);
	bool dead = pActor?(pActor->GetHealth()<=0):false;

	if((pClientActor && pClientActor->GetEntity()==pShooter) && pTarget && (pVehicle || pActor) && !dead)
	{
		SAFE_HUD_FUNC(GetCrosshair()->CrosshairHit());
		SAFE_HUD_FUNC(GetTagNames()->AddEnemyTagName(pActor?pActor->GetEntityId():pVehicle->GetEntityId()));
	}

	if(pActor == pClientActor)
		if (gEnv->pInput) gEnv->pInput->ForceFeedbackEvent( SFFOutputEvent(eDI_XI, eFF_Rumble_Basic, 0.5f * hitInfo.damage * 0.01f, hitInfo.damage * 0.02f, 0.0f));

/*	if (gEnv->pAISystem && !gEnv->bMultiplayer)
	{
		static int htMelee = GetHitTypeId("melee");
		if (pShooter && hitInfo.type != htMelee)
		{
			ISurfaceType *pSurfaceType = GetHitMaterial(hitInfo.material);
			const ISurfaceType::SSurfaceTypeAIParams* pParams = pSurfaceType ? pSurfaceType->GetAIParams() : 0;
			const float radius = pParams ? pParams->fImpactRadius : 5.0f;
			gEnv->pAISystem->BulletHitEvent(hitInfo.pos, radius, pShooter->GetAI());
		}
	}*/

	CreateScriptHitInfo(m_scriptHitInfo, hitInfo);
	CallScript(m_clientStateScript, "OnHit", m_scriptHitInfo);

	bool backface = hitInfo.dir.Dot(hitInfo.normal)>0;
	if (!hitInfo.remote && hitInfo.targetId && !backface)
	{
		if (!gEnv->bServer)
			GetGameObject()->InvokeRMI(SvRequestHit(), hitInfo, eRMI_ToServer);
		else
			ServerHit(hitInfo);
	}
}
	virtual void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
	{
		switch (event)
		{
		case eFE_Activate:
			if (IsPortActive(pActInfo, 0))
			{
				IActor* pActor = GetAIActor(pActInfo);
				if(pActor)
				{
					ActivateOutput(pActInfo, 0, pActor->GetHealth());
				}
				else
				{
					GameWarning("CFlowActorGetHealth - No Entity or Entity not an Actor!");
				}
			}
		}
	}
	virtual void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
	{
		switch (event)
		{
		case eFE_Activate:
			if (IsPortActive(pActInfo, 0)) 
			{
				IActor* pActor = GetAIActor(pActInfo);
				if(pActor)
				{
					float health = pActor->GetHealth();
					float minH = GetPortFloat(pActInfo, 1);
					float maxH = GetPortFloat(pActInfo, 2);
					ActivateOutput(pActInfo, 0, minH <= health && health <= maxH);
				}
				else
				{
					CryLogAlways("CFlowActorCheckHealth - No Entity or Entity not an Actor!");
				}
			}
		}
	}
	virtual void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
	{
		switch (event)
		{
		case eFE_Activate:
			if (IsPortActive(pActInfo, 0)) 
			{
				IActor* pActor = GetAIActor(pActInfo);
				if(pActor)
				{
					if (!pActor->IsDead())
					{
						pActor->SetHealth( GetPortFloat(pActInfo, 1) );
						ActivateOutput(pActInfo, 0, pActor->GetHealth()); // use pActor->GetHealth (might have been clamped to maxhealth]
					}
				}
				else
				{
					GameWarning("CFlowActorSetHealth - No Entity or Entity not an actor!");
				}
			}
		}
	}
Ejemplo n.º 6
0
//------------------------------------------------------------------------
void CGameRules::ClientExplosion(const ExplosionInfo &explosionInfo)
{
	// let 3D engine know about explosion (will create holes and remove vegetation)
	if (explosionInfo.hole_size > 1.0f && gEnv->p3DEngine->GetIVoxTerrain())
	{
		gEnv->p3DEngine->OnExplosion(explosionInfo.pos, explosionInfo.hole_size, true);
	}

	TExplosionAffectedEntities affectedEntities;

	if (gEnv->bServer)
  {
		CullEntitiesInExplosion(explosionInfo);
		pe_explosion explosion;
		explosion.epicenter = explosionInfo.pos;
		explosion.rmin = explosionInfo.minRadius;
		explosion.rmax = explosionInfo.radius;
		if (explosion.rmax==0)
			explosion.rmax=0.0001f;
		explosion.r = explosion.rmin;
		explosion.impulsivePressureAtR = explosionInfo.pressure;
		explosion.epicenterImp = explosionInfo.pos;
		explosion.explDir = explosionInfo.dir;
		explosion.nGrow = 0;
		explosion.rminOcc = 0.07f;

		// we separate the calls to SimulateExplosion so that we can define different radii for AI and physics bodies
		explosion.holeSize = 0.0f;
		explosion.nOccRes = explosion.rmax>50.0f ? 0:16;




		gEnv->pPhysicalWorld->SimulateExplosion( &explosion, 0, 0, ent_living);

		CreateScriptExplosionInfo(m_scriptExplosionInfo, explosionInfo);
		UpdateAffectedEntitiesSet(affectedEntities, &explosion);

		// check vehicles
		IVehicleSystem *pVehicleSystem = g_pGame->GetIGameFramework()->GetIVehicleSystem();
		uint32 vcount = pVehicleSystem->GetVehicleCount();
		if (vcount > 0)
		{
			IVehicleIteratorPtr iter = g_pGame->GetIGameFramework()->GetIVehicleSystem()->CreateVehicleIterator();
			while (IVehicle* pVehicle = iter->Next())
			{
				if(IEntity *pEntity = pVehicle->GetEntity())
				{
					AABB aabb;
					pEntity->GetWorldBounds(aabb);
					IPhysicalEntity* pEnt = pEntity->GetPhysics();
					if (pEnt && aabb.GetDistanceSqr(explosionInfo.pos) <= explosionInfo.radius*explosionInfo.radius)
					{
						float affected = gEnv->pPhysicalWorld->CalculateExplosionExposure(&explosion, pEnt);
						AddOrUpdateAffectedEntity(affectedEntities, pEntity, affected);
					}
				}
			}
		}

		explosion.rmin = explosionInfo.minPhysRadius;
		explosion.rmax = explosionInfo.physRadius;
		if (explosion.rmax==0)
			explosion.rmax=0.0001f;
		explosion.r = explosion.rmin;
		explosion.holeSize = explosionInfo.hole_size;
		if (explosion.nOccRes>0)
			explosion.nOccRes = -1;	// makes second call re-use occlusion info
		gEnv->pPhysicalWorld->SimulateExplosion( &explosion, 0, 0, ent_rigid|ent_sleeping_rigid|ent_independent|ent_static | ent_delayed_deformations);

		UpdateAffectedEntitiesSet(affectedEntities, &explosion);
		CommitAffectedEntitiesSet(m_scriptExplosionInfo, affectedEntities);

		float fSuitEnergyBeforeExplosion = 0.0f;
		float fHealthBeforeExplosion = 0.0f;
		IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
		if(pClientActor)
		{
			fHealthBeforeExplosion = (float)pClientActor->GetHealth();
		}
		
		CallScript(m_serverStateScript, "OnExplosion", m_scriptExplosionInfo);    

		if(pClientActor)
		{
			float fDeltaHealth = fHealthBeforeExplosion - static_cast<CPlayer *>(pClientActor)->GetHealth();
			if(fDeltaHealth >= 20.0f)
			{
				SAFE_GAMEAUDIO_SOUNDMOODS_FUNC(AddSoundMood(SOUNDMOOD_EXPLOSION, MIN(fDeltaHealth, 100.0f) ));
			}				
		}		

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			for (size_t i = 0; i < m_hitListeners.size(); )
			{
				size_t count = m_hitListeners.size();
				m_hitListeners[i]->OnServerExplosion(explosionInfo);
				if (count == m_hitListeners.size())
					i++;
				else
					continue;
			}
		}
  }

	if (gEnv->IsClient())
	{
		if (explosionInfo.pParticleEffect)
			explosionInfo.pParticleEffect->Spawn(true, IParticleEffect::ParticleLoc(explosionInfo.pos, explosionInfo.dir, explosionInfo.effect_scale));

		if (!gEnv->bServer)
		{
			CreateScriptExplosionInfo(m_scriptExplosionInfo, explosionInfo);
		}
		else
		{
			affectedEntities.clear();
			CommitAffectedEntitiesSet(m_scriptExplosionInfo, affectedEntities);
		}
		CallScript(m_clientStateScript, "OnExplosion", m_scriptExplosionInfo);

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			THitListenerVec::iterator iter = m_hitListeners.begin();
			while (iter != m_hitListeners.end())
			{
				(*iter)->OnExplosion(explosionInfo);
				++iter;
			}
		}
	}

	ProcessClientExplosionScreenFX(explosionInfo);
	ProcessExplosionMaterialFX(explosionInfo);

	if (gEnv->pAISystem && !gEnv->bMultiplayer)
	{
		// Associate event with vehicle if the shooter is in a vehicle (tank cannon shot, etc)
		EntityId ownerId = explosionInfo.shooterId;
		IActor* pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(ownerId);
		if (pActor && pActor->GetLinkedVehicle() && pActor->GetLinkedVehicle()->GetEntityId())
			ownerId = pActor->GetLinkedVehicle()->GetEntityId();

		if (ownerId != 0)
		{
			SAIStimulus stim(AISTIM_EXPLOSION, 0, ownerId, 0,
				explosionInfo.pos, ZERO, explosionInfo.radius);
			gEnv->pAISystem->RegisterStimulus(stim);

			SAIStimulus stimSound(AISTIM_SOUND, AISOUND_EXPLOSION, ownerId, 0,
				explosionInfo.pos, ZERO, explosionInfo.radius * 3.0f, AISTIMPROC_FILTER_LINK_WITH_PREVIOUS);
			gEnv->pAISystem->RegisterStimulus(stimSound);
		}
	}

}
Ejemplo n.º 7
0
//------------------------------------------------------------------------
void CGameRules::ClientExplosion(const ExplosionInfo &explosionInfo)
{
	// let 3D engine know about explosion (will create holes and remove vegetation)
	//if (explosionInfo.hole_size > 0.0f)
	//{
		//gEnv->p3DEngine->OnExplosion(explosionInfo.pos, explosionInfo.hole_size, true);
	//}

	TExplosionAffectedEntities affectedEntities;

	if (gEnv->bServer)
  {
		CullEntitiesInExplosion(explosionInfo);
		pe_explosion explosion;
		explosion.epicenter = explosionInfo.pos;
		explosion.rmin = explosionInfo.minRadius;
		explosion.rmax = explosionInfo.radius;
		if (explosion.rmax==0)
			explosion.rmax=0.0001f;
		explosion.r = explosion.rmin;
		explosion.impulsivePressureAtR = explosionInfo.pressure;
		explosion.epicenterImp = explosionInfo.pos;
		explosion.explDir = explosionInfo.dir;
		explosion.nGrow = 2;
		explosion.rminOcc = 0.07f;

		// we separate the calls to SimulateExplosion so that we can define different radii for AI and physics bodies
		explosion.holeSize = 0.0f;
		explosion.nOccRes = explosion.rmax>50.0f ? 0:32;
		gEnv->pPhysicalWorld->SimulateExplosion( &explosion, 0, 0, ent_living);

		CreateScriptExplosionInfo(m_scriptExplosionInfo, explosionInfo);
		UpdateAffectedEntitiesSet(affectedEntities, &explosion);

		// check vehicles
		IVehicleSystem *pVehicleSystem = g_pGame->GetIGameFramework()->GetIVehicleSystem();
		uint32 vcount = pVehicleSystem->GetVehicleCount();
		if (vcount > 0)
		{
			IVehicleIteratorPtr iter = g_pGame->GetIGameFramework()->GetIVehicleSystem()->CreateVehicleIterator();
			while (IVehicle* pVehicle = iter->Next())
			{
				if(IEntity *pEntity = pVehicle->GetEntity())
				{
					AABB aabb;
					pEntity->GetWorldBounds(aabb);
					IPhysicalEntity* pEnt = pEntity->GetPhysics();
					if (pEnt && aabb.GetDistanceSqr(explosionInfo.pos) <= explosionInfo.radius*explosionInfo.radius)
					{
						float affected = gEnv->pPhysicalWorld->CalculateExplosionExposure(&explosion, pEnt);
						AddOrUpdateAffectedEntity(affectedEntities, pEntity, affected);
					}
				}
			}
		}

		explosion.rmin = explosionInfo.minPhysRadius;
		explosion.rmax = explosionInfo.physRadius;
		if (explosion.rmax==0)
			explosion.rmax=0.0001f;
		explosion.r = explosion.rmin;
		explosion.holeSize = explosionInfo.hole_size;
		explosion.nOccRes = -1;	// makes second call re-use occlusion info
		gEnv->pPhysicalWorld->SimulateExplosion( &explosion, 0, 0, ent_rigid|ent_sleeping_rigid|ent_independent|ent_static );

		UpdateAffectedEntitiesSet(affectedEntities, &explosion);
		CommitAffectedEntitiesSet(m_scriptExplosionInfo, affectedEntities);

		float fSuitEnergyBeforeExplosion = 0.0f;
		float fHealthBeforeExplosion = 0.0f;
		IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
		if(pClientActor)
		{
			fSuitEnergyBeforeExplosion = static_cast<CPlayer *>(pClientActor)->GetNanoSuit()->GetSuitEnergy();
			fHealthBeforeExplosion = pClientActor->GetHealth();
		}

		CallScript(m_serverStateScript, "OnExplosion", m_scriptExplosionInfo);    

		if(pClientActor)
		{
			float fDeltaSuitEnergy = fSuitEnergyBeforeExplosion - static_cast<CPlayer *>(pClientActor)->GetNanoSuit()->GetSuitEnergy();
			float fDeltaHealth = fHealthBeforeExplosion - pClientActor->GetHealth();

			if(fDeltaSuitEnergy >= 50.0f || fDeltaHealth >= 20.0f)
			{
				SAFE_SOUNDMOODS_FUNC(AddSoundMood(SOUNDMOOD_EXPLOSION,MIN(fDeltaSuitEnergy+fDeltaHealth,100.0f)));
			}
		}

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			THitListenerVec::iterator iter = m_hitListeners.begin();
			while (iter != m_hitListeners.end())
			{
				(*iter)->OnServerExplosion(explosionInfo);
				++iter;
			}
		}
  }

	if (gEnv->bClient)
	{
		if (explosionInfo.pParticleEffect)
			explosionInfo.pParticleEffect->Spawn(true, IParticleEffect::ParticleLoc(explosionInfo.pos, explosionInfo.dir, explosionInfo.effect_scale));

		if (!gEnv->bServer)
		{
			CreateScriptExplosionInfo(m_scriptExplosionInfo, explosionInfo);
		}
		else
		{
			affectedEntities.clear();
			CommitAffectedEntitiesSet(m_scriptExplosionInfo, affectedEntities);
		}
		CallScript(m_clientStateScript, "OnExplosion", m_scriptExplosionInfo);

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			THitListenerVec::iterator iter = m_hitListeners.begin();
			while (iter != m_hitListeners.end())
			{
				(*iter)->OnExplosion(explosionInfo);
				++iter;
			}
		}
	}

	ProcessClientExplosionScreenFX(explosionInfo);
	ProcessExplosionMaterialFX(explosionInfo);

	IEntity *pShooter =	m_pEntitySystem->GetEntity(explosionInfo.shooterId);
	if (gEnv->pAISystem && !gEnv->bMultiplayer)
	{
		IAIObject	*pShooterAI(pShooter!=NULL ? pShooter->GetAI() : NULL);
		gEnv->pAISystem->ExplosionEvent(explosionInfo.pos,explosionInfo.radius, pShooterAI);
	}

}
Ejemplo n.º 8
0
void CVehicleDamageBehaviorBlowTire::DamagePlayers()
{
	// check for the nasty case when the player is shooting at the vehicle tires while prone 
	// under or behind the car, In that case the player should get killed by the vehicle, 
	// otherwise he gets stuck forever. Note that he should only get killed when the tier
	// is actually destroyed and not by collision resulting by the impulse added by just 
	// shooting at the tiers. Unfortunately using physics for doing this check is not reliable
	// enough so we have to check it explicitly
	
	IEntityPhysicalProxy *pPhysicsProxy = (IEntityPhysicalProxy*)m_pVehicle->GetEntity()->GetProxy(ENTITY_PROXY_PHYSICS);
	if (!pPhysicsProxy)
		return;

	AABB bbox;
	pPhysicsProxy->GetWorldBounds( bbox );

	IPhysicalWorld *pWorld = gEnv->pSystem->GetIPhysicalWorld();
	IPhysicalEntity **ppColliders;
	// check entities in collision with the car
	int cnt = pWorld->GetEntitiesInBox( bbox.min,bbox.max, ppColliders,ent_living);
	for (int i = 0; i < cnt; i++)
	{

		IEntity *pEntity = gEnv->pEntitySystem->GetEntityFromPhysics( ppColliders[i] );
		if (!pEntity)
			continue;
		
		// skip the vehicle itself
		if (pEntity==m_pVehicle->GetEntity())
			continue;

		IPhysicalEntity *pPhysEnt = pEntity->GetPhysics();
		if (!pPhysEnt) 
			continue;

		IActor* pActor = gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pEntity->GetId());            
		if(!pActor)
			continue;

		//Jan M.: the player is killed when he entered the vehicle while prone although he is still passenger!
		if(m_pVehicle == pActor->GetLinkedVehicle())
			continue;

		//the player must be prone under the vehicle
		IAnimatedCharacter * animatedCharacter=pActor->GetAnimatedCharacter();
		if (!animatedCharacter)
			continue;

		int stance = animatedCharacter->GetCurrentStance();
		if (stance!=STANCE_PRONE)
			continue;

		pe_player_dimensions dim;
		if (!pPhysEnt->GetParams(&dim))
			continue;
		// position returned is at entity's feet, add head position from physics
		Vec3 vPos1=pEntity->GetPos();
		vPos1.z = vPos1.z + dim.heightHead;

		float fZ=bbox.GetCenter().z;
		if (vPos1.z>fZ)
			continue; // not under the vehicle

		// at this point we have a collision with the car moving down and the guy prone under the car, it is safe
		// to assume he has been squished so let's kill him.
		if (gEnv->bServer && pActor->GetHealth()>0)
		{
			// adding a server hit to make it working in MP
			IGameRules *pGameRules = gEnv->pGame->GetIGameFramework()->GetIGameRulesSystem()->GetCurrentGameRules();
			if (pGameRules)
			{
				HitInfo hit;

				EntityId shooterId=m_pVehicle->GetEntityId();
				if (m_pVehicle->GetDriver())
					shooterId=m_pVehicle->GetDriver()->GetEntityId();					

				hit.targetId = pEntity->GetId();      
				hit.shooterId = shooterId;
				hit.weaponId = m_pVehicle->GetEntityId();
				hit.damage = 1000.f;
				hit.type = 0;
				hit.pos = pActor->GetEntity()->GetWorldPos();

				pGameRules->ServerHit(hit); 
			}  
		} 
	} //i
}
Ejemplo n.º 9
0
void CHUDTagNames::DrawTagName(IVehicle *pVehicle)
{
	CRY_ASSERT(pVehicle);
	if(!pVehicle)
		return;

	CActor *pClientActor = static_cast<CActor *>(g_pGame->GetIGameFramework()->GetClientActor());
	CGameRules *pGameRules = g_pGame->GetGameRules();
	int iClientTeam = pGameRules->GetTeam(pClientActor->GetEntityId());
	bool bThirdPerson = pClientActor->IsThirdPerson();

	bool bDrawSeatTagNames = false;
	if(pClientActor->GetSpectatorMode() == CActor::eASM_Follow)
	{
		IActor *pFollowedActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pClientActor->GetSpectatorTarget());
		if(pFollowedActor)
			bDrawSeatTagNames = (pVehicle == pFollowedActor->GetLinkedVehicle());
	}
	else
		bDrawSeatTagNames = (pVehicle == pClientActor->GetLinkedVehicle());

	if(bDrawSeatTagNames)
	{
		// When this is local player vehicle, we always display all passengers name above their head so that he can identify them

		for(int iSeatId=1; iSeatId<=pVehicle->GetLastSeatId(); iSeatId++)
		{
			IVehicleSeat *pVehicleSeat = pVehicle->GetSeatById(iSeatId);
			if(!pVehicleSeat)
				continue;

			IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pVehicleSeat->GetPassenger());
			if(!pActor || (pActor == pClientActor && !bThirdPerson))
				continue;

			DrawTagName(pActor,true);
		}

		return;
	}

	ColorF rgbTagName = COLOR_ENEMY;

	// Driver seat is always 1
	IVehicleSeat *pVehicleSeat = pVehicle->GetSeatById(1);
	if(!pVehicleSeat)
		return;

	IVehicleHelper *pVehicleHelper = pVehicleSeat->GetSitHelper();
	if(!pVehicleHelper)
		return;

	Vec3 vWorldPos = pVehicleHelper->GetWorldTM().GetTranslation();

	// Add some offset to be above the driver/pilot
	vWorldPos.z += 1.2f;

	AABB box; 
	pVehicle->GetEntity()->GetWorldBounds(box);

	bool bDrawOnTop = false;

	if(ProjectOnSphere(vWorldPos,box))
	{
		bDrawOnTop = true;
	}

	m_tagNamesVector.resize(0);

	for(int iSeatId=1; iSeatId<=pVehicle->GetLastSeatId(); iSeatId++)
	{
		IVehicleSeat *pVehicleSeat = pVehicle->GetSeatById(iSeatId);
		if(!pVehicleSeat)
			continue;

		EntityId uiEntityId = pVehicleSeat->GetPassenger();

		IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(uiEntityId);
		if(!pActor)
			continue;

		const char *szRank = GetPlayerRank(uiEntityId);

		IEntity *pEntity = pActor->GetEntity();
		if(!pEntity)
			continue;

		char szText[HUD_MAX_STRING_SIZE];
		if(szRank)
		{
			sprintf(szText,"%s %s",szRank,pEntity->GetName());
		}
		else
		{
			sprintf(szText,"%s",pEntity->GetName());
		}

		if(0 == iClientTeam)
		{
			if(uiEntityId && IsFriendlyToClient(uiEntityId))
			{
				rgbTagName = COLOR_FRIEND;
			}
		}
		else if(uiEntityId && pGameRules->GetTeam(uiEntityId) == iClientTeam)
		{
			rgbTagName = COLOR_FRIEND;
		}
		
		if(pActor->GetHealth() <= 0)
		{
			rgbTagName = COLOR_DEAD;
		}

		m_tagNamesVector.resize(m_tagNamesVector.size()+1);

		STagName *pTagName = &m_tagNamesVector[m_tagNamesVector.size()-1];

		pTagName->strName			= szText;
		pTagName->vWorld			= vWorldPos;
		pTagName->bDrawOnTop	= bDrawOnTop;
		pTagName->rgb					= rgbTagName;
	}

	DrawTagNames();
}