// get the player owner of this weapon (either the unit's commander if the weapon is // being held by unit, or the player directly if a player is holding this weapon) CHL2WarsPlayer* CWarsWeapon::GetCommander() { CHL2WarsPlayer *pOwner = NULL; CUnitBase *pUnit = NULL; pUnit = dynamic_cast<CUnitBase*>( GetOwner() ); if ( pUnit ) { pOwner = pUnit->GetCommander(); } else { pOwner = ToHL2WarsPlayer( dynamic_cast<CBasePlayer*>( GetOwner() ) ); } return pOwner; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void UTIL_ListPlayersForOwnerNumber( int ownernumber, CUtlVector< CHL2WarsPlayer * > &players ) { for( int i = 1; i < gpGlobals->maxClients + 1; i++ ) { CHL2WarsPlayer *pPlayer = ToHL2WarsPlayer( UTIL_PlayerByIndex( i ) ); #ifdef CLIENT_DLL if( !pPlayer ) #else if( !pPlayer || !pPlayer->IsConnected() ) #endif // CLIENT_DLL continue; if( pPlayer->GetOwnerNumber() != ownernumber ) continue; players.AddToTail( pPlayer ); } }
//----------------------------------------------------------------------------- // Purpose: This is called post player movement to copy back all data that // movement could have modified and that is necessary for future // movement. (Server-side, the client-side version of this code can // be found in prediction.cpp.) //----------------------------------------------------------------------------- void CHL2WarsPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { // Call the default FinishMove code. BaseClass::FinishMove( player, ucmd, move ); /*IServerVehicle *pVehicle = player->GetVehicle(); if (pVehicle && gpGlobals->frametime != 0) { pVehicle->FinishMove( player, ucmd, move ); }*/ // Strategic mode specific stuff // Don't filter. Always update. CHL2WarsPlayer *pPlayer = ToHL2WarsPlayer(player); if( !pPlayer ) //|| pPlayer->IsStrategicModeOn() == false ) return; // Copy mouse aim pPlayer->SetCameraOffset( ucmd->m_vCameraOffset ); pPlayer->UpdateMouseData( ucmd->m_vMouseAim ); }