//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::GetNumCappingPlayers( int team, int &numcappers, int *cappingplayers ) { numcappers = 0; for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *ent = UTIL_PlayerByIndex( i ); if ( ent ) { CBaseMultiplayerPlayer *player = ToBaseMultiplayerPlayer(ent); if ( IsTouching( player ) && ( player->GetTeamNumber() == team ) ) // need to make sure disguised spies aren't included in the list of capping players { if ( numcappers < MAX_AREA_CAPPERS-1 ) { cappingplayers[numcappers] = i; numcappers++; } } } } if ( numcappers < MAX_AREA_CAPPERS ) { cappingplayers[numcappers] = 0; //null terminate :) } }
void CTriggerLimitMovement::Think() { CMomentumPlayer *pPlayer = ToCMOMPlayer(UTIL_GetListenServerHost()); if (pPlayer && IsTouching(pPlayer)) { if (HasSpawnFlags(LIMIT_BHOP)) { pPlayer->DisableButtons(IN_JUMP); // if player in air if (pPlayer->GetGroundEntity() != nullptr) { // only start timer if we havent already started if (!m_BhopTimer.HasStarted()) m_BhopTimer.Start(FL_BHOP_TIMER); // when finished if (m_BhopTimer.IsElapsed()) { pPlayer->EnableButtons(IN_JUMP); m_BhopTimer.Reset(); } } } } // figure out if timer elapsed or not if (m_BhopTimer.GetRemainingTime() <= 0) m_BhopTimer.Invalidate(); // DevLog("Bhop Timer Remaining Time:%f\n", m_BhopTimer.GetRemainingTime()); // HACKHACK - this prevents think from running too fast, breaking the timer // and preventing the player from jumping until the timer runs out // Thinking every 0.25 seconds seems to feel good, but we can adjust this later SetNextThink(gpGlobals->curtime + 0.25); BaseClass::Think(); }
void CTriggerUserInput::Think() { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); if (pPlayer != NULL && IsTouching(pPlayer) && (pPlayer->m_nButtons & m_ButtonRep)) { m_OnKeyPressed.FireOutput(pPlayer, this); } BaseClass::Think(); }
//----------------------------------------------------------------------------- // Purpose: Called when an entity stops touching us. // Input : pOther - The entity that was touching us. //----------------------------------------------------------------------------- void CTriggerWeaponStrip::EndTouch(CBaseEntity *pOther) { if ( IsTouching( pOther ) ) { pOther->RemoveEFlags( EFL_NO_WEAPON_PICKUP ); } BaseClass::EndTouch( pOther ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::BreakCapture( bool bNotEnoughPlayers ) { if( m_bCapturing ) { // Remap team to get first game team = 1 switch ( m_nCapturingTeam - FIRST_GAME_TEAM+1 ) { case 1: m_OnBreakTeam1.FireOutput( this, this ); break; case 2: m_OnBreakTeam2.FireOutput( this, this ); break; default: Assert(0); break; } m_BreakOutput.FireOutput(this,this); m_bCapturing = false; m_nCapturingTeam = TEAM_UNASSIGNED; UpdateCappingTeam( TEAM_UNASSIGNED ); if ( bNotEnoughPlayers ) { IncrementCapAttemptNumber(); } SetCapTimeRemaining( 0 ); if( m_hPoint ) { m_hPoint->CaptureEnd(); } m_OnNumCappersChanged.Set( 0, this, this ); // tell all touching players to stop racking up capture points CTeam *pTeam = GetGlobalTeam( m_nCapturingTeam ); if ( pTeam ) { for ( int i=0;i<pTeam->GetNumPlayers();i++ ) { CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( pTeam->GetPlayer(i) ); if ( pPlayer && IsTouching( pPlayer ) ) { pPlayer->StopScoringEscortPoints(); } } } } }
void magnet::update() { if(!is_activated()) { return; } auto mag_pos = body_->GetWorldPoint(local_point_); auto ce = body_->GetContactList(); // std::set< b2Body* > processed; while(ce) { auto contact = ce->contact; if(contact->IsTouching()) { auto fixA = contact->GetFixtureA(); auto fixB = contact->GetFixtureB(); // b2Body* obj = nullptr; b2Fixture* fix = nullptr; if(fixA == sensor_) { // obj = fixB->GetBody(); fix = fixB; } else if(fixB == sensor_) { // obj = fixA->GetBody(); fix = fixA; } // if(obj != nullptr && processed.find(obj) == processed.end()) if(fix) { b2MassData md; fix->GetMassData(&md); auto metallic_mass = md.mass; // TODO: composition auto obj_pos = fix->GetBody()->GetWorldPoint(md.center); auto vec = mag_pos - obj_pos; auto sqr_dist = vec.LengthSquared(); auto magnitude = strength_ * metallic_mass / sqr_dist; vec *= magnitude / std::sqrt(sqr_dist); fix->GetBody()->ApplyForce(vec, obj_pos, true); body_->ApplyForce(-vec, mag_pos, true); // processed.insert(obj); } } ce = ce->next; } }
void CTriggerMultihop::Think() { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); if (pPlayer != NULL && m_fStartTouchedTime > 0) { if (IsTouching(pPlayer) && (gpGlobals->realtime - m_fStartTouchedTime >= m_fMaxHoldSeconds)) { SetDestinationEnt(g_Timer.GetCurrentCheckpoint()); BaseClass::StartTouch(pPlayer); } } }
//----------------------------------------------------------------------------- // Purpose: Called when an entity stops touching us. // Input : pOther - The entity that was touching us. //----------------------------------------------------------------------------- void CTriggerWeaponStrip::EndTouch(CBaseEntity *pOther) { if ( IsTouching( pOther ) ) { CBaseCombatCharacter *pCharacter = pOther->MyCombatCharacterPointer(); if ( pCharacter ) { pCharacter->SetPreventWeaponPickup( false ); } } BaseClass::EndTouch( pOther ); }
void XnVPointDrawer::Draw() const { std::map<XnUInt32, std::list<XnPoint3D> >::const_iterator PointIterator; // Go over each existing hand for (PointIterator = m_History.begin(); PointIterator != m_History.end(); ++PointIterator) { // Clear buffer XnUInt32 nPoints = 0; XnUInt32 i = 0; XnUInt32 Id = PointIterator->first; // Go over all previous positions of current hand std::list<XnPoint3D>::const_iterator PositionIterator; for (PositionIterator = PointIterator->second.begin(); PositionIterator != PointIterator->second.end(); ++PositionIterator, ++i) { // Add position to buffer XnPoint3D pt(*PositionIterator); m_pfPositionBuffer[3*i] = pt.X; m_pfPositionBuffer[3*i + 1] = pt.Y; m_pfPositionBuffer[3*i + 2] = 0;//pt.Z(); } // Set color XnUInt32 nColor = Id % nColors; XnUInt32 nSingle = GetPrimaryID(); if (Id == GetPrimaryID()) nColor = 6; // Draw buffer: glColor4f(Colors[nColor][0], Colors[nColor][1], Colors[nColor][2], 1.0f); glPointSize(2); glVertexPointer(3, GL_FLOAT, 0, m_pfPositionBuffer); glDrawArrays(GL_LINE_STRIP, 0, i); if (IsTouching(Id)) { glColor4f(1.0f, 0.0f, 0.0f, 1.0f); } glPointSize(8); glDrawArrays(GL_POINTS, 0, 1); glFlush(); } }
//----------------------------------------------------------------------------- // Purpose: Called when an entity stops touching us. // Input : pOther - The entity that was touching us. //----------------------------------------------------------------------------- void CTriggerWateryDeath::EndTouch( CBaseEntity *pOther ) { if ( IsTouching( pOther ) ) { EHANDLE hOther; hOther = pOther; // Remove the time from our list int iIndex = m_hTouchingEntities.Find( hOther ); if ( iIndex != m_hTouchingEntities.InvalidIndex() ) { m_flEntityKillTimes.Remove( iIndex ); } } #ifdef HL2_DLL if ( pOther->IsPlayer() ) { for (int i = 0; i < m_hLeeches.Count(); i++ ) { CWateryDeathLeech *pLeech = dynamic_cast<CWateryDeathLeech*>( m_hLeeches[i].Get() ); if ( pLeech ) { pLeech->m_iFadeState = -1; } } if ( m_hLeeches.Count() > 0 ) m_hLeeches.Purge(); CHL2_Player *pHL2Player = dynamic_cast<CHL2_Player*>( pOther ); if ( pHL2Player ) { //Adrian: Hi, you might be wondering why I'm doing this, yes? // Well, EndTouch is called not only when the player leaves // the trigger, but also on level shutdown. We can't let the // soundpatch fade the sound out since we'll hit a nasty assert // cause it'll try to fade out a sound using an entity that might // be gone since we're shutting down the server. if ( !(pHL2Player->GetFlags() & FL_DONTTOUCH ) ) pHL2Player->StopWaterDeathSounds(); } } #endif BaseClass::EndTouch( pOther ); }
//----------------------------------------------------------------------------- // Purpose: Check if this player's death causes a block // return FALSE if the player is not in this area // return TRUE otherwise ( eg player is in area, but his death does not cause break ) //----------------------------------------------------------------------------- bool CTriggerAreaCapture::CheckIfDeathCausesBlock( CBaseMultiplayerPlayer *pVictim, CBaseMultiplayerPlayer *pKiller ) { if ( !pVictim || !pKiller ) return false; // make sure this player is in this area if ( !IsTouching( pVictim ) ) return false; // Teamkills shouldn't give a block reward if ( pVictim->GetTeamNumber() == pKiller->GetTeamNumber() ) return true; // return if the area is not being capped if ( !m_bCapturing ) return true; int iTeam = pVictim->GetTeamNumber(); // return if this player's team is not capping the area if ( iTeam != m_nCapturingTeam ) return true; // break early incase we kill multiple people in the same frame bool bBreakCap = false; if ( CaptureModeScalesWithPlayers() ) { bBreakCap = ( m_TeamData[m_nCapturingTeam].iBlockedTouching - 1 ) <= 0; } else { bBreakCap = ( m_TeamData[m_nCapturingTeam].iBlockedTouching - 1 < m_TeamData[m_nCapturingTeam].iNumRequiredToCap ); } if ( bBreakCap ) { m_hPoint->CaptureBlocked( pKiller ); //BreakCapture( true ); } return true; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::EndTouch(CBaseEntity *pOther) { if ( IsTouching( pOther ) && m_hPoint ) { IGameEvent *event = gameeventmanager->CreateEvent( "controlpoint_endtouch" ); if ( event ) { event->SetInt( "player", pOther->entindex() ); event->SetInt( "area", m_hPoint->GetPointIndex() ); gameeventmanager->FireEvent( event ); } // incase we leave but the area keeps capturing CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer(pOther); if ( pPlayer ) { pPlayer->StopScoringEscortPoints(); } } BaseClass::EndTouch( pOther ); }
bool CP_Sphere::IsTouching(Vec3D<>* P, Vec3D<>* Dist, Vec3D<>* Envelope) { return IsTouching(P, Dist->Length(), Envelope); //not quite right, but decent approximation for now... }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::BreakCapture( bool bNotEnoughPlayers ) { if( m_bCapturing ) { // Remap team to get first game team = 1 switch ( m_nCapturingTeam - FIRST_GAME_TEAM+1 ) { case 1: m_OnBreakTeam1.FireOutput( this, this ); break; case 2: m_OnBreakTeam2.FireOutput( this, this ); break; default: Assert(0); break; } m_BreakOutput.FireOutput(this,this); m_bCapturing = false; m_nCapturingTeam = TEAM_UNASSIGNED; UpdateCappingTeam( TEAM_UNASSIGNED ); if ( bNotEnoughPlayers ) { IncrementCapAttemptNumber(); } SetCapTimeRemaining( 0 ); if( m_hPoint ) { m_hPoint->CaptureEnd(); // The point reverted to it's previous owner. IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_capture_broken" ); if ( event ) { event->SetInt( "cp", m_hPoint->GetPointIndex() ); event->SetString( "cpname", m_hPoint->GetName() ); event->SetFloat( "time_remaining", m_fTimeRemaining ); gameeventmanager->FireEvent( event ); } } SetNumCappers( 0 ); // tell all touching players to stop racking up capture points CTeam *pTeam = GetGlobalTeam( m_nCapturingTeam ); if ( pTeam ) { for ( int i=0;i<pTeam->GetNumPlayers();i++ ) { CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( pTeam->GetPlayer(i) ); if ( pPlayer && IsTouching( pPlayer ) ) { pPlayer->StopScoringEscortPoints(); } } } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::EndCapture( int team ) { IncrementCapAttemptNumber(); // Remap team to get first game team = 1 switch ( team - FIRST_GAME_TEAM+1 ) { case 1: m_OnCapTeam1.FireOutput( this, this ); break; case 2: m_OnCapTeam2.FireOutput( this, this ); break; default: Assert(0); break; } m_CapOutput.FireOutput(this,this); int numcappers = 0; int cappingplayers[MAX_AREA_CAPPERS]; GetNumCappingPlayers( team, numcappers, cappingplayers ); // Handle this before we assign the new team as the owner of this area HandleRespawnTimeAdjustments( m_nOwningTeam, team ); m_nOwningTeam = team; m_bCapturing = false; m_nCapturingTeam = TEAM_UNASSIGNED; SetCapTimeRemaining( 0 ); //there may have been more than one capper, but only report this one. //he hasn't gotten points yet, and his name will go in the cap string if its needed //first capper gets name sent and points given by flag. //other cappers get points manually above, no name in message //send the player in the cap string if( m_hPoint ) { OnEndCapture( m_nOwningTeam ); UpdateOwningTeam(); m_hPoint->SetOwner( m_nOwningTeam, true, numcappers, cappingplayers ); m_hPoint->CaptureEnd(); } SetNumCappers( 0 ); // tell all touching players to stop racking up capture points CTeam *pTeam = GetGlobalTeam( m_nCapturingTeam ); if ( pTeam ) { for ( int i=0;i<pTeam->GetNumPlayers();i++ ) { CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( pTeam->GetPlayer(i) ); if ( pPlayer && IsTouching( pPlayer ) ) { pPlayer->StopScoringEscortPoints(); } } } // play any special cap sounds if ( TeamplayRoundBasedRules() ) { TeamplayRoundBasedRules()->PlaySpecialCapSounds( m_nOwningTeam ); } }
void CButton::CheckState() { m_state = IsTouching() ? ButtonStateHighlight : ButtonStateNormal; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::StartCapture( int team, int capmode ) { // Remap team to get first game team = 1 switch ( team - FIRST_GAME_TEAM+1 ) { case 1: m_OnStartTeam1.FireOutput( this, this ); break; case 2: m_OnStartTeam2.FireOutput( this, this ); break; default: Assert(0); break; } m_StartOutput.FireOutput(this,this); m_nCapturingTeam = team; UpdateNumPlayers(); if ( CaptureModeScalesWithPlayers() ) { SetCapTimeRemaining( ((m_flCapTime * 2) * m_TeamData[team].iNumRequiredToCap) ); } else { SetCapTimeRemaining( m_flCapTime ); } m_bCapturing = true; m_bBlocked = false; m_iCapMode = capmode; m_flLastReductionTime = gpGlobals->curtime; UpdateCappingTeam( m_nCapturingTeam ); UpdateBlocked(); if( m_hPoint ) { int numcappers = 0; int cappingplayers[MAX_AREA_CAPPERS]; GetNumCappingPlayers( m_nCapturingTeam, numcappers, cappingplayers ); m_hPoint->CaptureStart( m_nCapturingTeam, numcappers, cappingplayers ); } // tell all touching players to start racking up capture points CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL; if ( pMaster ) { float flRate = pMaster->GetPartialCapturePointRate(); if ( flRate > 0.0f ) { // for each player touch CTeam *pTeam = GetGlobalTeam( m_nCapturingTeam ); if ( pTeam ) { for ( int i=0;i<pTeam->GetNumPlayers();i++ ) { CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( pTeam->GetPlayer(i) ); if ( pPlayer && IsTouching( pPlayer ) ) { pPlayer->StartScoringEscortPoints( flRate ); } } } } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::CaptureThink( void ) { SetNextThink( gpGlobals->curtime + AREA_THINK_TIME ); // make sure this point is in the round being played (if we're playing one) CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL; if ( pMaster && m_hPoint ) { if ( !pMaster->IsInRound( m_hPoint ) ) { return; } } if ( !TeamplayGameRules()->PointsMayBeCaptured() ) { // Points aren't allowed to be captured. If we were // being captured, we need to clean up and reset. if ( m_bCapturing ) { BreakCapture( false ); UpdateNumPlayers(); } return; } // go through our list of players Assert( GetNumberOfTeams() <= MAX_CAPTURE_TEAMS ); int iNumPlayers[MAX_CAPTURE_TEAMS]; int iNumBlockablePlayers[MAX_CAPTURE_TEAMS]; // Players in the zone who can't cap, but can block / pause caps CBaseMultiplayerPlayer *pFirstPlayerTouching[MAX_CAPTURE_TEAMS]; for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ ) { iNumPlayers[i] = 0; iNumBlockablePlayers[i] = 0; pFirstPlayerTouching[i] = NULL; } if ( m_hPoint ) { // Loop through the entities we're touching, and find players for ( int i = 0; i < m_hTouchingEntities.Count(); i++ ) { CBaseEntity *ent = m_hTouchingEntities[i]; if ( ent && ent->IsPlayer() ) { CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer(ent); if ( pPlayer->IsAlive() ) { int iTeam = pPlayer->GetTeamNumber(); // If a team's not allowed to cap a point, don't count players in it at all if ( !TeamplayGameRules()->TeamMayCapturePoint( iTeam, m_hPoint->GetPointIndex() ) ) continue; if ( !TeamplayGameRules()->PlayerMayCapturePoint( pPlayer, m_hPoint->GetPointIndex() ) ) { if ( TeamplayGameRules()->PlayerMayBlockPoint( pPlayer, m_hPoint->GetPointIndex() ) ) { if ( iNumPlayers[iTeam] == 0 && iNumBlockablePlayers[iTeam] == 0 ) { pFirstPlayerTouching[iTeam] = pPlayer; } iNumBlockablePlayers[iTeam] += TeamplayGameRules()->GetCaptureValueForPlayer( pPlayer ); } continue; } if ( iTeam >= FIRST_GAME_TEAM ) { if ( iNumPlayers[iTeam] == 0 && iNumBlockablePlayers[iTeam] == 0 ) { pFirstPlayerTouching[iTeam] = pPlayer; } iNumPlayers[iTeam] += TeamplayGameRules()->GetCaptureValueForPlayer( pPlayer ); } } } } } int iTeamsInZone = 0; bool bUpdatePlayers = false; m_nTeamInZone = TEAM_UNASSIGNED; for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ ) { iNumPlayers[i] *= mp_simulatemultiplecappers.GetInt(); if ( m_TeamData[i].iNumTouching != iNumPlayers[i] ) { m_TeamData[i].iNumTouching = iNumPlayers[i]; bUpdatePlayers = true; } m_TeamData[i].iBlockedTouching = m_TeamData[i].iNumTouching; if ( m_TeamData[i].iNumTouching ) { iTeamsInZone++; m_nTeamInZone = i; } } if ( iTeamsInZone > 1 ) { m_nTeamInZone = TEAM_UNASSIGNED; } else { // If we've got non-cappable, yet blockable players here for the team that's defending, they // need to block the cap. This catches cases like the TF invulnerability, which needs to block // caps, but isn't allowed to contribute to a cap. for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ ) { if ( !iNumBlockablePlayers[i] || m_nTeamInZone == i ) continue; iTeamsInZone++; } } UpdateTeamInZone(); bool bBlocked = false; // If the cap is being blocked, reset the number of players so the client // knows to stop the capture as well. if ( mp_blockstyle.GetInt() == 1 ) { if ( m_bCapturing && iTeamsInZone > 1 ) { bBlocked = true; for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ ) { iNumPlayers[i] = 0; if ( m_TeamData[i].iNumTouching != iNumPlayers[i] ) { m_TeamData[i].iNumTouching = iNumPlayers[i]; bUpdatePlayers = true; } } } } if ( bUpdatePlayers ) { UpdateNumPlayers( bBlocked ); } // When a player blocks, tell them the cap index and attempt number // only give successive blocks to them if the attempt number is different if ( m_bCapturing ) { if ( m_hPoint ) { m_hPoint->SetLastContestedAt( gpGlobals->curtime ); } // Calculate the amount of modification to the cap time float flTimeDelta = gpGlobals->curtime - m_flLastReductionTime; float flReduction = flTimeDelta; if ( CaptureModeScalesWithPlayers() ) { // Diminishing returns for successive players. for ( int i = 1; i < m_TeamData[m_nTeamInZone].iNumTouching; i++ ) { flReduction += (flTimeDelta / (float)(i+1)); } } m_flLastReductionTime = gpGlobals->curtime; //if more than one team is in the zone if( iTeamsInZone > 1 ) { if ( !m_bBlocked ) { m_bBlocked = true; UpdateBlocked(); } // See if anyone gets credit for the block float flPercentToGo = m_fTimeRemaining / m_flCapTime; if ( CaptureModeScalesWithPlayers() ) { flPercentToGo = m_fTimeRemaining / ((m_flCapTime * 2) * m_TeamData[m_nCapturingTeam].iNumRequiredToCap); } if ( ( flPercentToGo <= 0.5 || TeamplayGameRules()->PointsMayAlwaysBeBlocked() ) && m_hPoint ) { // find the first player that is not on the capturing team // they have just broken a cap and should be rewarded // tell the player the capture attempt number, for checking later CBaseMultiplayerPlayer *pBlockingPlayer = NULL; for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ ) { if ( m_nCapturingTeam == i ) continue; if ( pFirstPlayerTouching[i] ) { pBlockingPlayer = pFirstPlayerTouching[i]; break; } } Assert( pBlockingPlayer ); if ( pBlockingPlayer ) { bool bRepeatBlocker = false; for ( int i = m_Blockers.Count()-1; i >= 0; i-- ) { if ( m_Blockers[i].hPlayer != pBlockingPlayer ) continue; // If this guy's was a blocker, but not valid now, remove him from the list if ( m_Blockers[i].iCapAttemptNumber != m_iCapAttemptNumber || !IsTouching(m_Blockers[i].hPlayer) || ( TeamplayGameRules()->PointsMayAlwaysBeBlocked() && m_Blockers[i].flNextBlockTime < gpGlobals->curtime && m_bStartTouch ) ) { m_Blockers.Remove(i); continue; } bRepeatBlocker = true; break; } if ( !bRepeatBlocker ) { m_hPoint->CaptureBlocked( pBlockingPlayer ); // Add this guy to our blocker list int iNew = m_Blockers.AddToTail(); m_Blockers[iNew].hPlayer = pBlockingPlayer; m_Blockers[iNew].iCapAttemptNumber = m_iCapAttemptNumber; m_Blockers[iNew].flNextBlockTime = gpGlobals->curtime + 10.0f; } } } if ( mp_blockstyle.GetInt() == 0 ) { BreakCapture( false ); } return; } if ( m_bBlocked ) { m_bBlocked = false; UpdateBlocked(); } float flTotalTimeToCap = m_flCapTime; if ( CaptureModeScalesWithPlayers() ) { flTotalTimeToCap = ((m_flCapTime * 2) * m_TeamData[m_nCapturingTeam].iNumRequiredToCap); } // Now remove the reduction amount after we've determined there's only 1 team in the area if ( m_nCapturingTeam == m_nTeamInZone ) { SetCapTimeRemaining( m_fTimeRemaining - flReduction ); } else if ( m_nOwningTeam == TEAM_UNASSIGNED && m_nTeamInZone != TEAM_UNASSIGNED ) { SetCapTimeRemaining( m_fTimeRemaining + flReduction ); } else { // Caps deteriorate over time if ( TeamplayRoundBasedRules() && m_hPoint && TeamplayRoundBasedRules()->TeamMayCapturePoint(m_nCapturingTeam,m_hPoint->GetPointIndex()) ) { float flDecreaseScale = CaptureModeScalesWithPlayers() ? mp_capdeteriorate_time.GetFloat() : flTotalTimeToCap; float flDecrease = (flTotalTimeToCap / flDecreaseScale) * flTimeDelta; if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->InOvertime() ) { flDecrease *= 6; } SetCapTimeRemaining( m_fTimeRemaining + flDecrease ); } else { SetCapTimeRemaining( flTotalTimeToCap ); } } /* //if no-one is in the area if( iTeamsInZone == 0 ) { BreakCapture( true ); return; } //if they've lost the number of players needed to cap int iTeamMembersHere = m_TeamData[m_nCapturingTeam].iNumTouching + iNumBlockablePlayers[m_nCapturingTeam]; if ( (iTeamMembersHere == 0 ) || (mp_capstyle.GetInt() == 0 && iTeamMembersHere < m_TeamData[m_nCapturingTeam].iNumRequiredToCap) ) { BreakCapture( true ); return; } */ // if the cap is done if ( m_fTimeRemaining <= 0 ) { EndCapture( m_nCapturingTeam ); return; //we're done } else { // We may get several simultaneous CaptureThink calls from StartTouch if there are several players on the trigger // when it is enabled (like in Raid mode). We haven't started reducing m_fTimeRemaining yet but the second call to CaptureThink // from StartTouch has m_bCapturing set to true and we hit this condition and call BreakCapture right away. // We put this check here to prevent calling BreakCapture from the StartTouch call to CaptureThink. If the capture should // really be broken it will happen the next time the trigger thinks on its own. if ( !m_bStartTouch ) { if ( m_fTimeRemaining >= flTotalTimeToCap ) { BreakCapture( false ); return; } } } } else { // If there are any teams in the zone that aren't the owner, try to start capping if ( iTeamsInZone > 0 ) { for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ ) { if ( !m_TeamData[i].bCanCap || m_nOwningTeam == i ) continue; if ( m_TeamData[i].iNumTouching == 0 ) continue; if ( m_TeamData[i].iNumTouching < m_TeamData[i].iNumRequiredToStartCap ) continue; if ( !CaptureModeScalesWithPlayers() && m_TeamData[i].iNumTouching < m_TeamData[i].iNumRequiredToCap ) continue; StartCapture( i, CAPTURE_NORMAL ); break; } } } }