//--------------------------------------------------------- // Count of all the weapons in the world of my type and // see if we have a surplus. If there is a surplus, try // to find suitable candidates for removal. // // Right now we just remove the first weapons we find that // are behind the player, or are out of the player's PVS. // Later, we may want to score the results so that we // removed the farthest gun that's not in the player's // viewcone, etc. // // Some notes and thoughts: // // This code is designed NOT to remove weapons that are // hand-placed by level designers. It should only clean // up weapons dropped by dead NPCs, which is useful in // situations where enemies are spawned in for a sustained // period of time. // // Right now we PREFER to remove weapons that are not in the // player's PVS, but this could be opposite of what we // really want. We may only want to conduct the cleanup on // weapons that are IN the player's PVS. //--------------------------------------------------------- void CGameWeaponManager::Think() { int i; // Don't have to think all that often. SetNextThink( gpGlobals->curtime + 2.0 ); const char *pszWeaponName = STRING( m_iszWeaponName ); CUtlVector<CBaseEntity *> candidates( 0, 64 ); if ( m_bExpectingWeapon ) { CBaseCombatWeapon *pWeapon = NULL; // Firstly, count the total number of weapons of this type in the world. // Also count how many of those can potentially be removed. pWeapon = assert_cast<CBaseCombatWeapon *>(gEntList.FindEntityByClassname( pWeapon, pszWeaponName )); while( pWeapon ) { if( !pWeapon->IsEffectActive( EF_NODRAW ) && pWeapon->IsRemoveable() ) { candidates.AddToTail( pWeapon ); } pWeapon = assert_cast<CBaseCombatWeapon *>(gEntList.FindEntityByClassname( pWeapon, pszWeaponName )); } } else { for ( i = 0; i < m_ManagedNonWeapons.Count(); i++) { CBaseEntity *pEntity = m_ManagedNonWeapons[i]; if ( pEntity ) { Assert( pEntity->m_iClassname == m_iszWeaponName ); if ( !pEntity->IsEffectActive( EF_NODRAW ) ) { candidates.AddToTail( pEntity ); } } else { m_ManagedNonWeapons.FastRemove( i-- ); } } } // Calculate the surplus. int surplus = candidates.Count() - m_iMaxPieces; // Based on what the player can see, try to clean up the world by removing weapons that // the player cannot see right at the moment. CBaseEntity *pCandidate; for ( i = 0; i < candidates.Count() && surplus > 0; i++ ) { bool fRemovedOne = false; pCandidate = candidates[i]; Assert( !pCandidate->IsEffectActive( EF_NODRAW ) ); // if ( gpGlobals->maxClients == 1 ) { CBasePlayer *pPlayer = UTIL_GetNearestVisiblePlayer(pCandidate); // Nodraw serves as a flag that this weapon is already being removed since // all we're really doing inside this loop is marking them for removal by // the entity system. We don't want to count the same weapon as removed // more than once. if( !UTIL_FindClientInPVS( pCandidate->edict() ) ) { fRemovedOne = true; } else if( !pPlayer->FInViewCone( pCandidate ) ) { fRemovedOne = true; } else if ( UTIL_DistApprox( pPlayer->GetAbsOrigin(), pCandidate->GetAbsOrigin() ) > (30*12) ) { fRemovedOne = true; } } // else // { // fRemovedOne = true; // } if( fRemovedOne ) { pCandidate->AddEffects( EF_NODRAW ); UTIL_Remove( pCandidate ); DevMsg( 2, "Surplus %s removed\n", pszWeaponName); surplus--; } } }