//----------------------------------------------------------------------------- // Purpose: This is called pre player movement and copies all the data necessary // from the player for movement. (Server-side, the client-side version // of this code can be found in prediction.cpp.) //----------------------------------------------------------------------------- void CTFPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { CTFPlayer *pTFPlayer = ToTFPlayer( player ); if ( pTFPlayer ) { // Check to see if we are a crouched, heavy, firing his weapons and zero out movement. if ( pTFPlayer->GetPlayerClass()->IsClass( TF_CLASS_HEAVYWEAPONS ) ) { if ( ( pTFPlayer->GetFlags() & FL_DUCKING ) && ( pTFPlayer->m_Shared.InCond( TF_COND_AIMING ) ) ) { ucmd->forwardmove = 0.0f; ucmd->sidemove = 0.0f; } } } BaseClass::SetupMove( player, ucmd, pHelper, move ); }
//----------------------------------------------------------------------------- // Look for a target //----------------------------------------------------------------------------- bool CObjectSentrygun::FindTarget() { // Disable the sentry guns for ifm. if ( tf_sentrygun_notarget.GetBool() ) return false; if ( IsInCommentaryMode() ) return false; // Sapper, etc. if ( IsDisabled() ) return false; // Loop through players within 1100 units (sentry range). Vector vecSentryOrigin = EyePosition(); // Find the opposing team list. CTFPlayer *pPlayer = ToTFPlayer( GetOwner() ); CUtlVector<CTFTeam *> pTeamList; CTFTeam *pTeam = NULL; //CTFTeam *pTeam = pPlayer->GetOpposingTFTeam(); //if ( !pTeam ) // return false; if ( pPlayer ) { // Try builder's team. pTeam = pPlayer->GetTFTeam(); } else { // If we have no builder use our own team number instead. pTeam = GetTFTeam(); } if ( pTeam ) pTeam->GetOpposingTFTeamList( &pTeamList ); else return false; // If we have an enemy get his minimum distance to check against. Vector vecSegment; Vector vecTargetCenter; float flMinDist2 = 1100.0f * 1100.0f; CBaseEntity *pTargetCurrent = NULL; CBaseEntity *pTargetOld = m_hEnemy.Get(); float flOldTargetDist2 = FLT_MAX; // Sentries will try to target players first, then objects. However, if the enemy held was an object it will continue // to try and attack it first. for (int i = 0; i < pTeamList.Size(); i++) { int nTeamCount = pTeamList[i]->GetNumPlayers(); for (int iPlayer = 0; iPlayer < nTeamCount; ++iPlayer) { CTFPlayer *pTargetPlayer = static_cast<CTFPlayer*>(pTeamList[i]->GetPlayer(iPlayer)); if (pTargetPlayer == NULL) continue; // Make sure the player is alive. if (!pTargetPlayer->IsAlive()) continue; if (pTargetPlayer->GetFlags() & FL_NOTARGET) continue; vecTargetCenter = pTargetPlayer->GetAbsOrigin(); vecTargetCenter += pTargetPlayer->GetViewOffset(); VectorSubtract(vecTargetCenter, vecSentryOrigin, vecSegment); float flDist2 = vecSegment.LengthSqr(); // Store the current target distance if we come across it if (pTargetPlayer == pTargetOld) { flOldTargetDist2 = flDist2; } // Check to see if the target is closer than the already validated target. if (flDist2 > flMinDist2) continue; // It is closer, check to see if the target is valid. if (ValidTargetPlayer(pTargetPlayer, vecSentryOrigin, vecTargetCenter)) { flMinDist2 = flDist2; pTargetCurrent = pTargetPlayer; } } // If we already have a target, don't check objects. if (pTargetCurrent == NULL) { int nTeamObjectCount = pTeamList[i]->GetNumObjects(); for (int iObject = 0; iObject < nTeamObjectCount; ++iObject) { CBaseObject *pTargetObject = pTeamList[i]->GetObject(iObject); if (!pTargetObject) continue; vecTargetCenter = pTargetObject->GetAbsOrigin(); vecTargetCenter += pTargetObject->GetViewOffset(); VectorSubtract(vecTargetCenter, vecSentryOrigin, vecSegment); float flDist2 = vecSegment.LengthSqr(); // Store the current target distance if we come across it if (pTargetObject == pTargetOld) { flOldTargetDist2 = flDist2; } // Check to see if the target is closer than the already validated target. if (flDist2 > flMinDist2) continue; // It is closer, check to see if the target is valid. if (ValidTargetObject(pTargetObject, vecSentryOrigin, vecTargetCenter)) { flMinDist2 = flDist2; pTargetCurrent = pTargetObject; } } } // We have a target. if (pTargetCurrent) { if (pTargetCurrent != pTargetOld) { // flMinDist2 is the new target's distance // flOldTargetDist2 is the old target's distance // Don't switch unless the new target is closer by some percentage if (flMinDist2 < (flOldTargetDist2 * 0.75f)) { FoundTarget(pTargetCurrent, vecSentryOrigin); } } return true; } } return false; }