static void ConnectRightVertex( TESStesselator *tess, ActiveRegion *regUp, TESShalfEdge *eBottomLeft ) /* * Purpose: connect a "right" vertex vEvent (one where all edges go left) * to the unprocessed portion of the mesh. Since there are no right-going * edges, two regions (one above vEvent and one below) are being merged * into one. "regUp" is the upper of these two regions. * * There are two reasons for doing this (adding a right-going edge): * - if the two regions being merged are "inside", we must add an edge * to keep them separated (the combined region would not be monotone). * - in any case, we must leave some record of vEvent in the dictionary, * so that we can merge vEvent with features that we have not seen yet. * For example, maybe there is a vertical edge which passes just to * the right of vEvent; we would like to splice vEvent into this edge. * * However, we don't want to connect vEvent to just any vertex. We don''t * want the new edge to cross any other edges; otherwise we will create * intersection vertices even when the input data had no self-intersections. * (This is a bad thing; if the user's input data has no intersections, * we don't want to generate any false intersections ourselves.) * * Our eventual goal is to connect vEvent to the leftmost unprocessed * vertex of the combined region (the union of regUp and regLo). * But because of unseen vertices with all right-going edges, and also * new vertices which may be created by edge intersections, we don''t * know where that leftmost unprocessed vertex is. In the meantime, we * connect vEvent to the closest vertex of either chain, and mark the region * as "fixUpperEdge". This flag says to delete and reconnect this edge * to the next processed vertex on the boundary of the combined region. * Quite possibly the vertex we connected to will turn out to be the * closest one, in which case we won''t need to make any changes. */ { TESShalfEdge *eNew; TESShalfEdge *eTopLeft = eBottomLeft->Onext; ActiveRegion *regLo = RegionBelow(regUp); TESShalfEdge *eUp = regUp->eUp; TESShalfEdge *eLo = regLo->eUp; int degenerate = FALSE; if( eUp->Dst != eLo->Dst ) { (void) CheckForIntersect( tess, regUp ); } /* Possible new degeneracies: upper or lower edge of regUp may pass * through vEvent, or may coincide with new intersection vertex */ if( VertEq( eUp->Org, tess->event )) { if ( !tessMeshSplice( tess->mesh, eTopLeft->Oprev, eUp ) ) longjmp(tess->env,1); regUp = TopLeftRegion( tess, regUp ); if (regUp == NULL) longjmp(tess->env,1); eTopLeft = RegionBelow( regUp )->eUp; FinishLeftRegions( tess, RegionBelow(regUp), regLo ); degenerate = TRUE; } if( VertEq( eLo->Org, tess->event )) { if ( !tessMeshSplice( tess->mesh, eBottomLeft, eLo->Oprev ) ) longjmp(tess->env,1); eBottomLeft = FinishLeftRegions( tess, regLo, NULL ); degenerate = TRUE; } if( degenerate ) { AddRightEdges( tess, regUp, eBottomLeft->Onext, eTopLeft, eTopLeft, TRUE ); return; } /* Non-degenerate situation -- need to add a temporary, fixable edge. * Connect to the closer of eLo->Org, eUp->Org. */ if( VertLeq( eLo->Org, eUp->Org )) { eNew = eLo->Oprev; } else { eNew = eUp; } eNew = tessMeshConnect( tess->mesh, eBottomLeft->Lprev, eNew ); if (eNew == NULL) longjmp(tess->env,1); /* Prevent cleanup, otherwise eNew might disappear before we've even * had a chance to mark it as a temporary edge. */ AddRightEdges( tess, regUp, eNew, eNew->Onext, eNew->Onext, FALSE ); eNew->Sym->activeRegion->fixUpperEdge = TRUE; WalkDirtyRegions( tess, regUp ); }
void CTargetMgr::Update() { // Do any necessary initialization... if (m_bFirstUpdate) { FirstUpdate(); m_bFirstUpdate = false; } if (m_hLockedTarget && m_hTarget == m_hLockedTarget) { //are we disabling a GadgetTarget? if (g_pPlayerMgr->IsDisabling()) { SetGadgetTarget( true ); return; } //are we searching something? if (g_pPlayerMgr->IsSearching()) { m_bSearchTarget = true; SetTargetStringID(IDS_TARGET_SEARCHING); float fDistAway = 10000.0f; CheckForIntersect(fDistAway); return; } } g_pPlayerStats->UpdateMaxProgress( 0 ); g_pPlayerStats->UpdateProgress( 0 ); g_pHUDMgr->QueueUpdate( kHUDProgressBar ); // If we currently have a target, see if it is a body and if so remove the // glow flag (it may be set again below)... if (m_hTarget) { CBodyFX* pBody = g_pGameClientShell->GetSFXMgr()->GetBodyFX(m_hTarget); if (pBody) { g_pCommonLT->SetObjectFlags(m_hTarget, OFT_User, 0, USRFLG_GLOW); } } // Start fresh ClearTargetInfo(); //see what we've looking at float fDistAway = 10000.0f; CheckForIntersect(fDistAway); if (!m_hTarget) { //nothing to see here return; } m_fTargetRange = fDistAway; //if its a body's hitbox, check the body instead CBodyFX* pBody = g_pGameClientShell->GetSFXMgr()->GetBodyFromHitBox(m_hTarget); if (pBody) { m_hTarget = pBody->GetServerObj(); m_ActivationData.m_hTarget = m_hTarget; if (!m_hTarget) return; } //if its a Character's hitbox and it is searchable, check the Character instead CCharacterFX* pCharacter = g_pGameClientShell->GetSFXMgr()->GetCharacterFromHitBox(m_hTarget); if (pCharacter) { m_hTarget = pCharacter->GetServerObj(); m_ActivationData.m_hTarget = m_hTarget; if (!m_hTarget) return; } uint32 dwUserFlags = 0; g_pCommonLT->GetObjectFlags(m_hTarget, OFT_User, dwUserFlags); // If we're on a vehicle (or if we are dead) all we care about is other players in a multiplayer game... // Some vehicles (like the PlayerLure) let you activate, so we'll just check if the // vehicle will let us show a crosshair to see if we're on a "true" vehicle or not... // It would be great if we didn't have to do all these checks, but such is life... bool bPlayersOnly = g_pPlayerMgr->IsPlayerDead() || (g_pPlayerMgr->GetMoveMgr()->GetVehicleMgr()->CanShowCrosshair() ? false : true); if (!bPlayersOnly) { //special case handling for bodies if (pBody || pCharacter) { bool bCanSearch = !!(dwUserFlags & USRFLG_CAN_SEARCH); if (pBody) { if (fDistAway <= g_vtActivationDistance.GetFloat()) { // Make target glow, so it stands out more... g_pCommonLT->SetObjectFlags(m_hTarget, OFT_User, USRFLG_GLOW, USRFLG_GLOW); } if (pBody->CanBeRevived() && fDistAway <= g_vtReviveDistance.GetFloat() && IsRevivePlayerGameType( )) { // Get the client information of the body and us. uint32 nId = pBody->GetClientId(); CClientInfoMgr* pCIMgr = g_pInterfaceMgr->GetClientInfoMgr(); CLIENT_INFO* pCI = pCIMgr->GetClientByID(nId); CLIENT_INFO *pLocalCI = g_pInterfaceMgr->GetClientInfoMgr()->GetLocalClient(); // Only allow us to revive people on the same team. For non-team games, // the teamid will be set to the same invalid value anyway. if( pCI && pLocalCI ) { if (pCI->nTeamID == pLocalCI->nTeamID) { m_nString = 0; FormatString(IDS_TARGET_REVIVE, m_szString, ARRAY_LEN(m_szString), pCI->sName.c_str()); LTVector vObjPos, vDims; g_pLTClient->GetObjectPos(pBody->GetServerObj(), &vObjPos); g_pPhysicsLT->GetObjectDims(pBody->GetServerObj(), &vDims); // Players are non-solid to each other so you can revive right on top of them. m_bCanActivate = true; //!CheckForCharacters(vObjPos, vDims, pBody->GetClientId()); m_bMoveTarget = true; m_ActivationData.m_nType = MID_ACTIVATE_REVIVE; } else { m_nString = 0; m_bCanActivate = false; m_bMoveTarget = false; LTStrCpy(m_szString, pCI->sName.c_str(), ARRAY_LEN(m_szString)); } return; } } else { m_bMoveTarget = (pBody->CanBeCarried() && g_pPlayerMgr->CanDropCarriedObject()); } } else if (pCharacter) { if( (pCharacter->m_cs.eCrosshairCharacterClass != BAD) && (pCharacter->CanWake()) && (pCharacter->IsUnconscious() || (pCharacter->Slipped() && !pCharacter->m_cs.bIsPlayer)) ) { SetTargetStringID( IDS_TARGET_WAKEUP ); m_bCanActivate = true; m_bMoveTarget = g_pPlayerMgr->CanDropCarriedObject() && pCharacter->CanBeCarried(); m_ActivationData.m_nType = MID_ACTIVATE_WAKEUP; return; } m_bMoveTarget = g_pPlayerMgr->CanDropCarriedObject() && pCharacter->CanBeCarried(); } else { m_bMoveTarget = false; } if (bCanSearch && fDistAway <= g_vtActivationDistance.GetFloat()) { // we can search this body m_bSearchTarget = true; m_ActivationData.m_nType = MID_ACTIVATE_SEARCH; SetTargetStringID(IDS_TARGET_SEARCH); uint8 nProgress = g_pPlayerMgr->GetSearcher()->GetMaxProgress(); g_pPlayerStats->UpdateMaxProgress( nProgress ); g_pPlayerStats->UpdateProgress( nProgress ); g_pHUDMgr->QueueUpdate( kHUDProgressBar ); return; } else if (pBody) { return; } } else { float fGadgetDistance = g_vtActivationDistance.GetFloat(); if( dwUserFlags & USRFLG_GADGET_CAMERA ) { fGadgetDistance = g_vtCamZoom1MaxDist.GetFloat(); } // is this a gadget target if (IsGadgetActivatable(m_hTarget) && (fDistAway <= fGadgetDistance)) { // looks like we can use a gadget on it... SetGadgetTarget( false ); return; } } } //are we aiming at a person? if (dwUserFlags & USRFLG_CHARACTER) { CCharacterFX* const pFX = (CCharacterFX*)g_pGameClientShell->GetSFXMgr()->FindSpecialFX(SFX_CHARACTER_ID, m_hTarget); // All we care about if we're on a vehicle (or if we are dead) is the Multiplayer check below... if (!bPlayersOnly) { //display debug info if we have any if( pFX && pFX->GetInfoString() && *pFX->GetInfoString() ) { SAFE_STRCPY(m_szDebugString,pFX->GetInfoString()); } else { m_szDebugString[0] = NULL; } // is this a person we can talk to? if (dwUserFlags & USRFLG_CAN_ACTIVATE) { if (fDistAway <= g_vtActivationDistance.GetFloat()) { SetTargetStringID(IDS_TARGET_TALK); return; } } } // This is the only thing we care about if we're dead or on a vehicle...(we care // if we're off a vehicle too) if (IsMultiplayerGame() && pFX && pFX->m_cs.bIsPlayer ) { uint32 nId = pFX->m_cs.nClientID; CClientInfoMgr* pCIMgr = g_pInterfaceMgr->GetClientInfoMgr(); CLIENT_INFO* pCI = pCIMgr->GetClientByID(nId); if (pCI) { m_nString = 0; SAFE_STRCPY(m_szString,pCI->sName.c_str()); if (IsTeamGameType()) { m_nTargetTeam = pCI->nTeamID; } } return; } // All we care about if we're dead or on a vehicle is the Multiplayer check above... if (!bPlayersOnly) { if( (fDistAway <= g_vtTargetDistance.GetFloat()) && pFX ) { // If a nameid was specified for the model display the name... uint16 nNameId = g_pModelButeMgr->GetModelNameId( pFX->m_cs.eModelId ); if( nNameId != (uint16)-1 ) { if( nNameId > 0 ) { SetTargetStringID( nNameId ); return; } // warn the player if we are pointing at a friend... if( pFX->m_cs.eCrosshairCharacterClass != BAD ) { SetTargetStringID( IDS_TARGET_INNOCENT ); return; } } } } } // All we care about if we're dead or on a vehicle is the above Multiplayer check... if (bPlayersOnly) { // Didn't see another player in Multiplayer, so we have no target... ClearTargetInfo(); return; } //is this a searchable object? if (dwUserFlags & USRFLG_CAN_SEARCH && (fDistAway <= g_vtActivationDistance.GetFloat())) { m_bSearchTarget = true; m_ActivationData.m_nType = MID_ACTIVATE_SEARCH; SetTargetStringID(IDS_TARGET_SEARCH); uint8 nProgress = g_pPlayerMgr->GetSearcher()->GetMaxProgress(); g_pPlayerStats->UpdateMaxProgress( nProgress ); g_pPlayerStats->UpdateProgress( nProgress ); g_pHUDMgr->QueueUpdate( kHUDProgressBar ); return; } // See if this object is part of the activate object list with it's own string ID's... if( fDistAway <= g_vtActivationDistance.GetFloat() ) { CActivateObjectHandler *pActivateObj = LTNULL; CActivateObjectHandler::ActivateObjList::const_iterator iter = CActivateObjectHandler::GetActivateObjectList().begin(); while( iter != CActivateObjectHandler::GetActivateObjectList().end() ) { pActivateObj = *iter; if( pActivateObj->GetHOBJECT() == m_hTarget ) { ACTIVATETYPE *pType = g_pActivateTypeMgr->GetActivateType( pActivateObj->m_nId ); if( pType ) { // Set whether or not it's disabled and set the string based on the state... m_bCanActivate = !pActivateObj->m_bDisabled; uint32 dwStringID = pType->dwStateID[pActivateObj->m_eState]; if( dwStringID != (uint32)-1 ) { SetTargetStringID( dwStringID ); } return; } } ++iter; } } //can we pick up or activate it? if (dwUserFlags & USRFLG_CAN_ACTIVATE && (fDistAway <= g_vtActivationDistance.GetFloat())) { //special case for bombs to defuse CGadgetTargetFX* const pGTFX = (CGadgetTargetFX*)g_pGameClientShell->GetSFXMgr()->FindSpecialFX(SFX_GADGETTARGET_ID, m_hTarget); if (pGTFX) { GadgetTargetType eGadgetType = pGTFX->GetType(); if (eBombable == eGadgetType) { // Can only defuse a bomb that doesn't belong to your team... if( IsTeamGameType() ) { CLIENT_INFO *pLocalCI = g_pInterfaceMgr->GetClientInfoMgr()->GetLocalClient(); if( !pLocalCI ) return; if( pGTFX->GetTeamID() != INVALID_TEAM ) { if( pLocalCI->nTeamID == pGTFX->GetTeamID() ) { m_bCanActivate = false; } } } SetTargetStringID(IDS_TARGET_DEFUSE); return; } } CPickupItemFX* const pFX = (CPickupItemFX*)g_pGameClientShell->GetSFXMgr()->FindSpecialFX(SFX_PICKUPITEM_ID, m_hTarget); // If this is a pickupitem, then display any team association it has. if( IsTeamGameType() && pFX ) { m_nTargetTeam = pFX->GetTeamId( ); } // If we're looking at a pickup, use the take string, otherwise it's just something to interact with. SetTargetStringID(pFX ? IDS_TARGET_TAKE : IDS_TARGET_USE); return; } // Are we looking at a doomsday piece... CDoomsdayPieceFX *pDDPiece = dynamic_cast<CDoomsdayPieceFX*>(g_pGameClientShell->GetSFXMgr()->FindSpecialFX( SFX_DOOMSDAYPIECE_ID, m_hTarget )); if( pDDPiece && (fDistAway <= g_vtActivationDistance.GetFloat()) ) { m_bCanActivate = false; m_bMoveTarget = true; } }
static void WalkDirtyRegions( TESStesselator *tess, ActiveRegion *regUp ) /* * When the upper or lower edge of any region changes, the region is * marked "dirty". This routine walks through all the dirty regions * and makes sure that the dictionary invariants are satisfied * (see the comments at the beginning of this file). Of course * new dirty regions can be created as we make changes to restore * the invariants. */ { ActiveRegion *regLo = RegionBelow(regUp); TESShalfEdge *eUp, *eLo; for( ;; ) { /* Find the lowest dirty region (we walk from the bottom up). */ while( regLo->dirty ) { regUp = regLo; regLo = RegionBelow(regLo); } if( ! regUp->dirty ) { regLo = regUp; regUp = RegionAbove( regUp ); if( regUp == NULL || ! regUp->dirty ) { /* We've walked all the dirty regions */ return; } } regUp->dirty = FALSE; eUp = regUp->eUp; eLo = regLo->eUp; if( eUp->Dst != eLo->Dst ) { /* Check that the edge ordering is obeyed at the Dst vertices. */ if( CheckForLeftSplice( tess, regUp )) { /* If the upper or lower edge was marked fixUpperEdge, then * we no longer need it (since these edges are needed only for * vertices which otherwise have no right-going edges). */ if( regLo->fixUpperEdge ) { DeleteRegion( tess, regLo ); if ( !tessMeshDelete( tess->mesh, eLo ) ) longjmp(tess->env,1); regLo = RegionBelow( regUp ); eLo = regLo->eUp; } else if( regUp->fixUpperEdge ) { DeleteRegion( tess, regUp ); if ( !tessMeshDelete( tess->mesh, eUp ) ) longjmp(tess->env,1); regUp = RegionAbove( regLo ); eUp = regUp->eUp; } } } if( eUp->Org != eLo->Org ) { if( eUp->Dst != eLo->Dst && ! regUp->fixUpperEdge && ! regLo->fixUpperEdge && (eUp->Dst == tess->event || eLo->Dst == tess->event) ) { /* When all else fails in CheckForIntersect(), it uses tess->event * as the intersection location. To make this possible, it requires * that tess->event lie between the upper and lower edges, and also * that neither of these is marked fixUpperEdge (since in the worst * case it might splice one of these edges into tess->event, and * violate the invariant that fixable edges are the only right-going * edge from their associated vertex). */ if( CheckForIntersect( tess, regUp )) { /* WalkDirtyRegions() was called recursively; we're done */ return; } } else { /* Even though we can't use CheckForIntersect(), the Org vertices * may violate the dictionary edge ordering. Check and correct this. */ (void) CheckForRightSplice( tess, regUp ); } } if( eUp->Org == eLo->Org && eUp->Dst == eLo->Dst ) { /* A degenerate loop consisting of only two edges -- delete it. */ AddWinding( eLo, eUp ); DeleteRegion( tess, regUp ); if ( !tessMeshDelete( tess->mesh, eUp ) ) longjmp(tess->env,1); regUp = RegionAbove( regLo ); } } }
void CTargetMgr::Update() { // Do any necessary initialization... if (m_bFirstUpdate) { FirstUpdate(); m_bFirstUpdate = false; } g_pPlayerStats->UpdateMaxProgress( 0 ); g_pPlayerStats->UpdateProgress( 0 ); // Start fresh ClearTargetInfo(); //see what we've looking at float fDistAway = kMaxDistance; CheckForIntersect(fDistAway); m_fTargetRange = fDistAway; if (!m_hTarget) { //nothing to see here SpecialMoveMgr::Instance().HandleLookedAt(NULL); return; } // If its a Character's hitbox, check the Character instead... CCharacterFX* pCharacter = g_pGameClientShell->GetSFXMgr()->GetCharacterFromHitBox(m_hTarget); if (pCharacter) { m_hTarget = pCharacter->GetServerObj(); m_ActivationData.m_hTarget = m_hTarget; if (!m_hTarget) return; } CLadderFX *pLadder = g_pGameClientShell->GetSFXMgr()->GetLadderFX(m_hTarget); if (pLadder && LadderMgr::Instance().CanReachLadder(pLadder)) { m_ActivationData.m_hTarget = m_hTarget; m_ActivationData.m_nType = MID_ACTIVATE_LADDER; return; } CTurretFX *pTurret = g_pGameClientShell->GetSFXMgr( )->GetTurretFX( m_hTarget ); if( pTurret && pTurret->CanActivate( )) { m_ActivationData.m_hTarget = m_hTarget; m_ActivationData.m_nType = MID_ACTIVATE_TURRET; return; } CSpecialMoveFX *pSpecialMove = g_pGameClientShell->GetSFXMgr()->GetSpecialMoveFX(m_hTarget); if (pSpecialMove) { SpecialMoveMgr::Instance().HandleLookedAt(pSpecialMove); if (SpecialMoveMgr::Instance().CanReach(pSpecialMove)) { m_ActivationData.m_hTarget = m_hTarget; m_ActivationData.m_nType = MID_ACTIVATE_SPECIALMOVE; return; } } else { SpecialMoveMgr::Instance().HandleLookedAt(NULL); } if( m_ActivationData.m_hActivateSnd ) { m_ActivationData.m_nType = MID_ACTIVATE_SURFACESND; } CClientWeapon* pCurrentWeapon = g_pPlayerMgr->GetClientWeaponMgr()->GetCurrentClientWeapon(); uint32 dwUserFlags = 0; g_pCommonLT->GetObjectFlags(m_hTarget, OFT_User, dwUserFlags); // is this a person we can talk to? if(( !(dwUserFlags & USRFLG_CAN_ACTIVATE) && m_ActivationData.m_nType != MID_ACTIVATE_SURFACESND ) || (fDistAway > g_vtActivationDistance.GetFloat()) ) { m_ActivationData.m_hTarget = NULL; } // If we're on a vehicle (or if we are dead) all we care about is other players in a multiplayer game... // Some vehicles (like the PlayerLure) let you activate, so we'll just check if the // vehicle will let us show a crosshair to see if we're on a "true" vehicle or not... // It would be great if we didn't have to do all these checks, but such is life... bool bPlayersOnly = !g_pPlayerMgr->IsPlayerAlive() || (g_pPlayerMgr->GetMoveMgr()->GetVehicleMgr()->CanShowCrosshair() ? false : true); //are we aiming at a person? if (dwUserFlags & USRFLG_CHARACTER) { CCharacterFX* const pFX = (CCharacterFX*)g_pGameClientShell->GetSFXMgr()->FindSpecialFX(SFX_CHARACTER_ID, m_hTarget); // All we care about if we're on a vehicle (or if we are dead) is the Multiplayer check below... if (!bPlayersOnly) { //display debug info if we have any if( pFX && pFX->GetInfoString() && *pFX->GetInfoString() ) { g_pHUDDebug->SetTargetDebugString(pFX->GetInfoString()); } else { g_pHUDDebug->SetTargetDebugString(L""); } // is this a person we can talk to? if (dwUserFlags & USRFLG_CAN_ACTIVATE) { if (fDistAway <= g_vtActivationDistance.GetFloat()) { // SetTargetStringID(IDS_TARGET_TALK); return; } } } // This is the only thing we care about if we're dead or on a vehicle...(we care // if we're off a vehicle too) if (IsMultiplayerGameClient() && pFX && pFX->m_cs.bIsPlayer ) { uint32 nId = pFX->m_cs.nClientID; CClientInfoMgr* pCIMgr = g_pInterfaceMgr->GetClientInfoMgr(); CLIENT_INFO* pCI = pCIMgr->GetClientByID(nId); if (pCI) { m_szStringID = NULL; LTStrCpy(m_wszString, pCI->sName.c_str(), LTARRAYSIZE(m_wszString)); if (GameModeMgr::Instance( ).m_grbUseTeams) { m_nTargetTeam = pCI->nTeamID; } } return; } // All we care about if we're dead or on a vehicle is the Multiplayer check above... if (!bPlayersOnly) { if(pFX) { if (fDistAway <= g_vtTargetDistance.GetFloat()) { // If a nameid was specified for the model display the name... const char* szNameId = g_pModelsDB->GetModelNameId( pFX->m_cs.hModel ); if( szNameId && (szNameId[0] != '\0') ) { //SetTargetStringID( nNameId ); return; } } } } } // See if this object is part of the activate object list with it's own string ID's... if( fDistAway <= g_vtActivationDistance.GetFloat() ) { const CActivateObjectHandler *pActivateObj = CActivateObjectHandler::FindActivateObject( m_hTarget ); if( pActivateObj ) { // See whether or not it's disabled m_bCanActivate = !pActivateObj->m_bDisabled; // Fetch the proper string from the database depending on the state... HRECORD hRecord = DATABASE_CATEGORY( Activate ).GetRecordByIndex( pActivateObj->m_nId ); HATTRIBUTE hStates = DATABASE_CATEGORY( Activate ).GETRECORDSTRUCT( hRecord, States ); const char* pszStringID = DATABASE_CATEGORY( Activate ).GETSTRUCTATTRIB( States, hStates, pActivateObj->m_eState, HudText ); if( !LTStrEmpty( pszStringID ) ) { SetTargetStringID( pszStringID ); } return; } } // All we care about if we're dead or on a vehicle is the above Multiplayer check... if (bPlayersOnly) { // Didn't see another player in Multiplayer, so we have no target... ClearTargetInfo(); return; } }