예제 #1
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEnvLaserDesignation::ShouldTransmit( const edict_t *recipient, const void *pvs, int clientArea )
{
    // Only transmit to players who care about laser designation:
    //	- Player designating
    //	- Players in tanks
    //	- Commandos
    CBaseEntity* pRecipientEntity = CBaseEntity::Instance( recipient );
    if ( pRecipientEntity->IsPlayer() )
    {
        CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)pRecipientEntity;

        // Designating player?
        if ( pPlayer == GetOwnerEntity() )
            return true;

        if ( !InSameTeam( pPlayer ) )
            return false;

        // In a tank?
        if ( pPlayer->IsInAVehicle() )
        {
            CBaseEntity	*pVehicle  = pPlayer->GetVehicle()->GetVehicleEnt();
            if ( dynamic_cast<CVehicleTank*>(pVehicle) )
            {
                // Make sure it's within range of the tank's fire
                static float flTankRange = 0;
                if ( !flTankRange )
                {
                    flTankRange = vehicle_tank_range.GetFloat() * weapon_grenade_rocket_track_range_mod.GetFloat();
                    flTankRange *= flTankRange;
                }

                float flDistanceSqr = ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr();
                if ( flDistanceSqr < flTankRange )
                    return true;
            }
            else if ( dynamic_cast<CObjectMannedMissileLauncher*>(pVehicle) )
            {
                // Make sure it's within range of the manned missile launcher's fire
                static float flGunRange = 0;
                if ( !flGunRange )
                {
                    flGunRange = obj_manned_missilelauncher_range_off.GetFloat() * weapon_grenade_rocket_track_range_mod.GetFloat();
                    flGunRange *= flGunRange;
                }

                float flDistanceSqr = ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr();
                if ( flDistanceSqr < flGunRange )
                    return true;
            }
        }

        // Is the player a commando?
        if ( pPlayer->PlayerClass() == TFCLASS_COMMANDO )
        {
            // Make sure it's within range of the commando's rockets
            static float flCommandoRange = 0;
            if ( !flCommandoRange )
            {
                flCommandoRange = weapon_rocket_launcher_range.GetFloat() * weapon_grenade_rocket_track_range_mod.GetFloat();
                flCommandoRange *= flCommandoRange;
            }

            float flDistanceSqr = ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr();
            if ( flDistanceSqr < flCommandoRange )
                return true;
        }
    }

    return false;
}
//-----------------------------------------------------------------------------
// 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 CTFPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move )
{
	// Call the default FinishMove code.
	BaseClass::FinishMove( player, ucmd, move );

	//
	// Convert to TF2 data.
	//
	CBaseTFPlayer *pTFPlayer = static_cast<CBaseTFPlayer*>( player );
	Assert( pTFPlayer );

	CTFMoveData *pTFMove = static_cast<CTFMoveData*>( move );
	Assert( pTFMove );

	// The class had better not have changed during the move!!
	Assert( pTFMove->m_nClassID == pTFPlayer->PlayerClass() );

	IVehicle *pVehicle = player->GetVehicle();
	if (!pVehicle)
	{
		// Handle player class specific setup.
		switch( pTFPlayer->PlayerClass() )
		{
		case TFCLASS_RECON: 
			{ 
				FinishMoveRecon( pTFPlayer, pTFMove, ucmd ); 
				break; 
			}
		case TFCLASS_COMMANDO: 
			{ 
				FinishMoveCommando( pTFPlayer, pTFMove, ucmd ); 
				break;
			}
		default:
			{
				break;
			}
		}
	}
	else
	{
		// Similarly, the vehicle had better not have changed during the move!
		Assert( pTFPlayer->IsInAVehicle() );
		pVehicle->FinishMove( pTFPlayer, ucmd, pTFMove );
	}

	//
	// Player movement data.
	//

	// Copy the position delta.
	pTFPlayer->m_vecPosDelta = pTFMove->m_vecPosDelta;

	COMPILE_TIME_ASSERT( CBaseTFPlayer::MOMENTUM_MAXSIZE == CTFMoveData::MOMENTUM_MAXSIZE );
	
	// Copy the momentum data back (the movement may have updated it!).
	pTFPlayer->m_iMomentumHead = pTFMove->m_iMomentumHead;
	for ( int iMomentum = 0; iMomentum < CTFMoveData::MOMENTUM_MAXSIZE; iMomentum++ )
	{
		pTFPlayer->m_aMomentum[iMomentum] = pTFMove->m_aMomentum[iMomentum];
	}
}