Пример #1
0
// Count valid remaining entries and the number of blocks in them.
void BackupStoreCheck::CountDirectoryEntries(BackupStoreDirectory& dir)
{
	BackupStoreDirectory::Iterator i(dir);
	BackupStoreDirectory::Entry *en = 0;
	while((en = i.Next()) != 0)
	{
		int32_t iIndex;
		IDBlock *piBlock = LookupID(en->GetObjectID(), iIndex);
		bool badEntry = false;
		bool wasAlreadyContained = false;

		ASSERT(piBlock != 0 ||
			mDirsWhichContainLostDirs.find(en->GetObjectID())
			!= mDirsWhichContainLostDirs.end());

		if (piBlock)
		{
			// Normally it would exist and this
			// check would not be necessary, but
			// we might have missing directories
			// that we will recreate later.
			// cf mDirsWhichContainLostDirs.
			uint8_t iflags = GetFlags(piBlock, iIndex);
			wasAlreadyContained = (iflags & Flags_IsContained);
			SetFlags(piBlock, iIndex, iflags | Flags_IsContained);
		}

		if(wasAlreadyContained)
		{
			// don't double-count objects that are
			// contained by another directory as well.
		}
		else if(en->IsDir())
		{
			mNumDirectories++;
		}
		else if(!en->IsFile())
		{
			BOX_TRACE("Not counting object " <<
				BOX_FORMAT_OBJECTID(en->GetObjectID()) <<
				" with flags " << en->GetFlags());
		}
		else // it's a file
		{
			// Add to sizes?
			// If piBlock was zero, then wasAlreadyContained
			// might be uninitialized; but we only process
			// files here, and if a file's piBlock was zero
			// then badEntry would be set above, so we
			// wouldn't be here.
			ASSERT(!badEntry)

			// It can be both old and deleted.
			// If neither, then it's current.
			if(en->IsDeleted())
			{
				mNumDeletedFiles++;
				mBlocksInDeletedFiles += en->GetSizeInBlocks();
			}

			if(en->IsOld())
			{
				mNumOldFiles++;
				mBlocksInOldFiles += en->GetSizeInBlocks();
			}

			if(!en->IsDeleted() && !en->IsOld())
			{
				mNumCurrentFiles++;
				mBlocksInCurrentFiles += en->GetSizeInBlocks();
			}
		}

		mapNewRefs->AddReference(en->GetObjectID());
	}
}
Пример #2
0
bool wxRibbonPanel::ShowExpanded()
{
    if(!IsMinimised())
    {
        return false;
    }
    if(m_expanded_dummy != NULL || m_expanded_panel != NULL)
    {
        return false;
    }

    wxSize size = GetBestSize();

    // Special case for flexible panel layout, where GetBestSize doesn't work
    if (GetFlags() & wxRIBBON_PANEL_FLEXIBLE)
    {
        size = GetBestSizeForParentSize(wxSize(400, 1000));
    }

    wxPoint pos = GetExpandedPosition(wxRect(GetScreenPosition(), GetSize()),
        size, m_preferred_expand_direction).GetTopLeft();

    // Need a top-level frame to contain the expanded panel
    wxFrame *container = new wxFrame(NULL, wxID_ANY, GetLabel(),
        pos, size, wxFRAME_NO_TASKBAR | wxBORDER_NONE);

    m_expanded_panel = new wxRibbonPanel(container, wxID_ANY,
        GetLabel(), m_minimised_icon, wxPoint(0, 0), size, (m_flags /* & ~wxRIBBON_PANEL_FLEXIBLE */));

    m_expanded_panel->SetArtProvider(m_art);
    m_expanded_panel->m_expanded_dummy = this;

    // Move all children to the new panel.
    // Conceptually it might be simpler to reparent this entire panel to the
    // container and create a new panel to sit in its place while expanded.
    // This approach has a problem though - when the panel is reinserted into
    // its original parent, it'll be at a different position in the child list
    // and thus assume a new position.
    // NB: Children iterators not used as behaviour is not well defined
    // when iterating over a container which is being emptied
#if defined(__INTEL_COMPILER) && 1 /* VDM auto patch */
#   pragma ivdep
#   pragma swp
#   pragma unroll
#   pragma prefetch
#   if 0
#       pragma simd noassert
#   endif
#endif /* VDM auto patch */
    while(!GetChildren().IsEmpty())
    {
        wxWindow *child = GetChildren().GetFirst()->GetData();
        child->Reparent(m_expanded_panel);
        child->Show();
    }

    // Move sizer to new panel
    if(GetSizer())
    {
        wxSizer* sizer = GetSizer();
        SetSizer(NULL, false);
        m_expanded_panel->SetSizer(sizer);
    }

    m_expanded_panel->Realize();
    Refresh();
    container->SetMinClientSize(size);
    container->Show();
    m_expanded_panel->SetFocus();

    return true;
}
Пример #3
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : pTask - 
//-----------------------------------------------------------------------------
void CNPC_Crow::RunTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
		case TASK_CROW_TAKEOFF:
		{
			if ( GetNavigator()->IsGoalActive() )
			{
				GetMotor()->SetIdealYawToTargetAndUpdate( GetAbsOrigin() + GetNavigator()->GetCurWaypointPos(), AI_KEEP_YAW_SPEED );
			}
			else
				TaskFail( FAIL_NO_ROUTE );

			if ( IsActivityFinished() )
			{
				TaskComplete();
				SetIdealActivity( ACT_FLY );

				m_bSoar = false;
				m_flSoarTime = gpGlobals->curtime + random->RandomFloat( 2, 5 );
			}
			
			break;
		}

		case TASK_CROW_HOP:
		{
			if ( IsActivityFinished() )
			{
				TaskComplete();
				SetIdealActivity( ACT_IDLE );
			}

			if ( ( GetAbsOrigin().z < m_flHopStartZ ) && ( !( GetFlags() & FL_ONGROUND ) ) )
			{
				//
				// We've hopped off of something! See if we're going to fall very far.
				//
				trace_t tr;
				AI_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, -32 ), MASK_SOLID, this, HL2COLLISION_GROUP_CROW, &tr );
				if ( tr.fraction == 1.0f )
				{
					//
					// We're falling! Better fly away. SelectSchedule will check ONGROUND and do the right thing.
					//
					TaskComplete();
				}
				else
				{
					//
					// We'll be okay. Don't check again unless what we're hopping onto moves
					// out from under us.
					//
					m_flHopStartZ = GetAbsOrigin().z - ( 32 * tr.fraction );
				}
			}

			break;
		}

		//
		// Face the direction we are flying.
		//
		case TASK_CROW_FLY:
		{
			GetMotor()->SetIdealYawToTargetAndUpdate( GetAbsOrigin() + GetAbsVelocity(), AI_KEEP_YAW_SPEED );

			break;
		}

		case TASK_CROW_FALL_TO_GROUND:
		{
			if ( GetFlags() & FL_ONGROUND )
			{
				SetFlyingState( FlyState_Walking );
				TaskComplete();
			}
			break;
		}

		case TASK_CROW_WAIT_FOR_BARNACLE_KILL:
		{
			if ( m_flNextFlinchTime < gpGlobals->curtime )
			{
				m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 0.5f, 2.0f );
				// dvs: TODO: squirm
				// dvs: TODO: spawn feathers
				EmitSound( "NPC_Crow.Squawk" );
			}
			break;
		}

		default:
		{
			CAI_BaseNPC::RunTask( pTask );
		}
	}
}
Пример #4
0
// Partial equality test. Only returns false if an attribute doesn't match.
bool wxTextAttr::EqPartial(const wxTextAttr& attr, bool weakTest) const
{
    int flags = attr.GetFlags();

    if (!weakTest &&
        ((!HasTextColour() && attr.HasTextColour()) ||
         (!HasBackgroundColour() && attr.HasBackgroundColour()) ||
         (!HasFontFaceName() && attr.HasFontFaceName()) ||
         (!HasFontSize() && attr.HasFontSize()) ||
         (!HasFontWeight() && attr.HasFontWeight()) ||
         (!HasFontItalic() && attr.HasFontItalic()) ||
         (!HasFontUnderlined() && attr.HasFontUnderlined()) ||
         (!HasFontStrikethrough() && attr.HasFontStrikethrough()) ||
         (!HasFontEncoding() && attr.HasFontEncoding()) ||
         (!HasFontFamily() && attr.HasFontFamily()) ||
         (!HasURL() && attr.HasURL()) ||
         (!HasAlignment() && attr.HasAlignment()) ||
         (!HasLeftIndent() && attr.HasLeftIndent()) ||
         (!HasParagraphSpacingAfter() && attr.HasParagraphSpacingAfter()) ||
         (!HasParagraphSpacingBefore() && attr.HasParagraphSpacingBefore()) ||
         (!HasLineSpacing() && attr.HasLineSpacing()) ||
         (!HasCharacterStyleName() && attr.HasCharacterStyleName()) ||
         (!HasParagraphStyleName() && attr.HasParagraphStyleName()) ||
         (!HasListStyleName() && attr.HasListStyleName()) ||
         (!HasBulletStyle() && attr.HasBulletStyle()) ||
         (!HasBulletNumber() && attr.HasBulletNumber()) ||
         (!HasBulletText() && attr.HasBulletText()) ||
         (!HasBulletName() && attr.HasBulletName()) ||
         (!HasTabs() && attr.HasTabs()) ||
         (!HasTextEffects() && attr.HasTextEffects()) ||
         (!HasOutlineLevel() && attr.HasOutlineLevel())))
    {
        return false;
    }

    if (HasTextColour() && attr.HasTextColour() && GetTextColour() != attr.GetTextColour())
        return false;

    if (HasBackgroundColour() && attr.HasBackgroundColour() && GetBackgroundColour() != attr.GetBackgroundColour())
        return false;

    if (HasFontFaceName() && attr.HasFontFaceName() && GetFontFaceName() != attr.GetFontFaceName())
        return false;

    // This checks whether the two objects have the same font size dimension (px versus pt)
    if (HasFontSize() && attr.HasFontSize() && (flags & wxTEXT_ATTR_FONT) != (GetFlags() & wxTEXT_ATTR_FONT))
        return false;

    if (HasFontPointSize() && attr.HasFontPointSize() && GetFontSize() != attr.GetFontSize())
        return false;

    if (HasFontPixelSize() && attr.HasFontPixelSize() && GetFontSize() != attr.GetFontSize())
        return false;

    if (HasFontWeight() && attr.HasFontWeight() && GetFontWeight() != attr.GetFontWeight())
        return false;

    if (HasFontItalic() && attr.HasFontItalic() && GetFontStyle() != attr.GetFontStyle())
        return false;

    if (HasFontUnderlined() && attr.HasFontUnderlined() && GetFontUnderlined() != attr.GetFontUnderlined())
        return false;

    if (HasFontStrikethrough() && attr.HasFontStrikethrough() && GetFontStrikethrough() != attr.GetFontStrikethrough())
        return false;

    if (HasFontEncoding() && attr.HasFontEncoding() && GetFontEncoding() != attr.GetFontEncoding())
        return false;

    if (HasFontFamily() && attr.HasFontFamily() && GetFontFamily() != attr.GetFontFamily())
        return false;

    if (HasURL() && attr.HasURL() && GetURL() != attr.GetURL())
        return false;

    if (HasAlignment() && attr.HasAlignment() && GetAlignment() != attr.GetAlignment())
        return false;

    if (HasLeftIndent() && attr.HasLeftIndent() &&
        ((GetLeftIndent() != attr.GetLeftIndent()) || (GetLeftSubIndent() != attr.GetLeftSubIndent())))
        return false;

    if (HasRightIndent() && attr.HasRightIndent() && (GetRightIndent() != attr.GetRightIndent()))
        return false;

    if (HasParagraphSpacingAfter() && attr.HasParagraphSpacingAfter() &&
        (GetParagraphSpacingAfter() != attr.GetParagraphSpacingAfter()))
        return false;

    if (HasParagraphSpacingBefore() && attr.HasParagraphSpacingBefore() &&
        (GetParagraphSpacingBefore() != attr.GetParagraphSpacingBefore()))
        return false;

    if (HasLineSpacing() && attr.HasLineSpacing() && (GetLineSpacing() != attr.GetLineSpacing()))
        return false;

    if (HasCharacterStyleName() && attr.HasCharacterStyleName() && (GetCharacterStyleName() != attr.GetCharacterStyleName()))
        return false;

    if (HasParagraphStyleName() && attr.HasParagraphStyleName() && (GetParagraphStyleName() != attr.GetParagraphStyleName()))
        return false;

    if (HasListStyleName() && attr.HasListStyleName() && (GetListStyleName() != attr.GetListStyleName()))
        return false;

    if (HasBulletStyle() && attr.HasBulletStyle() && (GetBulletStyle() != attr.GetBulletStyle()))
         return false;

    if (HasBulletNumber() && attr.HasBulletNumber() && (GetBulletNumber() != attr.GetBulletNumber()))
         return false;

    if (HasBulletText() && attr.HasBulletText() &&
        (GetBulletText() != attr.GetBulletText()) &&
        (GetBulletFont() != attr.GetBulletFont()))
         return false;

    if (HasBulletName() && attr.HasBulletName() && (GetBulletName() != attr.GetBulletName()))
         return false;

    if (HasTabs() && attr.HasTabs() && !TabsEq(GetTabs(), attr.GetTabs()))
        return false;

    if ((HasPageBreak() != attr.HasPageBreak()))
         return false;

    if ((GetFlags() & wxTEXT_ATTR_AVOID_PAGE_BREAK_BEFORE) != (attr.GetFlags() & wxTEXT_ATTR_AVOID_PAGE_BREAK_BEFORE))
         return false;

    if ((GetFlags() & wxTEXT_ATTR_AVOID_PAGE_BREAK_AFTER) != (attr.GetFlags() & wxTEXT_ATTR_AVOID_PAGE_BREAK_AFTER))
         return false;

    if (HasTextEffects() && attr.HasTextEffects())
    {
        if (!BitlistsEqPartial(GetTextEffects(), attr.GetTextEffects(), GetTextEffectFlags()))
            return false;
    }

    if (HasOutlineLevel() && attr.HasOutlineLevel() && (GetOutlineLevel() != attr.GetOutlineLevel()))
         return false;

    return true;
}
Пример #5
0
void C_SDKPlayer::AvoidPlayers( CUserCmd *pCmd )
{
// Player Avoidance is only active with teams
#if defined ( SDK_USE_TEAMS )
	// Don't test if the player doesn't exist or is dead.
	if ( IsAlive() == false )
		return;

	C_SDKTeam *pTeam = ( C_SDKTeam * )GetTeam();
	if ( !pTeam )
		return;

	// Up vector.
	static Vector vecUp( 0.0f, 0.0f, 1.0f );

	Vector vecSDKPlayerCenter = GetAbsOrigin();
	Vector vecSDKPlayerMin = GetPlayerMins();
	Vector vecSDKPlayerMax = GetPlayerMaxs();
	float flZHeight = vecSDKPlayerMax.z - vecSDKPlayerMin.z;
	vecSDKPlayerCenter.z += 0.5f * flZHeight;
	VectorAdd( vecSDKPlayerMin, vecSDKPlayerCenter, vecSDKPlayerMin );
	VectorAdd( vecSDKPlayerMax, vecSDKPlayerCenter, vecSDKPlayerMax );

	// Find an intersecting player or object.
	int nAvoidPlayerCount = 0;
	C_SDKPlayer *pAvoidPlayerList[MAX_PLAYERS];

	C_SDKPlayer *pIntersectPlayer = NULL;
	float flAvoidRadius = 0.0f;

	Vector vecAvoidCenter, vecAvoidMin, vecAvoidMax;
	for ( int i = 0; i < pTeam->GetNumPlayers(); ++i )
	{
		C_SDKPlayer *pAvoidPlayer = static_cast< C_SDKPlayer * >( pTeam->GetPlayer( i ) );
		if ( pAvoidPlayer == NULL )
			continue;
		// Is the avoid player me?
		if ( pAvoidPlayer == this )
			continue;

		// Save as list to check against for objects.
		pAvoidPlayerList[nAvoidPlayerCount] = pAvoidPlayer;
		++nAvoidPlayerCount;

		// Check to see if the avoid player is dormant.
		if ( pAvoidPlayer->IsDormant() )
			continue;

		// Is the avoid player solid?
		if ( pAvoidPlayer->IsSolidFlagSet( FSOLID_NOT_SOLID ) )
			continue;

		Vector t1, t2;

		vecAvoidCenter = pAvoidPlayer->GetAbsOrigin();
		vecAvoidMin = pAvoidPlayer->GetPlayerMins();
		vecAvoidMax = pAvoidPlayer->GetPlayerMaxs();
		flZHeight = vecAvoidMax.z - vecAvoidMin.z;
		vecAvoidCenter.z += 0.5f * flZHeight;
		VectorAdd( vecAvoidMin, vecAvoidCenter, vecAvoidMin );
		VectorAdd( vecAvoidMax, vecAvoidCenter, vecAvoidMax );

		if ( IsBoxIntersectingBox( vecSDKPlayerMin, vecSDKPlayerMax, vecAvoidMin, vecAvoidMax ) )
		{
			// Need to avoid this player.
			if ( !pIntersectPlayer )
			{
				pIntersectPlayer = pAvoidPlayer;
				break;
			}
		}
	}

	// Anything to avoid?
	if ( !pIntersectPlayer )
		return;

	// Calculate the push strength and direction.
	Vector vecDelta;

	// Avoid a player - they have precedence.
	if ( pIntersectPlayer )
	{
		VectorSubtract( pIntersectPlayer->WorldSpaceCenter(), vecSDKPlayerCenter, vecDelta );

		Vector vRad = pIntersectPlayer->WorldAlignMaxs() - pIntersectPlayer->WorldAlignMins();
		vRad.z = 0;

		flAvoidRadius = vRad.Length();
	}

	float flPushStrength = RemapValClamped( vecDelta.Length(), flAvoidRadius, 0, 0, sdk_max_separation_force.GetInt() ); //flPushScale;

	//Msg( "PushScale = %f\n", flPushStrength );

	// Check to see if we have enough push strength to make a difference.
	if ( flPushStrength < 0.01f )
		return;

	Vector vecPush;
	if ( GetAbsVelocity().Length2DSqr() > 0.1f )
	{
		Vector vecVelocity = GetAbsVelocity();
		vecVelocity.z = 0.0f;
		CrossProduct( vecUp, vecVelocity, vecPush );
		VectorNormalize( vecPush );
	}
	else
	{
		// We are not moving, but we're still intersecting.
		QAngle angView = pCmd->viewangles;
		angView.x = 0.0f;
		AngleVectors( angView, NULL, &vecPush, NULL );
	}

	// Move away from the other player/object.
	Vector vecSeparationVelocity;
	if ( vecDelta.Dot( vecPush ) < 0 )
	{
		vecSeparationVelocity = vecPush * flPushStrength;
	}
	else
	{
		vecSeparationVelocity = vecPush * -flPushStrength;
	}

	// Don't allow the MAX push speed to be greater than the MAX player speed.
	float flMaxPlayerSpeed = MaxSpeed();
	float flCropFraction = 1.33333333f;

	if ( ( GetFlags() & FL_DUCKING ) && ( GetGroundEntity() != NULL ) )
	{	
		flMaxPlayerSpeed *= flCropFraction;
	}	

	float flMaxPlayerSpeedSqr = flMaxPlayerSpeed * flMaxPlayerSpeed;

	if ( vecSeparationVelocity.LengthSqr() > flMaxPlayerSpeedSqr )
	{
		vecSeparationVelocity.NormalizeInPlace();
		VectorScale( vecSeparationVelocity, flMaxPlayerSpeed, vecSeparationVelocity );
	}

	QAngle vAngles = pCmd->viewangles;
	vAngles.x = 0;
	Vector currentdir;
	Vector rightdir;

	AngleVectors( vAngles, &currentdir, &rightdir, NULL );

	Vector vDirection = vecSeparationVelocity;

	VectorNormalize( vDirection );

	float fwd = currentdir.Dot( vDirection );
	float rt = rightdir.Dot( vDirection );

	float forward = fwd * flPushStrength;
	float side = rt * flPushStrength;

	//Msg( "fwd: %f - rt: %f - forward: %f - side: %f\n", fwd, rt, forward, side );

	pCmd->forwardmove	+= forward;
	pCmd->sidemove		+= side;

	// Clamp the move to within legal limits, preserving direction. This is a little
	// complicated because we have different limits for forward, back, and side

	//Msg( "PRECLAMP: forwardmove=%f, sidemove=%f\n", pCmd->forwardmove, pCmd->sidemove );

	float flForwardScale = 1.0f;
	if ( pCmd->forwardmove > fabs( cl_forwardspeed.GetFloat() ) )
	{
		flForwardScale = fabs( cl_forwardspeed.GetFloat() ) / pCmd->forwardmove;
	}
	else if ( pCmd->forwardmove < -fabs( cl_backspeed.GetFloat() ) )
	{
		flForwardScale = fabs( cl_backspeed.GetFloat() ) / fabs( pCmd->forwardmove );
	}

	float flSideScale = 1.0f;
	if ( fabs( pCmd->sidemove ) > fabs( cl_sidespeed.GetFloat() ) )
	{
		flSideScale = fabs( cl_sidespeed.GetFloat() ) / fabs( pCmd->sidemove );
	}

	float flScale = MIN( flForwardScale, flSideScale );
	pCmd->forwardmove *= flScale;
	pCmd->sidemove *= flScale;

	//Msg( "Pforwardmove=%f, sidemove=%f\n", pCmd->forwardmove, pCmd->sidemove );
#endif
}
Пример #6
0
void wxSettableHeaderColumn::ClearFlag(int flag)
{
    int flags = GetFlags();
    if ( flags & flag )
        SetFlags(flags & ~flag);
}
Пример #7
0
wxString wxAcceleratorEntry::AsPossiblyLocalizedString(bool localized) const
{
    wxString text;

    int flags = GetFlags();
    if ( flags & wxACCEL_ALT )
        text += PossiblyLocalize(wxTRANSLATE("Alt+"), localized);
    if ( flags & wxACCEL_CTRL )
        text += PossiblyLocalize(wxTRANSLATE("Ctrl+"), localized);
    if ( flags & wxACCEL_SHIFT )
        text += PossiblyLocalize(wxTRANSLATE("Shift+"), localized);
#if defined(__WXMAC__) || defined(__WXCOCOA__)
    if ( flags & wxACCEL_RAW_CTRL )
        text += PossiblyLocalize(wxTRANSLATE("RawCtrl+"), localized);
#endif
    
    const int code = GetKeyCode();

    if ( code >= WXK_F1 && code <= WXK_F12 )
        text << PossiblyLocalize(wxTRANSLATE("F"), localized)
             << code - WXK_F1 + 1;
    else if ( code >= WXK_NUMPAD0 && code <= WXK_NUMPAD9 )
        text << PossiblyLocalize(wxTRANSLATE("KP_"), localized)
             << code - WXK_NUMPAD0;
    else if ( code >= WXK_SPECIAL1 && code <= WXK_SPECIAL20 )
        text << PossiblyLocalize(wxTRANSLATE("SPECIAL"), localized)
             << code - WXK_SPECIAL1 + 1;
    else // check the named keys
    {
        size_t n;
        for ( n = 0; n < WXSIZEOF(wxKeyNames); n++ )
        {
            const wxKeyName& kn = wxKeyNames[n];
            if ( code == kn.code )
            {
                text << PossiblyLocalize(kn.name, localized);
                break;
            }
        }

        if ( n == WXSIZEOF(wxKeyNames) )
        {
            // must be a simple key
            if (
#if !wxUSE_UNICODE
                 // we can't call wxIsalnum() for non-ASCII characters in ASCII
                 // build as they're only defined for the ASCII range (or EOF)
                 wxIsascii(code) &&
#endif // ANSI
                    wxIsprint(code) )
            {
                text << (wxChar)code;
            }
            else
            {
                wxFAIL_MSG( wxT("unknown keyboard accelerator code") );
            }
        }
    }

    return text;
}
void FAssetTypeActions_StaticMesh::ExecuteCreateDestructibleMesh(TArray<TWeakObjectPtr<UStaticMesh>> Objects)
{
	TArray< UObject* > Assets;
	for (auto ObjIt = Objects.CreateConstIterator(); ObjIt; ++ObjIt)
	{
		auto Object = (*ObjIt).Get();
		if ( Object )
		{
			FText ErrorMsg;
			FDestructibleMeshEditorModule& DestructibleMeshEditorModule = FModuleManager::LoadModuleChecked<FDestructibleMeshEditorModule>( "DestructibleMeshEditor" );
			UDestructibleMesh* DestructibleMesh = DestructibleMeshEditorModule.CreateDestructibleMeshFromStaticMesh(Object->GetOuter(), Object, NAME_None, Object->GetFlags(), ErrorMsg);
			if ( DestructibleMesh )
			{
				FAssetEditorManager::Get().OpenEditorForAsset(DestructibleMesh);
				Assets.Add(DestructibleMesh);
			}
			else if ( !ErrorMsg.IsEmpty() )
			{
				FNotificationInfo ErrorNotification( ErrorMsg );
				FSlateNotificationManager::Get().AddNotification(ErrorNotification);
			}
		}
	}
	if ( Assets.Num() > 0 )
	{
		FAssetTools::Get().SyncBrowserToAssets(Assets);
	}
}
Пример #9
0
FX_BOOL	CPDFSDK_Annot::IsVisible() const
{
	int nFlags = GetFlags();
	return !((nFlags & ANNOTFLAG_INVISIBLE) || (nFlags & ANNOTFLAG_HIDDEN) || (nFlags & ANNOTFLAG_NOVIEW));
}
//-----------------------------------------------------------------------------
// Purpose: Handles USE keypress
//-----------------------------------------------------------------------------
void CBasePlayer::PlayerUse ( void )
{
#ifdef GAME_DLL
	// Was use pressed or released?
	if ( ! ((m_nButtons | m_afButtonPressed | m_afButtonReleased) & IN_USE) )
		return;

	if ( IsObserver() )
	{
		// do special use operation in oberserver mode
		if ( m_afButtonPressed & IN_USE )
			ObserverUse( true );
		else if ( m_afButtonReleased & IN_USE )
			ObserverUse( false );
		
		return;
	}

#if !defined(_XBOX)
	// push objects in turbo physics mode
	if ( (m_nButtons & IN_USE) && sv_turbophysics.GetBool() )
	{
		Vector forward, up;
		EyeVectors( &forward, NULL, &up );

		trace_t tr;
		// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
		Vector searchCenter = EyePosition();

		CUsePushFilter filter;

		UTIL_TraceLine( searchCenter, searchCenter + forward * 96.0f, MASK_SOLID, &filter, &tr );

		// try the hit entity if there is one, or the ground entity if there isn't.
		CBaseEntity *entity = tr.m_pEnt;

		if ( entity )
		{
			IPhysicsObject *pObj = entity->VPhysicsGetObject();

			if ( pObj )
			{
				Vector vPushAway = (entity->WorldSpaceCenter() - WorldSpaceCenter());
				vPushAway.z = 0;

				float flDist = VectorNormalize( vPushAway );
				flDist = max( flDist, 1 );

				float flForce = sv_pushaway_force.GetFloat() / flDist;
				flForce = min( flForce, sv_pushaway_max_force.GetFloat() );

				pObj->ApplyForceOffset( vPushAway * flForce, WorldSpaceCenter() );
			}
		}
	}
#endif

	if ( m_afButtonPressed & IN_USE )
	{
		// Controlling some latched entity?
		if ( ClearUseEntity() )
		{
			return;
		}
		else
		{
			if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE )
			{
				m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE;
				m_iTrain = TRAIN_NEW|TRAIN_OFF;
				return;
			}
			else
			{	// Start controlling the train!
				CBaseEntity *pTrain = GetGroundEntity();
				if ( pTrain && !(m_nButtons & IN_JUMP) && (GetFlags() & FL_ONGROUND) && (pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) && pTrain->OnControls(this) )
				{
					m_afPhysicsFlags |= PFLAG_DIROVERRIDE;
					m_iTrain = TrainSpeed(pTrain->m_flSpeed, ((CFuncTrackTrain*)pTrain)->GetMaxSpeed());
					m_iTrain |= TRAIN_NEW;
					EmitSound( "Player.UseTrain" );
					return;
				}
			}
		}
	}

	CBaseEntity *pUseEntity = FindUseEntity();

	// Found an object
	if ( pUseEntity )
	{

		//!!!UNDONE: traceline here to prevent +USEing buttons through walls			

		int caps = pUseEntity->ObjectCaps();
		variant_t emptyVariant;
		if ( ( (m_nButtons & IN_USE) && (caps & FCAP_CONTINUOUS_USE) ) || ( (m_afButtonPressed & IN_USE) && (caps & (FCAP_IMPULSE_USE|FCAP_ONOFF_USE)) ) )
		{
			if ( caps & FCAP_CONTINUOUS_USE )
			{
				m_afPhysicsFlags |= PFLAG_USING;
			}

			if ( pUseEntity->ObjectCaps() & FCAP_ONOFF_USE )
			{
				pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_ON );
			}
			else
			{
				pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_TOGGLE );
			}
		}
		// UNDONE: Send different USE codes for ON/OFF.  Cache last ONOFF_USE object to send 'off' if you turn away
		else if ( (m_afButtonReleased & IN_USE) && (pUseEntity->ObjectCaps() & FCAP_ONOFF_USE) )	// BUGBUG This is an "off" use
		{
			pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_OFF );
		}
	}
	else if ( m_afButtonPressed & IN_USE )
	{
		//PlayUseDenySound();//Nevik removed use fail sound
	}
#endif
}
void CBasePlayer::UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity )
{
	bool bWalking;
	float fvol;
	Vector knee;
	Vector feet;
	float height;
	float speed;
	float velrun;
	float velwalk;
	int	fLadder;

	if ( m_flStepSoundTime > 0 )
	{
		m_flStepSoundTime -= 1000.0f * gpGlobals->frametime;
		if ( m_flStepSoundTime < 0 )
		{
			m_flStepSoundTime = 0;
		}
	}

	if ( m_flStepSoundTime > 0 )
		return;

	if ( GetFlags() & (FL_FROZEN|FL_ATCONTROLS))
		return;

	if ( GetMoveType() == MOVETYPE_NOCLIP || GetMoveType() == MOVETYPE_OBSERVER )
		return;

	if ( !sv_footsteps.GetFloat() )
		return;

	speed = VectorLength( vecVelocity );
	float groundspeed = Vector2DLength( vecVelocity.AsVector2D() );

	// determine if we are on a ladder
	fLadder = ( GetMoveType() == MOVETYPE_LADDER );

	GetStepSoundVelocities( &velwalk, &velrun );

	bool onground = ( GetFlags() & FL_ONGROUND );
	bool movingalongground = ( groundspeed > 0.0001f );
	bool moving_fast_enough =  ( speed >= velwalk );

#ifdef PORTAL
	// In Portal we MUST play footstep sounds even when the player is moving very slowly
	// This is used to count the number of footsteps they take in the challenge mode
	// -Jeep
	moving_fast_enough = true;
#endif

	// To hear step sounds you must be either on a ladder or moving along the ground AND
	// You must be moving fast enough

	if ( !moving_fast_enough || !(fLadder || ( onground && movingalongground )) )
			return;

//	MoveHelper()->PlayerSetAnimation( PLAYER_WALK );

	bWalking = speed < velrun;		

	VectorCopy( vecOrigin, knee );
	VectorCopy( vecOrigin, feet );

	height = GetPlayerMaxs()[ 2 ] - GetPlayerMins()[ 2 ];

	knee[2] = vecOrigin[2] + 0.2 * height;

	// find out what we're stepping in or on...
	if ( fLadder )
	{
		psurface = GetLadderSurface(vecOrigin);
		fvol = 0.5;

		SetStepSoundTime( STEPSOUNDTIME_ON_LADDER, bWalking );
	}
	else if ( GetWaterLevel() == WL_Waist )
	{
		static int iSkipStep = 0;

		if ( iSkipStep == 0 )
		{
			iSkipStep++;
			return;
		}

		if ( iSkipStep++ == 3 )
		{
			iSkipStep = 0;
		}
		psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "wade" ) );
		fvol = 0.65;
		SetStepSoundTime( STEPSOUNDTIME_WATER_KNEE, bWalking );
	}
	else if ( GetWaterLevel() == WL_Feet )
	{
		psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "water" ) );
		fvol = bWalking ? 0.2 : 0.5;

		SetStepSoundTime( STEPSOUNDTIME_WATER_FOOT, bWalking );
	}
	else
	{
		if ( !psurface )
			return;

		SetStepSoundTime( STEPSOUNDTIME_NORMAL, bWalking );

		switch ( psurface->game.material )
		{
		default:
		case CHAR_TEX_CONCRETE:						
			fvol = bWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_METAL:	
			fvol = bWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_DIRT:
			fvol = bWalking ? 0.25 : 0.55;
			break;

		case CHAR_TEX_VENT:	
			fvol = bWalking ? 0.4 : 0.7;
			break;

		case CHAR_TEX_GRATE:
			fvol = bWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_TILE:	
			fvol = bWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_SLOSH:
			fvol = bWalking ? 0.2 : 0.5;
			break;
		}
	}
	
	// play the sound
	// 65% volume if ducking
	if ( GetFlags() & FL_DUCKING )
	{
		fvol *= 0.65;
	}

	PlayStepSound( feet, psurface, fvol, false );
}
Пример #12
0
bool CSeqMap_CI::x_Push(TSeqPos pos, bool resolveExternal)
{
    const TSegmentInfo& info = x_GetSegmentInfo();
    if ( !info.InRange() ) {
        return false;
    }
    const CSeqMap::CSegment& seg = info.x_GetSegment();
    CSeqMap::ESegmentType type = CSeqMap::ESegmentType(seg.m_SegType);

    switch ( type ) {
    case CSeqMap::eSeqSubMap:
    {{
        CConstRef<CSeqMap> push_map
            (static_cast<const CSeqMap*>(info.m_SeqMap->x_GetObject(seg)));
        // We have to copy the info.m_TSE into local variable push_tse because
        // of TSegmentInfo referenced by info can be moved inside x_Push() call.
        CTSE_Handle push_tse = info.m_TSE;
        x_Push(push_map, info.m_TSE,
               GetRefPosition(), GetLength(), GetRefMinusStrand(), pos);
        break;
    }}
    case CSeqMap::eSeqRef:
    {{
        if ( !resolveExternal ) {
            return false;
        }
        const CSeq_id& seq_id =
            static_cast<const CSeq_id&>(*info.m_SeqMap->x_GetObject(seg));
        CBioseq_Handle bh;
        if ( m_Selector.x_HasLimitTSE() ) {
            // Check TSE limit
            bh = m_Selector.x_GetLimitTSE().GetBioseqHandle(seq_id);
            if ( !bh ) {
                return false;
            }
        }
        else {
            if ( !GetScope() ) {
                NCBI_THROW(CSeqMapException, eNullPointer,
                           "Cannot resolve "+
                           seq_id.AsFastaString()+": null scope pointer");
            }
            bh = GetScope()->GetBioseqHandle(seq_id);
            if ( !bh ) {
                if ( GetFlags() & CSeqMap::fIgnoreUnresolved ) {
                    return false;
                }
                NCBI_THROW(CSeqMapException, eFail,
                           "Cannot resolve "+
                           seq_id.AsFastaString()+": unknown");
            }
        }
        if ( (GetFlags() & CSeqMap::fByFeaturePolicy) &&
            bh.GetFeatureFetchPolicy() == bh.eFeatureFetchPolicy_only_near ) {
            return false;
        }
        if ( info.m_TSE ) {
            if ( !info.m_TSE.AddUsedTSE(bh.GetTSE_Handle()) ) {
                m_Selector.AddUsedTSE(bh.GetTSE_Handle());
            }
        }
        size_t depth = m_Stack.size();
        x_Push(ConstRef(&bh.GetSeqMap()), bh.GetTSE_Handle(),
               GetRefPosition(), GetLength(), GetRefMinusStrand(), pos);
        if (m_Stack.size() == depth) {
            return false;
        }
        m_Selector.PushResolve();
        if ( (m_Stack.size() & 63) == 0 ) {
            // check for self-recursion every 64'th stack frame
            const CSeqMap* top_seq_map = &m_Stack.back().x_GetSeqMap();
            for ( int i = m_Stack.size()-2; i >= 0; --i ) {
                if ( &m_Stack[i].x_GetSeqMap() == top_seq_map ) {
                    NCBI_THROW(CSeqMapException, eSelfReference,
                               "Self-reference in CSeqMap");
                }
            }
        }
        break;
    }}
    default:
        return false;
    }
    return true;
}
Пример #13
0
void Channel::Join(uint64 p, const char *pass)
{
    WorldPacket data;
    if (IsOn(p))
    {
        if (!IsConstant())                                   // non send error message for built-in channels
        {
            MakePlayerAlreadyMember(&data, p);
            SendToOne(&data, p);
        }
        return;
    }

    Player *plr = sObjectMgr.GetPlayer(p);

    if ((!plr || !plr->isGameMaster()) && !IsConstant() && m_name != "world" && m_name != "engworld" && m_name != "handel")
    {
        uint32 limitCount = sWorld.getConfig(CONFIG_PRIVATE_CHANNEL_LIMIT);

        if (limitCount && players.size() > limitCount)
        {
            MakeInvalidName(&data);
            SendToOne(&data, p);
            return;
        }
    }

    if (!m_ownerGUID && (!plr || !plr->CanSpeak())) // muted players can't create new channels
    {
        MakeBanned(&data);//no idea what to send
        SendToOne(&data, p);
        return;
    }

    if (IsBanned(p) && (!plr || !plr->isGameMaster()))
    {
        MakeBanned(&data);
        SendToOne(&data, p);
        return;
    }

    if (m_password.length() > 0 && strcmp(pass, m_password.c_str()) && (!plr || !plr->isGameMaster()))
    {
        MakeWrongPassword(&data);
        SendToOne(&data, p);
        return;
    }

    if (plr)
    {
        if (IsLFG() &&
            sWorld.getConfig(CONFIG_RESTRICTED_LFG_CHANNEL) && !plr->GetSession()->HasPermissions(PERM_GMT) &&
            plr->m_lookingForGroup.Empty())
        {
            MakeNotInLfg(&data);
            SendToOne(&data, p);
            return;
        }

        if (plr->GetGuildId() && (GetFlags() == 0x38))
            return;

        plr->JoinedChannel(this);
    }

    if (m_announce && (!plr || !plr->GetSession()->HasPermissions(PERM_GMT) || !sWorld.getConfig(CONFIG_SILENTLY_GM_JOIN_TO_CHANNEL)))
    {
        //MakeJoined(&data, p);
        //SendToAll(&data);
    }

    data.clear();

    PlayerInfo pinfo;
    pinfo.player = p;
    pinfo.flags = 0;
    players[p] = pinfo;

    MakeYouJoined(&data);
    SendToOne(&data, p);

    JoinNotify(p);

    // if no owner first logged will become
    if (!IsConstant() && !m_ownerGUID)
    {
        SetOwner(p, (players.size() > 1 ? true : false));
        players[p].SetModerator(true);
    }
}
Пример #14
0
bool BackupStoreCheck::CheckDirectoryEntry(BackupStoreDirectory::Entry& rEntry,
	int64_t DirectoryID, bool& rIsModified)
{
	int32_t IndexInDirBlock;
	IDBlock *piBlock = LookupID(rEntry.GetObjectID(), IndexInDirBlock);
	ASSERT(piBlock != 0);

	uint8_t iflags = GetFlags(piBlock, IndexInDirBlock);

	// Is the type the same?
	if(((iflags & Flags_IsDir) == Flags_IsDir) != rEntry.IsDir())
	{
		// Entry is of wrong type
		BOX_ERROR("Directory ID " <<
			BOX_FORMAT_OBJECTID(DirectoryID) <<
			" references object " <<
			BOX_FORMAT_OBJECTID(rEntry.GetObjectID()) <<
			" which has a different type than expected.");
		++mNumberErrorsFound;
		return false; // remove this entry
	}

	// Check that the entry is not already contained.
	if(iflags & Flags_IsContained)
	{
		BOX_ERROR("Directory ID " <<
			BOX_FORMAT_OBJECTID(DirectoryID) <<
			" references object " <<
			BOX_FORMAT_OBJECTID(rEntry.GetObjectID()) <<
			" which is already contained.");
		++mNumberErrorsFound;
		return false; // remove this entry
	}

	// Not already contained by another directory.
	// Don't set the flag until later, after we finish repairing
	// the directory and removing all bad entries.
	
	// Check that the container ID of the object is correct
	if(piBlock->mContainer[IndexInDirBlock] != DirectoryID)
	{
		// Needs fixing...
		if(iflags & Flags_IsDir)
		{
			// Add to will fix later list
			BOX_ERROR("Directory ID " <<
				BOX_FORMAT_OBJECTID(rEntry.GetObjectID())
				<< " has wrong container ID.");
			mDirsWithWrongContainerID.push_back(rEntry.GetObjectID());
			++mNumberErrorsFound;
		}
		else
		{
			// This is OK for files, they might move
			BOX_INFO("File ID " <<
				BOX_FORMAT_OBJECTID(rEntry.GetObjectID())
				<< " has different container ID, "
				"probably moved");
		}
		
		// Fix entry for now
		piBlock->mContainer[IndexInDirBlock] = DirectoryID;
	}

	// Check the object size
	if(rEntry.GetSizeInBlocks() != piBlock->mObjectSizeInBlocks[IndexInDirBlock])
	{
		// Wrong size, correct it.
		BOX_ERROR("Directory " << BOX_FORMAT_OBJECTID(DirectoryID) <<
			" entry for " << BOX_FORMAT_OBJECTID(rEntry.GetObjectID()) <<
			" has wrong size " << rEntry.GetSizeInBlocks() <<
			", should be " << piBlock->mObjectSizeInBlocks[IndexInDirBlock]);

		rEntry.SetSizeInBlocks(piBlock->mObjectSizeInBlocks[IndexInDirBlock]);

		// Mark as changed
		rIsModified = true;
		++mNumberErrorsFound;
	}

	return true; // don't delete this entry
}
Пример #15
0
JSBool
WrapObject(JSContext *cx, JSObject *parent, jsval *vp, XPCWrappedNative* wn)
{
  NS_ASSERTION(XPCPerThreadData::IsMainThread(cx),
               "Can't do this off the main thread!");

  // Our argument should be a wrapped native object, but the caller may have
  // passed it in as an optimization.
  JSObject *wrappedObj;
  if (JSVAL_IS_PRIMITIVE(*vp) ||
      !(wrappedObj = JSVAL_TO_OBJECT(*vp)) ||
      wrappedObj->getClass() == &XOWClass) {
    return JS_TRUE;
  }

  if (!wn &&
      !(wn = XPCWrappedNative::GetAndMorphWrappedNativeOfJSObject(cx, wrappedObj))) {
    return JS_TRUE;
  }

  CheckWindow(wn);

  // The parent must be the inner global object for its scope.
  parent = JS_GetGlobalForObject(cx, parent);
  OBJ_TO_INNER_OBJECT(cx, parent);
  if (!parent) {
    return JS_FALSE;
  }

  XPCWrappedNativeWithXOW *wnxow = nsnull;
  if (wn->NeedsXOW()) {
    JSObject *innerWrappedObj = wrappedObj;
    OBJ_TO_INNER_OBJECT(cx, innerWrappedObj);
    if (!innerWrappedObj) {
      return JS_FALSE;
    }

    if (innerWrappedObj == parent) {
      wnxow = static_cast<XPCWrappedNativeWithXOW *>(wn);
      JSObject *xow = wnxow->GetXOW();
      if (xow) {
        *vp = OBJECT_TO_JSVAL(xow);
        return JS_TRUE;
      }
    }
  }

  XPCWrappedNative *parentwn =
    XPCWrappedNative::GetWrappedNativeOfJSObject(cx, parent);
  XPCWrappedNativeScope *parentScope;
  if (NS_LIKELY(parentwn)) {
    parentScope = parentwn->GetScope();
  } else {
    parentScope = XPCWrappedNativeScope::FindInJSObjectScope(cx, parent);
  }

  JSObject *outerObj = nsnull;
  WrappedNative2WrapperMap *map = parentScope->GetWrapperMap();

  outerObj = map->Find(wrappedObj);
  if (outerObj) {
    NS_ASSERTION(outerObj->getClass() == &XOWClass,
                 "What crazy object are we getting here?");
    *vp = OBJECT_TO_JSVAL(outerObj);

    if (wnxow) {
      // NB: wnxow->GetXOW() must have returned false.
      SetFlags(cx, outerObj, AddFlags(GetFlags(cx, outerObj), FLAG_IS_CACHED));
      wnxow->SetXOW(outerObj);
    }

    return JS_TRUE;
  }

  outerObj = JS_NewObjectWithGivenProto(cx, js::Jsvalify(&XOWClass), nsnull,
                                        parent);
  if (!outerObj) {
    return JS_FALSE;
  }

  jsval flags = INT_TO_JSVAL(wnxow ? FLAG_IS_CACHED : 0);
  if (!JS_SetReservedSlot(cx, outerObj, sWrappedObjSlot, *vp) ||
      !JS_SetReservedSlot(cx, outerObj, sFlagsSlot, flags) ||
      !JS_SetReservedSlot(cx, outerObj, XPC_XOW_ScopeSlot,
                          PRIVATE_TO_JSVAL(parentScope))) {
    return JS_FALSE;
  }

  *vp = OBJECT_TO_JSVAL(outerObj);

  map->Add(wn->GetScope()->GetWrapperMap(), wrappedObj, outerObj);
  if(wnxow) {
    wnxow->SetXOW(outerObj);
  }

  return JS_TRUE;
}
Пример #16
0
void CBaseGrenade::BounceTouch( CBaseEntity *pOther )
{
	if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) )
		return;

	// don't hit the guy that launched this grenade
	if ( pOther == GetThrower() )
		return;

	// only do damage if we're moving fairly fast
	if ( (pOther->m_takedamage != DAMAGE_NO) && (m_flNextAttack < gpGlobals->curtime && GetAbsVelocity().Length() > 100))
	{
		if (m_hThrower)
		{
#if !defined( CLIENT_DLL )
			trace_t tr;
			tr = CBaseEntity::GetTouchTrace( );
			ClearMultiDamage( );
			Vector forward;
			AngleVectors( GetLocalAngles(), &forward, NULL, NULL );
			CTakeDamageInfo info( this, m_hThrower, 1, DMG_CLUB );
			CalculateMeleeDamageForce( &info, GetAbsVelocity(), GetAbsOrigin() );
			pOther->DispatchTraceAttack( info, forward, &tr ); 
			ApplyMultiDamage();
#endif
		}
		m_flNextAttack = gpGlobals->curtime + 1.0; // debounce
	}

	Vector vecTestVelocity;
	// m_vecAngVelocity = Vector (300, 300, 300);

	// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical
	// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity. 
	// trimming the Z velocity a bit seems to help quite a bit.
	vecTestVelocity = GetAbsVelocity(); 
	vecTestVelocity.z *= 0.45;

	if ( !m_bHasWarnedAI && vecTestVelocity.Length() <= 60 )
	{
		// grenade is moving really slow. It's probably very close to where it will ultimately stop moving. 
		// emit the danger sound.
		
		// register a radius louder than the explosion, so we make sure everyone gets out of the way
#if !defined( CLIENT_DLL )
		CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), m_flDamage / 0.4, 0.3, this );
#endif
		m_bHasWarnedAI = true;
	}

	if (GetFlags() & FL_ONGROUND)
	{
		// add a bit of static friction
//		SetAbsVelocity( GetAbsVelocity() * 0.8 );

		// SetSequence( random->RandomInt( 1, 1 ) ); // FIXME: missing tumble animations
	}
	else
	{
		// play bounce sound
		BounceSound();
	}
	m_flPlaybackRate = GetAbsVelocity().Length() / 200.0;
	if (GetPlaybackRate() > 1.0)
		m_flPlaybackRate = 1;
	else if (GetPlaybackRate() < 0.5)
		m_flPlaybackRate = 0;

}
Пример #17
0
void wxSettableHeaderColumn::SetFlag(int flag)
{
    int flags = GetFlags();
    if ( !(flags & flag) )
        SetFlags(flags | flag);
}
Пример #18
0
CPDF_PageObject* CPDF_Annot::GetBorder(FX_BOOL bPrint, const CPDF_RenderOptions* pOptions)
{
    if (GetSubType() == "Popup") {
        return NULL;
    }
    FX_DWORD annot_flags = GetFlags();
    if (annot_flags & ANNOTFLAG_HIDDEN) {
        return NULL;
    }
    FX_BOOL bPrinting = bPrint || (pOptions && (pOptions->m_Flags & RENDER_PRINTPREVIEW));
    if (bPrinting && (annot_flags & ANNOTFLAG_PRINT) == 0) {
        return NULL;
    }
    if (!bPrinting && (annot_flags & ANNOTFLAG_NOVIEW)) {
        return NULL;
    }
    CPDF_Dictionary* pBS = m_pAnnotDict->GetDict("BS");
    char style_char;
    FX_FLOAT width;
    CPDF_Array* pDashArray = NULL;
    if (pBS == NULL) {
        CPDF_Array* pBorderArray = m_pAnnotDict->GetArray("Border");
        style_char = 'S';
        if (pBorderArray) {
            width = pBorderArray->GetNumber(2);
            if (pBorderArray->GetCount() == 4) {
                pDashArray = pBorderArray->GetArray(3);
                if (pDashArray == NULL) {
                    return NULL;
                }
                style_char = 'D';
            }
        } else {
            width = 1;
        }
    } else {
        CFX_ByteString style = pBS->GetString("S");
        pDashArray = pBS->GetArray("D");
        style_char = style[1];
        width = pBS->GetNumber("W");
    }
    if (width <= 0) {
        return NULL;
    }
    CPDF_Array* pColor = m_pAnnotDict->GetArray("C");
    FX_DWORD argb = 0xff000000;
    if (pColor != NULL) {
        int R = (FX_INT32)(pColor->GetNumber(0) * 255);
        int G = (FX_INT32)(pColor->GetNumber(1) * 255);
        int B = (FX_INT32)(pColor->GetNumber(2) * 255);
        argb = ArgbEncode(0xff, R, G, B);
    }
    nonstd::unique_ptr<CPDF_PathObject> pPathObject(new CPDF_PathObject());
    CPDF_GraphStateData *pGraphState = pPathObject->m_GraphState.GetModify();
    if (!pGraphState) {
        return NULL;
    }
    pGraphState->m_LineWidth = width;
    CPDF_ColorStateData *pColorData = pPathObject->m_ColorState.GetModify();
    if (!pColorData) {
        return NULL;
    }
    pColorData->m_StrokeRGB = argb;
    pPathObject->m_bStroke = TRUE;
    pPathObject->m_FillType = 0;
    if (style_char == 'D') {
        if (pDashArray) {
            FX_DWORD dash_count = pDashArray->GetCount();
            if (dash_count % 2) {
                dash_count ++;
            }
            pGraphState->m_DashArray = FX_Alloc(FX_FLOAT, dash_count);
            if (pGraphState->m_DashArray == NULL) {
                return NULL;
            }
            pGraphState->m_DashCount = dash_count;
            FX_DWORD i;
            for (i = 0; i < pDashArray->GetCount(); i ++) {
                pGraphState->m_DashArray[i] = pDashArray->GetNumber(i);
            }
            if (i < dash_count) {
                pGraphState->m_DashArray[i] = pGraphState->m_DashArray[i - 1];
            }
        } else {
            pGraphState->m_DashArray = FX_Alloc(FX_FLOAT, 2);
            if (pGraphState->m_DashArray == NULL) {
                return NULL;
            }
            pGraphState->m_DashCount = 2;
            pGraphState->m_DashArray[0] = pGraphState->m_DashArray[1] = 3 * 1.0f;
        }
    }
    CFX_FloatRect rect;
    GetRect(rect);
    width /= 2;
    CPDF_PathData *pPathData = pPathObject->m_Path.GetModify();
    if (pPathData) {
        pPathData->AppendRect(rect.left + width, rect.bottom + width, rect.right - width, rect.top - width);
    }
    pPathObject->CalcBoundingBox();
    return pPathObject.release();
}
Пример #19
0
//-----------------------------------------------------------------------------
// Purpose: called when an event that counts toward an achievement occurs
//-----------------------------------------------------------------------------
void CBaseAchievement::IncrementCount( int iOptIncrement )
{
	if ( !IsAchieved() && LocalPlayerCanEarn() )
	{
		if ( !AlwaysEnabled() && !m_pAchievementMgr->CheckAchievementsEnabled() )
		{
			Msg( "Achievements disabled, ignoring achievement progress for %s\n", GetName() );
			return;
		}

		// on client, where the count is kept, increment count
		if ( iOptIncrement > 0 )
		{
			// user specified that we want to increase by more than one.
			m_iCount += iOptIncrement;
			if ( m_iCount > m_iGoal )
			{
				m_iCount = m_iGoal;
			}
		}
		else
		{
			m_iCount++;
		}

		// if this achievement gets saved w/global state, flag our global state as dirty
		if ( GetFlags() & ACH_SAVE_GLOBAL )
		{
			m_pAchievementMgr->SetDirty( true );
		}

		if ( cc_achievement_debug.GetInt() )
		{
			Msg( "Achievement count increased for %s: %d/%d\n", GetName(), m_iCount, m_iGoal );
		}

#ifndef NO_STEAM
		// if this achievement's progress should be stored in Steam, set the steam stat for it
		if ( StoreProgressInSteam() && steamapicontext->SteamUserStats() )
		{
			// Set the Steam stat with the same name as the achievement.  Only cached locally until we upload it.
			char pszProgressName[1024];
			Q_snprintf( pszProgressName, 1024, "%s_STAT", GetStat() );
			bool bRet = steamapicontext->SteamUserStats()->SetStat( pszProgressName, m_iCount );
			if ( !bRet )
			{
				DevMsg( "ISteamUserStats::GetStat failed to set progress value in Steam for achievement %s\n", pszProgressName );
			}

			m_pAchievementMgr->SetDirty( true );
		}
#endif
		// if we've hit goal, award the achievement
		if ( m_iGoal > 0 )
		{
			if ( m_iCount >= m_iGoal )
			{
				AwardAchievement();
			}
			else
			{	
				HandleProgressUpdate();
			}
		}

	}
}
Пример #20
0
void CPDF_Annot::DrawBorder(CFX_RenderDevice* pDevice, const CFX_AffineMatrix* pUser2Device, const CPDF_RenderOptions* pOptions)
{
    if (GetSubType() == "Popup") {
        return;
    }
    FX_DWORD annot_flags = GetFlags();
    if (annot_flags & ANNOTFLAG_HIDDEN) {
        return;
    }
    FX_BOOL bPrinting = pDevice->GetDeviceClass() == FXDC_PRINTER || (pOptions && (pOptions->m_Flags & RENDER_PRINTPREVIEW));
    if (bPrinting && (annot_flags & ANNOTFLAG_PRINT) == 0) {
        return;
    }
    if (!bPrinting && (annot_flags & ANNOTFLAG_NOVIEW)) {
        return;
    }
    CPDF_Dictionary* pBS = m_pAnnotDict->GetDict("BS");
    char style_char;
    FX_FLOAT width;
    CPDF_Array* pDashArray = NULL;
    if (pBS == NULL) {
        CPDF_Array* pBorderArray = m_pAnnotDict->GetArray("Border");
        style_char = 'S';
        if (pBorderArray) {
            width = pBorderArray->GetNumber(2);
            if (pBorderArray->GetCount() == 4) {
                pDashArray = pBorderArray->GetArray(3);
                if (pDashArray == NULL) {
                    return;
                }
                int nLen = pDashArray->GetCount();
                int i = 0;
                for (; i < nLen; ++i) {
                    CPDF_Object*pObj = pDashArray->GetElementValue(i);
                    if (pObj && pObj->GetInteger()) {
                        break;
                    }
                }
                if (i == nLen) {
                    return;
                }
                style_char = 'D';
            }
        } else {
            width = 1;
        }
    } else {
        CFX_ByteString style = pBS->GetString("S");
        pDashArray = pBS->GetArray("D");
        style_char = style[1];
        width = pBS->GetNumber("W");
    }
    if (width <= 0) {
        return;
    }
    CPDF_Array* pColor = m_pAnnotDict->GetArray("C");
    FX_DWORD argb = 0xff000000;
    if (pColor != NULL) {
        int R = (FX_INT32)(pColor->GetNumber(0) * 255);
        int G = (FX_INT32)(pColor->GetNumber(1) * 255);
        int B = (FX_INT32)(pColor->GetNumber(2) * 255);
        argb = ArgbEncode(0xff, R, G, B);
    }
    CPDF_GraphStateData graph_state;
    graph_state.m_LineWidth = width;
    if (style_char == 'D') {
        if (pDashArray) {
            FX_DWORD dash_count = pDashArray->GetCount();
            if (dash_count % 2) {
                dash_count ++;
            }
            graph_state.m_DashArray = FX_Alloc(FX_FLOAT, dash_count);
            if (graph_state.m_DashArray == NULL) {
                return ;
            }
            graph_state.m_DashCount = dash_count;
            FX_DWORD i;
            for (i = 0; i < pDashArray->GetCount(); i ++) {
                graph_state.m_DashArray[i] = pDashArray->GetNumber(i);
            }
            if (i < dash_count) {
                graph_state.m_DashArray[i] = graph_state.m_DashArray[i - 1];
            }
        } else {
            graph_state.m_DashArray = FX_Alloc(FX_FLOAT, 2);
            if (graph_state.m_DashArray == NULL) {
                return ;
            }
            graph_state.m_DashCount = 2;
            graph_state.m_DashArray[0] = graph_state.m_DashArray[1] = 3 * 1.0f;
        }
    }
    CFX_FloatRect rect;
    GetRect(rect);
    CPDF_PathData path;
    width /= 2;
    path.AppendRect(rect.left + width, rect.bottom + width, rect.right - width, rect.top - width);
    int fill_type = 0;
    if (pOptions && (pOptions->m_Flags & RENDER_NOPATHSMOOTH)) {
        fill_type |= FXFILL_NOPATHSMOOTH;
    }
    pDevice->DrawPath(&path, pUser2Device, &graph_state, argb, argb, fill_type);
}
Пример #21
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : flInterval - 
//			 - 
//			*pTraceResult - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::AutoMovement( float flInterval, CBaseEntity *pTarget, AIMoveTrace_t *pTraceResult )
{
	bool ignored;
	Vector newPos;
	QAngle newAngles;

	if (flInterval <= 0.0)
		return true;

	m_ScheduleState.bTaskRanAutomovement = true;

	if (GetIntervalMovement( flInterval, ignored, newPos, newAngles ))
	{
		// DevMsg( "%.2f : (%.1f) %.1f %.1f %.1f\n", gpGlobals->curtime, (newPos - GetLocalOrigin()).Length(), newPos.x, newPos.y, newAngles.y );
	
		if ( m_hCine )
		{
			m_hCine->ModifyScriptedAutoMovement( &newPos );
		}

		if (GetMoveType() == MOVETYPE_STEP)
		{
			if (!(GetFlags() & FL_FLY))
			{
				if ( !pTarget )
				{
					pTarget = GetNavTargetEntity();
				}

				// allow NPCs to adjust the automatic movement
				if ( ModifyAutoMovement( newPos ) )
				{
					// Set our motor's speed here
					Vector vecOriginalPosition = GetAbsOrigin();
					bool bResult = false;
					if (!TaskIsComplete())
					{
						bResult = ( GetMotor()->MoveGroundStep( newPos, pTarget, newAngles.y, false, true, pTraceResult ) == AIM_SUCCESS );
					}

					Vector change = GetAbsOrigin() - vecOriginalPosition;
					if (flInterval != 0)
					{
						change /= flInterval;
					}

					GetMotor()->SetMoveVel(change);

					return bResult;
				}

				return ( GetMotor()->MoveGroundStep( newPos, pTarget, newAngles.y, false, true, pTraceResult ) == AIM_SUCCESS );
			}
			else
			{
				// FIXME: here's no direct interface to a fly motor, plus this needs to support a state where going through the world is okay.
				// FIXME: add callbacks into the script system for validation
				// FIXME: add function on scripts to force only legal movements
				// FIXME: GetIntervalMovement deals in Local space, nor global.  Currently now way to communicate that through these interfaces.
				SetLocalOrigin( newPos );
				SetLocalAngles( newAngles );
				return true;
			}
		}
		else if (GetMoveType() == MOVETYPE_FLY)
		{
			Vector dist = newPos - GetLocalOrigin();

			VectorScale( dist, 1.0 / flInterval, dist );

			SetLocalVelocity( dist );
			return true;
		}
	}
	return false;
}
Пример #22
0
void Channel::List(PlayerPointer player)
{
    ObjectGuid p = player->GetObjectGuid();

    MasterPlayer* masterPlayer = player->ToMasterPlayer();
    Player* asPlayer = player->ToPlayer();

    if (!IsOn(p))
    {
        WorldPacket data;
        MakeNotMember(&data);
        SendToOne(&data, p);
    }
    else
    {
        WorldPacket data(SMSG_CHANNEL_LIST, 1 + (GetName().size() + 1) + 1 + 4 + m_players.size() * (8 + 1));
        data << uint8(1);                                   // channel type?
        data << GetName();                                  // channel name
        data << uint8(GetFlags());                          // channel flags?

        size_t pos = data.wpos();
        data << uint32(0);                                  // size of list, placeholder

        AccountTypes gmLevelInWhoList = (AccountTypes)sWorld.getConfig(CONFIG_UINT32_GM_LEVEL_IN_WHO_LIST);

        uint32 count  = 0;
        for (PlayerList::const_iterator i = m_players.begin(); i != m_players.end(); ++i)
        {
            if (masterPlayer)
            {
                MasterPlayer* plr = sObjectAccessor.FindMasterPlayer(i->first);
                // PLAYER can't see MODERATOR, GAME MASTER, ADMINISTRATOR characters
                // MODERATOR, GAME MASTER, ADMINISTRATOR can see all
                if (plr && (masterPlayer->GetSession()->GetSecurity() > SEC_PLAYER || plr->GetSession()->GetSecurity() <= gmLevelInWhoList) &&
                        plr->IsVisibleGloballyFor(masterPlayer))
                {
                    data << ObjectGuid(i->first);
                    data << uint8(i->second.flags);             // flags seems to be changed...
                    ++count;
                }
            }
            else
            {
                Player *plr = sObjectMgr.GetPlayer(i->first);

                // PLAYER can't see MODERATOR, GAME MASTER, ADMINISTRATOR characters
                // MODERATOR, GAME MASTER, ADMINISTRATOR can see all
                if (plr && (asPlayer->GetSession()->GetSecurity() > SEC_PLAYER || plr->GetSession()->GetSecurity() <= gmLevelInWhoList) &&
                        plr->IsVisibleGloballyFor(asPlayer))
                {
                    data << ObjectGuid(i->first);
                    data << uint8(i->second.flags);             // flags seems to be changed...
                    ++count;
                }
            }
        }

        data.put<uint32>(pos, count);

        SendToOne(&data, p);
    }
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CBaseHelicopter::Flight( void )
{
	if( GetFlags() & FL_ONGROUND )
	{
		//This would be really bad.
		SetGroundEntity( NULL );
	}

	// Generic speed up
	if (m_flGoalSpeed < GetMaxSpeed())
	{
		m_flGoalSpeed += GetAcceleration();
	}
	
	//NDebugOverlay::Line(GetAbsOrigin(), m_vecDesiredPosition, 0,0,255, true, 0.1);

	// tilt model 5 degrees (why?! sjb)
	QAngle vecAdj = QAngle( 5.0, 0, 0 );

	// estimate where I'll be facing in one seconds
	Vector forward, right, up;
	AngleVectors( GetLocalAngles() + GetLocalAngularVelocity() * 2 + vecAdj, &forward, &right, &up );

	// Vector vecEst1 = GetLocalOrigin() + GetAbsVelocity() + up * m_flForce - Vector( 0, 0, 384 );
	// float flSide = DotProduct( m_vecDesiredPosition - vecEst1, right );
	QAngle angVel = GetLocalAngularVelocity();
	float flSide = DotProduct( m_vecDesiredFaceDir, right );
	if (flSide < 0)
	{
		if (angVel.y < 60)
		{
			angVel.y += 8;
		}
	}
	else
	{
		if (angVel.y > -60)
		{
			angVel.y -= 8;
		}
	}

	angVel.y *= ( 0.98 ); // why?! (sjb)

	// estimate where I'll be in two seconds
	AngleVectors( GetLocalAngles() + angVel * 1 + vecAdj, NULL, NULL, &up );
	Vector vecEst = GetAbsOrigin() + GetAbsVelocity() * 2.0 + up * m_flForce * 20 - Vector( 0, 0, 384 * 2 );

	// add immediate force
	AngleVectors( GetLocalAngles() + vecAdj, &forward, &right, &up );
	
	Vector vecImpulse( 0, 0, 0 );
	vecImpulse.x += up.x * m_flForce;
	vecImpulse.y += up.y * m_flForce;
	vecImpulse.z += up.z * m_flForce;

	// add gravity
	vecImpulse.z -= 38.4; // 32ft/sec
	ApplyAbsVelocityImpulse( vecImpulse );

	float flSpeed = GetAbsVelocity().Length();
	float flDir = DotProduct( Vector( forward.x, forward.y, 0 ), Vector( GetAbsVelocity().x, GetAbsVelocity().y, 0 ) );
	if (flDir < 0)
	{
		flSpeed = -flSpeed;
	}

	float flDist = DotProduct( GetDesiredPosition() - vecEst, forward );

	// float flSlip = DotProduct( GetAbsVelocity(), right );
	float flSlip = -DotProduct( GetDesiredPosition() - vecEst, right );

	// fly sideways
	if (flSlip > 0)
	{
		if (GetLocalAngles().z > -30 && angVel.z > -15)
			angVel.z -= 4;
		else
			angVel.z += 2;
	}
	else
	{
		if (GetLocalAngles().z < 30 && angVel.z < 15)
			angVel.z += 4;
		else
			angVel.z -= 2;
	}

	// These functions contain code Ken wrote that used to be right here as part of the flight model,
	// but we want different helicopter vehicles to have different drag characteristics, so I made
	// them virtual functions (sjb)
	ApplySidewaysDrag( right );
	ApplyGeneralDrag();
	
	// apply power to stay correct height
	// FIXME: these need to be per class variables
#define MAX_FORCE		80
#define FORCE_POSDELTA	12	
#define FORCE_NEGDELTA	8

	if (m_flForce < MAX_FORCE && vecEst.z < GetDesiredPosition().z) 
	{
		m_flForce += FORCE_POSDELTA;
	}
	else if (m_flForce > 30)
	{
		if (vecEst.z > GetDesiredPosition().z) 
			m_flForce -= FORCE_NEGDELTA;
	}
	
	// pitch forward or back to get to target
	//-----------------------------------------
	// Pitch is reversed since Half-Life! (sjb)
	//-----------------------------------------
	if (flDist > 0 && flSpeed < m_flGoalSpeed /* && flSpeed < flDist */ && GetLocalAngles().x + angVel.x < 40)
	{
		// ALERT( at_console, "F " );
		// lean forward
		angVel.x += 12.0;
	}
	else if (flDist < 0 && flSpeed > -50 && GetLocalAngles().x + angVel.x  > -20)
	{
		// ALERT( at_console, "B " );
		// lean backward
		angVel.x -= 12.0;
	}
	else if (GetLocalAngles().x + angVel.x < 0)
	{
		// ALERT( at_console, "f " );
		angVel.x += 4.0;
	}
	else if (GetLocalAngles().x + angVel.x > 0)
	{
		// ALERT( at_console, "b " );
		angVel.x -= 4.0;
	}

	SetLocalAngularVelocity( angVel );
	// ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", GetAbsOrigin().x, GetAbsVelocity().x, flDist, flSpeed, GetLocalAngles().x, m_vecAngVelocity.x, m_flForce ); 
	// ALERT( at_console, "%.0f %.0f : %.0f %0.f : %.0f\n", GetAbsOrigin().z, GetAbsVelocity().z, vecEst.z, m_vecDesiredPosition.z, m_flForce ); 
}
Пример #24
0
//-----------------------------------------------------------------------------
// Purpose: Calculates the players "accuracy" level
//-----------------------------------------------------------------------------
void CBaseTFPlayer::CalculateAccuracy( void )
{
	static flLastTime = 0;

	// Get the time since the last calculation
	float flTimeSlice = (gpGlobals->curtime - flLastTime);
	m_flTargetAccuracy = 0;

	if ( !GetPlayerClass()  )
		return;

	// Get the base accuracy from the current weapon
	if ( m_hActiveWeapon )
	{
		m_flTargetAccuracy = m_hActiveWeapon->GetAccuracy();

		// Accuracy is increased if the player's crouching
		if ( GetFlags() & FL_DUCKING )
			m_flTargetAccuracy *= m_hActiveWeapon->GetDuckingMultiplier();

		// Accuracy is decreased if the player's moving
		if ( m_vecVelocity.Length2D() > ( GetPlayerClass()->GetMaxSpeed() * 0.5 ) )
			m_flTargetAccuracy *= m_hActiveWeapon->GetRunningMultiplier();
	}

	// Accuracy is decreased if the player's arms are injured

	// Accuracy is increased if there's an Officer nearby

	// Accuracy is decreased if this player's being supressed (bullets/explosions impacting nearby)
	float flFarTime = (m_flLastRicochetNearby + ACC_RICOCHET_TIME);
	if ( gpGlobals->curtime <= flFarTime )
		m_flTargetAccuracy *= 1 + (m_flNumberOfRicochets * ACC_RICOCHET_MULTIPLE) * (ACCMULT_RICOCHET * ((flFarTime - gpGlobals->curtime) / ACC_RICOCHET_TIME));

	// Accuracy is decreased if the player's just been hit by a bullet/explosion

	// Now float towards the target accuracy
	if ( m_bSnapAccuracy )
	{
		m_bSnapAccuracy = false;
		m_flAccuracy = m_flTargetAccuracy;
	}
	else
	{
		if ( m_flAccuracy < m_flTargetAccuracy )
		{
			m_flAccuracy += (flTimeSlice * ACCURACY_CHANGE_SPEED);
			if ( m_flAccuracy > m_flTargetAccuracy )
				m_flAccuracy = m_flTargetAccuracy ;
		}
		else if ( m_flAccuracy > m_flTargetAccuracy )
		{
			m_flAccuracy -= (flTimeSlice * ACCURACY_CHANGE_SPEED);
			if ( m_flAccuracy < m_flTargetAccuracy )
				m_flAccuracy = m_flTargetAccuracy ;
		}
	}

	// Clip to prevent silly accuracies
	if ( m_flAccuracy > 1024 )
		m_flAccuracy = 1024;

	flLastTime = gpGlobals->curtime;
}
Пример #25
0
void Channel::Join(uint64 p, const char *pass)
{
    WorldPacket data;
    if (IsOn(p))
    {
        if (!IsConstant())                                   // non send error message for built-in channels
        {
            MakePlayerAlreadyMember(&data, p);
            SendToOne(&data, p);
        }
        return;
    }

    if (IsBanned(p))
    {
        MakeBanned(&data);
        SendToOne(&data, p);
        return;
    }

    if (m_password.length() > 0 && strcmp(pass, m_password.c_str()))
    {
        MakeWrongPassword(&data);
        SendToOne(&data, p);
        return;
    }

    Player *plr = objmgr.GetPlayer(p);

    if (plr)
    {
        if (HasFlag(CHANNEL_FLAG_LFG) &&
            sWorld.getConfig(CONFIG_RESTRICTED_LFG_CHANNEL) && plr->GetSession()->GetSecurity() == SEC_PLAYER && plr->GetGroup())
        {
            MakeNotInLfg(&data);
            SendToOne(&data, p);
            return;
        }

        if (plr->GetGuildId() && (GetFlags() == 0x38))
            return;

        plr->JoinedChannel(this);
    }

    if (m_announce && (!plr || plr->GetSession()->GetSecurity() < SEC_GAMEMASTER || !sWorld.getConfig(CONFIG_SILENTLY_GM_JOIN_TO_CHANNEL)))
    {
        MakeJoined(&data, p);
        SendToAll(&data);
    }

    data.clear();

    PlayerInfo pinfo;
    pinfo.player = p;
    pinfo.flags = MEMBER_FLAG_NONE;
    players[p] = pinfo;

    MakeYouJoined(&data);
    SendToOne(&data, p);
    sIRC.Handle_WoW_Channel(m_name, objmgr.GetPlayer(p), CHANNEL_JOIN);

    JoinNotify(p);

    // if no owner first logged will become
    if (!IsConstant() && !m_ownerGUID)
    {
        SetOwner(p, (players.size() > 1 ? true : false));
        players[p].SetModerator(true);
    }
    /*
    else if (!IsConstant() && m_ownerGUID && plr && m_ownerGUID == plr->GetGUID()))
    {
        SetOwner(p, (players.size() > 1 ? true : false));
        players[p].SetModerator(true);
    }*/
}
Пример #26
0
int CE_Cycler_Fix::OnTakeDamage_Alive(const CTakeDamageInfo& info)
{
#if 0
	return BaseClass::OnTakeDamage_Alive(info);
#endif

	Forget( bits_MEMORY_INCOVER );

	if ( !CCombatCharacter::FAKE_OnTakeDamage_Alive( info ) )
		return 0;

	if ( GetSleepState() == AISS_WAITING_FOR_THREAT )
		Wake();

	CEntity *attacker = CEntity::Instance(info.GetAttacker());

	// NOTE: This must happen after the base class is called; we need to reduce
	// health before the pain sound, since some NPCs use the final health
	// level as a modifier to determine which pain sound to use.

	// REVISIT: Combine soldiers shoot each other a lot and then talk about it
	// this improves that case a bunch, but it seems kind of harsh.
	if ( !GetSquad() || !GetSquad()->SquadIsMember( attacker ) )
	{
		PainSound( info );// "Ouch!"
	}

	// See if we're running a dynamic interaction that should break when I am damaged.
	if ( IsActiveDynamicInteraction() )
	{
		ScriptedNPCInteraction_t *pInteraction = GetRunningDynamicInteraction();
		if ( pInteraction->iLoopBreakTriggerMethod & SNPCINT_LOOPBREAK_ON_DAMAGE )
		{
			CEAI_ScriptedSequence *_m_hCine = Get_m_hCine();
			// Can only break when we're in the action anim
			if ( _m_hCine->IsPlayingAction() )
			{
				_m_hCine->StopActionLoop( true );
			}
		}
	}

	// If we're not allowed to die, refuse to die
	// Allow my interaction partner to kill me though

	if ( m_iHealth <= 0 && HasInteractionCantDie() && attacker != m_hInteractionPartner )
	{
		m_iHealth = 1;
	}

	// -----------------------------------
	//  Fire outputs
 	// -----------------------------------
	if ( m_flLastDamageTime != gpGlobals->curtime )
	{
		// only fire once per frame
		m_OnDamaged->FireOutput( attacker, this);

		if( attacker && attacker->IsPlayer() )
		{
			m_OnDamagedByPlayer->FireOutput( attacker, this );
			
			// This also counts as being harmed by player's squad.
			m_OnDamagedByPlayerSquad->FireOutput( attacker, this );
		} else {
			// See if the person that injured me is an NPC.
			CAI_NPC *pAttacker = dynamic_cast<CAI_NPC *>( attacker );

			if( pAttacker && pAttacker->IsAlive() )
			{
				if( pAttacker->GetSquad() != NULL && pAttacker->IsInPlayerSquad() )
				{
					m_OnDamagedByPlayerSquad->FireOutput( attacker, this );
				}
			}
		}
	}

	if( (info.GetDamageType() & DMG_CRUSH) && !(info.GetDamageType() & DMG_PHYSGUN) && info.GetDamage() >= MIN_PHYSICS_FLINCH_DAMAGE )
	{
		SetCondition( COND_PHYSICS_DAMAGE );
	}

	if ( m_iHealth <= ( m_iMaxHealth / 2 ) )
	{
		m_OnHalfHealth->FireOutput( attacker, this );
	}

	// react to the damage (get mad)
	if ( ( (GetFlags() & FL_NPC) == 0 ) || !attacker )
		return 1;

	// If the attacker was an NPC or client update my position memory
	if ( attacker->GetFlags() & (FL_NPC | FL_CLIENT) )
	{
		// ------------------------------------------------------------------
		//				DO NOT CHANGE THIS CODE W/O CONSULTING
		// Only update information about my attacker I don't see my attacker
		// ------------------------------------------------------------------
		if ( !FInViewCone_Entity( info.GetAttacker() ) || !FVisible_Entity( info.GetAttacker() ) )
		{
			// -------------------------------------------------------------
			//  If I have an inflictor (enemy / grenade) update memory with
			//  position of inflictor, otherwise update with an position
			//  estimate for where the attack came from
			// ------------------------------------------------------
			Vector vAttackPos;
			CEntity *inflictor = CEntity::Instance(info.GetInflictor());
			if (inflictor)
			{
				vAttackPos = inflictor->GetAbsOrigin();
			}
			else
			{
				vAttackPos = (GetAbsOrigin() + ( *g_vecAttackDir * 64 ));
			}


			// ----------------------------------------------------------------
			//  If I already have an enemy, assume that the attack
			//  came from the enemy and update my enemy's position
			//  unless I already know about the attacker or I can see my enemy
			// ----------------------------------------------------------------
			if ( GetEnemy() != NULL							&&
				!GetEnemies()->HasMemory( info.GetAttacker() )			&&
				!HasCondition(COND_SEE_ENEMY)	)
			{
				UpdateEnemyMemory(GetEnemy_CBase(), vAttackPos, GetEnemy_CBase());
			}
			// ----------------------------------------------------------------
			//  If I already know about this enemy, update his position
			// ----------------------------------------------------------------
			else if (GetEnemies()->HasMemory( info.GetAttacker() ))
			{
				UpdateEnemyMemory(info.GetAttacker(), vAttackPos);
			}
			// -----------------------------------------------------------------
			//  Otherwise just note the position, but don't add enemy to my list
			// -----------------------------------------------------------------
			else
			{
				UpdateEnemyMemory(NULL, vAttackPos);
			}
		}

		// add pain to the conditions
		if ( IsLightDamage( info ) )
		{
			SetCondition( COND_LIGHT_DAMAGE );
		}
		if ( IsHeavyDamage( info ) )
		{
			SetCondition( COND_HEAVY_DAMAGE );
		}

		ForceGatherConditions();

		// Keep track of how much consecutive damage I have recieved
		if ((gpGlobals->curtime - m_flLastDamageTime) < 1.0)
		{
			m_flSumDamage += info.GetDamage();
		}
		else
		{
			m_flSumDamage = info.GetDamage();
		}
		m_flLastDamageTime = gpGlobals->curtime;
		if ( attacker && attacker->IsPlayer() )
			m_flLastPlayerDamageTime = gpGlobals->curtime;
		GetEnemies()->OnTookDamageFrom( info.GetAttacker() );

		if (m_flSumDamage > m_iMaxHealth*0.3)
		{
			SetCondition(COND_REPEATED_DAMAGE);
		}
	
		NotifyFriendsOfDamage( info.GetAttacker() );
	}

	// ---------------------------------------------------------------
	//  Insert a combat sound so that nearby NPCs know I've been hit
	// ---------------------------------------------------------------
	g_helpfunc.CSoundEnt_InsertSound(SOUND_COMBAT, GetAbsOrigin(), 1024, 0.5, BaseEntity(), SOUNDENT_CHANNEL_INJURY );
	
	return 1;
}
Пример #27
0
//-----------------------------------------------------------------------------
// Purpose: Returns the best new schedule for this NPC based on current conditions.
//-----------------------------------------------------------------------------
int CNPC_Crow::SelectSchedule( void )
{
	if ( HasCondition( COND_CROW_BARNACLED ) )
	{
		// Caught by a barnacle!
		return SCHED_CROW_BARNACLED;
	}

	//
	// If we're flying, just find somewhere to fly to.
	//
	if ( IsFlying() )
	{
		return SCHED_CROW_IDLE_FLY;
	}

	//
	// If we were told to fly away via our FlyAway input, do so ASAP.
	//
	if ( HasCondition( COND_CROW_FORCED_FLY ) )
	{
		ClearCondition( COND_CROW_FORCED_FLY );
		return SCHED_CROW_FLY_AWAY;
	}

	//
	// If we're not flying but we're not on the ground, start flying.
	// Maybe we hopped off of something? Don't do this immediately upon
	// because we may be falling to the ground on spawn.
	//
	if ( !( GetFlags() & FL_ONGROUND ) && ( gpGlobals->curtime > 2.0 ) && m_bOnJeep == false )
	{
		return SCHED_CROW_FLY_AWAY;
	}

	//
	// If we heard a gunshot or have taken damage, fly away.
	//
	if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
	{
		return SCHED_CROW_FLY_AWAY;
	}

	if ( m_flDangerSoundTime <= gpGlobals->curtime )
	{
		if ( HasCondition( COND_HEAR_DANGER ) || HasCondition( COND_HEAR_COMBAT ) )
		{
			m_flDangerSoundTime = gpGlobals->curtime + 10.0f;
			return SCHED_CROW_FLY_AWAY;
		}
	}

	//
	// If someone we hate is getting WAY too close for comfort, fly away.
	//
	if ( HasCondition( COND_CROW_ENEMY_WAY_TOO_CLOSE ) )
	{
		ClearCondition( COND_CROW_ENEMY_WAY_TOO_CLOSE );

		m_nMorale = 0;
		return SCHED_CROW_FLY_AWAY;
	}

	//
	// If someone we hate is getting a little too close for comfort, avoid them.
	//
	if ( HasCondition( COND_CROW_ENEMY_TOO_CLOSE ) && m_flDangerSoundTime <= gpGlobals->curtime )
	{
		ClearCondition( COND_CROW_ENEMY_TOO_CLOSE );

		if ( m_bOnJeep == true )
		{
			m_nMorale = 0;
			return SCHED_CROW_FLY_AWAY;
		}

		if ( m_flEnemyDist > 400 )
		{
			return SCHED_CROW_WALK_AWAY;
		}
		else if ( m_flEnemyDist > 300 )
		{
			m_nMorale -= 1;
			return SCHED_CROW_RUN_AWAY;
		}
	}

	switch ( m_NPCState )
	{
		case NPC_STATE_IDLE:
		case NPC_STATE_ALERT:
		case NPC_STATE_COMBAT:
		{
			if ( !IsFlying() )
			{
				if ( m_bOnJeep == true )
				     return SCHED_IDLE_STAND;

				//
				// If we are hanging out on the ground, see if it is time to pick a new place to walk to.
				//
				if ( gpGlobals->curtime > m_flGroundIdleMoveTime )
				{
					m_flGroundIdleMoveTime = gpGlobals->curtime + random->RandomFloat( 10.0f, 20.0f );
					return SCHED_CROW_IDLE_WALK;
				}

				return SCHED_IDLE_STAND;
			}

			// TODO: need idle flying behaviors!
		}
	}

	return BaseClass::SelectSchedule();
}
Пример #28
0
void CASW_Parasite::LeapTouch( CBaseEntity *pOther )
{
	m_bMidJump = false;	

	if ( IRelationType( pOther ) == D_HT )
	{
		if (m_bDefanged)
		{
			if ( pOther->m_takedamage != DAMAGE_NO )
			{
				BiteSound();
				TouchDamage( pOther );
				//ClearSchedule( "About to gib self" );
				// gib us
				CTakeDamageInfo info(NULL, NULL, Vector(0,0,0), GetAbsOrigin(), GetHealth() * 2,
						DMG_ACID);
				TakeDamage(info);
				SetSchedule( SCHED_DIE );
				return;
			}
			else
			{
				//ImpactSound();
			}
		}
		// Don't hit if back on ground
		//if ( !( GetFlags() & FL_ONGROUND ) && m_bDefanged)	// if we're defanged, don't infest, just do some combat damage
		//{
	 		
		//}
		//else
		//{
			//ImpactSound();
		//}
	}
	else if( !(GetFlags() & FL_ONGROUND) )
	{
		// Still in the air...
		if( gpGlobals->curtime < m_flIgnoreWorldCollisionTime )
		{
			// Headcrabs try to ignore the world, static props, and friends for a 
			// fraction of a second after they jump. This is because they often brush
			// doorframes or props as they leap, and touching those objects turns off
			// this touch function, which can cause them to hit the player and not bite.
			// A timer probably isn't the best way to fix this, but it's one of our 
			// safer options at this point (sjb).
			return;
		}

		if( !pOther->IsSolid() )
		{
			// Touching a trigger or something.
			return;
		}
	}

	// make sure we're solid
	RemoveSolidFlags( FSOLID_NOT_SOLID );
	// Shut off the touch function.
	SetTouch( &CASW_Parasite::NormalTouch );
	SetThink ( &CASW_Parasite::CallNPCThink );

	SetCollisionGroup( ASW_COLLISION_GROUP_PARASITE );

	// if we hit a marine, infest him and go away
	NormalTouch( pOther );
}
Пример #29
0
void Channel::Join(ObjectGuid p, const char* pass)
{
    WorldPacket data;
    if (IsOn(p))
    {
        if (!IsConstant())                                  // non send error message for built-in channels
        {
            MakePlayerAlreadyMember(&data, p);
            SendToOne(&data, p);
        }
        return;
    }

    if (IsBanned(p))
    {
        MakeBanned(&data);
        SendToOne(&data, p);
        return;
    }

    if (m_password.length() > 0 && strcmp(pass, m_password.c_str()))
    {
        MakeWrongPassword(&data);
        SendToOne(&data, p);
        return;
    }

    Player* plr = sObjectMgr.GetPlayer(p);

    if (plr)
    {
        if (HasFlag(CHANNEL_FLAG_LFG) && sWorld.getConfig(CONFIG_BOOL_RESTRICTED_LFG_CHANNEL) && plr->GetSession()->GetSecurity() == SEC_PLAYER)
        {
            MakeNotInLfg(&data);
            SendToOne(&data, p);
            return;
        }

        if (plr->GetGuildId() && (GetFlags() == 0x38))
            return;

        plr->JoinedChannel(this);
    }

    if (m_announce && (!plr || plr->GetSession()->GetSecurity() < SEC_GAMEMASTER || !sWorld.getConfig(CONFIG_BOOL_SILENTLY_GM_JOIN_TO_CHANNEL)))
    {
        MakeJoined(&data, p);
        SendToAll(&data);
    }

    data.clear();

    PlayerInfo& pinfo = m_players[p];
    pinfo.player = p;
    pinfo.flags = 0;

    MakeYouJoined(&data);
    SendToOne(&data, p);

    JoinNotify(p);

    // if no owner first logged will become
    if (!IsConstant() && !m_ownerGuid)
    {
        SetOwner(p, (m_players.size() > 1 ? true : false));
        m_players[p].SetModerator(true);
    }
}
Пример #30
0
// --------------------------------------------------------------------------
//
// Function
//		Name:    BackupStoreCheck::CheckDirectories()
//		Purpose: Check the directories
//		Created: 22/4/04
//
// --------------------------------------------------------------------------
void BackupStoreCheck::CheckDirectories()
{
	// Phase 1 did this:
	//    Checked that all the directories are readable
	//    Built a list of all directories and files which exist on the store
	//
	// This phase will check all the files in the directories, make
	// a note of all directories which are missing, and do initial fixing.

	// The root directory is not contained inside another directory, so
	// it has no directory entry to scan, but we have to count it
	// somewhere, so we'll count it here.
	mNumDirectories++;

	// Scan all objects.
	for(Info_t::const_iterator i(mInfo.begin()); i != mInfo.end(); ++i)
	{
		IDBlock *pblock = i->second;
		int32_t bentries = (pblock == mpInfoLastBlock)?mInfoLastBlockEntries:BACKUPSTORECHECK_BLOCK_SIZE;

		for(int e = 0; e < bentries; ++e)
		{
			uint8_t flags = GetFlags(pblock, e);
			if(flags & Flags_IsDir)
			{
				// Found a directory. Read it in.
				std::string filename;
				StoreStructure::MakeObjectFilename(pblock->mID[e], mStoreRoot, mDiscSetNumber, filename, false /* no dir creation */);
				BackupStoreDirectory dir;
				{
					std::auto_ptr<RaidFileRead> file(RaidFileRead::Open(mDiscSetNumber, filename));
					dir.ReadFromStream(*file, IOStream::TimeOutInfinite);
				}
				
				// Flag for modifications
				bool isModified = CheckDirectory(dir);

				// Check the directory again, now that entries have been removed
				if(dir.CheckAndFix())
				{
					// Wasn't quite right, and has been modified
					BOX_ERROR("Directory ID " <<
						BOX_FORMAT_OBJECTID(pblock->mID[e]) <<
						" was still bad after all checks");
					++mNumberErrorsFound;
					isModified = true;
				}
				else if(isModified)
				{
					BOX_INFO("Directory ID " <<
						BOX_FORMAT_OBJECTID(pblock->mID[e]) <<
						" was OK after fixing");
				}

				if(isModified && mFixErrors)
				{
					BOX_WARNING("Writing modified directory to disk: " <<
						BOX_FORMAT_OBJECTID(pblock->mID[e]));
					RaidFileWrite fixed(mDiscSetNumber, filename);
					fixed.Open(true /* allow overwriting */);
					dir.WriteToStream(fixed);
					fixed.Commit(true /* convert to raid representation now */);
				}

				CountDirectoryEntries(dir);
			}
		}
	}
}