static bool NonSolidFilterFn(HOBJECT hTest, void *pUserData) { if (ObjListFilterFn(hTest, pUserData)) { // Ignore non-solid objects (even if ray-hit is true)... uint32 dwFlags; g_pCommonLT->GetObjectFlags(hTest, OFT_Flags, dwFlags); if (!(dwFlags & FLAG_SOLID)) { return false; } } return true; }
static bool AutoTargetFilterFn(HOBJECT hTest, void *pUserData) { // Ignore objects that are invisible uint32 dwFlags; g_pCommonLT->GetObjectFlags(hTest, OFT_Flags, dwFlags); if (!(dwFlags & FLAG_VISIBLE)) { return false; } if(!(dwFlags & FLAG_RAYHIT)) { return false; } HOBJECT hClientHitBox = NULL; CCharacterFX* pCharacter = g_pGameClientShell->GetSFXMgr()->GetCharacterFX(g_pLTClient->GetClientObject()); if (pCharacter) { hClientHitBox = pCharacter->GetHitBox(); } // Okay, do normal tests... HOBJECT hFilterList[] = { g_pLTClient->GetClientObject(), g_pPlayerMgr->GetMoveMgr()->GetObject(), hClientHitBox, NULL }; if (!ObjListFilterFn(hTest, (void*) hFilterList)) { return false; } return true; }
static bool ActivateFilterFn(HOBJECT hTest, void *pUserData) { // [KLS 6/26/02] - Make sure we filter out client related objects first... HOBJECT hClientHitBox = LTNULL; CCharacterFX* pCharacter = g_pGameClientShell->GetSFXMgr()->GetCharacterFX(g_pLTClient->GetClientObject()); if (pCharacter) { hClientHitBox = pCharacter->GetHitBox(); } HOBJECT hFilterList[] = { g_pLTClient->GetClientObject(), g_pPlayerMgr->GetMoveMgr()->GetObject(), hClientHitBox, LTNULL }; if (!ObjListFilterFn(hTest, (void*) hFilterList)) { return false; } // Always keep gadget targets... if (g_pPlayerMgr->GetTargetMgr()->IsGadgetActivatable(hTest)) { return true; } // Always keep our locked target... if (g_pPlayerMgr->GetTargetMgr()->GetLockedTarget() == hTest) { return true; } // Look to see if it is a DoomsDayPiece. This should take precedence over characters and bodies... CDoomsdayPieceFX *pDDPiece = dynamic_cast<CDoomsdayPieceFX*>(g_pGameClientShell->GetSFXMgr()->FindSpecialFX( SFX_DOOMSDAYPIECE_ID, hTest )); if( pDDPiece ) { // If the piece is planted on our teams bse we no longer care about it... if( pDDPiece->IsPlanted() && (pDDPiece->GetTeam() != INVALID_TEAM) ) { CLIENT_INFO *pLocalCI = g_pInterfaceMgr->GetClientInfoMgr()->GetLocalClient(); if( !pLocalCI ) return false; if( pLocalCI->nTeamID == pDDPiece->GetTeam() ) { return false; } } return true; } // If it's a body, ignore it (we only care about its hit box) CBodyFX* pBody = g_pGameClientShell->GetSFXMgr()->GetBodyFX(hTest); if (pBody) { return false; } // If it's a hitbox associated with a body we care. pBody = g_pGameClientShell->GetSFXMgr()->GetBodyFromHitBox(hTest); if (pBody) { // Save body for later since it may overlap a higher priority object SetFallbackActivationObject(hTest, (IntersectQuery*)pUserData); return false; } // If it's a Character and it has a hitbox, ignore it (we only care about its hit box) pCharacter = g_pGameClientShell->GetSFXMgr()->GetCharacterFX(hTest); if (pCharacter) { if (pCharacter->GetHitBox()) { return false; } // Save character for later if unconscious since it may overlap a // higher priority object if (pCharacter->IsUnconscious()) { SetFallbackActivationObject(hTest, (IntersectQuery*)pUserData); return false; } return true; // "Solid" object so we're done } // If it's a hitbox associated with a Character we care about it... pCharacter = g_pGameClientShell->GetSFXMgr()->GetCharacterFromHitBox(hTest); if (pCharacter) { if (pCharacter->IsUnconscious()) { // Save character for later since it may overlap a higher priority object SetFallbackActivationObject(hTest, (IntersectQuery*)pUserData); return false; } return true; // "Solid" object so we're done } // Ignore non-solid objects that can't be activated... uint32 dwFlags; g_pCommonLT->GetObjectFlags(hTest, OFT_Flags, dwFlags); if (!(dwFlags & FLAG_SOLID)) { // This object is most likely a pickup of some type and it should // take priority over all the above objects types...however, since all // we can test are its flags we have to filter out the above objects // first (instead of testing for this type of object at the top of // the function ;) return IsUserFlagSet(hTest, (USRFLG_CAN_ACTIVATE | USRFLG_CAN_SEARCH)); } // Hit something solid, so we're done... return true; }
static bool ActivateFilterFn(HOBJECT hTest, void *pUserData) { // [KLS 6/26/02] - Make sure we filter out client related objects first... HOBJECT hClientHitBox = NULL; CCharacterFX* pCharacter = g_pGameClientShell->GetSFXMgr()->GetCharacterFX(g_pLTClient->GetClientObject()); if (pCharacter) { hClientHitBox = pCharacter->GetHitBox(); } HOBJECT hFilterList[] = { g_pLTClient->GetClientObject(), g_pPlayerMgr->GetMoveMgr()->GetObject(), hClientHitBox, NULL }; if (!ObjListFilterFn(hTest, (void*) hFilterList)) { return false; } // Always keep our locked target... if (g_pPlayerMgr->GetTargetMgr()->GetLockedTarget() == hTest) { return true; } // If it's a Character and it has a hitbox, ignore it (we only care about its hit box) pCharacter = g_pGameClientShell->GetSFXMgr()->GetCharacterFX(hTest); if (pCharacter) { if (pCharacter->GetHitBox()) { return false; } /* // Save character for later if unconscious since it may overlap a // higher priority object if (pCharacter->IsUnconscious()) { SetFallbackActivationObject(hTest, (IntersectQuery*)pUserData); return false; } */ return true; // "Solid" object so we're done } // If it's a hitbox associated with a Character we care about it... pCharacter = g_pGameClientShell->GetSFXMgr()->GetCharacterFromHitBox(hTest); if (pCharacter) { /* if (pCharacter->IsUnconscious()) { // Save character for later since it may overlap a higher priority object SetFallbackActivationObject(hTest, (IntersectQuery*)pUserData); return false; } */ return true; // "Solid" object so we're done } CLadderFX *pLadder = g_pGameClientShell->GetSFXMgr()->GetLadderFX(hTest); if (pLadder) { return true; } CTurretFX *pTurret = g_pGameClientShell->GetSFXMgr( )->GetTurretFX( hTest ); if( pTurret ) { return true; } CSpecialMoveFX *pSpecialMove = g_pGameClientShell->GetSFXMgr()->GetSpecialMoveFX(hTest); if (pSpecialMove) { return true; } // Ignore non-solid objects that can't be activated... uint32 dwFlags; g_pCommonLT->GetObjectFlags(hTest, OFT_Flags, dwFlags); if (!(dwFlags & FLAG_SOLID)) { // This object is most likely a pickup of some type and it should // take priority over all the above objects types...however, since all // we can test are its flags we have to filter out the above objects // first (instead of testing for this type of object at the top of // the function ;) return IsUserFlagSet(hTest, USRFLG_CAN_ACTIVATE ); } // Hit something solid, so we're done... return true; }