Пример #1
0
//-------------------------------------
// Purpose: Returns true if given entity is in the squad
//-------------------------------------
bool CAI_Squad::SquadIsMember( CBaseEntity *pMember )
{
	CAI_BaseNPC *pNPC = pMember->MyNPCPointer();
	if ( pNPC && pNPC->GetSquad() == this )
		return true;

	return false;
}
Пример #2
0
//-----------------------------------------------------------------------------
// Purpose: Attempt to govern how many squad members can target any given entity
// Input  : *pCaller - Entity assessing the target
//			*pEnemy - Entity being assessed
// Output : Returns true if potential enemy passes this filter stage
//-----------------------------------------------------------------------------
bool CFilterEnemy::PassesMobbedFilter( CBaseEntity *pCaller, CBaseEntity *pEnemy )
{
	// Must be a valid candidate
	CAI_BaseNPC *pNPC = pCaller->MyNPCPointer();
	if ( pNPC == NULL || pNPC->GetSquad() == NULL )
		return true;

	// Make sure we're checking for this
	if ( m_nMaxSquadmatesPerEnemy <= 0 )
		return true;

	AISquadIter_t iter;
	int nNumMatchingSquadmates = 0;
	
	// Look through our squad members to see how many of them are already mobbing this entity
	for ( CAI_BaseNPC *pSquadMember = pNPC->GetSquad()->GetFirstMember( &iter ); pSquadMember != NULL; pSquadMember = pNPC->GetSquad()->GetNextMember( &iter ) )
	{
		// Disregard ourself
		if ( pSquadMember == pNPC )
			continue;

		// If the enemies match, count it
		if ( pSquadMember->GetEnemy() == pEnemy )
		{
			nNumMatchingSquadmates++;

			// If we're at or passed the max we stop
			if ( nNumMatchingSquadmates >= m_nMaxSquadmatesPerEnemy )
			{
				// We wanted to find more than allowed and we did
				if ( m_bNegated )
					return true;
				
				// We wanted to be less but we're not
				return false;
			}
		}
	}

	// We wanted to find more than the allowed amount but we didn't
	if ( m_bNegated )
		return false;

	return true;
}