//----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- void CWeapon_SLAM::TripmineAttach( void ) { CCSPlayer *pOwner = ToCSPlayer( GetOwner() ); if (!pOwner) { return; } m_bAttachTripmine = false; Vector vecSrc, vecAiming; // Take the eye position and direction vecSrc = pOwner->EyePosition(); QAngle angles = pOwner->GetLocalAngles(); AngleVectors( angles, &vecAiming ); trace_t tr; UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr ); if (tr.fraction < 1.0) { CBaseEntity *pEntity = tr.m_pEnt; if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR)) { #ifndef CLIENT_DLL QAngle angles; VectorAngles(tr.plane.normal, angles); angles.x += 90; CBaseEntity *pEnt = CBaseEntity::Create( "npc_tripmine", tr.endpos + tr.plane.normal * 3, angles, NULL ); CTripmineGrenade *pMine = (CTripmineGrenade *)pEnt; pMine->m_hOwner = GetOwner(); #endif pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType ); } } }
//----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- bool CWeapon_SLAM::CanAttachSLAM( void ) { CCSPlayer *pOwner = ToCSPlayer( GetOwner() ); if (!pOwner) { return false; } Vector vecSrc, vecAiming; // Take the eye position and direction vecSrc = pOwner->EyePosition(); QAngle angles = pOwner->GetLocalAngles(); AngleVectors( angles, &vecAiming ); trace_t tr; Vector vecEnd = vecSrc + (vecAiming * 42); UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr ); if (tr.fraction < 1.0) { // Don't attach to a living creature if (tr.m_pEnt) { CBaseEntity *pEntity = tr.m_pEnt; CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity ); if (pBCC) { return false; } } return true; } else { return false; } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CCSPlayerResource::UpdatePlayerData( void ) { int i; m_iPlayerC4 = 0; m_iPlayerVIP = 0; for ( i = 1; i <= gpGlobals->maxClients; i++ ) { CCSPlayer *pPlayer = (CCSPlayer*)UTIL_PlayerByIndex( i ); if ( pPlayer && pPlayer->IsConnected() ) { if ( pPlayer->IsVIP() ) { // we should only have one VIP Assert( m_iPlayerVIP == 0 ); m_iPlayerVIP = i; } if ( pPlayer->HasC4() ) { // we should only have one bomb m_iPlayerC4 = i; } } } CBaseEntity *c4 = NULL; if ( m_iPlayerC4 == 0 ) { // no player has C4, update C4 position if ( g_C4s.Count() > 0 ) { c4 = g_C4s[0]; m_vecC4 = c4->GetAbsOrigin(); } else { m_vecC4.Init(); } } //int numHostages = g_Hostages.Count(); for ( i = 0; i < MAX_HOSTAGES; i++ ) { /*if ( i >= numHostages ) { // engine->Con_NPrintf( i, "Dead" ); m_bHostageAlive.Set( i, false ); m_isHostageFollowingSomeone.Set( i, false ); continue; } // CHostage* pHostage = g_Hostages[i]; //m_bHostageAlive.Set( i, pHostage->IsRescuable() ); /*if ( pHostage->IsValid() ) { m_iHostageX.Set( i, (int) pHostage->GetAbsOrigin().x ); m_iHostageY.Set( i, (int) pHostage->GetAbsOrigin().y ); m_iHostageZ.Set( i, (int) pHostage->GetAbsOrigin().z ); m_iHostageEntityIDs.Set( i, pHostage->entindex() ); //m_isHostageFollowingSomeone.Set( i, pHostage->IsFollowingSomeone() ); // engine->Con_NPrintf( i, "ID:%d Pos:(%.0f,%.0f,%.0f)", pHostage->entindex(), pHostage->GetAbsOrigin().x, pHostage->GetAbsOrigin().y, pHostage->GetAbsOrigin().z ); } else { // engine->Con_NPrintf( i, "Invalid" ); }*/ } if( !m_foundGoalPositions ) { // We only need to update these once a map, but we need the client to know about them. CBaseEntity* ent = NULL; while ( ( ent = gEntList.FindEntityByClassname( ent, "func_bomb_target" ) ) != NULL ) { const Vector &pos = ent->WorldSpaceCenter(); CNavArea *area = TheNavMesh->GetNearestNavArea( pos, true ); const char *placeName = (area) ? TheNavMesh->PlaceToName( area->GetPlace() ) : NULL; if ( placeName == NULL ) { // The bomb site has no area or place name, so just choose A then B if ( m_bombsiteCenterA.Get().IsZero() ) { m_bombsiteCenterA = pos; } else { m_bombsiteCenterB = pos; } } else { // The bomb site has a place name, so choose accordingly if( FStrEq( placeName, "BombsiteA" ) ) { m_bombsiteCenterA = pos; } else { m_bombsiteCenterB = pos; } } m_foundGoalPositions = true; } int hostageRescue = 0; while ( (( ent = gEntList.FindEntityByClassname( ent, "func_hostage_rescue" ) ) != NULL) && (hostageRescue < MAX_HOSTAGE_RESCUES) ) { const Vector &pos = ent->WorldSpaceCenter(); m_hostageRescueX.Set( hostageRescue, (int) pos.x ); m_hostageRescueY.Set( hostageRescue, (int) pos.y ); m_hostageRescueZ.Set( hostageRescue, (int) pos.z ); hostageRescue++; m_foundGoalPositions = true; } } bool bombSpotted = false; if ( c4 ) { Spotter spotter( c4, m_vecC4, TEAM_CT ); ForEachPlayer( spotter ); if ( spotter.Spotted() ) { bombSpotted = true; } } for ( int i=0; i < MAX_PLAYERS+1; i++ ) { CCSPlayer *target = ToCSPlayer( UTIL_PlayerByIndex( i ) ); if ( !target || !target->IsAlive() ) { m_bPlayerSpotted.Set( i, 0 ); continue; } Spotter spotter( target, target->EyePosition(), (target->GetTeamNumber()==TEAM_CT) ? TEAM_TERRORIST : TEAM_CT ); ForEachPlayer( spotter ); if ( spotter.Spotted() ) { if ( target->HasC4() ) { bombSpotted = true; } m_bPlayerSpotted.Set( i, 1 ); } else { m_bPlayerSpotted.Set( i, 0 ); } } if ( bombSpotted ) { m_bBombSpotted = true; } else { m_bBombSpotted = false; } BaseClass::UpdatePlayerData(); }