void CFindDlg::OnUnit(UINT nID) { int PrevUnit = m_Unit; // copy unit before retrieving data UpdateData(); // retrieve data // convert target from previous unit to new unit SetTargetRange(GetTargetRange(PrevUnit), m_Unit); UpdateData(FALSE); // store data }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponMedigun::MaintainTargetInSlot() { CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() ); if ( !pOwner ) return; CBaseEntity *pTarget = m_hHealingTarget; Assert( pTarget ); // Make sure the guy didn't go out of range. bool bLostTarget = true; Vector vecSrc = pOwner->Weapon_ShootPosition( ); Vector vecTargetPoint = pTarget->WorldSpaceCenter(); Vector vecPoint; // If it's brush built, use absmins/absmaxs pTarget->CollisionProp()->CalcNearestPoint( vecSrc, &vecPoint ); float flDistance = (vecPoint - vecSrc).Length(); if ( flDistance < GetStickRange() ) { if ( m_flNextTargetCheckTime > gpGlobals->curtime ) return; m_flNextTargetCheckTime = gpGlobals->curtime + 1.0f; trace_t tr; CMedigunFilter drainFilter( pOwner ); Vector vecAiming; pOwner->EyeVectors( &vecAiming ); Vector vecEnd = vecSrc + vecAiming * GetTargetRange(); UTIL_TraceLine( vecSrc, vecEnd, (MASK_SHOT & ~CONTENTS_HITBOX), pOwner, DMG_GENERIC, &tr ); // Still visible? if ( tr.m_pEnt == pTarget ) return; UTIL_TraceLine( vecSrc, vecTargetPoint, MASK_SHOT, &drainFilter, &tr ); // Still visible? if (( tr.fraction == 1.0f) || (tr.m_pEnt == pTarget)) return; // If we failed, try the target's eye point as well UTIL_TraceLine( vecSrc, pTarget->EyePosition(), MASK_SHOT, &drainFilter, &tr ); if (( tr.fraction == 1.0f) || (tr.m_pEnt == pTarget)) return; } // We've lost this guy if ( bLostTarget ) { RemoveHealingTarget(); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponMedigun::FindNewTargetForSlot() { CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() ); if ( !pOwner ) return; Vector vecSrc = pOwner->Weapon_ShootPosition( ); if ( m_hHealingTarget ) { RemoveHealingTarget(); } // In Normal mode, we heal players under our crosshair Vector vecAiming; pOwner->EyeVectors( &vecAiming ); // Find a player in range of this player, and make sure they're healable. Vector vecEnd = vecSrc + vecAiming * GetTargetRange(); trace_t tr; UTIL_TraceLine( vecSrc, vecEnd, (MASK_SHOT & ~CONTENTS_HITBOX), pOwner, DMG_GENERIC, &tr ); if ( tr.fraction != 1.0 && tr.m_pEnt ) { if ( CouldHealTarget( tr.m_pEnt ) ) { #ifdef GAME_DLL pOwner->SpeakConceptIfAllowed( MP_CONCEPT_MEDIC_STARTEDHEALING ); if ( tr.m_pEnt->IsPlayer() ) { CTFPlayer *pTarget = ToTFPlayer( tr.m_pEnt ); pTarget->SpeakConceptIfAllowed( MP_CONCEPT_HEALTARGET_STARTEDHEALING ); } // Start the heal target thinking. SetContextThink( &CWeaponMedigun::HealTargetThink, gpGlobals->curtime, s_pszMedigunHealTargetThink ); #endif m_hHealingTarget.Set( tr.m_pEnt ); m_flNextTargetCheckTime = gpGlobals->curtime + 1.0f; } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- float CWeaponMedigun::GetStickRange( void ) { return (GetTargetRange() * 1.2); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- float CWeaponKritzkrieg::GetStickRange( void ) { return (GetTargetRange() * 1.2); }
CFindDlg::CSampleRange CFindDlg::GetTargetRange() const { CDblRange target(GetTargetRange(m_Unit)); return(CSampleRange(round(target.Start), round(target.End))); }