示例#1
0
//-----------------------------------------------------------------------------
// 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();
	}
}
示例#2
0
//-----------------------------------------------------------------------------
// 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;
		}			
	}
}