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125
game/server/tf2/order_killmortarguy.cpp
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125
game/server/tf2/order_killmortarguy.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "order_helpers.h"
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#include "order_killmortarguy.h"
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#include "tf_team.h"
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#define KILLMORTARGUY_DIST 3500
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IMPLEMENT_SERVERCLASS_ST( COrderKillMortarGuy, DT_OrderKillMortarGuy )
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END_SEND_TABLE()
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static bool IsValidFn_DeployedBrianJacobsons( void *pUserData, int iClient )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)UTIL_PlayerByIndex( iClient+1 );
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if ( !pPlayer || pPlayer->IsClass( TFCLASS_UNDECIDED ) || !pPlayer->GetTeam() )
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return false;
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// Is this person on an enemy team?
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CSortBase *pSortBase = (CSortBase*)pUserData;
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CBaseTFPlayer *pMyPlayer = pSortBase->m_pPlayer;
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if( pPlayer->GetTeam()->GetTeamNumber() == pMyPlayer->GetTeam()->GetTeamNumber() )
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return false;
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// Is he alive?
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if( !pPlayer->IsAlive() )
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return false;
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// ROBIN: Removed mortar object. This needs to handle mortar vehicles instead.
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// Is he looking surly?
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//if( pPlayer->GetNumObjects( OBJ_MORTAR ) == 0 )
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//return false;
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// Is he close enough?
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if( pMyPlayer->GetAbsOrigin().DistTo( pPlayer->GetAbsOrigin() ) > KILLMORTARGUY_DIST )
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return false;
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// Is he visible to the tactical?
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// if( !pMyPlayer->GetTFTeam()->IsEntityVisibleToTactical( pPlayer ) )
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// return false;
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// KILL HIM!!!
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return true;
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}
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static int SortFn_PlayerEntsByDistance( void *pUserData, int a, int b )
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{
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CBaseEntity *pEdictA = CBaseEntity::Instance( engine->PEntityOfEntIndex( a+1 ) );
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CBaseEntity *pEdictB = CBaseEntity::Instance( engine->PEntityOfEntIndex( b+1 ) );
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if ( !pEdictA || !pEdictB )
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return 1;
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CSortBase *pSortBase = (CSortBase*)pUserData;
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const Vector &v = pSortBase->m_pPlayer->GetAbsOrigin();
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return v.DistTo( pEdictA->GetAbsOrigin() ) < v.DistTo( pEdictB->GetAbsOrigin() );
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}
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bool COrderKillMortarGuy::CreateOrder( CPlayerClass *pClass )
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{
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CSortBase info;
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info.m_pPlayer = pClass->GetPlayer();
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// Look for an enemy sniper visible to the
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int supports[MAX_PLAYERS];
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int nSupports = BuildSortedActiveList(
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supports, // the sorted list
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MAX_PLAYERS,
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SortFn_PlayerEntsByDistance, // sort on distance
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IsValidFn_DeployedBrianJacobsons, // only get deployed support guys
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&info, // pUserData
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gpGlobals->maxClients // how many players to look through
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);
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// Kill the closest punk.
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if( nSupports )
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{
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CBaseTFPlayer *pBrian = (CBaseTFPlayer*)UTIL_PlayerByIndex( supports[0]+1 );
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Assert( pBrian );
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COrderKillMortarGuy *pOrder = new COrderKillMortarGuy;
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pClass->GetTeam()->AddOrder(
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ORDER_KILL,
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pBrian,
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pClass->GetPlayer(),
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1e24,
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60,
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pOrder
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);
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return true;
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}
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else
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{
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return false;
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}
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}
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bool COrderKillMortarGuy::UpdateOnEvent( COrderEvent_Base *pEvent )
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{
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if ( pEvent->GetType() == ORDER_EVENT_PLAYER_KILLED )
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{
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COrderEvent_PlayerKilled *pKilled = (COrderEvent_PlayerKilled*)pEvent;
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if ( pKilled->m_pPlayer == GetTargetEntity() )
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return true;
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}
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return BaseClass::UpdateOnEvent( pEvent );
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}
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