2008-08-14 18:42:47 +00:00
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2010-05-29 07:25:38 +00:00
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#include "gameworld.h"
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#include "entity.h"
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#include "gamecontext.h"
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2008-08-14 18:42:47 +00:00
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//////////////////////////////////////////////////
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// game world
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//////////////////////////////////////////////////
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2010-05-29 07:25:38 +00:00
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CGameWorld::CGameWorld()
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2008-08-14 18:42:47 +00:00
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{
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m_pGameServer = 0x0;
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m_pServer = 0x0;
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m_Paused = false;
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m_ResetRequested = false;
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m_pFirstEntity = 0x0;
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for(int i = 0; i < NUM_ENT_TYPES; i++)
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m_apFirstEntityTypes[i] = 0;
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2008-08-14 18:42:47 +00:00
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}
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CGameWorld::~CGameWorld()
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{
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// delete all entities
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while(m_pFirstEntity)
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delete m_pFirstEntity;
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}
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void CGameWorld::SetGameServer(CGameContext *pGameServer)
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{
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m_pGameServer = pGameServer;
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m_pServer = m_pGameServer->Server();
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2008-08-14 18:42:47 +00:00
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}
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CEntity *CGameWorld::FindFirst(int Type)
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{
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return m_apFirstEntityTypes[Type];
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}
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int CGameWorld::FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type)
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{
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int Num = 0;
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for(CEntity *pEnt = (Type<0) ? m_pFirstEntity : m_apFirstEntityTypes[Type];
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pEnt; pEnt = (Type<0) ? pEnt->m_pNextEntity : pEnt->m_pNextTypeEntity)
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{
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if(distance(pEnt->m_Pos, Pos) < Radius+pEnt->m_ProximityRadius)
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{
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ppEnts[Num] = pEnt;
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Num++;
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if(Num == Max)
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break;
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}
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}
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return Num;
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}
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void CGameWorld::InsertEntity(CEntity *pEnt)
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{
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CEntity *pCur = m_pFirstEntity;
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while(pCur)
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{
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dbg_assert(pCur != pEnt, "err");
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pCur = pCur->m_pNextEntity;
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}
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// insert it
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if(m_pFirstEntity)
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m_pFirstEntity->m_pPrevEntity = pEnt;
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pEnt->m_pNextEntity = m_pFirstEntity;
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pEnt->m_pPrevEntity = 0x0;
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m_pFirstEntity = pEnt;
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// into typelist aswell
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if(m_apFirstEntityTypes[pEnt->m_Objtype])
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m_apFirstEntityTypes[pEnt->m_Objtype]->m_pPrevTypeEntity = pEnt;
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pEnt->m_pNextTypeEntity = m_apFirstEntityTypes[pEnt->m_Objtype];
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pEnt->m_pPrevTypeEntity = 0x0;
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m_apFirstEntityTypes[pEnt->m_Objtype] = pEnt;
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}
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void CGameWorld::DestroyEntity(CEntity *pEnt)
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{
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pEnt->m_MarkedForDestroy = true;
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}
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void CGameWorld::RemoveEntity(CEntity *pEnt)
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{
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// not in the list
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if(!pEnt->m_pNextEntity && !pEnt->m_pPrevEntity && m_pFirstEntity != pEnt)
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return;
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// remove
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if(pEnt->m_pPrevEntity)
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pEnt->m_pPrevEntity->m_pNextEntity = pEnt->m_pNextEntity;
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else
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m_pFirstEntity = pEnt->m_pNextEntity;
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if(pEnt->m_pNextEntity)
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pEnt->m_pNextEntity->m_pPrevEntity = pEnt->m_pPrevEntity;
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if(pEnt->m_pPrevTypeEntity)
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pEnt->m_pPrevTypeEntity->m_pNextTypeEntity = pEnt->m_pNextTypeEntity;
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else
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m_apFirstEntityTypes[pEnt->m_Objtype] = pEnt->m_pNextTypeEntity;
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if(pEnt->m_pNextTypeEntity)
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pEnt->m_pNextTypeEntity->m_pPrevTypeEntity = pEnt->m_pPrevTypeEntity;
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pEnt->m_pNextEntity = 0;
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pEnt->m_pPrevEntity = 0;
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pEnt->m_pNextTypeEntity = 0;
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pEnt->m_pPrevTypeEntity = 0;
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}
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//
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void CGameWorld::Snap(int SnappingClient)
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{
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for(CEntity *pEnt = m_pFirstEntity; pEnt; pEnt = pEnt->m_pNextEntity)
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pEnt->Snap(SnappingClient);
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}
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void CGameWorld::Reset()
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{
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// reset all entities
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for(CEntity *pEnt = m_pFirstEntity; pEnt; pEnt = pEnt->m_pNextEntity)
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pEnt->Reset();
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RemoveEntities();
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GameServer()->m_pController->PostReset();
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RemoveEntities();
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m_ResetRequested = false;
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}
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void CGameWorld::RemoveEntities()
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{
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// destroy objects marked for destruction
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CEntity *pEnt = m_pFirstEntity;
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while(pEnt)
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{
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CEntity *pNext = pEnt->m_pNextEntity;
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if(pEnt->m_MarkedForDestroy)
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{
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RemoveEntity(pEnt);
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pEnt->Destroy();
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}
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pEnt = pNext;
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}
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}
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void CGameWorld::Tick()
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{
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if(m_ResetRequested)
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Reset();
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if(!m_Paused)
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{
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if(GameServer()->m_pController->IsForceBalanced())
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GameServer()->SendChat(-1, CGameContext::CHAT_ALL, "Teams have been balanced");
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// update all objects
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for(CEntity *pEnt = m_pFirstEntity; pEnt; pEnt = pEnt->m_pNextEntity)
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pEnt->Tick();
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for(CEntity *pEnt = m_pFirstEntity; pEnt; pEnt = pEnt->m_pNextEntity)
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pEnt->TickDefered();
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}
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RemoveEntities();
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2008-08-14 18:42:47 +00:00
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}
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// TODO: should be more general
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CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2& NewPos, CEntity *pNotThis)
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{
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// Find other players
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float ClosestLen = distance(Pos0, Pos1) * 100.0f;
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vec2 LineDir = normalize(Pos1-Pos0);
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CCharacter *pClosest = 0;
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CCharacter *p = (CCharacter *)FindFirst(NETOBJTYPE_CHARACTER);
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for(; p; p = (CCharacter *)p->TypeNext())
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{
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if(p == pNotThis)
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continue;
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vec2 IntersectPos = closest_point_on_line(Pos0, Pos1, p->m_Pos);
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float Len = distance(p->m_Pos, IntersectPos);
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if(Len < p->m_ProximityRadius+Radius)
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{
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if(Len < ClosestLen)
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{
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NewPos = IntersectPos;
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ClosestLen = Len;
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pClosest = p;
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}
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}
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}
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return pClosest;
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}
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2010-08-31 13:19:01 +00:00
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void CGameWorld::IntersectCharacters(vec2 Pos0, vec2 Pos1, float Radius, int Type)
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{
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CCharacter *p = (CCharacter *)FindFirst(NETOBJTYPE_CHARACTER);
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for(; p; p = (CCharacter *)p->TypeNext())
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{
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vec2 IntersectPos = closest_point_on_line(Pos0, Pos1, p->m_Pos);
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float Len = distance(p->m_Pos, IntersectPos);
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if(Len < p->m_ProximityRadius+Radius)
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(Type)?p->Freeze(Server()->TickSpeed()*3):p->m_Doored = true;
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}
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}
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2010-05-29 07:25:38 +00:00
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CCharacter *CGameWorld::ClosestCharacter(vec2 Pos, float Radius, CEntity *pNotThis)
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{
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// Find other players
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float ClosestRange = Radius*2;
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CCharacter *pClosest = 0;
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CCharacter *p = (CCharacter *)GameServer()->m_World.FindFirst(NETOBJTYPE_CHARACTER);
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for(; p; p = (CCharacter *)p->TypeNext())
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{
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if(p == pNotThis)
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continue;
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float Len = distance(Pos, p->m_Pos);
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if(Len < p->m_ProximityRadius+Radius)
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{
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if(Len < ClosestRange)
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{
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ClosestRange = Len;
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pClosest = p;
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}
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}
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}
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return pClosest;
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}
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