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https://github.com/ENSL/NS.git
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315 lines
8.1 KiB
C++
315 lines
8.1 KiB
C++
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//=========== (C) Copyright 1996-2002, Valve, L.L.C. All rights reserved. ===========
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: Functionality for the observer chase camera
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "pm_shared/pm_shared.h"
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#include "mod/AvHPlayer.h"
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#include "mod/AvHGamerules.h"
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const float kNextTargetInterval = .2f;
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// Find the next client in the game for this player to spectate
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bool CBasePlayer::Observer_FindNextPlayer(bool inReverse)
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{
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// MOD AUTHORS: Modify the logic of this function if you want to restrict the observer to watching
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// only a subset of the players. e.g. Make it check the target's team.
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bool theSuccess = false;
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int iStart;
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if ( m_hObserverTarget )
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iStart = ENTINDEX( m_hObserverTarget->edict() );
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else
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iStart = ENTINDEX( edict() );
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int iCurrent = iStart;
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m_hObserverTarget = NULL;
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if(this->entindex() == 1)
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{
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int a = 0;
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}
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int iDir = inReverse ? -1 : 1;
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AvHPlayer* theThisAvHPlayer = dynamic_cast<AvHPlayer*>(this);
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do
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{
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iCurrent += iDir;
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// Loop through the clients
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if (iCurrent > gpGlobals->maxClients)
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iCurrent = 1;
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if (iCurrent < 1)
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iCurrent = gpGlobals->maxClients;
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CBaseEntity *pEnt = UTIL_PlayerByIndex( iCurrent );
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if ( !pEnt )
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continue;
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if ( pEnt == this )
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continue;
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// Don't spec observers or invisible players
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if ( ((CBasePlayer*)pEnt)->IsObserver() || (pEnt->pev->effects & EF_NODRAW))
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continue;
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// MOD AUTHORS: Add checks on target here.
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AvHPlayer* thePotentialTargetPlayer = dynamic_cast<AvHPlayer*>(pEnt);
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if(theThisAvHPlayer && thePotentialTargetPlayer)
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{
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if(!thePotentialTargetPlayer->GetIsRelevant())
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{
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continue;
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}
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// Don't allow spectating of other team when we could come back in
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if(((theThisAvHPlayer->GetPlayMode() == PLAYMODE_AWAITINGREINFORCEMENT) || (theThisAvHPlayer->GetPlayMode() == PLAYMODE_REINFORCING)) && (thePotentialTargetPlayer->pev->team != this->pev->team))
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{
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continue;
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}
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if(theThisAvHPlayer->GetPlayMode() != PLAYMODE_OBSERVER)
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{
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if(GetGameRules()->GetIsTournamentMode() && (thePotentialTargetPlayer->pev->team != this->pev->team) && (this->pev->team != TEAM_IND))
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{
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continue;
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}
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}
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// Don't allow spectating of players in top down mode
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if(thePotentialTargetPlayer->GetIsInTopDownMode())
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{
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continue;
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}
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// Don't allow spectating opposite teams in tournament mode
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//if(GetGameRules()->GetIsTournamentMode())
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//{
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//}
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m_hObserverTarget = pEnt;
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}
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break;
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} while ( iCurrent != iStart );
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// Did we find a target?
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if ( m_hObserverTarget )
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{
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// Store the target in pev so the physics DLL can get to it
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if (pev->iuser1 != OBS_ROAMING)
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pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() );
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// Move to the target
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UTIL_SetOrigin( pev, m_hObserverTarget->pev->origin );
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//ALERT( at_console, "Now Tracking %s\n", STRING( m_hObserverTarget->pev->classname ) );
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m_flNextObserverInput = gpGlobals->time + kNextTargetInterval;
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theSuccess = true;
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}
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else
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{
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//ALERT( at_console, "No observer targets.\n" );
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}
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return theSuccess;
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}
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void CBasePlayer::Observer_SpectatePlayer(int index)
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{
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CBaseEntity* pEnt = UTIL_PlayerByIndex(index);
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AvHPlayer* thePotentialTargetPlayer = dynamic_cast<AvHPlayer*>(pEnt);
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AvHPlayer* theThisAvHPlayer = dynamic_cast<AvHPlayer*>(this);
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if (theThisAvHPlayer == NULL || thePotentialTargetPlayer == NULL)
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{
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return;
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}
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if(!thePotentialTargetPlayer->GetIsRelevant())
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{
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return;
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}
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// Don't allow spectating of other team when we could come back in
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if(((theThisAvHPlayer->GetPlayMode() == PLAYMODE_AWAITINGREINFORCEMENT) || (theThisAvHPlayer->GetPlayMode() == PLAYMODE_REINFORCING)) && (thePotentialTargetPlayer->pev->team != this->pev->team))
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{
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return;
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}
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if(theThisAvHPlayer->GetPlayMode() != PLAYMODE_OBSERVER)
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{
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if(GetGameRules()->GetIsTournamentMode() && (thePotentialTargetPlayer->pev->team != this->pev->team) && (this->pev->team != TEAM_IND))
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{
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return;
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}
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}
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// Don't allow spectating of players in top down mode
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if(thePotentialTargetPlayer->GetIsInTopDownMode())
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{
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return;
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}
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m_hObserverTarget = pEnt;
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pev->iuser2 = index;
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}
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// Handle buttons in observer mode
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void CBasePlayer::Observer_HandleButtons()
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{
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// Removed by mmcguire.
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// This is all handled through the client side UI.
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/*
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// Slow down mouse clicks
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if ( m_flNextObserverInput > gpGlobals->time )
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return;
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// Only do this if spectating
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this);
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ASSERT(thePlayer);
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bool theIsObserving = (thePlayer->GetPlayMode() == PLAYMODE_OBSERVER);
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// Jump changes from modes: Chase to Roaming
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if ( m_afButtonPressed & IN_JUMP )
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{
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if ( pev->iuser1 == OBS_CHASE_LOCKED )
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{
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Observer_SetMode( OBS_CHASE_FREE );
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}
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else if ( pev->iuser1 == OBS_CHASE_FREE )
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{
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if(theIsObserving)
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{
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Observer_SetMode(OBS_ROAMING);
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}
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else
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{
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Observer_SetMode(OBS_IN_EYE);
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}
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}
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else if ( pev->iuser1 == OBS_ROAMING )
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{
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Observer_SetMode( OBS_IN_EYE );
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}
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else if ( pev->iuser1 == OBS_IN_EYE )
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{
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if(theIsObserving)
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{
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Observer_SetMode(OBS_MAP_FREE);
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}
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else
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{
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Observer_SetMode(OBS_CHASE_LOCKED);
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}
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}
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else if ( pev->iuser1 == OBS_MAP_FREE )
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{
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Observer_SetMode( OBS_MAP_CHASE );
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}
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else
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{
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Observer_SetMode( OBS_CHASE_FREE ); // don't use OBS_CHASE_LOCKED anymore
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}
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m_flNextObserverInput = gpGlobals->time + kNextTargetInterval;
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}
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// Attack moves to the next player
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if ( (m_afButtonPressed & IN_ATTACK) || ((m_afButtonPressed & IN_MOVERIGHT) && (pev->iuser1 != OBS_ROAMING)) )
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{
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if(Observer_FindNextPlayer( false ))
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{
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m_flNextObserverInput = gpGlobals->time + kNextTargetInterval;
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}
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else
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{
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Observer_SetMode( OBS_CHASE_FREE );
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}
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}
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// Attack2 moves to the prev player
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if ( (m_afButtonPressed & IN_ATTACK2) || ((m_afButtonPressed & IN_MOVELEFT) && (pev->iuser1 != OBS_ROAMING)) )
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{
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if(Observer_FindNextPlayer( true ))
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{
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m_flNextObserverInput = gpGlobals->time + kNextTargetInterval;
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}
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else
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{
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Observer_SetMode( OBS_CHASE_FREE );
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}
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}
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*/
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}
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// Attempt to change the observer mode
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void CBasePlayer::Observer_SetMode( int iMode )
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{
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// Limit some modes if we're not observing
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this);
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ASSERT(thePlayer);
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bool theIsObserving = (thePlayer->GetPlayMode() == PLAYMODE_OBSERVER);
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if(!theIsObserving)
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{
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if((iMode == OBS_ROAMING) /*|| (iMode == OBS_MAP_FREE) || (iMode == OBS_MAP_CHASE)*/)
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{
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return;
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}
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}
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// Just abort if we're changing to the mode we're already in
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if ( iMode == pev->iuser1 )
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return;
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// Removed by mmcguire.
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// is valid mode ?
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if ( iMode < OBS_CHASE_LOCKED || iMode > OBS_IN_EYE )
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iMode = OBS_IN_EYE; // now it is
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// if we are not roaming, we need a valid target to track
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if ( (iMode != OBS_ROAMING) && (m_hObserverTarget == NULL) )
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{
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Observer_FindNextPlayer();
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// if we didn't find a valid target switch to roaming
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if (m_hObserverTarget == NULL)
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{
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iMode = OBS_ROAMING;
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}
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}
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// set spectator mode
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pev->iuser1 = iMode;
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// set target if not roaming
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if (iMode == OBS_ROAMING)
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pev->iuser2 = 0;
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else
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pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() );
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// Make sure our target is valid (go backward then forward)
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Observer_FindNextPlayer(true);
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Observer_FindNextPlayer(false);
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}
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