#include "AvHAIPlayerUtil.h" #include "AvHAIPlayer.h" #include "AvHAIHelper.h" #include "AvHPlayerUpgrade.h" #include "AvHAIMath.h" #include "AvHGamerules.h" #include "../pm_shared/pm_shared.h" #include "../pm_shared/pm_defs.h" #include bool IsPlayerSkulk(const edict_t* Player) { if (FNullEnt(Player)) { return false; } return (Player->v.iuser3 == AVH_USER3_ALIEN_PLAYER1); } bool IsPlayerGorge(const edict_t* Player) { if (FNullEnt(Player)) { return false; } return (Player->v.iuser3 == AVH_USER3_ALIEN_PLAYER2); } bool IsPlayerLerk(const edict_t* Player) { if (FNullEnt(Player)) { return false; } return (Player->v.iuser3 == AVH_USER3_ALIEN_PLAYER3); } bool IsPlayerFade(const edict_t* Player) { if (FNullEnt(Player)) { return false; } return (Player->v.iuser3 == AVH_USER3_ALIEN_PLAYER4); } bool IsPlayerOnos(const edict_t* Player) { if (FNullEnt(Player)) { return false; } return (Player->v.iuser3 == AVH_USER3_ALIEN_PLAYER5); } bool IsPlayerMarine(const edict_t* Player) { if (FNullEnt(Player)) { return false; } return (Player->v.iuser3 == AVH_USER3_MARINE_PLAYER); } bool IsPlayerMarine(const AvHPlayer* Player) { if (!Player) { return false; } return (Player->GetUser3() == AVH_USER3_MARINE_PLAYER); } bool IsPlayerAlien(const edict_t* Player) { if (FNullEnt(Player)) { return false; } return (Player->v.iuser3 != AVH_USER3_MARINE_PLAYER && Player->v.iuser3 != AVH_USER3_COMMANDER_PLAYER); } bool IsPlayerCommander(const edict_t* Player) { if (FNullEnt(Player)) { return false; } return (Player->v.iuser3 == AVH_USER3_COMMANDER_PLAYER); } bool IsPlayerClimbingWall(const edict_t* Player) { if (FNullEnt(Player)) { return false; } return (IsPlayerSkulk(Player) && (Player->v.iuser4 & MASK_WALLSTICKING)); } bool IsPlayerInReadyRoom(const edict_t* Player) { return Player->v.playerclass == PLAYMODE_READYROOM; } bool IsPlayerActiveInGame(const edict_t* Player) { return !IsPlayerInReadyRoom(Player) && Player->v.team != 0 && !IsPlayerSpectator(Player) && !IsPlayerDead(Player) && !IsPlayerBeingDigested(Player) && !IsPlayerCommander(Player); } bool IsPlayerHuman(const edict_t* Player) { if (FNullEnt(Player)) { return false; } return (!(Player->v.flags & FL_FAKECLIENT)); } bool IsPlayerBot(const edict_t* Player) { if (FNullEnt(Player)) { return false; } return (Player->v.flags & FL_FAKECLIENT); } bool IsPlayerDead(const edict_t* Player) { if (FNullEnt(Player)) { return true; } return (Player->v.deadflag != DEAD_NO || Player->v.health <= 0.0f); } bool IsPlayerStunned(const edict_t* Player) { return !FNullEnt(Player) && !IsPlayerDead(Player) && !IsPlayerDigesting(Player) && (Player->v.iuser4 & MASK_PLAYER_STUNNED); } bool IsPlayerSpectator(const edict_t* Player) { return !FNullEnt(Player) && (Player->v.playerclass == PLAYMODE_OBSERVER); } bool IsPlayerBeingDigested(const edict_t* Player) { if (FNullEnt(Player)) { return false; } return (Player->v.iuser4 & MASK_DIGESTING && Player->v.effects & EF_NODRAW); } bool IsPlayerDigesting(const edict_t* Player) { if (FNullEnt(Player)) { return false; } return (Player->v.iuser4 & MASK_DIGESTING && !(Player->v.effects & EF_NODRAW)); } bool IsPlayerGestating(const edict_t* Player) { if (FNullEnt(Player)) { return false; } return (Player->v.iuser4 & MASK_ALIEN_EMBRYO); } bool IsPlayerCharging(const edict_t* Player) { if (FNullEnt(Player)) { return false; } return (Player->v.iuser4 & MASK_ALIEN_MOVEMENT); } bool IsPlayerBuffed(const edict_t* Player) { if (FNullEnt(Player)) { return false; } return (Player->v.iuser4 & MASK_BUFFED); } bool IsPlayerOnLadder(const edict_t* Player) { if (IsPlayerSkulk(Player)) { edict_t* NearestLadder = UTIL_GetNearestLadderAtPoint(Player->v.origin); if (FNullEnt(NearestLadder)) { return false; } Vector NearestPointOnLadder = UTIL_GetClosestPointOnEntityToLocation(Player->v.origin, NearestLadder); Vector NearestPointOnPlayer = UTIL_GetClosestPointOnEntityToLocation(NearestPointOnLadder, Player); return (vDist2DSq(NearestPointOnLadder, NearestPointOnPlayer) <= sqrf(4.0f)); } return (Player->v.movetype == MOVETYPE_FLY); } bool IsPlayerParasited(const edict_t* Player) { return (Player->v.iuser4 & MASK_PARASITED); } bool IsPlayerMotionTracked(const edict_t* Player) { return (Player->v.iuser4 & MASK_VIS_DETECTED); } float GetPlayerEnergy(const edict_t* Player) { return (Player->v.fuser3 * 0.001f); } int GetPlayerMaxArmour(const edict_t* Player) { if (FNullEnt(Player)) { return 0; } return AvHPlayerUpgrade::GetMaxArmorLevel(Player->v.iuser4, (AvHUser3)Player->v.iuser3); } int GetPlayerResources(const edict_t* Player) { if (FNullEnt(Player)) { return 0; } return (int)ceil(Player->v.vuser4.z / kNumericNetworkConstant); } int GetPlayerCombatExperience(const edict_t* Player) { if (FNullEnt(Player)) { return 0; } return (int)ceil(Player->v.vuser4.z / kNumericNetworkConstant); } int GetPlayerCombatLevel(const AvHPlayer* Player) { if (!Player) { return 0; } return Player->GetExperienceLevel(); } float GetPlayerRadius(const AvHPlayer* Player) { if (!Player) { return 0.0f; } int hullnum = GetPlayerHullIndex(ENT(Player->pev)); switch (hullnum) { case human_hull: case head_hull: return 16.0f; break; case large_hull: return 32.0f; break; default: return 16.0f; break; } } float GetPlayerRadius(const edict_t* Player) { if (!Player) { return 0.0f; } int hullnum = GetPlayerHullIndex(Player); switch (hullnum) { case human_hull: case head_hull: return 16.0f; break; case large_hull: return 32.0f; break; default: return 16.0f; break; } } bool CanPlayerCrouch(const edict_t* Player) { if (FNullEnt(Player) || Player->free || !IsEdictPlayer(Player)) { return false; } switch (Player->v.iuser3) { case AVH_USER3_ALIEN_PLAYER1: case AVH_USER3_ALIEN_PLAYER2: case AVH_USER3_ALIEN_PLAYER3: return false; default: return true; } return false; } int GetPlayerHullIndex(const edict_t* Player, const bool bIsCrouching) { if (!Player) { return 0; } AvHUser3 PlayerClass = (AvHUser3)Player->v.iuser3; switch (PlayerClass) { case AVH_USER3_MARINE_PLAYER: case AVH_USER3_ALIEN_PLAYER4: // Fade return (bIsCrouching) ? head_hull : human_hull; case AVH_USER3_COMMANDER_PLAYER: return head_hull; case AVH_USER3_ALIEN_EMBRYO: // Gestating return head_hull; case AVH_USER3_ALIEN_PLAYER1: // Skulk case AVH_USER3_ALIEN_PLAYER2: // Gorge case AVH_USER3_ALIEN_PLAYER3:// Lerk return head_hull; case AVH_USER3_ALIEN_PLAYER5: // Onos return (bIsCrouching) ? human_hull : large_hull; default: return head_hull; } return head_hull; } int GetPlayerHullIndex(const edict_t* Player) { if (!Player) { return 0; } AvHUser3 PlayerClass = (AvHUser3)Player->v.iuser3; bool bIsCrouching = (Player->v.flags & FL_DUCKING); switch (PlayerClass) { case AVH_USER3_MARINE_PLAYER: case AVH_USER3_ALIEN_PLAYER4: // Fade return (bIsCrouching) ? head_hull : human_hull; case AVH_USER3_COMMANDER_PLAYER: return head_hull; case AVH_USER3_ALIEN_EMBRYO: // Gestating return head_hull; case AVH_USER3_ALIEN_PLAYER1: // Skulk case AVH_USER3_ALIEN_PLAYER2: // Gorge case AVH_USER3_ALIEN_PLAYER3:// Lerk return head_hull; case AVH_USER3_ALIEN_PLAYER5: // Onos return (bIsCrouching) ? human_hull : large_hull; default: return head_hull; } return head_hull; } float GetPlayerEnergyRegenPerSecond(edict_t* Player) { int AdrenalineLevel = 0; if (Player->v.iuser4 & MASK_UPGRADE_5) { AdrenalineLevel = 1; if (Player->v.iuser4 & MASK_UPGRADE_13) { AdrenalineLevel = 3; } else if (Player->v.iuser4 & MASK_UPGRADE_12) { AdrenalineLevel = 2; } } return kAlienEnergyRate * (1.0f + (AdrenalineLevel * kAdrenalineEnergyPercentPerLevel)); } float GetPlayerOverallHealthPercent(const edict_t* Player) { if (IsEdictStructure(Player)) { return (Player->v.health / Player->v.max_health); } float MaxHealthAndArmour = Player->v.max_health + GetPlayerMaxArmour(Player); float CurrentHealthAndArmour = Player->v.health + Player->v.armorvalue; return (CurrentHealthAndArmour / MaxHealthAndArmour); } Vector GetPlayerEyePosition(const edict_t* Player) { if (FNullEnt(Player)) { return g_vecZero; } return (Player->v.origin + Player->v.view_ofs); } float GetPlayerHeight(const edict_t* Player, const bool bIsCrouching) { if (FNullEnt(Player)) { return 0.0f; } return GetPlayerOriginOffsetFromFloor(Player, bIsCrouching).z * 2.0f; } Vector GetPlayerOriginOffsetFromFloor(const edict_t* pEdict, const bool bIsCrouching) { if (FNullEnt(pEdict)) { return g_vecZero; } int iuser3 = pEdict->v.iuser3; switch (iuser3) { case AVH_USER3_MARINE_PLAYER: return (bIsCrouching) ? Vector(0.0f, 0.0f, 18.0f) : Vector(0.0f, 0.0f, 36.0f); break; case AVH_USER3_COMMANDER_PLAYER: return Vector(0.0f, 0.0f, 36.0f); break; case AVH_USER3_ALIEN_EMBRYO: return Vector(0.0f, 0.0f, 18.0f); break; case AVH_USER3_ALIEN_PLAYER1: return Vector(0.0f, 0.0f, 18.0f); break; case AVH_USER3_ALIEN_PLAYER2: return Vector(0.0f, 0.0f, 18.0f); break; case AVH_USER3_ALIEN_PLAYER3: return Vector(0.0f, 0.0f, 18.0f); break; case AVH_USER3_ALIEN_PLAYER4: return (bIsCrouching) ? Vector(0.0f, 0.0f, 18.0f) : Vector(0.0f, 0.0f, 36.0f); break; case AVH_USER3_ALIEN_PLAYER5: return (bIsCrouching) ? Vector(0.0f, 0.0f, 36.0f) : Vector(0.0f, 0.0f, 54.0f); break; default: return Vector(0.0f, 0.0f, 36.0f); break; } } Vector GetPlayerBottomOfCollisionHull(const edict_t* pEdict) { if (FNullEnt(pEdict)) { return g_vecZero; } int iuser3 = pEdict->v.iuser3; bool bIsCrouching = (pEdict->v.flags & FL_DUCKING); Vector origin = pEdict->v.origin; switch (iuser3) { case AVH_USER3_MARINE_PLAYER: return (bIsCrouching) ? (origin - Vector(0.0f, 0.0f, 18.0f)) : (origin - Vector(0.0f, 0.0f, 36.0f)); break; case AVH_USER3_COMMANDER_PLAYER: return origin; break; case AVH_USER3_ALIEN_EMBRYO: return (origin - Vector(0.0f, 0.0f, 18.0f)); break; case AVH_USER3_ALIEN_PLAYER1: return (origin - Vector(0.0f, 0.0f, 18.0f)); break; case AVH_USER3_ALIEN_PLAYER2: return (origin - Vector(0.0f, 0.0f, 18.0f)); break; case AVH_USER3_ALIEN_PLAYER3: return (origin - Vector(0.0f, 0.0f, 18.0f)); break; case AVH_USER3_ALIEN_PLAYER4: return (bIsCrouching) ? (origin - Vector(0.0f, 0.0f, 18.0f)) : (origin - Vector(0.0f, 0.0f, 36.0f)); break; case AVH_USER3_ALIEN_PLAYER5: return (bIsCrouching) ? (origin - Vector(0.0f, 0.0f, 36.0f)) : (origin - Vector(0.0f, 0.0f, 54.0f)); break; default: return origin; break; } } Vector GetPlayerTopOfCollisionHull(const edict_t* pEdict, const bool bIsCrouching) { if (FNullEnt(pEdict)) { return g_vecZero; } int iuser3 = pEdict->v.iuser3; Vector origin = pEdict->v.origin; switch (iuser3) { case AVH_USER3_MARINE_PLAYER: return (bIsCrouching) ? (origin + Vector(0.0f, 0.0f, 19.0f)) : (origin + Vector(0.0f, 0.0f, 37.0f)); case AVH_USER3_COMMANDER_PLAYER: return origin; case AVH_USER3_ALIEN_EMBRYO: case AVH_USER3_ALIEN_PLAYER1: case AVH_USER3_ALIEN_PLAYER2: case AVH_USER3_ALIEN_PLAYER3: return (origin + Vector(0.0f, 0.0f, 19.0f)); case AVH_USER3_ALIEN_PLAYER4: return (bIsCrouching) ? (origin + Vector(0.0f, 0.0f, 19.0f)) : (origin + Vector(0.0f, 0.0f, 37.0f)); case AVH_USER3_ALIEN_PLAYER5: return (bIsCrouching) ? (origin + Vector(0.0f, 0.0f, 37.0f)) : (origin + Vector(0.0f, 0.0f, 55.0f)); default: return origin; } } Vector GetPlayerTopOfCollisionHull(const edict_t* pEdict) { if (FNullEnt(pEdict)) { return g_vecZero; } if (!IsEdictPlayer(pEdict)) { Vector Centre = UTIL_GetCentreOfEntity(pEdict); Centre.z = pEdict->v.absmax.z; return Centre; } int iuser3 = pEdict->v.iuser3; bool bIsCrouching = (pEdict->v.flags & FL_DUCKING); Vector origin = pEdict->v.origin; switch (iuser3) { case AVH_USER3_MARINE_PLAYER: return (bIsCrouching) ? (origin + Vector(0.0f, 0.0f, 19.0f)) : (origin + Vector(0.0f, 0.0f, 37.0f)); case AVH_USER3_COMMANDER_PLAYER: return origin; case AVH_USER3_ALIEN_EMBRYO: case AVH_USER3_ALIEN_PLAYER1: case AVH_USER3_ALIEN_PLAYER2: case AVH_USER3_ALIEN_PLAYER3: return (origin + Vector(0.0f, 0.0f, 19.0f)); case AVH_USER3_ALIEN_PLAYER4: return (bIsCrouching) ? (origin + Vector(0.0f, 0.0f, 19.0f)) : (origin + Vector(0.0f, 0.0f, 37.0f)); case AVH_USER3_ALIEN_PLAYER5: return (bIsCrouching) ? (origin + Vector(0.0f, 0.0f, 37.0f)) : (origin + Vector(0.0f, 0.0f, 55.0f)); default: return origin; } } Vector GetPlayerAttemptedMoveDirection(const edict_t* Player) { if (Player->v.button == 0) { return g_vecZero; } Vector ForwardDir = UTIL_GetForwardVector2D(Player->v.angles); Vector RightDir = UTIL_GetVectorNormal2D(UTIL_GetCrossProduct(ForwardDir, UP_VECTOR)); if (Player->v.button & IN_FORWARD) { if (Player->v.button & IN_RIGHT) { return UTIL_GetVectorNormal2D(ForwardDir + RightDir); } if (Player->v.button & IN_LEFT) { return UTIL_GetVectorNormal2D(ForwardDir - RightDir); } return ForwardDir; } if (Player->v.button & IN_BACK) { Vector BackwardDir = -ForwardDir; Vector RightDir = UTIL_GetCrossProduct(BackwardDir, UP_VECTOR); if (Player->v.button & IN_RIGHT) { return UTIL_GetVectorNormal2D(BackwardDir - RightDir); } if (Player->v.button & IN_LEFT) { return UTIL_GetVectorNormal2D(BackwardDir + RightDir); } return BackwardDir; } if (Player->v.button & IN_RIGHT) { return RightDir; } if (Player->v.button & IN_LEFT) { return -RightDir; } return g_vecZero; } int GetPlayerIndex(AvHPlayer* Player) { return Player->entindex(); } bool IsEdictPlayer(const edict_t* edict) { if (FNullEnt(edict)) { return false; } return ((edict->v.flags & FL_CLIENT) || (edict->v.flags & FL_FAKECLIENT)); } bool IsPlayerTouchingEntity(const edict_t* Player, const edict_t* TargetEntity) { CBaseEntity* TouchingEdict = nullptr; while ((TouchingEdict = UTIL_FindEntityInSphere(TouchingEdict, Player->v.origin, 5.0f)) != NULL) { if (TouchingEdict->edict() == TargetEntity) { return true; } } return false; } bool IsPlayerInUseRange(const edict_t* Player, const edict_t* Target) { if (FNullEnt(Player) || FNullEnt(Target)) { return false; } //if (vDist3DSq(Player->v.origin, UTIL_GetCentreOfEntity(Target)) > sqrf(vSize3D(Target->v.size) + vSize3D(Player->v.size))) { return false; } CBaseEntity* UseObject = nullptr; while ((UseObject = UTIL_FindEntityInSphere(UseObject, Player->v.origin, 64.0f)) != NULL) { if (UseObject->edict() == Target) { return true; } } return false; } bool PlayerHasHeavyArmour(const edict_t* Player) { if (!IsPlayerMarine(Player)) { return false; } return (Player->v.iuser4 & MASK_UPGRADE_13); } bool PlayerHasJetpack(edict_t* Player) { if (!IsPlayerMarine(Player)) { return false; } return (Player->v.iuser4 & MASK_UPGRADE_7); } bool PlayerHasEquipment(edict_t* Player) { if (!IsPlayerMarine(Player)) { return false; } return PlayerHasHeavyArmour(Player) || PlayerHasJetpack(Player); } bool PlayerHasSpecialWeapon(const AvHPlayer* Player) { if (!IsPlayerMarine(Player)) { return false; } return !PlayerHasWeapon(Player, WEAPON_MARINE_MG); } bool UTIL_PlayerHasLOSToEntity(const edict_t* Player, const edict_t* Target, const float MaxRange, const bool bUseHullSweep) { if (FNullEnt(Player) || FNullEnt(Target)) { return false; } Vector StartTrace = GetPlayerEyePosition(Player); Vector EndTrace = UTIL_GetCentreOfEntity(Target); float Dist = vDist3D(StartTrace, EndTrace); TraceResult hit; if (bUseHullSweep) { UTIL_TraceHull(StartTrace, EndTrace, dont_ignore_monsters, head_hull, Player->v.pContainingEntity, &hit); } else { UTIL_TraceLine(StartTrace, EndTrace, dont_ignore_monsters, dont_ignore_glass, Player->v.pContainingEntity, &hit); } if (hit.fStartSolid || (hit.flFraction < 1.0f && ((Dist * hit.flFraction) <= MaxRange))) { return (hit.pHit == Target); } else { return false; } } bool UTIL_PlayerHasLOSToLocation(const edict_t* Player, const Vector Target, const float MaxRange) { if (FNullEnt(Player)) { return false; } Vector StartTrace = GetPlayerEyePosition(Player); if (vDist3DSq(StartTrace, Target) > sqrf(MaxRange)) { return false; } TraceResult hit; UTIL_TraceLine(StartTrace, Target, ignore_monsters, ignore_glass, Player->v.pContainingEntity, &hit); return (hit.flFraction >= 1.0f); } bool PlayerHasWeapon(const AvHPlayer* Player, const AvHAIWeapon DesiredCombatWeapon) { bool HasWeaponInInventory = (Player->pev->weapons & (1 << DesiredCombatWeapon)); // Marines don't have a fixed inventory, so we can just do a simple check for them. Same goes to confirm the alien has the weapon in their inventory if (IsPlayerMarine(Player) || !HasWeaponInInventory) { if (DesiredCombatWeapon == WEAPON_MARINE_GRENADE && HasWeaponInInventory) { AvHBasePlayerWeapon* Weapon = dynamic_cast(Player->m_rgpPlayerItems[5]); return Weapon->m_iClip > 0; } return HasWeaponInInventory; } // Aliens always have all weapons in their inventory, but they are enabled/disabled based on hive count (or combat unlocks). // Now we check to see if the weapon is enabled for them. edict_t* pEdict = ENT(Player->pev); // Which slot the weapon sits in int DesiredWeaponIndex = -1; switch (DesiredCombatWeapon) { case WEAPON_SKULK_BITE: case WEAPON_GORGE_SPIT: case WEAPON_LERK_BITE: case WEAPON_FADE_SWIPE: case WEAPON_ONOS_GORE: DesiredWeaponIndex = 1; break; case WEAPON_SKULK_PARASITE: case WEAPON_GORGE_HEALINGSPRAY: case WEAPON_LERK_SPORES: case WEAPON_FADE_BLINK: case WEAPON_ONOS_DEVOUR: DesiredWeaponIndex = 2; break; case WEAPON_SKULK_LEAP: case WEAPON_GORGE_BILEBOMB: case WEAPON_LERK_UMBRA: case WEAPON_FADE_METABOLIZE: case WEAPON_ONOS_STOMP: DesiredWeaponIndex = 3; break; case WEAPON_SKULK_XENOCIDE: case WEAPON_GORGE_WEB: case WEAPON_LERK_PRIMALSCREAM: case WEAPON_FADE_ACIDROCKET: case WEAPON_ONOS_CHARGE: DesiredWeaponIndex = 4; break; default: DesiredWeaponIndex = -1; break; } if (DesiredWeaponIndex < 0) { return false; } AvHBasePlayerWeapon* Weapon = dynamic_cast(Player->m_rgpPlayerItems[DesiredWeaponIndex]); return (Weapon && Weapon->m_iEnabled); } bool PlayerHasAlienUpgradeOfType(const edict_t* Player, const HiveTechStatus TechType) { if (!IsPlayerAlien(Player)) { return false; } switch (TechType) { case HIVE_TECH_DEFENCE: return ((Player->v.iuser4 & MASK_UPGRADE_1) || (Player->v.iuser4 & MASK_UPGRADE_2) || (Player->v.iuser4 & MASK_UPGRADE_3)); case HIVE_TECH_MOVEMENT: return ((Player->v.iuser4 & MASK_UPGRADE_4) || (Player->v.iuser4 & MASK_UPGRADE_5) || (Player->v.iuser4 & MASK_UPGRADE_6)); case HIVE_TECH_SENSORY: return ((Player->v.iuser4 & MASK_UPGRADE_7) || (Player->v.iuser4 & MASK_UPGRADE_8) || (Player->v.iuser4 & MASK_UPGRADE_9)); default: return false; } } float GetPlayerCloakAmount(const edict_t* Player) { if (!(Player->v.iuser4 & MASK_UPGRADE_7) && !(Player->v.iuser4 & MASK_SENSORY_NEARBY)) { return 0.0f; } if (Player->v.iuser4 & MASK_VIS_SIGHTED) { return 0.0f; } else { return 1.0f; } } bool IsPlayerReloading(const AvHPlayer* Player) { AvHBasePlayerWeapon* theBasePlayerWeapon = dynamic_cast(Player->m_pActiveItem); if (!theBasePlayerWeapon) { return false; } return (theBasePlayerWeapon->m_fInReload > 0 || theBasePlayerWeapon->m_fInSpecialReload > 0); } bool IsPlayerStandingOnPlayer(const edict_t* Player) { return (IsEdictPlayer(Player->v.groundentity)); } AvHUser3 GetPlayerActiveClass(const AvHPlayer* Player) { if (Player->pev->iuser3 == AVH_USER3_ALIEN_EMBRYO) // If player is gestating... { switch (Player->GetEvolution()) // If they're targeting a new life form (i.e. not getting upgrade), then return the new life form. Otherwise, return previous { case ALIEN_LIFEFORM_ONE: return AVH_USER3_ALIEN_PLAYER1; case ALIEN_LIFEFORM_TWO: return AVH_USER3_ALIEN_PLAYER2; case ALIEN_LIFEFORM_THREE: return AVH_USER3_ALIEN_PLAYER3; case ALIEN_LIFEFORM_FOUR: return AVH_USER3_ALIEN_PLAYER4; case ALIEN_LIFEFORM_FIVE: return AVH_USER3_ALIEN_PLAYER5; default: // Player is gestating an upgrade return Player->GetPreviousUser3(); } } // Player isn't gestating, just return whatever they are now return (AvHUser3)Player->pev->iuser3; } edict_t* UTIL_GetNearestLadderAtPoint(const Vector SearchLocation) { CBaseEntity* entity = NULL; entity = UTIL_FindEntityByClassname(entity, "func_ladder"); CBaseEntity* closestLadderRef = entity; float lowestDist = FLT_MAX; while (entity) { Vector LadderMin = entity->pev->absmin; Vector LadderMax = entity->pev->absmax; float dist = vDistanceFromLine3D(LadderMin, LadderMax, SearchLocation); if (dist < lowestDist) { closestLadderRef = entity; lowestDist = dist; } entity = UTIL_FindEntityByClassname(entity, "func_ladder"); } return (closestLadderRef) ? closestLadderRef->edict() : nullptr; } Vector UTIL_GetNearestLadderNormal(edict_t* pEdict) { return UTIL_GetNearestLadderNormal(pEdict->v.origin); } Vector UTIL_GetNearestSurfaceNormal(Vector SearchLocation) { Vector Trace1End, Trace2End, Trace3End, Trace4End, Trace5End, Trace6End, Trace7End, Trace8End; Trace1End = Trace2End = Trace3End = Trace4End = Trace5End = Trace6End = Trace7End = Trace8End = SearchLocation; Trace1End.x += 32.0f; Trace1End.y += 32.0f; Trace2End.x += 32.0f; Trace2End.y -= 32.0f; Trace3End.x -= 32.0f; Trace3End.y -= 32.0f; Trace4End.x -= 32.0f; Trace4End.y += 32.0f; Trace5End.x += 32.0f; Trace6End.x -= 32.0f; Trace7End.y -= 32.0f; Trace8End.y += 32.0f; Vector ClosestNormal = ZERO_VECTOR; float MinDist = 0.0f; trace_t TraceResult; NS_TraceLine(SearchLocation, Trace1End, 1, PM_NORMAL, -1, true, TraceResult); if (TraceResult.fraction < 1.0f) { int PointContents = UTIL_PointContents(TraceResult.endpos); if (vIsZero(ClosestNormal) || TraceResult.fraction < MinDist) { ClosestNormal = TraceResult.plane.normal; MinDist = TraceResult.fraction; } } NS_TraceLine(SearchLocation, Trace2End, 1, PM_NORMAL, -1, true, TraceResult); if (TraceResult.fraction < 1.0f) { int PointContents = UTIL_PointContents(TraceResult.endpos); if (vIsZero(ClosestNormal) || TraceResult.fraction < MinDist) { ClosestNormal = TraceResult.plane.normal; MinDist = TraceResult.fraction; } } NS_TraceLine(SearchLocation, Trace3End, 1, PM_NORMAL, -1, true, TraceResult); if (TraceResult.fraction < 1.0f) { int PointContents = UTIL_PointContents(TraceResult.endpos); if (vIsZero(ClosestNormal) || TraceResult.fraction < MinDist) { ClosestNormal = TraceResult.plane.normal; MinDist = TraceResult.fraction; } } NS_TraceLine(SearchLocation, Trace4End, 1, PM_NORMAL, -1, true, TraceResult); if (TraceResult.fraction < 1.0f) { int PointContents = UTIL_PointContents(TraceResult.endpos); if (vIsZero(ClosestNormal) || TraceResult.fraction < MinDist) { ClosestNormal = TraceResult.plane.normal; MinDist = TraceResult.fraction; } } NS_TraceLine(SearchLocation, Trace5End, 1, PM_NORMAL, -1, true, TraceResult); if (TraceResult.fraction < 1.0f) { int PointContents = UTIL_PointContents(TraceResult.endpos); if (vIsZero(ClosestNormal) || TraceResult.fraction < MinDist) { ClosestNormal = TraceResult.plane.normal; MinDist = TraceResult.fraction; } } NS_TraceLine(SearchLocation, Trace6End, 1, PM_NORMAL, -1, true, TraceResult); if (TraceResult.fraction < 1.0f) { int PointContents = UTIL_PointContents(TraceResult.endpos); if (vIsZero(ClosestNormal) || TraceResult.fraction < MinDist) { ClosestNormal = TraceResult.plane.normal; MinDist = TraceResult.fraction; } } NS_TraceLine(SearchLocation, Trace7End, 1, PM_NORMAL, -1, true, TraceResult); if (TraceResult.fraction < 1.0f) { int PointContents = UTIL_PointContents(TraceResult.endpos); if (vIsZero(ClosestNormal) || TraceResult.fraction < MinDist) { ClosestNormal = TraceResult.plane.normal; MinDist = TraceResult.fraction; } } NS_TraceLine(SearchLocation, Trace8End, 1, PM_NORMAL, -1, true, TraceResult); if (TraceResult.fraction < 1.0f) { int PointContents = UTIL_PointContents(TraceResult.endpos); if (vIsZero(ClosestNormal) || TraceResult.fraction < MinDist) { ClosestNormal = TraceResult.plane.normal; MinDist = TraceResult.fraction; } } return ClosestNormal; } Vector UTIL_GetNearestLadderNormal(Vector SearchLocation) { TraceResult result; CBaseEntity* entity = NULL; entity = UTIL_FindEntityByClassname(entity, "func_ladder"); CBaseEntity* closestLadderRef = entity; float lowestDist = FLT_MAX; while (entity) { Vector LadderMin = entity->pev->absmin; Vector LadderMax = entity->pev->absmax; float dist = vDistanceFromLine3D(LadderMin, LadderMax, SearchLocation); if (dist < lowestDist) { closestLadderRef = entity; lowestDist = dist; } entity = UTIL_FindEntityByClassname(entity, "func_ladder"); } if (closestLadderRef) { if (vPointOverlaps3D(SearchLocation, closestLadderRef->pev->absmin, closestLadderRef->pev->absmax)) { return UTIL_GetNearestSurfaceNormal(SearchLocation); } else { Vector CentrePoint = closestLadderRef->pev->absmin + (closestLadderRef->pev->size * 0.5f); CentrePoint.z = SearchLocation.z; trace_t TraceResult; NS_TraceLine(SearchLocation, CentrePoint, 1, PM_WORLD_ONLY, -1, true, TraceResult); if (TraceResult.fraction < 1.0f) { return TraceResult.plane.normal; } } } return ZERO_VECTOR; } Vector UTIL_GetNearestLadderBottomPoint(edict_t* pEdict) { TraceResult result; CBaseEntity* entity = NULL; entity = UTIL_FindEntityByClassname(entity, "func_ladder"); CBaseEntity* closestLadderRef = entity; float lowestDist = 999999.0f; while (entity) { Vector LadderMin = entity->pev->absmin; Vector LadderMax = entity->pev->absmax; float dist = vDistanceFromLine3D(LadderMin, LadderMax, pEdict->v.origin); if (dist < lowestDist) { closestLadderRef = entity; lowestDist = dist; } entity = UTIL_FindEntityByClassname(entity, "func_ladder"); } if (closestLadderRef) { Vector Centre = (closestLadderRef->pev->absmin + (closestLadderRef->pev->size * 0.5f)); Centre.z = closestLadderRef->pev->absmin.z; return Centre; } return pEdict->v.origin; } Vector UTIL_GetNearestLadderTopPoint(const Vector SearchLocation) { TraceResult result; CBaseEntity* entity = NULL; entity = UTIL_FindEntityByClassname(entity, "func_ladder"); CBaseEntity* closestLadderRef = entity; float lowestDist = 999999.0f; while (entity) { Vector LadderMin = entity->pev->absmin; Vector LadderMax = entity->pev->absmax; float dist = vDistanceFromLine3D(LadderMin, LadderMax, SearchLocation); if (dist < lowestDist) { closestLadderRef = entity; lowestDist = dist; } entity = UTIL_FindEntityByClassname(entity, "func_ladder"); } if (closestLadderRef) { Vector Centre = (closestLadderRef->pev->absmin + ((closestLadderRef->pev->absmax - closestLadderRef->pev->absmin) * 0.5f)); Centre.z = closestLadderRef->pev->absmax.z; return Centre; } return SearchLocation; } Vector UTIL_GetNearestLadderTopPoint(edict_t* pEdict) { return UTIL_GetNearestLadderTopPoint(pEdict->v.origin); } Vector UTIL_GetNearestLadderCentrePoint(edict_t* pEdict) { return UTIL_GetNearestLadderCentrePoint(pEdict->v.origin); } Vector UTIL_GetNearestLadderCentrePoint(const Vector SearchLocation) { TraceResult result; CBaseEntity* entity = NULL; entity = UTIL_FindEntityByClassname(entity, "func_ladder"); CBaseEntity* closestLadderRef = entity; float lowestDist = 999999.0f; while (entity) { Vector LadderMin = entity->pev->absmin; Vector LadderMax = entity->pev->absmax; float dist = vDistanceFromLine3D(LadderMin, LadderMax, SearchLocation); if (dist < lowestDist) { closestLadderRef = entity; lowestDist = dist; } entity = UTIL_FindEntityByClassname(entity, "func_ladder"); } if (closestLadderRef) { return (closestLadderRef->pev->absmin + ((closestLadderRef->pev->absmax - closestLadderRef->pev->absmin) * 0.5f)); } return SearchLocation; } void AIPlayer_Say(edict_t* pEntity, int teamonly, const char* Msg) { AvHPlayer* client; AvHPlayer* theTalkingPlayer = dynamic_cast(CBaseEntity::Instance(pEntity)); int j; char* p; char text[256]; bool theTalkerInReadyRoom = theTalkingPlayer->GetInReadyRoom(); // We can get a raw string now, without the "say " prepended if (!Msg) return; //Not yet. if (theTalkingPlayer->m_flNextChatTime > gpGlobals->time) return; p = (char*)Msg; // remove quotes if present if (*p == '"') { p++; p[strlen(p) - 1] = 0; } // make sure the text has content char* pc = p; for (pc = p; pc != NULL && *pc != 0; pc++) { if (isprint(*pc) && !isspace(*pc)) { pc = NULL; // we've found an alphanumeric character, so text is valid break; } } if (pc != NULL) return; // no character found, so say nothing // turn on color set 2 (color on, no sound) if (teamonly) sprintf(text, "%c(TEAM) %s: ", 2, STRING(pEntity->v.netname)); else sprintf(text, "%c%s: ", 2, STRING(pEntity->v.netname)); j = sizeof(text) - 2 - strlen(text); // -2 for /n and null terminator if ((int)strlen(p) > j) p[j] = 0; strcat(text, p); strcat(text, "\n"); theTalkingPlayer->m_flNextChatTime = gpGlobals->time + CHAT_INTERVAL; // loop through all players // Start with the first player. // This may return the world in single player if the client types something between levels or during spawn // so check it, or it will infinite loop client = NULL; while (((client = (AvHPlayer*)UTIL_FindEntityByClassname(client, "player")) != NULL) && (!FNullEnt(client->edict()))) { if (!client->pev) continue; if (client->edict() == pEntity) continue; if (!(client->IsNetClient())) // Not a client ? (should never be true) continue; // Don't differentiate between team and non-team when not playing bool theTalkingPlayerIsPlaying = ((theTalkingPlayer->GetPlayMode() == PLAYMODE_PLAYING) || (theTalkingPlayer->GetPlayMode() == PLAYMODE_AWAITINGREINFORCEMENT) || (theTalkingPlayer->GetPlayMode() == PLAYMODE_REINFORCING)); bool theClientIsPlaying = ((client->GetPlayMode() == PLAYMODE_PLAYING) || (client->GetPlayMode() == PLAYMODE_AWAITINGREINFORCEMENT) || (client->GetPlayMode() == PLAYMODE_REINFORCING)); bool theTalkerIsObserver = theTalkingPlayer->IsObserver(); bool theClientIsObserver = client->IsObserver(); bool theClientIsHLTV = (client->pev->flags & FL_PROXY); bool theClientInReadyRoom = client->GetInReadyRoom(); if (theClientInReadyRoom != theTalkerInReadyRoom && !theClientIsHLTV) { continue; } if (!theClientIsObserver || theClientIsPlaying) // Non-playing Observers hear everything. { if (theTalkingPlayerIsPlaying && teamonly && g_pGameRules->PlayerRelationship(client, CBaseEntity::Instance(pEntity)) != GR_TEAMMATE) continue; // chat can never go between play area and non-play area if (theTalkingPlayerIsPlaying != theClientIsPlaying && !theClientIsHLTV) continue; // chat of any kind doesn't go from ready room to play area in tournament mode if (theTalkerInReadyRoom && GetGameRules()->GetIsTournamentMode() && theClientIsPlaying && !theClientIsHLTV) continue; } UTIL_SayText(text, client, ENTINDEX(pEntity)); } // print to the sending client UTIL_SayText(text, CBaseEntity::Instance(ENT(pEntity))); // echo to server console g_engfuncs.pfnServerPrint(text); // UTIL_LogPrintf( "%s %s \"%s\"\n", GetLogStringForPlayer( pEntity ).c_str(), temp, p ); }