game-source/ctf/qwsrc/ident.qc
Bill Currie f994c0c98a whee, CTF will continue to live :) (see permission.txt). I haven't even
/tried/ to pass the code through qfcc yet.
2003-01-24 19:31:58 +00:00

94 lines
2.5 KiB
C++

/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
// Identify the player you are pointed towards
// By Suck (Nat Friedman)
// This code falls under the GNU public license, and cannot be
// redistributed without my name attached.
// hacked by Zoid for CTF4
// This is called with the player who wants to know whose in front
// of him as "self." I call it with an impulse in weapons.qc
entity(float disp) identify_player =
{
// e is a temp entity; guy is our current best guess
// as to at whom the player is pointing
local entity e, guy;
// The best "closeness" heuristic so far.
local float closeness = -1;
// Temp vars.
local vector diff, point;
local float currclose;
local string s1, s2, s3;
// Walk the list of players...
e=find(world, classname, "player");
while (e!=world)
{
// Get a vector pointing from the viewer to the current
// player under consideration
diff=e.origin - self.origin;
// Normalize it since we only care where he's pointing,
// not how far away the guy is.
diff=normalize(diff);
// Normalize self.angles so we can do a length-independent
// consideration
point=normalize(self.angles);
// Find the different between the current player's angle
// and the viewer's vision angle
diff=diff - point;
// The length is going to be our definition of closeness
currclose=vlen(diff);
traceline(self.origin, e.origin, FALSE, self);
if (trace_ent == e) {
if (closeness == -1) {
closeness = currclose;
guy = e;
} else if (currclose < closeness) {
closeness = currclose;
guy = e;
}
}
e=find(e, classname, "player");
}
// Now we display.
if (disp==0)
return guy;
if (guy == world)
{
TeamPlayerUpdate(self, "You're not looking at anyone!");
return world;
}
TeamPlayerUpdate2(self, "You are looking at ", guy.netname);
return guy;
};