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o Revert range change on +use for hives as it caused issues when using other items.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@429 67975925-1194-0748-b3d5-c16f83f1a3a1
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1 changed files with 19 additions and 23 deletions
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@ -92,7 +92,6 @@
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#include "game.h"
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#include "common/hltv.h"
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#include "mod/AvHNetworkMessages.h"
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#include "util/MathUtil.h"
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// #define DUCKFIX
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@ -1779,31 +1778,28 @@ void CBasePlayer::PlayerUse ( void )
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UTIL_MakeVectors ( pev->v_angle );// so we know which way we are facing
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while ((pObject = UTIL_FindEntityInSphere( pObject, pev->origin, PLAYER_SEARCH_RADIUS*2 )) != NULL)
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while ((pObject = UTIL_FindEntityInSphere( pObject, pev->origin, PLAYER_SEARCH_RADIUS )) != NULL)
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{
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float distance=VectorDistance(pObject->pev->origin, pev->origin);
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if ( distance < PLAYER_SEARCH_RADIUS || pObject->pev->iuser3 == AVH_USER3_HIVE ) {
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if (pObject->ObjectCaps() & (FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE | FCAP_ONOFF_USE))
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{
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// !!!PERFORMANCE- should this check be done on a per case basis AFTER we've determined that
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// this object is actually usable? This dot is being done for every object within PLAYER_SEARCH_RADIUS
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// when player hits the use key. How many objects can be in that area, anyway? (sjb)
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vecLOS = (VecBModelOrigin( pObject->pev ) - (pev->origin + pev->view_ofs));
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// This essentially moves the origin of the target to the corner nearest the player to test to see
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// if it's "hull" is in the view cone
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vecLOS = UTIL_ClampVectorToBox( vecLOS, pObject->pev->size * 0.5 );
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flDot = DotProduct (vecLOS , gpGlobals->v_forward);
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if (flDot > flMaxDot )
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{// only if the item is in front of the user
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pClosest = pObject;
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flMaxDot = flDot;
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// ALERT( at_console, "%s : %f\n", STRING( pObject->pev->classname ), flDot );
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}
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// ALERT( at_console, "%s : %f\n", STRING( pObject->pev->classname ), flDot );
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if (pObject->ObjectCaps() & (FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE | FCAP_ONOFF_USE))
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{
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// !!!PERFORMANCE- should this check be done on a per case basis AFTER we've determined that
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// this object is actually usable? This dot is being done for every object within PLAYER_SEARCH_RADIUS
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// when player hits the use key. How many objects can be in that area, anyway? (sjb)
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vecLOS = (VecBModelOrigin( pObject->pev ) - (pev->origin + pev->view_ofs));
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// This essentially moves the origin of the target to the corner nearest the player to test to see
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// if it's "hull" is in the view cone
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vecLOS = UTIL_ClampVectorToBox( vecLOS, pObject->pev->size * 0.5 );
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flDot = DotProduct (vecLOS , gpGlobals->v_forward);
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if (flDot > flMaxDot )
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{// only if the item is in front of the user
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pClosest = pObject;
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flMaxDot = flDot;
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// ALERT( at_console, "%s : %f\n", STRING( pObject->pev->classname ), flDot );
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}
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// ALERT( at_console, "%s : %f\n", STRING( pObject->pev->classname ), flDot );
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}
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}
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pObject = pClosest;
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