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https://github.com/nillerusr/source-engine.git
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71 lines
1.5 KiB
C
71 lines
1.5 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef PLAYERENUMERATOR_H
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#define PLAYERENUMERATOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "utlvector.h"
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#include "ehandle.h"
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#include "ispatialpartition.h"
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class C_BaseEntity;
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class CPlayerEnumerator : public IPartitionEnumerator
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{
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DECLARE_CLASS_NOBASE( CPlayerEnumerator );
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public:
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//Forced constructor
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CPlayerEnumerator( float radius, Vector vecOrigin )
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{
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m_flRadiusSquared = radius * radius;
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m_vecOrigin = vecOrigin;
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m_Objects.RemoveAll();
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}
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int GetObjectCount() { return m_Objects.Size(); }
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C_BaseEntity *GetObject( int index )
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{
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if ( index < 0 || index >= GetObjectCount() )
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return NULL;
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return m_Objects[ index ];
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}
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//Actual work code
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virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
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{
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C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() );
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if ( pEnt == NULL )
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return ITERATION_CONTINUE;
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if ( !pEnt->IsPlayer() )
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return ITERATION_CONTINUE;
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Vector deltaPos = pEnt->GetAbsOrigin() - m_vecOrigin;
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if ( deltaPos.LengthSqr() > m_flRadiusSquared )
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return ITERATION_CONTINUE;
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CHandle< C_BaseEntity > h;
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h = pEnt;
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m_Objects.AddToTail( h );
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return ITERATION_CONTINUE;
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}
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public:
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//Data members
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float m_flRadiusSquared;
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Vector m_vecOrigin;
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CUtlVector< CHandle< C_BaseEntity > > m_Objects;
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};
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#endif // PLAYERENUMERATOR_H
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