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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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#include "cbase.h"
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#include "order_buildsentrygun.h"
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#include "tf_class_defender.h"
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#include "tf_team.h"
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#include "order_helpers.h"
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// The defender will get orders to cover objects with sentry guns this far away.
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#define SENTRYGUN_ORDER_DIST 3500
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IMPLEMENT_SERVERCLASS_ST( COrderBuildSentryGun, DT_OrderBuildSentryGun )
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END_SEND_TABLE()
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bool COrderBuildSentryGun::CreateOrder( CPlayerClassDefender *pClass )
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{
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if ( !pClass->CanBuildSentryGun() )
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return false;
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COrderBuildSentryGun *pOrder = new COrderBuildSentryGun;
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if ( OrderCreator_GenericObject( pClass, OBJ_SENTRYGUN_PLASMA, SENTRYGUN_ORDER_DIST, pOrder ) )
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{
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return true;
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}
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else
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{
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UTIL_RemoveImmediate( pOrder );
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return false;
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}
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}
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bool COrderBuildSentryGun::Update()
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{
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// If the entity we were supposed to cover with the sentry gun is covered now,
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// then the order is done.
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CBaseEntity *pEnt = GetTargetEntity();
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if( !pEnt || !m_hOwningPlayer.Get() )
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return true;
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CTFTeam *pTeam = m_hOwningPlayer->GetTFTeam();
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if( pTeam->IsCoveredBySentryGun( pEnt->GetAbsOrigin() ) )
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return true;
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return false;
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}
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