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https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-19 20:16:10 +08:00
Added original SDK code for Alien Swarm.
This commit is contained in:
395
game/server/nav_entities.cpp
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395
game/server/nav_entities.cpp
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//========= Copyright <20> 1996-2005, 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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//=============================================================================//
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// nav_entities.cpp
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// AI Navigation entities
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// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003
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#include "cbase.h"
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#include "nav_mesh.h"
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#include "nav_node.h"
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#include "nav_pathfind.h"
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#include "nav_colors.h"
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#include "fmtstr.h"
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#include "props_shared.h"
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#include "func_breakablesurf.h"
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#include "Color.h"
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#include "collisionutils.h"
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#include "functorutils.h"
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#include "team.h"
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#include "nav_entities.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//--------------------------------------------------------------------------------------------------------
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BEGIN_DATADESC( CFuncNavBlocker )
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "BlockNav", InputBlockNav ),
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DEFINE_INPUTFUNC( FIELD_VOID, "UnblockNav", InputUnblockNav ),
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DEFINE_KEYFIELD( m_blockedTeamNumber, FIELD_INTEGER, "teamToBlock" ),
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( func_nav_blocker, CFuncNavBlocker );
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CUtlLinkedList<CFuncNavBlocker *> CFuncNavBlocker::gm_NavBlockers;
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//-----------------------------------------------------------------------------------------------------
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int CFuncNavBlocker::DrawDebugTextOverlays( void )
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{
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int offset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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CFmtStr str;
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// FIRST_GAME_TEAM skips TEAM_SPECTATOR and TEAM_UNASSIGNED, so we can print
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// useful team names in a non-game-specific fashion.
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for ( int i=FIRST_GAME_TEAM; i<FIRST_GAME_TEAM + MAX_NAV_TEAMS; ++i )
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{
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if ( IsBlockingNav( i ) )
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{
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CTeam *team = GetGlobalTeam( i );
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if ( team )
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{
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EntityText( offset++, str.sprintf( "blocking team %s", team->GetName() ), 0 );
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}
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else
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{
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EntityText( offset++, str.sprintf( "blocking team %d", i ), 0 );
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}
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}
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}
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NavAreaCollector collector( true );
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Extent extent;
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extent.Init( this );
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TheNavMesh->ForAllAreasOverlappingExtent( collector, extent );
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for ( int i=0; i<collector.m_area.Count(); ++i )
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{
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CNavArea *area = collector.m_area[i];
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Extent areaExtent;
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area->GetExtent( &areaExtent );
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debugoverlay->AddBoxOverlay( vec3_origin, areaExtent.lo, areaExtent.hi, vec3_angle, 0, 255, 0, 10, NDEBUG_PERSIST_TILL_NEXT_SERVER );
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}
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}
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return offset;
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavBlocker::UpdateBlocked()
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{
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NavAreaCollector collector( true );
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Extent extent;
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extent.Init( this );
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TheNavMesh->ForAllAreasOverlappingExtent( collector, extent );
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for ( int i=0; i<collector.m_area.Count(); ++i )
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{
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CNavArea *area = collector.m_area[i];
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area->UpdateBlocked( true );
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}
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}
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//--------------------------------------------------------------------------------------------------------
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// Forces nav areas to unblock when the nav blocker is deleted (round restart) so flow can compute properly
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void CFuncNavBlocker::UpdateOnRemove( void )
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{
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UnblockNav();
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gm_NavBlockers.FindAndRemove( this );
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BaseClass::UpdateOnRemove();
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavBlocker::Spawn( void )
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{
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gm_NavBlockers.AddToTail( this );
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if ( !m_blockedTeamNumber )
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m_blockedTeamNumber = TEAM_ANY;
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SetMoveType( MOVETYPE_NONE );
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SetModel( STRING( GetModelName() ) );
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AddEffects( EF_NODRAW );
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SetCollisionGroup( COLLISION_GROUP_NONE );
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SetSolid( SOLID_NONE );
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AddSolidFlags( FSOLID_NOT_SOLID );
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CollisionProp()->WorldSpaceAABB( &m_CachedMins, &m_CachedMaxs );
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if ( m_bDisabled )
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{
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UnblockNav();
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}
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else
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{
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BlockNav();
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}
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavBlocker::InputBlockNav( inputdata_t &inputdata )
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{
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BlockNav();
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavBlocker::InputUnblockNav( inputdata_t &inputdata )
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{
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UnblockNav();
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavBlocker::BlockNav( void )
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{
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if ( m_blockedTeamNumber == TEAM_ANY )
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{
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for ( int i=0; i<MAX_NAV_TEAMS; ++i )
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{
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m_isBlockingNav[ i ] = true;
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}
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}
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else
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{
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int teamNumber = m_blockedTeamNumber % MAX_NAV_TEAMS;
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m_isBlockingNav[ teamNumber ] = true;
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}
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Extent extent;
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extent.Init( this );
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TheNavMesh->ForAllAreasOverlappingExtent( *this, extent );
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavBlocker::UnblockNav( void )
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{
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if ( m_blockedTeamNumber == TEAM_ANY )
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{
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for ( int i=0; i<MAX_NAV_TEAMS; ++i )
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{
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m_isBlockingNav[ i ] = false;
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}
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}
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else
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{
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int teamNumber = m_blockedTeamNumber % MAX_NAV_TEAMS;
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m_isBlockingNav[ teamNumber ] = false;
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}
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UpdateBlocked();
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}
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//--------------------------------------------------------------------------------------------------------
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// functor that blocks areas in our extent
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bool CFuncNavBlocker::operator()( CNavArea *area )
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{
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area->MarkAsBlocked( m_blockedTeamNumber, this );
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return true;
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}
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//--------------------------------------------------------------------------------------------------------
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bool CFuncNavBlocker::CalculateBlocked( bool *pResultByTeam, const Vector &vecMins, const Vector &vecMaxs )
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{
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int nTeamsBlocked = 0;
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int i;
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bool bBlocked = false;
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for ( i=0; i<MAX_NAV_TEAMS; ++i )
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{
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pResultByTeam[i] = false;
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}
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FOR_EACH_LL( gm_NavBlockers, iBlocker )
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{
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CFuncNavBlocker *pBlocker = gm_NavBlockers[iBlocker];
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bool bIsIntersecting = false;
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for ( i=0; i<MAX_NAV_TEAMS; ++i )
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{
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if ( pBlocker->m_isBlockingNav[i] )
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{
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if ( !pResultByTeam[i] )
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{
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if ( bIsIntersecting || ( bIsIntersecting = IsBoxIntersectingBox( pBlocker->m_CachedMins, pBlocker->m_CachedMaxs, vecMins, vecMaxs ) ) != false )
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{
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bBlocked = true;
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pResultByTeam[i] = true;
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nTeamsBlocked++;
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}
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else
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{
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continue;
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}
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}
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}
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}
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if ( nTeamsBlocked == MAX_NAV_TEAMS )
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{
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break;
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}
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}
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return bBlocked;
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}
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//-----------------------------------------------------------------------------------------------------
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/**
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* An entity that can obstruct nav areas. This is meant for semi-transient areas that obstruct
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* pathfinding but can be ignored for longer-term queries like computing L4D flow distances and
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* escape routes.
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*/
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class CFuncNavObstruction : public CBaseEntity, public INavAvoidanceObstacle
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{
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DECLARE_DATADESC();
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DECLARE_CLASS( CFuncNavObstruction, CBaseEntity );
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public:
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void Spawn();
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virtual void UpdateOnRemove( void );
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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virtual bool IsPotentiallyAbleToObstructNavAreas( void ) const { return true; } // could we at some future time obstruct nav?
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virtual float GetNavObstructionHeight( void ) const { return JumpCrouchHeight; } // height at which to obstruct nav areas
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virtual bool CanObstructNavAreas( void ) const { return !m_bDisabled; } // can we obstruct nav right this instant?
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virtual CBaseEntity *GetObstructingEntity( void ) { return this; }
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virtual void OnNavMeshLoaded( void )
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{
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if ( !m_bDisabled )
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{
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ObstructNavAreas();
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}
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}
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int DrawDebugTextOverlays( void );
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bool operator()( CNavArea *area ); // functor that obstructs areas in our extent
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private:
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void ObstructNavAreas( void );
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bool m_bDisabled;
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};
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//--------------------------------------------------------------------------------------------------------
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BEGIN_DATADESC( CFuncNavObstruction )
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( func_nav_avoidance_obstacle, CFuncNavObstruction );
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//-----------------------------------------------------------------------------------------------------
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int CFuncNavObstruction::DrawDebugTextOverlays( void )
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{
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int offset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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if ( CanObstructNavAreas() )
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{
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EntityText( offset++, "Obstructing nav", NDEBUG_PERSIST_TILL_NEXT_SERVER );
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}
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else
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{
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EntityText( offset++, "Not obstructing nav", NDEBUG_PERSIST_TILL_NEXT_SERVER );
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}
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}
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return offset;
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavObstruction::UpdateOnRemove( void )
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{
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TheNavMesh->UnregisterAvoidanceObstacle( this );
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BaseClass::UpdateOnRemove();
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavObstruction::Spawn( void )
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{
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SetMoveType( MOVETYPE_NONE );
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SetModel( STRING( GetModelName() ) );
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AddEffects( EF_NODRAW );
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SetCollisionGroup( COLLISION_GROUP_NONE );
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SetSolid( SOLID_NONE );
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AddSolidFlags( FSOLID_NOT_SOLID );
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if ( !m_bDisabled )
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{
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ObstructNavAreas();
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TheNavMesh->RegisterAvoidanceObstacle( this );
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}
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavObstruction::InputEnable( inputdata_t &inputdata )
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{
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m_bDisabled = false;
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ObstructNavAreas();
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TheNavMesh->RegisterAvoidanceObstacle( this );
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavObstruction::InputDisable( inputdata_t &inputdata )
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{
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m_bDisabled = true;
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TheNavMesh->UnregisterAvoidanceObstacle( this );
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavObstruction::ObstructNavAreas( void )
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{
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Extent extent;
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extent.Init( this );
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TheNavMesh->ForAllAreasOverlappingExtent( *this, extent );
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}
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//--------------------------------------------------------------------------------------------------------
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// functor that blocks areas in our extent
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bool CFuncNavObstruction::operator()( CNavArea *area )
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{
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area->MarkObstacleToAvoid( GetNavObstructionHeight() );
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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