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cctcursornoobject.c
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2{
3 protected float m_MaximalActionDistanceSq;
4
5 void CCTCursorNoObject ( float maximal_target_distance )
6 {
7 m_MaximalActionDistanceSq = maximal_target_distance * maximal_target_distance;
8 }
9
10 override bool Can( PlayerBase player, ActionTarget target )
11 {
12 if ( !target )
13 return false;
14
15 if ( GetGame().IsServer() && GetGame().IsMultiplayer() )
16 return true;
17
18 vector playerHeadPos;
19 MiscGameplayFunctions.GetHeadBonePos(player, playerHeadPos);
20
21 float distanceRoot = vector.DistanceSq(target.GetCursorHitPos(), player.GetPosition());
22 float distanceHead = vector.DistanceSq(target.GetCursorHitPos(), playerHeadPos);
23
24 return ( distanceRoot <= m_MaximalActionDistanceSq || distanceHead <= m_MaximalActionDistanceSq );
25 }
26};
override bool Can(PlayerBase player, ActionTarget target)
void CCTCursorNoObject(float maximal_target_distance)
proto native CGame GetGame()