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- CPlayer@ getClosestAimedPlayer(CBlob@ this, float maxdist)
- {
- CBlob@[] blobs;
- ::getBlobs(blobs);
- CPlayer@ closeplayer;
- Vec2f closedist = Vec2f_zero;
- for (uint i = 0; i < blobs.size(); i++)
- {
- Vec2f eventualnewdist = blobs[i].getPosition();
- if (Maths::Abs(eventualnewdist.getLength() - this.getAimPos().getLength()) > closedist)
- {
- CPlayer@ eventualplayer = blobs[i].getPlayer();
- if (eventualplayer !is null)
- {
- @closeplayer = eventualplayer;
- closedist = eventualnewdist;
- }
- }
- }
- if (closeplayer !is null && closedist.getLength() < maxdist)
- {
- return closeplayer;
- }
- else
- {
- // if we are there, it means no accurate player was found, or that the length is too large
- return null;
- }
- }
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