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using Sandbox;
using System.Collections.Generic;
using System.Linq;
namespace MurderGame;
public class SpectatorCameraComponent : BaseCameraComponent
{
public Player Target { get; set; }
public override void Simulate( IClient cl )
{
if (Target == null || !Target.IsValid() || Target.LifeState == LifeState.Dead)
{
var targets = GetTargets();
if ( targets.Count == 0 )
{
Target = null;
return;
}
var nextTarget = targets.First();
Target = (Player)nextTarget.Pawn;
}
}
public override void FrameSimulate( IClient cl )
{
if ( Target == null || !Target.IsValid() || Target.LifeState == LifeState.Dead ) return;
Camera.Rotation = Target.EyeRotation;
Camera.FieldOfView = Screen.CreateVerticalFieldOfView( Game.Preferences.FieldOfView );
Camera.FirstPersonViewer = Target;
Camera.Position = Target.EyePosition;
}
private List<IClient> GetTargets()
{
return Game.Clients.Where(c => c.Pawn is Player player && player.CurrentTeam != Team.Spectator && player.LifeState == LifeState.Alive).ToList();
}
public override InventoryComponent GetObservedInventory()
{
return Target?.Inventory;
}
public override float GetObservedHealth()
{
return Target?.Health ?? Entity.Health;
}
public override Team GetObservedTeam()
{
return Target?.CurrentTeam ?? Entity.CurrentTeam;
}
}
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