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//========= Copyright <EFBFBD> 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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#ifndef PROPS_H
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#define PROPS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "props_shared.h"
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#include "baseanimating.h"
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#include "physics_bone_follower.h"
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#include "player_pickup.h"
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#include "positionwatcher.h"
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#include "nav_mesh.h"
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//=============================================================================================================
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// PROP TYPES
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//=============================================================================================================
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CBaseProp : public CBaseAnimating
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{
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DECLARE_CLASS( CBaseProp, CBaseAnimating );
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public:
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void Spawn( void );
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void Precache( void );
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void Activate( void );
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bool KeyValue( const char *szKeyName, const char *szValue );
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void CalculateBlockLOS( void );
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int ParsePropData( void );
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void DrawDebugGeometryOverlays( void );
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// Don't treat as a live target
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virtual bool IsAlive( void ) { return false; }
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virtual bool OverridePropdata() { return true; }
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CBreakableProp : public CBaseProp, public IBreakableWithPropData, public CDefaultPlayerPickupVPhysics
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{
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public:
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CBreakableProp();
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DECLARE_CLASS( CBreakableProp, CBaseProp );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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virtual void Spawn();
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virtual void Precache();
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virtual float GetAutoAimRadius() { return 24.0f; }
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virtual void UpdateOnRemove();
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void BreakablePropTouch( CBaseEntity *pOther );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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void Event_Killed( const CTakeDamageInfo &info );
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void Break( CBaseEntity *pBreaker, const CTakeDamageInfo &info );
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void BreakThink( void );
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void AnimateThink( void );
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virtual void PlayPuntSound();
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void InputBreak( inputdata_t &inputdata );
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void InputAddHealth( inputdata_t &inputdata );
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void InputRemoveHealth( inputdata_t &inputdata );
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void InputSetHealth( inputdata_t &inputdata );
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int GetNumBreakableChunks( void ) { return m_iNumBreakableChunks; }
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virtual bool OverridePropdata() { return false; }
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virtual IPhysicsObject *GetRootPhysicsObjectForBreak();
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bool PropDataOverrodeBlockLOS( void ) { return m_bBlockLOSSetByPropData; }
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bool PropDataOverrodeAIWalkable( void ) { return m_bIsWalkableSetByPropData; }
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virtual bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer )
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{
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if ( HasInteraction( PROPINTER_PHYSGUN_LAUNCH_SPIN_Z ) )
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return true;
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return false;
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}
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virtual QAngle PreferredCarryAngles( void ) { return m_preferredCarryAngles; }
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virtual void Ignite( float flFlameLifetime, bool bNPCOnly, float flSize = 0.0f, bool bCalledByLevelDesigner = false );
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// Specific interactions
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void HandleFirstCollisionInteractions( int index, gamevcollisionevent_t *pEvent );
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void HandleInteractionStick( int index, gamevcollisionevent_t *pEvent );
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void StickAtPosition( const Vector &stickPosition, const Vector &savePosition, const QAngle &saveAngles );
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// Disable auto fading under dx7 or when level fades are specified
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void DisableAutoFade();
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public:
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COutputEvent m_OnBreak;
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COutputFloat m_OnHealthChanged;
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COutputEvent m_OnTakeDamage;
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float m_impactEnergyScale;
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int m_iMinHealthDmg;
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QAngle m_preferredCarryAngles;
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public:
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// IBreakableWithPropData
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void SetDmgModBullet( float flDmgMod ) { m_flDmgModBullet = flDmgMod; }
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void SetDmgModClub( float flDmgMod ) { m_flDmgModClub = flDmgMod; }
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void SetDmgModExplosive( float flDmgMod ) { m_flDmgModExplosive = flDmgMod; }
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void SetDmgModFire( float flDmgMod ) { m_flDmgModFire = flDmgMod; }
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float GetDmgModBullet( void ) { return m_flDmgModBullet; }
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float GetDmgModClub( void ) { return m_flDmgModClub; }
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float GetDmgModExplosive( void ) { return m_flDmgModExplosive; }
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float GetDmgModFire( void ) { return m_flDmgModFire; }
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void SetExplosiveRadius( float flRadius ) { m_explodeRadius = flRadius; }
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void SetExplosiveDamage( float flDamage ) { m_explodeDamage = flDamage; }
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float GetExplosiveRadius( void ) { return m_explodeRadius; }
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float GetExplosiveDamage( void ) { return m_explodeDamage; }
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void SetPhysicsDamageTable( string_t iszTableName ) { m_iszPhysicsDamageTableName = iszTableName; }
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string_t GetPhysicsDamageTable( void ) { return m_iszPhysicsDamageTableName; }
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void SetBreakableModel( string_t iszModel ) { m_iszBreakableModel = iszModel; }
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string_t GetBreakableModel( void ) { return m_iszBreakableModel; }
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void SetBreakableSkin( int iSkin ) { m_iBreakableSkin = iSkin; }
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int GetBreakableSkin( void ) { return m_iBreakableSkin; }
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void SetBreakableCount( int iCount ) { m_iBreakableCount = iCount; }
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int GetBreakableCount( void ) { return m_iBreakableCount; }
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void SetMaxBreakableSize( int iSize ) { m_iMaxBreakableSize = iSize; }
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int GetMaxBreakableSize( void ) { return m_iMaxBreakableSize; }
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void SetPropDataBlocksLOS( bool bBlocksLOS ) { m_bBlockLOSSetByPropData = true; SetBlocksLOS( bBlocksLOS ); }
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void SetPropDataIsAIWalkable( bool b ) { m_bIsWalkableSetByPropData = true; SetAIWalkable( b ); }
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void SetBasePropData( string_t iszBase ) { m_iszBasePropData = iszBase; }
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string_t GetBasePropData( void ) { return m_iszBasePropData; }
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void SetInteraction( propdata_interactions_t Interaction ) { m_iInteractions |= (1 << Interaction); }
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void RemoveInteraction( propdata_interactions_t Interaction ) { m_iInteractions &= ~(1 << Interaction); }
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bool HasInteraction( propdata_interactions_t Interaction ) { return ( m_iInteractions & (1 << Interaction) ) != 0; }
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void SetMultiplayerBreakMode( mp_break_t mode ) { m_mpBreakMode = mode; }
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mp_break_t GetMultiplayerBreakMode( void ) const { return m_mpBreakMode; }
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// derived by multiplayer phys props:
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// Base prop_physics can be client-side etc
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virtual void SetPhysicsMode(int iMode) { m_iPhysicsMode = iMode; }
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virtual int GetPhysicsMode() { return m_iPhysicsMode; }
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// Copy fade from another breakable prop
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void CopyFadeFrom( CBreakableProp *pSource );
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protected:
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bool UpdateHealth( int iNewHealth, CBaseEntity *pActivator );
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virtual void OnBreak( const Vector &vecVelocity, const AngularImpulse &angVel, CBaseEntity *pBreaker ) {}
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protected:
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//Base prop_physics can be client-side etc
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int m_iPhysicsMode;
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unsigned int m_createTick;
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float m_flPressureDelay;
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EHANDLE m_hBreaker;
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PerformanceMode_t m_PerformanceMode;
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// Prop data storage
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float m_flDmgModBullet;
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float m_flDmgModClub;
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float m_flDmgModExplosive;
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float m_flDmgModFire;
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string_t m_iszPhysicsDamageTableName;
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string_t m_iszBreakableModel;
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int m_iBreakableSkin;
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int m_iBreakableCount;
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int m_iMaxBreakableSize;
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string_t m_iszBasePropData;
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int m_iInteractions;
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float m_explodeDamage;
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float m_explodeRadius;
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// Count of how many pieces we'll break into, custom or generic
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int m_iNumBreakableChunks;
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void SetEnableMotionPosition( const Vector &position, const QAngle &angles );
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bool GetEnableMotionPosition( Vector *pPosition, QAngle *pAngles );
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void ClearEnableMotionPosition();
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private:
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CBaseEntity *FindEnableMotionFixup();
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public:
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virtual bool OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
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virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
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virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason );
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virtual AngularImpulse PhysGunLaunchAngularImpulse();
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virtual CBasePlayer *HasPhysicsAttacker( float dt );
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void SetPhysicsAttacker( CBasePlayer *pEntity, float flTime );
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#ifdef HL2_EPISODIC
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void CreateFlare( float flLifetime );
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#endif //HL2_EPISODIC
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protected:
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void CheckRemoveRagdolls();
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private:
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void InputEnablePhyscannonPickup( inputdata_t &inputdata );
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void InputDisablePhyscannonPickup( inputdata_t &inputdata );
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void InputEnablePuntSound( inputdata_t &inputdata ) { m_bUsePuntSound = true; }
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void InputDisablePuntSound( inputdata_t &inputdata ) { m_bUsePuntSound = false; }
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// Prevents fade scale from happening
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void ForceFadeScaleToAlwaysVisible();
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void RampToDefaultFadeScale();
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private:
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enum PhysgunState_t
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{
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PHYSGUN_MUST_BE_DETACHED = 0,
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PHYSGUN_IS_DETACHING,
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PHYSGUN_CAN_BE_GRABBED,
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PHYSGUN_ANIMATE_ON_PULL,
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PHYSGUN_ANIMATE_IS_ANIMATING,
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PHYSGUN_ANIMATE_FINISHED,
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PHYSGUN_ANIMATE_IS_PRE_ANIMATING,
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PHYSGUN_ANIMATE_IS_POST_ANIMATING,
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};
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CHandle<CBasePlayer> m_hPhysicsAttacker;
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float m_flLastPhysicsInfluenceTime;
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bool m_bBlockLOSSetByPropData;
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bool m_bIsWalkableSetByPropData;
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bool m_bOriginalBlockLOS; // BlockLOS state before physgun pickup
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char m_nPhysgunState; // Ripped-off state
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COutputEvent m_OnPhysCannonDetach; // We've ripped it off!
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COutputEvent m_OnPhysCannonAnimatePreStarted; // Started playing the pre-pull animation
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COutputEvent m_OnPhysCannonAnimatePullStarted; // Player started the pull anim
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COutputEvent m_OnPhysCannonAnimatePostStarted; // Started playing the post-pull animation
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COutputEvent m_OnPhysCannonPullAnimFinished; // We've had our pull anim finished, or the post-pull has finished if there is one
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float m_flDefaultFadeScale; // Things may temporarily change the fade scale, but this is its steady-state condition
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mp_break_t m_mpBreakMode;
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EHANDLE m_hLastAttacker; // Last attacker that harmed me.
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EHANDLE m_hFlareEnt;
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string_t m_iszPuntSound;
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CNetworkVar( bool, m_noGhostCollision );
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bool m_bUsePuntSound;
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protected:
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CNetworkVar( bool, m_bClientPhysics );
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};
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// Spawnflags
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#define SF_DYNAMICPROP_USEHITBOX_FOR_RENDERBOX 64
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#define SF_DYNAMICPROP_NO_VPHYSICS 128
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#define SF_DYNAMICPROP_DISABLE_COLLISION 256
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CDynamicProp : public CBreakableProp, public IPositionWatcher
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{
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DECLARE_CLASS( CDynamicProp, CBreakableProp );
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public:
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CDynamicProp();
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void Spawn( void );
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bool CreateVPhysics( void );
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void CreateBoneFollowers();
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void UpdateOnRemove( void );
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void AnimThink( void );
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void PropSetSequence( int nSequence );
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void OnRestore( void );
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bool OverridePropdata( void );
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virtual void HandleAnimEvent( animevent_t *pEvent );
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// baseentity - watch dynamic hierarchy updates
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virtual void SetParent( CBaseEntity* pNewParent, int iAttachment = -1 );
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bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
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// breakable prop
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virtual IPhysicsObject *GetRootPhysicsObjectForBreak();
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// IPositionWatcher
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virtual void NotifyPositionChanged( CBaseEntity *pEntity );
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// Input handlers
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void InputSetAnimation( inputdata_t &inputdata );
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void InputSetAnimationNoReset( inputdata_t &inputdata );
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void InputSetDefaultAnimation( inputdata_t &inputdata );
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void InputTurnOn( inputdata_t &inputdata );
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void InputTurnOff( inputdata_t &inputdata );
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void InputDisableCollision( inputdata_t &inputdata );
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void InputEnableCollision( inputdata_t &inputdata );
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void InputSetPlaybackRate( inputdata_t &inputdata );
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void UpdateBoneFollowers( void );
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COutputEvent m_pOutputAnimBegun;
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COutputEvent m_pOutputAnimOver;
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string_t m_iszDefaultAnim;
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int m_iGoalSequence;
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int m_iTransitionDirection;
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// Random animations
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bool m_bHoldAnimation;
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bool m_bRandomAnimator;
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bool m_bDisableBoneFollowers;
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float m_flNextRandAnim;
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float m_flMinRandAnimTime;
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float m_flMaxRandAnimTime;
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short m_nPendingSequence;
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bool m_bStartDisabled;
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bool m_bUpdateAttachedChildren; // For props with children on attachment points, update their child touches as we animate
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CNetworkVar( bool, m_bUseHitboxesForRenderBox );
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protected:
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void FinishSetSequence( int nSequence );
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void PropSetAnim( const char *szAnim );
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bool ShouldSetCreateTime( inputdata_t &inputdata );
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void BoneFollowerHierarchyChanged();
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// Contained Bone Follower manager
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CBoneFollowerManager m_BoneFollowerManager;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CPhysicsProp : public CBreakableProp, public INavAvoidanceObstacle
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{
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DECLARE_CLASS( CPhysicsProp, CBreakableProp );
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DECLARE_SERVERCLASS();
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public:
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~CPhysicsProp();
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CPhysicsProp( void );
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void Spawn( void );
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void Precache();
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bool CreateVPhysics( void );
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bool OverridePropdata( void );
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virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
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void InputWake( inputdata_t &inputdata );
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void InputSleep( inputdata_t &inputdata );
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void InputEnableMotion( inputdata_t &inputdata );
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void InputDisableMotion( inputdata_t &inputdata );
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void InputDisableFloating( inputdata_t &inputdata );
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void EnableMotion( void );
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bool CanBePickedUpByPhyscannon( void );
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void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
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void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason );
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bool GetPropDataAngles( const char *pKeyName, QAngle &vecAngles );
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|
float GetCarryDistanceOffset( void );
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int ObjectCaps();
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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bool ShouldDisableMotionOnFreeze( void );
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void GetMassCenter( Vector *pMassCenter );
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float GetMass() const;
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int ExploitableByPlayer() const { return m_iExploitableByPlayer; }
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void ClearFlagsThink( void );
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virtual bool IsPotentiallyAbleToObstructNavAreas( void ) const; // could we at some future time obstruct nav?
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virtual float GetNavObstructionHeight( void ) const; // height at which to obstruct nav areas
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virtual bool CanObstructNavAreas( void ) const; // 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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void NavThink( void );
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|
virtual int OnTakeDamage( const CTakeDamageInfo &info );
|
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|
|
int DrawDebugTextOverlays(void);
|
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|
|
bool IsGib();
|
|
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|
|
DECLARE_DATADESC();
|
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|
|
|
|
|
|
|
|
// Specific interactions
|
|
|
|
|
void HandleAnyCollisionInteractions( int index, gamevcollisionevent_t *pEvent );
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
// Compute impulse to apply to the enabled entity.
|
|
|
|
|
void ComputeEnablingImpulse( int index, gamevcollisionevent_t *pEvent );
|
|
|
|
|
|
|
|
|
|
COutputEvent m_MotionEnabled;
|
|
|
|
|
COutputEvent m_OnAwakened;
|
|
|
|
|
COutputEvent m_OnPhysGunPickup;
|
|
|
|
|
COutputEvent m_OnPhysGunPunt;
|
|
|
|
|
COutputEvent m_OnPhysGunOnlyPickup;
|
|
|
|
|
COutputEvent m_OnPhysGunDrop;
|
|
|
|
|
COutputEvent m_OnPlayerUse;
|
|
|
|
|
COutputEvent m_OnPlayerPickup;
|
|
|
|
|
COutputEvent m_OnOutOfWorld;
|
|
|
|
|
|
|
|
|
|
float m_massScale;
|
|
|
|
|
float m_inertiaScale;
|
|
|
|
|
int m_damageType;
|
|
|
|
|
string_t m_iszOverrideScript;
|
|
|
|
|
int m_damageToEnableMotion;
|
|
|
|
|
float m_flForceToEnableMotion;
|
|
|
|
|
|
|
|
|
|
bool m_bThrownByPlayer;
|
|
|
|
|
bool m_bFirstCollisionAfterLaunch;
|
|
|
|
|
int m_iExploitableByPlayer;
|
|
|
|
|
bool m_bHasBeenAwakened;
|
|
|
|
|
float m_fNextCheckDisableMotionContactsTime;
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
|
CNetworkVar( bool, m_bAwake );
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// An interface so that objects parented to props can receive collision interaction events.
|
|
|
|
|
enum parentCollisionInteraction_t
|
|
|
|
|
{
|
|
|
|
|
COLLISIONINTER_PARENT_FIRST_IMPACT = 1,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
abstract_class IParentPropInteraction
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
virtual void OnParentCollisionInteraction( parentCollisionInteraction_t eType, int index, gamevcollisionevent_t *pEvent ) = 0;
|
|
|
|
|
virtual void OnParentPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Used by prop_physics_create and the server benchmark.
|
|
|
|
|
// pModelName should not include the "models/" prefix.
|
|
|
|
|
CPhysicsProp* CreatePhysicsProp( const char *pModelName, const Vector &vTraceStart, const Vector &vTraceEnd, const IHandleEntity *pTraceIgnore, bool bRequireVCollide, const char *pClassName="physics_prop" );
|
|
|
|
|
|
|
|
|
|
float GetBreakableDamage( const CTakeDamageInfo &inputInfo, IBreakableWithPropData *pProp = NULL );
|
|
|
|
|
int PropBreakablePrecacheAll( string_t modelName );
|
|
|
|
|
|
|
|
|
|
extern ConVar func_breakdmg_bullet;
|
|
|
|
|
extern ConVar func_breakdmg_club;
|
|
|
|
|
extern ConVar func_breakdmg_explosive;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#endif // PROPS_H
|