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176 lines
4.7 KiB
176 lines
4.7 KiB
5 years ago
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//========= Copyright 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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#include "cbase.h"
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#include "player_pickup.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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// player pickup utility routine
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void Pickup_ForcePlayerToDropThisObject( CBaseEntity *pTarget )
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{
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if ( pTarget == NULL )
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return;
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IPhysicsObject *pPhysics = pTarget->VPhysicsGetObject();
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if ( pPhysics == NULL )
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return;
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if ( pPhysics->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
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{
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CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
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pPlayer->ForceDropOfCarriedPhysObjects( pTarget );
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}
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}
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void Pickup_OnPhysGunDrop( CBaseEntity *pDroppedObject, CBasePlayer *pPlayer, PhysGunDrop_t Reason )
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{
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IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pDroppedObject);
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if ( pPickup )
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{
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pPickup->OnPhysGunDrop( pPlayer, Reason );
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}
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}
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void Pickup_OnPhysGunPickup( CBaseEntity *pPickedUpObject, CBasePlayer *pPlayer, PhysGunPickup_t reason )
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{
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IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pPickedUpObject);
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if ( pPickup )
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{
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pPickup->OnPhysGunPickup( pPlayer, reason );
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}
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// send phys gun pickup item event, but only in single player
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if ( !g_pGameRules->IsMultiplayer() )
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{
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IGameEvent *event = gameeventmanager->CreateEvent( "physgun_pickup" );
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if ( event )
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{
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event->SetInt( "entindex", pPickedUpObject->entindex() );
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gameeventmanager->FireEvent( event );
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}
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}
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}
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bool Pickup_OnAttemptPhysGunPickup( CBaseEntity *pPickedUpObject, CBasePlayer *pPlayer, PhysGunPickup_t reason )
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{
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IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pPickedUpObject);
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if ( pPickup )
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{
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return pPickup->OnAttemptPhysGunPickup( pPlayer, reason );
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}
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return true;
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}
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CBaseEntity *Pickup_OnFailedPhysGunPickup( CBaseEntity *pPickedUpObject, Vector vPhysgunPos )
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{
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IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pPickedUpObject);
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if ( pPickup )
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{
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return pPickup->OnFailedPhysGunPickup( vPhysgunPos );
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}
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return NULL;
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}
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bool Pickup_GetPreferredCarryAngles( CBaseEntity *pObject, CBasePlayer *pPlayer, matrix3x4_t &localToWorld, QAngle &outputAnglesWorldSpace )
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{
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IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pObject);
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if ( pPickup )
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{
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if ( pPickup->HasPreferredCarryAnglesForPlayer( pPlayer ) )
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{
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outputAnglesWorldSpace = TransformAnglesToWorldSpace( pPickup->PreferredCarryAngles(), localToWorld );
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return true;
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}
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}
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return false;
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}
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bool Pickup_ForcePhysGunOpen( CBaseEntity *pObject, CBasePlayer *pPlayer )
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{
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IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pObject);
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if ( pPickup )
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{
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return pPickup->ForcePhysgunOpen( pPlayer );
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}
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return false;
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}
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AngularImpulse Pickup_PhysGunLaunchAngularImpulse( CBaseEntity *pObject, PhysGunForce_t reason )
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{
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IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pObject);
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if ( pPickup != NULL && pPickup->ShouldPuntUseLaunchForces( reason ) )
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{
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return pPickup->PhysGunLaunchAngularImpulse();
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}
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return RandomAngularImpulse( -600, 600 );
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}
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Vector Pickup_DefaultPhysGunLaunchVelocity( const Vector &vecForward, float flMass )
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{
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#ifdef HL2_DLL
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// Calculate the velocity based on physcannon rules
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float flForceMax = physcannon_maxforce.GetFloat();
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float flForce = flForceMax;
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float mass = flMass;
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if ( mass > 100 )
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{
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mass = MIN( mass, 1000 );
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float flForceMin = physcannon_minforce.GetFloat();
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flForce = SimpleSplineRemapValClamped( mass, 100, 600, flForceMax, flForceMin );
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}
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return ( vecForward * flForce );
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#endif
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// Do the simple calculation
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return ( vecForward * flMass );
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}
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Vector Pickup_PhysGunLaunchVelocity( CBaseEntity *pObject, const Vector &vecForward, PhysGunForce_t reason )
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{
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// The object must be valid
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if ( pObject == NULL )
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{
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Assert( 0 );
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return vec3_origin;
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}
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// Shouldn't ever get here with a non-vphysics object.
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IPhysicsObject *pPhysicsObject = pObject->VPhysicsGetObject();
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if ( pPhysicsObject == NULL )
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{
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Assert( 0 );
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return vec3_origin;
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}
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// Call the pickup entity's callback
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IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pObject);
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if ( pPickup != NULL && pPickup->ShouldPuntUseLaunchForces( reason ) )
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return pPickup->PhysGunLaunchVelocity( vecForward, pPhysicsObject->GetMass() );
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// Do our default behavior
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return Pickup_DefaultPhysGunLaunchVelocity( vecForward, pPhysicsObject->GetMass() );
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}
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bool Pickup_ShouldPuntUseLaunchForces( CBaseEntity *pObject, PhysGunForce_t reason )
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{
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IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pObject);
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if ( pPickup )
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{
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return pPickup->ShouldPuntUseLaunchForces( reason );
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}
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return false;
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}
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