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2575 lines
69 KiB
2575 lines
69 KiB
![]()
4 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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#include "cbase.h"
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#include "decals.h"
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#include "effect_dispatch_data.h"
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#include "model_types.h"
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#include "gamestringpool.h"
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#include "ammodef.h"
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#include "takedamageinfo.h"
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#include "shot_manipulator.h"
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#include "ai_debug_shared.h"
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#include "mapentities_shared.h"
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#include "debugoverlay_shared.h"
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#include "coordsize.h"
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#include "vphysics/performance.h"
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#ifdef CLIENT_DLL
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#include "c_te_effect_dispatch.h"
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#else
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#include "te_effect_dispatch.h"
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#include "soundent.h"
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#include "iservervehicle.h"
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#include "player_pickup.h"
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#include "waterbullet.h"
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#include "func_break.h"
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#ifdef HL2MP
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#include "te_hl2mp_shotgun_shot.h"
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#endif
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#include "gamestats.h"
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#endif
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#ifdef HL2_EPISODIC
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ConVar hl2_episodic( "hl2_episodic", "1", FCVAR_REPLICATED );
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#else
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ConVar hl2_episodic( "hl2_episodic", "0", FCVAR_REPLICATED );
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#endif//HL2_EPISODIC
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#ifdef PORTAL
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#include "prop_portal_shared.h"
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#endif
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#ifdef TF_DLL
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#include "tf_gamerules.h"
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#include "tf_weaponbase.h"
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#endif // TF_DLL
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#include "rumble_shared.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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#ifdef GAME_DLL
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ConVar ent_debugkeys( "ent_debugkeys", "" );
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extern bool ParseKeyvalue( void *pObject, typedescription_t *pFields, int iNumFields, const char *szKeyName, const char *szValue );
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extern bool ExtractKeyvalue( void *pObject, typedescription_t *pFields, int iNumFields, const char *szKeyName, char *szValue, int iMaxLen );
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#endif
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bool CBaseEntity::m_bAllowPrecache = false;
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// Set default max values for entities based on the existing constants from elsewhere
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float k_flMaxEntityPosCoord = MAX_COORD_FLOAT;
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float k_flMaxEntityEulerAngle = 360.0 * 1000.0f; // really should be restricted to +/-180, but some code doesn't adhere to this. let's just trap NANs, etc
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// Sometimes the resulting computed speeds are legitimately above the original
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// constants; use bumped up versions for the downstream validation logic to
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// account for this.
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float k_flMaxEntitySpeed = k_flMaxVelocity * 2.0f;
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float k_flMaxEntitySpinRate = k_flMaxAngularVelocity * 10.0f;
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ConVar ai_shot_bias_min( "ai_shot_bias_min", "-1.0", FCVAR_REPLICATED );
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ConVar ai_shot_bias_max( "ai_shot_bias_max", "1.0", FCVAR_REPLICATED );
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ConVar ai_debug_shoot_positions( "ai_debug_shoot_positions", "0", FCVAR_REPLICATED | FCVAR_CHEAT );
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// Utility func to throttle rate at which the "reasonable position" spew goes out
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static double s_LastEntityReasonableEmitTime;
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bool CheckEmitReasonablePhysicsSpew()
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{
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// Reported recently?
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double now = Plat_FloatTime();
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if ( now >= s_LastEntityReasonableEmitTime && now < s_LastEntityReasonableEmitTime + 5.0 )
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{
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// Already reported recently
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return false;
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}
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// Not reported recently. Report it now
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s_LastEntityReasonableEmitTime = now;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Spawn some blood particles
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//-----------------------------------------------------------------------------
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void SpawnBlood(Vector vecSpot, const Vector &vecDir, int bloodColor, float flDamage)
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{
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UTIL_BloodDrips( vecSpot, vecDir, bloodColor, (int)flDamage );
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}
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#if !defined( NO_ENTITY_PREDICTION )
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//-----------------------------------------------------------------------------
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// The player drives simulation of this entity
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//-----------------------------------------------------------------------------
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void CBaseEntity::SetPlayerSimulated( CBasePlayer *pOwner )
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{
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m_bIsPlayerSimulated = true;
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pOwner->AddToPlayerSimulationList( this );
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m_hPlayerSimulationOwner = pOwner;
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}
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void CBaseEntity::UnsetPlayerSimulated( void )
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{
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if ( m_hPlayerSimulationOwner != NULL )
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{
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m_hPlayerSimulationOwner->RemoveFromPlayerSimulationList( this );
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}
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m_hPlayerSimulationOwner = NULL;
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m_bIsPlayerSimulated = false;
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}
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#endif
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// position of eyes
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Vector CBaseEntity::EyePosition( void )
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{
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return GetAbsOrigin() + GetViewOffset();
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}
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const QAngle &CBaseEntity::EyeAngles( void )
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{
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return GetAbsAngles();
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}
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const QAngle &CBaseEntity::LocalEyeAngles( void )
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{
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return GetLocalAngles();
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}
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// position of ears
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Vector CBaseEntity::EarPosition( void )
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{
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return EyePosition();
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}
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void CBaseEntity::SetViewOffset( const Vector& v )
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{
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m_vecViewOffset = v;
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}
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const Vector& CBaseEntity::GetViewOffset() const
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{
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return m_vecViewOffset;
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}
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//-----------------------------------------------------------------------------
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// center point of entity
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//-----------------------------------------------------------------------------
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const Vector &CBaseEntity::WorldSpaceCenter( ) const
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{
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return CollisionProp()->WorldSpaceCenter();
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}
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#if !defined( CLIENT_DLL )
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#define CHANGE_FLAGS(flags,newFlags) { unsigned int old = flags; flags = (newFlags); gEntList.ReportEntityFlagsChanged( this, old, flags ); }
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#else
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#define CHANGE_FLAGS(flags,newFlags) (flags = (newFlags))
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#endif
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void CBaseEntity::AddFlag( int flags )
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{
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CHANGE_FLAGS( m_fFlags, m_fFlags | flags );
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}
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void CBaseEntity::RemoveFlag( int flagsToRemove )
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{
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CHANGE_FLAGS( m_fFlags, m_fFlags & ~flagsToRemove );
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}
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void CBaseEntity::ClearFlags( void )
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{
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CHANGE_FLAGS( m_fFlags, 0 );
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}
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void CBaseEntity::ToggleFlag( int flagToToggle )
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{
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CHANGE_FLAGS( m_fFlags, m_fFlags ^ flagToToggle );
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}
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void CBaseEntity::SetEffects( int nEffects )
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{
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if ( nEffects != m_fEffects )
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{
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#if !defined( CLIENT_DLL )
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#ifdef HL2_EPISODIC
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// Hack for now, to avoid player emitting radius with his flashlight
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if ( !IsPlayer() )
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{
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if ( (nEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT)) && !(m_fEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT)) )
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{
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AddEntityToDarknessCheck( this );
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}
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else if ( !(nEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT)) && (m_fEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT)) )
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{
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RemoveEntityFromDarknessCheck( this );
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}
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}
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#endif // HL2_EPISODIC
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#endif // !CLIENT_DLL
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m_fEffects = nEffects;
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#ifndef CLIENT_DLL
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DispatchUpdateTransmitState();
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#else
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UpdateVisibility();
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#endif
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}
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}
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void CBaseEntity::AddEffects( int nEffects )
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{
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#if !defined( CLIENT_DLL )
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#ifdef HL2_EPISODIC
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if ( (nEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT)) && !(m_fEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT)) )
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{
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// Hack for now, to avoid player emitting radius with his flashlight
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if ( !IsPlayer() )
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{
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AddEntityToDarknessCheck( this );
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}
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}
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#endif // HL2_EPISODIC
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#endif // !CLIENT_DLL
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m_fEffects |= nEffects;
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if ( nEffects & EF_NODRAW)
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{
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#ifndef CLIENT_DLL
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DispatchUpdateTransmitState();
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#else
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UpdateVisibility();
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#endif
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}
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}
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void CBaseEntity::SetBlocksLOS( bool bBlocksLOS )
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{
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if ( bBlocksLOS )
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{
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RemoveEFlags( EFL_DONTBLOCKLOS );
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}
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else
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{
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AddEFlags( EFL_DONTBLOCKLOS );
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}
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}
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bool CBaseEntity::BlocksLOS( void )
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{
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return !IsEFlagSet(EFL_DONTBLOCKLOS);
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}
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void CBaseEntity::SetAIWalkable( bool bBlocksLOS )
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{
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if ( bBlocksLOS )
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{
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RemoveEFlags( EFL_DONTWALKON );
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}
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else
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{
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AddEFlags( EFL_DONTWALKON );
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}
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}
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bool CBaseEntity::IsAIWalkable( void )
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{
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return !IsEFlagSet(EFL_DONTWALKON);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handles keys and outputs from the BSP.
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// Input : mapData - Text block of keys and values from the BSP.
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//-----------------------------------------------------------------------------
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void CBaseEntity::ParseMapData( CEntityMapData *mapData )
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{
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char keyName[MAPKEY_MAXLENGTH];
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char value[MAPKEY_MAXLENGTH];
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#ifdef _DEBUG
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#ifdef GAME_DLL
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ValidateDataDescription();
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#endif // GAME_DLL
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#endif // _DEBUG
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// loop through all keys in the data block and pass the info back into the object
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if ( mapData->GetFirstKey(keyName, value) )
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{
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do
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{
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KeyValue( keyName, value );
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}
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while ( mapData->GetNextKey(keyName, value) );
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}
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}
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//-----------------------------------------------------------------------------
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// Parse data from a map file
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//-----------------------------------------------------------------------------
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bool CBaseEntity::KeyValue( const char *szKeyName, const char *szValue )
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{
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//!! temp hack, until worldcraft is fixed
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// strip the # tokens from (duplicate) key names
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char *s = (char *)strchr( szKeyName, '#' );
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if ( s )
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{
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*s = '\0';
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}
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if ( FStrEq( szKeyName, "rendercolor" ) || FStrEq( szKeyName, "rendercolor32" ))
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{
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color32 tmp;
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UTIL_StringToColor32( &tmp, szValue );
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SetRenderColor( tmp.r, tmp.g, tmp.b );
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// don't copy alpha, legacy support uses renderamt
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return true;
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}
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if ( FStrEq( szKeyName, "renderamt" ) )
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{
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SetRenderColorA( atoi( szValue ) );
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return true;
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}
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if ( FStrEq( szKeyName, "disableshadows" ))
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{
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int val = atoi( szValue );
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if (val)
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{
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AddEffects( EF_NOSHADOW );
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}
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return true;
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}
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if ( FStrEq( szKeyName, "mins" ))
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{
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Vector mins;
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UTIL_StringToVector( mins.Base(), szValue );
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CollisionProp()->SetCollisionBounds( mins, CollisionProp()->OBBMaxs() );
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return true;
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}
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if ( FStrEq( szKeyName, "maxs" ))
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{
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Vector maxs;
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UTIL_StringToVector( maxs.Base(), szValue );
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CollisionProp()->SetCollisionBounds( CollisionProp()->OBBMins(), maxs );
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return true;
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}
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if ( FStrEq( szKeyName, "disablereceiveshadows" ))
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||
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{
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int val = atoi( szValue );
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if (val)
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{
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||
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AddEffects( EF_NORECEIVESHADOW );
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||
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}
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return true;
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}
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||
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if ( FStrEq( szKeyName, "nodamageforces" ))
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||
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{
|
||
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int val = atoi( szValue );
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if (val)
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{
|
||
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AddEFlags( EFL_NO_DAMAGE_FORCES );
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||
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}
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||
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return true;
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||
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}
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||
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|
||
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// Fix up single angles
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||
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if( FStrEq( szKeyName, "angle" ) )
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||
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{
|
||
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static char szBuf[64];
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||
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|
||
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float y = atof( szValue );
|
||
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if (y >= 0)
|
||
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{
|
||
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Q_snprintf( szBuf,sizeof(szBuf), "%f %f %f", GetLocalAngles()[0], y, GetLocalAngles()[2] );
|
||
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}
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else if ((int)y == -1)
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||
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{
|
||
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Q_strncpy( szBuf, "-90 0 0", sizeof(szBuf) );
|
||
|
}
|
||
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else
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||
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{
|
||
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Q_strncpy( szBuf, "90 0 0", sizeof(szBuf) );
|
||
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}
|
||
|
|
||
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// Do this so inherited classes looking for 'angles' don't have to bother with 'angle'
|
||
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return KeyValue( szKeyName, szBuf );
|
||
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}
|
||
|
|
||
|
// NOTE: Have to do these separate because they set two values instead of one
|
||
|
if( FStrEq( szKeyName, "angles" ) )
|
||
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{
|
||
|
QAngle angles;
|
||
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UTIL_StringToVector( angles.Base(), szValue );
|
||
|
|
||
|
// If you're hitting this assert, it's probably because you're
|
||
|
// calling SetLocalAngles from within a KeyValues method.. use SetAbsAngles instead!
|
||
|
Assert( (GetMoveParent() == NULL) && !IsEFlagSet( EFL_DIRTY_ABSTRANSFORM ) );
|
||
|
SetAbsAngles( angles );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if( FStrEq( szKeyName, "origin" ) )
|
||
|
{
|
||
|
Vector vecOrigin;
|
||
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UTIL_StringToVector( vecOrigin.Base(), szValue );
|
||
|
|
||
|
// If you're hitting this assert, it's probably because you're
|
||
|
// calling SetLocalOrigin from within a KeyValues method.. use SetAbsOrigin instead!
|
||
|
Assert( (GetMoveParent() == NULL) && !IsEFlagSet( EFL_DIRTY_ABSTRANSFORM ) );
|
||
|
SetAbsOrigin( vecOrigin );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
if ( FStrEq( szKeyName, "targetname" ) )
|
||
|
{
|
||
|
m_iName = AllocPooledString( szValue );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// loop through the data description, and try and place the keys in
|
||
|
if ( !*ent_debugkeys.GetString() )
|
||
|
{
|
||
|
for ( datamap_t *dmap = GetDataDescMap(); dmap != NULL; dmap = dmap->baseMap )
|
||
|
{
|
||
|
if ( ::ParseKeyvalue(this, dmap->dataDesc, dmap->dataNumFields, szKeyName, szValue) )
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// debug version - can be used to see what keys have been parsed in
|
||
|
bool printKeyHits = false;
|
||
|
const char *debugName = "";
|
||
|
|
||
|
if ( *ent_debugkeys.GetString() && !Q_stricmp(ent_debugkeys.GetString(), STRING(m_iClassname)) )
|
||
|
{
|
||
|
// Msg( "-- found entity of type %s\n", STRING(m_iClassname) );
|
||
|
printKeyHits = true;
|
||
|
debugName = STRING(m_iClassname);
|
||
|
}
|
||
|
|
||
|
// loop through the data description, and try and place the keys in
|
||
|
for ( datamap_t *dmap = GetDataDescMap(); dmap != NULL; dmap = dmap->baseMap )
|
||
|
{
|
||
|
if ( !printKeyHits && *ent_debugkeys.GetString() && !Q_stricmp(dmap->dataClassName, ent_debugkeys.GetString()) )
|
||
|
{
|
||
|
// Msg( "-- found class of type %s\n", dmap->dataClassName );
|
||
|
printKeyHits = true;
|
||
|
debugName = dmap->dataClassName;
|
||
|
}
|
||
|
|
||
|
if ( ::ParseKeyvalue(this, dmap->dataDesc, dmap->dataNumFields, szKeyName, szValue) )
|
||
|
{
|
||
|
if ( printKeyHits )
|
||
|
Msg( "(%s) key: %-16s value: %s\n", debugName, szKeyName, szValue );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( printKeyHits )
|
||
|
Msg( "!! (%s) key not handled: \"%s\" \"%s\"\n", STRING(m_iClassname), szKeyName, szValue );
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
// key hasn't been handled
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool CBaseEntity::KeyValue( const char *szKeyName, float flValue )
|
||
|
{
|
||
|
char string[256];
|
||
|
|
||
|
Q_snprintf(string,sizeof(string), "%f", flValue );
|
||
|
|
||
|
return KeyValue( szKeyName, string );
|
||
|
}
|
||
|
|
||
|
bool CBaseEntity::KeyValue( const char *szKeyName, const Vector &vecValue )
|
||
|
{
|
||
|
char string[256];
|
||
|
|
||
|
Q_snprintf(string,sizeof(string), "%f %f %f", vecValue.x, vecValue.y, vecValue.z );
|
||
|
|
||
|
return KeyValue( szKeyName, string );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
bool CBaseEntity::GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen )
|
||
|
{
|
||
|
if ( FStrEq( szKeyName, "rendercolor" ) || FStrEq( szKeyName, "rendercolor32" ))
|
||
|
{
|
||
|
color32 tmp = GetRenderColor();
|
||
|
Q_snprintf( szValue, iMaxLen, "%d %d %d %d", tmp.r, tmp.g, tmp.b, tmp.a );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( FStrEq( szKeyName, "renderamt" ) )
|
||
|
{
|
||
|
color32 tmp = GetRenderColor();
|
||
|
Q_snprintf( szValue, iMaxLen, "%d", tmp.a );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( FStrEq( szKeyName, "disableshadows" ))
|
||
|
{
|
||
|
Q_snprintf( szValue, iMaxLen, "%d", IsEffectActive( EF_NOSHADOW ) );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( FStrEq( szKeyName, "mins" ))
|
||
|
{
|
||
|
Assert( 0 );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( FStrEq( szKeyName, "maxs" ))
|
||
|
{
|
||
|
Assert( 0 );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( FStrEq( szKeyName, "disablereceiveshadows" ))
|
||
|
{
|
||
|
Q_snprintf( szValue, iMaxLen, "%d", IsEffectActive( EF_NORECEIVESHADOW ) );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( FStrEq( szKeyName, "nodamageforces" ))
|
||
|
{
|
||
|
Q_snprintf( szValue, iMaxLen, "%d", IsEffectActive( EFL_NO_DAMAGE_FORCES ) );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Fix up single angles
|
||
|
if( FStrEq( szKeyName, "angle" ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// NOTE: Have to do these separate because they set two values instead of one
|
||
|
if( FStrEq( szKeyName, "angles" ) )
|
||
|
{
|
||
|
QAngle angles = GetAbsAngles();
|
||
|
|
||
|
Q_snprintf( szValue, iMaxLen, "%f %f %f", angles.x, angles.y, angles.z );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if( FStrEq( szKeyName, "origin" ) )
|
||
|
{
|
||
|
Vector vecOrigin = GetAbsOrigin();
|
||
|
Q_snprintf( szValue, iMaxLen, "%f %f %f", vecOrigin.x, vecOrigin.y, vecOrigin.z );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
if ( FStrEq( szKeyName, "targetname" ) )
|
||
|
{
|
||
|
Q_snprintf( szValue, iMaxLen, "%s", STRING( GetEntityName() ) );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( FStrEq( szKeyName, "classname" ) )
|
||
|
{
|
||
|
Q_snprintf( szValue, iMaxLen, "%s", GetClassname() );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
for ( datamap_t *dmap = GetDataDescMap(); dmap != NULL; dmap = dmap->baseMap )
|
||
|
{
|
||
|
if ( ::ExtractKeyvalue( this, dmap->dataDesc, dmap->dataNumFields, szKeyName, szValue, iMaxLen ) )
|
||
|
return true;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : collisionGroup -
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseEntity::ShouldCollide( int collisionGroup, int contentsMask ) const
|
||
|
{
|
||
|
if ( m_CollisionGroup == COLLISION_GROUP_DEBRIS )
|
||
|
{
|
||
|
if ( ! (contentsMask & CONTENTS_DEBRIS) )
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : seed -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseEntity::SetPredictionRandomSeed( const CUserCmd *cmd )
|
||
|
{
|
||
|
if ( !cmd )
|
||
|
{
|
||
|
m_nPredictionRandomSeed = -1;
|
||
|
#ifdef GAME_DLL
|
||
|
m_nPredictionRandomSeedServer = -1;
|
||
|
#endif
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_nPredictionRandomSeed = ( cmd->random_seed );
|
||
|
#ifdef GAME_DLL
|
||
|
m_nPredictionRandomSeedServer = ( cmd->server_random_seed );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose : Base implimentation for entity handling decals
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CBaseEntity::DecalTrace( trace_t *pTrace, char const *decalName )
|
||
|
{
|
||
|
int indexD = decalsystem->GetDecalIndexForName( decalName );
|
||
|
if ( indexD < 0 )
|
||
|
return;
|
||
|
|
||
|
Assert( pTrace->m_pEnt );
|
||
|
|
||
|
CBroadcastRecipientFilter filter;
|
||
|
te->Decal( filter, 0.0, &pTrace->endpos, &pTrace->startpos,
|
||
|
pTrace->GetEntityIndex(), pTrace->hitbox, indexD );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Base handling for impacts against entities
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseEntity::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
|
||
|
{
|
||
|
VPROF( "CBaseEntity::ImpactTrace" );
|
||
|
Assert( pTrace->m_pEnt );
|
||
|
|
||
|
CBaseEntity *pEntity = pTrace->m_pEnt;
|
||
|
|
||
|
// Build the impact data
|
||
|
CEffectData data;
|
||
|
data.m_vOrigin = pTrace->endpos;
|
||
|
data.m_vStart = pTrace->startpos;
|
||
|
data.m_nSurfaceProp = pTrace->surface.surfaceProps;
|
||
|
data.m_nDamageType = iDamageType;
|
||
|
data.m_nHitBox = pTrace->hitbox;
|
||
|
#ifdef CLIENT_DLL
|
||
|
data.m_hEntity = ClientEntityList().EntIndexToHandle( pEntity->entindex() );
|
||
|
#else
|
||
|
data.m_nEntIndex = pEntity->entindex();
|
||
|
#endif
|
||
|
|
||
|
// Send it on its way
|
||
|
if ( !pCustomImpactName )
|
||
|
{
|
||
|
DispatchEffect( "Impact", data );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DispatchEffect( pCustomImpactName, data );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: returns the damage decal to use, given a damage type
|
||
|
// Input : bitsDamageType - the damage type
|
||
|
// Output : the index of the damage decal to use
|
||
|
//-----------------------------------------------------------------------------
|
||
|
char const *CBaseEntity::DamageDecal( int bitsDamageType, int gameMaterial )
|
||
|
{
|
||
|
if ( m_nRenderMode == kRenderTransAlpha )
|
||
|
return "";
|
||
|
|
||
|
if ( m_nRenderMode != kRenderNormal && gameMaterial == 'G' )
|
||
|
return "BulletProof";
|
||
|
|
||
|
if ( bitsDamageType == DMG_SLASH )
|
||
|
return "ManhackCut";
|
||
|
|
||
|
// This will get translated at a lower layer based on game material
|
||
|
return "Impact.Concrete";
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CBaseEntity::GetIndexForThinkContext( const char *pszContext )
|
||
|
{
|
||
|
for ( int i = 0; i < m_aThinkFunctions.Size(); i++ )
|
||
|
{
|
||
|
if ( !Q_strncmp( STRING( m_aThinkFunctions[i].m_iszContext ), pszContext, MAX_CONTEXT_LENGTH ) )
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
return NO_THINK_CONTEXT;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Get a fresh think context for this entity
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CBaseEntity::RegisterThinkContext( const char *szContext )
|
||
|
{
|
||
|
int iIndex = GetIndexForThinkContext( szContext );
|
||
|
if ( iIndex != NO_THINK_CONTEXT )
|
||
|
return iIndex;
|
||
|
|
||
|
// Make a new think func
|
||
|
thinkfunc_t sNewFunc;
|
||
|
Q_memset( &sNewFunc, 0, sizeof( sNewFunc ) );
|
||
|
sNewFunc.m_pfnThink = NULL;
|
||
|
sNewFunc.m_nNextThinkTick = 0;
|
||
|
sNewFunc.m_iszContext = AllocPooledString(szContext);
|
||
|
|
||
|
// Insert it into our list
|
||
|
return m_aThinkFunctions.AddToTail( sNewFunc );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
BASEPTR CBaseEntity::ThinkSet( BASEPTR func, float thinkTime, const char *szContext )
|
||
|
{
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
#ifdef _DEBUG
|
||
|
#ifdef GNUC
|
||
|
COMPILE_TIME_ASSERT( sizeof(func) == 8 );
|
||
|
#else
|
||
|
COMPILE_TIME_ASSERT( sizeof(func) == 4 );
|
||
|
#endif
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
// Old system?
|
||
|
if ( !szContext )
|
||
|
{
|
||
|
m_pfnThink = func;
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
#ifdef _DEBUG
|
||
|
FunctionCheck( *(reinterpret_cast<void **>(&m_pfnThink)), "BaseThinkFunc" );
|
||
|
#endif
|
||
|
#endif
|
||
|
return m_pfnThink;
|
||
|
}
|
||
|
|
||
|
// Find the think function in our list, and if we couldn't find it, register it
|
||
|
int iIndex = GetIndexForThinkContext( szContext );
|
||
|
if ( iIndex == NO_THINK_CONTEXT )
|
||
|
{
|
||
|
iIndex = RegisterThinkContext( szContext );
|
||
|
}
|
||
|
|
||
|
m_aThinkFunctions[ iIndex ].m_pfnThink = func;
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
#ifdef _DEBUG
|
||
|
FunctionCheck( *(reinterpret_cast<void **>(&m_aThinkFunctions[ iIndex ].m_pfnThink)), szContext );
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
if ( thinkTime != 0 )
|
||
|
{
|
||
|
int thinkTick = ( thinkTime == TICK_NEVER_THINK ) ? TICK_NEVER_THINK : TIME_TO_TICKS( thinkTime );
|
||
|
m_aThinkFunctions[ iIndex ].m_nNextThinkTick = thinkTick;
|
||
|
CheckHasThinkFunction( thinkTick == TICK_NEVER_THINK ? false : true );
|
||
|
}
|
||
|
return func;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseEntity::SetNextThink( float thinkTime, const char *szContext )
|
||
|
{
|
||
|
int thinkTick = ( thinkTime == TICK_NEVER_THINK ) ? TICK_NEVER_THINK : TIME_TO_TICKS( thinkTime );
|
||
|
|
||
|
// Are we currently in a think function with a context?
|
||
|
int iIndex = 0;
|
||
|
if ( !szContext )
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
if ( m_iCurrentThinkContext != NO_THINK_CONTEXT )
|
||
|
{
|
||
|
Msg( "Warning: Setting base think function within think context %s\n", STRING(m_aThinkFunctions[m_iCurrentThinkContext].m_iszContext) );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// Old system
|
||
|
m_nNextThinkTick = thinkTick;
|
||
|
CheckHasThinkFunction( thinkTick == TICK_NEVER_THINK ? false : true );
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Find the think function in our list, and if we couldn't find it, register it
|
||
|
iIndex = GetIndexForThinkContext( szContext );
|
||
|
if ( iIndex == NO_THINK_CONTEXT )
|
||
|
{
|
||
|
iIndex = RegisterThinkContext( szContext );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Old system
|
||
|
m_aThinkFunctions[ iIndex ].m_nNextThinkTick = thinkTick;
|
||
|
CheckHasThinkFunction( thinkTick == TICK_NEVER_THINK ? false : true );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CBaseEntity::GetNextThink( const char *szContext )
|
||
|
{
|
||
|
// Are we currently in a think function with a context?
|
||
|
int iIndex = 0;
|
||
|
if ( !szContext )
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
if ( m_iCurrentThinkContext != NO_THINK_CONTEXT )
|
||
|
{
|
||
|
Msg( "Warning: Getting base nextthink time within think context %s\n", STRING(m_aThinkFunctions[m_iCurrentThinkContext].m_iszContext) );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
if ( m_nNextThinkTick == TICK_NEVER_THINK )
|
||
|
return TICK_NEVER_THINK;
|
||
|
|
||
|
// Old system
|
||
|
return TICK_INTERVAL * (m_nNextThinkTick );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Find the think function in our list
|
||
|
iIndex = GetIndexForThinkContext( szContext );
|
||
|
}
|
||
|
|
||
|
if ( iIndex == m_aThinkFunctions.InvalidIndex() )
|
||
|
return TICK_NEVER_THINK;
|
||
|
|
||
|
if ( m_aThinkFunctions[ iIndex ].m_nNextThinkTick == TICK_NEVER_THINK )
|
||
|
{
|
||
|
return TICK_NEVER_THINK;
|
||
|
}
|
||
|
return TICK_INTERVAL * (m_aThinkFunctions[ iIndex ].m_nNextThinkTick );
|
||
|
}
|
||
|
|
||
|
int CBaseEntity::GetNextThinkTick( const char *szContext /*= NULL*/ )
|
||
|
{
|
||
|
// Are we currently in a think function with a context?
|
||
|
int iIndex = 0;
|
||
|
if ( !szContext )
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
if ( m_iCurrentThinkContext != NO_THINK_CONTEXT )
|
||
|
{
|
||
|
Msg( "Warning: Getting base nextthink time within think context %s\n", STRING(m_aThinkFunctions[m_iCurrentThinkContext].m_iszContext) );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
if ( m_nNextThinkTick == TICK_NEVER_THINK )
|
||
|
return TICK_NEVER_THINK;
|
||
|
|
||
|
// Old system
|
||
|
return m_nNextThinkTick;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Find the think function in our list
|
||
|
iIndex = GetIndexForThinkContext( szContext );
|
||
|
|
||
|
// Looking up an invalid think context!
|
||
|
Assert( iIndex != -1 );
|
||
|
}
|
||
|
|
||
|
if ( ( iIndex == -1 ) || ( m_aThinkFunctions[ iIndex ].m_nNextThinkTick == TICK_NEVER_THINK ) )
|
||
|
{
|
||
|
return TICK_NEVER_THINK;
|
||
|
}
|
||
|
|
||
|
return m_aThinkFunctions[ iIndex ].m_nNextThinkTick;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CBaseEntity::GetLastThink( const char *szContext )
|
||
|
{
|
||
|
// Are we currently in a think function with a context?
|
||
|
int iIndex = 0;
|
||
|
if ( !szContext )
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
if ( m_iCurrentThinkContext != NO_THINK_CONTEXT )
|
||
|
{
|
||
|
Msg( "Warning: Getting base lastthink time within think context %s\n", STRING(m_aThinkFunctions[m_iCurrentThinkContext].m_iszContext) );
|
||
|
}
|
||
|
#endif
|
||
|
// Old system
|
||
|
return m_nLastThinkTick * TICK_INTERVAL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Find the think function in our list
|
||
|
iIndex = GetIndexForThinkContext( szContext );
|
||
|
}
|
||
|
|
||
|
return m_aThinkFunctions[ iIndex ].m_nLastThinkTick * TICK_INTERVAL;
|
||
|
}
|
||
|
|
||
|
int CBaseEntity::GetLastThinkTick( const char *szContext /*= NULL*/ )
|
||
|
{
|
||
|
// Are we currently in a think function with a context?
|
||
|
int iIndex = 0;
|
||
|
if ( !szContext )
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
if ( m_iCurrentThinkContext != NO_THINK_CONTEXT )
|
||
|
{
|
||
|
Msg( "Warning: Getting base lastthink time within think context %s\n", STRING(m_aThinkFunctions[m_iCurrentThinkContext].m_iszContext) );
|
||
|
}
|
||
|
#endif
|
||
|
// Old system
|
||
|
return m_nLastThinkTick;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Find the think function in our list
|
||
|
iIndex = GetIndexForThinkContext( szContext );
|
||
|
}
|
||
|
|
||
|
return m_aThinkFunctions[ iIndex ].m_nLastThinkTick;
|
||
|
}
|
||
|
|
||
|
bool CBaseEntity::WillThink()
|
||
|
{
|
||
|
if ( m_nNextThinkTick > 0 )
|
||
|
return true;
|
||
|
|
||
|
for ( int i = 0; i < m_aThinkFunctions.Count(); i++ )
|
||
|
{
|
||
|
if ( m_aThinkFunctions[i].m_nNextThinkTick > 0 )
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// returns the first tick the entity will run any think function
|
||
|
// returns TICK_NEVER_THINK if no think functions are scheduled
|
||
|
int CBaseEntity::GetFirstThinkTick()
|
||
|
{
|
||
|
int minTick = TICK_NEVER_THINK;
|
||
|
if ( m_nNextThinkTick > 0 )
|
||
|
{
|
||
|
minTick = m_nNextThinkTick;
|
||
|
}
|
||
|
|
||
|
for ( int i = 0; i < m_aThinkFunctions.Count(); i++ )
|
||
|
{
|
||
|
int next = m_aThinkFunctions[i].m_nNextThinkTick;
|
||
|
if ( next > 0 )
|
||
|
{
|
||
|
if ( next < minTick || minTick == TICK_NEVER_THINK )
|
||
|
{
|
||
|
minTick = next;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return minTick;
|
||
|
}
|
||
|
|
||
|
// NOTE: pass in the isThinking hint so we have to search the think functions less
|
||
|
void CBaseEntity::CheckHasThinkFunction( bool isThinking )
|
||
|
{
|
||
|
if ( IsEFlagSet( EFL_NO_THINK_FUNCTION ) && isThinking )
|
||
|
{
|
||
|
RemoveEFlags( EFL_NO_THINK_FUNCTION );
|
||
|
}
|
||
|
else if ( !isThinking && !IsEFlagSet( EFL_NO_THINK_FUNCTION ) && !WillThink() )
|
||
|
{
|
||
|
AddEFlags( EFL_NO_THINK_FUNCTION );
|
||
|
}
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
SimThink_EntityChanged( this );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
bool CBaseEntity::WillSimulateGamePhysics()
|
||
|
{
|
||
|
// players always simulate game physics
|
||
|
if ( !IsPlayer() )
|
||
|
{
|
||
|
MoveType_t movetype = GetMoveType();
|
||
|
|
||
|
if ( movetype == MOVETYPE_NONE || movetype == MOVETYPE_VPHYSICS )
|
||
|
return false;
|
||
|
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
// MOVETYPE_PUSH not supported on the client
|
||
|
if ( movetype == MOVETYPE_PUSH && GetMoveDoneTime() <= 0 )
|
||
|
return false;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void CBaseEntity::CheckHasGamePhysicsSimulation()
|
||
|
{
|
||
|
bool isSimulating = WillSimulateGamePhysics();
|
||
|
if ( isSimulating != IsEFlagSet(EFL_NO_GAME_PHYSICS_SIMULATION) )
|
||
|
return;
|
||
|
if ( isSimulating )
|
||
|
{
|
||
|
RemoveEFlags( EFL_NO_GAME_PHYSICS_SIMULATION );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
AddEFlags( EFL_NO_GAME_PHYSICS_SIMULATION );
|
||
|
}
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
SimThink_EntityChanged( this );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Sets/Gets the next think based on context index
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseEntity::SetNextThink( int nContextIndex, float thinkTime )
|
||
|
{
|
||
|
int thinkTick = ( thinkTime == TICK_NEVER_THINK ) ? TICK_NEVER_THINK : TIME_TO_TICKS( thinkTime );
|
||
|
|
||
|
if (nContextIndex < 0)
|
||
|
{
|
||
|
SetNextThink( thinkTime );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_aThinkFunctions[nContextIndex].m_nNextThinkTick = thinkTick;
|
||
|
}
|
||
|
CheckHasThinkFunction( thinkTick == TICK_NEVER_THINK ? false : true );
|
||
|
}
|
||
|
|
||
|
void CBaseEntity::SetLastThink( int nContextIndex, float thinkTime )
|
||
|
{
|
||
|
int thinkTick = ( thinkTime == TICK_NEVER_THINK ) ? TICK_NEVER_THINK : TIME_TO_TICKS( thinkTime );
|
||
|
|
||
|
if (nContextIndex < 0)
|
||
|
{
|
||
|
m_nLastThinkTick = thinkTick;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_aThinkFunctions[nContextIndex].m_nLastThinkTick = thinkTick;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float CBaseEntity::GetNextThink( int nContextIndex ) const
|
||
|
{
|
||
|
if (nContextIndex < 0)
|
||
|
return m_nNextThinkTick * TICK_INTERVAL;
|
||
|
|
||
|
return m_aThinkFunctions[nContextIndex].m_nNextThinkTick * TICK_INTERVAL;
|
||
|
}
|
||
|
|
||
|
int CBaseEntity::GetNextThinkTick( int nContextIndex ) const
|
||
|
{
|
||
|
if (nContextIndex < 0)
|
||
|
return m_nNextThinkTick;
|
||
|
|
||
|
return m_aThinkFunctions[nContextIndex].m_nNextThinkTick;
|
||
|
}
|
||
|
|
||
|
|
||
|
int CheckEntityVelocity( Vector &v )
|
||
|
{
|
||
|
float r = k_flMaxEntitySpeed;
|
||
|
if (
|
||
|
v.x > -r && v.x < r &&
|
||
|
v.y > -r && v.y < r &&
|
||
|
v.z > -r && v.z < r)
|
||
|
{
|
||
|
// The usual case. It's totally reasonable
|
||
|
return 1;
|
||
|
}
|
||
|
float speed = v.Length();
|
||
|
if ( speed < k_flMaxEntitySpeed * 100.0f )
|
||
|
{
|
||
|
// Sort of suspicious. Clamp it
|
||
|
v *= k_flMaxEntitySpeed / speed;
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
// A terrible, horrible, no good, very bad velocity.
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: My physics object has been updated, react or extract data
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseEntity::VPhysicsUpdate( IPhysicsObject *pPhysics )
|
||
|
{
|
||
|
switch( GetMoveType() )
|
||
|
{
|
||
|
case MOVETYPE_VPHYSICS:
|
||
|
{
|
||
|
if ( GetMoveParent() )
|
||
|
{
|
||
|
DevWarning("Updating physics on object in hierarchy %s!\n", GetClassname());
|
||
|
return;
|
||
|
}
|
||
|
Vector origin;
|
||
|
QAngle angles;
|
||
|
|
||
|
pPhysics->GetPosition( &origin, &angles );
|
||
|
|
||
|
if ( !IsEntityQAngleReasonable( angles ) )
|
||
|
{
|
||
|
if ( CheckEmitReasonablePhysicsSpew() )
|
||
|
{
|
||
|
Warning( "Ignoring bogus angles (%f,%f,%f) from vphysics! (entity %s)\n", angles.x, angles.y, angles.z, GetDebugName() );
|
||
|
}
|
||
|
angles = vec3_angle;
|
||
|
}
|
||
|
#ifndef CLIENT_DLL
|
||
|
Vector prevOrigin = GetAbsOrigin();
|
||
|
#endif
|
||
|
|
||
|
if ( IsEntityPositionReasonable( origin ) )
|
||
|
{
|
||
|
SetAbsOrigin( origin );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( CheckEmitReasonablePhysicsSpew() )
|
||
|
{
|
||
|
Warning( "Ignoring unreasonable position (%f,%f,%f) from vphysics! (entity %s)\n", origin.x, origin.y, origin.z, GetDebugName() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for ( int i = 0; i < 3; ++i )
|
||
|
{
|
||
|
angles[ i ] = AngleNormalize( angles[ i ] );
|
||
|
}
|
||
|
SetAbsAngles( angles );
|
||
|
|
||
|
// Interactive debris converts back to debris when it comes to rest
|
||
|
if ( pPhysics->IsAsleep() && GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS )
|
||
|
{
|
||
|
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
||
|
}
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
PhysicsTouchTriggers( &prevOrigin );
|
||
|
PhysicsRelinkChildren(gpGlobals->frametime);
|
||
|
#endif
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case MOVETYPE_STEP:
|
||
|
break;
|
||
|
|
||
|
case MOVETYPE_PUSH:
|
||
|
#ifndef CLIENT_DLL
|
||
|
VPhysicsUpdatePusher( pPhysics );
|
||
|
#endif
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Init this object's physics as a static
|
||
|
//-----------------------------------------------------------------------------
|
||
|
IPhysicsObject *CBaseEntity::VPhysicsInitStatic( void )
|
||
|
{
|
||
|
if ( !VPhysicsInitSetup() )
|
||
|
return NULL;
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
// If this entity has a move parent, it needs to be shadow, not static
|
||
|
if ( GetMoveParent() )
|
||
|
{
|
||
|
// must be SOLID_VPHYSICS if in hierarchy to solve collisions correctly
|
||
|
if ( GetSolid() == SOLID_BSP && GetRootMoveParent()->GetSolid() != SOLID_BSP )
|
||
|
{
|
||
|
SetSolid( SOLID_VPHYSICS );
|
||
|
}
|
||
|
|
||
|
return VPhysicsInitShadow( false, false );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// No physics
|
||
|
if ( GetSolid() == SOLID_NONE )
|
||
|
return NULL;
|
||
|
|
||
|
// create a static physics objct
|
||
|
IPhysicsObject *pPhysicsObject = NULL;
|
||
|
if ( GetSolid() == SOLID_BBOX )
|
||
|
{
|
||
|
pPhysicsObject = PhysModelCreateBox( this, WorldAlignMins(), WorldAlignMaxs(), GetAbsOrigin(), true );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pPhysicsObject = PhysModelCreateUnmoveable( this, GetModelIndex(), GetAbsOrigin(), GetAbsAngles() );
|
||
|
}
|
||
|
VPhysicsSetObject( pPhysicsObject );
|
||
|
return pPhysicsObject;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pPhysics -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseEntity::VPhysicsSetObject( IPhysicsObject *pPhysics )
|
||
|
{
|
||
|
if ( m_pPhysicsObject && pPhysics )
|
||
|
{
|
||
|
Warning( "Overwriting physics object for %s\n", GetClassname() );
|
||
|
}
|
||
|
m_pPhysicsObject = pPhysics;
|
||
|
if ( pPhysics && !m_pPhysicsObject )
|
||
|
{
|
||
|
CollisionRulesChanged();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseEntity::VPhysicsDestroyObject( void )
|
||
|
{
|
||
|
if ( m_pPhysicsObject )
|
||
|
{
|
||
|
#ifndef CLIENT_DLL
|
||
|
PhysRemoveShadow( this );
|
||
|
#endif
|
||
|
PhysDestroyObject( m_pPhysicsObject, this );
|
||
|
m_pPhysicsObject = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseEntity::VPhysicsInitSetup()
|
||
|
{
|
||
|
#ifndef CLIENT_DLL
|
||
|
// don't support logical ents
|
||
|
if ( !edict() || IsMarkedForDeletion() )
|
||
|
return false;
|
||
|
#endif
|
||
|
|
||
|
// If this entity already has a physics object, then it should have been deleted prior to making this call.
|
||
|
Assert(!m_pPhysicsObject);
|
||
|
VPhysicsDestroyObject();
|
||
|
|
||
|
// make sure absorigin / absangles are correct
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: This creates a normal vphysics simulated object
|
||
|
// physics alone determines where it goes (gravity, friction, etc)
|
||
|
// and the entity receives updates from vphysics. SetAbsOrigin(), etc do not affect the object!
|
||
|
//-----------------------------------------------------------------------------
|
||
|
IPhysicsObject *CBaseEntity::VPhysicsInitNormal( SolidType_t solidType, int nSolidFlags, bool createAsleep, solid_t *pSolid )
|
||
|
{
|
||
|
if ( !VPhysicsInitSetup() )
|
||
|
return NULL;
|
||
|
|
||
|
// NOTE: This has to occur before PhysModelCreate because that call will
|
||
|
// call back into ShouldCollide(), which uses solidtype for rules.
|
||
|
SetSolid( solidType );
|
||
|
SetSolidFlags( nSolidFlags );
|
||
|
|
||
|
// No physics
|
||
|
if ( solidType == SOLID_NONE )
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
// create a normal physics object
|
||
|
IPhysicsObject *pPhysicsObject = PhysModelCreate( this, GetModelIndex(), GetAbsOrigin(), GetAbsAngles(), pSolid );
|
||
|
if ( pPhysicsObject )
|
||
|
{
|
||
|
VPhysicsSetObject( pPhysicsObject );
|
||
|
SetMoveType( MOVETYPE_VPHYSICS );
|
||
|
|
||
|
if ( !createAsleep )
|
||
|
{
|
||
|
pPhysicsObject->Wake();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return pPhysicsObject;
|
||
|
}
|
||
|
|
||
|
// This creates a vphysics object with a shadow controller that follows the AI
|
||
|
IPhysicsObject *CBaseEntity::VPhysicsInitShadow( bool allowPhysicsMovement, bool allowPhysicsRotation, solid_t *pSolid )
|
||
|
{
|
||
|
if ( !VPhysicsInitSetup() )
|
||
|
return NULL;
|
||
|
|
||
|
// No physics
|
||
|
if ( GetSolid() == SOLID_NONE )
|
||
|
return NULL;
|
||
|
|
||
|
const Vector &origin = GetAbsOrigin();
|
||
|
QAngle angles = GetAbsAngles();
|
||
|
IPhysicsObject *pPhysicsObject = NULL;
|
||
|
|
||
|
if ( GetSolid() == SOLID_BBOX )
|
||
|
{
|
||
|
// adjust these so the game tracing epsilons match the physics minimum separation distance
|
||
|
// this will shrink the vphysics version of the model by the difference in epsilons
|
||
|
float radius = 0.25f - DIST_EPSILON;
|
||
|
Vector mins = WorldAlignMins() + Vector(radius, radius, radius);
|
||
|
Vector maxs = WorldAlignMaxs() - Vector(radius, radius, radius);
|
||
|
pPhysicsObject = PhysModelCreateBox( this, mins, maxs, origin, false );
|
||
|
angles = vec3_angle;
|
||
|
}
|
||
|
else if ( GetSolid() == SOLID_OBB )
|
||
|
{
|
||
|
pPhysicsObject = PhysModelCreateOBB( this, CollisionProp()->OBBMins(), CollisionProp()->OBBMaxs(), origin, angles, false );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pPhysicsObject = PhysModelCreate( this, GetModelIndex(), origin, angles, pSolid );
|
||
|
}
|
||
|
if ( !pPhysicsObject )
|
||
|
return NULL;
|
||
|
|
||
|
VPhysicsSetObject( pPhysicsObject );
|
||
|
// UNDONE: Tune these speeds!!!
|
||
|
pPhysicsObject->SetShadow( 1e4, 1e4, allowPhysicsMovement, allowPhysicsRotation );
|
||
|
pPhysicsObject->UpdateShadow( origin, angles, false, 0 );
|
||
|
return pPhysicsObject;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseEntity::CreateVPhysics()
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool CBaseEntity::IsStandable() const
|
||
|
{
|
||
|
if (GetSolidFlags() & FSOLID_NOT_STANDABLE)
|
||
|
return false;
|
||
|
|
||
|
if ( GetSolid() == SOLID_BSP || GetSolid() == SOLID_VPHYSICS || GetSolid() == SOLID_BBOX )
|
||
|
return true;
|
||
|
|
||
|
return IsBSPModel( );
|
||
|
}
|
||
|
|
||
|
bool CBaseEntity::IsBSPModel() const
|
||
|
{
|
||
|
if ( GetSolid() == SOLID_BSP )
|
||
|
return true;
|
||
|
|
||
|
const model_t *pModel = modelinfo->GetModel( GetModelIndex() );
|
||
|
|
||
|
if ( GetSolid() == SOLID_VPHYSICS && modelinfo->GetModelType( pModel ) == mod_brush )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Invalidates the abs state of all children
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseEntity::InvalidatePhysicsRecursive( int nChangeFlags )
|
||
|
{
|
||
|
// Main entry point for dirty flag setting for the 90% case
|
||
|
// 1) If the origin changes, then we have to update abstransform, Shadow projection, PVS, KD-tree,
|
||
|
// client-leaf system.
|
||
|
// 2) If the angles change, then we have to update abstransform, Shadow projection,
|
||
|
// shadow render-to-texture, client-leaf system, and surrounding bounds.
|
||
|
// Children have to additionally update absvelocity, KD-tree, and PVS.
|
||
|
// If the surrounding bounds actually update, when we also need to update the KD-tree and the PVS.
|
||
|
// 3) If it's due to attachment, then all children who are attached to an attachment point
|
||
|
// are assumed to have dirty origin + angles.
|
||
|
|
||
|
// Other stuff:
|
||
|
// 1) Marking the surrounding bounds dirty will automatically mark KD tree + PVS dirty.
|
||
|
|
||
|
int nDirtyFlags = 0;
|
||
|
|
||
|
if ( nChangeFlags & VELOCITY_CHANGED )
|
||
|
{
|
||
|
nDirtyFlags |= EFL_DIRTY_ABSVELOCITY;
|
||
|
}
|
||
|
|
||
|
if ( nChangeFlags & POSITION_CHANGED )
|
||
|
{
|
||
|
nDirtyFlags |= EFL_DIRTY_ABSTRANSFORM;
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
NetworkProp()->MarkPVSInformationDirty();
|
||
|
#endif
|
||
|
|
||
|
// NOTE: This will also mark shadow projection + client leaf dirty
|
||
|
CollisionProp()->MarkPartitionHandleDirty();
|
||
|
}
|
||
|
|
||
|
// NOTE: This has to be done after velocity + position are changed
|
||
|
// because we change the nChangeFlags for the child entities
|
||
|
if ( nChangeFlags & ANGLES_CHANGED )
|
||
|
{
|
||
|
nDirtyFlags |= EFL_DIRTY_ABSTRANSFORM;
|
||
|
if ( CollisionProp()->DoesRotationInvalidateSurroundingBox() )
|
||
|
{
|
||
|
// NOTE: This will handle the KD-tree, surrounding bounds, PVS
|
||
|
// render-to-texture shadow, shadow projection, and client leaf dirty
|
||
|
CollisionProp()->MarkSurroundingBoundsDirty();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
MarkRenderHandleDirty();
|
||
|
g_pClientShadowMgr->AddToDirtyShadowList( this );
|
||
|
g_pClientShadowMgr->MarkRenderToTextureShadowDirty( GetShadowHandle() );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// This is going to be used for all children: children
|
||
|
// have position + velocity changed
|
||
|
nChangeFlags |= POSITION_CHANGED | VELOCITY_CHANGED;
|
||
|
}
|
||
|
|
||
|
AddEFlags( nDirtyFlags );
|
||
|
|
||
|
// Set flags for children
|
||
|
bool bOnlyDueToAttachment = false;
|
||
|
if ( nChangeFlags & ANIMATION_CHANGED )
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
g_pClientShadowMgr->MarkRenderToTextureShadowDirty( GetShadowHandle() );
|
||
|
#endif
|
||
|
|
||
|
// Only set this flag if the only thing that changed us was the animation.
|
||
|
// If position or something else changed us, then we must tell all children.
|
||
|
if ( !( nChangeFlags & (POSITION_CHANGED | VELOCITY_CHANGED | ANGLES_CHANGED) ) )
|
||
|
{
|
||
|
bOnlyDueToAttachment = true;
|
||
|
}
|
||
|
|
||
|
nChangeFlags = POSITION_CHANGED | ANGLES_CHANGED | VELOCITY_CHANGED;
|
||
|
}
|
||
|
|
||
|
for (CBaseEntity *pChild = FirstMoveChild(); pChild; pChild = pChild->NextMovePeer())
|
||
|
{
|
||
|
// If this is due to the parent animating, only invalidate children that are parented to an attachment
|
||
|
// Entities that are following also access attachments points on parents and must be invalidated.
|
||
|
if ( bOnlyDueToAttachment )
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
if ( (pChild->GetParentAttachment() == 0) && !pChild->IsFollowingEntity() )
|
||
|
continue;
|
||
|
#else
|
||
|
if ( pChild->GetParentAttachment() == 0 )
|
||
|
continue;
|
||
|
#endif
|
||
|
}
|
||
|
pChild->InvalidatePhysicsRecursive( nChangeFlags );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// This code should really be in here, or the bone cache should not be in world space.
|
||
|
// Since the bone transforms are in world space, if we move or rotate the entity, its
|
||
|
// bones should be marked invalid.
|
||
|
//
|
||
|
// As it is, we're near ship, and don't have time to setup a good A/B test of how much
|
||
|
// overhead this fix would add. We've also only got one known case where the lack of
|
||
|
// this fix is screwing us, and I just fixed it, so I'm leaving this commented out for now.
|
||
|
//
|
||
|
// Hopefully, we'll put the bone cache in entity space and remove the need for this fix.
|
||
|
//
|
||
|
//#ifdef CLIENT_DLL
|
||
|
// if ( nChangeFlags & (POSITION_CHANGED | ANGLES_CHANGED | ANIMATION_CHANGED) )
|
||
|
// {
|
||
|
// C_BaseAnimating *pAnim = GetBaseAnimating();
|
||
|
// if ( pAnim )
|
||
|
// pAnim->InvalidateBoneCache();
|
||
|
// }
|
||
|
//#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Returns the highest parent of an entity
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CBaseEntity *CBaseEntity::GetRootMoveParent()
|
||
|
{
|
||
|
CBaseEntity *pEntity = this;
|
||
|
CBaseEntity *pParent = this->GetMoveParent();
|
||
|
while ( pParent )
|
||
|
{
|
||
|
pEntity = pParent;
|
||
|
pParent = pEntity->GetMoveParent();
|
||
|
}
|
||
|
|
||
|
return pEntity;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: static method
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseEntity::IsPrecacheAllowed()
|
||
|
{
|
||
|
return m_bAllowPrecache;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: static method
|
||
|
// Input : allow -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseEntity::SetAllowPrecache( bool allow )
|
||
|
{
|
||
|
m_bAllowPrecache = allow;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
FireBullets
|
||
|
|
||
|
Go to the trouble of combining multiple pellets into a single damage call.
|
||
|
================
|
||
|
*/
|
||
|
|
||
|
#if defined( GAME_DLL )
|
||
|
class CBulletsTraceFilter : public CTraceFilterSimpleList
|
||
|
{
|
||
|
public:
|
||
|
CBulletsTraceFilter( int collisionGroup ) : CTraceFilterSimpleList( collisionGroup ) {}
|
||
|
|
||
|
bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
|
||
|
{
|
||
|
if ( m_PassEntities.Count() )
|
||
|
{
|
||
|
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
|
||
|
CBaseEntity *pPassEntity = EntityFromEntityHandle( m_PassEntities[0] );
|
||
|
if ( pEntity && pPassEntity && pEntity->GetOwnerEntity() == pPassEntity &&
|
||
|
pPassEntity->IsSolidFlagSet(FSOLID_NOT_SOLID) && pPassEntity->IsSolidFlagSet( FSOLID_CUSTOMBOXTEST ) &&
|
||
|
pPassEntity->IsSolidFlagSet( FSOLID_CUSTOMRAYTEST ) )
|
||
|
{
|
||
|
// It's a bone follower of the entity to ignore (toml 8/3/2007)
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
return CTraceFilterSimpleList::ShouldHitEntity( pHandleEntity, contentsMask );
|
||
|
}
|
||
|
|
||
|
};
|
||
|
#else
|
||
|
typedef CTraceFilterSimpleList CBulletsTraceFilter;
|
||
|
#endif
|
||
|
|
||
|
void CBaseEntity::FireBullets( const FireBulletsInfo_t &info )
|
||
|
{
|
||
|
static int tracerCount;
|
||
|
trace_t tr;
|
||
|
CAmmoDef* pAmmoDef = GetAmmoDef();
|
||
|
int nDamageType = pAmmoDef->DamageType(info.m_iAmmoType);
|
||
|
int nAmmoFlags = pAmmoDef->Flags(info.m_iAmmoType);
|
||
|
|
||
|
bool bDoServerEffects = true;
|
||
|
|
||
|
#if defined( HL2MP ) && defined( GAME_DLL )
|
||
|
bDoServerEffects = false;
|
||
|
#endif
|
||
|
|
||
|
#if defined( GAME_DLL )
|
||
|
if( IsPlayer() )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>(this);
|
||
|
|
||
|
int rumbleEffect = pPlayer->GetActiveWeapon()->GetRumbleEffect();
|
||
|
|
||
|
if( rumbleEffect != RUMBLE_INVALID )
|
||
|
{
|
||
|
if( rumbleEffect == RUMBLE_SHOTGUN_SINGLE )
|
||
|
{
|
||
|
if( info.m_iShots == 12 )
|
||
|
{
|
||
|
// Upgrade to double barrel rumble effect
|
||
|
rumbleEffect = RUMBLE_SHOTGUN_DOUBLE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
pPlayer->RumbleEffect( rumbleEffect, 0, RUMBLE_FLAG_RESTART );
|
||
|
}
|
||
|
}
|
||
|
#endif// GAME_DLL
|
||
|
|
||
|
int iPlayerDamage = info.m_iPlayerDamage;
|
||
|
if ( iPlayerDamage == 0 )
|
||
|
{
|
||
|
if ( nAmmoFlags & AMMO_INTERPRET_PLRDAMAGE_AS_DAMAGE_TO_PLAYER )
|
||
|
{
|
||
|
iPlayerDamage = pAmmoDef->PlrDamage( info.m_iAmmoType );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// the default attacker is ourselves
|
||
|
CBaseEntity *pAttacker = info.m_pAttacker ? info.m_pAttacker : this;
|
||
|
|
||
|
// Make sure we don't have a dangling damage target from a recursive call
|
||
|
if ( g_MultiDamage.GetTarget() != NULL )
|
||
|
{
|
||
|
ApplyMultiDamage();
|
||
|
}
|
||
|
|
||
|
ClearMultiDamage();
|
||
|
g_MultiDamage.SetDamageType( nDamageType | DMG_NEVERGIB );
|
||
|
|
||
|
Vector vecDir;
|
||
|
Vector vecEnd;
|
||
|
|
||
|
// Skip multiple entities when tracing
|
||
|
CBulletsTraceFilter traceFilter( COLLISION_GROUP_NONE );
|
||
|
traceFilter.SetPassEntity( this ); // Standard pass entity for THIS so that it can be easily removed from the list after passing through a portal
|
||
|
traceFilter.AddEntityToIgnore( info.m_pAdditionalIgnoreEnt );
|
||
|
|
||
|
#if defined( HL2_EPISODIC ) && defined( GAME_DLL )
|
||
|
// FIXME: We need to emulate this same behavior on the client as well -- jdw
|
||
|
// Also ignore a vehicle we're a passenger in
|
||
|
if ( MyCombatCharacterPointer() != NULL && MyCombatCharacterPointer()->IsInAVehicle() )
|
||
|
{
|
||
|
traceFilter.AddEntityToIgnore( MyCombatCharacterPointer()->GetVehicleEntity() );
|
||
|
}
|
||
|
#endif // SERVER_DLL
|
||
|
|
||
|
bool bUnderwaterBullets = ShouldDrawUnderwaterBulletBubbles();
|
||
|
bool bStartedInWater = false;
|
||
|
if ( bUnderwaterBullets )
|
||
|
{
|
||
|
bStartedInWater = ( enginetrace->GetPointContents( info.m_vecSrc ) & (CONTENTS_WATER|CONTENTS_SLIME) ) != 0;
|
||
|
}
|
||
|
|
||
|
// Prediction is only usable on players
|
||
|
int iSeed = 0;
|
||
|
if ( IsPlayer() )
|
||
|
{
|
||
|
iSeed = CBaseEntity::GetPredictionRandomSeed( info.m_bUseServerRandomSeed ) & 255;
|
||
|
}
|
||
|
|
||
|
#if defined( HL2MP ) && defined( GAME_DLL )
|
||
|
int iEffectSeed = iSeed;
|
||
|
#endif
|
||
|
//-----------------------------------------------------
|
||
|
// Set up our shot manipulator.
|
||
|
//-----------------------------------------------------
|
||
|
CShotManipulator Manipulator( info.m_vecDirShooting );
|
||
|
|
||
|
bool bDoImpacts = false;
|
||
|
bool bDoTracers = false;
|
||
|
|
||
|
float flCumulativeDamage = 0.0f;
|
||
|
|
||
|
for (int iShot = 0; iShot < info.m_iShots; iShot++)
|
||
|
{
|
||
|
bool bHitWater = false;
|
||
|
bool bHitGlass = false;
|
||
|
|
||
|
// Prediction is only usable on players
|
||
|
if ( IsPlayer() )
|
||
|
{
|
||
|
RandomSeed( iSeed ); // init random system with this seed
|
||
|
}
|
||
|
|
||
|
// If we're firing multiple shots, and the first shot has to be bang on target, ignore spread
|
||
|
if ( iShot == 0 && info.m_iShots > 1 && (info.m_nFlags & FIRE_BULLETS_FIRST_SHOT_ACCURATE) )
|
||
|
{
|
||
|
vecDir = Manipulator.GetShotDirection();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
// Don't run the biasing code for the player at the moment.
|
||
|
vecDir = Manipulator.ApplySpread( info.m_vecSpread );
|
||
|
}
|
||
|
|
||
|
vecEnd = info.m_vecSrc + vecDir * info.m_flDistance;
|
||
|
|
||
|
#ifdef PORTAL
|
||
|
CProp_Portal *pShootThroughPortal = NULL;
|
||
|
float fPortalFraction = 2.0f;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
if( IsPlayer() && info.m_iShots > 1 && iShot % 2 )
|
||
|
{
|
||
|
// Half of the shotgun pellets are hulls that make it easier to hit targets with the shotgun.
|
||
|
#ifdef PORTAL
|
||
|
Ray_t rayBullet;
|
||
|
rayBullet.Init( info.m_vecSrc, vecEnd );
|
||
|
pShootThroughPortal = UTIL_Portal_FirstAlongRay( rayBullet, fPortalFraction );
|
||
|
if ( !UTIL_Portal_TraceRay_Bullets( pShootThroughPortal, rayBullet, MASK_SHOT, &traceFilter, &tr ) )
|
||
|
{
|
||
|
pShootThroughPortal = NULL;
|
||
|
}
|
||
|
#else
|
||
|
AI_TraceHull( info.m_vecSrc, vecEnd, Vector( -3, -3, -3 ), Vector( 3, 3, 3 ), MASK_SHOT, &traceFilter, &tr );
|
||
|
#endif //#ifdef PORTAL
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
#ifdef PORTAL
|
||
|
Ray_t rayBullet;
|
||
|
rayBullet.Init( info.m_vecSrc, vecEnd );
|
||
|
pShootThroughPortal = UTIL_Portal_FirstAlongRay( rayBullet, fPortalFraction );
|
||
|
if ( !UTIL_Portal_TraceRay_Bullets( pShootThroughPortal, rayBullet, MASK_SHOT, &traceFilter, &tr ) )
|
||
|
{
|
||
|
pShootThroughPortal = NULL;
|
||
|
}
|
||
|
#elif TF_DLL
|
||
|
CTraceFilterIgnoreFriendlyCombatItems traceFilterCombatItem( this, COLLISION_GROUP_NONE, GetTeamNumber() );
|
||
|
if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() )
|
||
|
{
|
||
|
CTraceFilterChain traceFilterChain( &traceFilter, &traceFilterCombatItem );
|
||
|
AI_TraceLine(info.m_vecSrc, vecEnd, MASK_SHOT, &traceFilterChain, &tr);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
AI_TraceLine(info.m_vecSrc, vecEnd, MASK_SHOT, &traceFilter, &tr);
|
||
|
}
|
||
|
#else
|
||
|
AI_TraceLine(info.m_vecSrc, vecEnd, MASK_SHOT, &traceFilter, &tr);
|
||
|
#endif //#ifdef PORTAL
|
||
|
}
|
||
|
|
||
|
// Tracker 70354/63250: ywb 8/2/07
|
||
|
// Fixes bug where trace from turret with attachment point outside of Vcollide
|
||
|
// starts solid so doesn't hit anything else in the world and the final coord
|
||
|
// is outside of the MAX_COORD_FLOAT range. This cause trying to send the end pos
|
||
|
// of the tracer down to the client with an origin which is out-of-range for networking
|
||
|
if ( tr.startsolid )
|
||
|
{
|
||
|
tr.endpos = tr.startpos;
|
||
|
tr.fraction = 0.0f;
|
||
|
}
|
||
|
|
||
|
// bullet's final direction can be changed by passing through a portal
|
||
|
#ifdef PORTAL
|
||
|
if ( !tr.startsolid )
|
||
|
{
|
||
|
vecDir = tr.endpos - tr.startpos;
|
||
|
VectorNormalize( vecDir );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
if ( ai_debug_shoot_positions.GetBool() )
|
||
|
NDebugOverlay::Line(info.m_vecSrc, vecEnd, 255, 255, 255, false, .1 );
|
||
|
#endif
|
||
|
|
||
|
if ( bStartedInWater )
|
||
|
{
|
||
|
#ifdef GAME_DLL
|
||
|
Vector vBubbleStart = info.m_vecSrc;
|
||
|
Vector vBubbleEnd = tr.endpos;
|
||
|
|
||
|
#ifdef PORTAL
|
||
|
if ( pShootThroughPortal )
|
||
|
{
|
||
|
vBubbleEnd = info.m_vecSrc + ( vecEnd - info.m_vecSrc ) * fPortalFraction;
|
||
|
}
|
||
|
#endif //#ifdef PORTAL
|
||
|
|
||
|
CreateBubbleTrailTracer( vBubbleStart, vBubbleEnd, vecDir );
|
||
|
|
||
|
#ifdef PORTAL
|
||
|
if ( pShootThroughPortal )
|
||
|
{
|
||
|
Vector vTransformedIntersection;
|
||
|
UTIL_Portal_PointTransform( pShootThroughPortal->MatrixThisToLinked(), vBubbleEnd, vTransformedIntersection );
|
||
|
|
||
|
CreateBubbleTrailTracer( vTransformedIntersection, tr.endpos, vecDir );
|
||
|
}
|
||
|
#endif //#ifdef PORTAL
|
||
|
|
||
|
#endif //#ifdef GAME_DLL
|
||
|
bHitWater = true;
|
||
|
}
|
||
|
|
||
|
// Now hit all triggers along the ray that respond to shots...
|
||
|
// Clip the ray to the first collided solid returned from traceline
|
||
|
CTakeDamageInfo triggerInfo( pAttacker, pAttacker, info.m_flDamage, nDamageType );
|
||
|
CalculateBulletDamageForce( &triggerInfo, info.m_iAmmoType, vecDir, tr.endpos );
|
||
|
triggerInfo.ScaleDamageForce( info.m_flDamageForceScale );
|
||
|
triggerInfo.SetAmmoType( info.m_iAmmoType );
|
||
|
#ifdef GAME_DLL
|
||
|
TraceAttackToTriggers( triggerInfo, tr.startpos, tr.endpos, vecDir );
|
||
|
#endif
|
||
|
|
||
|
// Make sure given a valid bullet type
|
||
|
if (info.m_iAmmoType == -1)
|
||
|
{
|
||
|
DevMsg("ERROR: Undefined ammo type!\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Vector vecTracerDest = tr.endpos;
|
||
|
|
||
|
// do damage, paint decals
|
||
|
if (tr.fraction != 1.0)
|
||
|
{
|
||
|
#ifdef GAME_DLL
|
||
|
UpdateShotStatistics( tr );
|
||
|
|
||
|
// For shots that don't need persistance
|
||
|
int soundEntChannel = ( info.m_nFlags&FIRE_BULLETS_TEMPORARY_DANGER_SOUND ) ? SOUNDENT_CHANNEL_BULLET_IMPACT : SOUNDENT_CHANNEL_UNSPECIFIED;
|
||
|
|
||
|
CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, tr.endpos, 200, 0.5, this, soundEntChannel );
|
||
|
#endif
|
||
|
|
||
|
// See if the bullet ended up underwater + started out of the water
|
||
|
if ( !bHitWater && ( enginetrace->GetPointContents( tr.endpos ) & (CONTENTS_WATER|CONTENTS_SLIME) ) )
|
||
|
{
|
||
|
bHitWater = HandleShotImpactingWater( info, vecEnd, &traceFilter, &vecTracerDest );
|
||
|
}
|
||
|
|
||
|
float flActualDamage = info.m_flDamage;
|
||
|
|
||
|
// If we hit a player, and we have player damage specified, use that instead
|
||
|
// Adrian: Make sure to use the currect value if we hit a vehicle the player is currently driving.
|
||
|
if ( iPlayerDamage )
|
||
|
{
|
||
|
if ( tr.m_pEnt->IsPlayer() )
|
||
|
{
|
||
|
flActualDamage = iPlayerDamage;
|
||
|
}
|
||
|
#ifdef GAME_DLL
|
||
|
else if ( tr.m_pEnt->GetServerVehicle() )
|
||
|
{
|
||
|
if ( tr.m_pEnt->GetServerVehicle()->GetPassenger() && tr.m_pEnt->GetServerVehicle()->GetPassenger()->IsPlayer() )
|
||
|
{
|
||
|
flActualDamage = iPlayerDamage;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
int nActualDamageType = nDamageType;
|
||
|
if ( flActualDamage == 0.0 )
|
||
|
{
|
||
|
flActualDamage = g_pGameRules->GetAmmoDamage( pAttacker, tr.m_pEnt, info.m_iAmmoType );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
nActualDamageType = nDamageType | ((flActualDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB );
|
||
|
}
|
||
|
|
||
|
if ( !bHitWater || ((info.m_nFlags & FIRE_BULLETS_DONT_HIT_UNDERWATER) == 0) )
|
||
|
{
|
||
|
// Damage specified by function parameter
|
||
|
CTakeDamageInfo dmgInfo( this, pAttacker, flActualDamage, nActualDamageType );
|
||
|
ModifyFireBulletsDamage( &dmgInfo );
|
||
|
CalculateBulletDamageForce( &dmgInfo, info.m_iAmmoType, vecDir, tr.endpos );
|
||
|
dmgInfo.ScaleDamageForce( info.m_flDamageForceScale );
|
||
|
dmgInfo.SetAmmoType( info.m_iAmmoType );
|
||
|
tr.m_pEnt->DispatchTraceAttack( dmgInfo, vecDir, &tr );
|
||
|
|
||
|
if ( ToBaseCombatCharacter( tr.m_pEnt ) )
|
||
|
{
|
||
|
flCumulativeDamage += dmgInfo.GetDamage();
|
||
|
}
|
||
|
|
||
|
if ( bStartedInWater || !bHitWater || (info.m_nFlags & FIRE_BULLETS_ALLOW_WATER_SURFACE_IMPACTS) )
|
||
|
{
|
||
|
if ( bDoServerEffects == true )
|
||
|
{
|
||
|
DoImpactEffect( tr, nDamageType );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bDoImpacts = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// We may not impact, but we DO need to affect ragdolls on the client
|
||
|
CEffectData data;
|
||
|
data.m_vStart = tr.startpos;
|
||
|
data.m_vOrigin = tr.endpos;
|
||
|
data.m_nDamageType = nDamageType;
|
||
|
|
||
|
DispatchEffect( "RagdollImpact", data );
|
||
|
}
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
if ( nAmmoFlags & AMMO_FORCE_DROP_IF_CARRIED )
|
||
|
{
|
||
|
// Make sure if the player is holding this, he drops it
|
||
|
Pickup_ForcePlayerToDropThisObject( tr.m_pEnt );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// See if we hit glass
|
||
|
if ( tr.m_pEnt != NULL )
|
||
|
{
|
||
|
#ifdef GAME_DLL
|
||
|
surfacedata_t *psurf = physprops->GetSurfaceData( tr.surface.surfaceProps );
|
||
|
if ( ( psurf != NULL ) && ( psurf->game.material == CHAR_TEX_GLASS ) && ( tr.m_pEnt->ClassMatches( "func_breakable" ) ) )
|
||
|
{
|
||
|
// Query the func_breakable for whether it wants to allow for bullet penetration
|
||
|
if ( tr.m_pEnt->HasSpawnFlags( SF_BREAK_NO_BULLET_PENETRATION ) == false )
|
||
|
{
|
||
|
bHitGlass = true;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
if ( ( info.m_iTracerFreq != 0 ) && ( tracerCount++ % info.m_iTracerFreq ) == 0 && ( bHitGlass == false ) )
|
||
|
{
|
||
|
if ( bDoServerEffects == true )
|
||
|
{
|
||
|
Vector vecTracerSrc = vec3_origin;
|
||
|
ComputeTracerStartPosition( info.m_vecSrc, &vecTracerSrc );
|
||
|
|
||
|
trace_t Tracer;
|
||
|
Tracer = tr;
|
||
|
Tracer.endpos = vecTracerDest;
|
||
|
|
||
|
#ifdef PORTAL
|
||
|
if ( pShootThroughPortal )
|
||
|
{
|
||
|
Tracer.endpos = info.m_vecSrc + ( vecEnd - info.m_vecSrc ) * fPortalFraction;
|
||
|
}
|
||
|
#endif //#ifdef PORTAL
|
||
|
|
||
|
MakeTracer( vecTracerSrc, Tracer, pAmmoDef->TracerType(info.m_iAmmoType) );
|
||
|
|
||
|
#ifdef PORTAL
|
||
|
if ( pShootThroughPortal )
|
||
|
{
|
||
|
Vector vTransformedIntersection;
|
||
|
UTIL_Portal_PointTransform( pShootThroughPortal->MatrixThisToLinked(), Tracer.endpos, vTransformedIntersection );
|
||
|
ComputeTracerStartPosition( vTransformedIntersection, &vecTracerSrc );
|
||
|
|
||
|
Tracer.endpos = vecTracerDest;
|
||
|
|
||
|
MakeTracer( vecTracerSrc, Tracer, pAmmoDef->TracerType(info.m_iAmmoType) );
|
||
|
|
||
|
// Shooting through a portal, the damage direction is translated through the passed-through portal
|
||
|
// so the damage indicator hud animation is correct
|
||
|
Vector vDmgOriginThroughPortal;
|
||
|
UTIL_Portal_PointTransform( pShootThroughPortal->MatrixThisToLinked(), info.m_vecSrc, vDmgOriginThroughPortal );
|
||
|
g_MultiDamage.SetDamagePosition ( vDmgOriginThroughPortal );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
g_MultiDamage.SetDamagePosition ( info.m_vecSrc );
|
||
|
}
|
||
|
#endif //#ifdef PORTAL
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bDoTracers = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//NOTENOTE: We could expand this to a more general solution for various material penetration types (wood, thin metal, etc)
|
||
|
|
||
|
// See if we should pass through glass
|
||
|
#ifdef GAME_DLL
|
||
|
if ( bHitGlass )
|
||
|
{
|
||
|
HandleShotImpactingGlass( info, tr, vecDir, &traceFilter );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
iSeed++;
|
||
|
}
|
||
|
|
||
|
#if defined( HL2MP ) && defined( GAME_DLL )
|
||
|
if ( bDoServerEffects == false )
|
||
|
{
|
||
|
TE_HL2MPFireBullets( entindex(), tr.startpos, info.m_vecDirShooting, info.m_iAmmoType, iEffectSeed, info.m_iShots, info.m_vecSpread.x, bDoTracers, bDoImpacts );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
ApplyMultiDamage();
|
||
|
|
||
|
if ( IsPlayer() && flCumulativeDamage > 0.0f )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = static_cast< CBasePlayer * >( this );
|
||
|
CTakeDamageInfo dmgInfo( this, pAttacker, flCumulativeDamage, nDamageType );
|
||
|
gamestats->Event_WeaponHit( pPlayer, info.m_bPrimaryAttack, pPlayer->GetActiveWeapon()->GetClassname(), dmgInfo );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Should we draw bubbles underwater?
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseEntity::ShouldDrawUnderwaterBulletBubbles()
|
||
|
{
|
||
|
#if defined( HL2_DLL ) && defined( GAME_DLL )
|
||
|
CBaseEntity *pPlayer = ( gpGlobals->maxClients == 1 ) ? UTIL_GetLocalPlayer() : NULL;
|
||
|
return pPlayer && (pPlayer->GetWaterLevel() == 3);
|
||
|
#else
|
||
|
return false;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Handle shot entering water
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseEntity::HandleShotImpactingWater( const FireBulletsInfo_t &info,
|
||
|
const Vector &vecEnd, ITraceFilter *pTraceFilter, Vector *pVecTracerDest )
|
||
|
{
|
||
|
trace_t waterTrace;
|
||
|
|
||
|
// Trace again with water enabled
|
||
|
AI_TraceLine( info.m_vecSrc, vecEnd, (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME), pTraceFilter, &waterTrace );
|
||
|
|
||
|
// See if this is the point we entered
|
||
|
if ( ( enginetrace->GetPointContents( waterTrace.endpos - Vector(0,0,0.1f) ) & (CONTENTS_WATER|CONTENTS_SLIME) ) == 0 )
|
||
|
return false;
|
||
|
|
||
|
if ( ShouldDrawWaterImpacts() )
|
||
|
{
|
||
|
int nMinSplashSize = GetAmmoDef()->MinSplashSize(info.m_iAmmoType);
|
||
|
int nMaxSplashSize = GetAmmoDef()->MaxSplashSize(info.m_iAmmoType);
|
||
|
|
||
|
CEffectData data;
|
||
|
data.m_vOrigin = waterTrace.endpos;
|
||
|
data.m_vNormal = waterTrace.plane.normal;
|
||
|
data.m_flScale = random->RandomFloat( nMinSplashSize, nMaxSplashSize );
|
||
|
if ( waterTrace.contents & CONTENTS_SLIME )
|
||
|
{
|
||
|
data.m_fFlags |= FX_WATER_IN_SLIME;
|
||
|
}
|
||
|
DispatchEffect( "gunshotsplash", data );
|
||
|
}
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
if ( ShouldDrawUnderwaterBulletBubbles() )
|
||
|
{
|
||
|
CWaterBullet *pWaterBullet = ( CWaterBullet * )CreateEntityByName( "waterbullet" );
|
||
|
if ( pWaterBullet )
|
||
|
{
|
||
|
pWaterBullet->Spawn( waterTrace.endpos, info.m_vecDirShooting );
|
||
|
|
||
|
CEffectData tracerData;
|
||
|
tracerData.m_vStart = waterTrace.endpos;
|
||
|
tracerData.m_vOrigin = waterTrace.endpos + info.m_vecDirShooting * 400.0f;
|
||
|
tracerData.m_fFlags = TRACER_TYPE_WATERBULLET;
|
||
|
DispatchEffect( "TracerSound", tracerData );
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
*pVecTracerDest = waterTrace.endpos;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
ITraceFilter* CBaseEntity::GetBeamTraceFilter( void )
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
void CBaseEntity::DispatchTraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
||
|
{
|
||
|
#ifdef GAME_DLL
|
||
|
// Make sure our damage filter allows the damage.
|
||
|
if ( !PassesDamageFilter( info ))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
TraceAttack( info, vecDir, ptr, pAccumulator );
|
||
|
}
|
||
|
|
||
|
void CBaseEntity::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
||
|
{
|
||
|
Vector vecOrigin = ptr->endpos - vecDir * 4;
|
||
|
|
||
|
if ( m_takedamage )
|
||
|
{
|
||
|
#ifdef GAME_DLL
|
||
|
if ( pAccumulator )
|
||
|
{
|
||
|
pAccumulator->AccumulateMultiDamage( info, this );
|
||
|
}
|
||
|
else
|
||
|
#endif // GAME_DLL
|
||
|
{
|
||
|
AddMultiDamage( info, this );
|
||
|
}
|
||
|
|
||
|
int blood = BloodColor();
|
||
|
|
||
|
if ( blood != DONT_BLEED )
|
||
|
{
|
||
|
SpawnBlood( vecOrigin, vecDir, blood, info.GetDamage() );// a little surface blood.
|
||
|
TraceBleed( info.GetDamage(), vecDir, ptr, info.GetDamageType() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Allows the shooter to change the impact effect of his bullets
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseEntity::DoImpactEffect( trace_t &tr, int nDamageType )
|
||
|
{
|
||
|
// give shooter a chance to do a custom impact.
|
||
|
UTIL_ImpactTrace( &tr, nDamageType );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Computes the tracer start position
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseEntity::ComputeTracerStartPosition( const Vector &vecShotSrc, Vector *pVecTracerStart )
|
||
|
{
|
||
|
#ifndef HL2MP
|
||
|
if ( g_pGameRules->IsMultiplayer() )
|
||
|
{
|
||
|
// NOTE: we do this because in MakeTracer, we force it to use the attachment position
|
||
|
// in multiplayer, so the results from this function should never actually get used.
|
||
|
pVecTracerStart->Init( 999, 999, 999 );
|
||
|
return;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
if ( IsPlayer() )
|
||
|
{
|
||
|
// adjust tracer position for player
|
||
|
Vector forward, right;
|
||
|
CBasePlayer *pPlayer = ToBasePlayer( this );
|
||
|
pPlayer->EyeVectors( &forward, &right, NULL );
|
||
|
*pVecTracerStart = vecShotSrc + Vector ( 0 , 0 , -4 ) + right * 2 + forward * 16;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
*pVecTracerStart = vecShotSrc;
|
||
|
|
||
|
CBaseCombatCharacter *pBCC = MyCombatCharacterPointer();
|
||
|
if ( pBCC != NULL )
|
||
|
{
|
||
|
CBaseCombatWeapon *pWeapon = pBCC->GetActiveWeapon();
|
||
|
|
||
|
if ( pWeapon != NULL )
|
||
|
{
|
||
|
Vector vecMuzzle;
|
||
|
QAngle vecMuzzleAngles;
|
||
|
|
||
|
if ( pWeapon->GetAttachment( 1, vecMuzzle, vecMuzzleAngles ) )
|
||
|
{
|
||
|
*pVecTracerStart = vecMuzzle;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Virtual function allows entities to handle tracer presentation
|
||
|
// as they see fit.
|
||
|
//
|
||
|
// Input : vecTracerSrc - the point at which to start the tracer (not always the
|
||
|
// same spot as the traceline!
|
||
|
//
|
||
|
// tr - the entire trace result for the shot.
|
||
|
//
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseEntity::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
|
||
|
{
|
||
|
const char *pszTracerName = GetTracerType();
|
||
|
|
||
|
Vector vNewSrc = vecTracerSrc;
|
||
|
|
||
|
int iAttachment = GetTracerAttachment();
|
||
|
|
||
|
switch ( iTracerType )
|
||
|
{
|
||
|
case TRACER_LINE:
|
||
|
UTIL_Tracer( vNewSrc, tr.endpos, entindex(), iAttachment, 0.0f, false, pszTracerName );
|
||
|
break;
|
||
|
|
||
|
case TRACER_LINE_AND_WHIZ:
|
||
|
UTIL_Tracer( vNewSrc, tr.endpos, entindex(), iAttachment, 0.0f, true, pszTracerName );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Default tracer attachment
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CBaseEntity::GetTracerAttachment( void )
|
||
|
{
|
||
|
int iAttachment = TRACER_DONT_USE_ATTACHMENT;
|
||
|
|
||
|
if ( g_pGameRules->IsMultiplayer() )
|
||
|
{
|
||
|
iAttachment = 1;
|
||
|
}
|
||
|
|
||
|
return iAttachment;
|
||
|
}
|
||
|
|
||
|
float CBaseEntity::HealthFraction() const
|
||
|
{
|
||
|
if ( GetMaxHealth() == 0 )
|
||
|
return 1.0f;
|
||
|
|
||
|
float flFraction = ( float )GetHealth() / ( float )GetMaxHealth();
|
||
|
flFraction = clamp( flFraction, 0.0f, 1.0f );
|
||
|
return flFraction;
|
||
|
}
|
||
|
|
||
|
int CBaseEntity::BloodColor()
|
||
|
{
|
||
|
return DONT_BLEED;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CBaseEntity::TraceBleed( float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType )
|
||
|
{
|
||
|
if ((BloodColor() == DONT_BLEED) || (BloodColor() == BLOOD_COLOR_MECH))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (flDamage == 0)
|
||
|
return;
|
||
|
|
||
|
if (! (bitsDamageType & (DMG_CRUSH | DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB | DMG_AIRBOAT)))
|
||
|
return;
|
||
|
|
||
|
// make blood decal on the wall!
|
||
|
trace_t Bloodtr;
|
||
|
Vector vecTraceDir;
|
||
|
float flNoise;
|
||
|
int cCount;
|
||
|
int i;
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
if ( !IsAlive() )
|
||
|
{
|
||
|
// dealing with a dead npc.
|
||
|
if ( GetMaxHealth() <= 0 )
|
||
|
{
|
||
|
// no blood decal for a npc that has already decalled its limit.
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_iMaxHealth -= 1;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
if (flDamage < 10)
|
||
|
{
|
||
|
flNoise = 0.1;
|
||
|
cCount = 1;
|
||
|
}
|
||
|
else if (flDamage < 25)
|
||
|
{
|
||
|
flNoise = 0.2;
|
||
|
cCount = 2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flNoise = 0.3;
|
||
|
cCount = 4;
|
||
|
}
|
||
|
|
||
|
float flTraceDist = (bitsDamageType & DMG_AIRBOAT) ? 384 : 172;
|
||
|
for ( i = 0 ; i < cCount ; i++ )
|
||
|
{
|
||
|
vecTraceDir = vecDir * -1;// trace in the opposite direction the shot came from (the direction the shot is going)
|
||
|
|
||
|
vecTraceDir.x += random->RandomFloat( -flNoise, flNoise );
|
||
|
vecTraceDir.y += random->RandomFloat( -flNoise, flNoise );
|
||
|
vecTraceDir.z += random->RandomFloat( -flNoise, flNoise );
|
||
|
|
||
|
// Don't bleed on grates.
|
||
|
AI_TraceLine( ptr->endpos, ptr->endpos + vecTraceDir * -flTraceDist, MASK_SOLID_BRUSHONLY & ~CONTENTS_GRATE, this, COLLISION_GROUP_NONE, &Bloodtr);
|
||
|
|
||
|
if ( Bloodtr.fraction != 1.0 )
|
||
|
{
|
||
|
UTIL_BloodDecalTrace( &Bloodtr, BloodColor() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
const char* CBaseEntity::GetTracerType()
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
void CBaseEntity::ModifyEmitSoundParams( EmitSound_t ¶ms )
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
if ( GameRules() )
|
||
|
{
|
||
|
params.m_pSoundName = GameRules()->TranslateEffectForVisionFilter( "sounds", params.m_pSoundName );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// These methods encapsulate MOVETYPE_FOLLOW, which became obsolete
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseEntity::FollowEntity( CBaseEntity *pBaseEntity, bool bBoneMerge )
|
||
|
{
|
||
|
if (pBaseEntity)
|
||
|
{
|
||
|
SetParent( pBaseEntity );
|
||
|
SetMoveType( MOVETYPE_NONE );
|
||
|
|
||
|
if ( bBoneMerge )
|
||
|
AddEffects( EF_BONEMERGE );
|
||
|
|
||
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
||
|
SetLocalOrigin( vec3_origin );
|
||
|
SetLocalAngles( vec3_angle );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
StopFollowingEntity();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CBaseEntity::SetEffectEntity( CBaseEntity *pEffectEnt )
|
||
|
{
|
||
|
if ( m_hEffectEntity.Get() != pEffectEnt )
|
||
|
{
|
||
|
m_hEffectEntity = pEffectEnt;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CBaseEntity::ApplyLocalVelocityImpulse( const Vector &inVecImpulse )
|
||
|
{
|
||
|
// NOTE: Don't have to use GetVelocity here because local values
|
||
|
// are always guaranteed to be correct, unlike abs values which may
|
||
|
// require recomputation
|
||
|
if ( inVecImpulse != vec3_origin )
|
||
|
{
|
||
|
Vector vecImpulse = inVecImpulse;
|
||
|
|
||
|
// Safety check against receive a huge impulse, which can explode physics
|
||
|
switch ( CheckEntityVelocity( vecImpulse ) )
|
||
|
{
|
||
|
case -1:
|
||
|
Warning( "Discarding ApplyLocalVelocityImpulse(%f,%f,%f) on %s\n", vecImpulse.x, vecImpulse.y, vecImpulse.z, GetDebugName() );
|
||
|
Assert( false );
|
||
|
return;
|
||
|
case 0:
|
||
|
if ( CheckEmitReasonablePhysicsSpew() )
|
||
|
{
|
||
|
Warning( "Clamping ApplyLocalVelocityImpulse(%f,%f,%f) on %s\n", inVecImpulse.x, inVecImpulse.y, inVecImpulse.z, GetDebugName() );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( GetMoveType() == MOVETYPE_VPHYSICS )
|
||
|
{
|
||
|
Vector worldVel;
|
||
|
VPhysicsGetObject()->LocalToWorld( &worldVel, vecImpulse );
|
||
|
VPhysicsGetObject()->AddVelocity( &worldVel, NULL );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
InvalidatePhysicsRecursive( VELOCITY_CHANGED );
|
||
|
m_vecVelocity += vecImpulse;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CBaseEntity::ApplyAbsVelocityImpulse( const Vector &inVecImpulse )
|
||
|
{
|
||
|
if ( inVecImpulse != vec3_origin )
|
||
|
{
|
||
|
Vector vecImpulse = inVecImpulse;
|
||
|
|
||
|
// Safety check against receive a huge impulse, which can explode physics
|
||
|
switch ( CheckEntityVelocity( vecImpulse ) )
|
||
|
{
|
||
|
case -1:
|
||
|
Warning( "Discarding ApplyAbsVelocityImpulse(%f,%f,%f) on %s\n", vecImpulse.x, vecImpulse.y, vecImpulse.z, GetDebugName() );
|
||
|
Assert( false );
|
||
|
return;
|
||
|
case 0:
|
||
|
if ( CheckEmitReasonablePhysicsSpew() )
|
||
|
{
|
||
|
Warning( "Clamping ApplyAbsVelocityImpulse(%f,%f,%f) on %s\n", inVecImpulse.x, inVecImpulse.y, inVecImpulse.z, GetDebugName() );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( GetMoveType() == MOVETYPE_VPHYSICS )
|
||
|
{
|
||
|
VPhysicsGetObject()->AddVelocity( &vecImpulse, NULL );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// NOTE: Have to use GetAbsVelocity here to ensure it's the correct value
|
||
|
Vector vecResult;
|
||
|
VectorAdd( GetAbsVelocity(), vecImpulse, vecResult );
|
||
|
SetAbsVelocity( vecResult );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CBaseEntity::ApplyLocalAngularVelocityImpulse( const AngularImpulse &angImpulse )
|
||
|
{
|
||
|
if (angImpulse != vec3_origin )
|
||
|
{
|
||
|
// Safety check against receive a huge impulse, which can explode physics
|
||
|
if ( !IsEntityAngularVelocityReasonable( angImpulse ) )
|
||
|
{
|
||
|
Warning( "Bad ApplyLocalAngularVelocityImpulse(%f,%f,%f) on %s\n", angImpulse.x, angImpulse.y, angImpulse.z, GetDebugName() );
|
||
|
Assert( false );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( GetMoveType() == MOVETYPE_VPHYSICS )
|
||
|
{
|
||
|
VPhysicsGetObject()->AddVelocity( NULL, &angImpulse );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
QAngle vecResult;
|
||
|
AngularImpulseToQAngle( angImpulse, vecResult );
|
||
|
VectorAdd( GetLocalAngularVelocity(), vecResult, vecResult );
|
||
|
SetLocalAngularVelocity( vecResult );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CBaseEntity::SetCollisionGroup( int collisionGroup )
|
||
|
{
|
||
|
if ( (int)m_CollisionGroup != collisionGroup )
|
||
|
{
|
||
|
m_CollisionGroup = collisionGroup;
|
||
|
CollisionRulesChanged();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CBaseEntity::CollisionRulesChanged()
|
||
|
{
|
||
|
// ivp maintains state based on recent return values from the collision filter, so anything
|
||
|
// that can change the state that a collision filter will return (like m_Solid) needs to call RecheckCollisionFilter.
|
||
|
if ( VPhysicsGetObject() )
|
||
|
{
|
||
|
extern bool PhysIsInCallback();
|
||
|
if ( PhysIsInCallback() )
|
||
|
{
|
||
|
Warning("Changing collision rules within a callback is likely to cause crashes!\n");
|
||
|
Assert(0);
|
||
|
}
|
||
|
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
|
||
|
int count = VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
|
||
|
for ( int i = 0; i < count; i++ )
|
||
|
{
|
||
|
if ( pList[i] != NULL ) //this really shouldn't happen, but it does >_<
|
||
|
pList[i]->RecheckCollisionFilter();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int CBaseEntity::GetWaterType() const
|
||
|
{
|
||
|
int out = 0;
|
||
|
if ( m_nWaterType & 1 )
|
||
|
out |= CONTENTS_WATER;
|
||
|
if ( m_nWaterType & 2 )
|
||
|
out |= CONTENTS_SLIME;
|
||
|
return out;
|
||
|
}
|
||
|
|
||
|
void CBaseEntity::SetWaterType( int nType )
|
||
|
{
|
||
|
m_nWaterType = 0;
|
||
|
if ( nType & CONTENTS_WATER )
|
||
|
m_nWaterType |= 1;
|
||
|
if ( nType & CONTENTS_SLIME )
|
||
|
m_nWaterType |= 2;
|
||
|
}
|
||
|
|
||
|
ConVar sv_alternateticks( "sv_alternateticks", ( IsX360() ) ? "1" : "0", FCVAR_SPONLY, "If set, server only simulates entities on even numbered ticks.\n" );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseEntity::IsSimulatingOnAlternateTicks()
|
||
|
{
|
||
|
if ( gpGlobals->maxClients != 1 )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return sv_alternateticks.GetBool();
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : -
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseEntity::IsToolRecording() const
|
||
|
{
|
||
|
#ifndef NO_TOOLFRAMEWORK
|
||
|
return m_bToolRecording;
|
||
|
#else
|
||
|
return false;
|
||
|
#endif
|
||
|
}
|
||
|
#endif
|