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2111 lines
57 KiB
2111 lines
57 KiB
3 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Player for HL1.
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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 "hl1_player.h"
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#include "gamerules.h"
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#include "trains.h"
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#include "hl1_basecombatweapon_shared.h"
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#include "vcollide_parse.h"
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#include "in_buttons.h"
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#include "igamemovement.h"
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#include "ai_hull.h"
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#include "hl2_shareddefs.h"
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#include "info_camera_link.h"
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#include "point_camera.h"
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#include "ndebugoverlay.h"
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#include "globals.h"
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#include "ai_interactions.h"
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#include "engine/IEngineSound.h"
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#include "vphysics/player_controller.h"
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#include "vphysics/constraints.h"
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#include "predicted_viewmodel.h"
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#include "physics_saverestore.h"
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#include "gamestats.h"
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#define DMG_FREEZE DMG_VEHICLE
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#define DMG_SLOWFREEZE DMG_DISSOLVE
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// HL1_DMG_SHOWNHUD: Add DMG_VEHICLE because HL2 hijacked those bits from DMG_FREEZE, which is what they are in HL1
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// HL1_DMG_SHOWNHUD: Add DMG_DISSOLVE because HL2 hijacked those bits from DMG_SLOWFREEZE, which is what they are in HL1
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// See Halflife1 GameRules - Damage_GetShowOnHud()
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//#define HL1_DMG_SHOWNHUD (DMG_POISON | DMG_ACID | DMG_FREEZE | DMG_SLOWFREEZE | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK)
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// TIME BASED DAMAGE AMOUNT
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// tweak these values based on gameplay feedback:
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#define PARALYZE_DURATION 2 // number of 2 second intervals to take damage
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#define PARALYZE_DAMAGE 1.0 // damage to take each 2 second interval
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#define NERVEGAS_DURATION 2
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#define NERVEGAS_DAMAGE 5.0
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#define POISON_DURATION 5
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#define POISON_DAMAGE 2.0
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#define RADIATION_DURATION 2
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#define RADIATION_DAMAGE 1.0
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#define ACID_DURATION 2
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#define ACID_DAMAGE 5.0
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#define SLOWBURN_DURATION 2
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#define SLOWBURN_DAMAGE 1.0
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#define SLOWFREEZE_DURATION 2
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#define SLOWFREEZE_DAMAGE 1.0
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#define FLASH_DRAIN_TIME 1.2 //100 units/3 minutes
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#define FLASH_CHARGE_TIME 0.2 // 100 units/20 seconds (seconds per unit)
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ConVar player_showpredictedposition( "player_showpredictedposition", "0" );
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ConVar player_showpredictedposition_timestep( "player_showpredictedposition_timestep", "1.0" );
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ConVar sv_hl1_allowpickup( "sv_hl1_allowpickup", "0" );
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LINK_ENTITY_TO_CLASS( player, CHL1_Player );
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PRECACHE_REGISTER(player);
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BEGIN_DATADESC( CHL1_Player )
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DEFINE_FIELD( m_nControlClass, FIELD_INTEGER ),
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DEFINE_AUTO_ARRAY( m_vecMissPositions, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_nNumMissPositions, FIELD_INTEGER ),
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DEFINE_FIELD( m_flIdleTime, FIELD_TIME ),
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DEFINE_FIELD( m_flMoveTime, FIELD_TIME ),
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DEFINE_FIELD( m_flLastDamageTime, FIELD_TIME ),
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DEFINE_FIELD( m_flTargetFindTime, FIELD_TIME ),
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DEFINE_FIELD( m_bHasLongJump, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_nFlashBattery, FIELD_INTEGER ),
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DEFINE_FIELD( m_flFlashLightTime, FIELD_TIME ),
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DEFINE_FIELD( m_flStartCharge, FIELD_FLOAT ),
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DEFINE_FIELD( m_flAmmoStartCharge, FIELD_FLOAT ),
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DEFINE_FIELD( m_flPlayAftershock, FIELD_FLOAT ),
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DEFINE_FIELD( m_flNextAmmoBurn, FIELD_FLOAT ),
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DEFINE_PHYSPTR( m_pPullConstraint ),
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DEFINE_FIELD( m_hPullObject, FIELD_EHANDLE ),
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DEFINE_FIELD( m_bIsPullingObject, FIELD_BOOLEAN ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST( CHL1_Player, DT_HL1Player )
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SendPropInt( SENDINFO( m_bHasLongJump ), 1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_nFlashBattery ), 8, SPROP_UNSIGNED ),
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SendPropBool( SENDINFO( m_bIsPullingObject ) ),
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SendPropFloat( SENDINFO( m_flStartCharge ) ),
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SendPropFloat( SENDINFO( m_flAmmoStartCharge ) ),
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SendPropFloat( SENDINFO( m_flPlayAftershock ) ),
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SendPropFloat( SENDINFO( m_flNextAmmoBurn ) )
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END_SEND_TABLE()
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CHL1_Player::CHL1_Player()
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{
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m_nNumMissPositions = 0;
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}
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void CHL1_Player::Precache( void )
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{
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BaseClass::Precache();
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PrecacheScriptSound( "Player.FlashlightOn" );
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PrecacheScriptSound( "Player.FlashlightOff" );
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PrecacheScriptSound( "Player.UseTrain" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allow pre-frame adjustments on the player
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//-----------------------------------------------------------------------------
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void CHL1_Player::PreThink(void)
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{
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if ( player_showpredictedposition.GetBool() )
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{
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Vector predPos;
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UTIL_PredictedPosition( this, player_showpredictedposition_timestep.GetFloat(), &predPos );
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NDebugOverlay::Box( predPos, NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), 0, 255, 0, 0, 0.01f );
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NDebugOverlay::Line( GetAbsOrigin(), predPos, 0, 255, 0, 0, 0.01f );
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}
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int buttonsChanged;
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buttonsChanged = m_afButtonPressed | m_afButtonReleased;
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UpdatePullingObject();
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g_pGameRules->PlayerThink( this );
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if ( g_fGameOver || IsPlayerLockedInPlace() )
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return; // intermission or finale
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ItemPreFrame( );
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WaterMove();
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if ( g_pGameRules && g_pGameRules->FAllowFlashlight() )
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m_Local.m_iHideHUD &= ~HIDEHUD_FLASHLIGHT;
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else
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m_Local.m_iHideHUD |= HIDEHUD_FLASHLIGHT;
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// checks if new client data (for HUD and view control) needs to be sent to the client
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UpdateClientData();
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CheckTimeBasedDamage();
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CheckSuitUpdate();
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if (m_lifeState >= LIFE_DYING)
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{
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PlayerDeathThink();
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return;
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}
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// So the correct flags get sent to client asap.
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//
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if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE )
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AddFlag( FL_ONTRAIN );
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else
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RemoveFlag( FL_ONTRAIN );
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// Train speed control
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if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE )
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{
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CBaseEntity *pTrain = GetGroundEntity();
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float vel;
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if ( pTrain )
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{
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if ( !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) )
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pTrain = NULL;
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}
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if ( !pTrain )
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{
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if ( GetActiveWeapon() && (GetActiveWeapon()->ObjectCaps() & FCAP_DIRECTIONAL_USE) )
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{
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m_iTrain = TRAIN_ACTIVE | TRAIN_NEW;
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if ( m_nButtons & IN_FORWARD )
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{
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m_iTrain |= TRAIN_FAST;
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}
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else if ( m_nButtons & IN_BACK )
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{
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m_iTrain |= TRAIN_BACK;
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}
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else
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{
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m_iTrain |= TRAIN_NEUTRAL;
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}
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return;
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}
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else
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{
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trace_t trainTrace;
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// Maybe this is on the other side of a level transition
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector(0,0,-38),
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MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trainTrace );
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if ( trainTrace.fraction != 1.0 && trainTrace.m_pEnt )
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pTrain = trainTrace.m_pEnt;
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if ( !pTrain || !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) || !pTrain->OnControls(this) )
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{
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// Warning( "In train mode with no train!\n" );
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m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE;
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m_iTrain = TRAIN_NEW|TRAIN_OFF;
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return;
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}
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}
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}
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else if ( !( GetFlags() & FL_ONGROUND ) || pTrain->HasSpawnFlags( SF_TRACKTRAIN_NOCONTROL ) || (m_nButtons & (IN_MOVELEFT|IN_MOVERIGHT) ) )
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{
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// Turn off the train if you jump, strafe, or the train controls go dead
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m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE;
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m_iTrain = TRAIN_NEW|TRAIN_OFF;
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return;
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}
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SetAbsVelocity( vec3_origin );
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vel = 0;
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if ( m_afButtonPressed & IN_FORWARD )
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{
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vel = 1;
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pTrain->Use( this, this, USE_SET, (float)vel );
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}
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else if ( m_afButtonPressed & IN_BACK )
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{
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vel = -1;
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pTrain->Use( this, this, USE_SET, (float)vel );
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}
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else if ( m_afButtonPressed & IN_JUMP )
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{
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m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE;
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m_iTrain = TRAIN_NEW|TRAIN_OFF;
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}
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if (vel)
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{
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m_iTrain = TrainSpeed(pTrain->m_flSpeed, ((CFuncTrackTrain*)pTrain)->GetMaxSpeed());
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m_iTrain |= TRAIN_ACTIVE|TRAIN_NEW;
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}
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}
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else if (m_iTrain & TRAIN_ACTIVE)
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{
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m_iTrain = TRAIN_NEW; // turn off train
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}
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// THIS CODE DOESN'T SEEM TO DO ANYTHING!!!
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// WHY IS IT STILL HERE? (sjb)
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if (m_nButtons & IN_JUMP)
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{
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// If on a ladder, jump off the ladder
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// else Jump
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if( IsPullingObject() )
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{
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StopPullingObject();
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}
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Jump();
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}
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// If trying to duck, already ducked, or in the process of ducking
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if ((m_nButtons & IN_DUCK) || (GetFlags() & FL_DUCKING) || (m_afPhysicsFlags & PFLAG_DUCKING) )
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Duck();
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//
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// If we're not on the ground, we're falling. Update our falling velocity.
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//
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if ( !( GetFlags() & FL_ONGROUND ) )
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{
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m_Local.m_flFallVelocity = -GetAbsVelocity().z;
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}
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if ( m_afPhysicsFlags & PFLAG_ONBARNACLE )
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{
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SetAbsVelocity( vec3_origin );
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}
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// StudioFrameAdvance( );//!!!HACKHACK!!! Can't be hit by traceline when not animating?
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//Find targets for NPC to shoot if they decide to miss us
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FindMissTargets();
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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Class_T CHL1_Player::Classify ( void )
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{
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// If player controlling another entity? If so, return this class
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if (m_nControlClass != CLASS_NONE)
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{
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return m_nControlClass;
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}
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else
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{
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return CLASS_PLAYER;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: This is a generic function (to be implemented by sub-classes) to
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// handle specific interactions between different types of characters
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// (For example the barnacle grabbing an NPC)
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// Input : Constant for the type of interaction
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// Output : true - if sub-class has a response for the interaction
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// false - if sub-class has no response
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//-----------------------------------------------------------------------------
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bool CHL1_Player::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
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{
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if ( interactionType == g_interactionBarnacleVictimDangle )
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{
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TakeDamage ( CTakeDamageInfo( sourceEnt, sourceEnt, m_iHealth + ArmorValue(), DMG_SLASH | DMG_ALWAYSGIB ) );
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return true;
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}
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if (interactionType == g_interactionBarnacleVictimReleased)
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{
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m_afPhysicsFlags &= ~PFLAG_ONBARNACLE;
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SetMoveType( MOVETYPE_WALK );
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return true;
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}
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else if (interactionType == g_interactionBarnacleVictimGrab)
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{
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m_afPhysicsFlags |= PFLAG_ONBARNACLE;
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ClearUseEntity();
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return true;
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}
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return false;
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}
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void CHL1_Player::PlayerRunCommand(CUserCmd *ucmd, IMoveHelper *moveHelper)
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{
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// Handle FL_FROZEN.
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if ( m_afPhysicsFlags & PFLAG_ONBARNACLE )
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{
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ucmd->forwardmove = 0;
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ucmd->sidemove = 0;
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ucmd->upmove = 0;
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}
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//Update our movement information
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if ( ( ucmd->forwardmove != 0 ) || ( ucmd->sidemove != 0 ) || ( ucmd->upmove != 0 ) )
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{
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m_flIdleTime -= TICK_INTERVAL * 2.0f;
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if ( m_flIdleTime < 0.0f )
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{
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m_flIdleTime = 0.0f;
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}
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m_flMoveTime += TICK_INTERVAL;
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if ( m_flMoveTime > 4.0f )
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{
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m_flMoveTime = 4.0f;
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}
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}
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else
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{
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m_flIdleTime += TICK_INTERVAL;
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if ( m_flIdleTime > 4.0f )
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{
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m_flIdleTime = 4.0f;
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}
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m_flMoveTime -= TICK_INTERVAL * 2.0f;
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if ( m_flMoveTime < 0.0f )
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{
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m_flMoveTime = 0.0f;
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}
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}
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//Msg("Player time: [ACTIVE: %f]\t[IDLE: %f]\n", m_flMoveTime, m_flIdleTime );
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BaseClass::PlayerRunCommand( ucmd, moveHelper );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create and give the named item to the player. Then return it.
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//-----------------------------------------------------------------------------
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CBaseEntity *CHL1_Player::GiveNamedItem( const char *pszName, int iSubType )
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{
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// If I already own this type don't create one
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if ( Weapon_OwnsThisType(pszName, iSubType) )
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return NULL;
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||
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// Msg( "giving %s\n", pszName );
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EHANDLE pent;
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pent = CreateEntityByName(pszName);
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if ( pent == NULL )
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{
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Msg( "NULL Ent in GiveNamedItem!\n" );
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return NULL;
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}
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||
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pent->SetLocalOrigin( GetLocalOrigin() );
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pent->AddSpawnFlags( SF_NORESPAWN );
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||
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if ( iSubType )
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||
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{
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||
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( (CBaseEntity*)pent );
|
||
|
if ( pWeapon )
|
||
|
{
|
||
|
pWeapon->SetSubType( iSubType );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
DispatchSpawn( pent );
|
||
|
|
||
|
if ( pent != NULL && !(pent->IsMarkedForDeletion()) )
|
||
|
{
|
||
|
pent->Touch( this );
|
||
|
}
|
||
|
|
||
|
return pent;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHL1_Player::StartPullingObject( CBaseEntity *pObject )
|
||
|
{
|
||
|
if ( pObject->VPhysicsGetObject() == NULL || VPhysicsGetObject() == NULL )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !(GetFlags()&FL_ONGROUND) )
|
||
|
{
|
||
|
//Msg("Can't grab in air!\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( GetGroundEntity() == pObject )
|
||
|
{
|
||
|
//Msg("Can't grab something you're standing on!\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
constraint_ballsocketparams_t ballsocket;
|
||
|
ballsocket.Defaults();
|
||
|
ballsocket.constraint.Defaults();
|
||
|
ballsocket.constraint.forceLimit = lbs2kg(1000);
|
||
|
ballsocket.constraint.torqueLimit = lbs2kg(1000);
|
||
|
ballsocket.InitWithCurrentObjectState( VPhysicsGetObject(), pObject->VPhysicsGetObject(), WorldSpaceCenter() );
|
||
|
m_pPullConstraint = physenv->CreateBallsocketConstraint( VPhysicsGetObject(), pObject->VPhysicsGetObject(), NULL, ballsocket );
|
||
|
|
||
|
m_hPullObject.Set(pObject);
|
||
|
m_bIsPullingObject = true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHL1_Player::StopPullingObject()
|
||
|
{
|
||
|
if( m_pPullConstraint )
|
||
|
{
|
||
|
physenv->DestroyConstraint( m_pPullConstraint );
|
||
|
}
|
||
|
|
||
|
m_hPullObject.Set(NULL);
|
||
|
m_pPullConstraint = NULL;
|
||
|
m_bIsPullingObject = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHL1_Player::UpdatePullingObject()
|
||
|
{
|
||
|
if( !IsPullingObject() )
|
||
|
return;
|
||
|
|
||
|
CBaseEntity *pObject= m_hPullObject.Get();
|
||
|
|
||
|
if( !pObject || !pObject->VPhysicsGetObject() )
|
||
|
{
|
||
|
// Object broke or otherwise vanished.
|
||
|
StopPullingObject();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( m_afButtonReleased & IN_USE )
|
||
|
{
|
||
|
// Player released +USE
|
||
|
StopPullingObject();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
float flMaxDistSqr = Square(PLAYER_USE_RADIUS + 1.0f);
|
||
|
|
||
|
Vector objectPos;
|
||
|
QAngle angle;
|
||
|
|
||
|
pObject->VPhysicsGetObject()->GetPosition( &objectPos, &angle );
|
||
|
|
||
|
if( !FInViewCone(objectPos) )
|
||
|
{
|
||
|
// Player turned away.
|
||
|
StopPullingObject();
|
||
|
}
|
||
|
else if( objectPos.DistToSqr(WorldSpaceCenter()) > flMaxDistSqr )
|
||
|
{
|
||
|
// Object got caught up on something and left behind
|
||
|
StopPullingObject();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Sets HL1specific defaults.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHL1_Player::Spawn(void)
|
||
|
{
|
||
|
// In multiplayer ,this is handled in the super class
|
||
|
if ( !g_pGameRules->IsMultiplayer () )
|
||
|
SetModel( "models/player.mdl" );
|
||
|
|
||
|
BaseClass::Spawn();
|
||
|
|
||
|
//
|
||
|
// Our player movement speed is set once here. This will override the cl_xxxx
|
||
|
// cvars unless they are set to be lower than this.
|
||
|
//
|
||
|
SetMaxSpeed( 1000 );
|
||
|
|
||
|
SetDefaultFOV( 0 );
|
||
|
|
||
|
m_nFlashBattery = 99;
|
||
|
m_flFlashLightTime = 1;
|
||
|
|
||
|
m_flFieldOfView = 0.5;
|
||
|
|
||
|
StopPullingObject();
|
||
|
|
||
|
m_Local.m_iHideHUD = 0;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHL1_Player::Event_Killed( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
StopPullingObject();
|
||
|
BaseClass::Event_Killed(info);
|
||
|
}
|
||
|
|
||
|
void CHL1_Player::CheckTimeBasedDamage( void )
|
||
|
{
|
||
|
int i;
|
||
|
byte bDuration = 0;
|
||
|
|
||
|
static float gtbdPrev = 0.0;
|
||
|
|
||
|
// If we don't have any time based damage return.
|
||
|
if ( !g_pGameRules->Damage_IsTimeBased( m_bitsDamageType ) )
|
||
|
return;
|
||
|
|
||
|
// only check for time based damage approx. every 2 seconds
|
||
|
if (abs(gpGlobals->curtime - m_tbdPrev) < 2.0)
|
||
|
return;
|
||
|
|
||
|
m_tbdPrev = gpGlobals->curtime;
|
||
|
|
||
|
for (i = 0; i < CDMG_TIMEBASED; i++)
|
||
|
{
|
||
|
// Make sure the damage type is really time-based.
|
||
|
// This is kind of hacky but necessary until we setup DamageType as an enum.
|
||
|
int iDamage = ( DMG_PARALYZE << i );
|
||
|
if ( !g_pGameRules->Damage_IsTimeBased( iDamage ) )
|
||
|
continue;
|
||
|
|
||
|
// make sure bit is set for damage type
|
||
|
if ( m_bitsDamageType & iDamage )
|
||
|
{
|
||
|
switch (i)
|
||
|
{
|
||
|
case itbd_Paralyze:
|
||
|
// UNDONE - flag movement as half-speed
|
||
|
bDuration = PARALYZE_DURATION;
|
||
|
break;
|
||
|
case itbd_NerveGas:
|
||
|
// OnTakeDamage(pev, pev, NERVEGAS_DAMAGE, DMG_GENERIC);
|
||
|
bDuration = NERVEGAS_DURATION;
|
||
|
break;
|
||
|
case itbd_PoisonRecover:
|
||
|
OnTakeDamage( CTakeDamageInfo( this, this, POISON_DAMAGE, DMG_GENERIC ) );
|
||
|
bDuration = POISON_DURATION;
|
||
|
break;
|
||
|
case itbd_Radiation:
|
||
|
// OnTakeDamage(pev, pev, RADIATION_DAMAGE, DMG_GENERIC);
|
||
|
bDuration = RADIATION_DURATION;
|
||
|
break;
|
||
|
case itbd_DrownRecover:
|
||
|
// NOTE: this hack is actually used to RESTORE health
|
||
|
// after the player has been drowning and finally takes a breath
|
||
|
if (m_idrowndmg > m_idrownrestored)
|
||
|
{
|
||
|
int idif = MIN(m_idrowndmg - m_idrownrestored, 10);
|
||
|
|
||
|
TakeHealth(idif, DMG_GENERIC);
|
||
|
m_idrownrestored += idif;
|
||
|
}
|
||
|
bDuration = 4; // get up to 5*10 = 50 points back
|
||
|
break;
|
||
|
|
||
|
case itbd_Acid:
|
||
|
// OnTakeDamage(pev, pev, ACID_DAMAGE, DMG_GENERIC);
|
||
|
bDuration = ACID_DURATION;
|
||
|
break;
|
||
|
case itbd_SlowBurn:
|
||
|
// OnTakeDamage(pev, pev, SLOWBURN_DAMAGE, DMG_GENERIC);
|
||
|
bDuration = SLOWBURN_DURATION;
|
||
|
break;
|
||
|
case itbd_SlowFreeze:
|
||
|
// OnTakeDamage(pev, pev, SLOWFREEZE_DAMAGE, DMG_GENERIC);
|
||
|
bDuration = SLOWFREEZE_DURATION;
|
||
|
break;
|
||
|
default:
|
||
|
bDuration = 0;
|
||
|
}
|
||
|
|
||
|
if (m_rgbTimeBasedDamage[i])
|
||
|
{
|
||
|
// decrement damage duration, detect when done.
|
||
|
if (!m_rgbTimeBasedDamage[i] || --m_rgbTimeBasedDamage[i] == 0)
|
||
|
{
|
||
|
m_rgbTimeBasedDamage[i] = 0;
|
||
|
// if we're done, clear damage bits
|
||
|
m_bitsDamageType &= ~(DMG_PARALYZE << i);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
// first time taking this damage type - init damage duration
|
||
|
m_rgbTimeBasedDamage[i] = bDuration;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
class CPhysicsPlayerCallback : public IPhysicsPlayerControllerEvent
|
||
|
{
|
||
|
public:
|
||
|
int ShouldMoveTo( IPhysicsObject *pObject, const Vector &position )
|
||
|
{
|
||
|
CHL1_Player *pPlayer = (CHL1_Player *)pObject->GetGameData();
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
if ( pPlayer->TouchedPhysics() )
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
}
|
||
|
return 1;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
static CPhysicsPlayerCallback playerCallback;
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHL1_Player::InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity )
|
||
|
{
|
||
|
BaseClass::InitVCollision( vecAbsOrigin, vecAbsVelocity );
|
||
|
|
||
|
// Setup the HL2 specific callback.
|
||
|
GetPhysicsController()->SetEventHandler( &playerCallback );
|
||
|
}
|
||
|
|
||
|
|
||
|
CHL1_Player::~CHL1_Player( void )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
extern int gEvilImpulse101;
|
||
|
void CHL1_Player::CheatImpulseCommands( int iImpulse )
|
||
|
{
|
||
|
if ( !sv_cheats->GetBool() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
switch( iImpulse )
|
||
|
{
|
||
|
case 101:
|
||
|
gEvilImpulse101 = true;
|
||
|
|
||
|
GiveNamedItem( "item_suit" );
|
||
|
GiveNamedItem( "item_battery" );
|
||
|
GiveNamedItem( "weapon_crowbar" );
|
||
|
GiveNamedItem( "weapon_glock" );
|
||
|
GiveNamedItem( "ammo_9mmclip" );
|
||
|
GiveNamedItem( "weapon_shotgun" );
|
||
|
GiveNamedItem( "ammo_buckshot" );
|
||
|
GiveNamedItem( "weapon_mp5" );
|
||
|
GiveNamedItem( "ammo_9mmar" );
|
||
|
GiveNamedItem( "ammo_argrenades" );
|
||
|
GiveNamedItem( "weapon_handgrenade" );
|
||
|
GiveNamedItem( "weapon_tripmine" );
|
||
|
GiveNamedItem( "weapon_357" );
|
||
|
GiveNamedItem( "ammo_357" );
|
||
|
GiveNamedItem( "weapon_crossbow" );
|
||
|
GiveNamedItem( "ammo_crossbow" );
|
||
|
GiveNamedItem( "weapon_egon" );
|
||
|
GiveNamedItem( "weapon_gauss" );
|
||
|
GiveNamedItem( "ammo_gaussclip" );
|
||
|
GiveNamedItem( "weapon_rpg" );
|
||
|
GiveNamedItem( "ammo_rpgclip" );
|
||
|
GiveNamedItem( "weapon_satchel" );
|
||
|
GiveNamedItem( "weapon_snark" );
|
||
|
GiveNamedItem( "weapon_hornetgun" );
|
||
|
|
||
|
gEvilImpulse101 = false;
|
||
|
break;
|
||
|
|
||
|
case 0:
|
||
|
default:
|
||
|
BaseClass::CheatImpulseCommands( iImpulse );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CHL1_Player::SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize )
|
||
|
{
|
||
|
int area = pViewEntity ? pViewEntity->NetworkProp()->AreaNum() : NetworkProp()->AreaNum();
|
||
|
BaseClass::SetupVisibility( pViewEntity, pvs, pvssize );
|
||
|
PointCameraSetupVisibility( this, area, pvs, pvssize );
|
||
|
}
|
||
|
|
||
|
|
||
|
#define ARMOR_RATIO 0.2 // Armor Takes 80% of the damage
|
||
|
#define ARMOR_BONUS 0.5 // Each Point of Armor is work 1/x points of health
|
||
|
|
||
|
|
||
|
int CHL1_Player::OnTakeDamage( const CTakeDamageInfo &inputInfo )
|
||
|
{
|
||
|
// have suit diagnose the problem - ie: report damage type
|
||
|
int bitsDamage = inputInfo.GetDamageType();
|
||
|
int ffound = true;
|
||
|
int fmajor;
|
||
|
int fcritical;
|
||
|
int fTookDamage;
|
||
|
int ftrivial;
|
||
|
float flRatio;
|
||
|
float flBonus;
|
||
|
float flHealthPrev = m_iHealth;
|
||
|
|
||
|
CTakeDamageInfo info = inputInfo;
|
||
|
|
||
|
if ( info.GetDamage() > 0.0f )
|
||
|
{
|
||
|
m_flLastDamageTime = gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
flBonus = ARMOR_BONUS;
|
||
|
flRatio = ARMOR_RATIO;
|
||
|
|
||
|
if ( ( info.GetDamageType() & DMG_BLAST ) && g_pGameRules->IsMultiplayer() )
|
||
|
{
|
||
|
// blasts damage armor more.
|
||
|
flBonus *= 2;
|
||
|
}
|
||
|
|
||
|
// Already dead
|
||
|
if ( !IsAlive() )
|
||
|
return 0;
|
||
|
// go take the damage first
|
||
|
|
||
|
|
||
|
if ( !g_pGameRules->FPlayerCanTakeDamage( this, info.GetAttacker(), info ) )
|
||
|
{
|
||
|
// Refuse the damage
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
// keep track of amount of damage last sustained
|
||
|
m_lastDamageAmount = info.GetDamage();
|
||
|
|
||
|
// Armor.
|
||
|
if ( ArmorValue() &&
|
||
|
!(info.GetDamageType() & (DMG_FALL | DMG_DROWN | DMG_POISON)) && // armor doesn't protect against fall or drown damage!
|
||
|
!(GetFlags() & FL_GODMODE) )
|
||
|
{
|
||
|
float flNew = info.GetDamage() * flRatio;
|
||
|
|
||
|
float flArmor;
|
||
|
|
||
|
flArmor = (info.GetDamage() - flNew) * flBonus;
|
||
|
|
||
|
// Does this use more armor than we have?
|
||
|
if ( flArmor > ArmorValue() )
|
||
|
{
|
||
|
flArmor = ArmorValue();
|
||
|
flArmor *= (1/flBonus);
|
||
|
flNew = info.GetDamage() - flArmor;
|
||
|
SetArmorValue( 0 );
|
||
|
}
|
||
|
else
|
||
|
SetArmorValue( ArmorValue() - flArmor );
|
||
|
|
||
|
info.SetDamage( flNew );
|
||
|
}
|
||
|
|
||
|
// this cast to INT is critical!!! If a player ends up with 0.5 health, the engine will get that
|
||
|
// as an int (zero) and think the player is dead! (this will incite a clientside screentilt, etc)
|
||
|
info.SetDamage( (int)info.GetDamage() );
|
||
|
fTookDamage = CBaseCombatCharacter::OnTakeDamage( info ); // Bypass CBasePlayer's
|
||
|
|
||
|
if ( fTookDamage )
|
||
|
{
|
||
|
// add to the damage total for clients, which will be sent as a single
|
||
|
// message at the end of the frame
|
||
|
// todo: remove after combining shotgun blasts?
|
||
|
if ( info.GetInflictor() && info.GetInflictor()->edict() )
|
||
|
m_DmgOrigin = info.GetInflictor()->GetAbsOrigin();
|
||
|
|
||
|
m_DmgTake += (int)info.GetDamage();
|
||
|
}
|
||
|
|
||
|
// Reset damage time countdown for each type of time based damage player just sustained
|
||
|
for (int i = 0; i < CDMG_TIMEBASED; i++)
|
||
|
{
|
||
|
// Make sure the damage type is really time-based.
|
||
|
// This is kind of hacky but necessary until we setup DamageType as an enum.
|
||
|
int iDamage = ( DMG_PARALYZE << i );
|
||
|
if ( ( info.GetDamageType() & iDamage ) && g_pGameRules->Damage_IsTimeBased( iDamage ) )
|
||
|
{
|
||
|
m_rgbTimeBasedDamage[i] = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Display any effect associate with this damage type
|
||
|
DamageEffect(info.GetDamage(),bitsDamage);
|
||
|
|
||
|
// how bad is it, doc?
|
||
|
ftrivial = (m_iHealth > 75 || m_lastDamageAmount < 5);
|
||
|
fmajor = (m_lastDamageAmount > 25);
|
||
|
fcritical = (m_iHealth < 30);
|
||
|
|
||
|
// handle all bits set in this damage message,
|
||
|
// let the suit give player the diagnosis
|
||
|
|
||
|
// UNDONE: add sounds for types of damage sustained (ie: burn, shock, slash )
|
||
|
|
||
|
// UNDONE: still need to record damage and heal messages for the following types
|
||
|
|
||
|
// DMG_BURN
|
||
|
// DMG_FREEZE
|
||
|
// DMG_BLAST
|
||
|
// DMG_SHOCK
|
||
|
|
||
|
m_bitsDamageType |= bitsDamage; // Save this so we can report it to the client
|
||
|
m_bitsHUDDamage = -1; // make sure the damage bits get resent
|
||
|
|
||
|
bool bTimeBasedDamage = g_pGameRules->Damage_IsTimeBased( bitsDamage );
|
||
|
while (fTookDamage && (!ftrivial || bTimeBasedDamage) && ffound && bitsDamage)
|
||
|
{
|
||
|
ffound = false;
|
||
|
|
||
|
if (bitsDamage & DMG_CLUB)
|
||
|
{
|
||
|
if (fmajor)
|
||
|
SetSuitUpdate("!HEV_DMG4", false, SUIT_NEXT_IN_30SEC); // minor fracture
|
||
|
bitsDamage &= ~DMG_CLUB;
|
||
|
ffound = true;
|
||
|
}
|
||
|
if (bitsDamage & (DMG_FALL | DMG_CRUSH))
|
||
|
{
|
||
|
if (fmajor)
|
||
|
SetSuitUpdate("!HEV_DMG5", false, SUIT_NEXT_IN_30SEC); // major fracture
|
||
|
else
|
||
|
SetSuitUpdate("!HEV_DMG4", false, SUIT_NEXT_IN_30SEC); // minor fracture
|
||
|
|
||
|
bitsDamage &= ~(DMG_FALL | DMG_CRUSH);
|
||
|
ffound = true;
|
||
|
}
|
||
|
|
||
|
if (bitsDamage & DMG_BULLET)
|
||
|
{
|
||
|
if (m_lastDamageAmount > 5)
|
||
|
SetSuitUpdate("!HEV_DMG6", false, SUIT_NEXT_IN_30SEC); // blood loss detected
|
||
|
//else
|
||
|
// SetSuitUpdate("!HEV_DMG0", false, SUIT_NEXT_IN_30SEC); // minor laceration
|
||
|
|
||
|
bitsDamage &= ~DMG_BULLET;
|
||
|
ffound = true;
|
||
|
}
|
||
|
|
||
|
if (bitsDamage & DMG_SLASH)
|
||
|
{
|
||
|
if (fmajor)
|
||
|
SetSuitUpdate("!HEV_DMG1", false, SUIT_NEXT_IN_30SEC); // major laceration
|
||
|
else
|
||
|
SetSuitUpdate("!HEV_DMG0", false, SUIT_NEXT_IN_30SEC); // minor laceration
|
||
|
|
||
|
bitsDamage &= ~DMG_SLASH;
|
||
|
ffound = true;
|
||
|
}
|
||
|
|
||
|
if (bitsDamage & DMG_SONIC)
|
||
|
{
|
||
|
if (fmajor)
|
||
|
SetSuitUpdate("!HEV_DMG2", false, SUIT_NEXT_IN_1MIN); // internal bleeding
|
||
|
bitsDamage &= ~DMG_SONIC;
|
||
|
ffound = true;
|
||
|
}
|
||
|
|
||
|
if (bitsDamage & (DMG_POISON | DMG_PARALYZE))
|
||
|
{
|
||
|
if (bitsDamage & DMG_POISON)
|
||
|
{
|
||
|
m_nPoisonDmg += info.GetDamage();
|
||
|
m_tbdPrev = gpGlobals->curtime;
|
||
|
m_rgbTimeBasedDamage[itbd_PoisonRecover] = 0;
|
||
|
}
|
||
|
|
||
|
SetSuitUpdate("!HEV_DMG3", false, SUIT_NEXT_IN_1MIN); // blood toxins detected
|
||
|
bitsDamage &= ~( DMG_POISON | DMG_PARALYZE );
|
||
|
ffound = true;
|
||
|
}
|
||
|
|
||
|
if (bitsDamage & DMG_ACID)
|
||
|
{
|
||
|
SetSuitUpdate("!HEV_DET1", false, SUIT_NEXT_IN_1MIN); // hazardous chemicals detected
|
||
|
bitsDamage &= ~DMG_ACID;
|
||
|
ffound = true;
|
||
|
}
|
||
|
|
||
|
if (bitsDamage & DMG_NERVEGAS)
|
||
|
{
|
||
|
SetSuitUpdate("!HEV_DET0", false, SUIT_NEXT_IN_1MIN); // biohazard detected
|
||
|
bitsDamage &= ~DMG_NERVEGAS;
|
||
|
ffound = true;
|
||
|
}
|
||
|
|
||
|
if (bitsDamage & DMG_RADIATION)
|
||
|
{
|
||
|
SetSuitUpdate("!HEV_DET2", false, SUIT_NEXT_IN_1MIN); // radiation detected
|
||
|
bitsDamage &= ~DMG_RADIATION;
|
||
|
ffound = true;
|
||
|
}
|
||
|
if (bitsDamage & DMG_SHOCK)
|
||
|
{
|
||
|
bitsDamage &= ~DMG_SHOCK;
|
||
|
ffound = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_Local.m_vecPunchAngle.SetX( -2 );
|
||
|
|
||
|
if (fTookDamage && !ftrivial && fmajor && flHealthPrev >= 75)
|
||
|
{
|
||
|
// first time we take major damage...
|
||
|
// turn automedic on if not on
|
||
|
SetSuitUpdate("!HEV_MED1", false, SUIT_NEXT_IN_30MIN); // automedic on
|
||
|
|
||
|
// give morphine shot if not given recently
|
||
|
SetSuitUpdate("!HEV_HEAL7", false, SUIT_NEXT_IN_30MIN); // morphine shot
|
||
|
}
|
||
|
|
||
|
if (fTookDamage && !ftrivial && fcritical && flHealthPrev < 75)
|
||
|
{
|
||
|
|
||
|
// already took major damage, now it's critical...
|
||
|
if (m_iHealth < 6)
|
||
|
SetSuitUpdate("!HEV_HLTH3", false, SUIT_NEXT_IN_10MIN); // near death
|
||
|
else if (m_iHealth < 20)
|
||
|
SetSuitUpdate("!HEV_HLTH2", false, SUIT_NEXT_IN_10MIN); // health critical
|
||
|
|
||
|
// give critical health warnings
|
||
|
if (!random->RandomInt(0,3) && flHealthPrev < 50)
|
||
|
SetSuitUpdate("!HEV_DMG7", false, SUIT_NEXT_IN_5MIN); //seek medical attention
|
||
|
}
|
||
|
|
||
|
// if we're taking time based damage, warn about its continuing effects
|
||
|
if (fTookDamage && g_pGameRules->Damage_IsTimeBased( info.GetDamageType() ) && flHealthPrev < 75)
|
||
|
{
|
||
|
if (flHealthPrev < 50)
|
||
|
{
|
||
|
if (!random->RandomInt(0,3))
|
||
|
SetSuitUpdate("!HEV_DMG7", false, SUIT_NEXT_IN_5MIN); //seek medical attention
|
||
|
}
|
||
|
else
|
||
|
SetSuitUpdate("!HEV_HLTH1", false, SUIT_NEXT_IN_10MIN); // health dropping
|
||
|
}
|
||
|
|
||
|
// Do special explosion damage effect
|
||
|
if ( bitsDamage & DMG_BLAST )
|
||
|
{
|
||
|
OnDamagedByExplosion( info );
|
||
|
}
|
||
|
|
||
|
gamestats->Event_PlayerDamage( this, info );
|
||
|
|
||
|
return fTookDamage;
|
||
|
}
|
||
|
|
||
|
|
||
|
int CHL1_Player::OnTakeDamage_Alive( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
int nRet;
|
||
|
int nSavedHealth = m_iHealth;
|
||
|
|
||
|
// Drown
|
||
|
if( info.GetDamageType() & DMG_DROWN )
|
||
|
{
|
||
|
if( m_idrowndmg == m_idrownrestored )
|
||
|
{
|
||
|
EmitSound( "Player.DrownStart" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EmitSound( "Player.DrownContinue" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
nRet = BaseClass::OnTakeDamage_Alive( info );
|
||
|
|
||
|
if ( GetFlags() & FL_GODMODE )
|
||
|
{
|
||
|
m_iHealth = nSavedHealth;
|
||
|
}
|
||
|
else if (m_debugOverlays & OVERLAY_BUDDHA_MODE)
|
||
|
{
|
||
|
if ( m_iHealth <= 0 )
|
||
|
{
|
||
|
m_iHealth = 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return nRet;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHL1_Player::FindMissTargets( void )
|
||
|
{
|
||
|
if ( m_flTargetFindTime > gpGlobals->curtime )
|
||
|
return;
|
||
|
|
||
|
m_flTargetFindTime = gpGlobals->curtime + 1.0f;
|
||
|
m_nNumMissPositions = 0;
|
||
|
|
||
|
CBaseEntity *pEnts[256];
|
||
|
Vector radius( 80, 80, 80);
|
||
|
|
||
|
int numEnts = UTIL_EntitiesInBox( pEnts, 256, GetAbsOrigin()-radius, GetAbsOrigin()+radius, 0 );
|
||
|
|
||
|
for ( int i = 0; i < numEnts; i++ )
|
||
|
{
|
||
|
if ( pEnts[i] == NULL )
|
||
|
continue;
|
||
|
|
||
|
if ( m_nNumMissPositions >= 16 )
|
||
|
return;
|
||
|
|
||
|
//See if it's a good target candidate
|
||
|
if ( FClassnameIs( pEnts[i], "prop_dynamic" ) ||
|
||
|
FClassnameIs( pEnts[i], "dynamic_prop" ) ||
|
||
|
FClassnameIs( pEnts[i], "prop_physics" ) ||
|
||
|
FClassnameIs( pEnts[i], "physics_prop" ) )
|
||
|
{
|
||
|
//NDebugOverlay::Cross3D( pEnts[i]->WorldSpaceCenter(), -Vector(4,4,4), Vector(4,4,4), 0, 255, 0, true, 1.0f );
|
||
|
|
||
|
m_vecMissPositions[m_nNumMissPositions++] = pEnts[i]->WorldSpaceCenter();
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : Good position to shoot at
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CHL1_Player::GetMissPosition( Vector *position )
|
||
|
{
|
||
|
if ( m_nNumMissPositions == 0 )
|
||
|
return false;
|
||
|
|
||
|
(*position) = m_vecMissPositions[ random->RandomInt( 0, m_nNumMissPositions-1 ) ];
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CHL1_Player::FlashlightIsOn( void )
|
||
|
{
|
||
|
return IsEffectActive( EF_DIMLIGHT);
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHL1_Player::FlashlightTurnOn( void )
|
||
|
{
|
||
|
if ( IsSuitEquipped() )
|
||
|
{
|
||
|
AddEffects( EF_DIMLIGHT );
|
||
|
CPASAttenuationFilter filter( this );
|
||
|
EmitSound( filter, entindex(), "Player.FlashlightOn" );
|
||
|
|
||
|
m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->curtime;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHL1_Player::FlashlightTurnOff( void )
|
||
|
{
|
||
|
RemoveEffects( EF_DIMLIGHT );
|
||
|
CPASAttenuationFilter filter( this );
|
||
|
EmitSound( filter, entindex(), "Player.FlashlightOff" );
|
||
|
m_flFlashLightTime = FLASH_CHARGE_TIME + gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CHL1_Player::UpdateClientData( void )
|
||
|
{
|
||
|
if (m_DmgTake || m_DmgSave || m_bitsHUDDamage != m_bitsDamageType)
|
||
|
{
|
||
|
// Comes from inside me if not set
|
||
|
Vector damageOrigin = GetLocalOrigin();
|
||
|
// send "damage" message
|
||
|
// causes screen to flash, and pain compass to show direction of damage
|
||
|
damageOrigin = m_DmgOrigin;
|
||
|
|
||
|
// only send down damage type that have hud art
|
||
|
int iShowHudDamage = g_pGameRules->Damage_GetShowOnHud();
|
||
|
int visibleDamageBits = m_bitsDamageType & iShowHudDamage;
|
||
|
|
||
|
m_DmgTake = clamp( m_DmgTake, 0, 255 );
|
||
|
m_DmgSave = clamp( m_DmgSave, 0, 255 );
|
||
|
|
||
|
CSingleUserRecipientFilter user( this );
|
||
|
user.MakeReliable();
|
||
|
UserMessageBegin( user, "Damage" );
|
||
|
WRITE_BYTE( m_DmgSave );
|
||
|
WRITE_BYTE( m_DmgTake );
|
||
|
WRITE_LONG( visibleDamageBits );
|
||
|
WRITE_FLOAT( damageOrigin.x ); //BUG: Should be fixed point (to hud) not floats
|
||
|
WRITE_FLOAT( damageOrigin.y ); //BUG: However, the HUD does _not_ implement bitfield messages (yet)
|
||
|
WRITE_FLOAT( damageOrigin.z ); //BUG: We use WRITE_VEC3COORD for everything else
|
||
|
MessageEnd();
|
||
|
|
||
|
m_DmgTake = 0;
|
||
|
m_DmgSave = 0;
|
||
|
m_bitsHUDDamage = m_bitsDamageType;
|
||
|
|
||
|
// Clear off non-time-based damage indicators
|
||
|
int iDamage = g_pGameRules->Damage_GetTimeBased();
|
||
|
m_bitsDamageType &= iDamage;
|
||
|
}
|
||
|
|
||
|
// Update Flashlight
|
||
|
if ( ( m_flFlashLightTime ) && ( m_flFlashLightTime <= gpGlobals->curtime ) )
|
||
|
{
|
||
|
if ( FlashlightIsOn() )
|
||
|
{
|
||
|
if ( m_nFlashBattery )
|
||
|
{
|
||
|
m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->curtime;
|
||
|
m_nFlashBattery--;
|
||
|
|
||
|
if ( !m_nFlashBattery )
|
||
|
FlashlightTurnOff();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( m_nFlashBattery < 100 )
|
||
|
{
|
||
|
m_flFlashLightTime = FLASH_CHARGE_TIME + gpGlobals->curtime;
|
||
|
m_nFlashBattery++;
|
||
|
}
|
||
|
else
|
||
|
m_flFlashLightTime = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BaseClass::UpdateClientData();
|
||
|
}
|
||
|
|
||
|
void CHL1_Player::OnSave( IEntitySaveUtils *pUtils )
|
||
|
{
|
||
|
// If I'm pulling a box, stop.
|
||
|
StopPullingObject();
|
||
|
|
||
|
BaseClass::OnSave(pUtils);
|
||
|
}
|
||
|
|
||
|
void CHL1_Player::CreateViewModel( int index /*=0*/ )
|
||
|
{
|
||
|
Assert( index >= 0 && index < MAX_VIEWMODELS );
|
||
|
|
||
|
if ( GetViewModel( index ) )
|
||
|
return;
|
||
|
|
||
|
CPredictedViewModel *vm = ( CPredictedViewModel * )CreateEntityByName( "predicted_viewmodel" );
|
||
|
if ( vm )
|
||
|
{
|
||
|
vm->SetAbsOrigin( GetAbsOrigin() );
|
||
|
vm->SetOwner( this );
|
||
|
vm->SetIndex( index );
|
||
|
DispatchSpawn( vm );
|
||
|
vm->FollowEntity( this );
|
||
|
m_hViewModel.Set( index, vm );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CHL1_Player::OnRestore( void )
|
||
|
{
|
||
|
BaseClass::OnRestore();
|
||
|
|
||
|
// If we are controlling a train, resend our train status
|
||
|
if( !FBitSet( m_iTrain, TRAIN_OFF ) )
|
||
|
{
|
||
|
m_iTrain |= TRAIN_NEW;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
//------------------------------------------------------------------------------
|
||
|
static void MatrixOrthogonalize( matrix3x4_t &matrix, int column )
|
||
|
{
|
||
|
Vector columns[3];
|
||
|
int i;
|
||
|
|
||
|
for ( i = 0; i < 3; i++ )
|
||
|
{
|
||
|
MatrixGetColumn( matrix, i, columns[i] );
|
||
|
}
|
||
|
|
||
|
int index0 = column;
|
||
|
int index1 = (column+1)%3;
|
||
|
int index2 = (column+2)%3;
|
||
|
|
||
|
columns[index2] = CrossProduct( columns[index0], columns[index1] );
|
||
|
columns[index1] = CrossProduct( columns[index2], columns[index0] );
|
||
|
VectorNormalize( columns[index2] );
|
||
|
VectorNormalize( columns[index1] );
|
||
|
MatrixSetColumn( columns[index1], index1, matrix );
|
||
|
MatrixSetColumn( columns[index2], index2, matrix );
|
||
|
}
|
||
|
|
||
|
#define SIGN(x) ( (x) < 0 ? -1 : 1 )
|
||
|
|
||
|
static QAngle AlignAngles( const QAngle &angles, float cosineAlignAngle )
|
||
|
{
|
||
|
matrix3x4_t alignMatrix;
|
||
|
AngleMatrix( angles, alignMatrix );
|
||
|
|
||
|
for ( int j = 0; j < 3; j++ )
|
||
|
{
|
||
|
Vector vec;
|
||
|
MatrixGetColumn( alignMatrix, j, vec );
|
||
|
for ( int i = 0; i < 3; i++ )
|
||
|
{
|
||
|
if ( fabs(vec[i]) > cosineAlignAngle )
|
||
|
{
|
||
|
vec[i] = SIGN(vec[i]);
|
||
|
vec[(i+1)%3] = 0;
|
||
|
vec[(i+2)%3] = 0;
|
||
|
MatrixSetColumn( vec, j, alignMatrix );
|
||
|
MatrixOrthogonalize( alignMatrix, j );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
QAngle out;
|
||
|
MatrixAngles( alignMatrix, out );
|
||
|
return out;
|
||
|
}
|
||
|
|
||
|
|
||
|
static void TraceCollideAgainstBBox( const CPhysCollide *pCollide, const Vector &start, const Vector &end, const QAngle &angles, const Vector &boxOrigin, const Vector &mins, const Vector &maxs, trace_t *ptr )
|
||
|
{
|
||
|
physcollision->TraceBox( boxOrigin, boxOrigin + (start-end), mins, maxs, pCollide, start, angles, ptr );
|
||
|
|
||
|
if ( ptr->DidHit() )
|
||
|
{
|
||
|
ptr->endpos = start * (1-ptr->fraction) + end * ptr->fraction;
|
||
|
ptr->startpos = start;
|
||
|
ptr->plane.dist = -ptr->plane.dist;
|
||
|
ptr->plane.normal *= -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------
|
||
|
|
||
|
#include "player_pickup.h"
|
||
|
#include "props.h"
|
||
|
#include "vphysics/friction.h"
|
||
|
#include "physics_saverestore.h"
|
||
|
ConVar hl2_normspeed( "hl2_normspeed", "190" );
|
||
|
ConVar player_throwforce( "player_throwforce", "1000" );
|
||
|
ConVar physcannon_maxmass( "physcannon_maxmass", "250" );
|
||
|
|
||
|
// derive from this so we can add save/load data to it
|
||
|
struct game_shadowcontrol_params_t : public hlshadowcontrol_params_t
|
||
|
{
|
||
|
DECLARE_SIMPLE_DATADESC();
|
||
|
};
|
||
|
|
||
|
BEGIN_SIMPLE_DATADESC( game_shadowcontrol_params_t )
|
||
|
|
||
|
DEFINE_FIELD( targetPosition, FIELD_POSITION_VECTOR ),
|
||
|
DEFINE_FIELD( targetRotation, FIELD_VECTOR ),
|
||
|
DEFINE_FIELD( maxAngular, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( maxDampAngular, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( maxSpeed, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( maxDampSpeed, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( dampFactor, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( teleportDistance, FIELD_FLOAT ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
// when looking level, hold bottom of object 8 inches below eye level
|
||
|
#define PLAYER_HOLD_LEVEL_EYES -8
|
||
|
|
||
|
// when looking down, hold bottom of object 0 inches from feet
|
||
|
#define PLAYER_HOLD_DOWN_FEET 2
|
||
|
|
||
|
// when looking up, hold bottom of object 24 inches above eye level
|
||
|
#define PLAYER_HOLD_UP_EYES 24
|
||
|
|
||
|
// use a +/-30 degree range for the entire range of motion of pitch
|
||
|
#define PLAYER_LOOK_PITCH_RANGE 30
|
||
|
|
||
|
// player can reach down 2ft below his feet (otherwise he'll hold the object above the bottom)
|
||
|
#define PLAYER_REACH_DOWN_DISTANCE 24
|
||
|
|
||
|
static void ComputePlayerMatrix( CBasePlayer *pPlayer, matrix3x4_t &out )
|
||
|
{
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
QAngle angles = pPlayer->EyeAngles();
|
||
|
Vector origin = pPlayer->EyePosition();
|
||
|
|
||
|
// 0-360 / -180-180
|
||
|
//angles.x = init ? 0 : AngleDistance( angles.x, 0 );
|
||
|
//angles.x = clamp( angles.x, -PLAYER_LOOK_PITCH_RANGE, PLAYER_LOOK_PITCH_RANGE );
|
||
|
angles.x = 0;
|
||
|
|
||
|
float feet = pPlayer->GetAbsOrigin().z + pPlayer->WorldAlignMins().z;
|
||
|
float eyes = origin.z;
|
||
|
float zoffset = 0;
|
||
|
// moving up (negative pitch is up)
|
||
|
if ( angles.x < 0 )
|
||
|
{
|
||
|
zoffset = RemapVal( angles.x, 0, -PLAYER_LOOK_PITCH_RANGE, PLAYER_HOLD_LEVEL_EYES, PLAYER_HOLD_UP_EYES );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
zoffset = RemapVal( angles.x, 0, PLAYER_LOOK_PITCH_RANGE, PLAYER_HOLD_LEVEL_EYES, PLAYER_HOLD_DOWN_FEET + (feet - eyes) );
|
||
|
}
|
||
|
origin.z += zoffset;
|
||
|
angles.x = 0;
|
||
|
AngleMatrix( angles, origin, out );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CGrabController : public IMotionEvent
|
||
|
{
|
||
|
DECLARE_SIMPLE_DATADESC();
|
||
|
|
||
|
public:
|
||
|
|
||
|
CGrabController( void );
|
||
|
~CGrabController( void );
|
||
|
void AttachEntity( CBasePlayer *pPlayer, CBaseEntity *pEntity, IPhysicsObject *pPhys, bool bIsMegaPhysCannon = false );
|
||
|
void DetachEntity();
|
||
|
void OnRestore();
|
||
|
|
||
|
bool UpdateObject( CBasePlayer *pPlayer, float flError );
|
||
|
|
||
|
void SetTargetPosition( const Vector &target, const QAngle &targetOrientation );
|
||
|
float ComputeError();
|
||
|
float GetLoadWeight( void ) const { return m_flLoadWeight; }
|
||
|
void SetAngleAlignment( float alignAngleCosine ) { m_angleAlignment = alignAngleCosine; }
|
||
|
void SetIgnorePitch( bool bIgnore ) { m_bIgnoreRelativePitch = bIgnore; }
|
||
|
QAngle TransformAnglesToPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer );
|
||
|
QAngle TransformAnglesFromPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer );
|
||
|
|
||
|
CBaseEntity *GetAttached() { return (CBaseEntity *)m_attachedEntity; }
|
||
|
|
||
|
IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
|
||
|
float GetSavedMass( IPhysicsObject *pObject );
|
||
|
|
||
|
private:
|
||
|
// Compute the max speed for an attached object
|
||
|
void ComputeMaxSpeed( CBaseEntity *pEntity, IPhysicsObject *pPhysics );
|
||
|
|
||
|
game_shadowcontrol_params_t m_shadow;
|
||
|
float m_timeToArrive;
|
||
|
float m_errorTime;
|
||
|
float m_error;
|
||
|
float m_contactAmount;
|
||
|
float m_angleAlignment;
|
||
|
bool m_bCarriedEntityBlocksLOS;
|
||
|
bool m_bIgnoreRelativePitch;
|
||
|
|
||
|
float m_flLoadWeight;
|
||
|
float m_savedRotDamping[VPHYSICS_MAX_OBJECT_LIST_COUNT];
|
||
|
float m_savedMass[VPHYSICS_MAX_OBJECT_LIST_COUNT];
|
||
|
EHANDLE m_attachedEntity;
|
||
|
QAngle m_vecPreferredCarryAngles;
|
||
|
bool m_bHasPreferredCarryAngles;
|
||
|
|
||
|
QAngle m_attachedAnglesPlayerSpace;
|
||
|
Vector m_attachedPositionObjectSpace;
|
||
|
|
||
|
IPhysicsMotionController *m_controller;
|
||
|
|
||
|
friend class CWeaponPhysCannon;
|
||
|
};
|
||
|
|
||
|
BEGIN_SIMPLE_DATADESC( CGrabController )
|
||
|
|
||
|
DEFINE_EMBEDDED( m_shadow ),
|
||
|
|
||
|
DEFINE_FIELD( m_timeToArrive, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_errorTime, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_error, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_contactAmount, FIELD_FLOAT ),
|
||
|
DEFINE_AUTO_ARRAY( m_savedRotDamping, FIELD_FLOAT ),
|
||
|
DEFINE_AUTO_ARRAY( m_savedMass, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_flLoadWeight, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_bCarriedEntityBlocksLOS, FIELD_BOOLEAN ),
|
||
|
DEFINE_FIELD( m_bIgnoreRelativePitch, FIELD_BOOLEAN ),
|
||
|
DEFINE_FIELD( m_attachedEntity, FIELD_EHANDLE ),
|
||
|
DEFINE_FIELD( m_angleAlignment, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_vecPreferredCarryAngles, FIELD_VECTOR ),
|
||
|
DEFINE_FIELD( m_bHasPreferredCarryAngles, FIELD_BOOLEAN ),
|
||
|
DEFINE_FIELD( m_attachedAnglesPlayerSpace, FIELD_VECTOR ),
|
||
|
DEFINE_FIELD( m_attachedPositionObjectSpace, FIELD_VECTOR ),
|
||
|
|
||
|
// Physptrs can't be inside embedded classes
|
||
|
// DEFINE_PHYSPTR( m_controller ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
const float DEFAULT_MAX_ANGULAR = 360.0f * 10.0f;
|
||
|
const float REDUCED_CARRY_MASS = 1.0f;
|
||
|
|
||
|
CGrabController::CGrabController( void )
|
||
|
{
|
||
|
m_shadow.dampFactor = 1.0;
|
||
|
m_shadow.teleportDistance = 0;
|
||
|
m_errorTime = 0;
|
||
|
m_error = 0;
|
||
|
// make this controller really stiff!
|
||
|
m_shadow.maxSpeed = 1000;
|
||
|
m_shadow.maxAngular = DEFAULT_MAX_ANGULAR;
|
||
|
m_shadow.maxDampSpeed = m_shadow.maxSpeed*2;
|
||
|
m_shadow.maxDampAngular = m_shadow.maxAngular;
|
||
|
m_attachedEntity = NULL;
|
||
|
m_vecPreferredCarryAngles = vec3_angle;
|
||
|
m_bHasPreferredCarryAngles = false;
|
||
|
}
|
||
|
|
||
|
CGrabController::~CGrabController( void )
|
||
|
{
|
||
|
DetachEntity();
|
||
|
}
|
||
|
|
||
|
void CGrabController::OnRestore()
|
||
|
{
|
||
|
if ( m_controller )
|
||
|
{
|
||
|
m_controller->SetEventHandler( this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CGrabController::SetTargetPosition( const Vector &target, const QAngle &targetOrientation )
|
||
|
{
|
||
|
m_shadow.targetPosition = target;
|
||
|
m_shadow.targetRotation = targetOrientation;
|
||
|
|
||
|
m_timeToArrive = gpGlobals->frametime;
|
||
|
|
||
|
CBaseEntity *pAttached = GetAttached();
|
||
|
if ( pAttached )
|
||
|
{
|
||
|
IPhysicsObject *pObj = pAttached->VPhysicsGetObject();
|
||
|
|
||
|
if ( pObj != NULL )
|
||
|
{
|
||
|
pObj->Wake();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DetachEntity();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float CGrabController::ComputeError()
|
||
|
{
|
||
|
if ( m_errorTime <= 0 )
|
||
|
return 0;
|
||
|
|
||
|
CBaseEntity *pAttached = GetAttached();
|
||
|
if ( pAttached )
|
||
|
{
|
||
|
Vector pos;
|
||
|
IPhysicsObject *pObj = pAttached->VPhysicsGetObject();
|
||
|
if ( pObj )
|
||
|
{
|
||
|
pObj->GetShadowPosition( &pos, NULL );
|
||
|
float error = (m_shadow.targetPosition - pos).Length();
|
||
|
if ( m_errorTime > 0 )
|
||
|
{
|
||
|
if ( m_errorTime > 1 )
|
||
|
{
|
||
|
m_errorTime = 1;
|
||
|
}
|
||
|
float speed = error / m_errorTime;
|
||
|
if ( speed > m_shadow.maxSpeed )
|
||
|
{
|
||
|
error *= 0.5;
|
||
|
}
|
||
|
m_error = (1-m_errorTime) * m_error + error * m_errorTime;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DevMsg( "Object attached to Physcannon has no physics object\n" );
|
||
|
DetachEntity();
|
||
|
return 9999; // force detach
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pAttached->IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) )
|
||
|
{
|
||
|
m_error *= 3.0f;
|
||
|
}
|
||
|
|
||
|
m_errorTime = 0;
|
||
|
|
||
|
return m_error;
|
||
|
}
|
||
|
|
||
|
|
||
|
#define MASS_SPEED_SCALE 60
|
||
|
#define MAX_MASS 40
|
||
|
|
||
|
|
||
|
void CGrabController::ComputeMaxSpeed( CBaseEntity *pEntity, IPhysicsObject *pPhysics )
|
||
|
{
|
||
|
m_shadow.maxSpeed = 1000;
|
||
|
m_shadow.maxAngular = DEFAULT_MAX_ANGULAR;
|
||
|
|
||
|
// Compute total mass...
|
||
|
float flMass = PhysGetEntityMass( pEntity );
|
||
|
float flMaxMass = physcannon_maxmass.GetFloat();
|
||
|
if ( flMass <= flMaxMass )
|
||
|
return;
|
||
|
|
||
|
float flLerpFactor = clamp( flMass, flMaxMass, 500.0f );
|
||
|
flLerpFactor = SimpleSplineRemapVal( flLerpFactor, flMaxMass, 500.0f, 0.0f, 1.0f );
|
||
|
|
||
|
float invMass = pPhysics->GetInvMass();
|
||
|
float invInertia = pPhysics->GetInvInertia().Length();
|
||
|
|
||
|
float invMaxMass = 1.0f / MAX_MASS;
|
||
|
float ratio = invMaxMass / invMass;
|
||
|
invMass = invMaxMass;
|
||
|
invInertia *= ratio;
|
||
|
|
||
|
float maxSpeed = invMass * MASS_SPEED_SCALE * 200;
|
||
|
float maxAngular = invInertia * MASS_SPEED_SCALE * 360;
|
||
|
|
||
|
m_shadow.maxSpeed = Lerp( flLerpFactor, m_shadow.maxSpeed, maxSpeed );
|
||
|
m_shadow.maxAngular = Lerp( flLerpFactor, m_shadow.maxAngular, maxAngular );
|
||
|
}
|
||
|
|
||
|
|
||
|
QAngle CGrabController::TransformAnglesToPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer )
|
||
|
{
|
||
|
if ( m_bIgnoreRelativePitch )
|
||
|
{
|
||
|
matrix3x4_t test;
|
||
|
QAngle angleTest = pPlayer->EyeAngles();
|
||
|
angleTest.x = 0;
|
||
|
AngleMatrix( angleTest, test );
|
||
|
return TransformAnglesToLocalSpace( anglesIn, test );
|
||
|
}
|
||
|
return TransformAnglesToLocalSpace( anglesIn, pPlayer->EntityToWorldTransform() );
|
||
|
}
|
||
|
|
||
|
QAngle CGrabController::TransformAnglesFromPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer )
|
||
|
{
|
||
|
if ( m_bIgnoreRelativePitch )
|
||
|
{
|
||
|
matrix3x4_t test;
|
||
|
QAngle angleTest = pPlayer->EyeAngles();
|
||
|
angleTest.x = 0;
|
||
|
AngleMatrix( angleTest, test );
|
||
|
return TransformAnglesToWorldSpace( anglesIn, test );
|
||
|
}
|
||
|
return TransformAnglesToWorldSpace( anglesIn, pPlayer->EntityToWorldTransform() );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CGrabController::AttachEntity( CBasePlayer *pPlayer, CBaseEntity *pEntity, IPhysicsObject *pPhys, bool bIsMegaPhysCannon )
|
||
|
{
|
||
|
// play the impact sound of the object hitting the player
|
||
|
// used as feedback to let the player know he picked up the object
|
||
|
PhysicsImpactSound( pPlayer, pPhys, CHAN_STATIC, pPhys->GetMaterialIndex(), pPlayer->VPhysicsGetObject()->GetMaterialIndex(), 1.0, 64 );
|
||
|
Vector position;
|
||
|
QAngle angles;
|
||
|
pPhys->GetPosition( &position, &angles );
|
||
|
// If it has a preferred orientation, use that instead.
|
||
|
Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles );
|
||
|
|
||
|
// ComputeMaxSpeed( pEntity, pPhys );
|
||
|
|
||
|
// Carried entities can never block LOS
|
||
|
m_bCarriedEntityBlocksLOS = pEntity->BlocksLOS();
|
||
|
pEntity->SetBlocksLOS( false );
|
||
|
m_controller = physenv->CreateMotionController( this );
|
||
|
m_controller->AttachObject( pPhys, true );
|
||
|
// Don't do this, it's causing trouble with constraint solvers.
|
||
|
//m_controller->SetPriority( IPhysicsMotionController::HIGH_PRIORITY );
|
||
|
|
||
|
pPhys->Wake();
|
||
|
PhysSetGameFlags( pPhys, FVPHYSICS_PLAYER_HELD );
|
||
|
SetTargetPosition( position, angles );
|
||
|
m_attachedEntity = pEntity;
|
||
|
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
|
||
|
int count = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
|
||
|
m_flLoadWeight = 0;
|
||
|
float damping = 10;
|
||
|
float flFactor = count / 7.5f;
|
||
|
if ( flFactor < 1.0f )
|
||
|
{
|
||
|
flFactor = 1.0f;
|
||
|
}
|
||
|
for ( int i = 0; i < count; i++ )
|
||
|
{
|
||
|
float mass = pList[i]->GetMass();
|
||
|
pList[i]->GetDamping( NULL, &m_savedRotDamping[i] );
|
||
|
m_flLoadWeight += mass;
|
||
|
m_savedMass[i] = mass;
|
||
|
|
||
|
// reduce the mass to prevent the player from adding crazy amounts of energy to the system
|
||
|
pList[i]->SetMass( REDUCED_CARRY_MASS / flFactor );
|
||
|
pList[i]->SetDamping( NULL, &damping );
|
||
|
}
|
||
|
|
||
|
// Give extra mass to the phys object we're actually picking up
|
||
|
pPhys->SetMass( REDUCED_CARRY_MASS );
|
||
|
pPhys->EnableDrag( false );
|
||
|
|
||
|
m_errorTime = bIsMegaPhysCannon ? -1.5f : -1.0f; // 1 seconds until error starts accumulating
|
||
|
m_error = 0;
|
||
|
m_contactAmount = 0;
|
||
|
|
||
|
m_attachedAnglesPlayerSpace = TransformAnglesToPlayerSpace( angles, pPlayer );
|
||
|
if ( m_angleAlignment != 0 )
|
||
|
{
|
||
|
m_attachedAnglesPlayerSpace = AlignAngles( m_attachedAnglesPlayerSpace, m_angleAlignment );
|
||
|
}
|
||
|
|
||
|
VectorITransform( pEntity->WorldSpaceCenter(), pEntity->EntityToWorldTransform(), m_attachedPositionObjectSpace );
|
||
|
|
||
|
// If it's a prop, see if it has desired carry angles
|
||
|
CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(pEntity);
|
||
|
if ( pProp )
|
||
|
{
|
||
|
m_bHasPreferredCarryAngles = pProp->GetPropDataAngles( "preferred_carryangles", m_vecPreferredCarryAngles );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bHasPreferredCarryAngles = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void ClampPhysicsVelocity( IPhysicsObject *pPhys, float linearLimit, float angularLimit )
|
||
|
{
|
||
|
Vector vel;
|
||
|
AngularImpulse angVel;
|
||
|
pPhys->GetVelocity( &vel, &angVel );
|
||
|
float speed = VectorNormalize(vel) - linearLimit;
|
||
|
float angSpeed = VectorNormalize(angVel) - angularLimit;
|
||
|
speed = speed < 0 ? 0 : -speed;
|
||
|
angSpeed = angSpeed < 0 ? 0 : -angSpeed;
|
||
|
vel *= speed;
|
||
|
angVel *= angSpeed;
|
||
|
pPhys->AddVelocity( &vel, &angVel );
|
||
|
}
|
||
|
|
||
|
void CGrabController::DetachEntity()
|
||
|
{
|
||
|
CBaseEntity *pEntity = GetAttached();
|
||
|
if ( pEntity )
|
||
|
{
|
||
|
// Restore the LS blocking state
|
||
|
pEntity->SetBlocksLOS( m_bCarriedEntityBlocksLOS );
|
||
|
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
|
||
|
int count = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
|
||
|
for ( int i = 0; i < count; i++ )
|
||
|
{
|
||
|
IPhysicsObject *pPhys = pList[i];
|
||
|
if ( !pPhys )
|
||
|
continue;
|
||
|
|
||
|
// on the odd chance that it's gone to sleep while under anti-gravity
|
||
|
pPhys->EnableDrag( true );
|
||
|
pPhys->Wake();
|
||
|
pPhys->SetMass( m_savedMass[i] );
|
||
|
pPhys->SetDamping( NULL, &m_savedRotDamping[i] );
|
||
|
PhysClearGameFlags( pPhys, FVPHYSICS_PLAYER_HELD );
|
||
|
if ( pPhys->GetContactPoint( NULL, NULL ) )
|
||
|
{
|
||
|
PhysForceClearVelocity( pPhys );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ClampPhysicsVelocity( pPhys, hl2_normspeed.GetFloat() * 1.5f, 2.0f * 360.0f );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_attachedEntity = NULL;
|
||
|
physenv->DestroyMotionController( m_controller );
|
||
|
m_controller = NULL;
|
||
|
}
|
||
|
|
||
|
static bool InContactWithHeavyObject( IPhysicsObject *pObject, float heavyMass )
|
||
|
{
|
||
|
bool contact = false;
|
||
|
IPhysicsFrictionSnapshot *pSnapshot = pObject->CreateFrictionSnapshot();
|
||
|
while ( pSnapshot->IsValid() )
|
||
|
{
|
||
|
IPhysicsObject *pOther = pSnapshot->GetObject( 1 );
|
||
|
if ( !pOther->IsMoveable() || pOther->GetMass() > heavyMass )
|
||
|
{
|
||
|
contact = true;
|
||
|
break;
|
||
|
}
|
||
|
pSnapshot->NextFrictionData();
|
||
|
}
|
||
|
pObject->DestroyFrictionSnapshot( pSnapshot );
|
||
|
return contact;
|
||
|
}
|
||
|
|
||
|
IMotionEvent::simresult_e CGrabController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
|
||
|
{
|
||
|
game_shadowcontrol_params_t shadowParams = m_shadow;
|
||
|
if ( InContactWithHeavyObject( pObject, GetLoadWeight() ) )
|
||
|
{
|
||
|
m_contactAmount = Approach( 0.1f, m_contactAmount, deltaTime*2.0f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_contactAmount = Approach( 1.0f, m_contactAmount, deltaTime*2.0f );
|
||
|
}
|
||
|
shadowParams.maxAngular = m_shadow.maxAngular * m_contactAmount * m_contactAmount * m_contactAmount;
|
||
|
m_timeToArrive = pObject->ComputeShadowControl( shadowParams, m_timeToArrive, deltaTime );
|
||
|
|
||
|
// Slide along the current contact points to fix bouncing problems
|
||
|
Vector velocity;
|
||
|
AngularImpulse angVel;
|
||
|
pObject->GetVelocity( &velocity, &angVel );
|
||
|
PhysComputeSlideDirection( pObject, velocity, angVel, &velocity, &angVel, GetLoadWeight() );
|
||
|
pObject->SetVelocityInstantaneous( &velocity, NULL );
|
||
|
|
||
|
linear.Init();
|
||
|
angular.Init();
|
||
|
m_errorTime += deltaTime;
|
||
|
|
||
|
return SIM_LOCAL_ACCELERATION;
|
||
|
}
|
||
|
|
||
|
float CGrabController::GetSavedMass( IPhysicsObject *pObject )
|
||
|
{
|
||
|
CBaseEntity *pHeld = m_attachedEntity;
|
||
|
if ( pHeld )
|
||
|
{
|
||
|
if ( pObject->GetGameData() == (void*)pHeld )
|
||
|
{
|
||
|
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
|
||
|
int count = pHeld->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
|
||
|
for ( int i = 0; i < count; i++ )
|
||
|
{
|
||
|
if ( pList[i] == pObject )
|
||
|
return m_savedMass[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return 0.0f;
|
||
|
}
|
||
|
|
||
|
bool CGrabController::UpdateObject( CBasePlayer *pPlayer, float flError )
|
||
|
{
|
||
|
CBaseEntity *pEntity = GetAttached();
|
||
|
if ( !pEntity || ComputeError() > flError || pPlayer->GetGroundEntity() == pEntity || !pEntity->VPhysicsGetObject() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//Adrian: Oops, our object became motion disabled, let go!
|
||
|
IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
|
||
|
if ( pPhys && pPhys->IsMoveable() == false )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
Vector forward, right, up;
|
||
|
QAngle playerAngles = pPlayer->EyeAngles();
|
||
|
float pitch = AngleDistance(playerAngles.x,0);
|
||
|
playerAngles.x = clamp( pitch, -75, 75 );
|
||
|
AngleVectors( playerAngles, &forward, &right, &up );
|
||
|
|
||
|
// Now clamp a sphere of object radius at end to the player's bbox
|
||
|
Vector radial = physcollision->CollideGetExtent( pPhys->GetCollide(), vec3_origin, pEntity->GetAbsAngles(), -forward );
|
||
|
Vector player2d = pPlayer->CollisionProp()->OBBMaxs();
|
||
|
float playerRadius = player2d.Length2D();
|
||
|
float radius = playerRadius + fabs(DotProduct( forward, radial ));
|
||
|
|
||
|
float distance = 24 + ( radius * 2.0f );
|
||
|
|
||
|
Vector start = pPlayer->Weapon_ShootPosition();
|
||
|
Vector end = start + ( forward * distance );
|
||
|
|
||
|
trace_t tr;
|
||
|
CTraceFilterSkipTwoEntities traceFilter( pPlayer, pEntity, COLLISION_GROUP_NONE );
|
||
|
Ray_t ray;
|
||
|
ray.Init( start, end );
|
||
|
enginetrace->TraceRay( ray, MASK_SOLID_BRUSHONLY, &traceFilter, &tr );
|
||
|
|
||
|
if ( tr.fraction < 0.5 )
|
||
|
{
|
||
|
end = start + forward * (radius*0.5f);
|
||
|
}
|
||
|
else if ( tr.fraction <= 1.0f )
|
||
|
{
|
||
|
end = start + forward * ( distance - radius );
|
||
|
}
|
||
|
Vector playerMins, playerMaxs, nearest;
|
||
|
pPlayer->CollisionProp()->WorldSpaceAABB( &playerMins, &playerMaxs );
|
||
|
Vector playerLine = pPlayer->CollisionProp()->WorldSpaceCenter();
|
||
|
CalcClosestPointOnLine( end, playerLine+Vector(0,0,playerMins.z), playerLine+Vector(0,0,playerMaxs.z), nearest, NULL );
|
||
|
|
||
|
Vector delta = end - nearest;
|
||
|
float len = VectorNormalize(delta);
|
||
|
if ( len < radius )
|
||
|
{
|
||
|
end = nearest + radius * delta;
|
||
|
}
|
||
|
/*
|
||
|
//Show overlays of radius
|
||
|
if ( g_debug_physcannon.GetBool() )
|
||
|
{
|
||
|
NDebugOverlay::Box( end, -Vector( 2,2,2 ), Vector(2,2,2), 0, 255, 0, true, 0 );
|
||
|
|
||
|
NDebugOverlay::Box( GetAttached()->WorldSpaceCenter(),
|
||
|
-Vector( radius, radius, radius),
|
||
|
Vector( radius, radius, radius ),
|
||
|
255, 0, 0,
|
||
|
true,
|
||
|
0.0f );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
QAngle angles = TransformAnglesFromPlayerSpace( m_attachedAnglesPlayerSpace, pPlayer );
|
||
|
|
||
|
// If it has a preferred orientation, update to ensure we're still oriented correctly.
|
||
|
Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles );
|
||
|
|
||
|
// We may be holding a prop that has preferred carry angles
|
||
|
if ( m_bHasPreferredCarryAngles )
|
||
|
{
|
||
|
matrix3x4_t tmp;
|
||
|
ComputePlayerMatrix( pPlayer, tmp );
|
||
|
angles = TransformAnglesToWorldSpace( m_vecPreferredCarryAngles, tmp );
|
||
|
}
|
||
|
|
||
|
matrix3x4_t attachedToWorld;
|
||
|
Vector offset;
|
||
|
AngleMatrix( angles, attachedToWorld );
|
||
|
VectorRotate( m_attachedPositionObjectSpace, attachedToWorld, offset );
|
||
|
|
||
|
SetTargetPosition( end - offset, angles );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Player pickup controller
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
class CPlayerPickupController : public CBaseEntity
|
||
|
{
|
||
|
DECLARE_DATADESC();
|
||
|
DECLARE_CLASS( CPlayerPickupController, CBaseEntity );
|
||
|
public:
|
||
|
void Init( CBasePlayer *pPlayer, CBaseEntity *pObject );
|
||
|
void Shutdown( bool bThrown = false );
|
||
|
bool OnControls( CBaseEntity *pControls ) { return true; }
|
||
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
|
void OnRestore()
|
||
|
{
|
||
|
m_grabController.OnRestore();
|
||
|
}
|
||
|
void VPhysicsUpdate( IPhysicsObject *pPhysics ){}
|
||
|
void VPhysicsShadowUpdate( IPhysicsObject *pPhysics ) {}
|
||
|
|
||
|
bool IsHoldingEntity( CBaseEntity *pEnt );
|
||
|
CGrabController &GetGrabController() { return m_grabController; }
|
||
|
|
||
|
private:
|
||
|
CGrabController m_grabController;
|
||
|
CBasePlayer *m_pPlayer;
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( player_pickup, CPlayerPickupController );
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
// Save/Restore
|
||
|
//---------------------------------------------------------
|
||
|
BEGIN_DATADESC( CPlayerPickupController )
|
||
|
|
||
|
DEFINE_EMBEDDED( m_grabController ),
|
||
|
|
||
|
// Physptrs can't be inside embedded classes
|
||
|
DEFINE_PHYSPTR( m_grabController.m_controller ),
|
||
|
|
||
|
DEFINE_FIELD( m_pPlayer, FIELD_CLASSPTR ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pPlayer -
|
||
|
// *pObject -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerPickupController::Init( CBasePlayer *pPlayer, CBaseEntity *pObject )
|
||
|
{
|
||
|
// Holster player's weapon
|
||
|
if ( pPlayer->GetActiveWeapon() )
|
||
|
{
|
||
|
if ( !pPlayer->GetActiveWeapon()->Holster() )
|
||
|
{
|
||
|
Shutdown();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If the target is debris, convert it to non-debris
|
||
|
if ( pObject->GetCollisionGroup() == COLLISION_GROUP_DEBRIS )
|
||
|
{
|
||
|
// Interactive debris converts back to debris when it comes to rest
|
||
|
pObject->SetCollisionGroup( COLLISION_GROUP_INTERACTIVE_DEBRIS );
|
||
|
}
|
||
|
|
||
|
// done so I'll go across level transitions with the player
|
||
|
SetParent( pPlayer );
|
||
|
m_grabController.SetIgnorePitch( true );
|
||
|
m_grabController.SetAngleAlignment( DOT_30DEGREE );
|
||
|
m_pPlayer = pPlayer;
|
||
|
IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
|
||
|
Pickup_OnPhysGunPickup( pObject, m_pPlayer );
|
||
|
m_grabController.AttachEntity( pPlayer, pObject, pPhysics );
|
||
|
|
||
|
m_pPlayer->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION;
|
||
|
m_pPlayer->SetUseEntity( this );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : bool -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerPickupController::Shutdown( bool bThrown )
|
||
|
{
|
||
|
CBaseEntity *pObject = m_grabController.GetAttached();
|
||
|
|
||
|
m_grabController.DetachEntity();
|
||
|
|
||
|
if ( pObject != NULL )
|
||
|
{
|
||
|
Pickup_OnPhysGunDrop( pObject, m_pPlayer, bThrown ? THROWN_BY_PLAYER : DROPPED_BY_PLAYER );
|
||
|
}
|
||
|
|
||
|
if ( m_pPlayer )
|
||
|
{
|
||
|
m_pPlayer->SetUseEntity( NULL );
|
||
|
if ( m_pPlayer->GetActiveWeapon() )
|
||
|
{
|
||
|
m_pPlayer->GetActiveWeapon()->Deploy();
|
||
|
}
|
||
|
|
||
|
m_pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION;
|
||
|
}
|
||
|
Remove();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
|
{
|
||
|
if ( ToBasePlayer(pActivator) == m_pPlayer )
|
||
|
{
|
||
|
CBaseEntity *pAttached = m_grabController.GetAttached();
|
||
|
|
||
|
// UNDONE: Use vphysics stress to decide to drop objects
|
||
|
// UNDONE: Must fix case of forcing objects into the ground you're standing on (causes stress) before that will work
|
||
|
if ( !pAttached || useType == USE_OFF || (m_pPlayer->m_nButtons & IN_ATTACK2) || m_grabController.ComputeError() > 12 )
|
||
|
{
|
||
|
Shutdown();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//Adrian: Oops, our object became motion disabled, let go!
|
||
|
IPhysicsObject *pPhys = pAttached->VPhysicsGetObject();
|
||
|
if ( pPhys && pPhys->IsMoveable() == false )
|
||
|
{
|
||
|
Shutdown();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
#if STRESS_TEST
|
||
|
vphysics_objectstress_t stress;
|
||
|
CalculateObjectStress( pAttached->VPhysicsGetObject(), pAttached, &stress );
|
||
|
if ( stress.exertedStress > 250 )
|
||
|
{
|
||
|
Shutdown();
|
||
|
return;
|
||
|
}
|
||
|
#endif
|
||
|
// +ATTACK will throw phys objects
|
||
|
if ( m_pPlayer->m_nButtons & IN_ATTACK )
|
||
|
{
|
||
|
Shutdown( true );
|
||
|
Vector vecLaunch;
|
||
|
m_pPlayer->EyeVectors( &vecLaunch );
|
||
|
// JAY: Scale this with mass because some small objects really go flying
|
||
|
float massFactor = clamp( pAttached->VPhysicsGetObject()->GetMass(), 0.5, 15 );
|
||
|
massFactor = RemapVal( massFactor, 0.5, 15, 0.5, 4 );
|
||
|
vecLaunch *= player_throwforce.GetFloat() * massFactor;
|
||
|
|
||
|
pAttached->VPhysicsGetObject()->ApplyForceCenter( vecLaunch );
|
||
|
AngularImpulse aVel = RandomAngularImpulse( -10, 10 ) * massFactor;
|
||
|
pAttached->VPhysicsGetObject()->ApplyTorqueCenter( aVel );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( useType == USE_SET )
|
||
|
{
|
||
|
// update position
|
||
|
m_grabController.UpdateObject( m_pPlayer, 12 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pEnt -
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CPlayerPickupController::IsHoldingEntity( CBaseEntity *pEnt )
|
||
|
{
|
||
|
return ( m_grabController.GetAttached() == pEnt );
|
||
|
}
|
||
|
|
||
|
ConVar hl1_new_pull( "hl1_new_pull", "1" );
|
||
|
void PlayerPickupObject( CBasePlayer *pPlayer, CBaseEntity *pObject )
|
||
|
{
|
||
|
if( hl1_new_pull.GetBool() )
|
||
|
{
|
||
|
CHL1_Player *pHL1Player = dynamic_cast<CHL1_Player*>(pPlayer);
|
||
|
if( pHL1Player && !pHL1Player->IsPullingObject() )
|
||
|
{
|
||
|
pHL1Player->StartPullingObject(pObject);
|
||
|
}
|
||
|
}
|
||
|
}
|