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482 lines
16 KiB
482 lines
16 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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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 "pushentity.h"
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#include "tf_player.h"
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#include "collisionutils.h"
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#include "tf_gamerules.h"
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#include "func_respawnroom.h"
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//#include "mathlib/mathlib.h"
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class CTFPhysicsPushEntities : public CPhysicsPushedEntities
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{
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public:
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DECLARE_CLASS( CTFPhysicsPushEntities, CPhysicsPushedEntities );
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// Constructor/Destructor.
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CTFPhysicsPushEntities();
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~CTFPhysicsPushEntities();
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protected:
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// Speculatively checks to see if all entities in this list can be pushed
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virtual bool SpeculativelyCheckRotPush( const RotatingPushMove_t &rotPushMove, CBaseEntity *pRoot );
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virtual bool SpeculativelyCheckLinearPush( const Vector &vecAbsPush );
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virtual void FinishRotPushedEntity( CBaseEntity *pPushedEntity, const RotatingPushMove_t &rotPushMove );
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private:
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bool RotationPushTFPlayer( PhysicsPushedInfo_t &info, const Vector &vecAbsPush, const RotatingPushMove_t &rotPushMove, bool bRotationalPush );
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bool RotationCheckPush( PhysicsPushedInfo_t &info );
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bool LinearPushTFPlayer( PhysicsPushedInfo_t &info, const Vector &vecAbsPush, bool bRotationalPush );
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bool LinearCheckPush( PhysicsPushedInfo_t &info );
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bool IsPlayerAABBIntersetingPusherOBB( CBaseEntity *pEntity, CBaseEntity *pRootEntity );
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void MovePlayer( CBaseEntity *pBlocker, PhysicsPushedInfo_t &info, float flMoveScale, bool bPusherIsTrain );
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void FindNewPushDirection( Vector &vecCurrent, Vector &vecNormal, Vector &vecOutput );
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float m_flPushDist;
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Vector m_vecPushVector;
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};
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CTFPhysicsPushEntities s_TFPushedEntities;
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CPhysicsPushedEntities *g_pPushedEntities = &s_TFPushedEntities;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CTFPhysicsPushEntities::CTFPhysicsPushEntities()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor.
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//-----------------------------------------------------------------------------
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CTFPhysicsPushEntities::~CTFPhysicsPushEntities()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFPhysicsPushEntities::SpeculativelyCheckRotPush( const RotatingPushMove_t &rotPushMove, CBaseEntity *pRoot )
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{
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// Only do this for "payload" or "escort" maps.
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if ( !( TFGameRules()->GetGameType() == TF_GAMETYPE_ESCORT ) )
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return BaseClass::SpeculativelyCheckRotPush( rotPushMove, pRoot );
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Vector vecAbsPush( 0.0f, 0.0f, 0.0f );
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m_nBlocker = -1;
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int nMovedCount = m_rgMoved.Count();
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for ( int i = ( nMovedCount - 1 ); i >= 0; --i )
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{
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// Is the entity and TF Player?
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CTFPlayer *pTFPlayer = NULL;
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if ( m_rgMoved[i].m_pEntity && m_rgMoved[i].m_pEntity->IsPlayer() )
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{
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pTFPlayer = ToTFPlayer( m_rgMoved[i].m_pEntity );
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}
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// Special code to move the player away from the func_train.
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if ( pTFPlayer )
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{
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// Rotationally push the player!
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RotationPushTFPlayer( m_rgMoved[i], vecAbsPush, rotPushMove, true );
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}
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else
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{
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ComputeRotationalPushDirection( m_rgMoved[i].m_pEntity, rotPushMove, &vecAbsPush, pRoot );
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if (!SpeculativelyCheckPush( m_rgMoved[i], vecAbsPush, true ))
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{
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m_nBlocker = i;
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return false;
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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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// Speculatively checks to see if all entities in this list can be pushed
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//-----------------------------------------------------------------------------
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bool CTFPhysicsPushEntities::SpeculativelyCheckLinearPush( const Vector &vecAbsPush )
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{
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// Only do this for "payload" or "escort" maps.
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if ( !( TFGameRules()->GetGameType() == TF_GAMETYPE_ESCORT ) )
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return BaseClass::SpeculativelyCheckLinearPush( vecAbsPush );
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m_nBlocker = -1;
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int nMovedCount = m_rgMoved.Count();
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for ( int i = ( nMovedCount - 1 ); i >= 0; --i )
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{
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// Is the entity and TF Player?
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CTFPlayer *pTFPlayer = NULL;
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if ( m_rgMoved[i].m_pEntity && m_rgMoved[i].m_pEntity->IsPlayer() )
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{
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pTFPlayer = ToTFPlayer( m_rgMoved[i].m_pEntity );
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}
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// Special code to move the player away from the func_train.
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if ( pTFPlayer )
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{
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// Linearly push the player!
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LinearPushTFPlayer( m_rgMoved[i], vecAbsPush, false );
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}
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else
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{
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if (!SpeculativelyCheckPush( m_rgMoved[i], vecAbsPush, false ))
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{
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m_nBlocker = i;
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return false;
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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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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFPhysicsPushEntities::RotationPushTFPlayer( PhysicsPushedInfo_t &info, const Vector &vecAbsPush, const RotatingPushMove_t &rotPushMove, bool bRotationalPush )
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{
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// Clear out the collision entity so that if we early out we don't send bogus collision data to the physics system.
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info.m_Trace.m_pEnt = NULL;
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// Look into doing a full engine->CM_Clear( trace)
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// Get the player.
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CTFPlayer *pPlayer = ToTFPlayer( info.m_pEntity );
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if ( !pPlayer )
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return false;
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info.m_vecStartAbsOrigin = pPlayer->GetAbsOrigin();
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// Get the player collision data.
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CCollisionProperty *pCollisionPlayer = info.m_pEntity->CollisionProp();
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if ( !pCollisionPlayer )
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return false;
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// Find the root object if in hierarchy.
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CBaseEntity *pRootEntity = m_rgPusher[0].m_pEntity->GetRootMoveParent();
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if ( !pRootEntity )
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return false;
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// Get the pusher collision data.
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CCollisionProperty *pCollisionPusher = pRootEntity->CollisionProp();
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if ( !pCollisionPusher )
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return false;
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// Do we have a collision.
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if ( !IsOBBIntersectingOBB( pCollisionPlayer->GetCollisionOrigin(), pCollisionPlayer->GetCollisionAngles(), pCollisionPlayer->OBBMins(), pCollisionPlayer->OBBMaxs(),
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pCollisionPusher->GetCollisionOrigin(), pCollisionPusher->GetCollisionAngles(), pCollisionPusher->OBBMins(), pCollisionPusher->OBBMaxs(),
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0.0f ) )
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return false;
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// For speed use spheres to approximate push distance.
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Vector vecPlayerOrigin = pCollisionPlayer->GetCollisionOrigin();
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float flPlayerRadius = pCollisionPlayer->BoundingRadius();
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Vector vecPusherOrigin = pCollisionPusher->GetCollisionOrigin();
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float flPusherRadius = pCollisionPusher->BoundingRadius();
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Vector vecDeltaOrigin;
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VectorSubtract( vecPlayerOrigin, vecPusherOrigin, vecDeltaOrigin );
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float flRadiusTotal = flPlayerRadius + flPusherRadius;
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float flLength = vecDeltaOrigin.Length();
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float flDistanceDelta = fabs( flRadiusTotal - flLength );
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// Put special code in if we are riding the pusher - only push upward.
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if ( pPlayer->GetGroundEntity() == pRootEntity )
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{
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// Set the push direction and distance.
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m_vecPushVector.Init( 0.0f, 0.0f, 1.0f );
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if ( rotPushMove.amove[0] != 0.0f )
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{
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m_flPushDist = fabs( tan( DEG2RAD( rotPushMove.amove[0] ) ) * flPusherRadius );
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float flPushAdd = m_flPushDist * 0.1f;
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m_flPushDist += flPushAdd;
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}
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else
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{
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m_flPushDist = 0.0f;
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}
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}
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else
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{
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// Set the push direction and distance.
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m_vecPushVector = vecDeltaOrigin;
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m_vecPushVector.NormalizeInPlace();
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m_flPushDist = flDistanceDelta;
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float flPushAdd = m_flPushDist * 0.1f;
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m_flPushDist += flPushAdd;
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}
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return RotationCheckPush( info );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFPhysicsPushEntities::RotationCheckPush( PhysicsPushedInfo_t &info )
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{
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// Get the blocking and pushing entities.
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CBaseEntity *pBlocker = info.m_pEntity;
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CBaseEntity *pRootEntity = m_rgPusher[0].m_pEntity->GetRootMoveParent();
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if ( !pBlocker || !pRootEntity )
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return true;
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int *pPusherHandles = ( int* )stackalloc( m_rgPusher.Count() * sizeof( int ) );
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UnlinkPusherList( pPusherHandles );
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for ( int iPushTry = 0; iPushTry < 3; ++iPushTry )
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{
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MovePlayer( pBlocker, info, 0.35f, pRootEntity->IsBaseTrain() );
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if ( !IsPlayerAABBIntersetingPusherOBB( pBlocker, pRootEntity ) )
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break;
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}
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RelinkPusherList( pPusherHandles );
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// Is the blocked ground the push entity?
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info.m_bPusherIsGround = false;
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if ( pBlocker->GetGroundEntity() && pBlocker->GetGroundEntity()->GetRootMoveParent() == m_rgPusher[0].m_pEntity )
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{
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info.m_bPusherIsGround = true;
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}
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// Check to see if the player is in a good spot and attempt a move again if not - but only if it isn't being ridden on.
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if ( IsPlayerAABBIntersetingPusherOBB( pBlocker, pRootEntity ) )
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{
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// Try again is the player is still blocked.
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// DevMsg( 1, "Pushing rotation hard!\n" );
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UnlinkPusherList( pPusherHandles );
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MovePlayer( pBlocker, info, 1.0f, pRootEntity->IsBaseTrain() );
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RelinkPusherList( pPusherHandles );
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}
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// The player will never stop a train from moving in TF.
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info.m_bBlocked = false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFPhysicsPushEntities::LinearPushTFPlayer( PhysicsPushedInfo_t &info, const Vector &vecAbsPush, bool bRotationalPush )
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{
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// Clear out the collision entity so that if we early out we don't send bogus collision data to the physics system.
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info.m_Trace.m_pEnt = NULL;
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// Get the player.
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CTFPlayer *pPlayer = ToTFPlayer( info.m_pEntity );
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if ( !pPlayer )
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return false;
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info.m_vecStartAbsOrigin = pPlayer->GetAbsOrigin();
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// Get the player collision data.
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CCollisionProperty *pCollisionPlayer = info.m_pEntity->CollisionProp();
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if ( !pCollisionPlayer )
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return false;
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// Find the root object if in hierarchy.
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CBaseEntity *pRootEntity = m_rgPusher[0].m_pEntity->GetRootMoveParent();
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if ( !pRootEntity )
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return false;
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// Get the pusher collision data.
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CCollisionProperty *pCollisionPusher = pRootEntity->CollisionProp();
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if ( !pCollisionPusher )
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return false;
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// Do we have a collision.
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if ( !IsOBBIntersectingOBB( pCollisionPlayer->GetCollisionOrigin(), pCollisionPlayer->GetCollisionAngles(), pCollisionPlayer->OBBMins(), pCollisionPlayer->OBBMaxs(),
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pCollisionPusher->GetCollisionOrigin(), pCollisionPusher->GetCollisionAngles(), pCollisionPusher->OBBMins(), pCollisionPusher->OBBMaxs(),
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0.0f ) )
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return false;
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if ( pPlayer->GetGroundEntity() == pRootEntity )
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{
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m_vecPushVector = vecAbsPush;
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m_flPushDist = VectorNormalize( m_vecPushVector );
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}
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else
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{
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m_vecPushVector = vecAbsPush;
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m_flPushDist = VectorNormalize( m_vecPushVector );
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m_vecPushVector.z = 0.0f;
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VectorNormalize( m_vecPushVector );
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}
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return LinearCheckPush( info );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFPhysicsPushEntities::LinearCheckPush( PhysicsPushedInfo_t &info )
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{
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// Get the blocking and pushing entities.
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CBaseEntity *pBlocker = info.m_pEntity;
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CBaseEntity *pRootEntity = m_rgPusher[0].m_pEntity->GetRootMoveParent();
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if ( !pBlocker || !pRootEntity )
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return true;
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// Unlink the pusher from the spatial partition and attempt a player move.
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int *pPusherHandles = ( int* )stackalloc( m_rgPusher.Count() * sizeof( int ) );
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UnlinkPusherList( pPusherHandles );
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MovePlayer( pBlocker, info, 1.0f, pRootEntity->IsBaseTrain() );
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RelinkPusherList( pPusherHandles );
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// Is the pusher the ground entity the blocker is standing on?
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info.m_bPusherIsGround = false;
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if ( pBlocker->GetGroundEntity() && pBlocker->GetGroundEntity()->GetRootMoveParent() == m_rgPusher[0].m_pEntity )
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{
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info.m_bPusherIsGround = true;
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}
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// Check to see if the player is in a good spot and attempt a move again if not - but only if it isn't being ridden on.
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if ( !info.m_bPusherIsGround && !IsPushedPositionValid( pBlocker ) )
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{
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// Try again is the player is still blocked.
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// DevMsg( 1, "Pushing linear hard!\n" );
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UnlinkPusherList( pPusherHandles );
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MovePlayer( pBlocker, info, 1.0f, pRootEntity->IsBaseTrain() );
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RelinkPusherList( pPusherHandles );
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}
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// The player will never stop a train from moving in TF.
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info.m_bBlocked = false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFPhysicsPushEntities::IsPlayerAABBIntersetingPusherOBB( CBaseEntity *pEntity, CBaseEntity *pRootEntity )
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{
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// Get the player.
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CTFPlayer *pPlayer = ToTFPlayer( pEntity );
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if ( !pPlayer )
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return false;
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// Get the player collision data.
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CCollisionProperty *pCollisionPlayer = pEntity->CollisionProp();
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if ( !pCollisionPlayer )
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return false;
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// Get the pusher collision data.
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CCollisionProperty *pCollisionPusher = pRootEntity->CollisionProp();
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if ( !pCollisionPusher )
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return false;
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// Do we have a collision.
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return IsOBBIntersectingOBB( pCollisionPlayer->GetCollisionOrigin(), pCollisionPlayer->GetCollisionAngles(), pCollisionPlayer->OBBMins(), pCollisionPlayer->OBBMaxs(),
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pCollisionPusher->GetCollisionOrigin(), pCollisionPusher->GetCollisionAngles(), pCollisionPusher->OBBMins(), pCollisionPusher->OBBMaxs(),
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0.0f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPhysicsPushEntities::FindNewPushDirection( Vector &vecCurrent, Vector &vecNormal, Vector &vecOutput )
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{
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// Determine how far along plane to slide based on incoming direction.
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float flBackOff = DotProduct( vecCurrent, vecNormal );
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for ( int iAxis = 0; iAxis < 3; ++iAxis )
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{
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float flDelta = vecNormal[iAxis] * flBackOff;
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vecOutput[iAxis] = vecCurrent[iAxis] - flDelta;
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}
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// iterate once to make sure we aren't still moving through the plane
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float flAdjust = DotProduct( vecOutput, vecNormal );
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if( flAdjust < 0.0f )
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{
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vecOutput -= ( vecNormal * flAdjust );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPhysicsPushEntities::MovePlayer( CBaseEntity *pBlocker, PhysicsPushedInfo_t &info, float flMoveScale, bool bPusherIsTrain )
|
||
|
{
|
||
|
// Find out how far we still need to move.
|
||
|
float flFractionLeft = 1.0f;
|
||
|
float flNewDist = m_flPushDist *flMoveScale;
|
||
|
Vector vecPush = m_vecPushVector;
|
||
|
|
||
|
// Find a new push vector.
|
||
|
Vector vecStart = pBlocker->GetAbsOrigin();
|
||
|
vecStart.z += 4.0f;
|
||
|
for ( int iTest = 0; iTest < 4; ++iTest )
|
||
|
{
|
||
|
// Clear the trace entity.
|
||
|
Vector vecEnd = pBlocker->GetAbsOrigin() + ( flNewDist * vecPush );
|
||
|
UTIL_TraceEntity( pBlocker, vecStart, vecEnd, MASK_PLAYERSOLID, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &info.m_Trace );
|
||
|
|
||
|
// we don't want trains pushing enemy players through a respawn room visualizer
|
||
|
if ( bPusherIsTrain && pBlocker->IsPlayer() )
|
||
|
{
|
||
|
if ( PointsCrossRespawnRoomVisualizer( vecStart, info.m_Trace.endpos, pBlocker->GetTeamNumber() ) )
|
||
|
{
|
||
|
CTFPlayer *pTFPlayer = ToTFPlayer( pBlocker );
|
||
|
if ( pTFPlayer )
|
||
|
{
|
||
|
pTFPlayer->CommitSuicide( true, true );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( info.m_Trace.fraction > 0.0f )
|
||
|
{
|
||
|
pBlocker->SetAbsOrigin( info.m_Trace.endpos );
|
||
|
}
|
||
|
|
||
|
if ( info.m_Trace.fraction == 1.0f || !info.m_Trace.m_pEnt )
|
||
|
break;
|
||
|
|
||
|
// New test distance and position.
|
||
|
flFractionLeft = 1.0f - info.m_Trace.fraction;
|
||
|
flNewDist = flFractionLeft * flNewDist;
|
||
|
flNewDist = flNewDist * ( 1.0f + ( 1.0f - fabs( info.m_Trace.plane.normal.Dot( vecPush ) ) ) );
|
||
|
|
||
|
// Find the new push direction.
|
||
|
Vector vecTmp;
|
||
|
FindNewPushDirection( vecPush, info.m_Trace.plane.normal, vecTmp );
|
||
|
VectorCopy( vecTmp, vecPush );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Causes all entities in the list to touch triggers from their prev position
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPhysicsPushEntities::FinishRotPushedEntity( CBaseEntity *pPushedEntity, const RotatingPushMove_t &rotPushMove )
|
||
|
{
|
||
|
// Only do this for "payload" or "escort" maps.
|
||
|
if ( !( TFGameRules()->GetGameType() == TF_GAMETYPE_ESCORT ) )
|
||
|
return BaseClass::FinishRotPushedEntity( pPushedEntity, rotPushMove );
|
||
|
|
||
|
if ( !pPushedEntity->IsPlayer() )
|
||
|
{
|
||
|
QAngle angles = pPushedEntity->GetAbsAngles();
|
||
|
|
||
|
// only rotate YAW with pushing. Freely rotateable entities should either use VPHYSICS
|
||
|
// or be set up as children
|
||
|
angles.y += rotPushMove.amove.y;
|
||
|
pPushedEntity->SetAbsAngles( angles );
|
||
|
}
|
||
|
}
|