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487 lines
16 KiB
487 lines
16 KiB
3 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "portal_physics_collisionevent.h"
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#include "physicsshadowclone.h"
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#include "prop_combine_ball.h"
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#include "prop_portal.h"
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#include "portal_player.h"
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#include "portal/weapon_physcannon.h" //grab controller
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int CPortal_CollisionEvent::ShouldCollide( IPhysicsObject *pObj0, IPhysicsObject *pObj1, void *pGameData0, void *pGameData1 )
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{
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if ( !pGameData0 || !pGameData1 )
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return 1;
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AssertOnce( pObj0 && pObj1 );
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bool bShadowClonesInvolved = ((pObj0->GetGameFlags() | pObj1->GetGameFlags()) & FVPHYSICS_IS_SHADOWCLONE) != 0;
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if( bShadowClonesInvolved )
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{
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//at least one shadow clone
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if( (pObj0->GetGameFlags() & pObj1->GetGameFlags()) & FVPHYSICS_IS_SHADOWCLONE )
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return 0; //both are shadow clones
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if( (pObj0->GetGameFlags() | pObj1->GetGameFlags()) & FVPHYSICS_PLAYER_HELD )
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{
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//at least one is held
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//don't let players collide with objects they're holding, they get kinda messed up sometimes
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if( pGameData0 && ((CBaseEntity *)pGameData0)->IsPlayer() && (GetPlayerHeldEntity( (CBasePlayer *)pGameData0 ) == (CBaseEntity *)pGameData1) )
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return 0;
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if( pGameData1 && ((CBaseEntity *)pGameData1)->IsPlayer() && (GetPlayerHeldEntity( (CBasePlayer *)pGameData1 ) == (CBaseEntity *)pGameData0) )
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return 0;
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}
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}
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//everything is in one environment. This means we must tightly control what collides with what
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if( pGameData0 != pGameData1 )
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{
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//this code only decides what CAN'T collide due to portal environment differences, things that should collide will pass through here to deeper ShouldCollide() code
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CBaseEntity *pEntities[2] = { (CBaseEntity *)pGameData0, (CBaseEntity *)pGameData1 };
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IPhysicsObject *pPhysObjects[2] = { pObj0, pObj1 };
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bool bStatic[2] = { pObj0->IsStatic(), pObj1->IsStatic() };
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CPortalSimulator *pSimulators[2];
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for( int i = 0; i != 2; ++i )
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pSimulators[i] = CPortalSimulator::GetSimulatorThatOwnsEntity( pEntities[i] );
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AssertOnce( (bStatic[0] && bStatic[1]) == false ); //hopefully the system doesn't even call in for this, they're both static and can't collide
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if( bStatic[0] && bStatic[1] )
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return 0;
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#ifdef _DEBUG
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for( int i = 0; i != 2; ++i )
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{
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if( (pSimulators[i] != NULL) && CPhysicsShadowClone::IsShadowClone( pEntities[i] ) )
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{
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CPhysicsShadowClone *pClone = (CPhysicsShadowClone *)pEntities[i];
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CBaseEntity *pSource = pClone->GetClonedEntity();
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CPortalSimulator *pSourceSimulator = CPortalSimulator::GetSimulatorThatOwnsEntity( pSource );
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Assert( (pSimulators[i]->m_DataAccess.Simulation.Dynamic.EntFlags[pClone->entindex()] & PSEF_IS_IN_PORTAL_HOLE) == (pSourceSimulator->m_DataAccess.Simulation.Dynamic.EntFlags[pSource->entindex()] & PSEF_IS_IN_PORTAL_HOLE) );
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}
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}
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#endif
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if( pSimulators[0] == pSimulators[1] ) //same simulator
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{
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if( pSimulators[0] != NULL ) //and not main world
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{
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if( bStatic[0] || bStatic[1] )
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{
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for( int i = 0; i != 2; ++i )
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{
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if( bStatic[i] )
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{
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if( CPSCollisionEntity::IsPortalSimulatorCollisionEntity( pEntities[i] ) )
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{
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PS_PhysicsObjectSourceType_t objectSource;
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if( pSimulators[i]->CreatedPhysicsObject( pPhysObjects[i], &objectSource ) &&
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((objectSource == PSPOST_REMOTE_BRUSHES) || (objectSource == PSPOST_REMOTE_STATICPROPS)) )
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{
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if( (pSimulators[1-i]->m_DataAccess.Simulation.Dynamic.EntFlags[pEntities[1-i]->entindex()] & PSEF_IS_IN_PORTAL_HOLE) == 0 )
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return 0; //require that the entity be in the portal hole before colliding with transformed geometry
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//FIXME: The above requirement might fail horribly for transformed collision blocking the portal from the other side and fast moving objects
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}
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}
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break;
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}
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}
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}
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else if( bShadowClonesInvolved )
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{
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if( ((pSimulators[0]->m_DataAccess.Simulation.Dynamic.EntFlags[pEntities[0]->entindex()] |
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pSimulators[1]->m_DataAccess.Simulation.Dynamic.EntFlags[pEntities[1]->entindex()]) &
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PSEF_IS_IN_PORTAL_HOLE) == 0 )
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{
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return 0; //neither entity was actually in the portal hole
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}
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}
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}
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}
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else //different simulators
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{
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if( bShadowClonesInvolved ) //entities can only collide with shadow clones "owned" by the same simulator.
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return 0;
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if( bStatic[0] || bStatic[1] )
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{
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for( int i = 0; i != 2; ++i )
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{
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if( bStatic[i] )
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{
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int j = 1-i;
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CPortalSimulator *pSimulator_Entity = pSimulators[j];
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if( pEntities[i]->IsWorld() )
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{
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Assert( CPortalSimulator::GetSimulatorThatCreatedPhysicsObject( pPhysObjects[i] ) == NULL );
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if( pSimulator_Entity )
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return 0;
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}
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else
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{
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CPortalSimulator *pSimulator_Static = CPortalSimulator::GetSimulatorThatCreatedPhysicsObject( pPhysObjects[i] ); //might have been a static prop which would yield a new simulator
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if( pSimulator_Static && (pSimulator_Static != pSimulator_Entity) )
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return 0; //static collideable is from a different simulator
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}
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break;
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}
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}
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}
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else
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{
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Assert( CPSCollisionEntity::IsPortalSimulatorCollisionEntity( pEntities[0] ) == false );
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Assert( CPSCollisionEntity::IsPortalSimulatorCollisionEntity( pEntities[1] ) == false );
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for( int i = 0; i != 2; ++i )
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{
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if( pSimulators[i] )
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{
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//entities in the physics environment only collide with statics created by the environment (handled above), entities in the same environment (also above), or entities that should be cloned from main to the same environment
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if( (pSimulators[i]->m_DataAccess.Simulation.Dynamic.EntFlags[pEntities[1-i]->entindex()] & PSEF_CLONES_ENTITY_FROM_MAIN) == 0 ) //not cloned from main
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return 0;
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}
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}
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}
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}
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}
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return BaseClass::ShouldCollide( pObj0, pObj1, pGameData0, pGameData1 );
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}
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int CPortal_CollisionEvent::ShouldSolvePenetration( IPhysicsObject *pObj0, IPhysicsObject *pObj1, void *pGameData0, void *pGameData1, float dt )
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{
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if( (pGameData0 == NULL) || (pGameData1 == NULL) )
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return 0;
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if( CPSCollisionEntity::IsPortalSimulatorCollisionEntity( (CBaseEntity *)pGameData0 ) ||
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CPSCollisionEntity::IsPortalSimulatorCollisionEntity( (CBaseEntity *)pGameData1 ) )
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return 0;
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// For portal, don't solve penetrations on combine balls
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if( FClassnameIs( (CBaseEntity *)pGameData0, "prop_energy_ball" ) ||
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FClassnameIs( (CBaseEntity *)pGameData1, "prop_energy_ball" ) )
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return 0;
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if( (pObj0->GetGameFlags() | pObj1->GetGameFlags()) & FVPHYSICS_PLAYER_HELD )
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{
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//at least one is held
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CBaseEntity *pHeld;
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CBaseEntity *pOther;
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IPhysicsObject *pPhysHeld;
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IPhysicsObject *pPhysOther;
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if( pObj0->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
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{
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pHeld = (CBaseEntity *)pGameData0;
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pPhysHeld = pObj0;
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pOther = (CBaseEntity *)pGameData1;
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pPhysOther = pObj1;
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}
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else
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{
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pHeld = (CBaseEntity *)pGameData1;
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pPhysHeld = pObj1;
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pOther = (CBaseEntity *)pGameData0;
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pPhysOther = pObj0;
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}
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//don't let players collide with objects they're holding, they get kinda messed up sometimes
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if( pOther->IsPlayer() && (GetPlayerHeldEntity( (CBasePlayer *)pOther ) == pHeld) )
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return 0;
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//held objects are clipping into other objects when travelling across a portal. We're close to ship, so this seems to be the
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//most localized way to make a fix.
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//Note that we're not actually going to change whether it should solve, we're just going to tack on some hacks
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CPortal_Player *pHoldingPlayer = (CPortal_Player *)GetPlayerHoldingEntity( pHeld );
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if( !pHoldingPlayer && CPhysicsShadowClone::IsShadowClone( pHeld ) )
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pHoldingPlayer = (CPortal_Player *)GetPlayerHoldingEntity( ((CPhysicsShadowClone *)pHeld)->GetClonedEntity() );
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Assert( pHoldingPlayer );
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if( pHoldingPlayer )
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{
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CGrabController *pGrabController = GetGrabControllerForPlayer( pHoldingPlayer );
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if ( !pGrabController )
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pGrabController = GetGrabControllerForPhysCannon( pHoldingPlayer->GetActiveWeapon() );
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Assert( pGrabController );
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if( pGrabController )
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{
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GrabController_SetPortalPenetratingEntity( pGrabController, pOther );
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}
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//NDebugOverlay::EntityBounds( pHeld, 0, 0, 255, 16, 1.0f );
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//NDebugOverlay::EntityBounds( pOther, 255, 0, 0, 16, 1.0f );
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//pPhysOther->Wake();
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//FindClosestPassableSpace( pOther, Vector( 0.0f, 0.0f, 1.0f ) );
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}
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}
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if( (pObj0->GetGameFlags() | pObj1->GetGameFlags()) & FVPHYSICS_IS_SHADOWCLONE )
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{
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//at least one shadowclone is involved
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if( (pObj0->GetGameFlags() & pObj1->GetGameFlags()) & FVPHYSICS_IS_SHADOWCLONE ) //don't solve between two shadowclones, they're just going to resync in a frame anyways
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return 0;
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IPhysicsObject * const pObjects[2] = { pObj0, pObj1 };
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for( int i = 0; i != 2; ++i )
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{
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if( pObjects[i]->GetGameFlags() & FVPHYSICS_IS_SHADOWCLONE )
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{
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int j = 1 - i;
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if( !pObjects[j]->IsMoveable() )
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return 0; //don't solve between shadow clones and statics
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if( ((CPhysicsShadowClone *)(pObjects[i]->GetGameData()))->GetClonedEntity() == (pObjects[j]->GetGameData()) )
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return 0; //don't solve between a shadow clone and its source entity
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}
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}
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}
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return BaseClass::ShouldSolvePenetration( pObj0, pObj1, pGameData0, pGameData1, dt );
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}
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// Data for energy ball vs held item mass swapping hack
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static float s_fSavedMass[2];
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static bool s_bChangedMass[2] = { false, false };
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static bool s_bUseUnshadowed[2] = { false, false };
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static IPhysicsObject *s_pUnshadowed[2] = { NULL, NULL };
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static void ModifyWeight_PreCollision( vcollisionevent_t *pEvent )
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{
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Assert( (pEvent->pObjects[0] != NULL) && (pEvent->pObjects[1] != NULL) );
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CBaseEntity *pUnshadowedEntities[2];
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IPhysicsObject *pUnshadowedObjects[2];
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for( int i = 0; i != 2; ++i )
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{
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if( pEvent->pObjects[i]->GetGameFlags() & FVPHYSICS_IS_SHADOWCLONE )
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{
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CPhysicsShadowClone *pClone = ((CPhysicsShadowClone *)pEvent->pObjects[i]->GetGameData());
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pUnshadowedEntities[i] = pClone->GetClonedEntity();
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if( pUnshadowedEntities[i] == NULL )
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return;
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pUnshadowedObjects[i] = pClone->TranslatePhysicsToClonedEnt( pEvent->pObjects[i] );
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if( pUnshadowedObjects[i] == NULL )
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return;
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}
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else
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{
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pUnshadowedEntities[i] = (CBaseEntity *)pEvent->pObjects[i]->GetGameData();
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pUnshadowedObjects[i] = pEvent->pObjects[i];
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}
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}
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// HACKHACK: Reduce mass for combine ball vs movable brushes so the collision
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// appears fully elastic regardless of mass ratios
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for( int i = 0; i != 2; ++i )
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{
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int j = 1-i;
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// One is a combine ball, if the other is a movable brush, reduce the combine ball mass
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if ( dynamic_cast<CPropCombineBall *>(pUnshadowedEntities[j]) != NULL && pUnshadowedEntities[i] != NULL )
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{
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if ( pUnshadowedEntities[i]->GetMoveType() == MOVETYPE_PUSH )
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{
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s_bChangedMass[j] = true;
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s_fSavedMass[j] = pUnshadowedObjects[j]->GetMass();
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pEvent->pObjects[j]->SetMass( VPHYSICS_MIN_MASS );
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if( pUnshadowedObjects[j] != pEvent->pObjects[j] )
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{
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s_bUseUnshadowed[j] = true;
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s_pUnshadowed[j] = pUnshadowedObjects[j];
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pUnshadowedObjects[j]->SetMass( VPHYSICS_MIN_MASS );
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}
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}
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//HACKHACK: last minute problem knocking over turrets with energy balls, up the mass of the ball by a lot
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if( FClassnameIs( pUnshadowedEntities[i], "npc_portal_turret_floor" ) )
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{
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pUnshadowedObjects[j]->SetMass( pUnshadowedEntities[i]->VPhysicsGetObject()->GetMass() );
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}
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}
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}
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for( int i = 0; i != 2; ++i )
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{
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if( ( pUnshadowedObjects[i] && pUnshadowedObjects[i]->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) )
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{
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int j = 1-i;
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if( dynamic_cast<CPropCombineBall *>(pUnshadowedEntities[j]) != NULL )
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{
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// [j] is the combine ball, set mass low
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// if the above ball vs brush entity check didn't already change the mass, change the mass
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if ( !s_bChangedMass[j] )
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{
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s_bChangedMass[j] = true;
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s_fSavedMass[j] = pUnshadowedObjects[j]->GetMass();
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pEvent->pObjects[j]->SetMass( VPHYSICS_MIN_MASS );
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if( pUnshadowedObjects[j] != pEvent->pObjects[j] )
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{
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s_bUseUnshadowed[j] = true;
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s_pUnshadowed[j] = pUnshadowedObjects[j];
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pUnshadowedObjects[j]->SetMass( VPHYSICS_MIN_MASS );
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}
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}
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// [i] is the held object, set mass high
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s_bChangedMass[i] = true;
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s_fSavedMass[i] = pUnshadowedObjects[i]->GetMass();
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pEvent->pObjects[i]->SetMass( VPHYSICS_MAX_MASS );
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if( pUnshadowedObjects[i] != pEvent->pObjects[i] )
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{
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s_bUseUnshadowed[i] = true;
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s_pUnshadowed[i] = pUnshadowedObjects[i];
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pUnshadowedObjects[i]->SetMass( VPHYSICS_MAX_MASS );
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}
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}
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else if( pEvent->pObjects[j]->GetGameFlags() & FVPHYSICS_IS_SHADOWCLONE )
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{
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//held object vs shadow clone, set held object mass back to grab controller saved mass
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// [i] is the held object
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s_bChangedMass[i] = true;
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s_fSavedMass[i] = pUnshadowedObjects[i]->GetMass();
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CGrabController *pGrabController = NULL;
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CBaseEntity *pLookingForEntity = (CBaseEntity*)pEvent->pObjects[i]->GetGameData();
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CBasePlayer *pHoldingPlayer = GetPlayerHoldingEntity( pLookingForEntity );
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if( pHoldingPlayer )
|
||
|
pGrabController = GetGrabControllerForPlayer( pHoldingPlayer );
|
||
|
|
||
|
float fSavedMass, fSavedRotationalDamping;
|
||
|
|
||
|
AssertMsg( pGrabController, "Physics object is held, but we can't find the holding controller." );
|
||
|
GetSavedParamsForCarriedPhysObject( pGrabController, pUnshadowedObjects[i], &fSavedMass, &fSavedRotationalDamping );
|
||
|
|
||
|
pEvent->pObjects[i]->SetMass( fSavedMass );
|
||
|
if( pUnshadowedObjects[i] != pEvent->pObjects[i] )
|
||
|
{
|
||
|
s_bUseUnshadowed[i] = true;
|
||
|
s_pUnshadowed[i] = pUnshadowedObjects[i];
|
||
|
|
||
|
pUnshadowedObjects[i]->SetMass( fSavedMass );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void CPortal_CollisionEvent::PreCollision( vcollisionevent_t *pEvent )
|
||
|
{
|
||
|
ModifyWeight_PreCollision( pEvent );
|
||
|
return BaseClass::PreCollision( pEvent );
|
||
|
}
|
||
|
|
||
|
|
||
|
static void ModifyWeight_PostCollision( vcollisionevent_t *pEvent )
|
||
|
{
|
||
|
for( int i = 0; i != 2; ++i )
|
||
|
{
|
||
|
if( s_bChangedMass[i] )
|
||
|
{
|
||
|
pEvent->pObjects[i]->SetMass( s_fSavedMass[i] );
|
||
|
if( s_bUseUnshadowed[i] )
|
||
|
{
|
||
|
s_pUnshadowed[i]->SetMass( s_fSavedMass[i] );
|
||
|
s_bUseUnshadowed[i] = false;
|
||
|
}
|
||
|
s_bChangedMass[i] = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CPortal_CollisionEvent::PostCollision( vcollisionevent_t *pEvent )
|
||
|
{
|
||
|
ModifyWeight_PostCollision( pEvent );
|
||
|
|
||
|
return BaseClass::PostCollision( pEvent );
|
||
|
}
|
||
|
|
||
|
void CPortal_CollisionEvent::PostSimulationFrame()
|
||
|
{
|
||
|
//this actually happens once per physics environment simulation, and we don't want that, so do nothing and we'll get a different version manually called
|
||
|
}
|
||
|
|
||
|
void CPortal_CollisionEvent::PortalPostSimulationFrame( void )
|
||
|
{
|
||
|
BaseClass::PostSimulationFrame();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CPortal_CollisionEvent::AddDamageEvent( CBaseEntity *pEntity, const CTakeDamageInfo &info, IPhysicsObject *pInflictorPhysics, bool bRestoreVelocity, const Vector &savedVel, const AngularImpulse &savedAngVel )
|
||
|
{
|
||
|
const CTakeDamageInfo *pPassDownInfo = &info;
|
||
|
CTakeDamageInfo ReplacementDamageInfo; //only used some of the time
|
||
|
|
||
|
if( (info.GetDamageType() & DMG_CRUSH) &&
|
||
|
(pInflictorPhysics->GetGameFlags() & FVPHYSICS_IS_SHADOWCLONE) &&
|
||
|
(!info.BaseDamageIsValid()) &&
|
||
|
(info.GetDamageForce().LengthSqr() > (20000.0f * 20000.0f))
|
||
|
)
|
||
|
{
|
||
|
//VERY likely this was caused by the penetration solver. Since a shadow clone is involved we're going to ignore it becuase it causes more problems than it solves in this case
|
||
|
ReplacementDamageInfo = info;
|
||
|
ReplacementDamageInfo.SetDamage( 0.0f );
|
||
|
pPassDownInfo = &ReplacementDamageInfo;
|
||
|
}
|
||
|
|
||
|
BaseClass::AddDamageEvent( pEntity, *pPassDownInfo, pInflictorPhysics, bRestoreVelocity, savedVel, savedAngVel );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|