//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "cbase.h" #include "player_pickup.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // player pickup utility routine void Pickup_ForcePlayerToDropThisObject( CBaseEntity *pTarget ) { if ( pTarget == NULL ) return; IPhysicsObject *pPhysics = pTarget->VPhysicsGetObject(); if ( pPhysics == NULL ) return; if ( pPhysics->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); pPlayer->ForceDropOfCarriedPhysObjects( pTarget ); } } void Pickup_OnPhysGunDrop( CBaseEntity *pDroppedObject, CBasePlayer *pPlayer, PhysGunDrop_t Reason ) { IPlayerPickupVPhysics *pPickup = dynamic_cast(pDroppedObject); if ( pPickup ) { pPickup->OnPhysGunDrop( pPlayer, Reason ); } } void Pickup_OnPhysGunPickup( CBaseEntity *pPickedUpObject, CBasePlayer *pPlayer, PhysGunPickup_t reason ) { IPlayerPickupVPhysics *pPickup = dynamic_cast(pPickedUpObject); if ( pPickup ) { pPickup->OnPhysGunPickup( pPlayer, reason ); } // send phys gun pickup item event, but only in single player if ( !g_pGameRules->IsMultiplayer() ) { IGameEvent *event = gameeventmanager->CreateEvent( "physgun_pickup" ); if ( event ) { event->SetInt( "entindex", pPickedUpObject->entindex() ); gameeventmanager->FireEvent( event ); } } } bool Pickup_OnAttemptPhysGunPickup( CBaseEntity *pPickedUpObject, CBasePlayer *pPlayer, PhysGunPickup_t reason ) { IPlayerPickupVPhysics *pPickup = dynamic_cast(pPickedUpObject); if ( pPickup ) { return pPickup->OnAttemptPhysGunPickup( pPlayer, reason ); } return true; } CBaseEntity *Pickup_OnFailedPhysGunPickup( CBaseEntity *pPickedUpObject, Vector vPhysgunPos ) { IPlayerPickupVPhysics *pPickup = dynamic_cast(pPickedUpObject); if ( pPickup ) { return pPickup->OnFailedPhysGunPickup( vPhysgunPos ); } return NULL; } bool Pickup_GetPreferredCarryAngles( CBaseEntity *pObject, CBasePlayer *pPlayer, matrix3x4_t &localToWorld, QAngle &outputAnglesWorldSpace ) { IPlayerPickupVPhysics *pPickup = dynamic_cast(pObject); if ( pPickup ) { if ( pPickup->HasPreferredCarryAnglesForPlayer( pPlayer ) ) { outputAnglesWorldSpace = TransformAnglesToWorldSpace( pPickup->PreferredCarryAngles(), localToWorld ); return true; } } return false; } bool Pickup_ForcePhysGunOpen( CBaseEntity *pObject, CBasePlayer *pPlayer ) { IPlayerPickupVPhysics *pPickup = dynamic_cast(pObject); if ( pPickup ) { return pPickup->ForcePhysgunOpen( pPlayer ); } return false; } AngularImpulse Pickup_PhysGunLaunchAngularImpulse( CBaseEntity *pObject, PhysGunForce_t reason ) { IPlayerPickupVPhysics *pPickup = dynamic_cast(pObject); if ( pPickup != NULL && pPickup->ShouldPuntUseLaunchForces( reason ) ) { return pPickup->PhysGunLaunchAngularImpulse(); } return RandomAngularImpulse( -600, 600 ); } Vector Pickup_DefaultPhysGunLaunchVelocity( const Vector &vecForward, float flMass ) { #ifdef HL2_DLL // Calculate the velocity based on physcannon rules float flForceMax = physcannon_maxforce.GetFloat(); float flForce = flForceMax; float mass = flMass; if ( mass > 100 ) { mass = MIN( mass, 1000 ); float flForceMin = physcannon_minforce.GetFloat(); flForce = SimpleSplineRemapValClamped( mass, 100, 600, flForceMax, flForceMin ); } return ( vecForward * flForce ); #endif // Do the simple calculation return ( vecForward * flMass ); } Vector Pickup_PhysGunLaunchVelocity( CBaseEntity *pObject, const Vector &vecForward, PhysGunForce_t reason ) { // The object must be valid if ( pObject == NULL ) { Assert( 0 ); return vec3_origin; } // Shouldn't ever get here with a non-vphysics object. IPhysicsObject *pPhysicsObject = pObject->VPhysicsGetObject(); if ( pPhysicsObject == NULL ) { Assert( 0 ); return vec3_origin; } // Call the pickup entity's callback IPlayerPickupVPhysics *pPickup = dynamic_cast(pObject); if ( pPickup != NULL && pPickup->ShouldPuntUseLaunchForces( reason ) ) return pPickup->PhysGunLaunchVelocity( vecForward, pPhysicsObject->GetMass() ); // Do our default behavior return Pickup_DefaultPhysGunLaunchVelocity( vecForward, pPhysicsObject->GetMass() ); } bool Pickup_ShouldPuntUseLaunchForces( CBaseEntity *pObject, PhysGunForce_t reason ) { IPlayerPickupVPhysics *pPickup = dynamic_cast(pObject); if ( pPickup ) { return pPickup->ShouldPuntUseLaunchForces( reason ); } return false; }