//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "entityoutput.h" #include "ndebugoverlay.h" #include "func_bulletshield.h" #include "collisionutils.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern ConVar ent_debugkeys; extern ConVar showtriggers; LINK_ENTITY_TO_CLASS( func_bulletshield, CFuncBulletShield ); BEGIN_DATADESC( CFuncBulletShield ) /* DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputTurnOff ), DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), DEFINE_KEYFIELD( m_iDisabled, FIELD_INTEGER, "StartDisabled" ), DEFINE_KEYFIELD( m_iSolidity, FIELD_INTEGER, "Solidity" ), DEFINE_KEYFIELD( m_bSolidBsp, FIELD_BOOLEAN, "solidbsp" ), DEFINE_KEYFIELD( m_iszExcludedClass, FIELD_STRING, "excludednpc" ), DEFINE_KEYFIELD( m_bInvertExclusion, FIELD_BOOLEAN, "invert_exclusion" ), */ END_DATADESC() void CFuncBulletShield::Spawn( void ) { BaseClass::Spawn(); AddSolidFlags( FSOLID_CUSTOMRAYTEST ); AddSolidFlags( FSOLID_CUSTOMBOXTEST ); // SetSolid(SOLID_CUSTOM); VPhysicsDestroyObject(); } /* bool IntersectRayWithOBB( const Vector &vecRayStart, const Vector &vecRayDelta, const matrix3x4_t &matOBBToWorld, const Vector &vecOBBMins, const Vector &vecOBBMaxs, float flTolerance, CBaseTrace *pTrace ); bool IntersectRayWithOBB( const Vector &vecRayOrigin, const Vector &vecRayDelta, const Vector &vecBoxOrigin, const QAngle &angBoxRotation, const Vector &vecOBBMins, const Vector &vecOBBMaxs, float flTolerance, CBaseTrace *pTrace ); bool IntersectRayWithOBB( const Ray_t &ray, const Vector &vecBoxOrigin, const QAngle &angBoxRotation, const Vector &vecOBBMins, const Vector &vecOBBMaxs, float flTolerance, CBaseTrace *pTrace ); bool IntersectRayWithOBB( const Ray_t &ray, const matrix3x4_t &matOBBToWorld, const Vector &vecOBBMins, const Vector &vecOBBMaxs, float flTolerance, CBaseTrace *pTrace ); bool IntersectRayWithOBB( const Vector &vecRayStart, const Vector &vecRayDelta, const matrix3x4_t &matOBBToWorld, const Vector &vecOBBMins, const Vector &vecOBBMaxs, float flTolerance, BoxTraceInfo_t *pTrace ); */ bool CFuncBulletShield::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ) { // ignore unless a shot if ((mask & MASK_SHOT) == MASK_SHOT) { // use obb collision ICollideable *pCol = GetCollideable(); Assert(pCol); return IntersectRayWithOBB(ray,pCol->GetCollisionOrigin(),pCol->GetCollisionAngles(), pCol->OBBMins(),pCol->OBBMaxs(),1.0f,&trace); /* const model_t *pModel = this->GetCollisionModel(); if ( pModel && pModel->type == mod_brush ) { int nModelIndex = this->GetCollisionModelIndex(); cmodel_t *pCModel = CM_InlineModelNumber( nModelIndex - 1 ); int nHeadNode = pCModel->headnode; CM_TransformedBoxTrace( ray, nHeadNode, fMask, this->GetCollisionOrigin(), this->GetCollisionAngles(), *pTrace ); return true; } return false; */ // return BaseClass::TestCollision( ray, mask, trace ); } else return false; }