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93 lines
4.0 KiB
93 lines
4.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: APIs for player pickup of physics objects |
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// |
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//=============================================================================// |
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#ifndef PLAYER_PICKUP_H |
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#define PLAYER_PICKUP_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#ifdef HL2_DLL |
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// Needed for launch velocity |
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extern ConVar physcannon_minforce; |
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extern ConVar physcannon_maxforce; |
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#endif |
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// Reasons behind a pickup |
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enum PhysGunPickup_t |
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{ |
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PICKED_UP_BY_CANNON, |
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PUNTED_BY_CANNON, |
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PICKED_UP_BY_PLAYER, // Picked up by +USE, not physgun. |
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}; |
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// Reasons behind a drop |
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enum PhysGunDrop_t |
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{ |
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DROPPED_BY_PLAYER, |
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THROWN_BY_PLAYER, |
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DROPPED_BY_CANNON, |
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LAUNCHED_BY_CANNON, |
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}; |
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enum PhysGunForce_t |
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{ |
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PHYSGUN_FORCE_DROPPED, // Dropped by +USE |
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PHYSGUN_FORCE_THROWN, // Thrown from +USE |
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PHYSGUN_FORCE_PUNTED, // Punted by cannon |
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PHYSGUN_FORCE_LAUNCHED, // Launched by cannon |
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}; |
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void PlayerPickupObject( CBasePlayer *pPlayer, CBaseEntity *pObject ); |
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void Pickup_ForcePlayerToDropThisObject( CBaseEntity *pTarget ); |
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void Pickup_OnPhysGunDrop( CBaseEntity *pDroppedObject, CBasePlayer *pPlayer, PhysGunDrop_t reason ); |
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void Pickup_OnPhysGunPickup( CBaseEntity *pPickedUpObject, CBasePlayer *pPlayer, PhysGunPickup_t reason = PICKED_UP_BY_CANNON ); |
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bool Pickup_OnAttemptPhysGunPickup( CBaseEntity *pPickedUpObject, CBasePlayer *pPlayer, PhysGunPickup_t reason = PICKED_UP_BY_CANNON ); |
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bool Pickup_GetPreferredCarryAngles( CBaseEntity *pObject, CBasePlayer *pPlayer, matrix3x4_t &localToWorld, QAngle &outputAnglesWorldSpace ); |
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bool Pickup_ForcePhysGunOpen( CBaseEntity *pObject, CBasePlayer *pPlayer ); |
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bool Pickup_ShouldPuntUseLaunchForces( CBaseEntity *pObject, PhysGunForce_t reason ); |
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AngularImpulse Pickup_PhysGunLaunchAngularImpulse( CBaseEntity *pObject, PhysGunForce_t reason ); |
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Vector Pickup_DefaultPhysGunLaunchVelocity( const Vector &vecForward, float flMass ); |
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Vector Pickup_PhysGunLaunchVelocity( CBaseEntity *pObject, const Vector &vecForward, PhysGunForce_t reason ); |
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CBaseEntity *Pickup_OnFailedPhysGunPickup( CBaseEntity *pPickedUpObject, Vector vPhysgunPos ); |
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abstract_class IPlayerPickupVPhysics |
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{ |
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public: |
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// Callbacks for the physgun/cannon picking up an entity |
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virtual bool OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON ) = 0; |
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virtual CBaseEntity *OnFailedPhysGunPickup( Vector vPhysgunPos ) = 0; |
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virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON ) = 0; |
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virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) = 0; |
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virtual bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer = NULL ) = 0; |
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virtual QAngle PreferredCarryAngles( void ) = 0; |
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virtual bool ForcePhysgunOpen( CBasePlayer *pPlayer ) = 0; |
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virtual AngularImpulse PhysGunLaunchAngularImpulse() = 0; |
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virtual bool ShouldPuntUseLaunchForces( PhysGunForce_t reason ) = 0; |
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virtual Vector PhysGunLaunchVelocity( const Vector &vecForward, float flMass ) = 0; |
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}; |
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class CDefaultPlayerPickupVPhysics : public IPlayerPickupVPhysics |
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{ |
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public: |
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virtual bool OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON ) { return true; } |
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virtual CBaseEntity *OnFailedPhysGunPickup( Vector vPhysgunPos ) { return NULL; } |
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virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON ) {} |
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virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason ) {} |
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virtual bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ) { return false; } |
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virtual QAngle PreferredCarryAngles( void ) { return vec3_angle; } |
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virtual bool ForcePhysgunOpen( CBasePlayer *pPlayer ) { return false; } |
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virtual AngularImpulse PhysGunLaunchAngularImpulse() { return RandomAngularImpulse( -600, 600 ); } |
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virtual bool ShouldPuntUseLaunchForces( PhysGunForce_t reason ) { return false; } |
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virtual Vector PhysGunLaunchVelocity( const Vector &vecForward, float flMass ) |
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{ |
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return Pickup_DefaultPhysGunLaunchVelocity( vecForward, flMass ); |
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} |
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}; |
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#endif // PLAYER_PICKUP_H
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