You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
620 lines
17 KiB
620 lines
17 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: Defines a combine ball and a combine ball launcher which have certain properties |
|
// overwritten to make use of them in portal game play. |
|
// |
|
//=====================================================================================// |
|
|
|
#include "cbase.h" // for pch |
|
#include "prop_combine_ball.h" // for base class |
|
#include "te_effect_dispatch.h" // for the explosion/impact effects |
|
#include "prop_portal.h" // Special case code for passing through portals. We need the class definition. |
|
#include "soundenvelope.h" |
|
#include "physicsshadowclone.h" |
|
|
|
// resource file names |
|
#define IMPACT_DECAL_NAME "decals/smscorch1model" |
|
|
|
// context think |
|
#define UPDATE_THINK_CONTEXT "UpdateThinkContext" |
|
|
|
class CPropEnergyBall : public CPropCombineBall |
|
{ |
|
public: |
|
DECLARE_CLASS( CPropEnergyBall, CPropCombineBall ); |
|
DECLARE_DATADESC(); |
|
DECLARE_SERVERCLASS(); |
|
|
|
virtual void Precache(); |
|
virtual void CreateSounds( void ); |
|
virtual void StopLoopingSounds( void ); |
|
virtual void Spawn(); |
|
virtual void Activate( void ); |
|
|
|
// Overload for unlimited bounces and predictable movement |
|
virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); |
|
// Overload for less sound, no shake. |
|
virtual void ExplodeThink( void ); |
|
// Update in a time till death update |
|
virtual void Think ( void ); |
|
virtual void EndTouch( CBaseEntity *pOther ); |
|
virtual void StartTouch( CBaseEntity *pOther ); |
|
virtual void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms ); |
|
|
|
CHandle<CProp_Portal> m_hTouchedPortal; // Pointer to the portal we are touched most recently |
|
bool m_bTouchingPortal1; // Are we touching portal 1 |
|
bool m_bTouchingPortal2; // Are we touching portal 2 |
|
|
|
// Remember the last known direction of travel, incase our velocity is cleared. |
|
Vector m_vLastKnownDirection; |
|
|
|
// After portal teleports, we force the life to be at least this number. |
|
float m_fMinLifeAfterPortal; |
|
|
|
CNetworkVar( bool, m_bIsInfiniteLife ); |
|
CNetworkVar( float, m_fTimeTillDeath ); |
|
|
|
CSoundPatch *m_pAmbientSound; |
|
|
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( prop_energy_ball, CPropEnergyBall ); |
|
|
|
|
|
BEGIN_DATADESC( CPropEnergyBall ) |
|
|
|
DEFINE_FIELD( m_hTouchedPortal, FIELD_EHANDLE ), |
|
DEFINE_FIELD( m_bTouchingPortal1, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( m_bTouchingPortal2, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( m_vLastKnownDirection, FIELD_VECTOR ), |
|
DEFINE_FIELD( m_fMinLifeAfterPortal, FIELD_FLOAT ), |
|
DEFINE_FIELD( m_bIsInfiniteLife, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( m_fTimeTillDeath, FIELD_FLOAT ), |
|
|
|
DEFINE_SOUNDPATCH( m_pAmbientSound ), |
|
|
|
DEFINE_THINKFUNC( Think ), |
|
|
|
END_DATADESC() |
|
|
|
IMPLEMENT_SERVERCLASS_ST( CPropEnergyBall, DT_PropEnergyBall ) |
|
|
|
SendPropBool( SENDINFO( m_bIsInfiniteLife ) ), |
|
SendPropFloat ( SENDINFO( m_fTimeTillDeath ) ), |
|
|
|
END_SEND_TABLE() |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Precache |
|
// Input : - |
|
//----------------------------------------------------------------------------- |
|
void CPropEnergyBall::Precache() |
|
{ |
|
BaseClass::Precache(); |
|
|
|
PrecacheScriptSound( "EnergyBall.Explosion" ); |
|
PrecacheScriptSound( "EnergyBall.Launch" ); |
|
PrecacheScriptSound( "EnergyBall.Impact" ); |
|
PrecacheScriptSound( "EnergyBall.AmbientLoop" ); |
|
UTIL_PrecacheDecal( IMPACT_DECAL_NAME, false ); |
|
|
|
} |
|
|
|
|
|
void CPropEnergyBall::CreateSounds() |
|
{ |
|
if (!m_pAmbientSound) |
|
{ |
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); |
|
|
|
CPASAttenuationFilter filter( this ); |
|
|
|
m_pAmbientSound = controller.SoundCreate( filter, entindex(), "EnergyBall.AmbientLoop" ); |
|
controller.Play( m_pAmbientSound, 1.0, 100 ); |
|
} |
|
} |
|
|
|
|
|
void CPropEnergyBall::StopLoopingSounds() |
|
{ |
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); |
|
|
|
controller.SoundDestroy( m_pAmbientSound ); |
|
m_pAmbientSound = NULL; |
|
|
|
BaseClass::StopLoopingSounds(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : - |
|
//----------------------------------------------------------------------------- |
|
void CPropEnergyBall::Spawn() |
|
{ |
|
Precache(); |
|
|
|
BaseClass::Spawn(); |
|
|
|
m_bTouchingPortal1 = false; |
|
m_bTouchingPortal2 = false; |
|
m_bIsInfiniteLife = false; |
|
m_fTimeTillDeath = -1; |
|
m_fMinLifeAfterPortal = 5; |
|
// Init last known direction to our initial direction |
|
GetVelocity( &m_vLastKnownDirection, NULL ); |
|
} |
|
|
|
void CPropEnergyBall::Activate( void ) |
|
{ |
|
BaseClass::Activate(); |
|
|
|
CreateSounds(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Keep a constant velocity despite collisions, make impact sounds and effects |
|
//----------------------------------------------------------------------------- |
|
void CPropEnergyBall::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) |
|
{ |
|
// Skip combine ball's collision, but do everything below it. |
|
|
|
BaseClass::BaseClass::VPhysicsCollision( index, pEvent ); |
|
|
|
Vector preVelocity = pEvent->preVelocity[index]; |
|
// float flSpeed = VectorNormalize( preVelocity ); |
|
|
|
// It's ok to change direction, but maintain speed = m_flSpeed. |
|
Vector vecFinalVelocity = pEvent->postVelocity[index]; |
|
VectorNormalize( vecFinalVelocity ); |
|
|
|
if ( m_bTouchingPortal2 || m_bTouchingPortal1 ) |
|
{ |
|
AssertMsg ( m_hTouchedPortal.Get(), "Touching a portal, but recorded an invalid handle." ); |
|
} |
|
|
|
// Used for deciding if we play our impact effects/sounds |
|
bool bIsEnteringPortalAndLockingAxisForward = false; |
|
|
|
// Fixed bounce axis when in a portal environment |
|
if ( (m_bTouchingPortal2 || m_bTouchingPortal1) && m_hTouchedPortal.Get() ) |
|
{ |
|
// Force our velocity to be either towards or away from the portal, no bouncing at odd angles allowed |
|
CProp_Portal* pPortal = m_hTouchedPortal.Get(); |
|
|
|
// Only lock to the portal's forward axis if we're in it's world bounds |
|
// We use a tolerance of four, because the render bounds thickness for a portal is 4, and this function |
|
// intersects with a plane. |
|
bool bHitPortal = UTIL_IsBoxIntersectingPortal( GetAbsOrigin(), WorldAlignSize(), pPortal, 4.0f ); |
|
|
|
// We definitely hit a portal |
|
if ( bHitPortal && pPortal && pPortal->IsActivedAndLinked() ) |
|
{ |
|
Vector vecTouchedPortalFace; |
|
pPortal->GetVectors( &vecTouchedPortalFace, NULL, NULL ); |
|
vecTouchedPortalFace.NormalizeInPlace(); |
|
float fDot = vecTouchedPortalFace.Dot( vecFinalVelocity ); |
|
|
|
// closer to 'towards' the portal, force it to go that direction |
|
if ( fDot < 0 ) |
|
{ |
|
vecFinalVelocity = -vecTouchedPortalFace; |
|
|
|
// Since we're going 'through', don't do surfaceprop based collision effects |
|
// because the it will look like we didn't hit anything. |
|
pEvent->surfaceProps[0] = pEvent->surfaceProps[1] = physprops->GetSurfaceIndex( "default" ); |
|
bIsEnteringPortalAndLockingAxisForward = true; |
|
} |
|
else // Closer to 'away from' the portal. Force the energy ball to go that direction |
|
{ |
|
vecFinalVelocity = vecTouchedPortalFace; |
|
} |
|
} |
|
} |
|
|
|
|
|
// Plant a decal on any solid brushes we hit |
|
if ( !bIsEnteringPortalAndLockingAxisForward ) |
|
{ |
|
trace_t tr; |
|
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*preVelocity, MASK_SHOT, |
|
this, COLLISION_GROUP_NONE, &tr); |
|
|
|
// Only place decals and draw effects if we hit something valid |
|
if ( tr.m_pEnt ) |
|
{ |
|
|
|
// Cball impact effect (using same trace as the decal placement above) |
|
CEffectData data; |
|
data.m_flRadius = 16; |
|
data.m_vNormal = tr.plane.normal; |
|
data.m_vOrigin = tr.endpos + tr.plane.normal * 1.0f; |
|
|
|
|
|
DispatchEffect( "cball_bounce", data ); |
|
|
|
if ( tr.m_pEnt ) |
|
{ |
|
UTIL_DecalTrace( &tr, "EnergyBall.Impact" ); |
|
} |
|
} |
|
|
|
EmitSound( "EnergyBall.Impact" ); |
|
} |
|
|
|
// Record our direction so our fixed direction hacks know we have changed direction immediately |
|
m_vLastKnownDirection = vecFinalVelocity; |
|
|
|
// Scale new velocity to our fixed speed |
|
vecFinalVelocity *= GetSpeed(); |
|
|
|
// Try to update the velocity now, however I'm told this rarely works. |
|
// We will spam updates in our think function to help get us in the direction we want to go. |
|
PhysCallbackSetVelocity( pEvent->pObjects[index], vecFinalVelocity ); |
|
} |
|
|
|
void CPropEnergyBall::NotifySystemEvent(CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms ) |
|
{ |
|
// On teleport, we record a pointer to the portal we are arriving at |
|
if ( eventType == NOTIFY_EVENT_TELEPORT ) |
|
{ |
|
CProp_Portal *pEnteredPortal = dynamic_cast<CProp_Portal*>( pNotify ); |
|
if( pEnteredPortal ) |
|
{ |
|
m_vLastKnownDirection = pEnteredPortal->m_matrixThisToLinked.ApplyRotation( m_vLastKnownDirection ); |
|
m_vLastKnownDirection.NormalizeInPlace(); |
|
|
|
IPhysicsObject *pPhysObject = VPhysicsGetObject(); |
|
if( pPhysObject ) |
|
{ |
|
Vector vNewVelocity = m_vLastKnownDirection * GetSpeed(); |
|
pPhysObject->SetVelocityInstantaneous( &vNewVelocity, NULL ); |
|
} |
|
|
|
// Record the new portal for the purposes of locking our movement |
|
m_hTouchedPortal = pEnteredPortal->m_hLinkedPortal; |
|
} |
|
else |
|
{ |
|
m_hTouchedPortal = NULL; |
|
} |
|
|
|
// If an energy ball passes a portal (teleports), add a make sure its life is >= sk_energy_ball_min_life_after_portal |
|
float fCurTimeTillDeath = GetNextThink( "ExplodeTimerContext" ); |
|
// If we are set to die, then refresh that time if it is below a set threshold |
|
if ( fCurTimeTillDeath > 0 ) |
|
{ |
|
float fTimeLeft = fCurTimeTillDeath - gpGlobals->curtime; |
|
float fMinLife = m_fMinLifeAfterPortal; |
|
float fTimeToDie = (fTimeLeft > fMinLife) ? (fTimeLeft) : (fMinLife); |
|
SetContextThink( &CPropCombineBall::ExplodeThink, gpGlobals->curtime + fTimeToDie, "ExplodeTimerContext" ); |
|
} |
|
} |
|
|
|
//BaseClass::NotifySystemEvent( pNotify, eventType, params ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Send down the time till death to the client code to help indicate when the ball will detonate |
|
// Input : - |
|
//----------------------------------------------------------------------------- |
|
void CPropEnergyBall::Think() |
|
{ |
|
// Finite life energy balls send the time till death down to the client for display purposes |
|
if ( !m_bIsInfiniteLife ) |
|
{ |
|
m_fTimeTillDeath = GetNextThink( "ExplodeTimerContext" ) - gpGlobals->curtime; |
|
SetNextThink ( gpGlobals->curtime + 0.5f ); |
|
} |
|
|
|
// Force our movement to be at desired speed |
|
IPhysicsObject* pMyObject = VPhysicsGetObject(); |
|
if ( pMyObject ) |
|
{ |
|
// get our current speed |
|
Vector vCurVelocity, vNewVelocity; |
|
pMyObject->GetVelocity( &vCurVelocity, NULL ); |
|
float fCurSpeed = vCurVelocity.Length(); |
|
|
|
if ( fCurSpeed < GetSpeed() ) |
|
{ |
|
m_vLastKnownDirection.NormalizeInPlace(); |
|
vNewVelocity = m_vLastKnownDirection * GetSpeed(); |
|
pMyObject->SetVelocityInstantaneous( &vNewVelocity, NULL ); |
|
} |
|
} |
|
|
|
SetNextThink( gpGlobals->curtime + 0.1 ); |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Make a sound/effect for the removal of the energy ball, and switch to the cleanup think |
|
// Input : - |
|
//----------------------------------------------------------------------------- |
|
void CPropEnergyBall::ExplodeThink( ) |
|
{ |
|
// Tell the respawner to make a new one |
|
if ( GetSpawner() ) |
|
{ |
|
GetSpawner()->RespawnBallPostExplosion(); |
|
} |
|
|
|
//Destruction effect |
|
CBroadcastRecipientFilter filter2; |
|
CEffectData data; |
|
data.m_vOrigin = GetAbsOrigin(); |
|
DispatchEffect( "ManhackSparks", data ); |
|
EmitSound( "EnergyBall.Explosion" ); |
|
|
|
// Turn us off and wait because we need our trails to finish up properly |
|
SetAbsVelocity( vec3_origin ); |
|
SetMoveType( MOVETYPE_NONE ); |
|
AddSolidFlags( FSOLID_NOT_SOLID ); |
|
|
|
SetEmitState( false ); |
|
|
|
SetContextThink( &CPropCombineBall::SUB_Remove, gpGlobals->curtime + 0.5f, "RemoveContext" ); |
|
StopLoopingSounds(); |
|
} |
|
|
|
void CPropEnergyBall::StartTouch( CBaseEntity *pOther ) |
|
{ |
|
Assert( pOther ); |
|
|
|
if( CPhysicsShadowClone::IsShadowClone( pOther ) ) |
|
{ |
|
CBaseEntity *pCloned = ((CPhysicsShadowClone *)pOther)->GetClonedEntity(); |
|
if( pCloned ) |
|
pOther = pCloned; |
|
} |
|
|
|
// Kill the player on hit. |
|
if ( pOther->IsPlayer() ) |
|
{ |
|
CTakeDamageInfo info( this, GetOwnerEntity(), GetAbsVelocity(), GetAbsOrigin(), 1500.0f, DMG_DISSOLVE ); |
|
pOther->OnTakeDamage( info ); |
|
|
|
// Destruct when we hit the player |
|
SetContextThink( &CPropCombineBall::ExplodeThink, gpGlobals->curtime, "ExplodeTimerContext" ); |
|
} |
|
|
|
CProp_Portal* pPortal = dynamic_cast<CProp_Portal*>(pOther); |
|
// If toucher is a prop portal |
|
if ( pPortal ) |
|
{ |
|
// Record the touched portal for locking collision movements. |
|
// The forward direction we want to follow is the forward vector of the portal we've touched most recently |
|
m_hTouchedPortal = pPortal; |
|
|
|
// record that we touched this portal |
|
if ( pPortal->m_bIsPortal2 == false ) |
|
{ |
|
m_bTouchingPortal1 = true; |
|
} |
|
else //if ( pPortal->m_bIsPortal2 == true ) |
|
{ |
|
m_bTouchingPortal2 = true; |
|
} |
|
} |
|
|
|
BaseClass::StartTouch( pOther ); |
|
} |
|
|
|
void CPropEnergyBall::EndTouch( CBaseEntity *pOther ) |
|
{ |
|
CProp_Portal* pPortal = dynamic_cast<CProp_Portal*>(pOther); |
|
|
|
if ( pPortal ) |
|
{ |
|
// We are no longer touching this portal |
|
if ( pPortal->m_bIsPortal2 == false ) |
|
{ |
|
m_bTouchingPortal1 = false; |
|
} |
|
else //if ( pPortal->m_bIsPortal2 == true ) |
|
{ |
|
m_bTouchingPortal2 = false; |
|
} |
|
} |
|
|
|
BaseClass::EndTouch( pOther ); |
|
|
|
} |
|
|
|
class CEnergyBallLauncher : public CPointCombineBallLauncher |
|
{ |
|
public: |
|
DECLARE_CLASS( CEnergyBallLauncher, CPointCombineBallLauncher ); |
|
DECLARE_DATADESC(); |
|
|
|
virtual void SpawnBall(); |
|
virtual void Precache(); |
|
virtual void Spawn(); |
|
|
|
private: |
|
float m_fBallLifetime; |
|
float m_fMinBallLifeAfterPortal; |
|
|
|
COutputEvent m_OnPostSpawnBall; |
|
|
|
|
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( point_energy_ball_launcher, CEnergyBallLauncher ); |
|
|
|
BEGIN_DATADESC( CEnergyBallLauncher ) |
|
|
|
DEFINE_KEYFIELD( m_fBallLifetime, FIELD_FLOAT, "BallLifetime" ), |
|
DEFINE_KEYFIELD( m_fMinBallLifeAfterPortal, FIELD_FLOAT, "MinLifeAfterPortal" ), |
|
|
|
DEFINE_OUTPUT ( m_OnPostSpawnBall, "OnPostSpawnBall" ), |
|
|
|
END_DATADESC() |
|
|
|
void CEnergyBallLauncher::Precache() |
|
{ |
|
BaseClass::Precache(); |
|
|
|
UTIL_PrecacheDecal( IMPACT_DECAL_NAME, false ); |
|
} |
|
|
|
void CEnergyBallLauncher::Spawn() |
|
{ |
|
Precache(); |
|
|
|
BaseClass::Spawn(); |
|
} |
|
|
|
|
|
void CEnergyBallLauncher::SpawnBall() |
|
{ |
|
CPropEnergyBall *pBall = static_cast<CPropEnergyBall*>( CreateEntityByName( "prop_energy_ball" ) ); |
|
|
|
if ( pBall == NULL ) |
|
return; |
|
|
|
pBall->SetRadius( m_flBallRadius ); |
|
Vector vecAbsOrigin = GetAbsOrigin(); |
|
Vector zaxis; |
|
|
|
pBall->SetAbsOrigin( vecAbsOrigin ); |
|
pBall->SetSpawner( this ); |
|
|
|
pBall->SetSpeed( m_flMaxSpeed ); |
|
float flSpeed = m_flMaxSpeed; |
|
|
|
Vector vDirection; |
|
QAngle qAngle = GetAbsAngles(); |
|
AngleVectors( qAngle, &vDirection, NULL, NULL ); |
|
|
|
vDirection *= flSpeed; |
|
pBall->SetAbsVelocity( vDirection ); |
|
|
|
DispatchSpawn(pBall); |
|
pBall->Activate(); |
|
pBall->SetState( CPropCombineBall::STATE_LAUNCHED ); |
|
pBall->SetCollisionGroup( COLLISION_GROUP_PROJECTILE ); |
|
pBall->m_fMinLifeAfterPortal = m_fMinBallLifeAfterPortal; |
|
|
|
// Additional setup of the physics object for energy ball uses |
|
IPhysicsObject *pBallObj = pBall->VPhysicsGetObject(); |
|
|
|
if ( pBallObj ) |
|
{ |
|
// Make sure we dont use air drag |
|
pBallObj->EnableDrag( false ); |
|
|
|
// Remove damping |
|
float speed, rot; |
|
speed = rot = 0.0f; |
|
pBallObj->SetDamping( &speed, &rot ); |
|
|
|
// HUGE rotational inertia, don't allow the ball to have any spin |
|
Vector vInertia( 1e30, 1e30, 1e30 ); |
|
pBallObj->SetInertia( vInertia ); |
|
|
|
// Low mass to let it bounce off of obstructions for certain puzzles. |
|
pBallObj->SetMass( 1.0f ); |
|
} |
|
|
|
// Only expire if the lifetme field is positive |
|
if ( m_fBallLifetime >=0 ) |
|
{ |
|
pBall->StartLifetime( m_fBallLifetime ); |
|
pBall->m_bIsInfiniteLife = false; |
|
} |
|
else |
|
{ |
|
pBall->m_bIsInfiniteLife = true; |
|
} |
|
|
|
// Think function, used to update time till death and avoid sleeping |
|
pBall->SetNextThink ( gpGlobals->curtime + 0.1f ); |
|
|
|
EmitSound( "EnergyBall.Launch" ); |
|
|
|
m_OnPostSpawnBall.FireOutput( this, this ); |
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static void fire_energy_ball_f( void ) |
|
{ |
|
if( sv_cheats->GetBool() == false ) //heavy handed version since setting the concommand with FCVAR_CHEATS isn't working like I thought |
|
return; |
|
|
|
CBasePlayer *pPlayer = (CBasePlayer *)UTIL_GetCommandClient(); |
|
|
|
Vector ptEyes, vForward; |
|
ptEyes = pPlayer->EyePosition(); |
|
pPlayer->EyeVectors( &vForward ); |
|
|
|
|
|
|
|
|
|
{ |
|
CPropEnergyBall *pBall = static_cast<CPropEnergyBall*>( CreateEntityByName( "prop_energy_ball" ) ); |
|
|
|
if ( pBall == NULL ) |
|
return; |
|
|
|
pBall->SetRadius( 12.0f ); |
|
|
|
pBall->SetAbsOrigin( ptEyes + (vForward * 50.0f) ); |
|
pBall->SetSpawner( NULL ); |
|
|
|
pBall->SetSpeed( 400.0f ); |
|
|
|
|
|
pBall->SetAbsVelocity( vForward * 400.0f ); |
|
|
|
DispatchSpawn(pBall); |
|
pBall->Activate(); |
|
pBall->SetState( CPropCombineBall::STATE_LAUNCHED ); |
|
pBall->SetCollisionGroup( COLLISION_GROUP_PROJECTILE ); |
|
pBall->m_fMinLifeAfterPortal = 5.0f; |
|
|
|
// Additional setup of the physics object for energy ball uses |
|
IPhysicsObject *pBallObj = pBall->VPhysicsGetObject(); |
|
|
|
if ( pBallObj ) |
|
{ |
|
// Make sure we dont use air drag |
|
pBallObj->EnableDrag( false ); |
|
|
|
// Remove damping |
|
float speed, rot; |
|
speed = rot = 0.0f; |
|
pBallObj->SetDamping( &speed, &rot ); |
|
|
|
// HUGE rotational inertia, don't allow the ball to have any spin |
|
Vector vInertia( 1e30, 1e30, 1e30 ); |
|
pBallObj->SetInertia( vInertia ); |
|
|
|
// Low mass to let it bounce off of obstructions for certain puzzles. |
|
pBallObj->SetMass( 1.0f ); |
|
} |
|
|
|
pBall->StartLifetime( 10.0f ); |
|
pBall->m_bIsInfiniteLife = false; |
|
|
|
// Think function, used to update time till death and avoid sleeping |
|
pBall->SetNextThink ( gpGlobals->curtime + 0.1f ); |
|
|
|
} |
|
|
|
|
|
} |
|
|
|
ConCommand fire_energy_ball( "fire_energy_ball", fire_energy_ball_f, "Fires a test energy ball out of your face", FCVAR_CHEAT ); |