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3685 lines
100 KiB
3685 lines
100 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Physics cannon |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#ifdef CLIENT_DLL |
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#include "c_hl2mp_player.h" |
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#include "vcollide_parse.h" |
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#include "engine/ivdebugoverlay.h" |
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#include "iviewrender_beams.h" |
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#include "beamdraw.h" |
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#include "c_te_effect_dispatch.h" |
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#include "model_types.h" |
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#include "clienteffectprecachesystem.h" |
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#include "fx_interpvalue.h" |
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#else |
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#include "hl2mp_player.h" |
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#include "soundent.h" |
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#include "ndebugoverlay.h" |
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#include "ai_basenpc.h" |
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#include "player_pickup.h" |
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#include "physics_prop_ragdoll.h" |
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#include "globalstate.h" |
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#include "props.h" |
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#include "te_effect_dispatch.h" |
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#include "util.h" |
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#endif |
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#include "gamerules.h" |
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#include "soundenvelope.h" |
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#include "engine/IEngineSound.h" |
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#include "physics.h" |
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#include "in_buttons.h" |
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#include "IEffects.h" |
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#include "shake.h" |
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#include "beam_shared.h" |
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#include "Sprite.h" |
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#include "weapon_physcannon.h" |
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#include "physics_saverestore.h" |
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#include "movevars_shared.h" |
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#include "weapon_hl2mpbasehlmpcombatweapon.h" |
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#include "vphysics/friction.h" |
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#include "debugoverlay_shared.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#define SPRITE_SCALE 128.0f |
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static const char *s_pWaitForUpgradeContext = "WaitForUpgrade"; |
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ConVar g_debug_physcannon( "g_debug_physcannon", "0", FCVAR_REPLICATED | FCVAR_CHEAT ); |
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ConVar physcannon_minforce( "physcannon_minforce", "700", FCVAR_REPLICATED | FCVAR_CHEAT ); |
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ConVar physcannon_maxforce( "physcannon_maxforce", "1500", FCVAR_REPLICATED | FCVAR_CHEAT ); |
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ConVar physcannon_maxmass( "physcannon_maxmass", "250", FCVAR_REPLICATED | FCVAR_CHEAT ); |
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ConVar physcannon_tracelength( "physcannon_tracelength", "250", FCVAR_REPLICATED | FCVAR_CHEAT ); |
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ConVar physcannon_chargetime("physcannon_chargetime", "2", FCVAR_REPLICATED | FCVAR_CHEAT ); |
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ConVar physcannon_pullforce( "physcannon_pullforce", "4000", FCVAR_REPLICATED | FCVAR_CHEAT ); |
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ConVar physcannon_cone( "physcannon_cone", "0.97", FCVAR_REPLICATED | FCVAR_CHEAT ); |
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ConVar physcannon_ball_cone( "physcannon_ball_cone", "0.997", FCVAR_REPLICATED | FCVAR_CHEAT ); |
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ConVar player_throwforce( "player_throwforce", "1000", FCVAR_REPLICATED | FCVAR_CHEAT ); |
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#ifndef CLIENT_DLL |
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extern ConVar hl2_normspeed; |
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extern ConVar hl2_walkspeed; |
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#endif |
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#define PHYSCANNON_BEAM_SPRITE "sprites/orangelight1.vmt" |
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#define PHYSCANNON_BEAM_SPRITE_NOZ "sprites/orangelight1_noz.vmt" |
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#define PHYSCANNON_GLOW_SPRITE "sprites/glow04_noz" |
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#define PHYSCANNON_ENDCAP_SPRITE "sprites/orangeflare1" |
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#define PHYSCANNON_CENTER_GLOW "sprites/orangecore1" |
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#define PHYSCANNON_BLAST_SPRITE "sprites/orangecore2" |
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#ifdef CLIENT_DLL |
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//Precahce the effects |
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectPhysCannon ) |
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CLIENTEFFECT_MATERIAL( "sprites/orangelight1" ) |
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CLIENTEFFECT_MATERIAL( "sprites/orangelight1_noz" ) |
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CLIENTEFFECT_MATERIAL( PHYSCANNON_GLOW_SPRITE ) |
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CLIENTEFFECT_MATERIAL( PHYSCANNON_ENDCAP_SPRITE ) |
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CLIENTEFFECT_MATERIAL( PHYSCANNON_CENTER_GLOW ) |
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CLIENTEFFECT_MATERIAL( PHYSCANNON_BLAST_SPRITE ) |
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CLIENTEFFECT_REGISTER_END() |
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#endif // CLIENT_DLL |
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#ifndef CLIENT_DLL |
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void PhysCannonBeginUpgrade( CBaseAnimating *pAnim ) |
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{ |
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} |
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bool PlayerHasMegaPhysCannon( void ) |
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{ |
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return false; |
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} |
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bool PhysCannonAccountableForObject( CBaseCombatWeapon *pPhysCannon, CBaseEntity *pObject ) |
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{ |
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// BRJ: FIXME! This can't be implemented trivially, so I'm leaving it to Steve or Adrian |
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Assert( 0 ); |
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return false; |
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} |
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#endif |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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// this will hit skip the pass entity, but not anything it owns |
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// (lets player grab own grenades) |
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class CTraceFilterNoOwnerTest : public CTraceFilterSimple |
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{ |
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public: |
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DECLARE_CLASS( CTraceFilterNoOwnerTest, CTraceFilterSimple ); |
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CTraceFilterNoOwnerTest( const IHandleEntity *passentity, int collisionGroup ) |
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: CTraceFilterSimple( NULL, collisionGroup ), m_pPassNotOwner(passentity) |
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{ |
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} |
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) |
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{ |
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if ( pHandleEntity != m_pPassNotOwner ) |
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return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask ); |
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return false; |
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} |
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protected: |
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const IHandleEntity *m_pPassNotOwner; |
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}; |
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static void MatrixOrthogonalize( matrix3x4_t &matrix, int column ) |
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{ |
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Vector columns[3]; |
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int i; |
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for ( i = 0; i < 3; i++ ) |
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{ |
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MatrixGetColumn( matrix, i, columns[i] ); |
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} |
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int index0 = column; |
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int index1 = (column+1)%3; |
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int index2 = (column+2)%3; |
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columns[index2] = CrossProduct( columns[index0], columns[index1] ); |
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columns[index1] = CrossProduct( columns[index2], columns[index0] ); |
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VectorNormalize( columns[index2] ); |
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VectorNormalize( columns[index1] ); |
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MatrixSetColumn( columns[index1], index1, matrix ); |
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MatrixSetColumn( columns[index2], index2, matrix ); |
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} |
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#define SIGN(x) ( (x) < 0 ? -1 : 1 ) |
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static QAngle AlignAngles( const QAngle &angles, float cosineAlignAngle ) |
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{ |
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matrix3x4_t alignMatrix; |
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AngleMatrix( angles, alignMatrix ); |
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// NOTE: Must align z first |
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for ( int j = 3; --j >= 0; ) |
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{ |
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Vector vec; |
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MatrixGetColumn( alignMatrix, j, vec ); |
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for ( int i = 0; i < 3; i++ ) |
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{ |
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if ( fabs(vec[i]) > cosineAlignAngle ) |
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{ |
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vec[i] = SIGN(vec[i]); |
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vec[(i+1)%3] = 0; |
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vec[(i+2)%3] = 0; |
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MatrixSetColumn( vec, j, alignMatrix ); |
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MatrixOrthogonalize( alignMatrix, j ); |
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break; |
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} |
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} |
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} |
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QAngle out; |
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MatrixAngles( alignMatrix, out ); |
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return out; |
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} |
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static void TraceCollideAgainstBBox( const CPhysCollide *pCollide, const Vector &start, const Vector &end, const QAngle &angles, const Vector &boxOrigin, const Vector &mins, const Vector &maxs, trace_t *ptr ) |
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{ |
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physcollision->TraceBox( boxOrigin, boxOrigin + (start-end), mins, maxs, pCollide, start, angles, ptr ); |
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if ( ptr->DidHit() ) |
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{ |
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ptr->endpos = start * (1-ptr->fraction) + end * ptr->fraction; |
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ptr->startpos = start; |
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ptr->plane.dist = -ptr->plane.dist; |
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ptr->plane.normal *= -1; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Computes a local matrix for the player clamped to valid carry ranges |
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//----------------------------------------------------------------------------- |
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// when looking level, hold bottom of object 8 inches below eye level |
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#define PLAYER_HOLD_LEVEL_EYES -8 |
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// when looking down, hold bottom of object 0 inches from feet |
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#define PLAYER_HOLD_DOWN_FEET 2 |
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// when looking up, hold bottom of object 24 inches above eye level |
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#define PLAYER_HOLD_UP_EYES 24 |
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// use a +/-30 degree range for the entire range of motion of pitch |
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#define PLAYER_LOOK_PITCH_RANGE 30 |
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// player can reach down 2ft below his feet (otherwise he'll hold the object above the bottom) |
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#define PLAYER_REACH_DOWN_DISTANCE 24 |
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static void ComputePlayerMatrix( CBasePlayer *pPlayer, matrix3x4_t &out ) |
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{ |
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if ( !pPlayer ) |
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return; |
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QAngle angles = pPlayer->EyeAngles(); |
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Vector origin = pPlayer->EyePosition(); |
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// 0-360 / -180-180 |
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//angles.x = init ? 0 : AngleDistance( angles.x, 0 ); |
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//angles.x = clamp( angles.x, -PLAYER_LOOK_PITCH_RANGE, PLAYER_LOOK_PITCH_RANGE ); |
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angles.x = 0; |
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float feet = pPlayer->GetAbsOrigin().z + pPlayer->WorldAlignMins().z; |
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float eyes = origin.z; |
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float zoffset = 0; |
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// moving up (negative pitch is up) |
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if ( angles.x < 0 ) |
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{ |
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zoffset = RemapVal( angles.x, 0, -PLAYER_LOOK_PITCH_RANGE, PLAYER_HOLD_LEVEL_EYES, PLAYER_HOLD_UP_EYES ); |
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} |
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else |
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{ |
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zoffset = RemapVal( angles.x, 0, PLAYER_LOOK_PITCH_RANGE, PLAYER_HOLD_LEVEL_EYES, PLAYER_HOLD_DOWN_FEET + (feet - eyes) ); |
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} |
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origin.z += zoffset; |
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angles.x = 0; |
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AngleMatrix( angles, origin, out ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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// derive from this so we can add save/load data to it |
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struct game_shadowcontrol_params_t : public hlshadowcontrol_params_t |
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{ |
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DECLARE_SIMPLE_DATADESC(); |
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}; |
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BEGIN_SIMPLE_DATADESC( game_shadowcontrol_params_t ) |
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DEFINE_FIELD( targetPosition, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( targetRotation, FIELD_VECTOR ), |
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DEFINE_FIELD( maxAngular, FIELD_FLOAT ), |
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DEFINE_FIELD( maxDampAngular, FIELD_FLOAT ), |
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DEFINE_FIELD( maxSpeed, FIELD_FLOAT ), |
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DEFINE_FIELD( maxDampSpeed, FIELD_FLOAT ), |
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DEFINE_FIELD( dampFactor, FIELD_FLOAT ), |
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DEFINE_FIELD( teleportDistance, FIELD_FLOAT ), |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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class CGrabController : public IMotionEvent |
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{ |
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public: |
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CGrabController( void ); |
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~CGrabController( void ); |
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void AttachEntity( CBasePlayer *pPlayer, CBaseEntity *pEntity, IPhysicsObject *pPhys, bool bIsMegaPhysCannon, const Vector &vGrabPosition, bool bUseGrabPosition ); |
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void DetachEntity( bool bClearVelocity ); |
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void OnRestore(); |
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bool UpdateObject( CBasePlayer *pPlayer, float flError ); |
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void SetTargetPosition( const Vector &target, const QAngle &targetOrientation ); |
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float ComputeError(); |
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float GetLoadWeight( void ) const { return m_flLoadWeight; } |
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void SetAngleAlignment( float alignAngleCosine ) { m_angleAlignment = alignAngleCosine; } |
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void SetIgnorePitch( bool bIgnore ) { m_bIgnoreRelativePitch = bIgnore; } |
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QAngle TransformAnglesToPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer ); |
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QAngle TransformAnglesFromPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer ); |
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CBaseEntity *GetAttached() { return (CBaseEntity *)m_attachedEntity; } |
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IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ); |
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float GetSavedMass( IPhysicsObject *pObject ); |
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QAngle m_attachedAnglesPlayerSpace; |
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Vector m_attachedPositionObjectSpace; |
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private: |
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// Compute the max speed for an attached object |
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void ComputeMaxSpeed( CBaseEntity *pEntity, IPhysicsObject *pPhysics ); |
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game_shadowcontrol_params_t m_shadow; |
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float m_timeToArrive; |
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float m_errorTime; |
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float m_error; |
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float m_contactAmount; |
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float m_angleAlignment; |
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bool m_bCarriedEntityBlocksLOS; |
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bool m_bIgnoreRelativePitch; |
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float m_flLoadWeight; |
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float m_savedRotDamping[VPHYSICS_MAX_OBJECT_LIST_COUNT]; |
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float m_savedMass[VPHYSICS_MAX_OBJECT_LIST_COUNT]; |
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EHANDLE m_attachedEntity; |
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QAngle m_vecPreferredCarryAngles; |
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bool m_bHasPreferredCarryAngles; |
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IPhysicsMotionController *m_controller; |
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int m_frameCount; |
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friend class CWeaponPhysCannon; |
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}; |
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const float DEFAULT_MAX_ANGULAR = 360.0f * 10.0f; |
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const float REDUCED_CARRY_MASS = 1.0f; |
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CGrabController::CGrabController( void ) |
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{ |
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m_shadow.dampFactor = 1.0; |
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m_shadow.teleportDistance = 0; |
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m_errorTime = 0; |
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m_error = 0; |
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// make this controller really stiff! |
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m_shadow.maxSpeed = 1000; |
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m_shadow.maxAngular = DEFAULT_MAX_ANGULAR; |
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m_shadow.maxDampSpeed = m_shadow.maxSpeed*2; |
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m_shadow.maxDampAngular = m_shadow.maxAngular; |
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m_attachedEntity = NULL; |
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m_vecPreferredCarryAngles = vec3_angle; |
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m_bHasPreferredCarryAngles = false; |
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} |
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CGrabController::~CGrabController( void ) |
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{ |
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DetachEntity( false ); |
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} |
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void CGrabController::OnRestore() |
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{ |
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if ( m_controller ) |
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{ |
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m_controller->SetEventHandler( this ); |
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} |
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} |
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void CGrabController::SetTargetPosition( const Vector &target, const QAngle &targetOrientation ) |
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{ |
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m_shadow.targetPosition = target; |
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m_shadow.targetRotation = targetOrientation; |
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m_timeToArrive = gpGlobals->frametime; |
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CBaseEntity *pAttached = GetAttached(); |
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if ( pAttached ) |
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{ |
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IPhysicsObject *pObj = pAttached->VPhysicsGetObject(); |
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if ( pObj != NULL ) |
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{ |
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pObj->Wake(); |
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} |
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else |
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{ |
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DetachEntity( false ); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : float |
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//----------------------------------------------------------------------------- |
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float CGrabController::ComputeError() |
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{ |
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if ( m_errorTime <= 0 ) |
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return 0; |
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CBaseEntity *pAttached = GetAttached(); |
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if ( pAttached ) |
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{ |
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Vector pos; |
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IPhysicsObject *pObj = pAttached->VPhysicsGetObject(); |
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if ( pObj ) |
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{ |
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pObj->GetShadowPosition( &pos, NULL ); |
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float error = (m_shadow.targetPosition - pos).Length(); |
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if ( m_errorTime > 0 ) |
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{ |
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if ( m_errorTime > 1 ) |
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{ |
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m_errorTime = 1; |
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} |
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float speed = error / m_errorTime; |
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if ( speed > m_shadow.maxSpeed ) |
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{ |
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error *= 0.5; |
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} |
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m_error = (1-m_errorTime) * m_error + error * m_errorTime; |
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} |
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} |
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else |
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{ |
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DevMsg( "Object attached to Physcannon has no physics object\n" ); |
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DetachEntity( false ); |
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return 9999; // force detach |
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} |
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} |
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if ( pAttached->IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) ) |
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{ |
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m_error *= 3.0f; |
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} |
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m_errorTime = 0; |
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return m_error; |
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} |
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#define MASS_SPEED_SCALE 60 |
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#define MAX_MASS 40 |
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void CGrabController::ComputeMaxSpeed( CBaseEntity *pEntity, IPhysicsObject *pPhysics ) |
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{ |
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#ifndef CLIENT_DLL |
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m_shadow.maxSpeed = 1000; |
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m_shadow.maxAngular = DEFAULT_MAX_ANGULAR; |
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// Compute total mass... |
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float flMass = PhysGetEntityMass( pEntity ); |
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float flMaxMass = physcannon_maxmass.GetFloat(); |
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if ( flMass <= flMaxMass ) |
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return; |
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float flLerpFactor = clamp( flMass, flMaxMass, 500.0f ); |
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flLerpFactor = SimpleSplineRemapVal( flLerpFactor, flMaxMass, 500.0f, 0.0f, 1.0f ); |
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float invMass = pPhysics->GetInvMass(); |
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float invInertia = pPhysics->GetInvInertia().Length(); |
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float invMaxMass = 1.0f / MAX_MASS; |
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float ratio = invMaxMass / invMass; |
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invMass = invMaxMass; |
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invInertia *= ratio; |
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float maxSpeed = invMass * MASS_SPEED_SCALE * 200; |
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float maxAngular = invInertia * MASS_SPEED_SCALE * 360; |
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m_shadow.maxSpeed = Lerp( flLerpFactor, m_shadow.maxSpeed, maxSpeed ); |
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m_shadow.maxAngular = Lerp( flLerpFactor, m_shadow.maxAngular, maxAngular ); |
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#endif |
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} |
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QAngle CGrabController::TransformAnglesToPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer ) |
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{ |
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if ( m_bIgnoreRelativePitch ) |
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{ |
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matrix3x4_t test; |
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QAngle angleTest = pPlayer->EyeAngles(); |
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angleTest.x = 0; |
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AngleMatrix( angleTest, test ); |
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return TransformAnglesToLocalSpace( anglesIn, test ); |
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} |
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return TransformAnglesToLocalSpace( anglesIn, pPlayer->EntityToWorldTransform() ); |
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} |
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QAngle CGrabController::TransformAnglesFromPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer ) |
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{ |
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if ( m_bIgnoreRelativePitch ) |
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{ |
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matrix3x4_t test; |
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QAngle angleTest = pPlayer->EyeAngles(); |
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angleTest.x = 0; |
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AngleMatrix( angleTest, test ); |
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return TransformAnglesToWorldSpace( anglesIn, test ); |
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} |
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return TransformAnglesToWorldSpace( anglesIn, pPlayer->EntityToWorldTransform() ); |
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} |
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void CGrabController::AttachEntity( CBasePlayer *pPlayer, CBaseEntity *pEntity, IPhysicsObject *pPhys, bool bIsMegaPhysCannon, const Vector &vGrabPosition, bool bUseGrabPosition ) |
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{ |
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// play the impact sound of the object hitting the player |
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// used as feedback to let the player know he picked up the object |
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#ifndef CLIENT_DLL |
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PhysicsImpactSound( pPlayer, pPhys, CHAN_STATIC, pPhys->GetMaterialIndex(), pPlayer->VPhysicsGetObject()->GetMaterialIndex(), 1.0, 64 ); |
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#endif |
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Vector position; |
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QAngle angles; |
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pPhys->GetPosition( &position, &angles ); |
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// If it has a preferred orientation, use that instead. |
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#ifndef CLIENT_DLL |
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Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles ); |
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#endif |
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// ComputeMaxSpeed( pEntity, pPhys ); |
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// Carried entities can never block LOS |
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m_bCarriedEntityBlocksLOS = pEntity->BlocksLOS(); |
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pEntity->SetBlocksLOS( false ); |
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m_controller = physenv->CreateMotionController( this ); |
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m_controller->AttachObject( pPhys, true ); |
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// Don't do this, it's causing trouble with constraint solvers. |
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//m_controller->SetPriority( IPhysicsMotionController::HIGH_PRIORITY ); |
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pPhys->Wake(); |
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PhysSetGameFlags( pPhys, FVPHYSICS_PLAYER_HELD ); |
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SetTargetPosition( position, angles ); |
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m_attachedEntity = pEntity; |
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IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; |
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int count = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); |
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m_flLoadWeight = 0; |
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float damping = 10; |
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float flFactor = count / 7.5f; |
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if ( flFactor < 1.0f ) |
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{ |
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flFactor = 1.0f; |
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} |
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for ( int i = 0; i < count; i++ ) |
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{ |
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float mass = pList[i]->GetMass(); |
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pList[i]->GetDamping( NULL, &m_savedRotDamping[i] ); |
|
m_flLoadWeight += mass; |
|
m_savedMass[i] = mass; |
|
|
|
// reduce the mass to prevent the player from adding crazy amounts of energy to the system |
|
pList[i]->SetMass( REDUCED_CARRY_MASS / flFactor ); |
|
pList[i]->SetDamping( NULL, &damping ); |
|
} |
|
|
|
// Give extra mass to the phys object we're actually picking up |
|
pPhys->SetMass( REDUCED_CARRY_MASS ); |
|
pPhys->EnableDrag( false ); |
|
|
|
m_errorTime = -1.0f; // 1 seconds until error starts accumulating |
|
m_error = 0; |
|
m_contactAmount = 0; |
|
|
|
m_attachedAnglesPlayerSpace = TransformAnglesToPlayerSpace( angles, pPlayer ); |
|
if ( m_angleAlignment != 0 ) |
|
{ |
|
m_attachedAnglesPlayerSpace = AlignAngles( m_attachedAnglesPlayerSpace, m_angleAlignment ); |
|
} |
|
|
|
VectorITransform( pEntity->WorldSpaceCenter(), pEntity->EntityToWorldTransform(), m_attachedPositionObjectSpace ); |
|
|
|
#ifndef CLIENT_DLL |
|
// If it's a prop, see if it has desired carry angles |
|
CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(pEntity); |
|
if ( pProp ) |
|
{ |
|
m_bHasPreferredCarryAngles = pProp->GetPropDataAngles( "preferred_carryangles", m_vecPreferredCarryAngles ); |
|
} |
|
else |
|
{ |
|
m_bHasPreferredCarryAngles = false; |
|
} |
|
#else |
|
|
|
m_bHasPreferredCarryAngles = false; |
|
#endif |
|
|
|
} |
|
|
|
static void ClampPhysicsVelocity( IPhysicsObject *pPhys, float linearLimit, float angularLimit ) |
|
{ |
|
Vector vel; |
|
AngularImpulse angVel; |
|
pPhys->GetVelocity( &vel, &angVel ); |
|
float speed = VectorNormalize(vel) - linearLimit; |
|
float angSpeed = VectorNormalize(angVel) - angularLimit; |
|
speed = speed < 0 ? 0 : -speed; |
|
angSpeed = angSpeed < 0 ? 0 : -angSpeed; |
|
vel *= speed; |
|
angVel *= angSpeed; |
|
pPhys->AddVelocity( &vel, &angVel ); |
|
} |
|
|
|
void CGrabController::DetachEntity( bool bClearVelocity ) |
|
{ |
|
CBaseEntity *pEntity = GetAttached(); |
|
if ( pEntity ) |
|
{ |
|
// Restore the LS blocking state |
|
pEntity->SetBlocksLOS( m_bCarriedEntityBlocksLOS ); |
|
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; |
|
int count = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); |
|
|
|
for ( int i = 0; i < count; i++ ) |
|
{ |
|
IPhysicsObject *pPhys = pList[i]; |
|
if ( !pPhys ) |
|
continue; |
|
|
|
// on the odd chance that it's gone to sleep while under anti-gravity |
|
pPhys->EnableDrag( true ); |
|
pPhys->Wake(); |
|
pPhys->SetMass( m_savedMass[i] ); |
|
pPhys->SetDamping( NULL, &m_savedRotDamping[i] ); |
|
PhysClearGameFlags( pPhys, FVPHYSICS_PLAYER_HELD ); |
|
if ( bClearVelocity ) |
|
{ |
|
PhysForceClearVelocity( pPhys ); |
|
} |
|
else |
|
{ |
|
#ifndef CLIENT_DLL |
|
ClampPhysicsVelocity( pPhys, hl2_normspeed.GetFloat() * 1.5f, 2.0f * 360.0f ); |
|
#endif |
|
} |
|
|
|
} |
|
} |
|
|
|
m_attachedEntity = NULL; |
|
if ( physenv ) |
|
{ |
|
physenv->DestroyMotionController( m_controller ); |
|
} |
|
m_controller = NULL; |
|
} |
|
|
|
static bool InContactWithHeavyObject( IPhysicsObject *pObject, float heavyMass ) |
|
{ |
|
bool contact = false; |
|
IPhysicsFrictionSnapshot *pSnapshot = pObject->CreateFrictionSnapshot(); |
|
while ( pSnapshot->IsValid() ) |
|
{ |
|
IPhysicsObject *pOther = pSnapshot->GetObject( 1 ); |
|
if ( !pOther->IsMoveable() || pOther->GetMass() > heavyMass ) |
|
{ |
|
contact = true; |
|
break; |
|
} |
|
pSnapshot->NextFrictionData(); |
|
} |
|
pObject->DestroyFrictionSnapshot( pSnapshot ); |
|
return contact; |
|
} |
|
|
|
IMotionEvent::simresult_e CGrabController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) |
|
{ |
|
game_shadowcontrol_params_t shadowParams = m_shadow; |
|
if ( InContactWithHeavyObject( pObject, GetLoadWeight() ) ) |
|
{ |
|
m_contactAmount = Approach( 0.1f, m_contactAmount, deltaTime*2.0f ); |
|
} |
|
else |
|
{ |
|
m_contactAmount = Approach( 1.0f, m_contactAmount, deltaTime*2.0f ); |
|
} |
|
shadowParams.maxAngular = m_shadow.maxAngular * m_contactAmount * m_contactAmount * m_contactAmount; |
|
#ifndef CLIENT_DLL |
|
m_timeToArrive = pObject->ComputeShadowControl( shadowParams, m_timeToArrive, deltaTime ); |
|
#else |
|
m_timeToArrive = pObject->ComputeShadowControl( shadowParams, (TICK_INTERVAL*2), deltaTime ); |
|
#endif |
|
|
|
// Slide along the current contact points to fix bouncing problems |
|
Vector velocity; |
|
AngularImpulse angVel; |
|
pObject->GetVelocity( &velocity, &angVel ); |
|
PhysComputeSlideDirection( pObject, velocity, angVel, &velocity, &angVel, GetLoadWeight() ); |
|
pObject->SetVelocityInstantaneous( &velocity, NULL ); |
|
|
|
linear.Init(); |
|
angular.Init(); |
|
m_errorTime += deltaTime; |
|
|
|
return SIM_LOCAL_ACCELERATION; |
|
} |
|
|
|
float CGrabController::GetSavedMass( IPhysicsObject *pObject ) |
|
{ |
|
CBaseEntity *pHeld = m_attachedEntity; |
|
if ( pHeld ) |
|
{ |
|
if ( pObject->GetGameData() == (void*)pHeld ) |
|
{ |
|
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; |
|
int count = pHeld->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); |
|
for ( int i = 0; i < count; i++ ) |
|
{ |
|
if ( pList[i] == pObject ) |
|
return m_savedMass[i]; |
|
} |
|
} |
|
} |
|
return 0.0f; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Player pickup controller |
|
//----------------------------------------------------------------------------- |
|
|
|
class CPlayerPickupController : public CBaseEntity |
|
{ |
|
DECLARE_CLASS( CPlayerPickupController, CBaseEntity ); |
|
public: |
|
void Init( CBasePlayer *pPlayer, CBaseEntity *pObject ); |
|
void Shutdown( bool bThrown = false ); |
|
bool OnControls( CBaseEntity *pControls ) { return true; } |
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
void OnRestore() |
|
{ |
|
m_grabController.OnRestore(); |
|
} |
|
void VPhysicsUpdate( IPhysicsObject *pPhysics ){} |
|
void VPhysicsShadowUpdate( IPhysicsObject *pPhysics ) {} |
|
|
|
bool IsHoldingEntity( CBaseEntity *pEnt ); |
|
CGrabController &GetGrabController() { return m_grabController; } |
|
|
|
private: |
|
CGrabController m_grabController; |
|
CBasePlayer *m_pPlayer; |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( player_pickup, CPlayerPickupController ); |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *pPlayer - |
|
// *pObject - |
|
//----------------------------------------------------------------------------- |
|
void CPlayerPickupController::Init( CBasePlayer *pPlayer, CBaseEntity *pObject ) |
|
{ |
|
#ifndef CLIENT_DLL |
|
// Holster player's weapon |
|
if ( pPlayer->GetActiveWeapon() ) |
|
{ |
|
if ( !pPlayer->GetActiveWeapon()->Holster() ) |
|
{ |
|
Shutdown(); |
|
return; |
|
} |
|
} |
|
|
|
|
|
CHL2MP_Player *pOwner = (CHL2MP_Player *)ToBasePlayer( pPlayer ); |
|
if ( pOwner ) |
|
{ |
|
pOwner->EnableSprint( false ); |
|
} |
|
|
|
// If the target is debris, convert it to non-debris |
|
if ( pObject->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ) |
|
{ |
|
// Interactive debris converts back to debris when it comes to rest |
|
pObject->SetCollisionGroup( COLLISION_GROUP_INTERACTIVE_DEBRIS ); |
|
} |
|
|
|
// done so I'll go across level transitions with the player |
|
SetParent( pPlayer ); |
|
m_grabController.SetIgnorePitch( true ); |
|
m_grabController.SetAngleAlignment( DOT_30DEGREE ); |
|
m_pPlayer = pPlayer; |
|
IPhysicsObject *pPhysics = pObject->VPhysicsGetObject(); |
|
Pickup_OnPhysGunPickup( pObject, m_pPlayer ); |
|
|
|
m_grabController.AttachEntity( pPlayer, pObject, pPhysics, false, vec3_origin, false ); |
|
|
|
m_pPlayer->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION; |
|
m_pPlayer->SetUseEntity( this ); |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : bool - |
|
//----------------------------------------------------------------------------- |
|
void CPlayerPickupController::Shutdown( bool bThrown ) |
|
{ |
|
#ifndef CLIENT_DLL |
|
CBaseEntity *pObject = m_grabController.GetAttached(); |
|
|
|
bool bClearVelocity = false; |
|
if ( !bThrown && pObject && pObject->VPhysicsGetObject() && pObject->VPhysicsGetObject()->GetContactPoint(NULL,NULL) ) |
|
{ |
|
bClearVelocity = true; |
|
} |
|
|
|
m_grabController.DetachEntity( bClearVelocity ); |
|
|
|
if ( pObject != NULL ) |
|
{ |
|
Pickup_OnPhysGunDrop( pObject, m_pPlayer, bThrown ? THROWN_BY_PLAYER : DROPPED_BY_PLAYER ); |
|
} |
|
|
|
if ( m_pPlayer ) |
|
{ |
|
CHL2MP_Player *pOwner = (CHL2MP_Player *)ToBasePlayer( m_pPlayer ); |
|
if ( pOwner ) |
|
{ |
|
pOwner->EnableSprint( true ); |
|
} |
|
|
|
m_pPlayer->SetUseEntity( NULL ); |
|
if ( m_pPlayer->GetActiveWeapon() ) |
|
{ |
|
if ( !m_pPlayer->GetActiveWeapon()->Deploy() ) |
|
{ |
|
// We tried to restore the player's weapon, but we couldn't. |
|
// This usually happens when they're holding an empty weapon that doesn't |
|
// autoswitch away when out of ammo. Switch to next best weapon. |
|
m_pPlayer->SwitchToNextBestWeapon( NULL ); |
|
} |
|
} |
|
|
|
m_pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION; |
|
} |
|
Remove(); |
|
|
|
#endif |
|
|
|
} |
|
|
|
|
|
void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
if ( ToBasePlayer(pActivator) == m_pPlayer ) |
|
{ |
|
CBaseEntity *pAttached = m_grabController.GetAttached(); |
|
|
|
// UNDONE: Use vphysics stress to decide to drop objects |
|
// UNDONE: Must fix case of forcing objects into the ground you're standing on (causes stress) before that will work |
|
if ( !pAttached || useType == USE_OFF || (m_pPlayer->m_nButtons & IN_ATTACK2) || m_grabController.ComputeError() > 12 ) |
|
{ |
|
Shutdown(); |
|
return; |
|
} |
|
|
|
//Adrian: Oops, our object became motion disabled, let go! |
|
IPhysicsObject *pPhys = pAttached->VPhysicsGetObject(); |
|
if ( pPhys && pPhys->IsMoveable() == false ) |
|
{ |
|
Shutdown(); |
|
return; |
|
} |
|
|
|
#if STRESS_TEST |
|
vphysics_objectstress_t stress; |
|
CalculateObjectStress( pPhys, pAttached, &stress ); |
|
if ( stress.exertedStress > 250 ) |
|
{ |
|
Shutdown(); |
|
return; |
|
} |
|
#endif |
|
// +ATTACK will throw phys objects |
|
if ( m_pPlayer->m_nButtons & IN_ATTACK ) |
|
{ |
|
Shutdown( true ); |
|
Vector vecLaunch; |
|
m_pPlayer->EyeVectors( &vecLaunch ); |
|
// JAY: Scale this with mass because some small objects really go flying |
|
float massFactor = clamp( pPhys->GetMass(), 0.5, 15 ); |
|
massFactor = RemapVal( massFactor, 0.5, 15, 0.5, 4 ); |
|
vecLaunch *= player_throwforce.GetFloat() * massFactor; |
|
|
|
pPhys->ApplyForceCenter( vecLaunch ); |
|
AngularImpulse aVel = RandomAngularImpulse( -10, 10 ) * massFactor; |
|
pPhys->ApplyTorqueCenter( aVel ); |
|
return; |
|
} |
|
|
|
if ( useType == USE_SET ) |
|
{ |
|
// update position |
|
m_grabController.UpdateObject( m_pPlayer, 12 ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *pEnt - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CPlayerPickupController::IsHoldingEntity( CBaseEntity *pEnt ) |
|
{ |
|
return ( m_grabController.GetAttached() == pEnt ); |
|
} |
|
|
|
void PlayerPickupObject( CBasePlayer *pPlayer, CBaseEntity *pObject ) |
|
{ |
|
|
|
#ifndef CLIENT_DLL |
|
|
|
//Don't pick up if we don't have a phys object. |
|
if ( pObject->VPhysicsGetObject() == NULL ) |
|
return; |
|
|
|
CPlayerPickupController *pController = (CPlayerPickupController *)CBaseEntity::Create( "player_pickup", pObject->GetAbsOrigin(), vec3_angle, pPlayer ); |
|
|
|
if ( !pController ) |
|
return; |
|
|
|
pController->Init( pPlayer, pObject ); |
|
|
|
#endif |
|
|
|
} |
|
|
|
//---------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
// CInterpolatedValue class |
|
//---------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
|
|
#ifdef CLIENT_DLL |
|
|
|
//---------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
// CPhysCannonEffect class |
|
//---------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
|
|
class CPhysCannonEffect |
|
{ |
|
public: |
|
CPhysCannonEffect( void ) : m_vecColor( 255, 255, 255 ), m_bVisible( true ), m_nAttachment( -1 ) {}; |
|
|
|
void SetAttachment( int attachment ) { m_nAttachment = attachment; } |
|
int GetAttachment( void ) const { return m_nAttachment; } |
|
|
|
void SetVisible( bool visible = true ) { m_bVisible = visible; } |
|
int IsVisible( void ) const { return m_bVisible; } |
|
|
|
void SetColor( const Vector &color ) { m_vecColor = color; } |
|
const Vector &GetColor( void ) const { return m_vecColor; } |
|
|
|
bool SetMaterial( const char *materialName ) |
|
{ |
|
m_hMaterial.Init( materialName, TEXTURE_GROUP_CLIENT_EFFECTS ); |
|
return ( m_hMaterial != NULL ); |
|
} |
|
|
|
CMaterialReference &GetMaterial( void ) { return m_hMaterial; } |
|
|
|
CInterpolatedValue &GetAlpha( void ) { return m_Alpha; } |
|
CInterpolatedValue &GetScale( void ) { return m_Scale; } |
|
|
|
private: |
|
CInterpolatedValue m_Alpha; |
|
CInterpolatedValue m_Scale; |
|
|
|
Vector m_vecColor; |
|
bool m_bVisible; |
|
int m_nAttachment; |
|
CMaterialReference m_hMaterial; |
|
}; |
|
|
|
//---------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
// CPhysCannonEffectBeam class |
|
//---------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
|
|
class CPhysCannonEffectBeam |
|
{ |
|
public: |
|
CPhysCannonEffectBeam( void ) : m_pBeam( NULL ) {}; |
|
|
|
~CPhysCannonEffectBeam( void ) |
|
{ |
|
Release(); |
|
} |
|
|
|
void Release( void ) |
|
{ |
|
if ( m_pBeam != NULL ) |
|
{ |
|
m_pBeam->flags = 0; |
|
m_pBeam->die = gpGlobals->curtime - 1; |
|
|
|
m_pBeam = NULL; |
|
} |
|
} |
|
|
|
void Init( int startAttachment, int endAttachment, CBaseEntity *pEntity, bool firstPerson ) |
|
{ |
|
if ( m_pBeam != NULL ) |
|
return; |
|
|
|
BeamInfo_t beamInfo; |
|
|
|
beamInfo.m_pStartEnt = pEntity; |
|
beamInfo.m_nStartAttachment = startAttachment; |
|
beamInfo.m_pEndEnt = pEntity; |
|
beamInfo.m_nEndAttachment = endAttachment; |
|
beamInfo.m_nType = TE_BEAMPOINTS; |
|
beamInfo.m_vecStart = vec3_origin; |
|
beamInfo.m_vecEnd = vec3_origin; |
|
|
|
beamInfo.m_pszModelName = ( firstPerson ) ? PHYSCANNON_BEAM_SPRITE_NOZ : PHYSCANNON_BEAM_SPRITE; |
|
|
|
beamInfo.m_flHaloScale = 0.0f; |
|
beamInfo.m_flLife = 0.0f; |
|
|
|
if ( firstPerson ) |
|
{ |
|
beamInfo.m_flWidth = 0.0f; |
|
beamInfo.m_flEndWidth = 4.0f; |
|
} |
|
else |
|
{ |
|
beamInfo.m_flWidth = 0.5f; |
|
beamInfo.m_flEndWidth = 2.0f; |
|
} |
|
|
|
beamInfo.m_flFadeLength = 0.0f; |
|
beamInfo.m_flAmplitude = 16; |
|
beamInfo.m_flBrightness = 255.0; |
|
beamInfo.m_flSpeed = 150.0f; |
|
beamInfo.m_nStartFrame = 0.0; |
|
beamInfo.m_flFrameRate = 30.0; |
|
beamInfo.m_flRed = 255.0; |
|
beamInfo.m_flGreen = 255.0; |
|
beamInfo.m_flBlue = 255.0; |
|
beamInfo.m_nSegments = 8; |
|
beamInfo.m_bRenderable = true; |
|
beamInfo.m_nFlags = FBEAM_FOREVER; |
|
|
|
m_pBeam = beams->CreateBeamEntPoint( beamInfo ); |
|
} |
|
|
|
void SetVisible( bool state = true ) |
|
{ |
|
if ( m_pBeam == NULL ) |
|
return; |
|
|
|
m_pBeam->brightness = ( state ) ? 255.0f : 0.0f; |
|
} |
|
|
|
private: |
|
Beam_t *m_pBeam; |
|
}; |
|
|
|
#endif |
|
|
|
//---------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
// CWeaponPhysCannon class |
|
//---------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
|
|
#ifdef CLIENT_DLL |
|
#define CWeaponPhysCannon C_WeaponPhysCannon |
|
#endif |
|
|
|
class CWeaponPhysCannon : public CBaseHL2MPCombatWeapon |
|
{ |
|
public: |
|
DECLARE_CLASS( CWeaponPhysCannon, CBaseHL2MPCombatWeapon ); |
|
|
|
DECLARE_NETWORKCLASS(); |
|
DECLARE_PREDICTABLE(); |
|
|
|
CWeaponPhysCannon( void ); |
|
|
|
void Drop( const Vector &vecVelocity ); |
|
void Precache(); |
|
virtual void OnRestore(); |
|
virtual void StopLoopingSounds(); |
|
virtual void UpdateOnRemove(void); |
|
void PrimaryAttack(); |
|
void SecondaryAttack(); |
|
void WeaponIdle(); |
|
void ItemPreFrame(); |
|
void ItemPostFrame(); |
|
|
|
void ForceDrop( void ); |
|
bool DropIfEntityHeld( CBaseEntity *pTarget ); // Drops its held entity if it matches the entity passed in |
|
CGrabController &GetGrabController() { return m_grabController; } |
|
|
|
bool CanHolster( void ); |
|
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); |
|
bool Deploy( void ); |
|
|
|
bool HasAnyAmmo( void ) { return true; } |
|
|
|
virtual void SetViewModel( void ); |
|
virtual const char *GetShootSound( int iIndex ) const; |
|
|
|
#ifndef CLIENT_DLL |
|
CNetworkQAngle ( m_attachedAnglesPlayerSpace ); |
|
#else |
|
QAngle m_attachedAnglesPlayerSpace; |
|
#endif |
|
|
|
CNetworkVector ( m_attachedPositionObjectSpace ); |
|
|
|
CNetworkHandle( CBaseEntity, m_hAttachedObject ); |
|
|
|
EHANDLE m_hOldAttachedObject; |
|
|
|
protected: |
|
enum FindObjectResult_t |
|
{ |
|
OBJECT_FOUND = 0, |
|
OBJECT_NOT_FOUND, |
|
OBJECT_BEING_DETACHED, |
|
}; |
|
|
|
void DoEffect( int effectType, Vector *pos = NULL ); |
|
|
|
void OpenElements( void ); |
|
void CloseElements( void ); |
|
|
|
// Pickup and throw objects. |
|
bool CanPickupObject( CBaseEntity *pTarget ); |
|
void CheckForTarget( void ); |
|
|
|
#ifndef CLIENT_DLL |
|
bool AttachObject( CBaseEntity *pObject, const Vector &vPosition ); |
|
FindObjectResult_t FindObject( void ); |
|
CBaseEntity *FindObjectInCone( const Vector &vecOrigin, const Vector &vecDir, float flCone ); |
|
#endif // !CLIENT_DLL |
|
|
|
void UpdateObject( void ); |
|
void DetachObject( bool playSound = true, bool wasLaunched = false ); |
|
void LaunchObject( const Vector &vecDir, float flForce ); |
|
void StartEffects( void ); // Initialize all sprites and beams |
|
void StopEffects( bool stopSound = true ); // Hide all effects temporarily |
|
void DestroyEffects( void ); // Destroy all sprites and beams |
|
|
|
// Punt objects - this is pointing at an object in the world and applying a force to it. |
|
void PuntNonVPhysics( CBaseEntity *pEntity, const Vector &forward, trace_t &tr ); |
|
void PuntVPhysics( CBaseEntity *pEntity, const Vector &forward, trace_t &tr ); |
|
|
|
// Velocity-based throw common to punt and launch code. |
|
void ApplyVelocityBasedForce( CBaseEntity *pEntity, const Vector &forward ); |
|
|
|
// Physgun effects |
|
void DoEffectClosed( void ); |
|
void DoEffectReady( void ); |
|
void DoEffectHolding( void ); |
|
void DoEffectLaunch( Vector *pos ); |
|
void DoEffectNone( void ); |
|
void DoEffectIdle( void ); |
|
|
|
// Trace length |
|
float TraceLength(); |
|
|
|
// Sprite scale factor |
|
float SpriteScaleFactor(); |
|
|
|
float GetLoadPercentage(); |
|
CSoundPatch *GetMotorSound( void ); |
|
|
|
void DryFire( void ); |
|
void PrimaryFireEffect( void ); |
|
|
|
#ifndef CLIENT_DLL |
|
// What happens when the physgun picks up something |
|
void Physgun_OnPhysGunPickup( CBaseEntity *pEntity, CBasePlayer *pOwner, PhysGunPickup_t reason ); |
|
#endif // !CLIENT_DLL |
|
|
|
#ifdef CLIENT_DLL |
|
|
|
enum EffectType_t |
|
{ |
|
PHYSCANNON_CORE = 0, |
|
|
|
PHYSCANNON_BLAST, |
|
|
|
PHYSCANNON_GLOW1, // Must be in order! |
|
PHYSCANNON_GLOW2, |
|
PHYSCANNON_GLOW3, |
|
PHYSCANNON_GLOW4, |
|
PHYSCANNON_GLOW5, |
|
PHYSCANNON_GLOW6, |
|
|
|
PHYSCANNON_ENDCAP1, // Must be in order! |
|
PHYSCANNON_ENDCAP2, |
|
PHYSCANNON_ENDCAP3, // Only used in third-person! |
|
|
|
NUM_PHYSCANNON_PARAMETERS // Must be last! |
|
}; |
|
|
|
#define NUM_GLOW_SPRITES ((CWeaponPhysCannon::PHYSCANNON_GLOW6-CWeaponPhysCannon::PHYSCANNON_GLOW1)+1) |
|
#define NUM_ENDCAP_SPRITES ((CWeaponPhysCannon::PHYSCANNON_ENDCAP3-CWeaponPhysCannon::PHYSCANNON_ENDCAP1)+1) |
|
|
|
#define NUM_PHYSCANNON_BEAMS 3 |
|
|
|
virtual int DrawModel( int flags ); |
|
virtual void ViewModelDrawn( C_BaseViewModel *pBaseViewModel ); |
|
virtual bool IsTransparent( void ); |
|
virtual void OnDataChanged( DataUpdateType_t type ); |
|
virtual void ClientThink( void ); |
|
|
|
void ManagePredictedObject( void ); |
|
void DrawEffects( void ); |
|
void GetEffectParameters( EffectType_t effectID, color32 &color, float &scale, IMaterial **pMaterial, Vector &vecAttachment ); |
|
void DrawEffectSprite( EffectType_t effectID ); |
|
inline bool IsEffectVisible( EffectType_t effectID ); |
|
void UpdateElementPosition( void ); |
|
|
|
// We need to render opaque and translucent pieces |
|
RenderGroup_t GetRenderGroup( void ) { return RENDER_GROUP_TWOPASS; } |
|
|
|
CInterpolatedValue m_ElementParameter; // Used to interpolate the position of the articulated elements |
|
CPhysCannonEffect m_Parameters[NUM_PHYSCANNON_PARAMETERS]; // Interpolated parameters for the effects |
|
CPhysCannonEffectBeam m_Beams[NUM_PHYSCANNON_BEAMS]; // Beams |
|
|
|
int m_nOldEffectState; // Used for parity checks |
|
bool m_bOldOpen; // Used for parity checks |
|
|
|
void NotifyShouldTransmit( ShouldTransmitState_t state ); |
|
|
|
#endif // CLIENT_DLL |
|
|
|
int m_nChangeState; // For delayed state change of elements |
|
float m_flCheckSuppressTime; // Amount of time to suppress the checking for targets |
|
bool m_flLastDenySoundPlayed; // Debounce for deny sound |
|
int m_nAttack2Debounce; |
|
|
|
CNetworkVar( bool, m_bActive ); |
|
CNetworkVar( int, m_EffectState ); // Current state of the effects on the gun |
|
CNetworkVar( bool, m_bOpen ); |
|
|
|
bool m_bResetOwnerEntity; |
|
|
|
float m_flElementDebounce; |
|
|
|
CSoundPatch *m_sndMotor; // Whirring sound for the gun |
|
|
|
CGrabController m_grabController; |
|
|
|
float m_flRepuntObjectTime; |
|
EHANDLE m_hLastPuntedObject; |
|
|
|
private: |
|
CWeaponPhysCannon( const CWeaponPhysCannon & ); |
|
|
|
#ifndef CLIENT_DLL |
|
DECLARE_ACTTABLE(); |
|
#endif |
|
}; |
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPhysCannon, DT_WeaponPhysCannon ) |
|
|
|
BEGIN_NETWORK_TABLE( CWeaponPhysCannon, DT_WeaponPhysCannon ) |
|
#ifdef CLIENT_DLL |
|
RecvPropBool( RECVINFO( m_bActive ) ), |
|
RecvPropEHandle( RECVINFO( m_hAttachedObject ) ), |
|
RecvPropVector( RECVINFO( m_attachedPositionObjectSpace ) ), |
|
RecvPropFloat( RECVINFO( m_attachedAnglesPlayerSpace[0] ) ), |
|
RecvPropFloat( RECVINFO( m_attachedAnglesPlayerSpace[1] ) ), |
|
RecvPropFloat( RECVINFO( m_attachedAnglesPlayerSpace[2] ) ), |
|
RecvPropInt( RECVINFO( m_EffectState ) ), |
|
RecvPropBool( RECVINFO( m_bOpen ) ), |
|
#else |
|
SendPropBool( SENDINFO( m_bActive ) ), |
|
SendPropEHandle( SENDINFO( m_hAttachedObject ) ), |
|
SendPropVector(SENDINFO( m_attachedPositionObjectSpace ), -1, SPROP_COORD), |
|
SendPropAngle( SENDINFO_VECTORELEM(m_attachedAnglesPlayerSpace, 0 ), 11 ), |
|
SendPropAngle( SENDINFO_VECTORELEM(m_attachedAnglesPlayerSpace, 1 ), 11 ), |
|
SendPropAngle( SENDINFO_VECTORELEM(m_attachedAnglesPlayerSpace, 2 ), 11 ), |
|
SendPropInt( SENDINFO( m_EffectState ) ), |
|
SendPropBool( SENDINFO( m_bOpen ) ), |
|
#endif |
|
END_NETWORK_TABLE() |
|
|
|
#ifdef CLIENT_DLL |
|
BEGIN_PREDICTION_DATA( CWeaponPhysCannon ) |
|
DEFINE_PRED_FIELD( m_EffectState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), |
|
DEFINE_PRED_FIELD( m_bOpen, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), |
|
END_PREDICTION_DATA() |
|
#endif |
|
|
|
LINK_ENTITY_TO_CLASS( weapon_physcannon, CWeaponPhysCannon ); |
|
PRECACHE_WEAPON_REGISTER( weapon_physcannon ); |
|
|
|
#ifndef CLIENT_DLL |
|
|
|
acttable_t CWeaponPhysCannon::m_acttable[] = |
|
{ |
|
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false }, |
|
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false }, |
|
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false }, |
|
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false }, |
|
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false }, |
|
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false }, |
|
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false }, |
|
}; |
|
|
|
IMPLEMENT_ACTTABLE(CWeaponPhysCannon); |
|
|
|
#endif |
|
|
|
|
|
enum |
|
{ |
|
ELEMENT_STATE_NONE = -1, |
|
ELEMENT_STATE_OPEN, |
|
ELEMENT_STATE_CLOSED, |
|
}; |
|
|
|
enum |
|
{ |
|
EFFECT_NONE, |
|
EFFECT_CLOSED, |
|
EFFECT_READY, |
|
EFFECT_HOLDING, |
|
EFFECT_LAUNCH, |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Constructor |
|
//----------------------------------------------------------------------------- |
|
CWeaponPhysCannon::CWeaponPhysCannon( void ) |
|
{ |
|
m_bOpen = false; |
|
m_nChangeState = ELEMENT_STATE_NONE; |
|
m_flCheckSuppressTime = 0.0f; |
|
m_EffectState = (int)EFFECT_NONE; |
|
m_flLastDenySoundPlayed = false; |
|
|
|
#ifdef CLIENT_DLL |
|
m_nOldEffectState = EFFECT_NONE; |
|
m_bOldOpen = false; |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Precache |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::Precache( void ) |
|
{ |
|
PrecacheModel( PHYSCANNON_BEAM_SPRITE ); |
|
PrecacheModel( PHYSCANNON_BEAM_SPRITE_NOZ ); |
|
|
|
PrecacheScriptSound( "Weapon_PhysCannon.HoldSound" ); |
|
|
|
BaseClass::Precache(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Restore |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::OnRestore() |
|
{ |
|
BaseClass::OnRestore(); |
|
m_grabController.OnRestore(); |
|
|
|
// Tracker 8106: Physcannon effects disappear through level transition, so |
|
// just recreate any effects here |
|
if ( m_EffectState != EFFECT_NONE ) |
|
{ |
|
DoEffect( m_EffectState, NULL ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// On Remove |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::UpdateOnRemove(void) |
|
{ |
|
DestroyEffects( ); |
|
BaseClass::UpdateOnRemove(); |
|
} |
|
|
|
#ifdef CLIENT_DLL |
|
void CWeaponPhysCannon::OnDataChanged( DataUpdateType_t type ) |
|
{ |
|
BaseClass::OnDataChanged( type ); |
|
|
|
if ( type == DATA_UPDATE_CREATED ) |
|
{ |
|
SetNextClientThink( CLIENT_THINK_ALWAYS ); |
|
|
|
C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, false ); |
|
StartEffects(); |
|
} |
|
|
|
if ( GetOwner() == NULL ) |
|
{ |
|
if ( m_hAttachedObject ) |
|
{ |
|
m_hAttachedObject->VPhysicsDestroyObject(); |
|
} |
|
|
|
if ( m_hOldAttachedObject ) |
|
{ |
|
m_hOldAttachedObject->VPhysicsDestroyObject(); |
|
} |
|
} |
|
|
|
// Update effect state when out of parity with the server |
|
if ( m_nOldEffectState != m_EffectState ) |
|
{ |
|
DoEffect( m_EffectState ); |
|
m_nOldEffectState = m_EffectState; |
|
} |
|
|
|
// Update element state when out of parity |
|
if ( m_bOldOpen != m_bOpen ) |
|
{ |
|
if ( m_bOpen ) |
|
{ |
|
m_ElementParameter.InitFromCurrent( 1.0f, 0.2f, INTERP_SPLINE ); |
|
} |
|
else |
|
{ |
|
m_ElementParameter.InitFromCurrent( 0.0f, 0.5f, INTERP_SPLINE ); |
|
} |
|
|
|
m_bOldOpen = (bool) m_bOpen; |
|
} |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Sprite scale factor |
|
//----------------------------------------------------------------------------- |
|
inline float CWeaponPhysCannon::SpriteScaleFactor() |
|
{ |
|
return 1.0f; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CWeaponPhysCannon::Deploy( void ) |
|
{ |
|
CloseElements(); |
|
DoEffect( EFFECT_READY ); |
|
|
|
bool bReturn = BaseClass::Deploy(); |
|
|
|
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime; |
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pOwner ) |
|
{ |
|
pOwner->SetNextAttack( gpGlobals->curtime ); |
|
} |
|
|
|
return bReturn; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::SetViewModel( void ) |
|
{ |
|
BaseClass::SetViewModel(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Force the cannon to drop anything it's carrying |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::ForceDrop( void ) |
|
{ |
|
CloseElements(); |
|
DetachObject(); |
|
StopEffects(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Drops its held entity if it matches the entity passed in |
|
// Input : *pTarget - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CWeaponPhysCannon::DropIfEntityHeld( CBaseEntity *pTarget ) |
|
{ |
|
if ( pTarget == NULL ) |
|
return false; |
|
|
|
CBaseEntity *pHeld = m_grabController.GetAttached(); |
|
|
|
if ( pHeld == NULL ) |
|
return false; |
|
|
|
if ( pHeld == pTarget ) |
|
{ |
|
ForceDrop(); |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::Drop( const Vector &vecVelocity ) |
|
{ |
|
ForceDrop(); |
|
|
|
#ifndef CLIENT_DLL |
|
UTIL_Remove( this ); |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CWeaponPhysCannon::CanHolster( void ) |
|
{ |
|
//Don't holster this weapon if we're holding onto something |
|
if ( m_bActive ) |
|
return false; |
|
|
|
return BaseClass::CanHolster(); |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CWeaponPhysCannon::Holster( CBaseCombatWeapon *pSwitchingTo ) |
|
{ |
|
//Don't holster this weapon if we're holding onto something |
|
if ( m_bActive ) |
|
return false; |
|
|
|
ForceDrop(); |
|
DestroyEffects(); |
|
|
|
return BaseClass::Holster( pSwitchingTo ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::DryFire( void ) |
|
{ |
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
|
|
|
WeaponSound( EMPTY ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::PrimaryFireEffect( void ) |
|
{ |
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pOwner == NULL ) |
|
return; |
|
|
|
pOwner->ViewPunch( QAngle(-6, SharedRandomInt( "physcannonfire", -2,2) ,0) ); |
|
|
|
#ifndef CLIENT_DLL |
|
color32 white = { 245, 245, 255, 32 }; |
|
UTIL_ScreenFade( pOwner, white, 0.1f, 0.0f, FFADE_IN ); |
|
#endif |
|
|
|
WeaponSound( SINGLE ); |
|
} |
|
|
|
#define MAX_KNOCKBACK_FORCE 128 |
|
|
|
//----------------------------------------------------------------------------- |
|
// Punt non-physics |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::PuntNonVPhysics( CBaseEntity *pEntity, const Vector &forward, trace_t &tr ) |
|
{ |
|
if ( m_hLastPuntedObject == pEntity && gpGlobals->curtime < m_flRepuntObjectTime ) |
|
return; |
|
|
|
#ifndef CLIENT_DLL |
|
CTakeDamageInfo info; |
|
|
|
info.SetAttacker( GetOwner() ); |
|
info.SetInflictor( this ); |
|
info.SetDamage( 1.0f ); |
|
info.SetDamageType( DMG_CRUSH | DMG_PHYSGUN ); |
|
info.SetDamageForce( forward ); // Scale? |
|
info.SetDamagePosition( tr.endpos ); |
|
|
|
m_hLastPuntedObject = pEntity; |
|
m_flRepuntObjectTime = gpGlobals->curtime + 0.5f; |
|
|
|
pEntity->DispatchTraceAttack( info, forward, &tr ); |
|
|
|
ApplyMultiDamage(); |
|
|
|
//Explosion effect |
|
DoEffect( EFFECT_LAUNCH, &tr.endpos ); |
|
#endif |
|
|
|
PrimaryFireEffect(); |
|
SendWeaponAnim( ACT_VM_SECONDARYATTACK ); |
|
|
|
m_nChangeState = ELEMENT_STATE_CLOSED; |
|
m_flElementDebounce = gpGlobals->curtime + 0.5f; |
|
m_flCheckSuppressTime = gpGlobals->curtime + 0.25f; |
|
} |
|
|
|
|
|
#ifndef CLIENT_DLL |
|
//----------------------------------------------------------------------------- |
|
// What happens when the physgun picks up something |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::Physgun_OnPhysGunPickup( CBaseEntity *pEntity, CBasePlayer *pOwner, PhysGunPickup_t reason ) |
|
{ |
|
// If the target is debris, convert it to non-debris |
|
if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ) |
|
{ |
|
// Interactive debris converts back to debris when it comes to rest |
|
pEntity->SetCollisionGroup( COLLISION_GROUP_INTERACTIVE_DEBRIS ); |
|
} |
|
|
|
Pickup_OnPhysGunPickup( pEntity, pOwner, reason ); |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Punt vphysics |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::PuntVPhysics( CBaseEntity *pEntity, const Vector &vecForward, trace_t &tr ) |
|
{ |
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
|
|
if ( m_hLastPuntedObject == pEntity && gpGlobals->curtime < m_flRepuntObjectTime ) |
|
return; |
|
|
|
m_hLastPuntedObject = pEntity; |
|
m_flRepuntObjectTime = gpGlobals->curtime + 0.5f; |
|
|
|
#ifndef CLIENT_DLL |
|
CTakeDamageInfo info; |
|
|
|
Vector forward = vecForward; |
|
|
|
info.SetAttacker( GetOwner() ); |
|
info.SetInflictor( this ); |
|
info.SetDamage( 0.0f ); |
|
info.SetDamageType( DMG_PHYSGUN ); |
|
pEntity->DispatchTraceAttack( info, forward, &tr ); |
|
ApplyMultiDamage(); |
|
|
|
|
|
if ( Pickup_OnAttemptPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON ) ) |
|
{ |
|
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; |
|
int listCount = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); |
|
if ( !listCount ) |
|
{ |
|
//FIXME: Do we want to do this if there's no physics object? |
|
Physgun_OnPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON ); |
|
DryFire(); |
|
return; |
|
} |
|
|
|
if( forward.z < 0 ) |
|
{ |
|
//reflect, but flatten the trajectory out a bit so it's easier to hit standing targets |
|
forward.z *= -0.65f; |
|
} |
|
|
|
// NOTE: Do this first to enable motion (if disabled) - so forces will work |
|
// Tell the object it's been punted |
|
Physgun_OnPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON ); |
|
|
|
// don't push vehicles that are attached to the world via fixed constraints |
|
// they will just wiggle... |
|
if ( (pList[0]->GetGameFlags() & FVPHYSICS_CONSTRAINT_STATIC) && pEntity->GetServerVehicle() ) |
|
{ |
|
forward.Init(); |
|
} |
|
|
|
if ( !Pickup_ShouldPuntUseLaunchForces( pEntity, PHYSGUN_FORCE_PUNTED ) ) |
|
{ |
|
int i; |
|
|
|
// limit mass to avoid punting REALLY huge things |
|
float totalMass = 0; |
|
for ( i = 0; i < listCount; i++ ) |
|
{ |
|
totalMass += pList[i]->GetMass(); |
|
} |
|
float maxMass = 250; |
|
IServerVehicle *pVehicle = pEntity->GetServerVehicle(); |
|
if ( pVehicle ) |
|
{ |
|
maxMass *= 2.5; // 625 for vehicles |
|
} |
|
float mass = MIN(totalMass, maxMass); // max 250kg of additional force |
|
|
|
// Put some spin on the object |
|
for ( i = 0; i < listCount; i++ ) |
|
{ |
|
const float hitObjectFactor = 0.5f; |
|
const float otherObjectFactor = 1.0f - hitObjectFactor; |
|
// Must be light enough |
|
float ratio = pList[i]->GetMass() / totalMass; |
|
if ( pList[i] == pEntity->VPhysicsGetObject() ) |
|
{ |
|
ratio += hitObjectFactor; |
|
ratio = MIN(ratio,1.0f); |
|
} |
|
else |
|
{ |
|
ratio *= otherObjectFactor; |
|
} |
|
pList[i]->ApplyForceCenter( forward * 15000.0f * ratio ); |
|
pList[i]->ApplyForceOffset( forward * mass * 600.0f * ratio, tr.endpos ); |
|
} |
|
} |
|
else |
|
{ |
|
ApplyVelocityBasedForce( pEntity, vecForward ); |
|
} |
|
} |
|
|
|
#endif |
|
// Add recoil |
|
QAngle recoil = QAngle( random->RandomFloat( 1.0f, 2.0f ), random->RandomFloat( -1.0f, 1.0f ), 0 ); |
|
pOwner->ViewPunch( recoil ); |
|
|
|
//Explosion effect |
|
DoEffect( EFFECT_LAUNCH, &tr.endpos ); |
|
|
|
PrimaryFireEffect(); |
|
SendWeaponAnim( ACT_VM_SECONDARYATTACK ); |
|
|
|
m_nChangeState = ELEMENT_STATE_CLOSED; |
|
m_flElementDebounce = gpGlobals->curtime + 0.5f; |
|
m_flCheckSuppressTime = gpGlobals->curtime + 0.25f; |
|
|
|
// Don't allow the gun to regrab a thrown object!! |
|
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Applies velocity-based forces to throw the entity. This code is |
|
// called from both punt and launch carried code. |
|
// ASSUMES: that pEntity is a vphysics entity. |
|
// Input : - |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::ApplyVelocityBasedForce( CBaseEntity *pEntity, const Vector &forward ) |
|
{ |
|
#ifndef CLIENT_DLL |
|
IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject(); |
|
Assert(pPhysicsObject); // Shouldn't ever get here with a non-vphysics object. |
|
if (!pPhysicsObject) |
|
return; |
|
|
|
float flForceMax = physcannon_maxforce.GetFloat(); |
|
float flForce = flForceMax; |
|
|
|
float mass = pPhysicsObject->GetMass(); |
|
if (mass > 100) |
|
{ |
|
mass = MIN(mass, 1000); |
|
float flForceMin = physcannon_minforce.GetFloat(); |
|
flForce = SimpleSplineRemapVal(mass, 100, 600, flForceMax, flForceMin); |
|
} |
|
|
|
Vector vVel = forward * flForce; |
|
// FIXME: Josh needs to put a real value in for PHYSGUN_FORCE_PUNTED |
|
AngularImpulse aVel = Pickup_PhysGunLaunchAngularImpulse( pEntity, PHYSGUN_FORCE_PUNTED ); |
|
|
|
pPhysicsObject->AddVelocity( &vVel, &aVel ); |
|
|
|
#endif |
|
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Trace length |
|
//----------------------------------------------------------------------------- |
|
float CWeaponPhysCannon::TraceLength() |
|
{ |
|
return physcannon_tracelength.GetFloat(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// |
|
// This mode is a toggle. Primary fire one time to pick up a physics object. |
|
// With an object held, click primary fire again to drop object. |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::PrimaryAttack( void ) |
|
{ |
|
if( m_flNextPrimaryAttack > gpGlobals->curtime ) |
|
return; |
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pOwner == NULL ) |
|
return; |
|
|
|
if( m_bActive ) |
|
{ |
|
// Punch the object being held!! |
|
Vector forward; |
|
pOwner->EyeVectors( &forward ); |
|
|
|
// Validate the item is within punt range |
|
CBaseEntity *pHeld = m_grabController.GetAttached(); |
|
Assert( pHeld != NULL ); |
|
|
|
if ( pHeld != NULL ) |
|
{ |
|
float heldDist = ( pHeld->WorldSpaceCenter() - pOwner->WorldSpaceCenter() ).Length(); |
|
|
|
if ( heldDist > physcannon_tracelength.GetFloat() ) |
|
{ |
|
// We can't punt this yet |
|
DryFire(); |
|
return; |
|
} |
|
} |
|
|
|
LaunchObject( forward, physcannon_maxforce.GetFloat() ); |
|
|
|
PrimaryFireEffect(); |
|
SendWeaponAnim( ACT_VM_SECONDARYATTACK ); |
|
return; |
|
} |
|
|
|
// If not active, just issue a physics punch in the world. |
|
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f; |
|
|
|
Vector forward; |
|
pOwner->EyeVectors( &forward ); |
|
|
|
// NOTE: Notice we're *not* using the mega tracelength here |
|
// when you have the mega cannon. Punting has shorter range. |
|
Vector start, end; |
|
start = pOwner->Weapon_ShootPosition(); |
|
float flPuntDistance = physcannon_tracelength.GetFloat(); |
|
VectorMA( start, flPuntDistance, forward, end ); |
|
|
|
CTraceFilterNoOwnerTest filter( pOwner, COLLISION_GROUP_NONE ); |
|
trace_t tr; |
|
UTIL_TraceHull( start, end, -Vector(8,8,8), Vector(8,8,8), MASK_SHOT|CONTENTS_GRATE, &filter, &tr ); |
|
bool bValid = true; |
|
CBaseEntity *pEntity = tr.m_pEnt; |
|
if ( tr.fraction == 1 || !tr.m_pEnt || tr.m_pEnt->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) ) |
|
{ |
|
bValid = false; |
|
} |
|
else if ( (pEntity->GetMoveType() != MOVETYPE_VPHYSICS) && ( pEntity->m_takedamage == DAMAGE_NO ) ) |
|
{ |
|
bValid = false; |
|
} |
|
|
|
// If the entity we've hit is invalid, try a traceline instead |
|
if ( !bValid ) |
|
{ |
|
UTIL_TraceLine( start, end, MASK_SHOT|CONTENTS_GRATE, &filter, &tr ); |
|
if ( tr.fraction == 1 || !tr.m_pEnt || tr.m_pEnt->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) ) |
|
{ |
|
// Play dry-fire sequence |
|
DryFire(); |
|
return; |
|
} |
|
|
|
pEntity = tr.m_pEnt; |
|
} |
|
|
|
// See if we hit something |
|
if ( pEntity->GetMoveType() != MOVETYPE_VPHYSICS ) |
|
{ |
|
if ( pEntity->m_takedamage == DAMAGE_NO ) |
|
{ |
|
DryFire(); |
|
return; |
|
} |
|
|
|
if( GetOwner()->IsPlayer() ) |
|
{ |
|
// Don't let the player zap any NPC's except regular antlions and headcrabs. |
|
if( pEntity->IsPlayer() ) |
|
{ |
|
DryFire(); |
|
return; |
|
} |
|
} |
|
|
|
PuntNonVPhysics( pEntity, forward, tr ); |
|
} |
|
else |
|
{ |
|
if ( pEntity->VPhysicsIsFlesh( ) ) |
|
{ |
|
DryFire(); |
|
return; |
|
} |
|
PuntVPhysics( pEntity, forward, tr ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Click secondary attack whilst holding an object to hurl it. |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::SecondaryAttack( void ) |
|
{ |
|
#ifndef CLIENT_DLL |
|
if ( m_flNextSecondaryAttack > gpGlobals->curtime ) |
|
return; |
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pOwner == NULL ) |
|
return; |
|
|
|
// See if we should drop a held item |
|
if ( ( m_bActive ) && ( pOwner->m_afButtonPressed & IN_ATTACK2 ) ) |
|
{ |
|
// Drop the held object |
|
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5; |
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5; |
|
|
|
DetachObject(); |
|
|
|
DoEffect( EFFECT_READY ); |
|
|
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
|
} |
|
else |
|
{ |
|
// Otherwise pick it up |
|
FindObjectResult_t result = FindObject(); |
|
switch ( result ) |
|
{ |
|
case OBJECT_FOUND: |
|
WeaponSound( SPECIAL1 ); |
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f; |
|
|
|
// We found an object. Debounce the button |
|
m_nAttack2Debounce |= pOwner->m_nButtons; |
|
break; |
|
|
|
case OBJECT_NOT_FOUND: |
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.1f; |
|
CloseElements(); |
|
break; |
|
|
|
case OBJECT_BEING_DETACHED: |
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.01f; |
|
break; |
|
} |
|
|
|
DoEffect( EFFECT_HOLDING ); |
|
} |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::WeaponIdle( void ) |
|
{ |
|
if ( HasWeaponIdleTimeElapsed() ) |
|
{ |
|
if ( m_bActive ) |
|
{ |
|
//Shake when holding an item |
|
SendWeaponAnim( ACT_VM_RELOAD ); |
|
} |
|
else |
|
{ |
|
//Otherwise idle simply |
|
SendWeaponAnim( ACT_VM_IDLE ); |
|
} |
|
} |
|
} |
|
|
|
#ifndef CLIENT_DLL |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *pObject - |
|
//----------------------------------------------------------------------------- |
|
bool CWeaponPhysCannon::AttachObject( CBaseEntity *pObject, const Vector &vPosition ) |
|
{ |
|
|
|
if ( m_bActive ) |
|
return false; |
|
|
|
if ( CanPickupObject( pObject ) == false ) |
|
return false; |
|
|
|
m_grabController.SetIgnorePitch( false ); |
|
m_grabController.SetAngleAlignment( 0 ); |
|
|
|
IPhysicsObject *pPhysics = pObject->VPhysicsGetObject(); |
|
|
|
// Must be valid |
|
if ( !pPhysics ) |
|
return false; |
|
|
|
CHL2MP_Player *pOwner = (CHL2MP_Player *)ToBasePlayer( GetOwner() ); |
|
|
|
m_bActive = true; |
|
if( pOwner ) |
|
{ |
|
// NOTE: This can change the mass; so it must be done before max speed setting |
|
Physgun_OnPhysGunPickup( pObject, pOwner, PICKED_UP_BY_CANNON ); |
|
} |
|
|
|
// NOTE :This must happen after OnPhysGunPickup because that can change the mass |
|
m_grabController.AttachEntity( pOwner, pObject, pPhysics, false, vPosition, false ); |
|
m_hAttachedObject = pObject; |
|
m_attachedPositionObjectSpace = m_grabController.m_attachedPositionObjectSpace; |
|
m_attachedAnglesPlayerSpace = m_grabController.m_attachedAnglesPlayerSpace; |
|
|
|
m_bResetOwnerEntity = false; |
|
|
|
if ( m_hAttachedObject->GetOwnerEntity() == NULL ) |
|
{ |
|
m_hAttachedObject->SetOwnerEntity( pOwner ); |
|
m_bResetOwnerEntity = true; |
|
} |
|
|
|
/* if( pOwner ) |
|
{ |
|
pOwner->EnableSprint( false ); |
|
|
|
float loadWeight = ( 1.0f - GetLoadPercentage() ); |
|
float maxSpeed = hl2_walkspeed.GetFloat() + ( ( hl2_normspeed.GetFloat() - hl2_walkspeed.GetFloat() ) * loadWeight ); |
|
|
|
//Msg( "Load perc: %f -- Movement speed: %f/%f\n", loadWeight, maxSpeed, hl2_normspeed.GetFloat() ); |
|
pOwner->SetMaxSpeed( maxSpeed ); |
|
}*/ |
|
|
|
// Don't drop again for a slight delay, in case they were pulling objects near them |
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.4f; |
|
|
|
DoEffect( EFFECT_HOLDING ); |
|
OpenElements(); |
|
|
|
if ( GetMotorSound() ) |
|
{ |
|
(CSoundEnvelopeController::GetController()).Play( GetMotorSound(), 0.0f, 50 ); |
|
(CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 100, 0.5f ); |
|
(CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.8f, 0.5f ); |
|
} |
|
|
|
|
|
|
|
return true; |
|
} |
|
|
|
CWeaponPhysCannon::FindObjectResult_t CWeaponPhysCannon::FindObject( void ) |
|
{ |
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
|
|
|
Assert( pPlayer ); |
|
if ( pPlayer == NULL ) |
|
return OBJECT_NOT_FOUND; |
|
|
|
Vector forward; |
|
pPlayer->EyeVectors( &forward ); |
|
|
|
// Setup our positions |
|
Vector start = pPlayer->Weapon_ShootPosition(); |
|
float testLength = TraceLength() * 4.0f; |
|
Vector end = start + forward * testLength; |
|
|
|
// Try to find an object by looking straight ahead |
|
trace_t tr; |
|
CTraceFilterNoOwnerTest filter( pPlayer, COLLISION_GROUP_NONE ); |
|
UTIL_TraceLine( start, end, MASK_SHOT|CONTENTS_GRATE, &filter, &tr ); |
|
|
|
// Try again with a hull trace |
|
if ( ( tr.fraction == 1.0 ) || ( tr.m_pEnt == NULL ) || ( tr.m_pEnt->IsWorld() ) ) |
|
{ |
|
UTIL_TraceHull( start, end, -Vector(4,4,4), Vector(4,4,4), MASK_SHOT|CONTENTS_GRATE, &filter, &tr ); |
|
} |
|
|
|
CBaseEntity *pEntity = tr.m_pEnt ? tr.m_pEnt->GetRootMoveParent() : NULL; |
|
bool bAttach = false; |
|
bool bPull = false; |
|
|
|
// If we hit something, pick it up or pull it |
|
if ( ( tr.fraction != 1.0f ) && ( tr.m_pEnt ) && ( tr.m_pEnt->IsWorld() == false ) ) |
|
{ |
|
// Attempt to attach if within range |
|
if ( tr.fraction <= 0.25f ) |
|
{ |
|
bAttach = true; |
|
} |
|
else if ( tr.fraction > 0.25f ) |
|
{ |
|
bPull = true; |
|
} |
|
} |
|
|
|
// Find anything within a general cone in front |
|
CBaseEntity *pConeEntity = NULL; |
|
|
|
if (!bAttach && !bPull) |
|
{ |
|
pConeEntity = FindObjectInCone( start, forward, physcannon_cone.GetFloat() ); |
|
} |
|
|
|
if ( pConeEntity ) |
|
{ |
|
pEntity = pConeEntity; |
|
|
|
// If the object is near, grab it. Else, pull it a bit. |
|
if ( pEntity->WorldSpaceCenter().DistToSqr( start ) <= (testLength * testLength) ) |
|
{ |
|
bAttach = true; |
|
} |
|
else |
|
{ |
|
bPull = true; |
|
} |
|
} |
|
|
|
if ( CanPickupObject( pEntity ) == false ) |
|
{ |
|
// Make a noise to signify we can't pick this up |
|
if ( !m_flLastDenySoundPlayed ) |
|
{ |
|
m_flLastDenySoundPlayed = true; |
|
WeaponSound( SPECIAL3 ); |
|
} |
|
|
|
return OBJECT_NOT_FOUND; |
|
} |
|
|
|
// Check to see if the object is constrained + needs to be ripped off... |
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
if ( !Pickup_OnAttemptPhysGunPickup( pEntity, pOwner, PICKED_UP_BY_CANNON ) ) |
|
return OBJECT_BEING_DETACHED; |
|
|
|
if ( bAttach ) |
|
{ |
|
return AttachObject( pEntity, tr.endpos ) ? OBJECT_FOUND : OBJECT_NOT_FOUND; |
|
} |
|
|
|
if ( !bPull ) |
|
return OBJECT_NOT_FOUND; |
|
|
|
// FIXME: This needs to be run through the CanPickupObject logic |
|
IPhysicsObject *pObj = pEntity->VPhysicsGetObject(); |
|
if ( !pObj ) |
|
return OBJECT_NOT_FOUND; |
|
|
|
// If we're too far, simply start to pull the object towards us |
|
Vector pullDir = start - pEntity->WorldSpaceCenter(); |
|
VectorNormalize( pullDir ); |
|
pullDir *= physcannon_pullforce.GetFloat(); |
|
|
|
float mass = PhysGetEntityMass( pEntity ); |
|
if ( mass < 50.0f ) |
|
{ |
|
pullDir *= (mass + 0.5) * (1/50.0f); |
|
} |
|
|
|
// Nudge it towards us |
|
pObj->ApplyForceCenter( pullDir ); |
|
return OBJECT_NOT_FOUND; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
CBaseEntity *CWeaponPhysCannon::FindObjectInCone( const Vector &vecOrigin, const Vector &vecDir, float flCone ) |
|
{ |
|
// Find the nearest physics-based item in a cone in front of me. |
|
CBaseEntity *list[256]; |
|
float flNearestDist = TraceLength() + 1.0; |
|
Vector mins = vecOrigin - Vector( flNearestDist, flNearestDist, flNearestDist ); |
|
Vector maxs = vecOrigin + Vector( flNearestDist, flNearestDist, flNearestDist ); |
|
|
|
CBaseEntity *pNearest = NULL; |
|
|
|
int count = UTIL_EntitiesInBox( list, 256, mins, maxs, 0 ); |
|
for( int i = 0 ; i < count ; i++ ) |
|
{ |
|
if ( !list[ i ]->VPhysicsGetObject() ) |
|
continue; |
|
|
|
// Closer than other objects |
|
Vector los = ( list[ i ]->WorldSpaceCenter() - vecOrigin ); |
|
float flDist = VectorNormalize( los ); |
|
if( flDist >= flNearestDist ) |
|
continue; |
|
|
|
// Cull to the cone |
|
if ( DotProduct( los, vecDir ) <= flCone ) |
|
continue; |
|
|
|
// Make sure it isn't occluded! |
|
trace_t tr; |
|
CTraceFilterNoOwnerTest filter( GetOwner(), COLLISION_GROUP_NONE ); |
|
UTIL_TraceLine( vecOrigin, list[ i ]->WorldSpaceCenter(), MASK_SHOT|CONTENTS_GRATE, &filter, &tr ); |
|
if( tr.m_pEnt == list[ i ] ) |
|
{ |
|
flNearestDist = flDist; |
|
pNearest = list[ i ]; |
|
} |
|
} |
|
|
|
return pNearest; |
|
} |
|
|
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
bool CGrabController::UpdateObject( CBasePlayer *pPlayer, float flError ) |
|
{ |
|
CBaseEntity *pEntity = GetAttached(); |
|
if ( !pEntity ) |
|
return false; |
|
if ( ComputeError() > flError ) |
|
return false; |
|
if ( pPlayer->GetGroundEntity() == pEntity ) |
|
return false; |
|
if (!pEntity->VPhysicsGetObject() ) |
|
return false; |
|
|
|
//Adrian: Oops, our object became motion disabled, let go! |
|
IPhysicsObject *pPhys = pEntity->VPhysicsGetObject(); |
|
if ( pPhys && pPhys->IsMoveable() == false ) |
|
{ |
|
return false; |
|
} |
|
|
|
if ( m_frameCount == gpGlobals->framecount ) |
|
{ |
|
return true; |
|
} |
|
m_frameCount = gpGlobals->framecount; |
|
Vector forward, right, up; |
|
QAngle playerAngles = pPlayer->EyeAngles(); |
|
|
|
float pitch = AngleDistance(playerAngles.x,0); |
|
playerAngles.x = clamp( pitch, -75, 75 ); |
|
AngleVectors( playerAngles, &forward, &right, &up ); |
|
|
|
// Now clamp a sphere of object radius at end to the player's bbox |
|
Vector radial = physcollision->CollideGetExtent( pPhys->GetCollide(), vec3_origin, pEntity->GetAbsAngles(), -forward ); |
|
Vector player2d = pPlayer->CollisionProp()->OBBMaxs(); |
|
float playerRadius = player2d.Length2D(); |
|
float flDot = DotProduct( forward, radial ); |
|
|
|
float radius = playerRadius + fabs( flDot ); |
|
|
|
float distance = 24 + ( radius * 2.0f ); |
|
|
|
Vector start = pPlayer->Weapon_ShootPosition(); |
|
Vector end = start + ( forward * distance ); |
|
|
|
trace_t tr; |
|
CTraceFilterSkipTwoEntities traceFilter( pPlayer, pEntity, COLLISION_GROUP_NONE ); |
|
Ray_t ray; |
|
ray.Init( start, end ); |
|
enginetrace->TraceRay( ray, MASK_SOLID_BRUSHONLY, &traceFilter, &tr ); |
|
|
|
if ( tr.fraction < 0.5 ) |
|
{ |
|
end = start + forward * (radius*0.5f); |
|
} |
|
else if ( tr.fraction <= 1.0f ) |
|
{ |
|
end = start + forward * ( distance - radius ); |
|
} |
|
|
|
Vector playerMins, playerMaxs, nearest; |
|
pPlayer->CollisionProp()->WorldSpaceAABB( &playerMins, &playerMaxs ); |
|
Vector playerLine = pPlayer->CollisionProp()->WorldSpaceCenter(); |
|
CalcClosestPointOnLine( end, playerLine+Vector(0,0,playerMins.z), playerLine+Vector(0,0,playerMaxs.z), nearest, NULL ); |
|
|
|
Vector delta = end - nearest; |
|
float len = VectorNormalize(delta); |
|
if ( len < radius ) |
|
{ |
|
end = nearest + radius * delta; |
|
} |
|
|
|
QAngle angles = TransformAnglesFromPlayerSpace( m_attachedAnglesPlayerSpace, pPlayer ); |
|
|
|
//Show overlays of radius |
|
if ( g_debug_physcannon.GetBool() ) |
|
{ |
|
|
|
#ifdef CLIENT_DLL |
|
|
|
debugoverlay->AddBoxOverlay( end, -Vector( 2,2,2 ), Vector(2,2,2), angles, 0, 255, 255, true, 0 ); |
|
|
|
debugoverlay->AddBoxOverlay( GetAttached()->WorldSpaceCenter(), |
|
-Vector( radius, radius, radius), |
|
Vector( radius, radius, radius ), |
|
angles, |
|
255, 255, 0, |
|
true, |
|
0.0f ); |
|
|
|
#else |
|
|
|
NDebugOverlay::Box( end, -Vector( 2,2,2 ), Vector(2,2,2), 0, 255, 0, true, 0 ); |
|
|
|
NDebugOverlay::Box( GetAttached()->WorldSpaceCenter(), |
|
-Vector( radius+5, radius+5, radius+5), |
|
Vector( radius+5, radius+5, radius+5 ), |
|
255, 0, 0, |
|
true, |
|
0.0f ); |
|
#endif |
|
} |
|
|
|
#ifndef CLIENT_DLL |
|
// If it has a preferred orientation, update to ensure we're still oriented correctly. |
|
Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles ); |
|
|
|
|
|
// We may be holding a prop that has preferred carry angles |
|
if ( m_bHasPreferredCarryAngles ) |
|
{ |
|
matrix3x4_t tmp; |
|
ComputePlayerMatrix( pPlayer, tmp ); |
|
angles = TransformAnglesToWorldSpace( m_vecPreferredCarryAngles, tmp ); |
|
} |
|
|
|
#endif |
|
|
|
matrix3x4_t attachedToWorld; |
|
Vector offset; |
|
AngleMatrix( angles, attachedToWorld ); |
|
VectorRotate( m_attachedPositionObjectSpace, attachedToWorld, offset ); |
|
|
|
SetTargetPosition( end - offset, angles ); |
|
|
|
return true; |
|
} |
|
|
|
void CWeaponPhysCannon::UpdateObject( void ) |
|
{ |
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
|
Assert( pPlayer ); |
|
|
|
float flError = 12; |
|
if ( !m_grabController.UpdateObject( pPlayer, flError ) ) |
|
{ |
|
DetachObject(); |
|
return; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::DetachObject( bool playSound, bool wasLaunched ) |
|
{ |
|
#ifndef CLIENT_DLL |
|
if ( m_bActive == false ) |
|
return; |
|
|
|
CHL2MP_Player *pOwner = (CHL2MP_Player *)ToBasePlayer( GetOwner() ); |
|
if( pOwner != NULL ) |
|
{ |
|
pOwner->EnableSprint( true ); |
|
pOwner->SetMaxSpeed( hl2_normspeed.GetFloat() ); |
|
} |
|
|
|
CBaseEntity *pObject = m_grabController.GetAttached(); |
|
|
|
m_grabController.DetachEntity( wasLaunched ); |
|
|
|
if ( pObject != NULL ) |
|
{ |
|
Pickup_OnPhysGunDrop( pObject, pOwner, wasLaunched ? LAUNCHED_BY_CANNON : DROPPED_BY_CANNON ); |
|
} |
|
|
|
// Stop our looping sound |
|
if ( GetMotorSound() ) |
|
{ |
|
(CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.0f, 1.0f ); |
|
(CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 50, 1.0f ); |
|
} |
|
|
|
if ( pObject && m_bResetOwnerEntity == true ) |
|
{ |
|
pObject->SetOwnerEntity( NULL ); |
|
} |
|
|
|
m_bActive = false; |
|
m_hAttachedObject = NULL; |
|
|
|
|
|
if ( playSound ) |
|
{ |
|
//Play the detach sound |
|
WeaponSound( MELEE_MISS ); |
|
} |
|
|
|
#else |
|
|
|
m_grabController.DetachEntity( wasLaunched ); |
|
|
|
if ( m_hAttachedObject ) |
|
{ |
|
m_hAttachedObject->VPhysicsDestroyObject(); |
|
} |
|
#endif |
|
} |
|
|
|
|
|
#ifdef CLIENT_DLL |
|
void CWeaponPhysCannon::ManagePredictedObject( void ) |
|
{ |
|
CBaseEntity *pAttachedObject = m_hAttachedObject.Get(); |
|
|
|
if ( m_hAttachedObject ) |
|
{ |
|
// NOTE :This must happen after OnPhysGunPickup because that can change the mass |
|
if ( pAttachedObject != GetGrabController().GetAttached() ) |
|
{ |
|
IPhysicsObject *pPhysics = pAttachedObject->VPhysicsGetObject(); |
|
|
|
if ( pPhysics == NULL ) |
|
{ |
|
solid_t tmpSolid; |
|
PhysModelParseSolid( tmpSolid, m_hAttachedObject, pAttachedObject->GetModelIndex() ); |
|
|
|
pAttachedObject->VPhysicsInitNormal( SOLID_VPHYSICS, 0, false, &tmpSolid ); |
|
} |
|
|
|
pPhysics = pAttachedObject->VPhysicsGetObject(); |
|
|
|
if ( pPhysics ) |
|
{ |
|
m_grabController.SetIgnorePitch( false ); |
|
m_grabController.SetAngleAlignment( 0 ); |
|
|
|
GetGrabController().AttachEntity( ToBasePlayer( GetOwner() ), pAttachedObject, pPhysics, false, vec3_origin, false ); |
|
GetGrabController().m_attachedPositionObjectSpace = m_attachedPositionObjectSpace; |
|
GetGrabController().m_attachedAnglesPlayerSpace = m_attachedAnglesPlayerSpace; |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
if ( m_hOldAttachedObject && m_hOldAttachedObject->VPhysicsGetObject() ) |
|
{ |
|
GetGrabController().DetachEntity( false ); |
|
|
|
m_hOldAttachedObject->VPhysicsDestroyObject(); |
|
} |
|
} |
|
|
|
m_hOldAttachedObject = m_hAttachedObject; |
|
} |
|
|
|
#endif |
|
|
|
#ifdef CLIENT_DLL |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Update the pose parameter for the gun |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::UpdateElementPosition( void ) |
|
{ |
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
float flElementPosition = m_ElementParameter.Interp( gpGlobals->curtime ); |
|
|
|
if ( ShouldDrawUsingViewModel() ) |
|
{ |
|
if ( pOwner != NULL ) |
|
{ |
|
CBaseViewModel *vm = pOwner->GetViewModel(); |
|
|
|
if ( vm != NULL ) |
|
{ |
|
vm->SetPoseParameter( "active", flElementPosition ); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
SetPoseParameter( "active", flElementPosition ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Think function for the client |
|
//----------------------------------------------------------------------------- |
|
|
|
void CWeaponPhysCannon::ClientThink( void ) |
|
{ |
|
// Update our elements visually |
|
UpdateElementPosition(); |
|
|
|
// Update our effects |
|
DoEffectIdle(); |
|
} |
|
|
|
#endif // CLIENT_DLL |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::ItemPreFrame() |
|
{ |
|
BaseClass::ItemPreFrame(); |
|
|
|
#ifdef CLIENT_DLL |
|
C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer(); |
|
|
|
if ( localplayer && !localplayer->IsObserver() ) |
|
ManagePredictedObject(); |
|
#endif |
|
|
|
// Update the object if the weapon is switched on. |
|
if( m_bActive ) |
|
{ |
|
UpdateObject(); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::CheckForTarget( void ) |
|
{ |
|
#ifndef CLIENT_DLL |
|
//See if we're suppressing this |
|
if ( m_flCheckSuppressTime > gpGlobals->curtime ) |
|
return; |
|
|
|
// holstered |
|
if ( IsEffectActive( EF_NODRAW ) ) |
|
return; |
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pOwner == NULL ) |
|
return; |
|
|
|
if ( m_bActive ) |
|
return; |
|
|
|
Vector aimDir; |
|
pOwner->EyeVectors( &aimDir ); |
|
|
|
Vector startPos = pOwner->Weapon_ShootPosition(); |
|
Vector endPos; |
|
VectorMA( startPos, TraceLength(), aimDir, endPos ); |
|
|
|
trace_t tr; |
|
UTIL_TraceHull( startPos, endPos, -Vector(4,4,4), Vector(4,4,4), MASK_SHOT|CONTENTS_GRATE, pOwner, COLLISION_GROUP_NONE, &tr ); |
|
|
|
if ( ( tr.fraction != 1.0f ) && ( tr.m_pEnt != NULL ) ) |
|
{ |
|
// FIXME: Try just having the elements always open when pointed at a physics object |
|
if ( CanPickupObject( tr.m_pEnt ) || Pickup_ForcePhysGunOpen( tr.m_pEnt, pOwner ) ) |
|
// if ( ( tr.m_pEnt->VPhysicsGetObject() != NULL ) && ( tr.m_pEnt->GetMoveType() == MOVETYPE_VPHYSICS ) ) |
|
{ |
|
m_nChangeState = ELEMENT_STATE_NONE; |
|
OpenElements(); |
|
return; |
|
} |
|
} |
|
|
|
// Close the elements after a delay to prevent overact state switching |
|
if ( ( m_flElementDebounce < gpGlobals->curtime ) && ( m_nChangeState == ELEMENT_STATE_NONE ) ) |
|
{ |
|
m_nChangeState = ELEMENT_STATE_CLOSED; |
|
m_flElementDebounce = gpGlobals->curtime + 0.5f; |
|
} |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Idle effect (pulsing) |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::DoEffectIdle( void ) |
|
{ |
|
#ifdef CLIENT_DLL |
|
|
|
StartEffects(); |
|
|
|
//if ( ShouldDrawUsingViewModel() ) |
|
{ |
|
// Turn on the glow sprites |
|
for ( int i = PHYSCANNON_GLOW1; i < (PHYSCANNON_GLOW1+NUM_GLOW_SPRITES); i++ ) |
|
{ |
|
m_Parameters[i].GetScale().SetAbsolute( random->RandomFloat( 0.075f, 0.05f ) * SPRITE_SCALE ); |
|
m_Parameters[i].GetAlpha().SetAbsolute( random->RandomInt( 24, 32 ) ); |
|
} |
|
|
|
// Turn on the glow sprites |
|
for ( int i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES); i++ ) |
|
{ |
|
m_Parameters[i].GetScale().SetAbsolute( random->RandomFloat( 3, 5 ) ); |
|
m_Parameters[i].GetAlpha().SetAbsolute( random->RandomInt( 200, 255 ) ); |
|
} |
|
|
|
if ( m_EffectState != EFFECT_HOLDING ) |
|
{ |
|
// Turn beams off |
|
m_Beams[0].SetVisible( false ); |
|
m_Beams[1].SetVisible( false ); |
|
m_Beams[2].SetVisible( false ); |
|
} |
|
} |
|
/* |
|
else |
|
{ |
|
// Turn on the glow sprites |
|
for ( int i = PHYSCANNON_GLOW1; i < (PHYSCANNON_GLOW1+NUM_GLOW_SPRITES); i++ ) |
|
{ |
|
m_Parameters[i].GetScale().SetAbsolute( random->RandomFloat( 0.075f, 0.05f ) * SPRITE_SCALE ); |
|
m_Parameters[i].GetAlpha().SetAbsolute( random->RandomInt( 24, 32 ) ); |
|
} |
|
|
|
// Turn on the glow sprites |
|
for ( i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES); i++ ) |
|
{ |
|
m_Parameters[i].GetScale().SetAbsolute( random->RandomFloat( 3, 5 ) ); |
|
m_Parameters[i].GetAlpha().SetAbsolute( random->RandomInt( 200, 255 ) ); |
|
} |
|
|
|
if ( m_EffectState != EFFECT_HOLDING ) |
|
{ |
|
// Turn beams off |
|
m_Beams[0].SetVisible( false ); |
|
m_Beams[1].SetVisible( false ); |
|
m_Beams[2].SetVisible( false ); |
|
} |
|
} |
|
*/ |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::ItemPostFrame() |
|
{ |
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
if ( pOwner == NULL ) |
|
{ |
|
// We found an object. Debounce the button |
|
m_nAttack2Debounce = 0; |
|
return; |
|
} |
|
|
|
//Check for object in pickup range |
|
if ( m_bActive == false ) |
|
{ |
|
CheckForTarget(); |
|
|
|
if ( ( m_flElementDebounce < gpGlobals->curtime ) && ( m_nChangeState != ELEMENT_STATE_NONE ) ) |
|
{ |
|
if ( m_nChangeState == ELEMENT_STATE_OPEN ) |
|
{ |
|
OpenElements(); |
|
} |
|
else if ( m_nChangeState == ELEMENT_STATE_CLOSED ) |
|
{ |
|
CloseElements(); |
|
} |
|
|
|
m_nChangeState = ELEMENT_STATE_NONE; |
|
} |
|
} |
|
|
|
// NOTE: Attack2 will be considered to be pressed until the first item is picked up. |
|
int nAttack2Mask = pOwner->m_nButtons & (~m_nAttack2Debounce); |
|
if ( nAttack2Mask & IN_ATTACK2 ) |
|
{ |
|
SecondaryAttack(); |
|
} |
|
else |
|
{ |
|
// Reset our debouncer |
|
m_flLastDenySoundPlayed = false; |
|
|
|
if ( m_bActive == false ) |
|
{ |
|
DoEffect( EFFECT_READY ); |
|
} |
|
} |
|
|
|
if (( pOwner->m_nButtons & IN_ATTACK2 ) == 0 ) |
|
{ |
|
m_nAttack2Debounce = 0; |
|
} |
|
|
|
if ( pOwner->m_nButtons & IN_ATTACK ) |
|
{ |
|
PrimaryAttack(); |
|
} |
|
else |
|
{ |
|
WeaponIdle(); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
#define PHYSCANNON_DANGER_SOUND_RADIUS 128 |
|
|
|
void CWeaponPhysCannon::LaunchObject( const Vector &vecDir, float flForce ) |
|
{ |
|
CBaseEntity *pObject = m_grabController.GetAttached(); |
|
|
|
if ( !(m_hLastPuntedObject == pObject && gpGlobals->curtime < m_flRepuntObjectTime) ) |
|
{ |
|
// FIRE!!! |
|
if( pObject != NULL ) |
|
{ |
|
DetachObject( false, true ); |
|
|
|
m_hLastPuntedObject = pObject; |
|
m_flRepuntObjectTime = gpGlobals->curtime + 0.5f; |
|
|
|
// Launch |
|
ApplyVelocityBasedForce( pObject, vecDir ); |
|
|
|
// Don't allow the gun to regrab a thrown object!! |
|
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime + 0.5; |
|
|
|
Vector center = pObject->WorldSpaceCenter(); |
|
|
|
//Do repulse effect |
|
DoEffect( EFFECT_LAUNCH, ¢er ); |
|
|
|
m_hAttachedObject = NULL; |
|
m_bActive = false; |
|
} |
|
} |
|
|
|
// Stop our looping sound |
|
if ( GetMotorSound() ) |
|
{ |
|
(CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.0f, 1.0f ); |
|
(CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 50, 1.0f ); |
|
} |
|
|
|
//Close the elements and suppress checking for a bit |
|
m_nChangeState = ELEMENT_STATE_CLOSED; |
|
m_flElementDebounce = gpGlobals->curtime + 0.1f; |
|
m_flCheckSuppressTime = gpGlobals->curtime + 0.25f; |
|
} |
|
|
|
bool UTIL_IsCombineBall( CBaseEntity *pEntity ); |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *pTarget - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CWeaponPhysCannon::CanPickupObject( CBaseEntity *pTarget ) |
|
{ |
|
#ifndef CLIENT_DLL |
|
if ( pTarget == NULL ) |
|
return false; |
|
|
|
if ( pTarget->GetBaseAnimating() && pTarget->GetBaseAnimating()->IsDissolving() ) |
|
return false; |
|
|
|
if ( pTarget->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) ) |
|
return false; |
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pOwner && pOwner->GetGroundEntity() == pTarget ) |
|
return false; |
|
|
|
if ( pTarget->VPhysicsIsFlesh( ) ) |
|
return false; |
|
|
|
IPhysicsObject *pObj = pTarget->VPhysicsGetObject(); |
|
|
|
if ( pObj && pObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) |
|
return false; |
|
|
|
if ( UTIL_IsCombineBall( pTarget ) ) |
|
{ |
|
return CBasePlayer::CanPickupObject( pTarget, 0, 0 ); |
|
} |
|
|
|
return CBasePlayer::CanPickupObject( pTarget, physcannon_maxmass.GetFloat(), 0 ); |
|
#else |
|
return false; |
|
#endif |
|
|
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::OpenElements( void ) |
|
{ |
|
if ( m_bOpen ) |
|
return; |
|
|
|
WeaponSound( SPECIAL2 ); |
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pOwner == NULL ) |
|
return; |
|
|
|
SendWeaponAnim( ACT_VM_IDLE ); |
|
|
|
m_bOpen = true; |
|
|
|
DoEffect( EFFECT_READY ); |
|
|
|
#ifdef CLIENT |
|
// Element prediction |
|
m_ElementParameter.InitFromCurrent( 1.0f, 0.2f, INTERP_SPLINE ); |
|
m_bOldOpen = true; |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::CloseElements( void ) |
|
{ |
|
if ( m_bOpen == false ) |
|
return; |
|
|
|
WeaponSound( MELEE_HIT ); |
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pOwner == NULL ) |
|
return; |
|
|
|
SendWeaponAnim( ACT_VM_IDLE ); |
|
|
|
m_bOpen = false; |
|
|
|
if ( GetMotorSound() ) |
|
{ |
|
(CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.0f, 1.0f ); |
|
(CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 50, 1.0f ); |
|
} |
|
|
|
DoEffect( EFFECT_CLOSED ); |
|
|
|
#ifdef CLIENT |
|
// Element prediction |
|
m_ElementParameter.InitFromCurrent( 0.0f, 0.5f, INTERP_SPLINE ); |
|
m_bOldOpen = false; |
|
#endif |
|
} |
|
|
|
#define PHYSCANNON_MAX_MASS 500 |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : float |
|
//----------------------------------------------------------------------------- |
|
float CWeaponPhysCannon::GetLoadPercentage( void ) |
|
{ |
|
float loadWeight = m_grabController.GetLoadWeight(); |
|
loadWeight /= physcannon_maxmass.GetFloat(); |
|
loadWeight = clamp( loadWeight, 0.0f, 1.0f ); |
|
return loadWeight; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : CSoundPatch |
|
//----------------------------------------------------------------------------- |
|
CSoundPatch *CWeaponPhysCannon::GetMotorSound( void ) |
|
{ |
|
if ( m_sndMotor == NULL ) |
|
{ |
|
CPASAttenuationFilter filter( this ); |
|
|
|
m_sndMotor = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "Weapon_PhysCannon.HoldSound", ATTN_NORM ); |
|
} |
|
|
|
return m_sndMotor; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Shuts down sounds |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::StopLoopingSounds() |
|
{ |
|
if ( m_sndMotor != NULL ) |
|
{ |
|
(CSoundEnvelopeController::GetController()).SoundDestroy( m_sndMotor ); |
|
m_sndMotor = NULL; |
|
} |
|
|
|
#ifndef CLIENT_DLL |
|
BaseClass::StopLoopingSounds(); |
|
#endif |
|
|
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::DestroyEffects( void ) |
|
{ |
|
#ifdef CLIENT_DLL |
|
|
|
// Free our beams |
|
m_Beams[0].Release(); |
|
m_Beams[1].Release(); |
|
m_Beams[2].Release(); |
|
|
|
#endif |
|
|
|
// Stop everything |
|
StopEffects(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::StopEffects( bool stopSound ) |
|
{ |
|
// Turn off our effect state |
|
DoEffect( EFFECT_NONE ); |
|
|
|
#ifndef CLIENT_DLL |
|
//Shut off sounds |
|
if ( stopSound && GetMotorSound() != NULL ) |
|
{ |
|
(CSoundEnvelopeController::GetController()).SoundFadeOut( GetMotorSound(), 0.1f ); |
|
} |
|
#endif // !CLIENT_DLL |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::StartEffects( void ) |
|
{ |
|
#ifdef CLIENT_DLL |
|
|
|
// ------------------------------------------ |
|
// Core |
|
// ------------------------------------------ |
|
|
|
if ( m_Parameters[PHYSCANNON_CORE].GetMaterial() == NULL ) |
|
{ |
|
m_Parameters[PHYSCANNON_CORE].GetScale().Init( 0.0f, 1.0f, 0.1f ); |
|
m_Parameters[PHYSCANNON_CORE].GetAlpha().Init( 255.0f, 255.0f, 0.1f ); |
|
m_Parameters[PHYSCANNON_CORE].SetAttachment( 1 ); |
|
|
|
if ( m_Parameters[PHYSCANNON_CORE].SetMaterial( PHYSCANNON_CENTER_GLOW ) == false ) |
|
{ |
|
// This means the texture was not found |
|
Assert( 0 ); |
|
} |
|
} |
|
|
|
// ------------------------------------------ |
|
// Blast |
|
// ------------------------------------------ |
|
|
|
if ( m_Parameters[PHYSCANNON_BLAST].GetMaterial() == NULL ) |
|
{ |
|
m_Parameters[PHYSCANNON_BLAST].GetScale().Init( 0.0f, 1.0f, 0.1f ); |
|
m_Parameters[PHYSCANNON_BLAST].GetAlpha().Init( 255.0f, 255.0f, 0.1f ); |
|
m_Parameters[PHYSCANNON_BLAST].SetAttachment( 1 ); |
|
m_Parameters[PHYSCANNON_BLAST].SetVisible( false ); |
|
|
|
if ( m_Parameters[PHYSCANNON_BLAST].SetMaterial( PHYSCANNON_BLAST_SPRITE ) == false ) |
|
{ |
|
// This means the texture was not found |
|
Assert( 0 ); |
|
} |
|
} |
|
|
|
// ------------------------------------------ |
|
// Glows |
|
// ------------------------------------------ |
|
|
|
const char *attachNamesGlowThirdPerson[NUM_GLOW_SPRITES] = |
|
{ |
|
"fork1m", |
|
"fork1t", |
|
"fork2m", |
|
"fork2t", |
|
"fork3m", |
|
"fork3t", |
|
}; |
|
|
|
const char *attachNamesGlow[NUM_GLOW_SPRITES] = |
|
{ |
|
"fork1b", |
|
"fork1m", |
|
"fork1t", |
|
"fork2b", |
|
"fork2m", |
|
"fork2t" |
|
}; |
|
|
|
//Create the glow sprites |
|
for ( int i = PHYSCANNON_GLOW1; i < (PHYSCANNON_GLOW1+NUM_GLOW_SPRITES); i++ ) |
|
{ |
|
if ( m_Parameters[i].GetMaterial() != NULL ) |
|
continue; |
|
|
|
m_Parameters[i].GetScale().SetAbsolute( 0.05f * SPRITE_SCALE ); |
|
m_Parameters[i].GetAlpha().SetAbsolute( 64.0f ); |
|
|
|
// Different for different views |
|
if ( ShouldDrawUsingViewModel() ) |
|
{ |
|
m_Parameters[i].SetAttachment( LookupAttachment( attachNamesGlow[i-PHYSCANNON_GLOW1] ) ); |
|
} |
|
else |
|
{ |
|
m_Parameters[i].SetAttachment( LookupAttachment( attachNamesGlowThirdPerson[i-PHYSCANNON_GLOW1] ) ); |
|
} |
|
m_Parameters[i].SetColor( Vector( 255, 128, 0 ) ); |
|
|
|
if ( m_Parameters[i].SetMaterial( PHYSCANNON_GLOW_SPRITE ) == false ) |
|
{ |
|
// This means the texture was not found |
|
Assert( 0 ); |
|
} |
|
} |
|
|
|
// ------------------------------------------ |
|
// End caps |
|
// ------------------------------------------ |
|
|
|
const char *attachNamesEndCap[NUM_ENDCAP_SPRITES] = |
|
{ |
|
"fork1t", |
|
"fork2t", |
|
"fork3t" |
|
}; |
|
|
|
//Create the glow sprites |
|
for ( int i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES); i++ ) |
|
{ |
|
if ( m_Parameters[i].GetMaterial() != NULL ) |
|
continue; |
|
|
|
m_Parameters[i].GetScale().SetAbsolute( 0.05f * SPRITE_SCALE ); |
|
m_Parameters[i].GetAlpha().SetAbsolute( 255.0f ); |
|
m_Parameters[i].SetAttachment( LookupAttachment( attachNamesEndCap[i-PHYSCANNON_ENDCAP1] ) ); |
|
m_Parameters[i].SetVisible( false ); |
|
|
|
if ( m_Parameters[i].SetMaterial( PHYSCANNON_ENDCAP_SPRITE ) == false ) |
|
{ |
|
// This means the texture was not found |
|
Assert( 0 ); |
|
} |
|
} |
|
|
|
#endif |
|
|
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Closing effects |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::DoEffectClosed( void ) |
|
{ |
|
|
|
#ifdef CLIENT_DLL |
|
|
|
// Turn off the end-caps |
|
for ( int i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES); i++ ) |
|
{ |
|
m_Parameters[i].SetVisible( false ); |
|
} |
|
|
|
#endif |
|
|
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Ready effects |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::DoEffectReady( void ) |
|
{ |
|
|
|
#ifdef CLIENT_DLL |
|
|
|
// Special POV case |
|
if ( ShouldDrawUsingViewModel() ) |
|
{ |
|
//Turn on the center sprite |
|
m_Parameters[PHYSCANNON_CORE].GetScale().InitFromCurrent( 14.0f, 0.2f ); |
|
m_Parameters[PHYSCANNON_CORE].GetAlpha().InitFromCurrent( 128.0f, 0.2f ); |
|
m_Parameters[PHYSCANNON_CORE].SetVisible(); |
|
} |
|
else |
|
{ |
|
//Turn off the center sprite |
|
m_Parameters[PHYSCANNON_CORE].GetScale().InitFromCurrent( 8.0f, 0.2f ); |
|
m_Parameters[PHYSCANNON_CORE].GetAlpha().InitFromCurrent( 0.0f, 0.2f ); |
|
m_Parameters[PHYSCANNON_CORE].SetVisible(); |
|
} |
|
|
|
// Turn on the glow sprites |
|
for ( int i = PHYSCANNON_GLOW1; i < (PHYSCANNON_GLOW1+NUM_GLOW_SPRITES); i++ ) |
|
{ |
|
m_Parameters[i].GetScale().InitFromCurrent( 0.4f * SPRITE_SCALE, 0.2f ); |
|
m_Parameters[i].GetAlpha().InitFromCurrent( 64.0f, 0.2f ); |
|
m_Parameters[i].SetVisible(); |
|
} |
|
|
|
// Turn on the glow sprites |
|
for ( int i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES); i++ ) |
|
{ |
|
m_Parameters[i].SetVisible( false ); |
|
} |
|
|
|
#endif |
|
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Holding effects |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::DoEffectHolding( void ) |
|
{ |
|
|
|
#ifdef CLIENT_DLL |
|
|
|
if ( ShouldDrawUsingViewModel() ) |
|
{ |
|
// Scale up the center sprite |
|
m_Parameters[PHYSCANNON_CORE].GetScale().InitFromCurrent( 16.0f, 0.2f ); |
|
m_Parameters[PHYSCANNON_CORE].GetAlpha().InitFromCurrent( 255.0f, 0.1f ); |
|
m_Parameters[PHYSCANNON_CORE].SetVisible(); |
|
|
|
// Prepare for scale up |
|
m_Parameters[PHYSCANNON_BLAST].SetVisible( false ); |
|
|
|
// Turn on the glow sprites |
|
for ( int i = PHYSCANNON_GLOW1; i < (PHYSCANNON_GLOW1+NUM_GLOW_SPRITES); i++ ) |
|
{ |
|
m_Parameters[i].GetScale().InitFromCurrent( 0.5f * SPRITE_SCALE, 0.2f ); |
|
m_Parameters[i].GetAlpha().InitFromCurrent( 64.0f, 0.2f ); |
|
m_Parameters[i].SetVisible(); |
|
} |
|
|
|
// Turn on the glow sprites |
|
// NOTE: The last glow is left off for first-person |
|
for ( int i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES-1); i++ ) |
|
{ |
|
m_Parameters[i].SetVisible(); |
|
} |
|
|
|
// Create our beams |
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
CBaseEntity *pBeamEnt = pOwner->GetViewModel(); |
|
|
|
// Setup the beams |
|
m_Beams[0].Init( LookupAttachment( "fork1t" ), 1, pBeamEnt, true ); |
|
m_Beams[1].Init( LookupAttachment( "fork2t" ), 1, pBeamEnt, true ); |
|
|
|
// Set them visible |
|
m_Beams[0].SetVisible(); |
|
m_Beams[1].SetVisible(); |
|
} |
|
else |
|
{ |
|
// Scale up the center sprite |
|
m_Parameters[PHYSCANNON_CORE].GetScale().InitFromCurrent( 14.0f, 0.2f ); |
|
m_Parameters[PHYSCANNON_CORE].GetAlpha().InitFromCurrent( 255.0f, 0.1f ); |
|
m_Parameters[PHYSCANNON_CORE].SetVisible(); |
|
|
|
// Prepare for scale up |
|
m_Parameters[PHYSCANNON_BLAST].SetVisible( false ); |
|
|
|
// Turn on the glow sprites |
|
for ( int i = PHYSCANNON_GLOW1; i < (PHYSCANNON_GLOW1+NUM_GLOW_SPRITES); i++ ) |
|
{ |
|
m_Parameters[i].GetScale().InitFromCurrent( 0.5f * SPRITE_SCALE, 0.2f ); |
|
m_Parameters[i].GetAlpha().InitFromCurrent( 64.0f, 0.2f ); |
|
m_Parameters[i].SetVisible(); |
|
} |
|
|
|
// Turn on the glow sprites |
|
for ( int i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES); i++ ) |
|
{ |
|
m_Parameters[i].SetVisible(); |
|
} |
|
|
|
// Setup the beams |
|
m_Beams[0].Init( LookupAttachment( "fork1t" ), 1, this, false ); |
|
m_Beams[1].Init( LookupAttachment( "fork2t" ), 1, this, false ); |
|
m_Beams[2].Init( LookupAttachment( "fork3t" ), 1, this, false ); |
|
|
|
// Set them visible |
|
m_Beams[0].SetVisible(); |
|
m_Beams[1].SetVisible(); |
|
m_Beams[2].SetVisible(); |
|
} |
|
|
|
#endif |
|
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Launch effects |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::DoEffectLaunch( Vector *pos ) |
|
{ |
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
if ( pOwner == NULL ) |
|
return; |
|
|
|
Vector endPos; |
|
Vector shotDir; |
|
|
|
// See if we need to predict this position |
|
if ( pos == NULL ) |
|
{ |
|
// Hit an entity if we're holding one |
|
if ( m_hAttachedObject ) |
|
{ |
|
endPos = m_hAttachedObject->WorldSpaceCenter(); |
|
|
|
shotDir = endPos - pOwner->Weapon_ShootPosition(); |
|
VectorNormalize( shotDir ); |
|
} |
|
else |
|
{ |
|
// Otherwise try and find the right spot |
|
endPos = pOwner->Weapon_ShootPosition(); |
|
pOwner->EyeVectors( &shotDir ); |
|
|
|
trace_t tr; |
|
UTIL_TraceLine( endPos, endPos + ( shotDir * MAX_TRACE_LENGTH ), MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); |
|
|
|
endPos = tr.endpos; |
|
shotDir = endPos - pOwner->Weapon_ShootPosition(); |
|
VectorNormalize( shotDir ); |
|
} |
|
} |
|
else |
|
{ |
|
// Use what is supplied |
|
endPos = *pos; |
|
shotDir = ( endPos - pOwner->Weapon_ShootPosition() ); |
|
VectorNormalize( shotDir ); |
|
} |
|
|
|
// End hit |
|
CPVSFilter filter( endPos ); |
|
|
|
// Don't send this to the owning player, they already had it predicted |
|
if ( IsPredicted() ) |
|
{ |
|
filter.UsePredictionRules(); |
|
} |
|
|
|
// Do an impact hit |
|
CEffectData data; |
|
data.m_vOrigin = endPos; |
|
#ifdef CLIENT_DLL |
|
data.m_hEntity = GetRefEHandle(); |
|
#else |
|
data.m_nEntIndex = entindex(); |
|
#endif |
|
|
|
te->DispatchEffect( filter, 0.0, data.m_vOrigin, "PhyscannonImpact", data ); |
|
|
|
#ifdef CLIENT_DLL |
|
|
|
//Turn on the blast sprite and scale |
|
m_Parameters[PHYSCANNON_BLAST].GetScale().Init( 8.0f, 64.0f, 0.1f ); |
|
m_Parameters[PHYSCANNON_BLAST].GetAlpha().Init( 255.0f, 0.0f, 0.2f ); |
|
m_Parameters[PHYSCANNON_BLAST].SetVisible(); |
|
|
|
#endif |
|
|
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Shutdown for the weapon when it's holstered |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::DoEffectNone( void ) |
|
{ |
|
#ifdef CLIENT_DLL |
|
|
|
//Turn off main glows |
|
m_Parameters[PHYSCANNON_CORE].SetVisible( false ); |
|
m_Parameters[PHYSCANNON_BLAST].SetVisible( false ); |
|
|
|
for ( int i = PHYSCANNON_GLOW1; i < (PHYSCANNON_GLOW1+NUM_GLOW_SPRITES); i++ ) |
|
{ |
|
m_Parameters[i].SetVisible( false ); |
|
} |
|
|
|
// Turn on the glow sprites |
|
for ( int i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES); i++ ) |
|
{ |
|
m_Parameters[i].SetVisible( false ); |
|
} |
|
|
|
m_Beams[0].SetVisible( false ); |
|
m_Beams[1].SetVisible( false ); |
|
m_Beams[2].SetVisible( false ); |
|
|
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : effectType - |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::DoEffect( int effectType, Vector *pos ) |
|
{ |
|
m_EffectState = effectType; |
|
|
|
#ifdef CLIENT_DLL |
|
// Save predicted state |
|
m_nOldEffectState = m_EffectState; |
|
#endif |
|
|
|
switch( effectType ) |
|
{ |
|
case EFFECT_CLOSED: |
|
DoEffectClosed( ); |
|
break; |
|
|
|
case EFFECT_READY: |
|
DoEffectReady( ); |
|
break; |
|
|
|
case EFFECT_HOLDING: |
|
DoEffectHolding(); |
|
break; |
|
|
|
case EFFECT_LAUNCH: |
|
DoEffectLaunch( pos ); |
|
break; |
|
|
|
default: |
|
case EFFECT_NONE: |
|
DoEffectNone(); |
|
break; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : iIndex - |
|
// Output : const char |
|
//----------------------------------------------------------------------------- |
|
const char *CWeaponPhysCannon::GetShootSound( int iIndex ) const |
|
{ |
|
return BaseClass::GetShootSound( iIndex ); |
|
} |
|
|
|
#ifdef CLIENT_DLL |
|
|
|
extern void FormatViewModelAttachment( Vector &vOrigin, bool bInverse ); |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Gets the complete list of values needed to render an effect from an |
|
// effect parameter |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::GetEffectParameters( EffectType_t effectID, color32 &color, float &scale, IMaterial **pMaterial, Vector &vecAttachment ) |
|
{ |
|
const float dt = gpGlobals->curtime; |
|
|
|
// Get alpha |
|
float alpha = m_Parameters[effectID].GetAlpha().Interp( dt ); |
|
|
|
// Get scale |
|
scale = m_Parameters[effectID].GetScale().Interp( dt ); |
|
|
|
// Get material |
|
*pMaterial = (IMaterial *) m_Parameters[effectID].GetMaterial(); |
|
|
|
// Setup the color |
|
color.r = (int) m_Parameters[effectID].GetColor().x; |
|
color.g = (int) m_Parameters[effectID].GetColor().y; |
|
color.b = (int) m_Parameters[effectID].GetColor().z; |
|
color.a = (int) alpha; |
|
|
|
// Setup the attachment |
|
int attachment = m_Parameters[effectID].GetAttachment(); |
|
QAngle angles; |
|
|
|
// Format for first-person |
|
if ( ShouldDrawUsingViewModel() ) |
|
{ |
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pOwner != NULL ) |
|
{ |
|
pOwner->GetViewModel()->GetAttachment( attachment, vecAttachment, angles ); |
|
::FormatViewModelAttachment( vecAttachment, true ); |
|
} |
|
} |
|
else |
|
{ |
|
GetAttachment( attachment, vecAttachment, angles ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Whether or not an effect is set to display |
|
//----------------------------------------------------------------------------- |
|
bool CWeaponPhysCannon::IsEffectVisible( EffectType_t effectID ) |
|
{ |
|
return m_Parameters[effectID].IsVisible(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Draws the effect sprite, given an effect parameter ID |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::DrawEffectSprite( EffectType_t effectID ) |
|
{ |
|
color32 color; |
|
float scale; |
|
IMaterial *pMaterial; |
|
Vector vecAttachment; |
|
|
|
// Don't draw invisible effects |
|
if ( IsEffectVisible( effectID ) == false ) |
|
return; |
|
|
|
// Get all of our parameters |
|
GetEffectParameters( effectID, color, scale, &pMaterial, vecAttachment ); |
|
|
|
// Msg( "Scale: %.2f\tAlpha: %.2f\n", scale, alpha ); |
|
|
|
// Don't render fully translucent objects |
|
if ( color.a <= 0.0f ) |
|
return; |
|
|
|
// Draw the sprite |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->Bind( pMaterial, this ); |
|
DrawSprite( vecAttachment, scale, scale, color ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Render our third-person effects |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::DrawEffects( void ) |
|
{ |
|
// Draw the core effects |
|
DrawEffectSprite( PHYSCANNON_CORE ); |
|
DrawEffectSprite( PHYSCANNON_BLAST ); |
|
|
|
// Draw the glows |
|
for ( int i = PHYSCANNON_GLOW1; i < (PHYSCANNON_GLOW1+NUM_GLOW_SPRITES); i++ ) |
|
{ |
|
DrawEffectSprite( (EffectType_t) i ); |
|
} |
|
|
|
// Draw the endcaps |
|
for ( int i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES); i++ ) |
|
{ |
|
DrawEffectSprite( (EffectType_t) i ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Third-person function call to render world model |
|
//----------------------------------------------------------------------------- |
|
int CWeaponPhysCannon::DrawModel( int flags ) |
|
{ |
|
// Only render these on the transparent pass |
|
if ( flags & STUDIO_TRANSPARENCY ) |
|
{ |
|
DrawEffects(); |
|
return 1; |
|
} |
|
|
|
// Only do this on the opaque pass |
|
return BaseClass::DrawModel( flags ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: First-person function call after viewmodel has been drawn |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::ViewModelDrawn( C_BaseViewModel *pBaseViewModel ) |
|
{ |
|
// Render our effects |
|
DrawEffects(); |
|
|
|
// Pass this back up |
|
BaseClass::ViewModelDrawn( pBaseViewModel ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: We are always considered transparent |
|
//----------------------------------------------------------------------------- |
|
bool CWeaponPhysCannon::IsTransparent( void ) |
|
{ |
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponPhysCannon::NotifyShouldTransmit( ShouldTransmitState_t state ) |
|
{ |
|
BaseClass::NotifyShouldTransmit(state); |
|
|
|
if ( state == SHOULDTRANSMIT_END ) |
|
{ |
|
DoEffect( EFFECT_NONE ); |
|
} |
|
} |
|
|
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// EXTERNAL API |
|
//----------------------------------------------------------------------------- |
|
void PhysCannonForceDrop( CBaseCombatWeapon *pActiveWeapon, CBaseEntity *pOnlyIfHoldingThis ) |
|
{ |
|
CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon); |
|
if ( pCannon ) |
|
{ |
|
if ( pOnlyIfHoldingThis ) |
|
{ |
|
pCannon->DropIfEntityHeld( pOnlyIfHoldingThis ); |
|
} |
|
else |
|
{ |
|
pCannon->ForceDrop(); |
|
} |
|
} |
|
} |
|
|
|
bool PlayerPickupControllerIsHoldingEntity( CBaseEntity *pPickupControllerEntity, CBaseEntity *pHeldEntity ) |
|
{ |
|
CPlayerPickupController *pController = dynamic_cast<CPlayerPickupController *>(pPickupControllerEntity); |
|
|
|
return pController ? pController->IsHoldingEntity( pHeldEntity ) : false; |
|
} |
|
|
|
|
|
float PhysCannonGetHeldObjectMass( CBaseCombatWeapon *pActiveWeapon, IPhysicsObject *pHeldObject ) |
|
{ |
|
float mass = 0.0f; |
|
CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon); |
|
if ( pCannon ) |
|
{ |
|
CGrabController &grab = pCannon->GetGrabController(); |
|
mass = grab.GetSavedMass( pHeldObject ); |
|
} |
|
|
|
return mass; |
|
} |
|
|
|
CBaseEntity *PhysCannonGetHeldEntity( CBaseCombatWeapon *pActiveWeapon ) |
|
{ |
|
CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon); |
|
if ( pCannon ) |
|
{ |
|
CGrabController &grab = pCannon->GetGrabController(); |
|
return grab.GetAttached(); |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
float PlayerPickupGetHeldObjectMass( CBaseEntity *pPickupControllerEntity, IPhysicsObject *pHeldObject ) |
|
{ |
|
float mass = 0.0f; |
|
CPlayerPickupController *pController = dynamic_cast<CPlayerPickupController *>(pPickupControllerEntity); |
|
if ( pController ) |
|
{ |
|
CGrabController &grab = pController->GetGrabController(); |
|
mass = grab.GetSavedMass( pHeldObject ); |
|
} |
|
return mass; |
|
} |
|
|
|
#ifdef CLIENT_DLL |
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|
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extern void FX_GaussExplosion( const Vector &pos, const Vector &dir, int type ); |
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void CallbackPhyscannonImpact( const CEffectData &data ) |
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{ |
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C_BaseEntity *pEnt = data.GetEntity(); |
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if ( pEnt == NULL ) |
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return; |
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Vector vecAttachment; |
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QAngle vecAngles; |
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C_BaseCombatWeapon *pWeapon = dynamic_cast<C_BaseCombatWeapon *>(pEnt); |
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if ( pWeapon == NULL ) |
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return; |
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pWeapon->GetAttachment( 1, vecAttachment, vecAngles ); |
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Vector dir = ( data.m_vOrigin - vecAttachment ); |
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VectorNormalize( dir ); |
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// Do special first-person fix-up |
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if ( pWeapon->GetOwner() == CBasePlayer::GetLocalPlayer() ) |
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{ |
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// Translate the attachment entity to the viewmodel |
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C_BasePlayer *pPlayer = dynamic_cast<C_BasePlayer *>(pWeapon->GetOwner()); |
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if ( pPlayer ) |
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{ |
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pEnt = pPlayer->GetViewModel(); |
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} |
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// Format attachment for first-person view! |
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::FormatViewModelAttachment( vecAttachment, true ); |
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// Explosions at the impact point |
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FX_GaussExplosion( data.m_vOrigin, -dir, 0 ); |
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// Draw a beam |
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BeamInfo_t beamInfo; |
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beamInfo.m_pStartEnt = pEnt; |
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beamInfo.m_nStartAttachment = 1; |
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beamInfo.m_pEndEnt = NULL; |
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beamInfo.m_nEndAttachment = -1; |
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beamInfo.m_vecStart = vec3_origin; |
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beamInfo.m_vecEnd = data.m_vOrigin; |
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beamInfo.m_pszModelName = PHYSCANNON_BEAM_SPRITE; |
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beamInfo.m_flHaloScale = 0.0f; |
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beamInfo.m_flLife = 0.1f; |
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beamInfo.m_flWidth = 12.0f; |
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beamInfo.m_flEndWidth = 4.0f; |
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beamInfo.m_flFadeLength = 0.0f; |
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beamInfo.m_flAmplitude = 0; |
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beamInfo.m_flBrightness = 255.0; |
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beamInfo.m_flSpeed = 0.0f; |
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beamInfo.m_nStartFrame = 0.0; |
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beamInfo.m_flFrameRate = 30.0; |
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beamInfo.m_flRed = 255.0; |
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beamInfo.m_flGreen = 255.0; |
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beamInfo.m_flBlue = 255.0; |
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beamInfo.m_nSegments = 16; |
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beamInfo.m_bRenderable = true; |
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beamInfo.m_nFlags = FBEAM_ONLYNOISEONCE; |
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beams->CreateBeamEntPoint( beamInfo ); |
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} |
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else |
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{ |
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// Explosion at the starting point |
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FX_GaussExplosion( vecAttachment, dir, 0 ); |
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} |
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} |
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DECLARE_CLIENT_EFFECT( "PhyscannonImpact", CallbackPhyscannonImpact ); |
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#endif
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