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1266 lines
34 KiB
1266 lines
34 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "ragdoll_shared.h" |
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#include "bone_setup.h" |
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#include "vphysics/constraints.h" |
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#include "vphysics/collision_set.h" |
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#include "vcollide_parse.h" |
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#include "vphysics_interface.h" |
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#include "tier0/vprof.h" |
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#include "engine/ivdebugoverlay.h" |
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#include "solidsetdefaults.h" |
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//CLIENT |
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#ifdef CLIENT_DLL |
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#include "c_fire_smoke.h" |
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#include "c_entitydissolve.h" |
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#include "engine/IEngineSound.h" |
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#endif |
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//SERVER |
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#if !defined( CLIENT_DLL ) |
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#include "util.h" |
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#include "EntityFlame.h" |
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#include "EntityDissolve.h" |
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#endif |
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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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CRagdollLowViolenceManager g_RagdollLVManager; |
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void CRagdollLowViolenceManager::SetLowViolence( const char *pMapName ) |
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{ |
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// set the value using the engine's low violence settings |
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m_bLowViolence = UTIL_IsLowViolence(); |
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#if !defined( CLIENT_DLL ) |
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// the server doesn't worry about low violence during multiplayer games |
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if ( g_pGameRules && g_pGameRules->IsMultiplayer() ) |
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{ |
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m_bLowViolence = false; |
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} |
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#endif |
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// Turn the low violence ragdoll stuff off if we're in the HL2 Citadel maps because |
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// the player has the super gravity gun and fading ragdolls will break things. |
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if( hl2_episodic.GetBool() ) |
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{ |
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if ( Q_stricmp( pMapName, "ep1_citadel_02" ) == 0 || |
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Q_stricmp( pMapName, "ep1_citadel_02b" ) == 0 || |
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Q_stricmp( pMapName, "ep1_citadel_03" ) == 0 ) |
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{ |
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m_bLowViolence = false; |
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} |
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} |
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else |
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{ |
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if ( Q_stricmp( pMapName, "d3_citadel_03" ) == 0 || |
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Q_stricmp( pMapName, "d3_citadel_04" ) == 0 || |
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Q_stricmp( pMapName, "d3_citadel_05" ) == 0 || |
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Q_stricmp( pMapName, "d3_breen_01" ) == 0 ) |
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{ |
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m_bLowViolence = false; |
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} |
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} |
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} |
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class CRagdollCollisionRules : public IVPhysicsKeyHandler |
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{ |
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public: |
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CRagdollCollisionRules( IPhysicsCollisionSet *pSet ) |
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{ |
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m_pSet = pSet; |
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m_bSelfCollisions = true; |
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} |
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virtual void ParseKeyValue( void *pData, const char *pKey, const char *pValue ) |
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{ |
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if ( !strcmpi( pKey, "selfcollisions" ) ) |
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{ |
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// keys disabled by default |
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Assert( atoi(pValue) == 0 ); |
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m_bSelfCollisions = false; |
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} |
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else if ( !strcmpi( pKey, "collisionpair" ) ) |
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{ |
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if ( m_bSelfCollisions ) |
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{ |
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char szToken[256]; |
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const char *pStr = nexttoken(szToken, pValue, ','); |
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int index0 = atoi(szToken); |
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nexttoken( szToken, pStr, ',' ); |
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int index1 = atoi(szToken); |
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m_pSet->EnableCollisions( index0, index1 ); |
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} |
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else |
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{ |
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Assert(0); |
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} |
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} |
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} |
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virtual void SetDefaults( void *pData ) {} |
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private: |
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IPhysicsCollisionSet *m_pSet; |
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bool m_bSelfCollisions; |
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}; |
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class CRagdollAnimatedFriction : public IVPhysicsKeyHandler |
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{ |
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public: |
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CRagdollAnimatedFriction( ragdoll_t *ragdoll ) |
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{ |
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m_ragdoll = ragdoll; |
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} |
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virtual void ParseKeyValue( void *pData, const char *pKey, const char *pValue ) |
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{ |
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if ( !strcmpi( pKey, "animfrictionmin" ) ) |
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{ |
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m_ragdoll->animfriction.iMinAnimatedFriction = atoi( pValue ); |
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} |
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else if ( !strcmpi( pKey, "animfrictionmax" ) ) |
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{ |
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m_ragdoll->animfriction.iMaxAnimatedFriction = atoi( pValue ); |
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} |
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else if ( !strcmpi( pKey, "animfrictiontimein" ) ) |
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{ |
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m_ragdoll->animfriction.flFrictionTimeIn = atof( pValue ); |
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} |
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else if ( !strcmpi( pKey, "animfrictiontimeout" ) ) |
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{ |
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m_ragdoll->animfriction.flFrictionTimeOut = atof( pValue ); |
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} |
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else if ( !strcmpi( pKey, "animfrictiontimehold" ) ) |
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{ |
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m_ragdoll->animfriction.flFrictionTimeHold = atof( pValue ); |
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} |
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} |
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virtual void SetDefaults( void *pData ) {} |
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private: |
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ragdoll_t *m_ragdoll; |
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}; |
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void RagdollSetupAnimatedFriction( IPhysicsEnvironment *pPhysEnv, ragdoll_t *ragdoll, int iModelIndex ) |
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{ |
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vcollide_t* pCollide = modelinfo->GetVCollide( iModelIndex ); |
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if ( pCollide ) |
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{ |
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IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues ); |
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while ( !pParse->Finished() ) |
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{ |
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const char *pBlock = pParse->GetCurrentBlockName(); |
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if ( !strcmpi( pBlock, "animatedfriction") ) |
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{ |
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CRagdollAnimatedFriction friction( ragdoll ); |
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pParse->ParseCustom( (void*)&friction, &friction ); |
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} |
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else |
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{ |
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pParse->SkipBlock(); |
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} |
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} |
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physcollision->VPhysicsKeyParserDestroy( pParse ); |
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} |
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} |
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static void RagdollAddSolid( IPhysicsEnvironment *pPhysEnv, ragdoll_t &ragdoll, const ragdollparams_t ¶ms, solid_t &solid ) |
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{ |
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if ( solid.index >= 0 && solid.index < params.pCollide->solidCount) |
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{ |
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Assert( ragdoll.listCount == solid.index ); |
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int boneIndex = Studio_BoneIndexByName( params.pStudioHdr, solid.name ); |
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ragdoll.boneIndex[ragdoll.listCount] = boneIndex; |
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if ( boneIndex >= 0 ) |
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{ |
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if ( params.fixedConstraints ) |
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{ |
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solid.params.mass = 1000.f; |
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} |
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solid.params.rotInertiaLimit = 0.1; |
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solid.params.pGameData = params.pGameData; |
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int surfaceData = physprops->GetSurfaceIndex( solid.surfaceprop ); |
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if ( surfaceData < 0 ) |
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surfaceData = physprops->GetSurfaceIndex( "default" ); |
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solid.params.pName = params.pStudioHdr->pszName(); |
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ragdoll.list[ragdoll.listCount].pObject = pPhysEnv->CreatePolyObject( params.pCollide->solids[solid.index], surfaceData, vec3_origin, vec3_angle, &solid.params ); |
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ragdoll.list[ragdoll.listCount].pObject->SetPositionMatrix( params.pCurrentBones[boneIndex], true ); |
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ragdoll.list[ragdoll.listCount].parentIndex = -1; |
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ragdoll.list[ragdoll.listCount].pObject->SetGameIndex( ragdoll.listCount ); |
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ragdoll.listCount++; |
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} |
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else |
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{ |
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Msg( "CRagdollProp::CreateObjects: Couldn't Lookup Bone %s\n", solid.name ); |
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} |
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} |
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} |
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static void RagdollAddConstraint( IPhysicsEnvironment *pPhysEnv, ragdoll_t &ragdoll, const ragdollparams_t ¶ms, constraint_ragdollparams_t &constraint ) |
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{ |
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if( constraint.childIndex == constraint.parentIndex ) |
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{ |
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DevMsg( 1, "Bogus constraint on ragdoll %s\n", params.pStudioHdr->pszName() ); |
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constraint.childIndex = -1; |
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constraint.parentIndex = -1; |
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} |
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if ( constraint.childIndex >= 0 && constraint.parentIndex >= 0 ) |
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{ |
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Assert(constraint.childIndex<ragdoll.listCount); |
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ragdollelement_t &childElement = ragdoll.list[constraint.childIndex]; |
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// save parent index |
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childElement.parentIndex = constraint.parentIndex; |
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if ( params.jointFrictionScale > 0 ) |
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{ |
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for ( int k = 0; k < 3; k++ ) |
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{ |
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constraint.axes[k].torque *= params.jointFrictionScale; |
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} |
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} |
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// this parent/child pair is not usually a parent/child pair in the skeleton. There |
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// are often bones in between that are collapsed for simulation. So we need to compute |
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// the transform. |
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Studio_CalcBoneToBoneTransform( params.pStudioHdr, ragdoll.boneIndex[constraint.childIndex], ragdoll.boneIndex[constraint.parentIndex], constraint.constraintToAttached ); |
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MatrixGetColumn( constraint.constraintToAttached, 3, childElement.originParentSpace ); |
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// UNDONE: We could transform the constraint limit axes relative to the bone space |
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// using this data. Do we need that feature? |
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SetIdentityMatrix( constraint.constraintToReference ); |
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if ( params.fixedConstraints ) |
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{ |
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// Makes the ragdoll a statue... |
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constraint_fixedparams_t fixed; |
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fixed.Defaults(); |
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fixed.InitWithCurrentObjectState( childElement.pObject, ragdoll.list[constraint.parentIndex].pObject ); |
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fixed.constraint.Defaults(); |
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childElement.pConstraint = pPhysEnv->CreateFixedConstraint( childElement.pObject, ragdoll.list[constraint.parentIndex].pObject, ragdoll.pGroup, fixed ); |
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} |
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else |
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{ |
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childElement.pConstraint = pPhysEnv->CreateRagdollConstraint( childElement.pObject, ragdoll.list[constraint.parentIndex].pObject, ragdoll.pGroup, constraint ); |
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} |
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} |
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} |
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static void RagdollCreateObjects( IPhysicsEnvironment *pPhysEnv, ragdoll_t &ragdoll, const ragdollparams_t ¶ms ) |
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{ |
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ragdoll.listCount = 0; |
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ragdoll.pGroup = NULL; |
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ragdoll.allowStretch = params.allowStretch; |
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memset( ragdoll.list, 0, sizeof(ragdoll.list) ); |
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memset( &ragdoll.animfriction, 0, sizeof(ragdoll.animfriction) ); |
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if ( !params.pCollide || params.pCollide->solidCount > RAGDOLL_MAX_ELEMENTS ) |
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return; |
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constraint_groupparams_t group; |
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group.Defaults(); |
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ragdoll.pGroup = pPhysEnv->CreateConstraintGroup( group ); |
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IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( params.pCollide->pKeyValues ); |
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while ( !pParse->Finished() ) |
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{ |
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const char *pBlock = pParse->GetCurrentBlockName(); |
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if ( !strcmpi( pBlock, "solid" ) ) |
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{ |
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solid_t solid; |
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pParse->ParseSolid( &solid, &g_SolidSetup ); |
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RagdollAddSolid( pPhysEnv, ragdoll, params, solid ); |
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} |
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else if ( !strcmpi( pBlock, "ragdollconstraint" ) ) |
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{ |
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constraint_ragdollparams_t constraint; |
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pParse->ParseRagdollConstraint( &constraint, NULL ); |
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RagdollAddConstraint( pPhysEnv, ragdoll, params, constraint ); |
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} |
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else if ( !strcmpi( pBlock, "collisionrules" ) ) |
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{ |
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IPhysicsCollisionSet *pSet = physics->FindOrCreateCollisionSet( params.modelIndex, ragdoll.listCount ); |
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CRagdollCollisionRules rules(pSet); |
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pParse->ParseCustom( (void *)&rules, &rules ); |
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} |
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else if ( !strcmpi( pBlock, "animatedfriction") ) |
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{ |
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CRagdollAnimatedFriction friction( &ragdoll ); |
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pParse->ParseCustom( (void*)&friction, &friction ); |
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} |
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else |
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{ |
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pParse->SkipBlock(); |
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} |
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} |
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physcollision->VPhysicsKeyParserDestroy( pParse ); |
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} |
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void RagdollSetupCollisions( ragdoll_t &ragdoll, vcollide_t *pCollide, int modelIndex ) |
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{ |
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Assert(pCollide); |
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if (!pCollide) |
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return; |
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IPhysicsCollisionSet *pSet = physics->FindCollisionSet( modelIndex ); |
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if ( !pSet ) |
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{ |
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pSet = physics->FindOrCreateCollisionSet( modelIndex, ragdoll.listCount ); |
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if ( !pSet ) |
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return; |
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bool bFoundRules = false; |
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IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues ); |
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while ( !pParse->Finished() ) |
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{ |
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const char *pBlock = pParse->GetCurrentBlockName(); |
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if ( !strcmpi( pBlock, "collisionrules" ) ) |
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{ |
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IPhysicsCollisionSet *pSet = physics->FindOrCreateCollisionSet( modelIndex, ragdoll.listCount ); |
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CRagdollCollisionRules rules(pSet); |
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pParse->ParseCustom( (void *)&rules, &rules ); |
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bFoundRules = true; |
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} |
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else |
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{ |
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pParse->SkipBlock(); |
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} |
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} |
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physcollision->VPhysicsKeyParserDestroy( pParse ); |
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if ( !bFoundRules ) |
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{ |
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// these are the default rules - each piece collides with everything |
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// except immediate parent/constrained object. |
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int i; |
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for ( i = 0; i < ragdoll.listCount; i++ ) |
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{ |
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for ( int j = i+1; j < ragdoll.listCount; j++ ) |
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{ |
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pSet->EnableCollisions( i, j ); |
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} |
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} |
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for ( i = 0; i < ragdoll.listCount; i++ ) |
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{ |
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int parent = ragdoll.list[i].parentIndex; |
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if ( parent >= 0 ) |
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{ |
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Assert( ragdoll.list[i].pObject ); |
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Assert( ragdoll.list[i].pConstraint ); |
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pSet->DisableCollisions( i, parent ); |
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} |
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} |
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} |
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} |
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} |
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void RagdollActivate( ragdoll_t &ragdoll, vcollide_t *pCollide, int modelIndex, bool bForceWake ) |
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{ |
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RagdollSetupCollisions( ragdoll, pCollide, modelIndex ); |
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for ( int i = 0; i < ragdoll.listCount; i++ ) |
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{ |
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ragdoll.list[i].pObject->SetGameIndex( i ); |
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PhysSetGameFlags( ragdoll.list[i].pObject, FVPHYSICS_MULTIOBJECT_ENTITY ); |
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// now that the relationships are set, activate the collision system |
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ragdoll.list[i].pObject->EnableCollisions( true ); |
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if ( bForceWake == true ) |
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{ |
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ragdoll.list[i].pObject->Wake(); |
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} |
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} |
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if ( ragdoll.pGroup ) |
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{ |
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// NOTE: This also wakes the objects |
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ragdoll.pGroup->Activate(); |
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// so if we didn't want that, we'll need to put them back to sleep here |
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if ( !bForceWake ) |
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{ |
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for ( int i = 0; i < ragdoll.listCount; i++ ) |
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{ |
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ragdoll.list[i].pObject->Sleep(); |
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} |
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} |
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} |
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} |
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bool RagdollCreate( ragdoll_t &ragdoll, const ragdollparams_t ¶ms, IPhysicsEnvironment *pPhysEnv ) |
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{ |
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RagdollCreateObjects( pPhysEnv, ragdoll, params ); |
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if ( !ragdoll.listCount ) |
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return false; |
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int forceBone = params.forceBoneIndex; |
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int i; |
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float totalMass = 0; |
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for ( i = 0; i < ragdoll.listCount; i++ ) |
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{ |
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totalMass += ragdoll.list[i].pObject->GetMass(); |
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} |
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totalMass = MAX(totalMass,1); |
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// apply force to the model |
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Vector nudgeForce = params.forceVector; |
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Vector forcePosition = params.forcePosition; |
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// UNDONE: Test scaling the force by total mass on all bones |
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Assert( forceBone < ragdoll.listCount ); |
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if ( forceBone >= 0 && forceBone < ragdoll.listCount ) |
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{ |
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ragdoll.list[forceBone].pObject->ApplyForceCenter( nudgeForce ); |
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//nudgeForce *= 0.5; |
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ragdoll.list[forceBone].pObject->GetPosition( &forcePosition, NULL ); |
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} |
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for ( i = 0; i < ragdoll.listCount; i++ ) |
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{ |
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PhysSetGameFlags( ragdoll.list[i].pObject, FVPHYSICS_PART_OF_RAGDOLL ); |
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} |
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if ( forcePosition != vec3_origin ) |
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{ |
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for ( i = 0; i < ragdoll.listCount; i++ ) |
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{ |
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if ( forceBone != i ) |
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{ |
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float scale = ragdoll.list[i].pObject->GetMass() / totalMass; |
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ragdoll.list[i].pObject->ApplyForceOffset( scale * nudgeForce, forcePosition ); |
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} |
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} |
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} |
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return true; |
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} |
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void RagdollApplyAnimationAsVelocity( ragdoll_t &ragdoll, const matrix3x4_t *pPrevBones, const matrix3x4_t *pCurrentBones, float dt ) |
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{ |
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for ( int i = 0; i < ragdoll.listCount; i++ ) |
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{ |
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Vector velocity; |
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AngularImpulse angVel; |
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int boneIndex = ragdoll.boneIndex[i]; |
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CalcBoneDerivatives( velocity, angVel, pPrevBones[boneIndex], pCurrentBones[boneIndex], dt ); |
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AngularImpulse localAngVelocity; |
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// Angular velocity is always applied in local space in vphysics |
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ragdoll.list[i].pObject->WorldToLocalVector( &localAngVelocity, angVel ); |
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ragdoll.list[i].pObject->AddVelocity( &velocity, &localAngVelocity ); |
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} |
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} |
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void RagdollApplyAnimationAsVelocity( ragdoll_t &ragdoll, const matrix3x4_t *pBoneToWorld ) |
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{ |
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for ( int i = 0; i < ragdoll.listCount; i++ ) |
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{ |
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matrix3x4_t inverse; |
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MatrixInvert( pBoneToWorld[i], inverse ); |
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Quaternion q; |
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Vector pos; |
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MatrixAngles( inverse, q, pos ); |
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Vector velocity; |
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AngularImpulse angVel; |
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float flSpin; |
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Vector localVelocity; |
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AngularImpulse localAngVelocity; |
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QuaternionAxisAngle( q, localAngVelocity, flSpin ); |
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localAngVelocity *= flSpin; |
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localVelocity = pos; |
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// move those bone-local coords back to world space using the ragdoll transform |
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ragdoll.list[i].pObject->LocalToWorldVector( &velocity, localVelocity ); |
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ragdoll.list[i].pObject->AddVelocity( &velocity, &localAngVelocity ); |
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} |
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} |
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void RagdollDestroy( ragdoll_t &ragdoll ) |
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{ |
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if ( !ragdoll.listCount ) |
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return; |
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int i; |
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for ( i = 0; i < ragdoll.listCount; i++ ) |
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{ |
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physenv->DestroyConstraint( ragdoll.list[i].pConstraint ); |
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ragdoll.list[i].pConstraint = NULL; |
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} |
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for ( i = 0; i < ragdoll.listCount; i++ ) |
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{ |
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// during level transitions these can get temporarily loaded without physics objects |
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// purely for the purpose of testing for PVS of transition. If they fail they get |
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// deleted before the physics objects are loaded. The list count will be nonzero |
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// since that is saved separately. |
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if ( ragdoll.list[i].pObject ) |
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{ |
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physenv->DestroyObject( ragdoll.list[i].pObject ); |
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} |
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ragdoll.list[i].pObject = NULL; |
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} |
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physenv->DestroyConstraintGroup( ragdoll.pGroup ); |
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ragdoll.pGroup = NULL; |
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ragdoll.listCount = 0; |
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} |
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// Parse the ragdoll and obtain the mapping from each physics element index to a bone index |
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// returns num phys elements |
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int RagdollExtractBoneIndices( int *boneIndexOut, CStudioHdr *pStudioHdr, vcollide_t *pCollide ) |
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{ |
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int elementCount = 0; |
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IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues ); |
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while ( !pParse->Finished() ) |
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{ |
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const char *pBlock = pParse->GetCurrentBlockName(); |
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if ( !strcmpi( pBlock, "solid" ) ) |
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{ |
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solid_t solid; |
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pParse->ParseSolid( &solid, NULL ); |
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if ( elementCount < RAGDOLL_MAX_ELEMENTS ) |
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{ |
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boneIndexOut[elementCount] = Studio_BoneIndexByName( pStudioHdr, solid.name ); |
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elementCount++; |
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} |
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} |
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else |
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{ |
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pParse->SkipBlock(); |
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} |
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} |
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physcollision->VPhysicsKeyParserDestroy( pParse ); |
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return elementCount; |
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} |
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|
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bool RagdollGetBoneMatrix( const ragdoll_t &ragdoll, CBoneAccessor &pBoneToWorld, int objectIndex ) |
|
{ |
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int boneIndex = ragdoll.boneIndex[objectIndex]; |
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if ( boneIndex < 0 ) |
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return false; |
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|
|
const ragdollelement_t &element = ragdoll.list[objectIndex]; |
|
|
|
// during restore if a model has changed since the file was saved, this could be NULL |
|
if ( !element.pObject ) |
|
return false; |
|
element.pObject->GetPositionMatrix( &pBoneToWorld.GetBoneForWrite( boneIndex ) ); |
|
if ( element.parentIndex >= 0 && !ragdoll.allowStretch ) |
|
{ |
|
// overwrite the position from physics to force rigid attachment |
|
// UNDONE: If we support other types of constraints (or multiple constraints per object) |
|
// make sure these don't fight ! |
|
int parentBoneIndex = ragdoll.boneIndex[element.parentIndex]; |
|
Vector out; |
|
VectorTransform( element.originParentSpace, pBoneToWorld.GetBone( parentBoneIndex ), out ); |
|
MatrixSetColumn( out, 3, pBoneToWorld.GetBoneForWrite( boneIndex ) ); |
|
} |
|
return true; |
|
} |
|
|
|
void RagdollComputeExactBbox( const ragdoll_t &ragdoll, const Vector &origin, Vector &outMins, Vector &outMaxs ) |
|
{ |
|
outMins = origin; |
|
outMaxs = origin; |
|
|
|
for ( int i = 0; i < ragdoll.listCount; i++ ) |
|
{ |
|
Vector mins, maxs; |
|
Vector objectOrg; |
|
QAngle objectAng; |
|
IPhysicsObject *pObject = ragdoll.list[i].pObject; |
|
pObject->GetPosition( &objectOrg, &objectAng ); |
|
physcollision->CollideGetAABB( &mins, &maxs, pObject->GetCollide(), objectOrg, objectAng ); |
|
for ( int j = 0; j < 3; j++ ) |
|
{ |
|
if ( mins[j] < outMins[j] ) |
|
{ |
|
outMins[j] = mins[j]; |
|
} |
|
if ( maxs[j] > outMaxs[j] ) |
|
{ |
|
outMaxs[j] = maxs[j]; |
|
} |
|
} |
|
} |
|
} |
|
|
|
bool RagdollIsAsleep( const ragdoll_t &ragdoll ) |
|
{ |
|
for ( int i = 0; i < ragdoll.listCount; i++ ) |
|
{ |
|
if ( ragdoll.list[i].pObject && !ragdoll.list[i].pObject->IsAsleep() ) |
|
return false; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
void RagdollSolveSeparation( ragdoll_t &ragdoll, CBaseEntity *pEntity ) |
|
{ |
|
byte needsFix[256]; |
|
int fixCount = 0; |
|
Assert(ragdoll.listCount<=ARRAYSIZE(needsFix)); |
|
for ( int i = 0; i < ragdoll.listCount; i++ ) |
|
{ |
|
needsFix[i] = 0; |
|
const ragdollelement_t &element = ragdoll.list[i]; |
|
if ( element.pConstraint && element.parentIndex >= 0 ) |
|
{ |
|
Vector start, target; |
|
element.pObject->GetPosition( &start, NULL ); |
|
ragdoll.list[element.parentIndex].pObject->LocalToWorld( &target, element.originParentSpace ); |
|
if ( needsFix[element.parentIndex] ) |
|
{ |
|
needsFix[i] = 1; |
|
++fixCount; |
|
continue; |
|
} |
|
Vector dir = target-start; |
|
if ( dir.LengthSqr() > 1.0f ) |
|
{ |
|
// this fixes a bug in ep2 with antlion grubs, but causes problems in TF2 - revisit, but disable for TF now |
|
#if !defined(TF_CLIENT_DLL) |
|
// heuristic: guess that anything separated and small mass ratio is in some state that's |
|
// keeping the solver from fixing it |
|
float mass = element.pObject->GetMass(); |
|
float massParent = ragdoll.list[element.parentIndex].pObject->GetMass(); |
|
|
|
if ( mass*2.0f < massParent ) |
|
{ |
|
// if this is <0.5 mass of parent and still separated it's attached to something heavy or |
|
// in a bad state |
|
needsFix[i] = 1; |
|
++fixCount; |
|
continue; |
|
} |
|
#endif |
|
|
|
if ( PhysHasContactWithOtherInDirection(element.pObject, dir) ) |
|
{ |
|
Ray_t ray; |
|
trace_t tr; |
|
ray.Init( target, start ); |
|
UTIL_TraceRay( ray, MASK_SOLID, pEntity, COLLISION_GROUP_NONE, &tr ); |
|
if ( tr.DidHit() ) |
|
{ |
|
needsFix[i] = 1; |
|
++fixCount; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
if ( fixCount ) |
|
{ |
|
for ( int i = 0; i < ragdoll.listCount; i++ ) |
|
{ |
|
if ( !needsFix[i] ) |
|
continue; |
|
|
|
const ragdollelement_t &element = ragdoll.list[i]; |
|
Vector target, velocity; |
|
ragdoll.list[element.parentIndex].pObject->LocalToWorld( &target, element.originParentSpace ); |
|
ragdoll.list[element.parentIndex].pObject->GetVelocityAtPoint( target, &velocity ); |
|
matrix3x4_t xform; |
|
element.pObject->GetPositionMatrix( &xform ); |
|
MatrixSetColumn( target, 3, xform ); |
|
element.pObject->SetPositionMatrix( xform, true ); |
|
element.pObject->SetVelocity( &velocity, &vec3_origin ); |
|
} |
|
DevMsg(2, "TICK:%5d:Ragdoll separation count: %d\n", gpGlobals->tickcount, fixCount ); |
|
} |
|
else |
|
{ |
|
ragdoll.pGroup->ClearErrorState(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// LRU |
|
//----------------------------------------------------------------------------- |
|
#ifdef _XBOX |
|
// xbox defaults to 4 ragdolls max |
|
ConVar g_ragdoll_maxcount("g_ragdoll_maxcount", "4", FCVAR_REPLICATED ); |
|
#else |
|
ConVar g_ragdoll_maxcount("g_ragdoll_maxcount", "8", FCVAR_REPLICATED ); |
|
#endif |
|
ConVar g_debug_ragdoll_removal("g_debug_ragdoll_removal", "0", FCVAR_REPLICATED |FCVAR_CHEAT ); |
|
|
|
CRagdollLRURetirement s_RagdollLRU( "CRagdollLRURetirement" ); |
|
|
|
void CRagdollLRURetirement::LevelInitPreEntity( void ) |
|
{ |
|
m_iMaxRagdolls = -1; |
|
m_LRUImportantRagdolls.RemoveAll(); |
|
m_LRU.RemoveAll(); |
|
} |
|
|
|
bool ShouldRemoveThisRagdoll( CBaseAnimating *pRagdoll ) |
|
{ |
|
if ( g_RagdollLVManager.IsLowViolence() ) |
|
{ |
|
return true; |
|
} |
|
|
|
#ifdef CLIENT_DLL |
|
|
|
/* we no longer ignore enemies just because they are on fire -- a ragdoll in front of me |
|
is always a higher priority for retention than a flaming zombie behind me. At the |
|
time I put this in, the ragdolls do clean up their own effects if culled via SUB_Remove(). |
|
If you're encountering trouble with ragdolls leaving effects behind, try renabling the code below. |
|
///////////////////// |
|
//Just ignore it until we're done burning/dissolving. |
|
if ( pRagdoll->GetEffectEntity() ) |
|
return false; |
|
*/ |
|
|
|
Vector vMins, vMaxs; |
|
|
|
Vector origin = pRagdoll->m_pRagdoll->GetRagdollOrigin(); |
|
pRagdoll->m_pRagdoll->GetRagdollBounds( vMins, vMaxs ); |
|
|
|
if( engine->IsBoxInViewCluster( vMins + origin, vMaxs + origin) == false ) |
|
{ |
|
if ( g_debug_ragdoll_removal.GetBool() ) |
|
{ |
|
debugoverlay->AddBoxOverlay( origin, vMins, vMaxs, QAngle( 0, 0, 0 ), 0, 255, 0, 16, 5 ); |
|
debugoverlay->AddLineOverlay( origin, origin + Vector( 0, 0, 64 ), 0, 255, 0, true, 5 ); |
|
} |
|
|
|
return true; |
|
} |
|
else if( engine->CullBox( vMins + origin, vMaxs + origin ) == true ) |
|
{ |
|
if ( g_debug_ragdoll_removal.GetBool() ) |
|
{ |
|
debugoverlay->AddBoxOverlay( origin, vMins, vMaxs, QAngle( 0, 0, 0 ), 0, 0, 255, 16, 5 ); |
|
debugoverlay->AddLineOverlay( origin, origin + Vector( 0, 0, 64 ), 0, 0, 255, true, 5 ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
#else |
|
CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); |
|
|
|
if( !UTIL_FindClientInPVS( pRagdoll->edict() ) ) |
|
{ |
|
if ( g_debug_ragdoll_removal.GetBool() ) |
|
NDebugOverlay::Line( pRagdoll->GetAbsOrigin(), pRagdoll->GetAbsOrigin() + Vector( 0, 0, 64 ), 0, 255, 0, true, 5 ); |
|
|
|
return true; |
|
} |
|
else if( !pPlayer->FInViewCone( pRagdoll ) ) |
|
{ |
|
if ( g_debug_ragdoll_removal.GetBool() ) |
|
NDebugOverlay::Line( pRagdoll->GetAbsOrigin(), pRagdoll->GetAbsOrigin() + Vector( 0, 0, 64 ), 0, 0, 255, true, 5 ); |
|
|
|
return true; |
|
} |
|
|
|
#endif |
|
|
|
return false; |
|
} |
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Cull stale ragdolls. There is an ifdef here: one version for episodic, |
|
// one for everything else. |
|
//----------------------------------------------------------------------------- |
|
#if HL2_EPISODIC |
|
|
|
void CRagdollLRURetirement::Update( float frametime ) // EPISODIC VERSION |
|
{ |
|
VPROF( "CRagdollLRURetirement::Update" ); |
|
// Compress out dead items |
|
int i, next; |
|
|
|
int iMaxRagdollCount = m_iMaxRagdolls; |
|
|
|
if ( iMaxRagdollCount == -1 ) |
|
{ |
|
iMaxRagdollCount = g_ragdoll_maxcount.GetInt(); |
|
} |
|
|
|
// fade them all for the low violence version |
|
if ( g_RagdollLVManager.IsLowViolence() ) |
|
{ |
|
iMaxRagdollCount = 0; |
|
} |
|
m_iRagdollCount = 0; |
|
m_iSimulatedRagdollCount = 0; |
|
|
|
// First, find ragdolls that are good candidates for deletion because they are not |
|
// visible at all, or are in a culled visibility box |
|
for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next ) |
|
{ |
|
next = m_LRU.Next(i); |
|
CBaseAnimating *pRagdoll = m_LRU[i].Get(); |
|
if ( pRagdoll ) |
|
{ |
|
m_iRagdollCount++; |
|
IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject(); |
|
if (pObject && !pObject->IsAsleep()) |
|
{ |
|
m_iSimulatedRagdollCount++; |
|
} |
|
if ( m_LRU.Count() > iMaxRagdollCount ) |
|
{ |
|
//Found one, we're done. |
|
if ( ShouldRemoveThisRagdoll( m_LRU[i] ) == true ) |
|
{ |
|
#ifdef CLIENT_DLL |
|
m_LRU[ i ]->SUB_Remove(); |
|
#else |
|
m_LRU[ i ]->SUB_StartFadeOut( 0 ); |
|
#endif |
|
|
|
m_LRU.Remove(i); |
|
return; |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
m_LRU.Remove(i); |
|
} |
|
} |
|
|
|
////////////////////////////// |
|
/// EPISODIC ALGORITHM /// |
|
////////////////////////////// |
|
// If we get here, it means we couldn't find a suitable ragdoll to remove, |
|
// so just remove the furthest one. |
|
int furthestOne = m_LRU.Head(); |
|
float furthestDistSq = 0; |
|
#ifdef CLIENT_DLL |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
#else |
|
CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); |
|
#endif |
|
|
|
if (pPlayer && m_LRU.Count() > iMaxRagdollCount) // find the furthest one algorithm |
|
{ |
|
Vector PlayerOrigin = pPlayer->GetAbsOrigin(); |
|
// const CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); |
|
|
|
for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next ) |
|
{ |
|
CBaseAnimating *pRagdoll = m_LRU[i].Get(); |
|
|
|
next = m_LRU.Next(i); |
|
IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject(); |
|
if ( pRagdoll && (pRagdoll->GetEffectEntity() || ( pObject && !pObject->IsAsleep()) ) ) |
|
continue; |
|
|
|
if ( pRagdoll ) |
|
{ |
|
// float distToPlayer = (pPlayer->GetAbsOrigin() - pRagdoll->GetAbsOrigin()).LengthSqr(); |
|
float distToPlayer = (PlayerOrigin - pRagdoll->GetAbsOrigin()).LengthSqr(); |
|
|
|
if (distToPlayer > furthestDistSq) |
|
{ |
|
furthestOne = i; |
|
furthestDistSq = distToPlayer; |
|
} |
|
} |
|
else // delete bad rags first. |
|
{ |
|
furthestOne = i; |
|
break; |
|
} |
|
} |
|
|
|
#ifdef CLIENT_DLL |
|
m_LRU[ furthestOne ]->SUB_Remove(); |
|
#else |
|
m_LRU[ furthestOne ]->SUB_StartFadeOut( 0 ); |
|
#endif |
|
|
|
} |
|
else // fall back on old-style pick the oldest one algorithm |
|
{ |
|
for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next ) |
|
{ |
|
if ( m_LRU.Count() <= iMaxRagdollCount ) |
|
break; |
|
|
|
next = m_LRU.Next(i); |
|
|
|
CBaseAnimating *pRagdoll = m_LRU[i].Get(); |
|
|
|
//Just ignore it until we're done burning/dissolving. |
|
IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject(); |
|
if ( pRagdoll && (pRagdoll->GetEffectEntity() || ( pObject && !pObject->IsAsleep()) ) ) |
|
continue; |
|
|
|
#ifdef CLIENT_DLL |
|
m_LRU[ i ]->SUB_Remove(); |
|
#else |
|
m_LRU[ i ]->SUB_StartFadeOut( 0 ); |
|
#endif |
|
m_LRU.Remove(i); |
|
} |
|
} |
|
} |
|
|
|
#else |
|
|
|
void CRagdollLRURetirement::Update( float frametime ) // Non-episodic version |
|
{ |
|
VPROF( "CRagdollLRURetirement::Update" ); |
|
// Compress out dead items |
|
int i, next; |
|
|
|
int iMaxRagdollCount = m_iMaxRagdolls; |
|
|
|
if ( iMaxRagdollCount == -1 ) |
|
{ |
|
iMaxRagdollCount = g_ragdoll_maxcount.GetInt(); |
|
} |
|
|
|
// fade them all for the low violence version |
|
if ( g_RagdollLVManager.IsLowViolence() ) |
|
{ |
|
iMaxRagdollCount = 0; |
|
} |
|
m_iRagdollCount = 0; |
|
m_iSimulatedRagdollCount = 0; |
|
|
|
for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next ) |
|
{ |
|
next = m_LRU.Next(i); |
|
CBaseAnimating *pRagdoll = m_LRU[i].Get(); |
|
if ( pRagdoll ) |
|
{ |
|
m_iRagdollCount++; |
|
IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject(); |
|
if (pObject && !pObject->IsAsleep()) |
|
{ |
|
m_iSimulatedRagdollCount++; |
|
} |
|
if ( m_LRU.Count() > iMaxRagdollCount ) |
|
{ |
|
//Found one, we're done. |
|
if ( ShouldRemoveThisRagdoll( m_LRU[i] ) == true ) |
|
{ |
|
#ifdef CLIENT_DLL |
|
m_LRU[ i ]->SUB_Remove(); |
|
#else |
|
m_LRU[ i ]->SUB_StartFadeOut( 0 ); |
|
#endif |
|
|
|
m_LRU.Remove(i); |
|
return; |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
m_LRU.Remove(i); |
|
} |
|
} |
|
|
|
|
|
////////////////////////////// |
|
/// ORIGINAL ALGORITHM /// |
|
////////////////////////////// |
|
// not episodic -- this is the original mechanism |
|
|
|
for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next ) |
|
{ |
|
if ( m_LRU.Count() <= iMaxRagdollCount ) |
|
break; |
|
|
|
next = m_LRU.Next(i); |
|
|
|
CBaseAnimating *pRagdoll = m_LRU[i].Get(); |
|
|
|
//Just ignore it until we're done burning/dissolving. |
|
if ( pRagdoll && pRagdoll->GetEffectEntity() ) |
|
continue; |
|
|
|
#ifdef CLIENT_DLL |
|
m_LRU[ i ]->SUB_Remove(); |
|
#else |
|
m_LRU[ i ]->SUB_StartFadeOut( 0 ); |
|
#endif |
|
m_LRU.Remove(i); |
|
} |
|
} |
|
|
|
#endif // HL2_EPISODIC |
|
|
|
//This is pretty hacky, it's only called on the server so it just calls the update method. |
|
void CRagdollLRURetirement::FrameUpdatePostEntityThink( void ) |
|
{ |
|
Update( 0 ); |
|
} |
|
|
|
ConVar g_ragdoll_important_maxcount( "g_ragdoll_important_maxcount", "2", FCVAR_REPLICATED ); |
|
|
|
//----------------------------------------------------------------------------- |
|
// Move it to the top of the LRU |
|
//----------------------------------------------------------------------------- |
|
void CRagdollLRURetirement::MoveToTopOfLRU( CBaseAnimating *pRagdoll, bool bImportant ) |
|
{ |
|
if ( bImportant ) |
|
{ |
|
m_LRUImportantRagdolls.AddToTail( pRagdoll ); |
|
|
|
if ( m_LRUImportantRagdolls.Count() > g_ragdoll_important_maxcount.GetInt() ) |
|
{ |
|
int iIndex = m_LRUImportantRagdolls.Head(); |
|
|
|
CBaseAnimating *pRagdoll = m_LRUImportantRagdolls[iIndex].Get(); |
|
|
|
if ( pRagdoll ) |
|
{ |
|
#ifdef CLIENT_DLL |
|
pRagdoll->SUB_Remove(); |
|
#else |
|
pRagdoll->SUB_StartFadeOut( 0 ); |
|
#endif |
|
m_LRUImportantRagdolls.Remove(iIndex); |
|
} |
|
|
|
} |
|
return; |
|
} |
|
for ( int i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = m_LRU.Next(i) ) |
|
{ |
|
if ( m_LRU[i].Get() == pRagdoll ) |
|
{ |
|
m_LRU.Remove(i); |
|
break; |
|
} |
|
} |
|
|
|
m_LRU.AddToTail( pRagdoll ); |
|
} |
|
|
|
|
|
//EFFECT/ENTITY TRANSFERS |
|
|
|
//CLIENT |
|
#ifdef CLIENT_DLL |
|
|
|
#define DEFAULT_FADE_START 2.0f |
|
#define DEFAULT_MODEL_FADE_START 1.9f |
|
#define DEFAULT_MODEL_FADE_LENGTH 0.1f |
|
#define DEFAULT_FADEIN_LENGTH 1.0f |
|
|
|
|
|
|
|
C_EntityDissolve *DissolveEffect( C_BaseEntity *pTarget, float flTime ) |
|
{ |
|
C_EntityDissolve *pDissolve = new C_EntityDissolve; |
|
|
|
if ( pDissolve->InitializeAsClientEntity( "sprites/blueglow1.vmt", RENDER_GROUP_TRANSLUCENT_ENTITY ) == false ) |
|
{ |
|
pDissolve->Release(); |
|
return NULL; |
|
} |
|
|
|
if ( pDissolve != NULL ) |
|
{ |
|
pTarget->AddFlag( FL_DISSOLVING ); |
|
pDissolve->SetParent( pTarget ); |
|
pDissolve->OnDataChanged( DATA_UPDATE_CREATED ); |
|
pDissolve->SetAbsOrigin( pTarget->GetAbsOrigin() ); |
|
|
|
pDissolve->m_flStartTime = flTime; |
|
pDissolve->m_flFadeOutStart = DEFAULT_FADE_START; |
|
pDissolve->m_flFadeOutModelStart = DEFAULT_MODEL_FADE_START; |
|
pDissolve->m_flFadeOutModelLength = DEFAULT_MODEL_FADE_LENGTH; |
|
pDissolve->m_flFadeInLength = DEFAULT_FADEIN_LENGTH; |
|
|
|
pDissolve->m_nDissolveType = 0; |
|
pDissolve->m_flNextSparkTime = 0.0f; |
|
pDissolve->m_flFadeOutLength = 0.0f; |
|
pDissolve->m_flFadeInStart = 0.0f; |
|
|
|
// Let this entity know it needs to delete itself when it's done |
|
pDissolve->SetServerLinkState( false ); |
|
pTarget->SetEffectEntity( pDissolve ); |
|
} |
|
|
|
return pDissolve; |
|
|
|
} |
|
|
|
C_EntityFlame *FireEffect( C_BaseAnimating *pTarget, C_BaseEntity *pServerFire, float *flScaleEnd, float *flTimeStart, float *flTimeEnd ) |
|
{ |
|
C_EntityFlame *pFire = new C_EntityFlame; |
|
|
|
if ( pFire->InitializeAsClientEntity( NULL, RENDER_GROUP_TRANSLUCENT_ENTITY ) == false ) |
|
{ |
|
pFire->Release(); |
|
return NULL; |
|
} |
|
|
|
if ( pFire != NULL ) |
|
{ |
|
pFire->RemoveFromLeafSystem(); |
|
|
|
pTarget->AddFlag( FL_ONFIRE ); |
|
pFire->SetParent( pTarget ); |
|
pFire->m_hEntAttached = (C_BaseEntity *) pTarget; |
|
|
|
pFire->OnDataChanged( DATA_UPDATE_CREATED ); |
|
pFire->SetAbsOrigin( pTarget->GetAbsOrigin() ); |
|
|
|
#ifdef HL2_EPISODIC |
|
if ( pServerFire ) |
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{ |
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if ( pServerFire->IsEffectActive(EF_DIMLIGHT) ) |
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{ |
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pFire->AddEffects( EF_DIMLIGHT ); |
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} |
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if ( pServerFire->IsEffectActive(EF_BRIGHTLIGHT) ) |
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{ |
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pFire->AddEffects( EF_BRIGHTLIGHT ); |
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} |
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} |
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#endif |
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//Play a sound |
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CPASAttenuationFilter filter( pTarget ); |
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pTarget->EmitSound( filter, pTarget->GetSoundSourceIndex(), "General.BurningFlesh" ); |
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pFire->SetNextClientThink( gpGlobals->curtime + 7.0f ); |
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} |
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return pFire; |
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} |
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void C_BaseAnimating::IgniteRagdoll( C_BaseAnimating *pSource ) |
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{ |
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C_BaseEntity *pChild = pSource->GetEffectEntity(); |
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if ( pChild ) |
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{ |
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C_EntityFlame *pFireChild = dynamic_cast<C_EntityFlame *>( pChild ); |
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C_ClientRagdoll *pRagdoll = dynamic_cast< C_ClientRagdoll * > ( this ); |
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if ( pFireChild ) |
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{ |
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pRagdoll->SetEffectEntity ( FireEffect( pRagdoll, pFireChild, NULL, NULL, NULL ) ); |
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} |
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} |
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} |
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void C_BaseAnimating::TransferDissolveFrom( C_BaseAnimating *pSource ) |
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{ |
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C_BaseEntity *pChild = pSource->GetEffectEntity(); |
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if ( pChild ) |
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{ |
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C_EntityDissolve *pDissolveChild = dynamic_cast<C_EntityDissolve *>( pChild ); |
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if ( pDissolveChild ) |
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{ |
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C_ClientRagdoll *pRagdoll = dynamic_cast< C_ClientRagdoll * > ( this ); |
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if ( pRagdoll ) |
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{ |
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pRagdoll->m_flEffectTime = pDissolveChild->m_flStartTime; |
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C_EntityDissolve *pDissolve = DissolveEffect( pRagdoll, pRagdoll->m_flEffectTime ); |
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if ( pDissolve ) |
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{ |
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pDissolve->SetRenderMode( pDissolveChild->GetRenderMode() ); |
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pDissolve->m_nRenderFX = pDissolveChild->m_nRenderFX; |
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pDissolve->SetRenderColor( 255, 255, 255, 255 ); |
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pDissolveChild->SetRenderColorA( 0 ); |
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pDissolve->m_vDissolverOrigin = pDissolveChild->m_vDissolverOrigin; |
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pDissolve->m_nDissolveType = pDissolveChild->m_nDissolveType; |
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if ( pDissolve->m_nDissolveType == ENTITY_DISSOLVE_CORE ) |
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{ |
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pDissolve->m_nMagnitude = pDissolveChild->m_nMagnitude; |
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pDissolve->m_flFadeOutStart = CORE_DISSOLVE_FADE_START; |
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pDissolve->m_flFadeOutModelStart = CORE_DISSOLVE_MODEL_FADE_START; |
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pDissolve->m_flFadeOutModelLength = CORE_DISSOLVE_MODEL_FADE_LENGTH; |
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pDissolve->m_flFadeInLength = CORE_DISSOLVE_FADEIN_LENGTH; |
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} |
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} |
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} |
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} |
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} |
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} |
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#endif |
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//SERVER |
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#if !defined( CLIENT_DLL ) |
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//----------------------------------------------------------------------------- |
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// Transfer dissolve |
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//----------------------------------------------------------------------------- |
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void CBaseAnimating::TransferDissolveFrom( CBaseAnimating *pAnim ) |
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{ |
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if ( !pAnim || !pAnim->IsDissolving() ) |
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return; |
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|
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CEntityDissolve *pDissolve = CEntityDissolve::Create( this, pAnim ); |
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if (pDissolve) |
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{ |
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AddFlag( FL_DISSOLVING ); |
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m_flDissolveStartTime = pAnim->m_flDissolveStartTime; |
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|
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CEntityDissolve *pDissolveFrom = dynamic_cast < CEntityDissolve * > (pAnim->GetEffectEntity()); |
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if ( pDissolveFrom ) |
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{ |
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pDissolve->SetDissolverOrigin( pDissolveFrom->GetDissolverOrigin() ); |
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pDissolve->SetDissolveType( pDissolveFrom->GetDissolveType() ); |
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if ( pDissolveFrom->GetDissolveType() == ENTITY_DISSOLVE_CORE ) |
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{ |
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pDissolve->SetMagnitude( pDissolveFrom->GetMagnitude() ); |
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pDissolve->m_flFadeOutStart = CORE_DISSOLVE_FADE_START; |
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pDissolve->m_flFadeOutModelStart = CORE_DISSOLVE_MODEL_FADE_START; |
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pDissolve->m_flFadeOutModelLength = CORE_DISSOLVE_MODEL_FADE_LENGTH; |
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pDissolve->m_flFadeInLength = CORE_DISSOLVE_FADEIN_LENGTH; |
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} |
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} |
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} |
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} |
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#endif
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