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1523 lines
39 KiB
1523 lines
39 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "beam_shared.h" |
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#include "player.h" |
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#include "gamerules.h" |
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#include "basecombatweapon.h" |
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#include "baseviewmodel.h" |
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#include "vphysics/constraints.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 "engine/IEngineSound.h" |
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#include "ndebugoverlay.h" |
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#include "physics_saverestore.h" |
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#include "player_pickup.h" |
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#include "soundemittersystem/isoundemittersystembase.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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ConVar phys_gunmass("phys_gunmass", "200"); |
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ConVar phys_gunvel("phys_gunvel", "400"); |
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ConVar phys_gunforce("phys_gunforce", "5e5" ); |
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ConVar phys_guntorque("phys_guntorque", "100" ); |
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ConVar phys_gunglueradius("phys_gunglueradius", "128" ); |
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static int g_physgunBeam; |
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#define PHYSGUN_BEAM_SPRITE "sprites/physbeam.vmt" |
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#define MAX_PELLETS 16 |
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class CWeaponGravityGun; |
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class CGravityPellet : public CBaseAnimating |
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{ |
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DECLARE_CLASS( CGravityPellet, CBaseAnimating ); |
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public: |
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DECLARE_DATADESC(); |
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~CGravityPellet(); |
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void Precache() |
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{ |
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SetModelName( MAKE_STRING( "models/weapons/glueblob.mdl" ) ); |
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PrecacheModel( STRING( GetModelName() ) ); |
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BaseClass::Precache(); |
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} |
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void Spawn() |
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{ |
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Precache(); |
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SetModel( STRING( GetModelName() ) ); |
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SetSolid( SOLID_NONE ); |
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SetMoveType( MOVETYPE_NONE ); |
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AddEffects( EF_NOSHADOW ); |
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SetRenderColor( 255, 0, 0 ); |
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m_isInert = false; |
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} |
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bool IsInert() |
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{ |
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return m_isInert; |
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} |
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bool MakeConstraint( CBaseEntity *pObject ) |
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{ |
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IPhysicsObject *pReference = g_PhysWorldObject; |
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if ( GetMoveParent() ) |
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{ |
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pReference = GetMoveParent()->VPhysicsGetObject(); |
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} |
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IPhysicsObject *pAttached = pObject->VPhysicsGetObject(); |
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if ( !pReference || !pAttached ) |
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{ |
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return false; |
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} |
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constraint_fixedparams_t fixed; |
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fixed.Defaults(); |
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fixed.InitWithCurrentObjectState( pReference, pAttached ); |
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m_pConstraint = physenv->CreateFixedConstraint( pReference, pAttached, NULL, fixed ); |
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m_pConstraint->SetGameData( (void *)this ); |
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MakeInert(); |
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return true; |
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} |
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void MakeInert() |
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{ |
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SetRenderColor( 64, 64, 128 ); |
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m_isInert = true; |
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} |
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void InputOnBreak( inputdata_t &inputdata ) |
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{ |
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UTIL_Remove(this); |
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} |
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IPhysicsConstraint *m_pConstraint; |
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bool m_isInert; |
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}; |
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LINK_ENTITY_TO_CLASS(gravity_pellet, CGravityPellet); |
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PRECACHE_REGISTER(gravity_pellet); |
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BEGIN_DATADESC( CGravityPellet ) |
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DEFINE_PHYSPTR( m_pConstraint ), |
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DEFINE_FIELD( m_isInert, FIELD_BOOLEAN ), |
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// physics system will fire this input if the constraint breaks due to physics |
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DEFINE_INPUTFUNC( FIELD_VOID, "ConstraintBroken", InputOnBreak ), |
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END_DATADESC() |
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CGravityPellet::~CGravityPellet() |
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{ |
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if ( m_pConstraint ) |
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{ |
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physenv->DestroyConstraint( m_pConstraint ); |
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} |
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} |
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class CGravControllerPoint : public IMotionEvent |
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{ |
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DECLARE_SIMPLE_DATADESC(); |
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public: |
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CGravControllerPoint( void ); |
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~CGravControllerPoint( void ); |
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void AttachEntity( CBaseEntity *pEntity, IPhysicsObject *pPhys, const Vector &position ); |
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void DetachEntity( void ); |
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void SetMaxVelocity( float maxVel ) |
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{ |
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m_maxVel = maxVel; |
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} |
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void SetTargetPosition( const Vector &target ) |
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{ |
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m_targetPosition = target; |
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if ( m_attachedEntity == NULL ) |
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{ |
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m_worldPosition = target; |
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} |
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m_timeToArrive = gpGlobals->frametime; |
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} |
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void SetAutoAlign( const Vector &localDir, const Vector &localPos, const Vector &worldAlignDir, const Vector &worldAlignPos ) |
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{ |
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m_align = true; |
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m_localAlignNormal = -localDir; |
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m_localAlignPosition = localPos; |
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m_targetAlignNormal = worldAlignDir; |
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m_targetAlignPosition = worldAlignPos; |
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} |
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void ClearAutoAlign() |
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{ |
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m_align = false; |
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} |
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IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ); |
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Vector m_localPosition; |
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Vector m_targetPosition; |
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Vector m_worldPosition; |
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Vector m_localAlignNormal; |
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Vector m_localAlignPosition; |
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Vector m_targetAlignNormal; |
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Vector m_targetAlignPosition; |
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bool m_align; |
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float m_saveDamping; |
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float m_maxVel; |
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float m_maxAcceleration; |
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Vector m_maxAngularAcceleration; |
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EHANDLE m_attachedEntity; |
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QAngle m_targetRotation; |
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float m_timeToArrive; |
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IPhysicsMotionController *m_controller; |
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}; |
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BEGIN_SIMPLE_DATADESC( CGravControllerPoint ) |
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DEFINE_FIELD( m_localPosition, FIELD_VECTOR ), |
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DEFINE_FIELD( m_targetPosition, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_worldPosition, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_localAlignNormal, FIELD_VECTOR ), |
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DEFINE_FIELD( m_localAlignPosition, FIELD_VECTOR ), |
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DEFINE_FIELD( m_targetAlignNormal, FIELD_VECTOR ), |
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DEFINE_FIELD( m_targetAlignPosition, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_align, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_saveDamping, FIELD_FLOAT ), |
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DEFINE_FIELD( m_maxVel, FIELD_FLOAT ), |
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DEFINE_FIELD( m_maxAcceleration, FIELD_FLOAT ), |
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DEFINE_FIELD( m_maxAngularAcceleration, FIELD_VECTOR ), |
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DEFINE_FIELD( m_attachedEntity, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_targetRotation, FIELD_VECTOR ), |
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DEFINE_FIELD( m_timeToArrive, FIELD_FLOAT ), |
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// Physptrs can't be saved in embedded classes... this is to silence classcheck |
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// DEFINE_PHYSPTR( m_controller ), |
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END_DATADESC() |
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CGravControllerPoint::CGravControllerPoint( void ) |
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{ |
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m_attachedEntity = NULL; |
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} |
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CGravControllerPoint::~CGravControllerPoint( void ) |
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{ |
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DetachEntity(); |
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} |
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void CGravControllerPoint::AttachEntity( CBaseEntity *pEntity, IPhysicsObject *pPhys, const Vector &position ) |
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{ |
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m_attachedEntity = pEntity; |
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pPhys->WorldToLocal( &m_localPosition, position ); |
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m_worldPosition = position; |
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pPhys->GetDamping( NULL, &m_saveDamping ); |
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float damping = 2; |
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pPhys->SetDamping( NULL, &damping ); |
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m_controller = physenv->CreateMotionController( this ); |
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m_controller->AttachObject( pPhys, true ); |
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m_controller->SetPriority( IPhysicsMotionController::HIGH_PRIORITY ); |
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SetTargetPosition( position ); |
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m_maxAcceleration = phys_gunforce.GetFloat() * pPhys->GetInvMass(); |
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m_targetRotation = pEntity->GetAbsAngles(); |
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float torque = phys_guntorque.GetFloat(); |
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m_maxAngularAcceleration = torque * pPhys->GetInvInertia(); |
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} |
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void CGravControllerPoint::DetachEntity( void ) |
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{ |
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CBaseEntity *pEntity = m_attachedEntity; |
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if ( pEntity ) |
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{ |
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IPhysicsObject *pPhys = pEntity->VPhysicsGetObject(); |
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if ( pPhys ) |
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{ |
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// on the odd chance that it's gone to sleep while under anti-gravity |
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pPhys->Wake(); |
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pPhys->SetDamping( NULL, &m_saveDamping ); |
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} |
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} |
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m_attachedEntity = NULL; |
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physenv->DestroyMotionController( m_controller ); |
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m_controller = NULL; |
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// UNDONE: Does this help the networking? |
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m_targetPosition = vec3_origin; |
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m_worldPosition = vec3_origin; |
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} |
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void AxisAngleQAngle( const Vector &axis, float angle, QAngle &outAngles ) |
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{ |
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// map back to HL rotation axes |
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outAngles.z = axis.x * angle; |
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outAngles.x = axis.y * angle; |
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outAngles.y = axis.z * angle; |
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} |
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IMotionEvent::simresult_e CGravControllerPoint::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) |
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{ |
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Vector vel; |
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AngularImpulse angVel; |
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float fracRemainingSimTime = 1.0; |
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if ( m_timeToArrive > 0 ) |
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{ |
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fracRemainingSimTime *= deltaTime / m_timeToArrive; |
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if ( fracRemainingSimTime > 1 ) |
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{ |
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fracRemainingSimTime = 1; |
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} |
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} |
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m_timeToArrive -= deltaTime; |
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if ( m_timeToArrive < 0 ) |
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{ |
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m_timeToArrive = 0; |
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} |
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float invDeltaTime = (1.0f / deltaTime); |
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Vector world; |
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pObject->LocalToWorld( &world, m_localPosition ); |
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m_worldPosition = world; |
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pObject->GetVelocity( &vel, &angVel ); |
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//pObject->GetVelocityAtPoint( world, &vel ); |
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float damping = 1.0; |
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world += vel * deltaTime * damping; |
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Vector delta = (m_targetPosition - world) * fracRemainingSimTime * invDeltaTime; |
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Vector alignDir; |
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linear = vec3_origin; |
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angular = vec3_origin; |
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if ( m_align ) |
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{ |
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QAngle angles; |
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Vector origin; |
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Vector axis; |
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AngularImpulse torque; |
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pObject->GetShadowPosition( &origin, &angles ); |
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// align local normal to target normal |
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VMatrix tmp = SetupMatrixOrgAngles( origin, angles ); |
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Vector worldNormal = tmp.VMul3x3( m_localAlignNormal ); |
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axis = CrossProduct( worldNormal, m_targetAlignNormal ); |
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float trig = VectorNormalize(axis); |
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float alignRotation = RAD2DEG(asin(trig)); |
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axis *= alignRotation; |
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if ( alignRotation < 10 ) |
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{ |
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float dot = DotProduct( worldNormal, m_targetAlignNormal ); |
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// probably 180 degrees off |
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if ( dot < 0 ) |
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{ |
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if ( worldNormal.x < 0.5 ) |
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{ |
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axis.Init(10,0,0); |
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} |
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else |
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{ |
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axis.Init(0,0,10); |
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} |
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alignRotation = 10; |
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} |
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} |
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// Solve for the rotation around the target normal (at the local align pos) that will |
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// move the grabbed spot to the destination. |
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Vector worldRotCenter = tmp.VMul4x3( m_localAlignPosition ); |
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Vector rotSrc = world - worldRotCenter; |
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Vector rotDest = m_targetPosition - worldRotCenter; |
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// Get a basis in the plane perpendicular to m_targetAlignNormal |
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Vector srcN = rotSrc; |
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VectorNormalize( srcN ); |
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Vector tangent = CrossProduct( srcN, m_targetAlignNormal ); |
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float len = VectorNormalize( tangent ); |
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// needs at least ~5 degrees, or forget rotation (0.08 ~= sin(5)) |
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if ( len > 0.08 ) |
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{ |
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Vector binormal = CrossProduct( m_targetAlignNormal, tangent ); |
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// Now project the src & dest positions into that plane |
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Vector planeSrc( DotProduct( rotSrc, tangent ), DotProduct( rotSrc, binormal ), 0 ); |
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Vector planeDest( DotProduct( rotDest, tangent ), DotProduct( rotDest, binormal ), 0 ); |
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float rotRadius = VectorNormalize( planeSrc ); |
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float destRadius = VectorNormalize( planeDest ); |
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if ( rotRadius > 0.1 ) |
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{ |
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if ( destRadius < rotRadius ) |
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{ |
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destRadius = rotRadius; |
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} |
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//float ratio = rotRadius / destRadius; |
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float angleSrc = atan2( planeSrc.y, planeSrc.x ); |
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float angleDest = atan2( planeDest.y, planeDest.x ); |
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float angleDiff = angleDest - angleSrc; |
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angleDiff = RAD2DEG(angleDiff); |
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axis += m_targetAlignNormal * angleDiff; |
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//world = m_targetPosition;// + rotDest * (1-ratio); |
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// NDebugOverlay::Line( worldRotCenter, worldRotCenter-m_targetAlignNormal*50, 255, 0, 0, false, 0.1 ); |
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// NDebugOverlay::Line( worldRotCenter, worldRotCenter+tangent*50, 0, 255, 0, false, 0.1 ); |
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// NDebugOverlay::Line( worldRotCenter, worldRotCenter+binormal*50, 0, 0, 255, false, 0.1 ); |
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} |
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} |
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torque = WorldToLocalRotation( tmp, axis, 1 ); |
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torque *= fracRemainingSimTime * invDeltaTime; |
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torque -= angVel * 1.0; // damping |
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for ( int i = 0; i < 3; i++ ) |
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{ |
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if ( torque[i] > 0 ) |
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{ |
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if ( torque[i] > m_maxAngularAcceleration[i] ) |
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torque[i] = m_maxAngularAcceleration[i]; |
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} |
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else |
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{ |
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if ( torque[i] < -m_maxAngularAcceleration[i] ) |
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torque[i] = -m_maxAngularAcceleration[i]; |
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} |
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} |
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torque *= invDeltaTime; |
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angular += torque; |
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// Calculate an acceleration that pulls the object toward the constraint |
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// When you're out of alignment, don't pull very hard |
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float factor = fabsf(alignRotation); |
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if ( factor < 5 ) |
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{ |
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factor = clamp( factor, 0, 5 ) * (1/5); |
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alignDir = m_targetAlignPosition - worldRotCenter; |
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// Limit movement to the part along m_targetAlignNormal if worldRotCenter is on the backside of |
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// of the target plane (one inch epsilon)! |
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float planeForward = DotProduct( alignDir, m_targetAlignNormal ); |
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if ( planeForward > 1 ) |
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{ |
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alignDir = m_targetAlignNormal * planeForward; |
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} |
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Vector accel = alignDir * invDeltaTime * fracRemainingSimTime * (1-factor) * 0.20 * invDeltaTime; |
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float mag = accel.Length(); |
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if ( mag > m_maxAcceleration ) |
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{ |
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accel *= (m_maxAcceleration/mag); |
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} |
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linear += accel; |
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} |
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linear -= vel*damping*invDeltaTime; |
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// UNDONE: Factor in the change in worldRotCenter due to applied torque! |
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} |
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else |
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{ |
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// clamp future velocity to max speed |
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Vector nextVel = delta + vel; |
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float nextSpeed = nextVel.Length(); |
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if ( nextSpeed > m_maxVel ) |
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{ |
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nextVel *= (m_maxVel / nextSpeed); |
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delta = nextVel - vel; |
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} |
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delta *= invDeltaTime; |
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float linearAccel = delta.Length(); |
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if ( linearAccel > m_maxAcceleration ) |
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{ |
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delta *= m_maxAcceleration / linearAccel; |
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} |
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Vector accel; |
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AngularImpulse angAccel; |
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pObject->CalculateForceOffset( delta, world, &accel, &angAccel ); |
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linear += accel; |
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angular += angAccel; |
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} |
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return SIM_GLOBAL_ACCELERATION; |
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} |
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struct pelletlist_t |
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{ |
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DECLARE_SIMPLE_DATADESC(); |
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Vector localNormal; // normal in parent space |
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CHandle<CGravityPellet> pellet; |
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EHANDLE parent; |
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}; |
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class CWeaponGravityGun : public CBaseCombatWeapon |
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{ |
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DECLARE_DATADESC(); |
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public: |
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DECLARE_CLASS( CWeaponGravityGun, CBaseCombatWeapon ); |
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CWeaponGravityGun(); |
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void Spawn( void ); |
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void OnRestore( void ); |
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void Precache( void ); |
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void PrimaryAttack( void ); |
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void SecondaryAttack( void ); |
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void WeaponIdle( void ); |
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void ItemPostFrame( void ); |
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ) |
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{ |
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EffectDestroy(); |
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return BaseClass::Holster(); |
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} |
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bool Reload( void ); |
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void Equip( CBaseCombatCharacter *pOwner ) |
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{ |
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// add constraint ammo |
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pOwner->SetAmmoCount( MAX_PELLETS, m_iSecondaryAmmoType ); |
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BaseClass::Equip( pOwner ); |
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} |
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void Drop(const Vector &vecVelocity) |
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{ |
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
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pOwner->SetAmmoCount( 0, m_iSecondaryAmmoType ); |
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// destroy all constraints |
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BaseClass::Drop(vecVelocity); |
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} |
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bool HasAnyAmmo( void ); |
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void AttachObject( CBaseEntity *pEdict, const Vector& start, const Vector &end, float distance ); |
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void DetachObject( void ); |
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void EffectCreate( void ); |
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void EffectUpdate( void ); |
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void EffectDestroy( void ); |
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void SoundCreate( void ); |
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void SoundDestroy( void ); |
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void SoundStop( void ); |
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void SoundStart( void ); |
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void SoundUpdate( void ); |
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void AddPellet( CGravityPellet *pPellet, CBaseEntity *pParent, const Vector &surfaceNormal ); |
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void DeleteActivePellets(); |
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void SortPelletsForObject( CBaseEntity *pObject ); |
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void SetObjectPelletsColor( int r, int g, int b ); |
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void CreatePelletAttraction( float radius, CBaseEntity *pObject ); |
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IPhysicsObject *GetPelletPhysObject( int pelletIndex ); |
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void GetPelletWorldCoords( int pelletIndex, Vector *worldPos, Vector *worldNormal ) |
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{ |
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if ( worldPos ) |
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{ |
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*worldPos = m_activePellets[pelletIndex].pellet->GetAbsOrigin(); |
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} |
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if ( worldNormal ) |
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{ |
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if ( m_activePellets[pelletIndex].parent ) |
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{ |
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EntityMatrix tmp; |
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tmp.InitFromEntity( m_activePellets[pelletIndex].parent ); |
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*worldNormal = tmp.LocalToWorldRotation( m_activePellets[pelletIndex].localNormal ); |
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} |
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else |
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{ |
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*worldNormal = m_activePellets[pelletIndex].localNormal; |
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} |
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} |
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} |
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int ObjectCaps( void ) |
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{ |
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int caps = BaseClass::ObjectCaps(); |
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if ( m_active ) |
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{ |
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caps |= FCAP_DIRECTIONAL_USE; |
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} |
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return caps; |
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} |
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CBaseEntity *GetBeamEntity(); |
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DECLARE_SERVERCLASS(); |
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private: |
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CNetworkVar( int, m_active ); |
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bool m_useDown; |
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EHANDLE m_hObject; |
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float m_distance; |
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float m_movementLength; |
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float m_lastYaw; |
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int m_soundState; |
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CNetworkVar( int, m_viewModelIndex ); |
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Vector m_originalObjectPosition; |
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CGravControllerPoint m_gravCallback; |
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pelletlist_t m_activePellets[MAX_PELLETS]; |
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int m_pelletCount; |
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int m_objectPelletCount; |
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int m_pelletHeld; |
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int m_pelletAttract; |
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float m_glueTime; |
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CNetworkVar( bool, m_glueTouching ); |
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}; |
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IMPLEMENT_SERVERCLASS_ST( CWeaponGravityGun, DT_WeaponGravityGun ) |
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SendPropVector( SENDINFO_NAME(m_gravCallback.m_targetPosition, m_targetPosition), -1, SPROP_COORD ), |
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SendPropVector( SENDINFO_NAME(m_gravCallback.m_worldPosition, m_worldPosition), -1, SPROP_COORD ), |
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SendPropInt( SENDINFO(m_active), 1, SPROP_UNSIGNED ), |
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SendPropInt( SENDINFO(m_glueTouching), 1, SPROP_UNSIGNED ), |
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SendPropModelIndex( SENDINFO(m_viewModelIndex) ), |
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END_SEND_TABLE() |
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LINK_ENTITY_TO_CLASS( weapon_physgun, CWeaponGravityGun ); |
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PRECACHE_WEAPON_REGISTER(weapon_physgun); |
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//--------------------------------------------------------- |
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// Save/Restore |
|
//--------------------------------------------------------- |
|
BEGIN_SIMPLE_DATADESC( pelletlist_t ) |
|
|
|
DEFINE_FIELD( localNormal, FIELD_VECTOR ), |
|
DEFINE_FIELD( pellet, FIELD_EHANDLE ), |
|
DEFINE_FIELD( parent, FIELD_EHANDLE ), |
|
|
|
END_DATADESC() |
|
|
|
BEGIN_DATADESC( CWeaponGravityGun ) |
|
|
|
DEFINE_FIELD( m_active, FIELD_INTEGER ), |
|
DEFINE_FIELD( m_useDown, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( m_hObject, FIELD_EHANDLE ), |
|
DEFINE_FIELD( m_distance, FIELD_FLOAT ), |
|
DEFINE_FIELD( m_movementLength, FIELD_FLOAT ), |
|
DEFINE_FIELD( m_lastYaw, FIELD_FLOAT ), |
|
DEFINE_FIELD( m_soundState, FIELD_INTEGER ), |
|
DEFINE_FIELD( m_viewModelIndex, FIELD_INTEGER ), |
|
DEFINE_FIELD( m_originalObjectPosition, FIELD_POSITION_VECTOR ), |
|
DEFINE_EMBEDDED( m_gravCallback ), |
|
// Physptrs can't be saved in embedded classes.. |
|
DEFINE_PHYSPTR( m_gravCallback.m_controller ), |
|
DEFINE_EMBEDDED_AUTO_ARRAY( m_activePellets ), |
|
DEFINE_FIELD( m_pelletCount, FIELD_INTEGER ), |
|
DEFINE_FIELD( m_objectPelletCount, FIELD_INTEGER ), |
|
DEFINE_FIELD( m_pelletHeld, FIELD_INTEGER ), |
|
DEFINE_FIELD( m_pelletAttract, FIELD_INTEGER ), |
|
DEFINE_FIELD( m_glueTime, FIELD_TIME ), |
|
DEFINE_FIELD( m_glueTouching, FIELD_BOOLEAN ), |
|
|
|
END_DATADESC() |
|
|
|
|
|
enum physgun_soundstate { SS_SCANNING, SS_LOCKEDON }; |
|
enum physgun_soundIndex { SI_LOCKEDON = 0, SI_SCANNING = 1, SI_LIGHTOBJECT = 2, SI_HEAVYOBJECT = 3, SI_ON, SI_OFF }; |
|
|
|
|
|
//========================================================= |
|
//========================================================= |
|
|
|
CWeaponGravityGun::CWeaponGravityGun() |
|
{ |
|
m_active = false; |
|
m_bFiresUnderwater = true; |
|
m_pelletAttract = -1; |
|
m_pelletHeld = -1; |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CWeaponGravityGun::Spawn( ) |
|
{ |
|
BaseClass::Spawn(); |
|
// SetModel( GetWorldModel() ); |
|
|
|
FallInit(); |
|
} |
|
|
|
void CWeaponGravityGun::OnRestore( void ) |
|
{ |
|
BaseClass::OnRestore(); |
|
|
|
if ( m_gravCallback.m_controller ) |
|
{ |
|
m_gravCallback.m_controller->SetEventHandler( &m_gravCallback ); |
|
} |
|
} |
|
|
|
|
|
//========================================================= |
|
//========================================================= |
|
void CWeaponGravityGun::Precache( void ) |
|
{ |
|
BaseClass::Precache(); |
|
|
|
g_physgunBeam = PrecacheModel(PHYSGUN_BEAM_SPRITE); |
|
|
|
PrecacheScriptSound( "Weapon_Physgun.Scanning" ); |
|
PrecacheScriptSound( "Weapon_Physgun.LockedOn" ); |
|
PrecacheScriptSound( "Weapon_Physgun.Scanning" ); |
|
PrecacheScriptSound( "Weapon_Physgun.LightObject" ); |
|
PrecacheScriptSound( "Weapon_Physgun.HeavyObject" ); |
|
} |
|
|
|
void CWeaponGravityGun::EffectCreate( void ) |
|
{ |
|
EffectUpdate(); |
|
m_active = true; |
|
} |
|
|
|
|
|
void CWeaponGravityGun::EffectUpdate( void ) |
|
{ |
|
Vector start, angles, forward, right; |
|
trace_t tr; |
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
if ( !pOwner ) |
|
return; |
|
|
|
m_viewModelIndex = pOwner->entindex(); |
|
// Make sure I've got a view model |
|
CBaseViewModel *vm = pOwner->GetViewModel(); |
|
if ( vm ) |
|
{ |
|
m_viewModelIndex = vm->entindex(); |
|
} |
|
|
|
pOwner->EyeVectors( &forward, &right, NULL ); |
|
|
|
start = pOwner->Weapon_ShootPosition(); |
|
Vector end = start + forward * 4096; |
|
|
|
UTIL_TraceLine( start, end, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); |
|
end = tr.endpos; |
|
float distance = tr.fraction * 4096; |
|
if ( tr.fraction != 1 ) |
|
{ |
|
// too close to the player, drop the object |
|
if ( distance < 36 ) |
|
{ |
|
DetachObject(); |
|
return; |
|
} |
|
} |
|
|
|
if ( m_hObject == NULL && tr.DidHitNonWorldEntity() ) |
|
{ |
|
CBaseEntity *pEntity = tr.m_pEnt; |
|
// inform the object what was hit |
|
ClearMultiDamage(); |
|
pEntity->DispatchTraceAttack( CTakeDamageInfo( pOwner, pOwner, 0, DMG_PHYSGUN ), forward, &tr ); |
|
ApplyMultiDamage(); |
|
AttachObject( pEntity, start, tr.endpos, distance ); |
|
m_lastYaw = pOwner->EyeAngles().y; |
|
} |
|
|
|
// Add the incremental player yaw to the target transform |
|
matrix3x4_t curMatrix, incMatrix, nextMatrix; |
|
AngleMatrix( m_gravCallback.m_targetRotation, curMatrix ); |
|
AngleMatrix( QAngle(0,pOwner->EyeAngles().y - m_lastYaw,0), incMatrix ); |
|
ConcatTransforms( incMatrix, curMatrix, nextMatrix ); |
|
MatrixAngles( nextMatrix, m_gravCallback.m_targetRotation ); |
|
m_lastYaw = pOwner->EyeAngles().y; |
|
|
|
CBaseEntity *pObject = m_hObject; |
|
if ( pObject ) |
|
{ |
|
if ( m_useDown ) |
|
{ |
|
if ( pOwner->m_afButtonPressed & IN_USE ) |
|
{ |
|
m_useDown = false; |
|
} |
|
} |
|
else |
|
{ |
|
if ( pOwner->m_afButtonPressed & IN_USE ) |
|
{ |
|
m_useDown = true; |
|
} |
|
} |
|
|
|
if ( m_useDown ) |
|
{ |
|
pOwner->SetPhysicsFlag( PFLAG_DIROVERRIDE, true ); |
|
if ( pOwner->m_nButtons & IN_FORWARD ) |
|
{ |
|
m_distance = UTIL_Approach( 1024, m_distance, gpGlobals->frametime * 100 ); |
|
} |
|
if ( pOwner->m_nButtons & IN_BACK ) |
|
{ |
|
m_distance = UTIL_Approach( 40, m_distance, gpGlobals->frametime * 100 ); |
|
} |
|
} |
|
|
|
if ( pOwner->m_nButtons & IN_WEAPON1 ) |
|
{ |
|
m_distance = UTIL_Approach( 1024, m_distance, m_distance * 0.1 ); |
|
} |
|
if ( pOwner->m_nButtons & IN_WEAPON2 ) |
|
{ |
|
m_distance = UTIL_Approach( 40, m_distance, m_distance * 0.1 ); |
|
} |
|
|
|
// Send the object a physics damage message (0 damage). Some objects interpret this |
|
// as something else being in control of their physics temporarily. |
|
pObject->TakeDamage( CTakeDamageInfo( this, pOwner, 0, DMG_PHYSGUN ) ); |
|
|
|
Vector newPosition = start + forward * m_distance; |
|
// 24 is a little larger than 16 * sqrt(2) (extent of player bbox) |
|
// HACKHACK: We do this so we can "ignore" the player and the object we're manipulating |
|
// If we had a filter for tracelines, we could simply filter both ents and start from "start" |
|
Vector awayfromPlayer = start + forward * 24; |
|
|
|
UTIL_TraceLine( start, awayfromPlayer, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr ); |
|
if ( tr.fraction == 1 ) |
|
{ |
|
UTIL_TraceLine( awayfromPlayer, newPosition, MASK_SOLID, pObject, COLLISION_GROUP_NONE, &tr ); |
|
Vector dir = tr.endpos - newPosition; |
|
float distance = VectorNormalize(dir); |
|
float maxDist = m_gravCallback.m_maxVel * gpGlobals->frametime; |
|
if ( distance > maxDist ) |
|
{ |
|
newPosition += dir * maxDist; |
|
} |
|
else |
|
{ |
|
newPosition = tr.endpos; |
|
} |
|
} |
|
else |
|
{ |
|
newPosition = tr.endpos; |
|
} |
|
|
|
CreatePelletAttraction( phys_gunglueradius.GetFloat(), pObject ); |
|
|
|
// If I'm looking more than 20 degrees away from the glue point, then give up |
|
// This lets the player "gesture" for the glue to let go. |
|
Vector pelletDir = m_gravCallback.m_worldPosition - start; |
|
VectorNormalize(pelletDir); |
|
if ( DotProduct( pelletDir, forward ) < 0.939 ) // 0.939 ~= cos(20deg) |
|
{ |
|
// lose attach for 2 seconds if you're too far away |
|
m_glueTime = gpGlobals->curtime + 1; |
|
} |
|
|
|
if ( m_pelletHeld >= 0 && gpGlobals->curtime > m_glueTime ) |
|
{ |
|
CGravityPellet *pPelletAttract = m_activePellets[m_pelletAttract].pellet; |
|
|
|
g_pEffects->Sparks( pPelletAttract->GetAbsOrigin() ); |
|
} |
|
|
|
m_gravCallback.SetTargetPosition( newPosition ); |
|
Vector dir = (newPosition - pObject->GetLocalOrigin()); |
|
m_movementLength = dir.Length(); |
|
} |
|
else |
|
{ |
|
m_gravCallback.SetTargetPosition( end ); |
|
} |
|
if ( m_pelletHeld >= 0 && gpGlobals->curtime > m_glueTime ) |
|
{ |
|
Vector worldNormal, worldPos; |
|
GetPelletWorldCoords( m_pelletAttract, &worldPos, &worldNormal ); |
|
|
|
m_gravCallback.SetAutoAlign( m_activePellets[m_pelletHeld].localNormal, m_activePellets[m_pelletHeld].pellet->GetLocalOrigin(), worldNormal, worldPos ); |
|
} |
|
else |
|
{ |
|
m_gravCallback.ClearAutoAlign(); |
|
} |
|
} |
|
|
|
void CWeaponGravityGun::SoundCreate( void ) |
|
{ |
|
m_soundState = SS_SCANNING; |
|
SoundStart(); |
|
} |
|
|
|
|
|
void CWeaponGravityGun::SoundDestroy( void ) |
|
{ |
|
SoundStop(); |
|
} |
|
|
|
|
|
void CWeaponGravityGun::SoundStop( void ) |
|
{ |
|
switch( m_soundState ) |
|
{ |
|
case SS_SCANNING: |
|
GetOwner()->StopSound( "Weapon_Physgun.Scanning" ); |
|
break; |
|
case SS_LOCKEDON: |
|
GetOwner()->StopSound( "Weapon_Physgun.Scanning" ); |
|
GetOwner()->StopSound( "Weapon_Physgun.LockedOn" ); |
|
GetOwner()->StopSound( "Weapon_Physgun.LightObject" ); |
|
GetOwner()->StopSound( "Weapon_Physgun.HeavyObject" ); |
|
break; |
|
} |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns the linear fraction of value between low & high (0.0 - 1.0) * scale |
|
// e.g. UTIL_LineFraction( 1.5, 1, 2, 1 ); will return 0.5 since 1.5 is |
|
// halfway between 1 and 2 |
|
// Input : value - a value between low & high (clamped) |
|
// low - the value that maps to zero |
|
// high - the value that maps to "scale" |
|
// scale - the output scale |
|
// Output : parametric fraction between low & high |
|
//----------------------------------------------------------------------------- |
|
static float UTIL_LineFraction( float value, float low, float high, float scale ) |
|
{ |
|
if ( value < low ) |
|
value = low; |
|
if ( value > high ) |
|
value = high; |
|
|
|
float delta = high - low; |
|
if ( delta == 0 ) |
|
return 0; |
|
|
|
return scale * (value-low) / delta; |
|
} |
|
|
|
void CWeaponGravityGun::SoundStart( void ) |
|
{ |
|
CPASAttenuationFilter filter( GetOwner() ); |
|
filter.MakeReliable(); |
|
|
|
switch( m_soundState ) |
|
{ |
|
case SS_SCANNING: |
|
{ |
|
EmitSound( filter, GetOwner()->entindex(), "Weapon_Physgun.Scanning" ); |
|
} |
|
break; |
|
case SS_LOCKEDON: |
|
{ |
|
// BUGBUG - If you start a sound with a pitch of 100, the pitch shift doesn't work! |
|
|
|
EmitSound( filter, GetOwner()->entindex(), "Weapon_Physgun.LockedOn" ); |
|
EmitSound( filter, GetOwner()->entindex(), "Weapon_Physgun.Scanning" ); |
|
EmitSound( filter, GetOwner()->entindex(), "Weapon_Physgun.LightObject" ); |
|
EmitSound( filter, GetOwner()->entindex(), "Weapon_Physgun.HeavyObject" ); |
|
} |
|
break; |
|
} |
|
// volume, att, flags, pitch |
|
} |
|
|
|
void CWeaponGravityGun::SoundUpdate( void ) |
|
{ |
|
int newState; |
|
|
|
if ( m_hObject ) |
|
newState = SS_LOCKEDON; |
|
else |
|
newState = SS_SCANNING; |
|
|
|
if ( newState != m_soundState ) |
|
{ |
|
SoundStop(); |
|
m_soundState = newState; |
|
SoundStart(); |
|
} |
|
|
|
switch( m_soundState ) |
|
{ |
|
case SS_SCANNING: |
|
break; |
|
case SS_LOCKEDON: |
|
{ |
|
CPASAttenuationFilter filter( GetOwner() ); |
|
filter.MakeReliable(); |
|
|
|
float height = m_hObject->GetAbsOrigin().z - m_originalObjectPosition.z; |
|
|
|
// go from pitch 90 to 150 over a height of 500 |
|
int pitch = 90 + (int)UTIL_LineFraction( height, 0, 500, 60 ); |
|
|
|
CSoundParameters params; |
|
if ( GetParametersForSound( "Weapon_Physgun.LockedOn", params, NULL ) ) |
|
{ |
|
EmitSound_t ep( params ); |
|
ep.m_nFlags = SND_CHANGE_VOL | SND_CHANGE_PITCH; |
|
ep.m_nPitch = pitch; |
|
|
|
EmitSound( filter, GetOwner()->entindex(), ep ); |
|
} |
|
|
|
// attenutate the movement sounds over 200 units of movement |
|
float distance = UTIL_LineFraction( m_movementLength, 0, 200, 1.0 ); |
|
|
|
// blend the "mass" sounds between 50 and 500 kg |
|
IPhysicsObject *pPhys = m_hObject->VPhysicsGetObject(); |
|
|
|
float fade = UTIL_LineFraction( pPhys->GetMass(), 50, 500, 1.0 ); |
|
|
|
if ( GetParametersForSound( "Weapon_Physgun.LightObject", params, NULL ) ) |
|
{ |
|
EmitSound_t ep( params ); |
|
ep.m_nFlags = SND_CHANGE_VOL; |
|
ep.m_flVolume = fade * distance; |
|
|
|
EmitSound( filter, GetOwner()->entindex(), ep ); |
|
} |
|
|
|
if ( GetParametersForSound( "Weapon_Physgun.HeavyObject", params, NULL ) ) |
|
{ |
|
EmitSound_t ep( params ); |
|
ep.m_nFlags = SND_CHANGE_VOL; |
|
ep.m_flVolume = (1.0 - fade) * distance; |
|
|
|
EmitSound( filter, GetOwner()->entindex(), ep ); |
|
} |
|
} |
|
break; |
|
} |
|
} |
|
|
|
|
|
void CWeaponGravityGun::AddPellet( CGravityPellet *pPellet, CBaseEntity *pAttach, const Vector &surfaceNormal ) |
|
{ |
|
Assert(m_pelletCount<MAX_PELLETS); |
|
|
|
m_activePellets[m_pelletCount].localNormal = surfaceNormal; |
|
if ( pAttach ) |
|
{ |
|
EntityMatrix tmp; |
|
tmp.InitFromEntity( pAttach ); |
|
m_activePellets[m_pelletCount].localNormal = tmp.WorldToLocalRotation( surfaceNormal ); |
|
} |
|
m_activePellets[m_pelletCount].pellet = pPellet; |
|
m_activePellets[m_pelletCount].parent = pAttach; |
|
m_pelletCount++; |
|
} |
|
|
|
void CWeaponGravityGun::SortPelletsForObject( CBaseEntity *pObject ) |
|
{ |
|
m_objectPelletCount = 0; |
|
for ( int i = 0; i < m_pelletCount; i++ ) |
|
{ |
|
// move pellets attached to the active object to the front of the list |
|
if ( m_activePellets[i].parent == pObject && !m_activePellets[i].pellet->IsInert() ) |
|
{ |
|
if ( i != 0 ) |
|
{ |
|
pelletlist_t tmp = m_activePellets[m_objectPelletCount]; |
|
m_activePellets[m_objectPelletCount] = m_activePellets[i]; |
|
m_activePellets[i] = tmp; |
|
} |
|
m_objectPelletCount++; |
|
} |
|
} |
|
|
|
SetObjectPelletsColor( 192, 255, 192 ); |
|
} |
|
|
|
void CWeaponGravityGun::SetObjectPelletsColor( int r, int g, int b ) |
|
{ |
|
color32 color; |
|
color.r = r; |
|
color.g = g; |
|
color.b = b; |
|
color.a = 255; |
|
|
|
for ( int i = 0; i < m_objectPelletCount; i++ ) |
|
{ |
|
CGravityPellet *pPellet = m_activePellets[i].pellet; |
|
if ( !pPellet || pPellet->IsInert() ) |
|
continue; |
|
|
|
pPellet->m_clrRender = color; |
|
} |
|
} |
|
|
|
CBaseEntity *CWeaponGravityGun::GetBeamEntity() |
|
{ |
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
if ( !pOwner ) |
|
return NULL; |
|
|
|
// Make sure I've got a view model |
|
CBaseViewModel *vm = pOwner->GetViewModel(); |
|
if ( vm ) |
|
return vm; |
|
|
|
return pOwner; |
|
} |
|
|
|
void CWeaponGravityGun::DeleteActivePellets() |
|
{ |
|
CBaseEntity *pEnt = GetBeamEntity(); |
|
|
|
for ( int i = 0; i < m_pelletCount; i++ ) |
|
{ |
|
CGravityPellet *pPellet = m_activePellets[i].pellet; |
|
if ( !pPellet ) |
|
continue; |
|
|
|
Vector forward; |
|
AngleVectors( pPellet->GetAbsAngles(), &forward ); |
|
g_pEffects->Dust( pPellet->GetAbsOrigin(), forward, 32, 30 ); |
|
|
|
// UNDONE: Probably should just do this client side |
|
CBeam *pBeam = CBeam::BeamCreate( PHYSGUN_BEAM_SPRITE, 1.5 ); |
|
pBeam->PointEntInit( pPellet->GetAbsOrigin(), pEnt ); |
|
pBeam->SetEndAttachment( 1 ); |
|
pBeam->SetBrightness( 255 ); |
|
pBeam->SetColor( 255, 0, 0 ); |
|
pBeam->RelinkBeam(); |
|
pBeam->LiveForTime( 0.1 ); |
|
|
|
UTIL_Remove( pPellet ); |
|
} |
|
m_pelletCount = 0; |
|
} |
|
|
|
void CWeaponGravityGun::CreatePelletAttraction( float radius, CBaseEntity *pObject ) |
|
{ |
|
int nearPellet = -1; |
|
int objectPellet = -1; |
|
float best = radius*radius; |
|
// already have a pellet, check for in range |
|
if ( m_pelletAttract >= 0 ) |
|
{ |
|
Vector attract, held; |
|
GetPelletWorldCoords( m_pelletAttract, &attract, NULL ); |
|
GetPelletWorldCoords( m_pelletHeld, &held, NULL ); |
|
float dist = (attract - held).Length(); |
|
if ( dist < radius * 2 ) |
|
{ |
|
nearPellet = m_pelletAttract; |
|
objectPellet = m_pelletHeld; |
|
best = dist * dist; |
|
} |
|
} |
|
|
|
if ( nearPellet < 0 ) |
|
{ |
|
|
|
for ( int i = 0; i < m_objectPelletCount; i++ ) |
|
{ |
|
CGravityPellet *pPellet = m_activePellets[i].pellet; |
|
if ( !pPellet ) |
|
continue; |
|
for ( int j = m_objectPelletCount; j < m_pelletCount; j++ ) |
|
{ |
|
CGravityPellet *pTest = m_activePellets[j].pellet; |
|
if ( !pTest ) |
|
continue; |
|
|
|
if ( pTest->IsInert() ) |
|
continue; |
|
float distSqr = (pTest->GetAbsOrigin() - pPellet->GetAbsOrigin()).LengthSqr(); |
|
if ( distSqr < best ) |
|
{ |
|
Vector worldPos, worldNormal; |
|
GetPelletWorldCoords( j, &worldPos, &worldNormal ); |
|
// don't attract backside pellets (unless current pellet - prevent oscillation) |
|
float dist = DotProduct( worldPos, worldNormal ); |
|
if ( m_pelletAttract == j || DotProduct( pPellet->GetAbsOrigin(), worldNormal ) - dist >= 0 ) |
|
{ |
|
best = distSqr; |
|
nearPellet = j; |
|
objectPellet = i; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
m_glueTouching = false; |
|
if ( nearPellet < 0 || objectPellet < 0 ) |
|
{ |
|
m_pelletAttract = -1; |
|
m_pelletHeld = -1; |
|
return; |
|
} |
|
|
|
if ( nearPellet != m_pelletAttract || objectPellet != m_pelletHeld ) |
|
{ |
|
m_glueTime = gpGlobals->curtime; |
|
|
|
m_pelletAttract = nearPellet; |
|
m_pelletHeld = objectPellet; |
|
} |
|
|
|
// check for bonding |
|
if ( best < 3*3 ) |
|
{ |
|
// This makes the pull towards the pellet stop getting stronger since some part of |
|
// the object is touching |
|
m_glueTouching = true; |
|
} |
|
} |
|
|
|
|
|
IPhysicsObject *CWeaponGravityGun::GetPelletPhysObject( int pelletIndex ) |
|
{ |
|
if ( pelletIndex < 0 ) |
|
return NULL; |
|
|
|
CBaseEntity *pEntity = m_activePellets[pelletIndex].parent; |
|
if ( pEntity ) |
|
return pEntity->VPhysicsGetObject(); |
|
|
|
return g_PhysWorldObject; |
|
} |
|
|
|
void CWeaponGravityGun::EffectDestroy( void ) |
|
{ |
|
m_active = false; |
|
SoundStop(); |
|
|
|
DetachObject(); |
|
} |
|
|
|
void CWeaponGravityGun::DetachObject( void ) |
|
{ |
|
m_pelletHeld = -1; |
|
m_pelletAttract = -1; |
|
m_glueTouching = false; |
|
SetObjectPelletsColor( 255, 0, 0 ); |
|
m_objectPelletCount = 0; |
|
|
|
if ( m_hObject ) |
|
{ |
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
Pickup_OnPhysGunDrop( m_hObject, pOwner, DROPPED_BY_CANNON ); |
|
|
|
m_gravCallback.DetachEntity(); |
|
m_hObject = NULL; |
|
} |
|
} |
|
|
|
void CWeaponGravityGun::AttachObject( CBaseEntity *pObject, const Vector& start, const Vector &end, float distance ) |
|
{ |
|
m_hObject = pObject; |
|
m_useDown = false; |
|
IPhysicsObject *pPhysics = pObject ? (pObject->VPhysicsGetObject()) : NULL; |
|
if ( pPhysics && pObject->GetMoveType() == MOVETYPE_VPHYSICS ) |
|
{ |
|
m_distance = distance; |
|
|
|
m_gravCallback.AttachEntity( pObject, pPhysics, end ); |
|
float mass = pPhysics->GetMass(); |
|
Msg( "Object mass: %.2f lbs (%.2f kg)\n", kg2lbs(mass), mass ); |
|
float vel = phys_gunvel.GetFloat(); |
|
if ( mass > phys_gunmass.GetFloat() ) |
|
{ |
|
vel = (vel*phys_gunmass.GetFloat())/mass; |
|
} |
|
m_gravCallback.SetMaxVelocity( vel ); |
|
// Msg( "Object mass: %.2f lbs (%.2f kg) %f %f %f\n", kg2lbs(mass), mass, pObject->GetAbsOrigin().x, pObject->GetAbsOrigin().y, pObject->GetAbsOrigin().z ); |
|
// Msg( "ANG: %f %f %f\n", pObject->GetAbsAngles().x, pObject->GetAbsAngles().y, pObject->GetAbsAngles().z ); |
|
|
|
m_originalObjectPosition = pObject->GetAbsOrigin(); |
|
|
|
m_pelletAttract = -1; |
|
m_pelletHeld = -1; |
|
|
|
pPhysics->Wake(); |
|
SortPelletsForObject( pObject ); |
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
if( pOwner ) |
|
{ |
|
Pickup_OnPhysGunPickup( pObject, pOwner ); |
|
} |
|
} |
|
else |
|
{ |
|
m_hObject = NULL; |
|
} |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CWeaponGravityGun::PrimaryAttack( void ) |
|
{ |
|
if ( !m_active ) |
|
{ |
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
|
EffectCreate(); |
|
SoundCreate(); |
|
} |
|
else |
|
{ |
|
EffectUpdate(); |
|
SoundUpdate(); |
|
} |
|
} |
|
|
|
void CWeaponGravityGun::SecondaryAttack( void ) |
|
{ |
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.1; |
|
if ( m_active ) |
|
{ |
|
EffectDestroy(); |
|
SoundDestroy(); |
|
return; |
|
} |
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
Assert( pOwner ); |
|
|
|
if ( pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0 ) |
|
return; |
|
|
|
m_viewModelIndex = pOwner->entindex(); |
|
// Make sure I've got a view model |
|
CBaseViewModel *vm = pOwner->GetViewModel(); |
|
if ( vm ) |
|
{ |
|
m_viewModelIndex = vm->entindex(); |
|
} |
|
|
|
Vector forward; |
|
pOwner->EyeVectors( &forward ); |
|
|
|
Vector start = pOwner->Weapon_ShootPosition(); |
|
Vector end = start + forward * 4096; |
|
|
|
trace_t tr; |
|
UTIL_TraceLine( start, end, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); |
|
if ( tr.fraction == 1.0 || (tr.surface.flags & SURF_SKY) ) |
|
return; |
|
|
|
CBaseEntity *pHit = tr.m_pEnt; |
|
|
|
if ( pHit->entindex() == 0 ) |
|
{ |
|
pHit = NULL; |
|
} |
|
else |
|
{ |
|
// if the object has no physics object, or isn't a physprop or brush entity, then don't glue |
|
if ( !pHit->VPhysicsGetObject() || pHit->GetMoveType() != MOVETYPE_VPHYSICS ) |
|
return; |
|
} |
|
|
|
QAngle angles; |
|
WeaponSound( SINGLE ); |
|
pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType ); |
|
|
|
VectorAngles( tr.plane.normal, angles ); |
|
Vector endPoint = tr.endpos + tr.plane.normal; |
|
CGravityPellet *pPellet = (CGravityPellet *)CBaseEntity::Create( "gravity_pellet", endPoint, angles, this ); |
|
if ( pHit ) |
|
{ |
|
pPellet->SetParent( pHit ); |
|
} |
|
AddPellet( pPellet, pHit, tr.plane.normal ); |
|
|
|
// UNDONE: Probably should just do this client side |
|
CBaseEntity *pEnt = GetBeamEntity(); |
|
CBeam *pBeam = CBeam::BeamCreate( PHYSGUN_BEAM_SPRITE, 1.5 ); |
|
pBeam->PointEntInit( endPoint, pEnt ); |
|
pBeam->SetEndAttachment( 1 ); |
|
pBeam->SetBrightness( 255 ); |
|
pBeam->SetColor( 255, 0, 0 ); |
|
pBeam->RelinkBeam(); |
|
pBeam->LiveForTime( 0.1 ); |
|
|
|
} |
|
|
|
void CWeaponGravityGun::WeaponIdle( void ) |
|
{ |
|
if ( HasWeaponIdleTimeElapsed() ) |
|
{ |
|
SendWeaponAnim( ACT_VM_IDLE ); |
|
if ( m_active ) |
|
{ |
|
CBaseEntity *pObject = m_hObject; |
|
// pellet is touching object, so glue it |
|
if ( pObject && m_glueTouching ) |
|
{ |
|
CGravityPellet *pPellet = m_activePellets[m_pelletAttract].pellet; |
|
if ( pPellet->MakeConstraint( pObject ) ) |
|
{ |
|
WeaponSound( SPECIAL1 ); |
|
m_flNextPrimaryAttack = gpGlobals->curtime + 0.75; |
|
m_activePellets[m_pelletHeld].pellet->MakeInert(); |
|
} |
|
} |
|
|
|
EffectDestroy(); |
|
SoundDestroy(); |
|
} |
|
} |
|
} |
|
|
|
void CWeaponGravityGun::ItemPostFrame( void ) |
|
{ |
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
if (!pOwner) |
|
return; |
|
|
|
if ( pOwner->m_afButtonPressed & IN_ATTACK2 ) |
|
{ |
|
SecondaryAttack(); |
|
} |
|
else if ( pOwner->m_nButtons & IN_ATTACK ) |
|
{ |
|
PrimaryAttack(); |
|
} |
|
else if ( pOwner->m_afButtonPressed & IN_RELOAD ) |
|
{ |
|
Reload(); |
|
} |
|
// ----------------------- |
|
// No buttons down |
|
// ----------------------- |
|
else |
|
{ |
|
WeaponIdle( ); |
|
return; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CWeaponGravityGun::HasAnyAmmo( void ) |
|
{ |
|
//Always report that we have ammo |
|
return true; |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
bool CWeaponGravityGun::Reload( void ) |
|
{ |
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pOwner->GetAmmoCount(m_iSecondaryAmmoType) != MAX_PELLETS ) |
|
{ |
|
pOwner->SetAmmoCount( MAX_PELLETS, m_iSecondaryAmmoType ); |
|
DeleteActivePellets(); |
|
WeaponSound( RELOAD ); |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
#define NUM_COLLISION_TESTS 2500 |
|
void CC_CollisionTest( const CCommand &args ) |
|
{ |
|
if ( !physenv ) |
|
return; |
|
|
|
Msg( "Testing collision system\n" ); |
|
int i; |
|
CBaseEntity *pSpot = gEntList.FindEntityByClassname( NULL, "info_player_start"); |
|
Vector start = pSpot->GetAbsOrigin(); |
|
static Vector *targets = NULL; |
|
static bool first = true; |
|
static float test[2] = {1,1}; |
|
if ( first ) |
|
{ |
|
targets = new Vector[NUM_COLLISION_TESTS]; |
|
float radius = 0; |
|
float theta = 0; |
|
float phi = 0; |
|
for ( i = 0; i < NUM_COLLISION_TESTS; i++ ) |
|
{ |
|
radius += NUM_COLLISION_TESTS * 123.123; |
|
radius = fabs(fmod(radius, 128)); |
|
theta += NUM_COLLISION_TESTS * 76.76; |
|
theta = fabs(fmod(theta, DEG2RAD(360))); |
|
phi += NUM_COLLISION_TESTS * 1997.99; |
|
phi = fabs(fmod(phi, DEG2RAD(180))); |
|
|
|
float st, ct, sp, cp; |
|
SinCos( theta, &st, &ct ); |
|
SinCos( phi, &sp, &cp ); |
|
|
|
targets[i].x = radius * ct * sp; |
|
targets[i].y = radius * st * sp; |
|
targets[i].z = radius * cp; |
|
|
|
// make the trace 1024 units long |
|
Vector dir = targets[i] - start; |
|
VectorNormalize(dir); |
|
targets[i] = start + dir * 1024; |
|
} |
|
first = false; |
|
} |
|
|
|
//Vector results[NUM_COLLISION_TESTS]; |
|
|
|
int testType = 0; |
|
if ( args.ArgC() >= 2 ) |
|
{ |
|
testType = atoi( args[1] ); |
|
} |
|
float duration = 0; |
|
Vector size[2]; |
|
size[0].Init(0,0,0); |
|
size[1].Init(16,16,16); |
|
unsigned int dots = 0; |
|
|
|
for ( int j = 0; j < 2; j++ ) |
|
{ |
|
float startTime = Plat_FloatTime(); |
|
if ( testType == 1 ) |
|
{ |
|
const CPhysCollide *pCollide = g_PhysWorldObject->GetCollide(); |
|
trace_t tr; |
|
|
|
for ( i = 0; i < NUM_COLLISION_TESTS; i++ ) |
|
{ |
|
physcollision->TraceBox( start, targets[i], -size[j], size[j], pCollide, vec3_origin, vec3_angle, &tr ); |
|
dots += physcollision->ReadStat(0); |
|
//results[i] = tr.endpos; |
|
} |
|
} |
|
else |
|
{ |
|
testType = 0; |
|
CBaseEntity *pWorld = GetContainingEntity( INDEXENT(0) ); |
|
trace_t tr; |
|
|
|
for ( i = 0; i < NUM_COLLISION_TESTS; i++ ) |
|
{ |
|
UTIL_TraceModel( start, targets[i], -size[j], size[j], pWorld, COLLISION_GROUP_NONE, &tr ); |
|
//results[i] = tr.endpos; |
|
} |
|
} |
|
|
|
duration += Plat_FloatTime() - startTime; |
|
} |
|
test[testType] = duration; |
|
Msg("%d collisions in %.2f ms (%u dots)\n", NUM_COLLISION_TESTS, duration*1000, dots ); |
|
Msg("Current speed ratio: %.2fX BSP:JGJK\n", test[1] / test[0] ); |
|
#if 0 |
|
int red = 255, green = 0, blue = 0; |
|
for ( i = 0; i < NUM_COLLISION_TESTS; i++ ) |
|
{ |
|
NDebugOverlay::Line( start, results[i], red, green, blue, false, 2 ); |
|
} |
|
#endif |
|
} |
|
static ConCommand collision_test("collision_test", CC_CollisionTest, "Tests collision system", FCVAR_CHEAT );
|
|
|