|
|
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "player_pickup.h"
#include "portal_player_shared.h"
#include "igameevents.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// player pickup utility routine
void Pickup_ForcePlayerToDropThisObject( CBaseEntity *pTarget ) { Warning ( "Failing to force player to drop object.\n" ); AssertMsg( 0, "This function is assumed to not be needed in portal 2, if this assert fires we need to fix it." ); #if 0
if ( pTarget == NULL ) return;
IPhysicsObject *pPhysics = pTarget->VPhysicsGetObject(); if ( pPhysics == NULL ) return;
if ( pPhysics->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); pPlayer->ForceDropOfCarriedPhysObjects( pTarget ); } #endif
}
void Pickup_OnPhysGunDrop( CBaseEntity *pDroppedObject, CBasePlayer *pPlayer, PhysGunDrop_t Reason ) { IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pDroppedObject); if ( pPickup ) { pPickup->OnPhysGunDrop( pPlayer, Reason ); } }
void Pickup_OnPhysGunPickup( CBaseEntity *pPickedUpObject, CBasePlayer *pPlayer, PhysGunPickup_t reason ) { IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pPickedUpObject); if ( pPickup ) { pPickup->OnPhysGunPickup( pPlayer, reason ); }
// send phys gun pickup item event, but only in single player
if ( !g_pGameRules->IsMultiplayer() ) { IGameEvent *event = gameeventmanager->CreateEvent( "physgun_pickup" ); if ( event ) { event->SetInt( "entindex", pPickedUpObject->entindex() ); gameeventmanager->FireEvent( event ); } } }
bool Pickup_OnAttemptPhysGunPickup( CBaseEntity *pPickedUpObject, CBasePlayer *pPlayer, PhysGunPickup_t reason ) { IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pPickedUpObject); if ( pPickup ) { return pPickup->OnAttemptPhysGunPickup( pPlayer, reason ); } return true; }
CBaseEntity *Pickup_OnFailedPhysGunPickup( CBaseEntity *pPickedUpObject, Vector vPhysgunPos ) { IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pPickedUpObject); if ( pPickup ) { return pPickup->OnFailedPhysGunPickup( vPhysgunPos ); }
return NULL; }
bool Pickup_GetPreferredCarryAngles( CBaseEntity *pObject, CBasePlayer *pPlayer, matrix3x4_t &localToWorld, QAngle &outputAnglesWorldSpace ) { IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pObject); if ( pPickup ) { if ( pPickup->HasPreferredCarryAnglesForPlayer( pPlayer ) ) { outputAnglesWorldSpace = TransformAnglesToWorldSpace( pPickup->PreferredCarryAngles(), localToWorld ); return true; } } return false; }
bool Pickup_ForcePhysGunOpen( CBaseEntity *pObject, CBasePlayer *pPlayer ) { IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pObject); if ( pPickup ) { return pPickup->ForcePhysgunOpen( pPlayer ); } return false; }
AngularImpulse Pickup_PhysGunLaunchAngularImpulse( CBaseEntity *pObject, PhysGunForce_t reason ) { IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pObject); if ( pPickup != NULL && pPickup->ShouldPuntUseLaunchForces( reason ) ) { return pPickup->PhysGunLaunchAngularImpulse(); } return RandomAngularImpulse( -600, 600 ); }
Vector Pickup_DefaultPhysGunLaunchVelocity( const Vector &vecForward, float flMass ) { #ifdef HL2_DLL
// Calculate the velocity based on physcannon rules
float flForceMax = physcannon_maxforce.GetFloat(); float flForce = flForceMax;
float mass = flMass; if ( mass > 100 ) { mass = MIN( mass, 1000 ); float flForceMin = physcannon_minforce.GetFloat(); flForce = SimpleSplineRemapValClamped( mass, 100, 600, flForceMax, flForceMin ); }
return ( vecForward * flForce ); #endif
// Do the simple calculation
return ( vecForward * flMass ); }
Vector Pickup_PhysGunLaunchVelocity( CBaseEntity *pObject, const Vector &vecForward, PhysGunForce_t reason ) { // The object must be valid
if ( pObject == NULL ) { Assert( 0 ); return vec3_origin; }
// Shouldn't ever get here with a non-vphysics object.
IPhysicsObject *pPhysicsObject = pObject->VPhysicsGetObject(); if ( pPhysicsObject == NULL ) { Assert( 0 ); return vec3_origin; }
// Call the pickup entity's callback
IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pObject); if ( pPickup != NULL && pPickup->ShouldPuntUseLaunchForces( reason ) ) return pPickup->PhysGunLaunchVelocity( vecForward, pPhysicsObject->GetMass() );
// Do our default behavior
return Pickup_DefaultPhysGunLaunchVelocity( vecForward, pPhysicsObject->GetMass() ); }
bool Pickup_ShouldPuntUseLaunchForces( CBaseEntity *pObject, PhysGunForce_t reason ) { IPlayerPickupVPhysics *pPickup = dynamic_cast<IPlayerPickupVPhysics *>(pObject); if ( pPickup ) { return pPickup->ShouldPuntUseLaunchForces( reason ); } return false; }
|