|
|
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements the Sticky Bolt code. This constraints ragdolls to the world
// after being hit by a crossbow bolt. If something here is acting funny
// let me know - Adrian.
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_basetempentity.h"
#include "fx.h"
#include "decals.h"
#include "iefx.h"
#include "engine/IEngineSound.h"
#include "materialsystem/imaterialvar.h"
#include "IEffects.h"
#include "engine/IEngineTrace.h"
#include "vphysics/constraints.h"
#include "engine/ivmodelinfo.h"
#include "tempent.h"
#include "c_te_legacytempents.h"
#include "engine/ivdebugoverlay.h"
#include "c_te_effect_dispatch.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IPhysicsSurfaceProps *physprops; IPhysicsObject *GetWorldPhysObject( void );
extern ITempEnts* tempents;
class CRagdollBoltEnumerator : public IPartitionEnumerator { public: //Forced constructor
CRagdollBoltEnumerator( Ray_t& shot, Vector vOrigin ) { m_rayShot = shot; m_vWorld = vOrigin; }
//Actual work code
IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ) { C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() ); if ( pEnt == NULL ) return ITERATION_CONTINUE;
C_BaseAnimating *pModel = static_cast< C_BaseAnimating * >( pEnt );
if ( pModel == NULL ) return ITERATION_CONTINUE;
trace_t tr; enginetrace->ClipRayToEntity( m_rayShot, MASK_SHOT, pModel, &tr );
IPhysicsObject *pPhysicsObject = NULL; //Find the real object we hit.
if( tr.physicsbone >= 0 ) { if ( pModel->m_pRagdoll ) { CRagdoll *pCRagdoll = dynamic_cast < CRagdoll * > ( pModel->m_pRagdoll );
if ( pCRagdoll ) { ragdoll_t *pRagdollT = pCRagdoll->GetRagdoll();
if ( tr.physicsbone < pRagdollT->listCount ) { pPhysicsObject = pRagdollT->list[tr.physicsbone].pObject; } } } }
if ( pPhysicsObject == NULL ) return ITERATION_CONTINUE;
if ( tr.fraction < 1.0 ) { IPhysicsObject *pReference = GetWorldPhysObject();
if ( pReference == NULL || pPhysicsObject == NULL ) return ITERATION_CONTINUE; float flMass = pPhysicsObject->GetMass(); pPhysicsObject->SetMass( flMass * 2 );
constraint_ballsocketparams_t ballsocket; ballsocket.Defaults(); pReference->WorldToLocal( &ballsocket.constraintPosition[0], m_vWorld ); pPhysicsObject->WorldToLocal( &ballsocket.constraintPosition[1], tr.endpos ); physenv->CreateBallsocketConstraint( pReference, pPhysicsObject, NULL, ballsocket );
//Play a sound
CPASAttenuationFilter filter( pEnt );
EmitSound_t ep; ep.m_nChannel = CHAN_VOICE; ep.m_pSoundName = "Weapon_Crossbow.BoltSkewer"; ep.m_flVolume = 1.0f; ep.m_SoundLevel = SNDLVL_NORM; ep.m_pOrigin = &pEnt->GetAbsOrigin();
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, ep ); return ITERATION_STOP; }
return ITERATION_CONTINUE; }
private: Ray_t m_rayShot; Vector m_vWorld; };
#define CROSSBOW_BOLT_MODEL "models/crossbow_bolt.mdl"
void CreateCrossbowBolt( const Vector &vecOrigin, const Vector &vecDirection ) { model_t *pModel = (model_t *)engine->LoadModel( CROSSBOW_BOLT_MODEL );
QAngle vAngles;
VectorAngles( vecDirection, vAngles ); if ( gpGlobals->maxClients > 1 ) { tempents->SpawnTempModel( pModel, vecOrigin - vecDirection * 8, vAngles, Vector(0, 0, 0 ), 30.0f, FTENT_NONE ); } else { tempents->SpawnTempModel( pModel, vecOrigin - vecDirection * 8, vAngles, Vector(0, 0, 0 ), 1, FTENT_NEVERDIE ); } }
void StickRagdollNow( const Vector &vecOrigin, const Vector &vecDirection ) { Ray_t shotRay; trace_t tr; UTIL_TraceLine( vecOrigin, vecOrigin + vecDirection * 16, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr );
if ( tr.surface.flags & SURF_SKY ) return;
Vector vecEnd = vecOrigin - vecDirection * 128;
shotRay.Init( vecOrigin, vecEnd );
CRagdollBoltEnumerator ragdollEnum( shotRay, vecOrigin ); ::partition->EnumerateElementsAlongRay( PARTITION_CLIENT_RESPONSIVE_EDICTS, shotRay, false, &ragdollEnum ); CreateCrossbowBolt( vecOrigin, vecDirection ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void StickyBoltCallback( const CEffectData &data ) { StickRagdollNow( data.m_vOrigin, data.m_vNormal ); }
DECLARE_CLIENT_EFFECT_BEGIN( BoltImpact, StickyBoltCallback ) PRECACHE( MODEL, CROSSBOW_BOLT_MODEL ) DECLARE_CLIENT_EFFECT_END()
|