Counter Strike : Global Offensive Source Code
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//========= 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;
}