Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef PHYSICS_CANNISTER_H
#define PHYSICS_CANNISTER_H
#ifdef _WIN32
#pragma once
#endif
#include "player_pickup.h"
class CSteamJet;
class CThrustController : public IMotionEvent
{
DECLARE_SIMPLE_DATADESC();
public:
IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
{
angular = m_torqueVector;
linear = m_thrustVector;
return SIM_LOCAL_ACCELERATION;
}
void CalcThrust( const Vector &position, const Vector &direction, IPhysicsObject *pPhys )
{
Vector force = direction * m_thrust * pPhys->GetMass();
// Adjust for the position of the thruster -- apply proper torque)
pPhys->CalculateVelocityOffset( force, position, &m_thrustVector, &m_torqueVector );
pPhys->WorldToLocalVector( &m_thrustVector, m_thrustVector );
}
Vector m_thrustVector;
AngularImpulse m_torqueVector;
float m_thrust;
};
class CPhysicsCannister : public CBaseCombatCharacter, public CDefaultPlayerPickupVPhysics
{
DECLARE_CLASS( CPhysicsCannister, CBaseCombatCharacter );
public:
~CPhysicsCannister( void );
void Spawn( void );
void Precache( void );
virtual void OnRestore();
bool CreateVPhysics();
DECLARE_DATADESC();
virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
virtual QAngle PreferredCarryAngles( void ) { return QAngle( -90, 0, 0 ); }
virtual bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ) { return true; }
//
// Input handlers.
//
void InputActivate(inputdata_t &data);
void InputDeactivate(inputdata_t &data);
void InputExplode(inputdata_t &data);
void InputWake( inputdata_t &data );
bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
virtual int OnTakeDamage( const CTakeDamageInfo &info );
int ObjectCaps()
{
return (BaseClass::ObjectCaps() | FCAP_IMPULSE_USE);
}
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
if ( pPlayer )
{
pPlayer->PickupObject( this );
}
}
void CannisterActivate( CBaseEntity *pActivator, const Vector &thrustOffset );
void CannisterFire( CBaseEntity *pActivator );
void Deactivate( void );
void Explode( CBaseEntity *pAttacker );
void ExplodeTouch( CBaseEntity *pOther );
void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
// Don't treat as a live target
virtual bool IsAlive( void ) { return false; }
virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &dir, trace_t *ptr );
void ShutdownJet( void );
void BeginShutdownThink( void );
public:
virtual bool OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) { return true; }
virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason );
virtual CBasePlayer *HasPhysicsAttacker( float dt );
virtual bool ShouldPuntUseLaunchForces( PhysGunForce_t reason )
{
if ( reason == PHYSGUN_FORCE_LAUNCHED )
return (m_thrustTime!=0);
return false;
}
virtual AngularImpulse PhysGunLaunchAngularImpulse( void ) { return vec3_origin; }
virtual Vector PhysGunLaunchVelocity( const Vector &forward, float flMass ) { return vec3_origin; }
protected:
void SetPhysicsAttacker( CBasePlayer *pEntity, float flTime );
public:
Vector m_thrustOrigin;
CThrustController m_thruster;
IPhysicsMotionController *m_pController;
CSteamJet *m_pJet;
bool m_active;
float m_thrustTime;
float m_damage;
float m_damageRadius;
float m_activateTime;
string_t m_gasSound;
bool m_bFired; // True if this cannister was fire by a weapon
COutputEvent m_onActivate;
COutputEvent m_OnAwakened;
CHandle<CBasePlayer> m_hPhysicsAttacker;
float m_flLastPhysicsInfluenceTime;
EHANDLE m_hLauncher; // Entity that caused this cannister to launch
private:
Vector CalcLocalThrust( const Vector &offset );
};
#endif // PHYSICS_CANNISTER_H