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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "physpropclientside.h"
#include "vcollide_parse.h"
#include "mapentities_shared.h"
#include "gamestringpool.h"
#include "props_shared.h"
#include "c_te_effect_dispatch.h"
#include "datacache/imdlcache.h"
#include "view.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define FADEOUT_TIME 1.0f
ConVar cl_phys_props_max( "cl_phys_props_max", "300", 0, "Maximum clientside physic props" ); ConVar r_propsmaxdist( "r_propsmaxdist", "1200", 0, "Maximum visible distance" );
ConVar cl_phys_props_enable( "cl_phys_props_enable", "1", 0, "Disable clientside physics props (must be set before loading a level)." ); ConVar cl_phys_props_respawndist( "cl_phys_props_respawndist", "1500", 0, "Minimum distance from the player that a clientside prop must be before it's allowed to respawn." ); ConVar cl_phys_props_respawnrate( "cl_phys_props_respawnrate", "60", 0, "Time, in seconds, between clientside prop respawns." );
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
static int PropBreakablePrecacheAll( int modelIndex ) { CUtlVector<breakmodel_t> list;
BreakModelList( list, modelIndex, COLLISION_GROUP_NONE, 0 ); return list.Count(); }
static CUtlVector<C_PhysPropClientside*> s_PhysPropList; static CUtlVector<C_FuncPhysicsRespawnZone*> s_RespawnZoneList;
C_PhysPropClientside *C_PhysPropClientside::CreateNew( bool bForce ) { if ( (s_PhysPropList.Count() >= cl_phys_props_max.GetInt()) && !bForce ) { DevMsg("Warning! Client physic props overflow *max %i).\n", cl_phys_props_max.GetInt() ); return NULL; }
return new C_PhysPropClientside(); }
C_PhysPropClientside::C_PhysPropClientside() { m_fDeathTime = -1; m_impactEnergyScale = 1.0f; m_iHealth = 0; m_iPhysicsMode = PHYSICS_MULTIPLAYER_AUTODETECT; m_flTouchDelta = 0; m_pRespawnZone = NULL;
s_PhysPropList.AddToTail( this ); }
C_PhysPropClientside::~C_PhysPropClientside() { if ( m_pRespawnZone ) { m_pRespawnZone->PropDestroyed( this ); }
PhysCleanupFrictionSounds( this ); VPhysicsDestroyObject(); s_PhysPropList.FindAndRemove( this ); }
void C_PhysPropClientside::SetPhysicsMode(int iMode) { if ( m_iPhysicsMode == PHYSICS_MULTIPLAYER_AUTODETECT ) m_iPhysicsMode = iMode; }
//-----------------------------------------------------------------------------
// Should we collide?
//-----------------------------------------------------------------------------
bool C_PhysPropClientside::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq(szKeyName, "physdamagescale")) { m_impactEnergyScale = atof(szValue); } else if ( FStrEq(szKeyName, "health") ) { m_iHealth = Q_atoi(szValue); } else if (FStrEq(szKeyName, "spawnflags")) { m_spawnflags = Q_atoi(szValue); } else if (FStrEq(szKeyName, "model")) { SetModelName( AllocPooledString( szValue ) ); } else if (FStrEq(szKeyName, "fademaxdist")) { m_fadeMaxDist = Q_atof(szValue); } else if (FStrEq(szKeyName, "fademindist")) { m_fadeMinDist = Q_atof(szValue); } else if (FStrEq(szKeyName, "fadescale")) { m_flFadeScale = Q_atof(szValue); } else if (FStrEq(szKeyName, "inertiaScale")) { m_inertiaScale = Q_atof(szValue); } else if (FStrEq(szKeyName, "skin")) { m_nSkin = Q_atoi(szValue); } else if (FStrEq(szKeyName, "physicsmode")) { m_iPhysicsMode = Q_atoi(szValue); }
else { if ( !BaseClass::KeyValue( szKeyName, szValue ) ) { // key hasn't been handled
return false; } }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void C_PhysPropClientside::StartTouch( C_BaseEntity *pOther ) { // Limit the amount of times we can bounce
if ( m_flTouchDelta < gpGlobals->curtime ) { HitSurface( pOther ); m_flTouchDelta = gpGlobals->curtime + 0.1f; }
BaseClass::StartTouch( pOther ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void C_PhysPropClientside::HitSurface( C_BaseEntity *pOther ) { if ( HasInteraction( PROPINTER_WORLD_BLOODSPLAT ) ) { trace_t tr; tr = BaseClass::GetTouchTrace(); if ( tr.m_pEnt ) { UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED ); } } }
void C_PhysPropClientside::RecreateAll() { DestroyAll(); if ( cl_phys_props_enable.GetInt() ) { ParseAllEntities( engine->GetMapEntitiesString() ); InitializePropRespawnZones(); } }
void C_PhysPropClientside::DestroyAll() { while (s_PhysPropList.Count() > 0 ) { C_PhysPropClientside *p = s_PhysPropList[0]; p->Release(); } while (s_RespawnZoneList.Count() > 0) { C_FuncPhysicsRespawnZone *p = s_RespawnZoneList[0]; p->Release(); } }
void C_PhysPropClientside::SetRespawnZone( C_FuncPhysicsRespawnZone *pZone ) { m_pRespawnZone = pZone; }
//-----------------------------------------------------------------------------
// Purpose: Parse this prop's data from the model, if it has a keyvalues section.
// Returns true only if this prop is using a model that has a prop_data section that's invalid.
//-----------------------------------------------------------------------------
int C_PhysPropClientside::ParsePropData( void ) { KeyValues *modelKeyValues = new KeyValues(""); if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) ) { modelKeyValues->deleteThis(); return PARSE_FAILED_NO_DATA; }
// Do we have a props section?
KeyValues *pkvPropData = modelKeyValues->FindKey("prop_data"); if ( !pkvPropData ) { modelKeyValues->deleteThis(); return PARSE_FAILED_NO_DATA; }
int iResult = g_PropDataSystem.ParsePropFromKV( this, pkvPropData, modelKeyValues ); modelKeyValues->deleteThis(); return iResult; }
bool C_PhysPropClientside::Initialize() { if ( InitializeAsClientEntity( STRING(GetModelName()), RENDER_GROUP_OPAQUE_ENTITY ) == false ) { return false; }
const model_t *mod = GetModel(); if ( mod ) { Vector mins, maxs; modelinfo->GetModelBounds( mod, mins, maxs ); SetCollisionBounds( mins, maxs ); }
solid_t tmpSolid;
// Create the object in the physics system
if ( !PhysModelParseSolid( tmpSolid, this, GetModelIndex() ) ) { DevMsg("C_PhysPropClientside::Initialize: PhysModelParseSolid failed for entity %i.\n", GetModelIndex() ); return false; } else { m_pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, 0, m_spawnflags & SF_PHYSPROP_START_ASLEEP, &tmpSolid ); if ( !m_pPhysicsObject ) { // failed to create a physics object
DevMsg(" C_PhysPropClientside::Initialize: VPhysicsInitNormal() failed for %s.\n", STRING(GetModelName()) ); return false; } }
// We want touch calls when we hit the world
unsigned int flags = VPhysicsGetObject()->GetCallbackFlags(); VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC );
if ( m_spawnflags & SF_PHYSPROP_MOTIONDISABLED ) { m_pPhysicsObject->EnableMotion( false ); } Spawn(); // loads breakable & prop data
if ( m_iPhysicsMode == PHYSICS_MULTIPLAYER_AUTODETECT ) { m_iPhysicsMode = GetAutoMultiplayerPhysicsMode( CollisionProp()->OBBSize(), m_pPhysicsObject->GetMass() ); }
if ( m_spawnflags & SF_PHYSPROP_FORCE_SERVER_SIDE ) { // forced to be server-side by map maker
return false; }
if ( m_iPhysicsMode != PHYSICS_MULTIPLAYER_CLIENTSIDE ) { // spawn only clientside entities
return false; } else { if ( engine->IsInEditMode() ) { // don't spawn in map edit mode
return false; } }
if ( m_fadeMinDist < 0 ) { // start fading out at 75% of r_propsmaxdist
m_fadeMaxDist = r_propsmaxdist.GetFloat(); m_fadeMinDist = r_propsmaxdist.GetFloat() * 0.75f; }
// player can push it away
SetCollisionGroup( COLLISION_GROUP_PUSHAWAY );
UpdatePartitionListEntry();
CollisionProp()->UpdatePartition();
SetBlocksLOS( false ); // this should be a small object
// Set up shadows; do it here so that objects can change shadowcasting state
CreateShadow();
UpdateVisibility();
SetNextClientThink( CLIENT_THINK_NEVER );
return true; }
void C_PhysPropClientside::Spawn() { // Initialize damage modifiers. Must be done before baseclass spawn.
m_flDmgModBullet = 1.0; m_flDmgModClub = 1.0; m_flDmgModExplosive = 1.0;
BaseClass::Spawn();
// we don't really precache models here, just checking how many we have:
m_iNumBreakableChunks = PropBreakablePrecacheAll( GetModelIndex() );
ParsePropData();
// If we have no custom breakable chunks, see if we're breaking into generic ones
if ( !m_iNumBreakableChunks ) { if ( GetBreakableModel() != NULL_STRING && GetBreakableCount() ) { m_iNumBreakableChunks = GetBreakableCount(); } }
// Setup takedamage based upon the health we parsed earlier
if ( m_iHealth == 0 ) { m_takedamage = DAMAGE_NO; } else { m_takedamage = DAMAGE_YES; } }
void C_PhysPropClientside::OnTakeDamage( int iDamage ) // very simple version
{ if ( m_takedamage == DAMAGE_NO ) return;
m_iHealth -= iDamage;
if (m_iHealth <= 0) { Break(); } }
float C_PhysPropClientside::GetMass() { if ( VPhysicsGetObject() ) { return VPhysicsGetObject()->GetMass(); }
return 0.0f; }
bool C_PhysPropClientside::IsAsleep() { if ( VPhysicsGetObject() ) { return VPhysicsGetObject()->IsAsleep(); }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PhysPropClientside::ClientThink( void ) { if ( m_fDeathTime < 0 ) { SetNextClientThink( CLIENT_THINK_NEVER ); return; }
if ( m_fDeathTime <= gpGlobals->curtime ) { Release(); // Die
return; }
// fade out
float alpha = (m_fDeathTime - gpGlobals->curtime)/FADEOUT_TIME;
SetRenderMode( kRenderTransTexture );
SetRenderColorA( alpha * 256 );
SetNextClientThink( CLIENT_THINK_ALWAYS ); }
void C_PhysPropClientside::StartFadeOut( float fDelay ) { m_fDeathTime = gpGlobals->curtime + fDelay + FADEOUT_TIME;
SetNextClientThink( gpGlobals->curtime + fDelay ); }
void C_PhysPropClientside::Break() { m_takedamage = DAMAGE_NO; IPhysicsObject *pPhysics = VPhysicsGetObject();
Vector velocity; AngularImpulse angVelocity; Vector origin; QAngle angles; AddSolidFlags( FSOLID_NOT_SOLID );
if ( pPhysics ) { pPhysics->GetVelocity( &velocity, &angVelocity ); pPhysics->GetPosition( &origin, &angles ); pPhysics->RecheckCollisionFilter(); } else { velocity = GetAbsVelocity(); QAngleToAngularImpulse( GetLocalAngularVelocity(), angVelocity ); origin = GetAbsOrigin(); angles = GetAbsAngles(); }
breakablepropparams_t params( origin, angles, velocity, angVelocity ); params.impactEnergyScale = m_impactEnergyScale; params.defCollisionGroup = GetCollisionGroup(); if ( params.defCollisionGroup == COLLISION_GROUP_NONE ) { // don't automatically make anything COLLISION_GROUP_NONE or it will
// collide with debris being ejected by breaking
params.defCollisionGroup = COLLISION_GROUP_INTERACTIVE; }
// no damage/damage force? set a burst of 100 for some movement
params.defBurstScale = 100;
// spwan break chunks
PropBreakableCreateAll( GetModelIndex(), pPhysics, params, this, -1, false );
Release(); // destroy object
}
void C_PhysPropClientside::Clone( Vector &velocity ) { C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
if ( !pEntity ) return;
pEntity->m_spawnflags = m_spawnflags;
// We never want to be motion disabled
pEntity->m_spawnflags &= ~SF_PHYSPROP_MOTIONDISABLED; pEntity->SetDmgModBullet( GetDmgModBullet() ); pEntity->SetDmgModClub( GetDmgModClub() ); pEntity->SetDmgModExplosive( GetDmgModExplosive() ); pEntity->SetModelName( GetModelName() ); pEntity->SetLocalOrigin( GetLocalOrigin() ); pEntity->SetLocalAngles( GetLocalAngles() ); pEntity->SetOwnerEntity( this ); pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
if ( !pEntity->Initialize() ) { pEntity->Release(); return; }
pEntity->m_nSkin = m_nSkin; pEntity->m_iHealth = m_iHealth;
if ( pEntity->m_iHealth == 0 ) { // if no health, don't collide with player anymore, don't take damage
pEntity->m_takedamage = DAMAGE_NO; pEntity->SetCollisionGroup( COLLISION_GROUP_NONE ); } IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
if( pPhysicsObject ) { // randomize velocity by 5%
float rndf = RandomFloat( -0.025, 0.025 ); Vector rndVel = velocity + rndf*velocity;
pPhysicsObject->AddVelocity( &rndVel, NULL ); } else { // failed to create a physics object
pEntity->Release(); } }
void C_PhysPropClientside::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName ) { VPROF( "C_PhysPropClientside::ImpactTrace" ); IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if( !pPhysicsObject ) return;
Vector dir = pTrace->endpos - pTrace->startpos; int iDamage = 0;
if ( iDamageType == DMG_BLAST ) { iDamage = VectorLength( dir ); dir *= 500; // adjust impact strenght
// apply force at object mass center
pPhysicsObject->ApplyForceCenter( dir ); } else { Vector hitpos; VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos ); VectorNormalize( dir );
// guess avg damage
if ( iDamageType == DMG_BULLET ) { iDamage = 30; } else { iDamage = 50; } dir *= 4000; // adjust impact strenght
// apply force where we hit it
pPhysicsObject->ApplyForceOffset( dir, hitpos );
// Build the impact data
CEffectData data; data.m_vOrigin = pTrace->endpos; data.m_vStart = pTrace->startpos; data.m_nSurfaceProp = pTrace->surface.surfaceProps; data.m_nDamageType = iDamageType; data.m_nHitBox = pTrace->hitbox; data.m_hEntity = GetRefEHandle();
// Send it on its way
if ( !pCustomImpactName ) { DispatchEffect( "Impact", data ); } else { DispatchEffect( pCustomImpactName, data ); } }
// Clone( dir ); // debug code
OnTakeDamage( iDamage ); }
const char *C_PhysPropClientside::ParseEntity( const char *pEntData ) { CEntityMapData entData( (char*)pEntData ); char className[MAPKEY_MAXLENGTH]; MDLCACHE_CRITICAL_SECTION();
if (!entData.ExtractValue("classname", className)) { Error( "classname missing from entity!\n" ); }
if ( !Q_strcmp( className, "prop_physics_multiplayer" ) ) { // always force clientside entitis placed in maps
C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew( true );
if ( pEntity ) { // Set up keyvalues.
pEntity->ParseMapData(&entData); if ( !pEntity->Initialize() ) pEntity->Release(); return entData.CurrentBufferPosition(); } }
if ( !Q_strcmp( className, "func_proprrespawnzone" ) ) { C_FuncPhysicsRespawnZone *pEntity = new C_FuncPhysicsRespawnZone();
if ( pEntity ) { // Set up keyvalues.
pEntity->ParseMapData(&entData);
if ( !pEntity->Initialize() ) pEntity->Release();
return entData.CurrentBufferPosition(); } } // Just skip past all the keys.
char keyName[MAPKEY_MAXLENGTH]; char value[MAPKEY_MAXLENGTH]; if ( entData.GetFirstKey(keyName, value) ) { do { } while ( entData.GetNextKey(keyName, value) ); }
//
// Return the current parser position in the data block
//
return entData.CurrentBufferPosition(); }
//-----------------------------------------------------------------------------
// Purpose: Only called on BSP load. Parses and spawns all the entities in the BSP.
// Input : pMapData - Pointer to the entity data block to parse.
//-----------------------------------------------------------------------------
void C_PhysPropClientside::ParseAllEntities(const char *pMapData) { int nEntities = 0;
char szTokenBuffer[MAPKEY_MAXLENGTH];
//
// Loop through all entities in the map data, creating each.
//
for ( ; true; pMapData = MapEntity_SkipToNextEntity(pMapData, szTokenBuffer) ) { //
// Parse the opening brace.
//
char token[MAPKEY_MAXLENGTH]; pMapData = MapEntity_ParseToken( pMapData, token );
//
// Check to see if we've finished or not.
//
if (!pMapData) break;
if (token[0] != '{') { Error( "MapEntity_ParseAllEntities: found %s when expecting {", token); continue; }
//
// Parse the entity and add it to the spawn list.
//
pMapData = ParseEntity( pMapData );
nEntities++; } }
CBaseEntity *BreakModelCreateSingle( CBaseEntity *pOwner, breakmodel_t *pModel, const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, int nSkin, const breakablepropparams_t ¶ms ) { C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
if ( !pEntity ) return NULL;
// UNDONE: Allow .qc to override spawnflags for child pieces
C_PhysPropClientside *pBreakableOwner = dynamic_cast<C_PhysPropClientside *>(pOwner);
// Inherit the base object's damage modifiers
if ( pBreakableOwner ) { pEntity->SetEffects( pBreakableOwner->GetEffects() );
pEntity->m_spawnflags = pBreakableOwner->m_spawnflags;
// We never want to be motion disabled
pEntity->m_spawnflags &= ~SF_PHYSPROP_MOTIONDISABLED; pEntity->SetDmgModBullet( pBreakableOwner->GetDmgModBullet() ); pEntity->SetDmgModClub( pBreakableOwner->GetDmgModClub() ); pEntity->SetDmgModExplosive( pBreakableOwner->GetDmgModExplosive() );
// FIXME: If this was created from a client-side entity which was in the
// middle of ramping the fade scale, we're screwed.
pEntity->CopyFadeFrom( pBreakableOwner ); } pEntity->SetModelName( AllocPooledString( pModel->modelName ) ); pEntity->SetLocalOrigin( position ); pEntity->SetLocalAngles( angles ); pEntity->SetOwnerEntity( pOwner ); pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
if ( !pEntity->Initialize() ) { pEntity->Release(); return NULL; }
pEntity->m_nSkin = nSkin; pEntity->m_iHealth = pModel->health;
#ifdef TF_CLIENT_DLL
pEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); #endif
#ifdef DOD_DLL
pEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); #endif
if ( pModel->health == 0 ) { // if no health, don't collide with player anymore, don't take damage
pEntity->m_takedamage = DAMAGE_NO;
if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_PUSHAWAY ) { pEntity->SetCollisionGroup( COLLISION_GROUP_NONE ); } } if ( pModel->fadeTime > 0 ) { pEntity->StartFadeOut( pModel->fadeTime ); }
if ( pModel->fadeMinDist > 0 && pModel->fadeMaxDist >= pModel->fadeMinDist ) { pEntity->SetFadeMinMax( pModel->fadeMinDist, pModel->fadeMaxDist ); }
if ( pModel->isRagdoll ) { DevMsg( "BreakModelCreateSingle: clientside doesn't support ragdoll breakmodels.\n" ); }
IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
if( pPhysicsObject ) { // randomize velocity by 5%
float rndf = RandomFloat( -0.025, 0.025 ); Vector rndVel = velocity + rndf*velocity;
pPhysicsObject->AddVelocity( &rndVel, &angVelocity ); } else { // failed to create a physics object
pEntity->Release(); return NULL; }
return pEntity; }
//======================================================================================================================
// PROP RESPAWN ZONES
//======================================================================================================================
C_FuncPhysicsRespawnZone::C_FuncPhysicsRespawnZone( void ) { s_RespawnZoneList.AddToTail( this ); }
C_FuncPhysicsRespawnZone::~C_FuncPhysicsRespawnZone( void ) { s_RespawnZoneList.FindAndRemove( this ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_FuncPhysicsRespawnZone::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq(szKeyName, "model")) { SetModelName( AllocPooledString( szValue ) ); } else { if ( !BaseClass::KeyValue( szKeyName, szValue ) ) { // key hasn't been handled
return false; } }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_FuncPhysicsRespawnZone::Initialize( void ) { if ( InitializeAsClientEntity( STRING(GetModelName()), RENDER_GROUP_OPAQUE_ENTITY ) == false ) return false;
SetSolid( SOLID_BSP ); AddSolidFlags( FSOLID_NOT_SOLID ); AddSolidFlags( FSOLID_TRIGGER ); SetMoveType( MOVETYPE_NONE );
const model_t *mod = GetModel(); if ( mod ) { Vector mins, maxs; modelinfo->GetModelBounds( mod, mins, maxs ); SetCollisionBounds( mins, maxs ); }
Spawn();
AddEffects( EF_NODRAW );
UpdatePartitionListEntry();
CollisionProp()->UpdatePartition();
UpdateVisibility();
SetNextClientThink( gpGlobals->curtime + (cl_phys_props_respawnrate.GetFloat() * RandomFloat(1.0,1.1)) );
return true; }
//-----------------------------------------------------------------------------
// Purpose: Iterate over all prop respawn zones and find the props inside them
//-----------------------------------------------------------------------------
void C_PhysPropClientside::InitializePropRespawnZones(void) { for ( int i = 0; i < s_RespawnZoneList.Count(); i++ ) { C_FuncPhysicsRespawnZone *pZone = s_RespawnZoneList[i]; pZone->InitializePropsWithin(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_FuncPhysicsRespawnZone::InitializePropsWithin( void ) { // Find the props inside this zone
for ( int i = 0; i < s_PhysPropList.Count(); i++ ) { C_PhysPropClientside *pProp = s_PhysPropList[i]; if ( CollisionProp()->IsPointInBounds( pProp->WorldSpaceCenter() ) ) { pProp->SetRespawnZone( this );
// This is a crappy way to do this
int iProp = m_PropList.AddToTail(); m_PropList[iProp].iszModelName = pProp->GetModelName(); m_PropList[iProp].vecOrigin = pProp->GetAbsOrigin(); m_PropList[iProp].vecAngles = pProp->GetAbsAngles(); m_PropList[iProp].iSkin = pProp->m_nSkin; m_PropList[iProp].iHealth = pProp->m_iHealth; m_PropList[iProp].iSpawnFlags = pProp->m_spawnflags; m_PropList[iProp].hClientEntity = pProp->GetClientHandle(); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_FuncPhysicsRespawnZone::PropDestroyed( C_PhysPropClientside *pProp ) { for ( int i = 0; i < m_PropList.Count(); i++ ) { if ( pProp->GetClientHandle() == m_PropList[i].hClientEntity ) { m_PropList[i].hClientEntity = INVALID_CLIENTENTITY_HANDLE; return; } }
// We've got a clientside prop that thinks it belongs to a zone that doesn't recognise it. Shouldn't happen.
Assert(0); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_FuncPhysicsRespawnZone::CanMovePropAt( Vector vecOrigin, const Vector &vecMins, const Vector &vecMaxs ) { float flDist = cl_phys_props_respawndist.GetFloat();
// Do a distance check first. We don't want to move props when the player is near 'em.
if ( (MainViewOrigin() - vecOrigin).LengthSqr() < (flDist*flDist) ) return false;
// Now make sure it's not in view
if( engine->IsBoxInViewCluster( vecMins + vecOrigin, vecMaxs + vecOrigin) ) return false;
if( !engine->CullBox( vecMins + vecOrigin, vecMaxs + vecOrigin ) ) return false;
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_FuncPhysicsRespawnZone::RespawnProps( void ) { for ( int i = 0; i < m_PropList.Count(); i++ ) { if ( m_PropList[i].hClientEntity == INVALID_CLIENTENTITY_HANDLE ) { if ( !CanMovePropAt( m_PropList[i].vecOrigin, -Vector(32,32,32), Vector(32,32,32) ) ) continue;
// This is a crappy way to do this
C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew(); if ( pEntity ) { pEntity->m_spawnflags = m_PropList[i].iSpawnFlags; pEntity->SetModelName( m_PropList[i].iszModelName ); pEntity->SetAbsOrigin( m_PropList[i].vecOrigin ); pEntity->SetAbsAngles( m_PropList[i].vecAngles ); pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE ); pEntity->m_nSkin = m_PropList[i].iSkin; pEntity->m_iHealth = m_PropList[i].iHealth; if ( pEntity->m_iHealth == 0 ) { pEntity->m_takedamage = DAMAGE_NO; }
if ( !pEntity->Initialize() ) { pEntity->Release(); } else { pEntity->SetRespawnZone( this ); m_PropList[i].hClientEntity = pEntity->GetClientHandle(); } } } else { // If the prop has moved, bring it back
C_BaseEntity *pEntity = ClientEntityList().GetBaseEntityFromHandle( m_PropList[i].hClientEntity ); if ( pEntity ) { if ( !CollisionProp()->IsPointInBounds( pEntity->WorldSpaceCenter() ) ) { Vector vecMins, vecMaxs; pEntity->CollisionProp()->WorldSpaceSurroundingBounds( &vecMins, &vecMaxs ); if ( !CanMovePropAt( m_PropList[i].vecOrigin, vecMins, vecMaxs ) || !CanMovePropAt( pEntity->GetAbsOrigin(), vecMins, vecMaxs ) ) continue;
pEntity->SetAbsOrigin( m_PropList[i].vecOrigin ); pEntity->SetAbsAngles( m_PropList[i].vecAngles );
IPhysicsObject *pPhys = pEntity->VPhysicsGetObject(); if ( pPhys ) { pPhys->SetPosition( pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), true ); } } } } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_FuncPhysicsRespawnZone::ClientThink( void ) { RespawnProps();
SetNextClientThink( gpGlobals->curtime + (cl_phys_props_respawnrate.GetFloat() * RandomFloat(1.0,1.1)) ); }
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