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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "entityoutput.h"
#include "ndebugoverlay.h"
#include "func_bulletshield.h"
#include "collisionutils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar ent_debugkeys; extern ConVar showtriggers;
LINK_ENTITY_TO_CLASS( func_bulletshield, CFuncBulletShield );
BEGIN_DATADESC( CFuncBulletShield )
/*
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputTurnOff ), DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), DEFINE_KEYFIELD( m_iDisabled, FIELD_INTEGER, "StartDisabled" ), DEFINE_KEYFIELD( m_iSolidity, FIELD_INTEGER, "Solidity" ), DEFINE_KEYFIELD( m_bSolidBsp, FIELD_BOOLEAN, "solidbsp" ), DEFINE_KEYFIELD( m_iszExcludedClass, FIELD_STRING, "excludednpc" ), DEFINE_KEYFIELD( m_bInvertExclusion, FIELD_BOOLEAN, "invert_exclusion" ), */
END_DATADESC()
void CFuncBulletShield::Spawn( void ) { BaseClass::Spawn();
AddSolidFlags( FSOLID_CUSTOMRAYTEST ); AddSolidFlags( FSOLID_CUSTOMBOXTEST ); // SetSolid(SOLID_CUSTOM);
VPhysicsDestroyObject(); }
/*
bool IntersectRayWithOBB( const Vector &vecRayStart, const Vector &vecRayDelta, const matrix3x4_t &matOBBToWorld, const Vector &vecOBBMins, const Vector &vecOBBMaxs, float flTolerance, CBaseTrace *pTrace );
bool IntersectRayWithOBB( const Vector &vecRayOrigin, const Vector &vecRayDelta, const Vector &vecBoxOrigin, const QAngle &angBoxRotation, const Vector &vecOBBMins, const Vector &vecOBBMaxs, float flTolerance, CBaseTrace *pTrace );
bool IntersectRayWithOBB( const Ray_t &ray, const Vector &vecBoxOrigin, const QAngle &angBoxRotation, const Vector &vecOBBMins, const Vector &vecOBBMaxs, float flTolerance, CBaseTrace *pTrace );
bool IntersectRayWithOBB( const Ray_t &ray, const matrix3x4_t &matOBBToWorld, const Vector &vecOBBMins, const Vector &vecOBBMaxs, float flTolerance, CBaseTrace *pTrace );
bool IntersectRayWithOBB( const Vector &vecRayStart, const Vector &vecRayDelta, const matrix3x4_t &matOBBToWorld, const Vector &vecOBBMins, const Vector &vecOBBMaxs, float flTolerance, BoxTraceInfo_t *pTrace ); */
bool CFuncBulletShield::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ) { // ignore unless a shot
if ((mask & MASK_SHOT) == MASK_SHOT) { // use obb collision
ICollideable *pCol = GetCollideable(); Assert(pCol);
return IntersectRayWithOBB(ray,pCol->GetCollisionOrigin(),pCol->GetCollisionAngles(), pCol->OBBMins(),pCol->OBBMaxs(),1.0f,&trace);
/*
const model_t *pModel = this->GetCollisionModel(); if ( pModel && pModel->type == mod_brush ) { int nModelIndex = this->GetCollisionModelIndex(); cmodel_t *pCModel = CM_InlineModelNumber( nModelIndex - 1 ); int nHeadNode = pCModel->headnode;
CM_TransformedBoxTrace( ray, nHeadNode, fMask, this->GetCollisionOrigin(), this->GetCollisionAngles(), *pTrace ); return true; } return false; */
// return BaseClass::TestCollision( ray, mask, trace );
} else return false; }
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