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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Physics cannon
//
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "weapon_portalgun.h"
#include "prop_portal_shared.h"
#include "portal_util_shared.h"
#include "gamerules.h"
#include "soundenvelope.h"
#include "engine/IEngineSound.h"
#include "physics.h"
#include "in_buttons.h"
#include "soundent.h"
#include "IEffects.h"
#include "ndebugoverlay.h"
#include "shake.h"
#include "portal_player.h"
#include "hl2_player.h"
#include "beam_shared.h"
#include "Sprite.h"
#include "util.h"
#include "portal/weapon_physcannon.h"
#include "physics_saverestore.h"
#include "ai_basenpc.h"
#include "player_pickup.h"
#include "physics_prop_ragdoll.h"
#include "globalstate.h"
#include "props.h"
#include "movevars_shared.h"
#include "weapon_portalbasecombatweapon.h"
#include "te_effect_dispatch.h"
#include "vphysics/friction.h"
#include "saverestore_utlvector.h"
#include "prop_combine_ball.h"
#include "physobj.h"
#include "hl2_gamerules.h"
#include "citadel_effects_shared.h"
#include "eventqueue.h"
#include "model_types.h"
#include "ai_interactions.h"
#include "rumble_shared.h"
#include "gamestats.h"
// NVNT haptic utils
#include "haptics/haptic_utils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static const char *s_pWaitForUpgradeContext = "WaitForUpgrade";
ConVar g_debug_physcannon( "g_debug_physcannon", "0" );
ConVar physcannon_minforce( "physcannon_minforce", "700" ); ConVar physcannon_maxforce( "physcannon_maxforce", "1500" ); ConVar physcannon_maxmass( "physcannon_maxmass", "250" ); ConVar physcannon_tracelength( "physcannon_tracelength", "250" ); ConVar physcannon_mega_tracelength( "physcannon_mega_tracelength", "850" ); ConVar physcannon_chargetime("physcannon_chargetime", "2" ); ConVar physcannon_pullforce( "physcannon_pullforce", "4000" ); ConVar physcannon_mega_pullforce( "physcannon_mega_pullforce", "8000" ); ConVar physcannon_cone( "physcannon_cone", "0.97" ); ConVar physcannon_ball_cone( "physcannon_ball_cone", "0.997" ); ConVar physcannon_punt_cone( "physcannon_punt_cone", "0.997" ); ConVar player_throwforce( "player_throwforce", "1000" ); ConVar physcannon_dmg_glass( "physcannon_dmg_glass", "15" );
extern ConVar hl2_normspeed; extern ConVar hl2_walkspeed;
#define PHYSCANNON_BEAM_SPRITE "sprites/orangelight1.vmt"
#define PHYSCANNON_GLOW_SPRITE "sprites/glow04_noz.vmt"
#define PHYSCANNON_ENDCAP_SPRITE "sprites/orangeflare1.vmt"
#define PHYSCANNON_CENTER_GLOW "sprites/orangecore1.vmt"
#define PHYSCANNON_BLAST_SPRITE "sprites/orangecore2.vmt"
#define MEGACANNON_BEAM_SPRITE "sprites/lgtning_noz.vmt"
#define MEGACANNON_GLOW_SPRITE "sprites/blueflare1_noz.vmt"
#define MEGACANNON_ENDCAP_SPRITE "sprites/blueflare1_noz.vmt"
#define MEGACANNON_CENTER_GLOW "effects/fluttercore.vmt"
#define MEGACANNON_BLAST_SPRITE "effects/fluttercore.vmt"
#define MEGACANNON_RAGDOLL_BOOGIE_SPRITE "sprites/lgtning_noz.vmt"
#define MEGACANNON_MODEL "models/weapons/v_superphyscannon.mdl"
#define MEGACANNON_SKIN 1
// -------------------------------------------------------------------------
// Physcannon trace filter to handle special cases
// -------------------------------------------------------------------------
class CTraceFilterPhyscannon : public CTraceFilterSimple { public: DECLARE_CLASS( CTraceFilterPhyscannon, CTraceFilterSimple );
CTraceFilterPhyscannon( const IHandleEntity *passentity, int collisionGroup ) : CTraceFilterSimple( NULL, collisionGroup ), m_pTraceOwner( passentity ) { }
// For this test, we only test against entities (then world brushes afterwards)
virtual TraceType_t GetTraceType() const { return TRACE_ENTITIES_ONLY; }
bool HasContentsGrate( CBaseEntity *pEntity ) { // FIXME: Move this into the GetModelContents() function in base entity
// Find the contents based on the model type
int nModelType = modelinfo->GetModelType( pEntity->GetModel() ); if ( nModelType == mod_studio ) { CBaseAnimating *pAnim = dynamic_cast<CBaseAnimating *>(pEntity); if ( pAnim != NULL ) { CStudioHdr *pStudioHdr = pAnim->GetModelPtr(); if ( pStudioHdr != NULL && (pStudioHdr->contents() & CONTENTS_GRATE) ) return true; } } else if ( nModelType == mod_brush ) { // Brushes poll their contents differently
int contents = modelinfo->GetModelContents( pEntity->GetModelIndex() ); if ( contents & CONTENTS_GRATE ) return true; }
return false; }
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { // Only skip ourselves (not things we own)
if ( pHandleEntity == m_pTraceOwner ) return false;
// Get the entity referenced by this handle
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity ); if ( pEntity == NULL ) return false;
// Handle grate entities differently
if ( HasContentsGrate( pEntity ) ) { // See if it's a grabbable physics prop
CPhysicsProp *pPhysProp = dynamic_cast<CPhysicsProp *>(pEntity); if ( pPhysProp != NULL ) return pPhysProp->CanBePickedUpByPhyscannon();
// See if it's a grabbable physics prop
if ( FClassnameIs( pEntity, "prop_physics" ) ) { CPhysicsProp *pPhysProp = dynamic_cast<CPhysicsProp *>(pEntity); if ( pPhysProp != NULL ) return pPhysProp->CanBePickedUpByPhyscannon();
// Somehow had a classname that didn't match the class!
Assert(0); } else if ( FClassnameIs( pEntity, "func_physbox" ) ) { // Must be a moveable physbox
CPhysBox *pPhysBox = dynamic_cast<CPhysBox *>(pEntity); if ( pPhysBox ) return pPhysBox->CanBePickedUpByPhyscannon();
// Somehow had a classname that didn't match the class!
Assert(0); }
// Don't bother with any other sort of grated entity
return false; }
// Use the default rules
return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask ); }
protected: const IHandleEntity *m_pTraceOwner; };
// We want to test against brushes alone
class CTraceFilterOnlyBrushes : public CTraceFilterSimple { public: DECLARE_CLASS( CTraceFilterOnlyBrushes, CTraceFilterSimple ); CTraceFilterOnlyBrushes( int collisionGroup ) : CTraceFilterSimple( NULL, collisionGroup ) {} virtual TraceType_t GetTraceType() const { return TRACE_WORLD_ONLY; } };
//-----------------------------------------------------------------------------
// this will hit skip the pass entity, but not anything it owns
// (lets player grab own grenades)
class CTraceFilterNoOwnerTest : public CTraceFilterSimple { public: DECLARE_CLASS( CTraceFilterNoOwnerTest, CTraceFilterSimple );
CTraceFilterNoOwnerTest( const IHandleEntity *passentity, int collisionGroup ) : CTraceFilterSimple( NULL, collisionGroup ), m_pPassNotOwner(passentity) { }
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { if ( pHandleEntity != m_pPassNotOwner ) return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask );
return false; }
protected: const IHandleEntity *m_pPassNotOwner; };
//-----------------------------------------------------------------------------
// Purpose: Trace a line the special physcannon way!
//-----------------------------------------------------------------------------
void UTIL_PhyscannonTraceLine( const Vector &vecAbsStart, const Vector &vecAbsEnd, CBaseEntity *pTraceOwner, trace_t *pTrace ) { // Default to HL2 vanilla
if ( hl2_episodic.GetBool() == false ) { CTraceFilterNoOwnerTest filter( pTraceOwner, COLLISION_GROUP_NONE ); UTIL_TraceLine( vecAbsStart, vecAbsEnd, (MASK_SHOT|CONTENTS_GRATE), &filter, pTrace ); return; }
// First, trace against entities
CTraceFilterPhyscannon filter( pTraceOwner, COLLISION_GROUP_NONE ); UTIL_TraceLine( vecAbsStart, vecAbsEnd, (MASK_SHOT|CONTENTS_GRATE), &filter, pTrace );
// If we've hit something, test again to make sure no brushes block us
if ( pTrace->m_pEnt != NULL ) { trace_t testTrace; CTraceFilterOnlyBrushes brushFilter( COLLISION_GROUP_NONE ); UTIL_TraceLine( pTrace->startpos, pTrace->endpos, MASK_SHOT, &brushFilter, &testTrace );
// If we hit a brush, replace the trace with that result
if ( testTrace.fraction < 1.0f || testTrace.startsolid || testTrace.allsolid ) { *pTrace = testTrace; } } }
//-----------------------------------------------------------------------------
// Purpose: Trace a hull for the physcannon
//-----------------------------------------------------------------------------
void UTIL_PhyscannonTraceHull( const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &vecAbsMins, const Vector &vecAbsMaxs, CBaseEntity *pTraceOwner, trace_t *pTrace ) { // Default to HL2 vanilla
if ( hl2_episodic.GetBool() == false ) { CTraceFilterNoOwnerTest filter( pTraceOwner, COLLISION_GROUP_NONE ); UTIL_TraceHull( vecAbsStart, vecAbsEnd, vecAbsMins, vecAbsMaxs, (MASK_SHOT|CONTENTS_GRATE), &filter, pTrace ); return; }
// First, trace against entities
CTraceFilterPhyscannon filter( pTraceOwner, COLLISION_GROUP_NONE ); UTIL_TraceHull( vecAbsStart, vecAbsEnd, vecAbsMins, vecAbsMaxs, (MASK_SHOT|CONTENTS_GRATE), &filter, pTrace );
// If we've hit something, test again to make sure no brushes block us
if ( pTrace->m_pEnt != NULL ) { trace_t testTrace; CTraceFilterOnlyBrushes brushFilter( COLLISION_GROUP_NONE ); UTIL_TraceHull( pTrace->startpos, pTrace->endpos, vecAbsMins, vecAbsMaxs, MASK_SHOT, &brushFilter, &testTrace );
// If we hit a brush, replace the trace with that result
if ( testTrace.fraction < 1.0f || testTrace.startsolid || testTrace.allsolid ) { *pTrace = testTrace; } } }
static void MatrixOrthogonalize( matrix3x4_t &matrix, int column ) { Vector columns[3]; int i;
for ( i = 0; i < 3; i++ ) { MatrixGetColumn( matrix, i, columns[i] ); }
int index0 = column; int index1 = (column+1)%3; int index2 = (column+2)%3;
columns[index2] = CrossProduct( columns[index0], columns[index1] ); columns[index1] = CrossProduct( columns[index2], columns[index0] ); VectorNormalize( columns[index2] ); VectorNormalize( columns[index1] ); MatrixSetColumn( columns[index1], index1, matrix ); MatrixSetColumn( columns[index2], index2, matrix ); }
#define SIGN(x) ( (x) < 0 ? -1 : 1 )
static QAngle AlignAngles( const QAngle &angles, float cosineAlignAngle ) { matrix3x4_t alignMatrix; AngleMatrix( angles, alignMatrix );
// NOTE: Must align z first
for ( int j = 3; --j >= 0; ) { Vector vec; MatrixGetColumn( alignMatrix, j, vec ); for ( int i = 0; i < 3; i++ ) { if ( fabs(vec[i]) > cosineAlignAngle ) { vec[i] = SIGN(vec[i]); vec[(i+1)%3] = 0; vec[(i+2)%3] = 0; MatrixSetColumn( vec, j, alignMatrix ); MatrixOrthogonalize( alignMatrix, j ); break; } } }
QAngle out; MatrixAngles( alignMatrix, out ); return out; }
static void TraceCollideAgainstBBox( const CPhysCollide *pCollide, const Vector &start, const Vector &end, const QAngle &angles, const Vector &boxOrigin, const Vector &mins, const Vector &maxs, trace_t *ptr ) { physcollision->TraceBox( boxOrigin, boxOrigin + (start-end), mins, maxs, pCollide, start, angles, ptr );
if ( ptr->DidHit() ) { ptr->endpos = start * (1-ptr->fraction) + end * ptr->fraction; ptr->startpos = start; ptr->plane.dist = -ptr->plane.dist; ptr->plane.normal *= -1; } }
//-----------------------------------------------------------------------------
// Purpose: Finds the nearest ragdoll sub-piece to a location and returns it
// Input : *pTarget - entity that is the potential ragdoll
// &position - position we're testing against
// Output : IPhysicsObject - sub-object (if any)
//-----------------------------------------------------------------------------
IPhysicsObject *GetRagdollChildAtPosition( CBaseEntity *pTarget, const Vector &position ) { // Check for a ragdoll
if ( dynamic_cast<CRagdollProp*>( pTarget ) == NULL ) return NULL;
// Get the root
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; int count = pTarget->VPhysicsGetObjectList( pList, ARRAYSIZE( pList ) ); IPhysicsObject *pBestChild = NULL; float flBestDist = 99999999.0f; float flDist; Vector vPos;
// Find the nearest child to where we're looking
for ( int i = 0; i < count; i++ ) { pList[i]->GetPosition( &vPos, NULL ); flDist = ( position - vPos ).LengthSqr();
if ( flDist < flBestDist ) { pBestChild = pList[i]; flBestDist = flDist; } }
// Make this our base now
pTarget->VPhysicsSwapObject( pBestChild );
return pTarget->VPhysicsGetObject(); }
//-----------------------------------------------------------------------------
// Purpose: Computes a local matrix for the player clamped to valid carry ranges
//-----------------------------------------------------------------------------
// when looking level, hold bottom of object 8 inches below eye level
#define PLAYER_HOLD_LEVEL_EYES -8
// when looking down, hold bottom of object 0 inches from feet
#define PLAYER_HOLD_DOWN_FEET 2
// when looking up, hold bottom of object 24 inches above eye level
#define PLAYER_HOLD_UP_EYES 24
// use a +/-30 degree range for the entire range of motion of pitch
#define PLAYER_LOOK_PITCH_RANGE 30
// player can reach down 2ft below his feet (otherwise he'll hold the object above the bottom)
#define PLAYER_REACH_DOWN_DISTANCE 24
static void ComputePlayerMatrix( CBasePlayer *pPlayer, matrix3x4_t &out ) { if ( !pPlayer ) return;
QAngle angles = pPlayer->EyeAngles(); Vector origin = pPlayer->EyePosition(); // 0-360 / -180-180
//angles.x = init ? 0 : AngleDistance( angles.x, 0 );
//angles.x = clamp( angles.x, -PLAYER_LOOK_PITCH_RANGE, PLAYER_LOOK_PITCH_RANGE );
angles.x = 0;
float feet = pPlayer->GetAbsOrigin().z + pPlayer->WorldAlignMins().z; float eyes = origin.z; float zoffset = 0; // moving up (negative pitch is up)
if ( angles.x < 0 ) { zoffset = RemapVal( angles.x, 0, -PLAYER_LOOK_PITCH_RANGE, PLAYER_HOLD_LEVEL_EYES, PLAYER_HOLD_UP_EYES ); } else { zoffset = RemapVal( angles.x, 0, PLAYER_LOOK_PITCH_RANGE, PLAYER_HOLD_LEVEL_EYES, PLAYER_HOLD_DOWN_FEET + (feet - eyes) ); } origin.z += zoffset; angles.x = 0; AngleMatrix( angles, origin, out ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
// derive from this so we can add save/load data to it
struct game_shadowcontrol_params_t : public hlshadowcontrol_params_t { DECLARE_SIMPLE_DATADESC(); };
BEGIN_SIMPLE_DATADESC( game_shadowcontrol_params_t ) DEFINE_FIELD( targetPosition, FIELD_POSITION_VECTOR ), DEFINE_FIELD( targetRotation, FIELD_VECTOR ), DEFINE_FIELD( maxAngular, FIELD_FLOAT ), DEFINE_FIELD( maxDampAngular, FIELD_FLOAT ), DEFINE_FIELD( maxSpeed, FIELD_FLOAT ), DEFINE_FIELD( maxDampSpeed, FIELD_FLOAT ), DEFINE_FIELD( dampFactor, FIELD_FLOAT ), DEFINE_FIELD( teleportDistance, FIELD_FLOAT ),
END_DATADESC()
//-----------------------------------------------------------------------------
class CGrabController : public IMotionEvent { DECLARE_SIMPLE_DATADESC();
public:
CGrabController( void ); ~CGrabController( void ); void AttachEntity( CBasePlayer *pPlayer, CBaseEntity *pEntity, IPhysicsObject *pPhys, bool bIsMegaPhysCannon, const Vector &vGrabPosition, bool bUseGrabPosition ); void DetachEntity( bool bClearVelocity ); void OnRestore();
bool UpdateObject( CBasePlayer *pPlayer, float flError );
void SetTargetPosition( const Vector &target, const QAngle &targetOrientation ); void GetTargetPosition( Vector *target, QAngle *targetOrientation ); float ComputeError(); float GetLoadWeight( void ) const { return m_flLoadWeight; } void SetAngleAlignment( float alignAngleCosine ) { m_angleAlignment = alignAngleCosine; } void SetIgnorePitch( bool bIgnore ) { m_bIgnoreRelativePitch = bIgnore; } QAngle TransformAnglesToPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer ); QAngle TransformAnglesFromPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer );
CBaseEntity *GetAttached() { return (CBaseEntity *)m_attachedEntity; }
IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ); float GetSavedMass( IPhysicsObject *pObject );
bool IsObjectAllowedOverhead( CBaseEntity *pEntity );
//set when a held entity is penetrating another through a portal. Needed for special fixes
void SetPortalPenetratingEntity( CBaseEntity *pPenetrated );
private: // Compute the max speed for an attached object
void ComputeMaxSpeed( CBaseEntity *pEntity, IPhysicsObject *pPhysics );
game_shadowcontrol_params_t m_shadow; float m_timeToArrive; float m_errorTime; float m_error; float m_contactAmount; float m_angleAlignment; bool m_bCarriedEntityBlocksLOS; bool m_bIgnoreRelativePitch;
float m_flLoadWeight; float m_savedRotDamping[VPHYSICS_MAX_OBJECT_LIST_COUNT]; float m_savedMass[VPHYSICS_MAX_OBJECT_LIST_COUNT]; EHANDLE m_attachedEntity; QAngle m_vecPreferredCarryAngles; bool m_bHasPreferredCarryAngles; float m_flDistanceOffset;
QAngle m_attachedAnglesPlayerSpace; Vector m_attachedPositionObjectSpace;
IPhysicsMotionController *m_controller;
// NVNT player controlling this grab controller
CBasePlayer* m_pControllingPlayer;
bool m_bAllowObjectOverhead; // Can the player hold this object directly overhead? (Default is NO)
//set when a held entity is penetrating another through a portal. Needed for special fixes
EHANDLE m_PenetratedEntity;
friend class CWeaponPhysCannon; friend void GetSavedParamsForCarriedPhysObject( CGrabController *pGrabController, IPhysicsObject *pObject, float *pSavedMassOut, float *pSavedRotationalDampingOut ); };
BEGIN_SIMPLE_DATADESC( CGrabController )
DEFINE_EMBEDDED( m_shadow ),
DEFINE_FIELD( m_timeToArrive, FIELD_FLOAT ), DEFINE_FIELD( m_errorTime, FIELD_FLOAT ), DEFINE_FIELD( m_error, FIELD_FLOAT ), DEFINE_FIELD( m_contactAmount, FIELD_FLOAT ), DEFINE_AUTO_ARRAY( m_savedRotDamping, FIELD_FLOAT ), DEFINE_AUTO_ARRAY( m_savedMass, FIELD_FLOAT ), DEFINE_FIELD( m_flLoadWeight, FIELD_FLOAT ), DEFINE_FIELD( m_bCarriedEntityBlocksLOS, FIELD_BOOLEAN ), DEFINE_FIELD( m_bIgnoreRelativePitch, FIELD_BOOLEAN ), DEFINE_FIELD( m_attachedEntity, FIELD_EHANDLE ), DEFINE_FIELD( m_angleAlignment, FIELD_FLOAT ), DEFINE_FIELD( m_vecPreferredCarryAngles, FIELD_VECTOR ), DEFINE_FIELD( m_bHasPreferredCarryAngles, FIELD_BOOLEAN ), DEFINE_FIELD( m_flDistanceOffset, FIELD_FLOAT ), DEFINE_FIELD( m_attachedAnglesPlayerSpace, FIELD_VECTOR ), DEFINE_FIELD( m_attachedPositionObjectSpace, FIELD_VECTOR ), DEFINE_FIELD( m_bAllowObjectOverhead, FIELD_BOOLEAN ),
// Physptrs can't be inside embedded classes
// DEFINE_PHYSPTR( m_controller ),
END_DATADESC()
const float DEFAULT_MAX_ANGULAR = 360.0f * 10.0f; const float REDUCED_CARRY_MASS = 1.0f;
CGrabController::CGrabController( void ) { m_shadow.dampFactor = 1.0; m_shadow.teleportDistance = 0; m_errorTime = 0; m_error = 0; // make this controller really stiff!
m_shadow.maxSpeed = 1000; m_shadow.maxAngular = DEFAULT_MAX_ANGULAR; m_shadow.maxDampSpeed = m_shadow.maxSpeed*2; m_shadow.maxDampAngular = m_shadow.maxAngular; m_attachedEntity = NULL; m_vecPreferredCarryAngles = vec3_angle; m_bHasPreferredCarryAngles = false; m_flDistanceOffset = 0; // NVNT constructing m_pControllingPlayer to NULL
m_pControllingPlayer = NULL; }
CGrabController::~CGrabController( void ) { DetachEntity( false ); }
void CGrabController::OnRestore() { if ( m_controller ) { m_controller->SetEventHandler( this ); } }
void CGrabController::SetTargetPosition( const Vector &target, const QAngle &targetOrientation ) { m_shadow.targetPosition = target; m_shadow.targetRotation = targetOrientation;
m_timeToArrive = gpGlobals->frametime;
CBaseEntity *pAttached = GetAttached(); if ( pAttached ) { IPhysicsObject *pObj = pAttached->VPhysicsGetObject(); if ( pObj != NULL ) { pObj->Wake(); } else { DetachEntity( false ); } } }
void CGrabController::GetTargetPosition( Vector *target, QAngle *targetOrientation ) { if ( target ) *target = m_shadow.targetPosition;
if ( targetOrientation ) *targetOrientation = m_shadow.targetRotation; } //-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CGrabController::ComputeError() { if ( m_errorTime <= 0 ) return 0;
CBaseEntity *pAttached = GetAttached(); if ( pAttached ) { Vector pos; IPhysicsObject *pObj = pAttached->VPhysicsGetObject(); if ( pObj ) { pObj->GetShadowPosition( &pos, NULL );
float error = (m_shadow.targetPosition - pos).Length(); if ( m_errorTime > 0 ) { if ( m_errorTime > 1 ) { m_errorTime = 1; } float speed = error / m_errorTime; if ( speed > m_shadow.maxSpeed ) { error *= 0.5; } m_error = (1-m_errorTime) * m_error + error * m_errorTime; } } else { DevMsg( "Object attached to Physcannon has no physics object\n" ); DetachEntity( false ); return 9999; // force detach
} } if ( pAttached->IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) ) { m_error *= 3.0f; }
// If held across a portal but not looking at the portal multiply error
CPortal_Player *pPortalPlayer = (CPortal_Player *)GetPlayerHoldingEntity( pAttached ); Assert( pPortalPlayer ); if ( pPortalPlayer->IsHeldObjectOnOppositeSideOfPortal() ) { Vector forward, right, up; QAngle playerAngles = pPortalPlayer->EyeAngles();
float pitch = AngleDistance(playerAngles.x,0); playerAngles.x = clamp( pitch, -75, 75 ); AngleVectors( playerAngles, &forward, &right, &up );
Vector start = pPortalPlayer->Weapon_ShootPosition();
// If the player is upside down then we need to hold the box closer to their feet.
if ( up.z < 0.0f ) start += pPortalPlayer->GetViewOffset() * up.z; if ( right.z < 0.0f ) start += pPortalPlayer->GetViewOffset() * right.z;
Ray_t rayPortalTest; rayPortalTest.Init( start, start + forward * 256.0f );
if ( UTIL_IntersectRayWithPortal( rayPortalTest, pPortalPlayer->GetHeldObjectPortal() ) < 0.0f ) { m_error *= 2.5f; } }
m_errorTime = 0;
return m_error; }
#define MASS_SPEED_SCALE 60
#define MAX_MASS 40
void CGrabController::ComputeMaxSpeed( CBaseEntity *pEntity, IPhysicsObject *pPhysics ) { m_shadow.maxSpeed = 1000; m_shadow.maxAngular = DEFAULT_MAX_ANGULAR;
// Compute total mass...
float flMass = PhysGetEntityMass( pEntity ); float flMaxMass = physcannon_maxmass.GetFloat(); if ( flMass <= flMaxMass ) return;
float flLerpFactor = clamp( flMass, flMaxMass, 500.0f ); flLerpFactor = SimpleSplineRemapVal( flLerpFactor, flMaxMass, 500.0f, 0.0f, 1.0f );
float invMass = pPhysics->GetInvMass(); float invInertia = pPhysics->GetInvInertia().Length();
float invMaxMass = 1.0f / MAX_MASS; float ratio = invMaxMass / invMass; invMass = invMaxMass; invInertia *= ratio;
float maxSpeed = invMass * MASS_SPEED_SCALE * 200; float maxAngular = invInertia * MASS_SPEED_SCALE * 360;
m_shadow.maxSpeed = Lerp( flLerpFactor, m_shadow.maxSpeed, maxSpeed ); m_shadow.maxAngular = Lerp( flLerpFactor, m_shadow.maxAngular, maxAngular ); }
QAngle CGrabController::TransformAnglesToPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer ) { if ( m_bIgnoreRelativePitch ) { matrix3x4_t test; QAngle angleTest = pPlayer->EyeAngles(); angleTest.x = 0; AngleMatrix( angleTest, test ); return TransformAnglesToLocalSpace( anglesIn, test ); } return TransformAnglesToLocalSpace( anglesIn, pPlayer->EntityToWorldTransform() ); }
QAngle CGrabController::TransformAnglesFromPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer ) { if ( m_bIgnoreRelativePitch ) { matrix3x4_t test; QAngle angleTest = pPlayer->EyeAngles(); angleTest.x = 0; AngleMatrix( angleTest, test ); return TransformAnglesToWorldSpace( anglesIn, test ); } return TransformAnglesToWorldSpace( anglesIn, pPlayer->EntityToWorldTransform() ); }
void CGrabController::AttachEntity( CBasePlayer *pPlayer, CBaseEntity *pEntity, IPhysicsObject *pPhys, bool bIsMegaPhysCannon, const Vector &vGrabPosition, bool bUseGrabPosition ) { CPortal_Player *pPortalPlayer = ToPortalPlayer( pPlayer ); // play the impact sound of the object hitting the player
// used as feedback to let the player know he picked up the object
if ( !pPortalPlayer->m_bSilentDropAndPickup ) { int hitMaterial = pPhys->GetMaterialIndex(); int playerMaterial = pPlayer->VPhysicsGetObject() ? pPlayer->VPhysicsGetObject()->GetMaterialIndex() : hitMaterial; PhysicsImpactSound( pPlayer, pPhys, CHAN_STATIC, hitMaterial, playerMaterial, 1.0, 64 ); } Vector position; QAngle angles; pPhys->GetPosition( &position, &angles ); // If it has a preferred orientation, use that instead.
Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles );
//Fix attachment orientation weirdness
if( pPortalPlayer->IsHeldObjectOnOppositeSideOfPortal() ) { Vector vPlayerForward; pPlayer->EyeVectors( &vPlayerForward );
Vector radial = physcollision->CollideGetExtent( pPhys->GetCollide(), vec3_origin, pEntity->GetAbsAngles(), -vPlayerForward ); Vector player2d = pPlayer->CollisionProp()->OBBMaxs(); float playerRadius = player2d.Length2D(); float flDot = DotProduct( vPlayerForward, radial );
float radius = playerRadius + fabs( flDot );
float distance = 24 + ( radius * 2.0f );
//find out which portal the object is on the other side of....
Vector start = pPlayer->Weapon_ShootPosition(); Vector end = start + ( vPlayerForward * distance );
CProp_Portal *pObjectPortal = NULL; pObjectPortal = pPortalPlayer->GetHeldObjectPortal();
// If our end point hasn't gone into the portal yet we at least need to know what portal is in front of us
if ( !pObjectPortal ) { Ray_t rayPortalTest; rayPortalTest.Init( start, start + vPlayerForward * 1024.0f );
int iPortalCount = CProp_Portal_Shared::AllPortals.Count(); if( iPortalCount != 0 ) { CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base(); float fMinDist = 2.0f; for( int i = 0; i != iPortalCount; ++i ) { CProp_Portal *pTempPortal = pPortals[i]; if( pTempPortal->m_bActivated && (pTempPortal->m_hLinkedPortal.Get() != NULL) ) { float fDist = UTIL_IntersectRayWithPortal( rayPortalTest, pTempPortal ); if( (fDist >= 0.0f) && (fDist < fMinDist) ) { fMinDist = fDist; pObjectPortal = pTempPortal; } } } } }
if( pObjectPortal ) { UTIL_Portal_AngleTransform( pObjectPortal->m_hLinkedPortal->MatrixThisToLinked(), angles, angles ); } }
VectorITransform( pEntity->WorldSpaceCenter(), pEntity->EntityToWorldTransform(), m_attachedPositionObjectSpace ); // ComputeMaxSpeed( pEntity, pPhys );
// If we haven't been killed by a grab, we allow the gun to grab the nearest part of a ragdoll
if ( bUseGrabPosition ) { IPhysicsObject *pChild = GetRagdollChildAtPosition( pEntity, vGrabPosition ); if ( pChild ) { pPhys = pChild; } }
// Carried entities can never block LOS
m_bCarriedEntityBlocksLOS = pEntity->BlocksLOS(); pEntity->SetBlocksLOS( false ); m_controller = physenv->CreateMotionController( this ); m_controller->AttachObject( pPhys, true ); // Don't do this, it's causing trouble with constraint solvers.
//m_controller->SetPriority( IPhysicsMotionController::HIGH_PRIORITY );
pPhys->Wake(); PhysSetGameFlags( pPhys, FVPHYSICS_PLAYER_HELD ); SetTargetPosition( position, angles ); m_attachedEntity = pEntity; IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; int count = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); m_flLoadWeight = 0; float damping = 10; float flFactor = count / 7.5f; if ( flFactor < 1.0f ) { flFactor = 1.0f; } for ( int i = 0; i < count; i++ ) { float mass = pList[i]->GetMass(); pList[i]->GetDamping( NULL, &m_savedRotDamping[i] ); m_flLoadWeight += mass; m_savedMass[i] = mass;
// reduce the mass to prevent the player from adding crazy amounts of energy to the system
pList[i]->SetMass( REDUCED_CARRY_MASS / flFactor ); pList[i]->SetDamping( NULL, &damping ); }
// NVNT setting m_pControllingPlayer to the player attached
m_pControllingPlayer = pPlayer; // Give extra mass to the phys object we're actually picking up
pPhys->SetMass( REDUCED_CARRY_MASS ); pPhys->EnableDrag( false );
m_errorTime = bIsMegaPhysCannon ? -1.5f : -1.0f; // 1 seconds until error starts accumulating
m_error = 0; m_contactAmount = 0;
m_attachedAnglesPlayerSpace = TransformAnglesToPlayerSpace( angles, pPlayer ); if ( m_angleAlignment != 0 ) { m_attachedAnglesPlayerSpace = AlignAngles( m_attachedAnglesPlayerSpace, m_angleAlignment ); }
// Ragdolls don't offset this way
if ( dynamic_cast<CRagdollProp*>(pEntity) ) { m_attachedPositionObjectSpace.Init(); } else { VectorITransform( pEntity->WorldSpaceCenter(), pEntity->EntityToWorldTransform(), m_attachedPositionObjectSpace ); }
// If it's a prop, see if it has desired carry angles
CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(pEntity); if ( pProp ) { m_bHasPreferredCarryAngles = pProp->GetPropDataAngles( "preferred_carryangles", m_vecPreferredCarryAngles ); m_flDistanceOffset = pProp->GetCarryDistanceOffset(); } else { m_bHasPreferredCarryAngles = false; m_flDistanceOffset = 0; }
m_bAllowObjectOverhead = IsObjectAllowedOverhead( pEntity ); }
static void ClampPhysicsVelocity( IPhysicsObject *pPhys, float linearLimit, float angularLimit ) { Vector vel; AngularImpulse angVel; pPhys->GetVelocity( &vel, &angVel ); float speed = VectorNormalize(vel) - linearLimit; float angSpeed = VectorNormalize(angVel) - angularLimit; speed = speed < 0 ? 0 : -speed; angSpeed = angSpeed < 0 ? 0 : -angSpeed; vel *= speed; angVel *= angSpeed; pPhys->AddVelocity( &vel, &angVel ); }
void CGrabController::DetachEntity( bool bClearVelocity ) { Assert(!PhysIsInCallback()); CBaseEntity *pEntity = GetAttached(); if ( pEntity ) { // Restore the LS blocking state
pEntity->SetBlocksLOS( m_bCarriedEntityBlocksLOS ); IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; int count = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); for ( int i = 0; i < count; i++ ) { IPhysicsObject *pPhys = pList[i]; if ( !pPhys ) continue;
// on the odd chance that it's gone to sleep while under anti-gravity
pPhys->EnableDrag( true ); pPhys->Wake(); pPhys->SetMass( m_savedMass[i] ); pPhys->SetDamping( NULL, &m_savedRotDamping[i] ); PhysClearGameFlags( pPhys, FVPHYSICS_PLAYER_HELD ); if ( bClearVelocity ) { PhysForceClearVelocity( pPhys ); } else { ClampPhysicsVelocity( pPhys, hl2_normspeed.GetFloat() * 1.5f, 2.0f * 360.0f ); }
} }
m_attachedEntity = NULL; physenv->DestroyMotionController( m_controller ); m_controller = NULL; }
static bool InContactWithHeavyObject( IPhysicsObject *pObject, float heavyMass ) { bool contact = false; IPhysicsFrictionSnapshot *pSnapshot = pObject->CreateFrictionSnapshot(); while ( pSnapshot->IsValid() ) { IPhysicsObject *pOther = pSnapshot->GetObject( 1 ); if ( !pOther->IsMoveable() || pOther->GetMass() > heavyMass ) { contact = true; break; } pSnapshot->NextFrictionData(); } pObject->DestroyFrictionSnapshot( pSnapshot ); return contact; }
IMotionEvent::simresult_e CGrabController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) { game_shadowcontrol_params_t shadowParams = m_shadow; if ( InContactWithHeavyObject( pObject, GetLoadWeight() ) ) { m_contactAmount = Approach( 0.1f, m_contactAmount, deltaTime*2.0f ); } else { m_contactAmount = Approach( 1.0f, m_contactAmount, deltaTime*2.0f ); } shadowParams.maxAngular = m_shadow.maxAngular * m_contactAmount * m_contactAmount * m_contactAmount; m_timeToArrive = pObject->ComputeShadowControl( shadowParams, m_timeToArrive, deltaTime ); // Slide along the current contact points to fix bouncing problems
Vector velocity; AngularImpulse angVel; pObject->GetVelocity( &velocity, &angVel ); PhysComputeSlideDirection( pObject, velocity, angVel, &velocity, &angVel, GetLoadWeight() ); pObject->SetVelocityInstantaneous( &velocity, NULL );
linear.Init(); angular.Init(); m_errorTime += deltaTime;
return SIM_LOCAL_ACCELERATION; }
float CGrabController::GetSavedMass( IPhysicsObject *pObject ) { CBaseEntity *pHeld = m_attachedEntity; if ( pHeld ) { if ( pObject->GetGameData() == (void*)pHeld ) { IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; int count = pHeld->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); for ( int i = 0; i < count; i++ ) { if ( pList[i] == pObject ) return m_savedMass[i]; } } } return 0.0f; }
//-----------------------------------------------------------------------------
// Is this an object that the player is allowed to lift to a position
// directly overhead? The default behavior prevents lifting objects directly
// overhead, but there are exceptions for gameplay purposes.
//-----------------------------------------------------------------------------
bool CGrabController::IsObjectAllowedOverhead( CBaseEntity *pEntity ) { // Allow combine balls overhead
if( UTIL_IsCombineBallDefinite(pEntity) ) return true;
// Allow props that are specifically flagged as such
CPhysicsProp *pPhysProp = dynamic_cast<CPhysicsProp *>(pEntity); if ( pPhysProp != NULL && pPhysProp->HasInteraction( PROPINTER_PHYSGUN_ALLOW_OVERHEAD ) ) return true;
// String checks are fine here, we only run this code one time- when the object is picked up.
if( pEntity->ClassMatches("grenade_helicopter") ) return true;
if( pEntity->ClassMatches("weapon_striderbuster") ) return true;
return false; }
void CGrabController::SetPortalPenetratingEntity( CBaseEntity *pPenetrated ) { m_PenetratedEntity = pPenetrated; }
//-----------------------------------------------------------------------------
// Player pickup controller
//-----------------------------------------------------------------------------
class CPlayerPickupController : public CBaseEntity { DECLARE_DATADESC(); DECLARE_CLASS( CPlayerPickupController, CBaseEntity ); public: void Init( CBasePlayer *pPlayer, CBaseEntity *pObject ); void Shutdown( bool bThrown = false ); bool OnControls( CBaseEntity *pControls ) { return true; } void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void OnRestore() { m_grabController.OnRestore(); } void VPhysicsUpdate( IPhysicsObject *pPhysics ){} void VPhysicsShadowUpdate( IPhysicsObject *pPhysics ) {}
bool IsHoldingEntity( CBaseEntity *pEnt ); CGrabController &GetGrabController() { return m_grabController; }
private: CGrabController m_grabController; CBasePlayer *m_pPlayer; };
LINK_ENTITY_TO_CLASS( player_pickup, CPlayerPickupController );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CPlayerPickupController )
DEFINE_EMBEDDED( m_grabController ),
// Physptrs can't be inside embedded classes
DEFINE_PHYSPTR( m_grabController.m_controller ),
DEFINE_FIELD( m_pPlayer, FIELD_CLASSPTR ), END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// *pObject -
//-----------------------------------------------------------------------------
void CPlayerPickupController::Init( CBasePlayer *pPlayer, CBaseEntity *pObject ) { // Holster player's weapon
if ( pPlayer->GetActiveWeapon() ) { // Don't holster the portalgun
if ( FClassnameIs( pPlayer->GetActiveWeapon(), "weapon_portalgun" ) ) { CWeaponPortalgun *pPortalGun = (CWeaponPortalgun*)(pPlayer->GetActiveWeapon()); pPortalGun->OpenProngs( true ); } else { if ( !pPlayer->GetActiveWeapon()->Holster() ) { Shutdown(); return; } } }
CPortal_Player *pOwner = ToPortalPlayer( pPlayer ); if ( pOwner ) { pOwner->EnableSprint( false ); }
// If the target is debris, convert it to non-debris
if ( pObject->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ) { // Interactive debris converts back to debris when it comes to rest
pObject->SetCollisionGroup( COLLISION_GROUP_INTERACTIVE_DEBRIS ); }
// done so I'll go across level transitions with the player
SetParent( pPlayer ); m_grabController.SetIgnorePitch( true ); m_grabController.SetAngleAlignment( DOT_30DEGREE ); m_pPlayer = pPlayer; IPhysicsObject *pPhysics = pObject->VPhysicsGetObject(); if ( !pOwner->m_bSilentDropAndPickup ) { Pickup_OnPhysGunPickup( pObject, m_pPlayer, PICKED_UP_BY_PLAYER ); } m_grabController.AttachEntity( pPlayer, pObject, pPhysics, false, vec3_origin, false ); #ifdef WIN32
// NVNT apply a downward force to simulate the mass of the held object.
HapticSetConstantForce(m_pPlayer,clamp(m_grabController.GetLoadWeight()*0.1,1,6)*Vector(0,-1,0)); #endif
m_pPlayer->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION; m_pPlayer->SetUseEntity( this ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : bool -
//-----------------------------------------------------------------------------
void CPlayerPickupController::Shutdown( bool bThrown ) { CBaseEntity *pObject = m_grabController.GetAttached();
bool bClearVelocity = false; if ( !bThrown && pObject && pObject->VPhysicsGetObject() && pObject->VPhysicsGetObject()->GetContactPoint(NULL,NULL) ) { bClearVelocity = true; }
m_grabController.DetachEntity( bClearVelocity ); #ifdef WIN32
// NVNT if we have a player, issue a zero constant force message
if(m_pPlayer) HapticSetConstantForce(m_pPlayer,Vector(0,0,0)); #endif
if ( pObject != NULL ) { if ( !ToPortalPlayer( m_pPlayer )->m_bSilentDropAndPickup ) { Pickup_OnPhysGunDrop( pObject, m_pPlayer, bThrown ? THROWN_BY_PLAYER : DROPPED_BY_PLAYER ); } }
if ( m_pPlayer ) { CPortal_Player *pOwner = ToPortalPlayer( m_pPlayer ); if ( pOwner ) { pOwner->EnableSprint( true ); }
m_pPlayer->SetUseEntity( NULL ); if ( !pOwner->m_bSilentDropAndPickup ) { if ( m_pPlayer->GetActiveWeapon() ) { if ( FClassnameIs( m_pPlayer->GetActiveWeapon(), "weapon_portalgun" ) ) { m_pPlayer->SetNextAttack( gpGlobals->curtime + 0.5f ); CWeaponPortalgun *pPortalGun = (CWeaponPortalgun*)(m_pPlayer->GetActiveWeapon()); pPortalGun->DelayAttack( 0.5f ); pPortalGun->OpenProngs( false ); } else { if ( !m_pPlayer->GetActiveWeapon()->Deploy() ) { // We tried to restore the player's weapon, but we couldn't.
// This usually happens when they're holding an empty weapon that doesn't
// autoswitch away when out of ammo. Switch to next best weapon.
m_pPlayer->SwitchToNextBestWeapon( NULL ); } } }
m_pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION; } } Remove(); }
void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( ToBasePlayer(pActivator) == m_pPlayer ) { CBaseEntity *pAttached = m_grabController.GetAttached();
// UNDONE: Use vphysics stress to decide to drop objects
// UNDONE: Must fix case of forcing objects into the ground you're standing on (causes stress) before that will work
if ( !pAttached || useType == USE_OFF || (m_pPlayer->m_nButtons & IN_ATTACK2) || m_grabController.ComputeError() > 12 ) { Shutdown(); return; } //Adrian: Oops, our object became motion disabled, let go!
IPhysicsObject *pPhys = pAttached->VPhysicsGetObject(); if ( pPhys && pPhys->IsMoveable() == false ) { Shutdown(); return; }
#if STRESS_TEST
vphysics_objectstress_t stress; CalculateObjectStress( pPhys, pAttached, &stress ); if ( stress.exertedStress > 250 ) { Shutdown(); return; } #endif
// +ATTACK will throw phys objects
if ( m_pPlayer->m_nButtons & IN_ATTACK ) { Shutdown( true ); Vector vecLaunch; m_pPlayer->EyeVectors( &vecLaunch ); // If throwing from the opposite side of a portal, reorient the direction
if( ((CPortal_Player *)m_pPlayer)->IsHeldObjectOnOppositeSideOfPortal() ) { CProp_Portal *pHeldPortal = ((CPortal_Player *)m_pPlayer)->GetHeldObjectPortal(); UTIL_Portal_VectorTransform( pHeldPortal->MatrixThisToLinked(), vecLaunch, vecLaunch ); }
((CPortal_Player *)m_pPlayer)->SetHeldObjectOnOppositeSideOfPortal( false ); // JAY: Scale this with mass because some small objects really go flying
float massFactor = clamp( pPhys->GetMass(), 0.5, 15 ); massFactor = RemapVal( massFactor, 0.5, 15, 0.5, 4 ); vecLaunch *= player_throwforce.GetFloat() * massFactor;
pPhys->ApplyForceCenter( vecLaunch ); AngularImpulse aVel = RandomAngularImpulse( -10, 10 ) * massFactor; pPhys->ApplyTorqueCenter( aVel ); return; }
if ( useType == USE_SET ) { // update position
m_grabController.UpdateObject( m_pPlayer, 12 ); } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEnt -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPlayerPickupController::IsHoldingEntity( CBaseEntity *pEnt ) { if ( pEnt ) { return ( m_grabController.GetAttached() == pEnt ); }
return ( m_grabController.GetAttached() != 0 ); }
void PlayerPickupObject( CBasePlayer *pPlayer, CBaseEntity *pObject ) { //Don't pick up if we don't have a phys object.
if ( pObject->VPhysicsGetObject() == NULL ) return;
if ( pObject->GetBaseAnimating() && pObject->GetBaseAnimating()->IsDissolving() ) return;
CPlayerPickupController *pController = (CPlayerPickupController *)CBaseEntity::Create( "player_pickup", pObject->GetAbsOrigin(), vec3_angle, pPlayer ); if ( !pController ) return;
pController->Init( pPlayer, pObject ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Physcannon
//-----------------------------------------------------------------------------
#define NUM_BEAMS 4
#define NUM_SPRITES 6
struct thrown_objects_t { float fTimeThrown; EHANDLE hEntity;
DECLARE_SIMPLE_DATADESC(); };
BEGIN_SIMPLE_DATADESC( thrown_objects_t ) DEFINE_FIELD( fTimeThrown, FIELD_TIME ), DEFINE_FIELD( hEntity, FIELD_EHANDLE ), END_DATADESC()
class CWeaponPhysCannon : public CBasePortalCombatWeapon { public: DECLARE_CLASS( CWeaponPhysCannon, CBasePortalCombatWeapon );
DECLARE_SERVERCLASS(); DECLARE_DATADESC();
CWeaponPhysCannon( void );
void Drop( const Vector &vecVelocity ); void Precache(); virtual void Spawn(); virtual void OnRestore(); virtual void StopLoopingSounds(); virtual void UpdateOnRemove(void); void PrimaryAttack(); void SecondaryAttack(); void WeaponIdle(); void ItemPreFrame(); void ItemPostFrame(); void ItemBusyFrame();
virtual float GetMaxAutoAimDeflection() { return 0.90f; }
void ForceDrop( void ); bool DropIfEntityHeld( CBaseEntity *pTarget ); // Drops its held entity if it matches the entity passed in
CGrabController &GetGrabController() { return m_grabController; }
bool CanHolster( void ); bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); bool Deploy( void );
bool HasAnyAmmo( void ) { return true; }
void InputBecomeMegaCannon( inputdata_t &inputdata );
void BeginUpgrade();
virtual void SetViewModel( void ); virtual const char *GetShootSound( int iIndex ) const;
void RecordThrownObject( CBaseEntity *pObject ); void PurgeThrownObjects(); bool IsAccountableForObject( CBaseEntity *pObject ); bool ShouldDisplayHUDHint() { return true; }
protected: enum FindObjectResult_t { OBJECT_FOUND = 0, OBJECT_NOT_FOUND, OBJECT_BEING_DETACHED, };
void DoMegaEffect( int effectType, Vector *pos = NULL ); void DoEffect( int effectType, Vector *pos = NULL );
void OpenElements( void ); void CloseElements( void );
// Pickup and throw objects.
bool CanPickupObject( CBaseEntity *pTarget ); void CheckForTarget( void ); FindObjectResult_t FindObject( void ); void FindObjectTrace( CBasePlayer *pPlayer, trace_t *pTraceResult ); CBaseEntity *MegaPhysCannonFindObjectInCone( const Vector &vecOrigin, const Vector &vecDir, float flCone, float flCombineBallCone, bool bOnlyCombineBalls ); CBaseEntity *FindObjectInCone( const Vector &vecOrigin, const Vector &vecDir, float flCone ); bool AttachObject( CBaseEntity *pObject, const Vector &vPosition ); void UpdateObject( void ); void DetachObject( bool playSound = true, bool wasLaunched = false ); void LaunchObject( const Vector &vecDir, float flForce ); void StartEffects( void ); // Initialize all sprites and beams
void StopEffects( bool stopSound = true ); // Hide all effects temporarily
void DestroyEffects( void ); // Destroy all sprites and beams
// Punt objects - this is pointing at an object in the world and applying a force to it.
void PuntNonVPhysics( CBaseEntity *pEntity, const Vector &forward, trace_t &tr ); void PuntVPhysics( CBaseEntity *pEntity, const Vector &forward, trace_t &tr ); void PuntRagdoll( CBaseEntity *pEntity, const Vector &forward, trace_t &tr );
// Velocity-based throw common to punt and launch code.
void ApplyVelocityBasedForce( CBaseEntity *pEntity, const Vector &forward, const Vector &vecHitPos, PhysGunForce_t reason );
// Physgun effects
void DoEffectClosed( void ); void DoMegaEffectClosed( void ); void DoEffectReady( void ); void DoMegaEffectReady( void );
void DoMegaEffectHolding( void ); void DoEffectHolding( void );
void DoMegaEffectLaunch( Vector *pos ); void DoEffectLaunch( Vector *pos );
void DoEffectNone( void ); void DoEffectIdle( void );
// Trace length
float TraceLength();
// Do we have the super-phys gun?
inline bool IsMegaPhysCannon() { return PlayerHasMegaPhysCannon(); }
// Sprite scale factor
float SpriteScaleFactor();
float GetLoadPercentage(); CSoundPatch *GetMotorSound( void );
void DryFire( void ); void PrimaryFireEffect( void );
// What happens when the physgun picks up something
void Physgun_OnPhysGunPickup( CBaseEntity *pEntity, CBasePlayer *pOwner, PhysGunPickup_t reason );
// Wait until we're done upgrading
void WaitForUpgradeThink();
bool EntityAllowsPunts( CBaseEntity *pEntity );
bool m_bOpen; bool m_bActive; int m_nChangeState; //For delayed state change of elements
float m_flCheckSuppressTime; //Amount of time to suppress the checking for targets
bool m_flLastDenySoundPlayed; //Debounce for deny sound
int m_nAttack2Debounce;
CNetworkVar( bool, m_bIsCurrentlyUpgrading );
float m_flElementDebounce; float m_flElementPosition; float m_flElementDestination;
CHandle<CBeam> m_hBeams[NUM_BEAMS]; CHandle<CSprite> m_hGlowSprites[NUM_SPRITES]; CHandle<CSprite> m_hEndSprites[2]; float m_flEndSpritesOverride[2]; CHandle<CSprite> m_hCenterSprite; CHandle<CSprite> m_hBlastSprite;
CSoundPatch *m_sndMotor; // Whirring sound for the gun
CGrabController m_grabController; int m_EffectState; // Current state of the effects on the gun
bool m_bPhyscannonState;
// A list of the objects thrown or punted recently, and the time done so.
CUtlVector< thrown_objects_t > m_ThrownEntities;
float m_flTimeNextObjectPurge; };
IMPLEMENT_SERVERCLASS_ST(CWeaponPhysCannon, DT_WeaponPhysCannon) SendPropBool( SENDINFO( m_bIsCurrentlyUpgrading ) ), END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_physcannon, CWeaponPhysCannon ); PRECACHE_WEAPON_REGISTER( weapon_physcannon );
BEGIN_DATADESC( CWeaponPhysCannon )
DEFINE_FIELD( m_bOpen, FIELD_BOOLEAN ), DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
DEFINE_FIELD( m_nChangeState, FIELD_INTEGER ), DEFINE_FIELD( m_flCheckSuppressTime, FIELD_TIME ), DEFINE_FIELD( m_flElementDebounce, FIELD_TIME ), DEFINE_FIELD( m_flElementPosition, FIELD_FLOAT ), DEFINE_FIELD( m_flElementDestination, FIELD_FLOAT ), DEFINE_FIELD( m_nAttack2Debounce, FIELD_INTEGER ), DEFINE_FIELD( m_bIsCurrentlyUpgrading, FIELD_BOOLEAN ), DEFINE_FIELD( m_EffectState, FIELD_INTEGER ),
DEFINE_AUTO_ARRAY( m_hBeams, FIELD_EHANDLE ), DEFINE_AUTO_ARRAY( m_hGlowSprites, FIELD_EHANDLE ), DEFINE_AUTO_ARRAY( m_hEndSprites, FIELD_EHANDLE ), DEFINE_AUTO_ARRAY( m_flEndSpritesOverride, FIELD_TIME ), DEFINE_FIELD( m_hCenterSprite, FIELD_EHANDLE ), DEFINE_FIELD( m_hBlastSprite, FIELD_EHANDLE ), DEFINE_FIELD( m_flLastDenySoundPlayed, FIELD_BOOLEAN ), DEFINE_FIELD( m_bPhyscannonState, FIELD_BOOLEAN ), DEFINE_SOUNDPATCH( m_sndMotor ),
DEFINE_EMBEDDED( m_grabController ),
// Physptrs can't be inside embedded classes
DEFINE_PHYSPTR( m_grabController.m_controller ),
DEFINE_THINKFUNC( WaitForUpgradeThink ),
DEFINE_UTLVECTOR( m_ThrownEntities, FIELD_EMBEDDED ),
DEFINE_FIELD( m_flTimeNextObjectPurge, FIELD_TIME ),
END_DATADESC()
enum { ELEMENT_STATE_NONE = -1, ELEMENT_STATE_OPEN, ELEMENT_STATE_CLOSED, };
enum { EFFECT_NONE, EFFECT_CLOSED, EFFECT_READY, EFFECT_HOLDING, EFFECT_LAUNCH, };
//-----------------------------------------------------------------------------
// Do we have the super-phys gun?
//-----------------------------------------------------------------------------
bool PlayerHasMegaPhysCannon() { return ( HL2GameRules()->MegaPhyscannonActive() == true ); }
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CWeaponPhysCannon::CWeaponPhysCannon( void ) { m_flElementPosition = 0.0f; m_flElementDestination = 0.0f; m_bOpen = false; m_nChangeState = ELEMENT_STATE_NONE; m_flCheckSuppressTime = 0.0f; m_EffectState = EFFECT_NONE; m_flLastDenySoundPlayed = false;
m_flEndSpritesOverride[0] = 0.0f; m_flEndSpritesOverride[1] = 0.0f;
m_bPhyscannonState = false; }
//-----------------------------------------------------------------------------
// Purpose: Precache
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::Precache( void ) { PrecacheModel( PHYSCANNON_BEAM_SPRITE ); PrecacheModel( PHYSCANNON_GLOW_SPRITE ); PrecacheModel( PHYSCANNON_ENDCAP_SPRITE ); PrecacheModel( PHYSCANNON_CENTER_GLOW ); PrecacheModel( PHYSCANNON_BLAST_SPRITE );
PrecacheModel( MEGACANNON_BEAM_SPRITE ); PrecacheModel( MEGACANNON_GLOW_SPRITE ); PrecacheModel( MEGACANNON_ENDCAP_SPRITE ); PrecacheModel( MEGACANNON_CENTER_GLOW ); PrecacheModel( MEGACANNON_BLAST_SPRITE );
PrecacheModel( MEGACANNON_RAGDOLL_BOOGIE_SPRITE );
// Precache our alternate model
PrecacheModel( MEGACANNON_MODEL );
PrecacheScriptSound( "Weapon_PhysCannon.HoldSound" ); PrecacheScriptSound( "Weapon_Physgun.Off" );
PrecacheScriptSound( "Weapon_MegaPhysCannon.DryFire" ); PrecacheScriptSound( "Weapon_MegaPhysCannon.Launch" ); PrecacheScriptSound( "Weapon_MegaPhysCannon.Pickup"); PrecacheScriptSound( "Weapon_MegaPhysCannon.Drop"); PrecacheScriptSound( "Weapon_MegaPhysCannon.HoldSound"); PrecacheScriptSound( "Weapon_MegaPhysCannon.ChargeZap");
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::Spawn( void ) { BaseClass::Spawn();
// Need to get close to pick it up
CollisionProp()->UseTriggerBounds( false );
m_bPhyscannonState = IsMegaPhysCannon();
// The megacannon uses a different skin
if ( IsMegaPhysCannon() ) { m_nSkin = MEGACANNON_SKIN; } }
//-----------------------------------------------------------------------------
// Purpose: Restore
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::OnRestore() { BaseClass::OnRestore(); m_grabController.OnRestore();
m_bPhyscannonState = IsMegaPhysCannon();
// Tracker 8106: Physcannon effects disappear through level transition, so
// just recreate any effects here
if ( m_EffectState != EFFECT_NONE ) { DoEffect( m_EffectState, NULL ); } }
//-----------------------------------------------------------------------------
// On Remove
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::UpdateOnRemove(void) { DestroyEffects( ); BaseClass::UpdateOnRemove(); }
//-----------------------------------------------------------------------------
// Sprite scale factor
//-----------------------------------------------------------------------------
inline float CWeaponPhysCannon::SpriteScaleFactor() { return IsMegaPhysCannon() ? 1.5f : 1.0f; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::Deploy( void ) { CloseElements(); DoEffect( EFFECT_READY );
// Unbloat our bounds
if ( IsMegaPhysCannon() ) { CollisionProp()->UseTriggerBounds( false ); }
m_flTimeNextObjectPurge = gpGlobals->curtime;
return BaseClass::Deploy(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::SetViewModel( void ) { if ( !IsMegaPhysCannon() ) { BaseClass::SetViewModel(); return; }
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm == NULL ) return;
vm->SetWeaponModel( MEGACANNON_MODEL, this ); }
//-----------------------------------------------------------------------------
// Purpose: Force the cannon to drop anything it's carrying
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::ForceDrop( void ) { CloseElements(); DetachObject(); StopEffects(); }
//-----------------------------------------------------------------------------
// Purpose: Drops its held entity if it matches the entity passed in
// Input : *pTarget -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::DropIfEntityHeld( CBaseEntity *pTarget ) { if ( pTarget == NULL ) return false;
CBaseEntity *pHeld = m_grabController.GetAttached(); if ( pHeld == NULL ) return false;
if ( pHeld == pTarget ) { ForceDrop(); return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::Drop( const Vector &vecVelocity ) { ForceDrop(); BaseClass::Drop( vecVelocity ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::CanHolster( void ) { //Don't holster this weapon if we're holding onto something
if ( m_bActive ) return false;
return BaseClass::CanHolster(); };
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::Holster( CBaseCombatWeapon *pSwitchingTo ) { //Don't holster this weapon if we're holding onto something
if ( m_bActive ) { if ( m_grabController.GetAttached() == pSwitchingTo && GetOwner()->Weapon_OwnsThisType( pSwitchingTo->GetClassname(), pSwitchingTo->GetSubType()) ) { } else { return false; } }
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner ) { pOwner->RumbleEffect( RUMBLE_PHYSCANNON_OPEN, 0, RUMBLE_FLAG_STOP ); }
ForceDrop();
return BaseClass::Holster( pSwitchingTo ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DryFire( void ) { SendWeaponAnim( ACT_VM_PRIMARYATTACK ); WeaponSound( EMPTY );
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner ) { pOwner->RumbleEffect( RUMBLE_PISTOL, 0, RUMBLE_FLAG_RESTART ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::PrimaryFireEffect( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
pOwner->ViewPunch( QAngle(-6, random->RandomInt(-2,2) ,0) ); color32 white = { 245, 245, 255, 32 }; UTIL_ScreenFade( pOwner, white, 0.1f, 0.0f, FFADE_IN );
WeaponSound( SINGLE ); }
#define MAX_KNOCKBACK_FORCE 128
//-----------------------------------------------------------------------------
// Punt non-physics
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::PuntNonVPhysics( CBaseEntity *pEntity, const Vector &forward, trace_t &tr ) { float flDamage = 1.0f; if ( FClassnameIs( pEntity, "func_breakable" ) ) { CBreakable *pBreak = dynamic_cast <CBreakable *>(pEntity); if ( pBreak && ( pBreak->GetMaterialType() == matGlass ) ) { flDamage = physcannon_dmg_glass.GetFloat(); } }
CTakeDamageInfo info; info.SetAttacker( GetOwner() ); info.SetInflictor( this ); info.SetDamage( flDamage ); info.SetDamageType( DMG_CRUSH | DMG_PHYSGUN ); info.SetDamageForce( forward ); // Scale?
info.SetDamagePosition( tr.endpos );
pEntity->DispatchTraceAttack( info, forward, &tr );
ApplyMultiDamage(); //Explosion effect
DoEffect( EFFECT_LAUNCH, &tr.endpos );
PrimaryFireEffect(); SendWeaponAnim( ACT_VM_SECONDARYATTACK );
m_nChangeState = ELEMENT_STATE_CLOSED; m_flElementDebounce = gpGlobals->curtime + 0.5f; m_flCheckSuppressTime = gpGlobals->curtime + 0.25f; }
//-----------------------------------------------------------------------------
// What happens when the physgun picks up something
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::Physgun_OnPhysGunPickup( CBaseEntity *pEntity, CBasePlayer *pOwner, PhysGunPickup_t reason ) { // If the target is debris, convert it to non-debris
if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ) { // Interactive debris converts back to debris when it comes to rest
pEntity->SetCollisionGroup( COLLISION_GROUP_INTERACTIVE_DEBRIS ); }
float mass = 0.0f; if( pEntity->VPhysicsGetObject() ) { mass = pEntity->VPhysicsGetObject()->GetMass(); }
if( reason == PUNTED_BY_CANNON ) { pOwner->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAGS_NONE ); RecordThrownObject( pEntity ); }
// Warn Alyx if the player is punting a car around.
if( hl2_episodic.GetBool() && mass > 250.0f ) { CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); int nAIs = g_AI_Manager.NumAIs();
for ( int i = 0; i < nAIs; i++ ) { if( ppAIs[ i ]->Classify() == CLASS_PLAYER_ALLY_VITAL ) { ppAIs[ i ]->DispatchInteraction( g_interactionPlayerPuntedHeavyObject, pEntity, pOwner ); } } }
Pickup_OnPhysGunPickup( pEntity, pOwner, reason ); }
//-----------------------------------------------------------------------------
// Punt vphysics
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::PuntVPhysics( CBaseEntity *pEntity, const Vector &vecForward, trace_t &tr ) { CTakeDamageInfo info;
Vector forward = vecForward;
info.SetAttacker( GetOwner() ); info.SetInflictor( this ); info.SetDamage( 0.0f ); info.SetDamageType( DMG_PHYSGUN ); pEntity->DispatchTraceAttack( info, forward, &tr ); ApplyMultiDamage();
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( Pickup_OnAttemptPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON ) ) { IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; int listCount = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); if ( !listCount ) { //FIXME: Do we want to do this if there's no physics object?
Physgun_OnPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON ); DryFire(); return; } if( forward.z < 0 ) { //reflect, but flatten the trajectory out a bit so it's easier to hit standing targets
forward.z *= -0.65f; } // NOTE: Do this first to enable motion (if disabled) - so forces will work
// Tell the object it's been punted
Physgun_OnPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON );
// don't push vehicles that are attached to the world via fixed constraints
// they will just wiggle...
if ( (pList[0]->GetGameFlags() & FVPHYSICS_CONSTRAINT_STATIC) && pEntity->GetServerVehicle() ) { forward.Init(); }
if ( !IsMegaPhysCannon() && !Pickup_ShouldPuntUseLaunchForces( pEntity, PHYSGUN_FORCE_PUNTED ) ) { int i;
// limit mass to avoid punting REALLY huge things
float totalMass = 0; for ( i = 0; i < listCount; i++ ) { totalMass += pList[i]->GetMass(); } float maxMass = 250; IServerVehicle *pVehicle = pEntity->GetServerVehicle(); if ( pVehicle ) { maxMass *= 2.5; // 625 for vehicles
} float mass = MIN(totalMass, maxMass); // max 250kg of additional force
// Put some spin on the object
for ( i = 0; i < listCount; i++ ) { const float hitObjectFactor = 0.5f; const float otherObjectFactor = 1.0f - hitObjectFactor; // Must be light enough
float ratio = pList[i]->GetMass() / totalMass; if ( pList[i] == pEntity->VPhysicsGetObject() ) { ratio += hitObjectFactor; ratio = MIN(ratio,1.0f); } else { ratio *= otherObjectFactor; } pList[i]->ApplyForceCenter( forward * 15000.0f * ratio ); pList[i]->ApplyForceOffset( forward * mass * 600.0f * ratio, tr.endpos ); } } else { ApplyVelocityBasedForce( pEntity, vecForward, tr.endpos, PHYSGUN_FORCE_PUNTED ); } }
// Add recoil
QAngle recoil = QAngle( random->RandomFloat( 1.0f, 2.0f ), random->RandomFloat( -1.0f, 1.0f ), 0 ); pOwner->ViewPunch( recoil );
//Explosion effect
DoEffect( EFFECT_LAUNCH, &tr.endpos );
PrimaryFireEffect(); SendWeaponAnim( ACT_VM_SECONDARYATTACK );
m_nChangeState = ELEMENT_STATE_CLOSED; m_flElementDebounce = gpGlobals->curtime + 0.5f; m_flCheckSuppressTime = gpGlobals->curtime + 0.25f;
// Don't allow the gun to regrab a thrown object!!
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f; }
//-----------------------------------------------------------------------------
// Purpose: Applies velocity-based forces to throw the entity. This code is
// called from both punt and launch carried code.
// ASSUMES: that pEntity is a vphysics entity.
// Input : -
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::ApplyVelocityBasedForce( CBaseEntity *pEntity, const Vector &forward, const Vector &vecHitPos, PhysGunForce_t reason ) { // Get the launch velocity
Vector vVel = Pickup_PhysGunLaunchVelocity( pEntity, forward, reason ); // Get the launch angular impulse
AngularImpulse aVel = Pickup_PhysGunLaunchAngularImpulse( pEntity, reason ); // Get the physics object (MUST have one)
IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject(); if ( pPhysicsObject == NULL ) { Assert( 0 ); return; }
// Affect the object
CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp*>( pEntity ); if ( pRagdoll == NULL ) { #ifdef HL2_EPISODIC
// The jeep being punted needs special force overrides
if ( reason == PHYSGUN_FORCE_PUNTED && pEntity->GetServerVehicle() ) { // We want the point to emanate low on the vehicle to move it along the ground, not to twist it
Vector vecFinalPos = vecHitPos; vecFinalPos.z = pEntity->GetAbsOrigin().z; pPhysicsObject->ApplyForceOffset( vVel, vecFinalPos ); } else { pPhysicsObject->AddVelocity( &vVel, &aVel ); } #else
pPhysicsObject->AddVelocity( &vVel, &aVel );
#endif // HL2_EPISODIC
} else { Vector vTempVel; AngularImpulse vTempAVel;
ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( ); for ( int j = 0; j < pRagdollPhys->listCount; ++j ) { pRagdollPhys->list[j].pObject->AddVelocity( &vVel, &aVel ); } } }
//-----------------------------------------------------------------------------
// Punt non-physics
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::PuntRagdoll( CBaseEntity *pEntity, const Vector &vecForward, trace_t &tr ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); Pickup_OnPhysGunDrop( pEntity, pOwner, LAUNCHED_BY_CANNON );
CTakeDamageInfo info;
Vector forward = vecForward; info.SetAttacker( GetOwner() ); info.SetInflictor( this ); info.SetDamage( 0.0f ); info.SetDamageType( DMG_PHYSGUN ); pEntity->DispatchTraceAttack( info, forward, &tr ); ApplyMultiDamage();
if ( Pickup_OnAttemptPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON ) ) { Physgun_OnPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON );
if( forward.z < 0 ) { //reflect, but flatten the trajectory out a bit so it's easier to hit standing targets
forward.z *= -0.65f; } Vector vVel = forward * 1500; AngularImpulse aVel = Pickup_PhysGunLaunchAngularImpulse( pEntity, PHYSGUN_FORCE_PUNTED );
CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp*>( pEntity ); ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( );
int j; for ( j = 0; j < pRagdollPhys->listCount; ++j ) { pRagdollPhys->list[j].pObject->AddVelocity( &vVel, NULL ); } } // Add recoil
QAngle recoil = QAngle( random->RandomFloat( 1.0f, 2.0f ), random->RandomFloat( -1.0f, 1.0f ), 0 ); pOwner->ViewPunch( recoil );
//Explosion effect
DoEffect( EFFECT_LAUNCH, &tr.endpos );
PrimaryFireEffect(); SendWeaponAnim( ACT_VM_SECONDARYATTACK );
m_nChangeState = ELEMENT_STATE_CLOSED; m_flElementDebounce = gpGlobals->curtime + 0.5f; m_flCheckSuppressTime = gpGlobals->curtime + 0.25f;
// Don't allow the gun to regrab a thrown object!!
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f; }
//-----------------------------------------------------------------------------
// Trace length
//-----------------------------------------------------------------------------
float CWeaponPhysCannon::TraceLength() { if ( !IsMegaPhysCannon() ) { return physcannon_tracelength.GetFloat(); } return physcannon_mega_tracelength.GetFloat(); }
//-----------------------------------------------------------------------------
// If there's any special rejection code you need to do per entity then do it here
// This is kinda nasty but I'd hate to move more physcannon related stuff into CBaseEntity
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::EntityAllowsPunts( CBaseEntity *pEntity ) { if ( pEntity->HasSpawnFlags( SF_PHYSBOX_NEVER_PUNT ) ) { CPhysBox *pPhysBox = dynamic_cast<CPhysBox*>(pEntity);
if ( pPhysBox != NULL ) { if ( pPhysBox->HasSpawnFlags( SF_PHYSBOX_NEVER_PUNT ) ) { return false; } } }
if ( pEntity->HasSpawnFlags( SF_WEAPON_NO_PHYSCANNON_PUNT ) ) { CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>(pEntity);
if ( pWeapon != NULL ) { if ( pWeapon->HasSpawnFlags( SF_WEAPON_NO_PHYSCANNON_PUNT ) ) { return false; } } }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//
// This mode is a toggle. Primary fire one time to pick up a physics object.
// With an object held, click primary fire again to drop object.
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::PrimaryAttack( void ) { if( m_flNextPrimaryAttack > gpGlobals->curtime ) return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
if( m_bActive ) { // Punch the object being held!!
Vector forward; pOwner->EyeVectors( &forward );
// Validate the item is within punt range
CBaseEntity *pHeld = m_grabController.GetAttached(); Assert( pHeld != NULL );
if ( pHeld != NULL ) { float heldDist = ( pHeld->WorldSpaceCenter() - pOwner->WorldSpaceCenter() ).Length();
if ( heldDist > physcannon_tracelength.GetFloat() ) { // We can't punt this yet
DryFire(); return; } }
LaunchObject( forward, physcannon_maxforce.GetFloat() );
PrimaryFireEffect(); SendWeaponAnim( ACT_VM_SECONDARYATTACK ); return; }
// If not active, just issue a physics punch in the world.
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
Vector forward; pOwner->EyeVectors( &forward );
// NOTE: Notice we're *not* using the mega tracelength here
// when you have the mega cannon. Punting has shorter range.
Vector start, end; start = pOwner->Weapon_ShootPosition(); float flPuntDistance = physcannon_tracelength.GetFloat(); VectorMA( start, flPuntDistance, forward, end );
trace_t tr; UTIL_PhyscannonTraceHull( start, end, -Vector(8,8,8), Vector(8,8,8), pOwner, &tr ); bool bValid = true; CBaseEntity *pEntity = tr.m_pEnt; if ( tr.fraction == 1 || !tr.m_pEnt || tr.m_pEnt->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) ) { bValid = false; } else if ( (pEntity->GetMoveType() != MOVETYPE_VPHYSICS) && ( pEntity->m_takedamage == DAMAGE_NO ) ) { bValid = false; }
// If the entity we've hit is invalid, try a traceline instead
if ( !bValid ) { UTIL_PhyscannonTraceLine( start, end, pOwner, &tr ); if ( tr.fraction == 1 || !tr.m_pEnt || tr.m_pEnt->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) ) { if( hl2_episodic.GetBool() ) { // Try to find something in a very small cone.
CBaseEntity *pObject = FindObjectInCone( start, forward, physcannon_punt_cone.GetFloat() );
if( pObject ) { // Trace to the object.
UTIL_PhyscannonTraceLine( start, pObject->WorldSpaceCenter(), pOwner, &tr );
if( tr.m_pEnt && tr.m_pEnt == pObject && !(pObject->IsEFlagSet(EFL_NO_PHYSCANNON_INTERACTION)) ) { bValid = true; pEntity = pObject; } } } } else { bValid = true; pEntity = tr.m_pEnt; } }
if ( ToPortalPlayer( pOwner )->IsHeldObjectOnOppositeSideOfPortal() ) { CProp_Portal *pPortal = ToPortalPlayer( pOwner )->GetHeldObjectPortal(); UTIL_Portal_VectorTransform( pPortal->MatrixThisToLinked(), forward, forward ); }
if( !bValid ) { DryFire(); return; }
// See if we hit something
if ( pEntity->GetMoveType() != MOVETYPE_VPHYSICS ) { if ( pEntity->m_takedamage == DAMAGE_NO ) { DryFire(); return; }
if( GetOwner()->IsPlayer() && !IsMegaPhysCannon() ) { // Don't let the player zap any NPC's except regular antlions and headcrabs.
if( pEntity->IsNPC() && pEntity->Classify() != CLASS_HEADCRAB && !FClassnameIs(pEntity, "npc_antlion") ) { DryFire(); return; } }
if ( IsMegaPhysCannon() ) { if ( pEntity->IsNPC() && !pEntity->IsEFlagSet( EFL_NO_MEGAPHYSCANNON_RAGDOLL ) && pEntity->MyNPCPointer()->CanBecomeRagdoll() ) { CTakeDamageInfo info( pOwner, pOwner, 1.0f, DMG_GENERIC ); CBaseEntity *pRagdoll = CreateServerRagdoll( pEntity->MyNPCPointer(), 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, true ); PhysSetEntityGameFlags( pRagdoll, FVPHYSICS_NO_SELF_COLLISIONS ); pRagdoll->SetCollisionBounds( pEntity->CollisionProp()->OBBMins(), pEntity->CollisionProp()->OBBMaxs() );
// Necessary to cause it to do the appropriate death cleanup
CTakeDamageInfo ragdollInfo( pOwner, pOwner, 10000.0, DMG_PHYSGUN | DMG_REMOVENORAGDOLL ); pEntity->TakeDamage( ragdollInfo );
PuntRagdoll( pRagdoll, forward, tr ); return; } }
PuntNonVPhysics( pEntity, forward, tr ); } else { if ( EntityAllowsPunts( pEntity) == false ) { DryFire(); return; }
if ( !IsMegaPhysCannon() ) { if ( pEntity->VPhysicsIsFlesh( ) ) { DryFire(); return; } PuntVPhysics( pEntity, forward, tr ); } else { if ( dynamic_cast<CRagdollProp*>(pEntity) ) { PuntRagdoll( pEntity, forward, tr ); } else { PuntVPhysics( pEntity, forward, tr ); } } } }
//-----------------------------------------------------------------------------
// Purpose: Click secondary attack whilst holding an object to hurl it.
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::SecondaryAttack( void ) { if ( m_flNextSecondaryAttack > gpGlobals->curtime ) return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
// See if we should drop a held item
if ( ( m_bActive ) && ( pOwner->m_afButtonPressed & IN_ATTACK2 ) ) { // Drop the held object
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5; m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
DetachObject();
DoEffect( EFFECT_READY );
SendWeaponAnim( ACT_VM_PRIMARYATTACK ); } else { // Otherwise pick it up
FindObjectResult_t result = FindObject(); switch ( result ) { case OBJECT_FOUND: WeaponSound( SPECIAL1 ); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
// We found an object. Debounce the button
m_nAttack2Debounce |= pOwner->m_nButtons; break;
case OBJECT_NOT_FOUND: m_flNextSecondaryAttack = gpGlobals->curtime + 0.1f; CloseElements(); break;
case OBJECT_BEING_DETACHED: m_flNextSecondaryAttack = gpGlobals->curtime + 0.01f; break; }
DoEffect( EFFECT_HOLDING ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::WeaponIdle( void ) { if ( HasWeaponIdleTimeElapsed() ) { if ( m_bActive ) { //Shake when holding an item
SendWeaponAnim( ACT_VM_RELOAD ); } else { //Otherwise idle simply
SendWeaponAnim( ACT_VM_IDLE ); } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pObject -
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::AttachObject( CBaseEntity *pObject, const Vector &vPosition ) { if ( m_bActive ) return false;
if ( CanPickupObject( pObject ) == false ) return false;
m_grabController.SetIgnorePitch( false ); m_grabController.SetAngleAlignment( 0 );
bool bKilledByGrab = false;
bool bIsMegaPhysCannon = IsMegaPhysCannon(); if ( bIsMegaPhysCannon ) { if ( pObject->IsNPC() && !pObject->IsEFlagSet( EFL_NO_MEGAPHYSCANNON_RAGDOLL ) ) { Assert( pObject->MyNPCPointer()->CanBecomeRagdoll() ); CTakeDamageInfo info( GetOwner(), GetOwner(), 1.0f, DMG_GENERIC ); CBaseEntity *pRagdoll = CreateServerRagdoll( pObject->MyNPCPointer(), 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, true ); PhysSetEntityGameFlags( pRagdoll, FVPHYSICS_NO_SELF_COLLISIONS );
pRagdoll->SetCollisionBounds( pObject->CollisionProp()->OBBMins(), pObject->CollisionProp()->OBBMaxs() );
// Necessary to cause it to do the appropriate death cleanup
CTakeDamageInfo ragdollInfo( GetOwner(), GetOwner(), 10000.0, DMG_PHYSGUN | DMG_REMOVENORAGDOLL ); pObject->TakeDamage( ragdollInfo );
// Now we act on the ragdoll for the remainder of the time
pObject = pRagdoll; bKilledByGrab = true; } }
IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
// Must be valid
if ( !pPhysics ) return false;
CPortal_Player *pOwner = ToPortalPlayer( GetOwner() );
m_bActive = true; if( pOwner ) { #ifdef HL2_EPISODIC
CBreakableProp *pProp = dynamic_cast< CBreakableProp * >( pObject );
if ( pProp && pProp->HasInteraction( PROPINTER_PHYSGUN_CREATE_FLARE ) ) { pOwner->FlashlightTurnOff(); } #endif
// NOTE: This can change the mass; so it must be done before max speed setting
Physgun_OnPhysGunPickup( pObject, pOwner, PICKED_UP_BY_CANNON ); }
// NOTE :This must happen after OnPhysGunPickup because that can change the mass
m_grabController.AttachEntity( pOwner, pObject, pPhysics, bIsMegaPhysCannon, vPosition, (!bKilledByGrab) );
if( pOwner ) { #ifdef WIN32
// NVNT set the players constant force to simulate holding mass
HapticSetConstantForce(pOwner,clamp(m_grabController.GetLoadWeight()*0.05,1,5)*Vector(0,-1,0)); #endif
pOwner->EnableSprint( false );
float loadWeight = ( 1.0f - GetLoadPercentage() ); float maxSpeed = hl2_walkspeed.GetFloat() + ( ( hl2_normspeed.GetFloat() - hl2_walkspeed.GetFloat() ) * loadWeight );
//Msg( "Load perc: %f -- Movement speed: %f/%f\n", loadWeight, maxSpeed, hl2_normspeed.GetFloat() );
pOwner->SetMaxSpeed( maxSpeed ); }
// Don't drop again for a slight delay, in case they were pulling objects near them
m_flNextSecondaryAttack = gpGlobals->curtime + 0.4f;
DoEffect( EFFECT_HOLDING ); OpenElements();
if ( GetMotorSound() ) { (CSoundEnvelopeController::GetController()).Play( GetMotorSound(), 0.0f, 50 ); (CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 100, 0.5f ); (CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.8f, 0.5f ); }
return true; }
void CWeaponPhysCannon::FindObjectTrace( CBasePlayer *pPlayer, trace_t *pTraceResult ) { Vector forward; pPlayer->EyeVectors( &forward );
// Setup our positions
Vector start = pPlayer->Weapon_ShootPosition(); float testLength = TraceLength() * 4.0f; Vector end = start + forward * testLength;
if( IsMegaPhysCannon() && hl2_episodic.GetBool() ) { Vector vecAutoAimDir = pPlayer->GetAutoaimVector( 1.0f, testLength ); end = start + vecAutoAimDir * testLength; }
// Try to find an object by looking straight ahead
UTIL_PhyscannonTraceLine( start, end, pPlayer, pTraceResult );
// Try again with a hull trace
if ( !pTraceResult->DidHitNonWorldEntity() ) { UTIL_PhyscannonTraceHull( start, end, -Vector(4,4,4), Vector(4,4,4), pPlayer, pTraceResult ); } }
CWeaponPhysCannon::FindObjectResult_t CWeaponPhysCannon::FindObject( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); Assert( pPlayer ); if ( pPlayer == NULL ) return OBJECT_NOT_FOUND; Vector forward; pPlayer->EyeVectors( &forward );
// Setup our positions
Vector start = pPlayer->Weapon_ShootPosition(); float testLength = TraceLength() * 4.0f; Vector end = start + forward * testLength; trace_t tr; FindObjectTrace( pPlayer, &tr ); CBaseEntity *pEntity = tr.m_pEnt ? tr.m_pEnt->GetRootMoveParent() : NULL; bool bAttach = false; bool bPull = false;
// If we hit something, pick it up or pull it
if ( ( tr.fraction != 1.0f ) && ( tr.m_pEnt ) && ( tr.m_pEnt->IsWorld() == false ) ) { // Attempt to attach if within range
if ( tr.fraction <= 0.25f ) { bAttach = true; } else if ( tr.fraction > 0.25f ) { bPull = true; } }
// Find anything within a general cone in front
CBaseEntity *pConeEntity = NULL; if ( !IsMegaPhysCannon() ) { if (!bAttach && !bPull) { pConeEntity = FindObjectInCone( start, forward, physcannon_cone.GetFloat() ); } } else { pConeEntity = MegaPhysCannonFindObjectInCone( start, forward, physcannon_cone.GetFloat(), physcannon_ball_cone.GetFloat(), bAttach || bPull ); }
if ( pConeEntity ) { pEntity = pConeEntity;
// If the object is near, grab it. Else, pull it a bit.
if ( pEntity->WorldSpaceCenter().DistToSqr( start ) <= (testLength * testLength) ) { bAttach = true; } else { bPull = true; } }
if ( CanPickupObject( pEntity ) == false ) { CBaseEntity *pNewObject = Pickup_OnFailedPhysGunPickup( pEntity, start );
if ( pNewObject && CanPickupObject( pNewObject ) ) { pEntity = pNewObject; } else { // Make a noise to signify we can't pick this up
if ( !m_flLastDenySoundPlayed ) { m_flLastDenySoundPlayed = true; WeaponSound( SPECIAL3 ); }
return OBJECT_NOT_FOUND; } }
// Check to see if the object is constrained + needs to be ripped off...
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( !Pickup_OnAttemptPhysGunPickup( pEntity, pOwner, PICKED_UP_BY_CANNON ) ) return OBJECT_BEING_DETACHED;
if ( bAttach ) { return AttachObject( pEntity, tr.endpos ) ? OBJECT_FOUND : OBJECT_NOT_FOUND; }
if ( !bPull ) return OBJECT_NOT_FOUND;
// FIXME: This needs to be run through the CanPickupObject logic
IPhysicsObject *pObj = pEntity->VPhysicsGetObject(); if ( !pObj ) return OBJECT_NOT_FOUND;
// If we're too far, simply start to pull the object towards us
Vector pullDir = start - pEntity->WorldSpaceCenter(); VectorNormalize( pullDir ); pullDir *= IsMegaPhysCannon() ? physcannon_mega_pullforce.GetFloat() : physcannon_pullforce.GetFloat(); float mass = PhysGetEntityMass( pEntity ); if ( mass < 50.0f ) { pullDir *= (mass + 0.5) * (1/50.0f); }
// Nudge it towards us
pObj->ApplyForceCenter( pullDir ); return OBJECT_NOT_FOUND; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CBaseEntity *CWeaponPhysCannon::MegaPhysCannonFindObjectInCone( const Vector &vecOrigin, const Vector &vecDir, float flCone, float flCombineBallCone, bool bOnlyCombineBalls ) { // Find the nearest physics-based item in a cone in front of me.
CBaseEntity *list[1024]; float flMaxDist = TraceLength() + 1.0; float flNearestDist = flMaxDist; bool bNearestIsCombineBall = bOnlyCombineBalls ? true : false; Vector mins = vecOrigin - Vector( flNearestDist, flNearestDist, flNearestDist ); Vector maxs = vecOrigin + Vector( flNearestDist, flNearestDist, flNearestDist );
CBaseEntity *pNearest = NULL;
int count = UTIL_EntitiesInBox( list, 1024, mins, maxs, 0 ); for( int i = 0 ; i < count ; i++ ) { if ( !list[ i ]->VPhysicsGetObject() ) continue;
bool bIsCombineBall = FClassnameIs( list[ i ], "prop_combine_ball" ); if ( !bIsCombineBall && bNearestIsCombineBall ) continue;
// Closer than other objects
Vector los; VectorSubtract( list[ i ]->WorldSpaceCenter(), vecOrigin, los ); float flDist = VectorNormalize( los );
if ( !bIsCombineBall || bNearestIsCombineBall ) { // Closer than other objects
if( flDist >= flNearestDist ) continue;
// Cull to the cone
if ( DotProduct( los, vecDir ) <= flCone ) continue; } else { // Close enough?
if ( flDist >= flMaxDist ) continue;
// Cull to the cone
if ( DotProduct( los, vecDir ) <= flCone ) continue;
// NOW: If it's either closer than nearest dist or within the ball cone, use it!
if ( (flDist > flNearestDist) && (DotProduct( los, vecDir ) <= flCombineBallCone) ) continue; }
// Make sure it isn't occluded!
trace_t tr; UTIL_PhyscannonTraceLine( vecOrigin, list[ i ]->WorldSpaceCenter(), GetOwner(), &tr ); if( tr.m_pEnt == list[ i ] ) { flNearestDist = flDist; pNearest = list[ i ]; bNearestIsCombineBall = bIsCombineBall; } }
return pNearest; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CBaseEntity *CWeaponPhysCannon::FindObjectInCone( const Vector &vecOrigin, const Vector &vecDir, float flCone ) { // Find the nearest physics-based item in a cone in front of me.
CBaseEntity *list[256]; float flNearestDist = physcannon_tracelength.GetFloat() + 1.0; //Use regular distance.
Vector mins = vecOrigin - Vector( flNearestDist, flNearestDist, flNearestDist ); Vector maxs = vecOrigin + Vector( flNearestDist, flNearestDist, flNearestDist );
CBaseEntity *pNearest = NULL;
int count = UTIL_EntitiesInBox( list, 256, mins, maxs, 0 ); for( int i = 0 ; i < count ; i++ ) { if ( !list[ i ]->VPhysicsGetObject() ) continue;
// Closer than other objects
Vector los = ( list[ i ]->WorldSpaceCenter() - vecOrigin ); float flDist = VectorNormalize( los ); if( flDist >= flNearestDist ) continue;
// Cull to the cone
if ( DotProduct( los, vecDir ) <= flCone ) continue;
// Make sure it isn't occluded!
trace_t tr; UTIL_PhyscannonTraceLine( vecOrigin, list[ i ]->WorldSpaceCenter(), GetOwner(), &tr ); if( tr.m_pEnt == list[ i ] ) { flNearestDist = flDist; pNearest = list[ i ]; } }
return pNearest; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CGrabController::UpdateObject( CBasePlayer *pPlayer, float flError ) { CBaseEntity *pPenetratedEntity = m_PenetratedEntity.Get(); if( pPenetratedEntity ) { //FindClosestPassableSpace( pPenetratedEntity, Vector( 0.0f, 0.0f, 1.0f ) );
IPhysicsObject *pPhysObject = pPenetratedEntity->VPhysicsGetObject(); if( pPhysObject ) pPhysObject->Wake();
m_PenetratedEntity = NULL; //assume we won
}
CBaseEntity *pEntity = GetAttached(); if ( !pEntity || ComputeError() > flError || pPlayer->GetGroundEntity() == pEntity || !pEntity->VPhysicsGetObject() ) { return false; }
//Adrian: Oops, our object became motion disabled, let go!
IPhysicsObject *pPhys = pEntity->VPhysicsGetObject(); if ( pPhys && pPhys->IsMoveable() == false ) { return false; }
Vector forward, right, up; QAngle playerAngles = pPlayer->EyeAngles(); float pitch = AngleDistance(playerAngles.x,0); if( !m_bAllowObjectOverhead ) { playerAngles.x = clamp( pitch, -75, 75 ); } else { playerAngles.x = clamp( pitch, -90, 75 ); } AngleVectors( playerAngles, &forward, &right, &up );
if ( HL2GameRules()->MegaPhyscannonActive() ) { Vector los = ( pEntity->WorldSpaceCenter() - pPlayer->Weapon_ShootPosition() ); VectorNormalize( los );
float flDot = DotProduct( los, forward );
//Let go of the item if we turn around too fast.
if ( flDot <= 0.35f ) return false; }
Vector start = pPlayer->Weapon_ShootPosition();
// If the player is upside down then we need to hold the box closer to their feet.
if ( up.z < 0.0f ) start += pPlayer->GetViewOffset() * up.z; if ( right.z < 0.0f ) start += pPlayer->GetViewOffset() * right.z;
CPortal_Player *pPortalPlayer = ToPortalPlayer( pPlayer );
// Find out if it's being held across a portal
bool bLookingAtHeldPortal = true; CProp_Portal *pPortal = pPortalPlayer->GetHeldObjectPortal();
if ( !pPortal ) { // If the portal is invalid make sure we don't try to hold it across the portal
pPortalPlayer->SetHeldObjectOnOppositeSideOfPortal( false ); }
if ( pPortalPlayer->IsHeldObjectOnOppositeSideOfPortal() ) { Ray_t rayPortalTest; rayPortalTest.Init( start, start + forward * 1024.0f );
// Check if we're looking at the portal we're holding through
if ( pPortal ) { if ( UTIL_IntersectRayWithPortal( rayPortalTest, pPortal ) < 0.0f ) { bLookingAtHeldPortal = false; } } // If our end point hasn't gone into the portal yet we at least need to know what portal is in front of us
else { int iPortalCount = CProp_Portal_Shared::AllPortals.Count(); if( iPortalCount != 0 ) { CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base(); float fMinDist = 2.0f; for( int i = 0; i != iPortalCount; ++i ) { CProp_Portal *pTempPortal = pPortals[i]; if( pTempPortal->m_bActivated && (pTempPortal->m_hLinkedPortal.Get() != NULL) ) { float fDist = UTIL_IntersectRayWithPortal( rayPortalTest, pTempPortal ); if( (fDist >= 0.0f) && (fDist < fMinDist) ) { fMinDist = fDist; pPortal = pTempPortal; } } } } } } else { pPortal = NULL; }
QAngle qEntityAngles = pEntity->GetAbsAngles();
if ( pPortal ) { // If the portal isn't linked we need to drop the object
if ( !pPortal->m_hLinkedPortal.Get() ) { pPlayer->ForceDropOfCarriedPhysObjects(); return false; }
UTIL_Portal_AngleTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), qEntityAngles, qEntityAngles ); } // Now clamp a sphere of object radius at end to the player's bbox
Vector radial = physcollision->CollideGetExtent( pPhys->GetCollide(), vec3_origin, qEntityAngles, -forward ); Vector player2d = pPlayer->CollisionProp()->OBBMaxs(); float playerRadius = player2d.Length2D();
float radius = playerRadius + radial.Length();
float distance = 24 + ( radius * 2.0f );
// Add the prop's distance offset
distance += m_flDistanceOffset;
Vector end = start + ( forward * distance );
trace_t tr; CTraceFilterSkipTwoEntities traceFilter( pPlayer, pEntity, COLLISION_GROUP_NONE ); Ray_t ray; ray.Init( start, end ); //enginetrace->TraceRay( ray, MASK_SOLID_BRUSHONLY, &traceFilter, &tr );
UTIL_Portal_TraceRay( ray, MASK_SOLID_BRUSHONLY, &traceFilter, &tr );
if ( tr.fraction < 0.5 ) { end = start + forward * (radius*0.5f); } else if ( tr.fraction <= 1.0f ) { end = start + forward * ( distance - radius ); } Vector playerMins, playerMaxs, nearest; pPlayer->CollisionProp()->WorldSpaceAABB( &playerMins, &playerMaxs ); Vector playerLine = pPlayer->CollisionProp()->WorldSpaceCenter(); CalcClosestPointOnLine( end, playerLine+Vector(0,0,playerMins.z), playerLine+Vector(0,0,playerMaxs.z), nearest, NULL );
if( !m_bAllowObjectOverhead ) { Vector delta = end - nearest; float len = VectorNormalize(delta); if ( len < radius ) { end = nearest + radius * delta; } }
QAngle angles = TransformAnglesFromPlayerSpace( m_attachedAnglesPlayerSpace, pPlayer );
//Show overlays of radius
if ( g_debug_physcannon.GetBool() ) { NDebugOverlay::Box( end, -Vector( 2,2,2 ), Vector(2,2,2), 0, 255, 0, true, 0 );
NDebugOverlay::Box( GetAttached()->WorldSpaceCenter(), -Vector( radius, radius, radius), Vector( radius, radius, radius ), 255, 0, 0, true, 0.0f ); }
// If it has a preferred orientation, update to ensure we're still oriented correctly.
Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles );
// We may be holding a prop that has preferred carry angles
if ( m_bHasPreferredCarryAngles ) { matrix3x4_t tmp; ComputePlayerMatrix( pPlayer, tmp ); angles = TransformAnglesToWorldSpace( m_vecPreferredCarryAngles, tmp ); }
matrix3x4_t attachedToWorld; Vector offset; AngleMatrix( angles, attachedToWorld ); VectorRotate( m_attachedPositionObjectSpace, attachedToWorld, offset );
// Translate hold position and angles across portal
if ( pPortalPlayer->IsHeldObjectOnOppositeSideOfPortal() ) { CProp_Portal *pPortalLinked = pPortal->m_hLinkedPortal; if ( pPortal && pPortal->m_bActivated && pPortalLinked != NULL ) { Vector vTeleportedPosition; QAngle qTeleportedAngles;
if ( !bLookingAtHeldPortal && ( start - pPortal->GetAbsOrigin() ).Length() > distance - radius ) { // Pull the object through the portal
Vector vPortalLinkedForward; pPortalLinked->GetVectors( &vPortalLinkedForward, NULL, NULL ); vTeleportedPosition = pPortalLinked->GetAbsOrigin() - vPortalLinkedForward * ( 1.0f + offset.Length() ); qTeleportedAngles = pPortalLinked->GetAbsAngles(); } else { // Translate hold position and angles across the portal
VMatrix matThisToLinked = pPortal->MatrixThisToLinked(); UTIL_Portal_PointTransform( matThisToLinked, end - offset, vTeleportedPosition ); UTIL_Portal_AngleTransform( matThisToLinked, angles, qTeleportedAngles ); }
SetTargetPosition( vTeleportedPosition, qTeleportedAngles ); pPortalPlayer->SetHeldObjectPortal( pPortal ); } else { pPlayer->ForceDropOfCarriedPhysObjects(); } } else { SetTargetPosition( end - offset, angles ); pPortalPlayer->SetHeldObjectPortal( NULL ); }
return true; }
void CWeaponPhysCannon::UpdateObject( void ) { CPortal_Player *pPlayer = ToPortalPlayer( GetOwner() ); Assert( pPlayer );
float flError = IsMegaPhysCannon() ? 18 : 12; if ( !m_grabController.UpdateObject( pPlayer, flError ) ) { pPlayer->SetHeldObjectOnOppositeSideOfPortal( false ); DetachObject(); return; } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DetachObject( bool playSound, bool wasLaunched ) { if ( m_bActive == false ) return;
CPortal_Player *pOwner = (CPortal_Player *)ToBasePlayer( GetOwner() ); if( pOwner != NULL ) { pOwner->EnableSprint( true ); pOwner->SetMaxSpeed( hl2_normspeed.GetFloat() ); pOwner->SetHeldObjectOnOppositeSideOfPortal( false ); if( wasLaunched ) { pOwner->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAG_RESTART ); } #ifdef WIN32
// NVNT clear constant force
HapticSetConstantForce(pOwner,Vector(0,0,0)); #endif
}
CBaseEntity *pObject = m_grabController.GetAttached();
m_grabController.DetachEntity( wasLaunched );
if ( pObject != NULL ) { Pickup_OnPhysGunDrop( pObject, pOwner, wasLaunched ? LAUNCHED_BY_CANNON : DROPPED_BY_CANNON ); }
// Stop our looping sound
if ( GetMotorSound() ) { (CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.0f, 1.0f ); (CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 50, 1.0f ); }
m_bActive = false;
if ( playSound ) { //Play the detach sound
WeaponSound( MELEE_MISS ); }
RecordThrownObject( pObject ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::ItemPreFrame() { BaseClass::ItemPreFrame();
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL ) return;
m_flElementPosition = UTIL_Approach( m_flElementDestination, m_flElementPosition, 0.1f );
CBaseViewModel *vm = pOwner->GetViewModel(); if ( vm != NULL ) { vm->SetPoseParameter( "active", m_flElementPosition ); }
// Update the object if the weapon is switched on.
if( m_bActive ) { UpdateObject(); }
if( gpGlobals->curtime >= m_flTimeNextObjectPurge ) { PurgeThrownObjects(); m_flTimeNextObjectPurge = gpGlobals->curtime + 0.5f; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::CheckForTarget( void ) { //See if we're suppressing this
if ( m_flCheckSuppressTime > gpGlobals->curtime ) return;
// holstered
if ( IsEffectActive( EF_NODRAW ) ) return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL ) return;
if ( m_bActive ) return;
trace_t tr; FindObjectTrace( pOwner, &tr );
if ( ( tr.fraction != 1.0f ) && ( tr.m_pEnt != NULL ) ) { float dist = (tr.endpos - tr.startpos).Length(); if ( dist <= TraceLength() ) { // FIXME: Try just having the elements always open when pointed at a physics object
if ( CanPickupObject( tr.m_pEnt ) || Pickup_ForcePhysGunOpen( tr.m_pEnt, pOwner ) ) // if ( ( tr.m_pEnt->VPhysicsGetObject() != NULL ) && ( tr.m_pEnt->GetMoveType() == MOVETYPE_VPHYSICS ) )
{ m_nChangeState = ELEMENT_STATE_NONE; OpenElements(); return; } } }
// Close the elements after a delay to prevent overact state switching
if ( ( m_flElementDebounce < gpGlobals->curtime ) && ( m_nChangeState == ELEMENT_STATE_NONE ) ) { m_nChangeState = ELEMENT_STATE_CLOSED; m_flElementDebounce = gpGlobals->curtime + 0.5f; } }
//-----------------------------------------------------------------------------
// Begin upgrading!
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::BeginUpgrade() { if ( IsMegaPhysCannon() ) return; if ( m_bIsCurrentlyUpgrading ) return;
SetSequence( SelectWeightedSequence( ACT_PHYSCANNON_UPGRADE ) ); ResetSequenceInfo();
m_bIsCurrentlyUpgrading = true;
SetContextThink( &CWeaponPhysCannon::WaitForUpgradeThink, gpGlobals->curtime + 6.0f, s_pWaitForUpgradeContext );
EmitSound( "WeaponDissolve.Charge" );
// Bloat our bounds
CollisionProp()->UseTriggerBounds( true, 32.0f );
// Turn on the new skin
m_nSkin = MEGACANNON_SKIN; }
//-----------------------------------------------------------------------------
// Wait until we're done upgrading
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::WaitForUpgradeThink() { Assert( m_bIsCurrentlyUpgrading );
StudioFrameAdvance(); if ( !IsActivityFinished() ) { SetContextThink( &CWeaponPhysCannon::WaitForUpgradeThink, gpGlobals->curtime + 0.1f, s_pWaitForUpgradeContext ); return; }
if ( !GlobalEntity_IsInTable( "super_phys_gun" ) ) { GlobalEntity_Add( MAKE_STRING("super_phys_gun"), gpGlobals->mapname, GLOBAL_ON ); } else { GlobalEntity_SetState( MAKE_STRING("super_phys_gun"), GLOBAL_ON ); } m_bIsCurrentlyUpgrading = false;
// This is necessary to get the effects to look different
DestroyEffects();
// HACK: Hacky notification back to the level that we've finish upgrading
CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, "script_physcannon_upgrade" ); if ( pEnt ) { variant_t emptyVariant; pEnt->AcceptInput( "Trigger", this, this, emptyVariant, 0 ); }
StopSound( "WeaponDissolve.Charge" );
// Re-enable weapon pickup
AddSolidFlags( FSOLID_TRIGGER );
SetContextThink( NULL, gpGlobals->curtime, s_pWaitForUpgradeContext ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectIdle( void ) { if ( IsEffectActive( EF_NODRAW ) ) { StopEffects(); return; }
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
if ( m_bPhyscannonState != IsMegaPhysCannon() ) { DestroyEffects(); StartEffects();
m_bPhyscannonState = IsMegaPhysCannon();
//This means we just switched to regular physcannon this frame.
if ( m_bPhyscannonState == false ) { EmitSound( "Weapon_Physgun.Off" );
#ifdef HL2_EPISODIC
ForceDrop();
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>( pOwner );
if ( pPlayer ) { pPlayer->StartArmorReduction(); } #endif
CCitadelEnergyCore *pCore = static_cast<CCitadelEnergyCore*>( CreateEntityByName( "env_citadel_energy_core" ) );
if ( pCore == NULL ) return;
CBaseAnimating *pBeamEnt = pOwner->GetViewModel(); if ( pBeamEnt ) { int iAttachment = pBeamEnt->LookupAttachment( "muzzle" );
Vector vOrigin; QAngle vAngle;
pBeamEnt->GetAttachment( iAttachment, vOrigin, vAngle );
pCore->SetAbsOrigin( vOrigin ); pCore->SetAbsAngles( vAngle );
DispatchSpawn( pCore ); pCore->Activate();
pCore->SetParent( pBeamEnt, iAttachment ); pCore->SetScale( 2.5f );
variant_t variant; variant.SetFloat( 1.0f ); g_EventQueue.AddEvent( pCore, "StartDischarge", 0, pOwner, pOwner ); g_EventQueue.AddEvent( pCore, "Stop", variant, 1, pOwner, pOwner );
pCore->SetThink ( &CCitadelEnergyCore::SUB_Remove ); pCore->SetNextThink( gpGlobals->curtime + 10.0f );
m_nSkin = 0; } } }
float flScaleFactor = SpriteScaleFactor();
// Flicker the end sprites
if ( ( m_hEndSprites[0] != NULL ) && ( m_hEndSprites[1] != NULL ) ) { //Make the end points flicker as fast as possible
//FIXME: Make this a property of the CSprite class!
for ( int i = 0; i < 2; i++ ) { m_hEndSprites[i]->SetBrightness( random->RandomInt( 200, 255 ) ); m_hEndSprites[i]->SetScale( random->RandomFloat( 0.1, 0.15 ) * flScaleFactor ); } }
// Flicker the glow sprites
for ( int i = 0; i < NUM_SPRITES; i++ ) { if ( m_hGlowSprites[i] == NULL ) continue;
if ( IsMegaPhysCannon() ) { m_hGlowSprites[i]->SetBrightness( random->RandomInt( 32, 48 ) ); m_hGlowSprites[i]->SetScale( random->RandomFloat( 0.15, 0.2 ) * flScaleFactor ); } else { m_hGlowSprites[i]->SetBrightness( random->RandomInt( 16, 24 ) ); m_hGlowSprites[i]->SetScale( random->RandomFloat( 0.3, 0.35 ) * flScaleFactor ); } }
// Only do these effects on the mega-cannon
if ( IsMegaPhysCannon() ) { // Randomly arc between the elements and core
if ( random->RandomInt( 0, 100 ) == 0 && !engine->IsPaused() ) { CBeam *pBeam = CBeam::BeamCreate( MEGACANNON_BEAM_SPRITE, 1 );
CBaseEntity *pBeamEnt = pOwner->GetViewModel(); pBeam->EntsInit( pBeamEnt, pBeamEnt );
int startAttachment; int sprite;
if ( random->RandomInt( 0, 1 ) ) { startAttachment = LookupAttachment( "fork1t" ); sprite = 0; } else { startAttachment = LookupAttachment( "fork2t" ); sprite = 1; }
int endAttachment = 1;
pBeam->SetStartAttachment( startAttachment ); pBeam->SetEndAttachment( endAttachment ); pBeam->SetNoise( random->RandomFloat( 8.0f, 16.0f ) ); pBeam->SetColor( 255, 255, 255 ); pBeam->SetScrollRate( 25 ); pBeam->SetBrightness( 128 ); pBeam->SetWidth( 1 ); pBeam->SetEndWidth( random->RandomFloat( 2, 8 ) ); float lifetime = random->RandomFloat( 0.2f, 0.4f );
pBeam->LiveForTime( lifetime ); if ( m_hEndSprites[sprite] != NULL ) { // Turn on the sprite for awhile
m_hEndSprites[sprite]->TurnOn(); m_flEndSpritesOverride[sprite] = gpGlobals->curtime + lifetime; EmitSound( "Weapon_MegaPhysCannon.ChargeZap" ); } }
if ( m_hCenterSprite != NULL ) { if ( m_EffectState == EFFECT_HOLDING ) { m_hCenterSprite->SetBrightness( random->RandomInt( 32, 64 ) ); m_hCenterSprite->SetScale( random->RandomFloat( 0.2, 0.25 ) * flScaleFactor ); } else { m_hCenterSprite->SetBrightness( random->RandomInt( 32, 64 ) ); m_hCenterSprite->SetScale( random->RandomFloat( 0.125, 0.15 ) * flScaleFactor ); } } if ( m_hBlastSprite != NULL ) { if ( m_EffectState == EFFECT_HOLDING ) { m_hBlastSprite->SetBrightness( random->RandomInt( 125, 150 ) ); m_hBlastSprite->SetScale( random->RandomFloat( 0.125, 0.15 ) * flScaleFactor ); } else { m_hBlastSprite->SetBrightness( random->RandomInt( 32, 64 ) ); m_hBlastSprite->SetScale( random->RandomFloat( 0.075, 0.15 ) * flScaleFactor ); } } } }
//-----------------------------------------------------------------------------
// Purpose: Update our idle effects even when deploying
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::ItemBusyFrame( void ) { DoEffectIdle();
BaseClass::ItemBusyFrame(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::ItemPostFrame() { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) { // We found an object. Debounce the button
m_nAttack2Debounce = 0; return; }
//Check for object in pickup range
if ( m_bActive == false ) { CheckForTarget();
if ( ( m_flElementDebounce < gpGlobals->curtime ) && ( m_nChangeState != ELEMENT_STATE_NONE ) ) { if ( m_nChangeState == ELEMENT_STATE_OPEN ) { OpenElements(); } else if ( m_nChangeState == ELEMENT_STATE_CLOSED ) { CloseElements(); }
m_nChangeState = ELEMENT_STATE_NONE; } }
// NOTE: Attack2 will be considered to be pressed until the first item is picked up.
int nAttack2Mask = pOwner->m_nButtons & (~m_nAttack2Debounce); if ( nAttack2Mask & IN_ATTACK2 ) { SecondaryAttack(); } else { // Reset our debouncer
m_flLastDenySoundPlayed = false;
if ( m_bActive == false ) { DoEffect( EFFECT_READY ); } } if (( pOwner->m_nButtons & IN_ATTACK2 ) == 0 ) { m_nAttack2Debounce = 0; }
if ( pOwner->m_nButtons & IN_ATTACK ) { PrimaryAttack(); } else { WeaponIdle(); }
if ( hl2_episodic.GetBool() == true ) { if ( IsMegaPhysCannon() ) { if ( !( pOwner->m_nButtons & IN_ATTACK ) ) { m_flNextPrimaryAttack = gpGlobals->curtime; } } }
// Update our idle effects (flickers, etc)
DoEffectIdle(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define PHYSCANNON_DANGER_SOUND_RADIUS 128
void CWeaponPhysCannon::LaunchObject( const Vector &vecDir, float flForce ) { // FIRE!!!
if( m_grabController.GetAttached() ) { CBaseEntity *pObject = m_grabController.GetAttached();
gamestats->Event_Punted( pObject );
DetachObject( false, true );
// Trace ahead a bit and make a chain of danger sounds ahead of the phys object
// to scare potential targets
trace_t tr; Vector vecStart = pObject->GetAbsOrigin(); Vector vecSpot; int iLength; int i;
UTIL_TraceLine( vecStart, vecStart + vecDir * flForce, MASK_SHOT, pObject, COLLISION_GROUP_NONE, &tr ); iLength = ( tr.startpos - tr.endpos ).Length(); vecSpot = vecStart + vecDir * PHYSCANNON_DANGER_SOUND_RADIUS;
for( i = PHYSCANNON_DANGER_SOUND_RADIUS ; i < iLength ; i += PHYSCANNON_DANGER_SOUND_RADIUS ) { CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, vecSpot, PHYSCANNON_DANGER_SOUND_RADIUS, 0.5, pObject ); vecSpot = vecSpot + ( vecDir * PHYSCANNON_DANGER_SOUND_RADIUS ); } // Launch
ApplyVelocityBasedForce( pObject, vecDir, tr.endpos, PHYSGUN_FORCE_LAUNCHED );
// Don't allow the gun to regrab a thrown object!!
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime + 0.5; Vector center = pObject->WorldSpaceCenter();
//Do repulse effect
DoEffect( EFFECT_LAUNCH, ¢er ); }
// Stop our looping sound
if ( GetMotorSound() ) { (CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.0f, 1.0f ); (CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 50, 1.0f ); }
//Close the elements and suppress checking for a bit
m_nChangeState = ELEMENT_STATE_CLOSED; m_flElementDebounce = gpGlobals->curtime + 0.1f; m_flCheckSuppressTime = gpGlobals->curtime + 0.25f; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::CanPickupObject( CBaseEntity *pTarget ) { if ( pTarget == NULL ) return false;
if ( pTarget->GetBaseAnimating() && pTarget->GetBaseAnimating()->IsDissolving() ) return false;
if ( pTarget->HasSpawnFlags( SF_PHYSBOX_ALWAYS_PICK_UP ) || pTarget->HasSpawnFlags( SF_PHYSBOX_NEVER_PICK_UP ) ) { // It may seem strange to check this spawnflag before we know the class of this object, since the
// spawnflag only applies to func_physbox, but it can act as a filter of sorts to reduce the number
// of irrelevant entities that fall through to this next casting check, which is slower.
CPhysBox *pPhysBox = dynamic_cast<CPhysBox*>(pTarget);
if ( pPhysBox != NULL ) { if ( pTarget->HasSpawnFlags( SF_PHYSBOX_NEVER_PICK_UP ) ) return false; else return true; } }
if ( pTarget->HasSpawnFlags(SF_PHYSPROP_ALWAYS_PICK_UP) ) { // It may seem strange to check this spawnflag before we know the class of this object, since the
// spawnflag only applies to func_physbox, but it can act as a filter of sorts to reduce the number
// of irrelevant entities that fall through to this next casting check, which is slower.
CPhysicsProp *pPhysProp = dynamic_cast<CPhysicsProp*>(pTarget); if ( pPhysProp != NULL ) return true; }
if ( pTarget->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) ) return false;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner && pOwner->GetGroundEntity() == pTarget ) return false;
if ( !IsMegaPhysCannon() ) { if ( pTarget->VPhysicsIsFlesh( ) ) return false; return CBasePlayer::CanPickupObject( pTarget, physcannon_maxmass.GetFloat(), 0 ); }
if ( pTarget->IsNPC() && pTarget->MyNPCPointer()->CanBecomeRagdoll() ) return true;
if ( dynamic_cast<CRagdollProp*>(pTarget) ) return true;
return CBasePlayer::CanPickupObject( pTarget, 0, 0 ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::OpenElements( void ) { if ( m_bOpen ) return;
WeaponSound( SPECIAL2 );
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL ) return;
if( !IsMegaPhysCannon() ) { pOwner->RumbleEffect(RUMBLE_PHYSCANNON_OPEN, 0, RUMBLE_FLAG_RESTART|RUMBLE_FLAG_LOOP); }
if ( m_flElementPosition < 0.0f ) m_flElementPosition = 0.0f;
m_flElementDestination = 1.0f;
SendWeaponAnim( ACT_VM_IDLE );
m_bOpen = true;
DoEffect( EFFECT_READY ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::CloseElements( void ) { // The mega cannon cannot be closed!
if ( IsMegaPhysCannon() ) { OpenElements(); return; }
if ( m_bOpen == false ) return;
WeaponSound( MELEE_HIT );
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL ) return;
pOwner->RumbleEffect(RUMBLE_PHYSCANNON_OPEN, 0, RUMBLE_FLAG_STOP);
if ( m_flElementPosition > 1.0f ) m_flElementPosition = 1.0f;
m_flElementDestination = 0.0f;
SendWeaponAnim( ACT_VM_IDLE );
m_bOpen = false;
if ( GetMotorSound() ) { (CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.0f, 1.0f ); (CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 50, 1.0f ); } DoEffect( EFFECT_CLOSED ); }
#define PHYSCANNON_MAX_MASS 500
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CWeaponPhysCannon::GetLoadPercentage( void ) { float loadWeight = m_grabController.GetLoadWeight(); loadWeight /= physcannon_maxmass.GetFloat(); loadWeight = clamp( loadWeight, 0.0f, 1.0f ); return loadWeight; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : CSoundPatch
//-----------------------------------------------------------------------------
CSoundPatch *CWeaponPhysCannon::GetMotorSound( void ) { if ( m_sndMotor == NULL ) { CPASAttenuationFilter filter( this ); if ( IsMegaPhysCannon() ) { m_sndMotor = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "Weapon_MegaPhysCannon.HoldSound", ATTN_NORM ); } else { m_sndMotor = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "Weapon_PhysCannon.HoldSound", ATTN_NORM ); } }
return m_sndMotor; }
//-----------------------------------------------------------------------------
// Shuts down sounds
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::StopLoopingSounds() { if ( m_sndMotor != NULL ) { (CSoundEnvelopeController::GetController()).SoundDestroy( m_sndMotor ); m_sndMotor = NULL; }
BaseClass::StopLoopingSounds(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DestroyEffects( void ) { //Turn off main glow
if ( m_hCenterSprite != NULL ) { UTIL_Remove( m_hCenterSprite ); m_hCenterSprite = NULL; }
if ( m_hBlastSprite != NULL ) { UTIL_Remove( m_hBlastSprite ); m_hBlastSprite = NULL; }
// Turn off beams
for ( int i = 0; i < NUM_BEAMS; i++ ) { if ( m_hBeams[i] != NULL ) { UTIL_Remove( m_hBeams[i] ); m_hBeams[i] = NULL; } }
// Turn off sprites
for ( int i = 0; i < NUM_SPRITES; i++ ) { if ( m_hGlowSprites[i] != NULL ) { UTIL_Remove( m_hGlowSprites[i] ); m_hGlowSprites[i] = NULL; } }
for ( int i = 0; i < 2; i++ ) { if ( m_hEndSprites[i] != NULL ) { UTIL_Remove( m_hEndSprites[i] ); m_hEndSprites[i] = NULL; } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::StopEffects( bool stopSound ) { // Turn off our effect state
DoEffect( EFFECT_NONE );
//Turn off main glow
if ( m_hCenterSprite != NULL ) { m_hCenterSprite->TurnOff(); }
if ( m_hBlastSprite != NULL ) { m_hBlastSprite->TurnOff(); }
//Turn off beams
for ( int i = 0; i < NUM_BEAMS; i++ ) { if ( m_hBeams[i] != NULL ) { m_hBeams[i]->SetBrightness( 0 ); } }
//Turn off sprites
for ( int i = 0; i < NUM_SPRITES; i++ ) { if ( m_hGlowSprites[i] != NULL ) { m_hGlowSprites[i]->TurnOff(); } }
for ( int i = 0; i < 2; i++ ) { if ( m_hEndSprites[i] != NULL ) { m_hEndSprites[i]->TurnOff(); } }
//Shut off sounds
if ( stopSound && GetMotorSound() != NULL ) { (CSoundEnvelopeController::GetController()).SoundFadeOut( GetMotorSound(), 0.1f ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::StartEffects( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
bool bIsMegaCannon = IsMegaPhysCannon();
int i; float flScaleFactor = SpriteScaleFactor(); CBaseEntity *pBeamEnt = pOwner->GetViewModel();
// Create the beams
for ( i = 0; i < NUM_BEAMS; i++ ) { if ( m_hBeams[i] ) continue;
const char *beamAttachNames[] = { "fork1t", "fork2t", "fork1t", "fork2t", "fork1t", "fork2t", };
m_hBeams[i] = CBeam::BeamCreate( bIsMegaCannon ? MEGACANNON_BEAM_SPRITE : PHYSCANNON_BEAM_SPRITE, 1.0f ); m_hBeams[i]->EntsInit( pBeamEnt, pBeamEnt );
int startAttachment = LookupAttachment( beamAttachNames[i] ); int endAttachment = 1;
m_hBeams[i]->FollowEntity( pBeamEnt );
m_hBeams[i]->AddSpawnFlags( SF_BEAM_TEMPORARY ); m_hBeams[i]->SetStartAttachment( startAttachment ); m_hBeams[i]->SetEndAttachment( endAttachment ); m_hBeams[i]->SetNoise( random->RandomFloat( 8.0f, 16.0f ) ); m_hBeams[i]->SetColor( 255, 255, 255 ); m_hBeams[i]->SetScrollRate( 25 ); m_hBeams[i]->SetBrightness( 128 ); m_hBeams[i]->SetWidth( 0 ); m_hBeams[i]->SetEndWidth( random->RandomFloat( 2, 4 ) ); }
//Create the glow sprites
for ( i = 0; i < NUM_SPRITES; i++ ) { if ( m_hGlowSprites[i] ) continue;
const char *attachNames[] = { "fork1b", "fork1m", "fork1t", "fork2b", "fork2m", "fork2t" };
m_hGlowSprites[i] = CSprite::SpriteCreate( bIsMegaCannon ? MEGACANNON_GLOW_SPRITE : PHYSCANNON_GLOW_SPRITE, GetAbsOrigin(), false );
m_hGlowSprites[i]->SetAsTemporary();
m_hGlowSprites[i]->SetAttachment( pOwner->GetViewModel(), LookupAttachment( attachNames[i] ) ); if ( bIsMegaCannon ) { m_hGlowSprites[i]->SetTransparency( kRenderTransAdd, 255, 255, 255, 128, kRenderFxNone ); } else { m_hGlowSprites[i]->SetTransparency( kRenderTransAdd, 255, 128, 0, 64, kRenderFxNoDissipation ); }
m_hGlowSprites[i]->SetBrightness( 255, 0.2f ); m_hGlowSprites[i]->SetScale( 0.25f * flScaleFactor, 0.2f ); }
//Create the endcap sprites
for ( i = 0; i < 2; i++ ) { if ( m_hEndSprites[i] == NULL ) { const char *attachNames[] = { "fork1t", "fork2t" };
m_hEndSprites[i] = CSprite::SpriteCreate( bIsMegaCannon ? MEGACANNON_ENDCAP_SPRITE : PHYSCANNON_ENDCAP_SPRITE, GetAbsOrigin(), false );
m_hEndSprites[i]->SetAsTemporary(); m_hEndSprites[i]->SetAttachment( pOwner->GetViewModel(), LookupAttachment( attachNames[i] ) ); m_hEndSprites[i]->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation ); m_hEndSprites[i]->SetBrightness( 255, 0.2f ); m_hEndSprites[i]->SetScale( 0.25f * flScaleFactor, 0.2f ); m_hEndSprites[i]->TurnOff(); } }
//Create the center glow
if ( m_hCenterSprite == NULL ) { m_hCenterSprite = CSprite::SpriteCreate( bIsMegaCannon ? MEGACANNON_CENTER_GLOW : PHYSCANNON_CENTER_GLOW, GetAbsOrigin(), false );
m_hCenterSprite->SetAsTemporary(); m_hCenterSprite->SetAttachment( pOwner->GetViewModel(), 1 ); m_hCenterSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone ); m_hCenterSprite->SetBrightness( 255, 0.2f ); m_hCenterSprite->SetScale( 0.1f, 0.2f ); }
//Create the blast sprite
if ( m_hBlastSprite == NULL ) { m_hBlastSprite = CSprite::SpriteCreate( bIsMegaCannon ? MEGACANNON_BLAST_SPRITE : PHYSCANNON_BLAST_SPRITE, GetAbsOrigin(), false );
m_hBlastSprite->SetAsTemporary(); m_hBlastSprite->SetAttachment( pOwner->GetViewModel(), 1 ); m_hBlastSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone ); m_hBlastSprite->SetBrightness( 255, 0.2f ); m_hBlastSprite->SetScale( 0.1f, 0.2f ); m_hBlastSprite->TurnOff(); } }
//-----------------------------------------------------------------------------
// Closing effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectClosed( void ) { float flScaleFactor = SpriteScaleFactor();
// Turn off the center sprite
if ( m_hCenterSprite != NULL ) { m_hCenterSprite->SetBrightness( 0.0, 0.1f ); m_hCenterSprite->SetScale( 0.0f, 0.1f ); m_hCenterSprite->TurnOff(); }
// Turn off the end-caps
for ( int i = 0; i < 2; i++ ) { if ( m_hEndSprites[i] != NULL ) { m_hEndSprites[i]->TurnOff(); } }
// Turn off the lightning
for ( int i = 0; i < NUM_BEAMS; i++ ) { if ( m_hBeams[i] != NULL ) { m_hBeams[i]->SetBrightness( 0 ); } }
// Turn on the glow sprites
for ( int i = 0; i < NUM_SPRITES; i++ ) { if ( m_hGlowSprites[i] != NULL ) { m_hGlowSprites[i]->TurnOn(); m_hGlowSprites[i]->SetBrightness( 16.0f, 0.2f ); m_hGlowSprites[i]->SetScale( 0.3f * flScaleFactor, 0.2f ); } } // Prepare for scale down
if ( m_hBlastSprite != NULL ) { m_hBlastSprite->TurnOn(); m_hBlastSprite->SetScale( 1.0f, 0.0f ); m_hBlastSprite->SetBrightness( 0, 0.0f ); } }
//-----------------------------------------------------------------------------
// Closing effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoMegaEffectClosed( void ) { float flScaleFactor = SpriteScaleFactor();
// Turn off the center sprite
if ( m_hCenterSprite != NULL ) { m_hCenterSprite->SetBrightness( 0.0, 0.1f ); m_hCenterSprite->SetScale( 0.0f, 0.1f ); m_hCenterSprite->TurnOff(); }
// Turn off the end-caps
for ( int i = 0; i < 2; i++ ) { if ( m_hEndSprites[i] != NULL ) { m_hEndSprites[i]->TurnOff(); } }
// Turn off the lightning
for ( int i = 0; i < NUM_BEAMS; i++ ) { if ( m_hBeams[i] != NULL ) { m_hBeams[i]->SetBrightness( 0 ); } }
// Turn on the glow sprites
for ( int i = 0; i < NUM_SPRITES; i++ ) { if ( m_hGlowSprites[i] != NULL ) { m_hGlowSprites[i]->TurnOn(); m_hGlowSprites[i]->SetBrightness( 16.0f, 0.2f ); m_hGlowSprites[i]->SetScale( 0.3f * flScaleFactor, 0.2f ); } } // Prepare for scale down
if ( m_hBlastSprite != NULL ) { m_hBlastSprite->TurnOn(); m_hBlastSprite->SetScale( 1.0f, 0.0f ); m_hBlastSprite->SetBrightness( 0, 0.0f ); } }
//-----------------------------------------------------------------------------
// Ready effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectReady( ) { float flScaleFactor = SpriteScaleFactor();
//Turn on the center sprite
if ( m_hCenterSprite != NULL ) { m_hCenterSprite->SetBrightness( 128, 0.2f ); m_hCenterSprite->SetScale( 0.15f, 0.2f ); m_hCenterSprite->TurnOn(); }
//Turn off the end-caps
for ( int i = 0; i < 2; i++ ) { if ( m_hEndSprites[i] != NULL ) { m_hEndSprites[i]->TurnOff(); } }
//Turn off the lightning
for ( int i = 0; i < NUM_BEAMS; i++ ) { if ( m_hBeams[i] != NULL ) { m_hBeams[i]->SetBrightness( 0 ); } }
//Turn on the glow sprites
for ( int i = 0; i < NUM_SPRITES; i++ ) { if ( m_hGlowSprites[i] != NULL ) { m_hGlowSprites[i]->TurnOn(); m_hGlowSprites[i]->SetBrightness( 32.0f, 0.2f ); m_hGlowSprites[i]->SetScale( 0.4f * flScaleFactor, 0.2f ); } }
//Scale down
if ( m_hBlastSprite != NULL ) { m_hBlastSprite->TurnOn(); m_hBlastSprite->SetScale( 0.1f, 0.2f ); m_hBlastSprite->SetBrightness( 255, 0.1f ); } }
//-----------------------------------------------------------------------------
// Holding effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectHolding( ) { float flScaleFactor = SpriteScaleFactor();
// Turn off the center sprite
if ( m_hCenterSprite != NULL ) { m_hCenterSprite->SetBrightness( 255, 0.1f ); m_hCenterSprite->SetScale( 0.2f, 0.2f ); m_hCenterSprite->TurnOn(); }
// Turn off the end-caps
for ( int i = 0; i < 2; i++ ) { if ( m_hEndSprites[i] != NULL ) { m_hEndSprites[i]->TurnOn(); } }
// Turn off the lightning
for ( int i = 0; i < NUM_BEAMS; i++ ) { if ( m_hBeams[i] != NULL ) { m_hBeams[i]->SetBrightness( 128 ); } }
// Turn on the glow sprites
for ( int i = 0; i < NUM_SPRITES; i++ ) { if ( m_hGlowSprites[i] != NULL ) { m_hGlowSprites[i]->TurnOn(); m_hGlowSprites[i]->SetBrightness( 64.0f, 0.2f ); m_hGlowSprites[i]->SetScale( 0.5f * flScaleFactor, 0.2f ); } }
// Prepare for scale up
if ( m_hBlastSprite != NULL ) { m_hBlastSprite->TurnOff(); m_hBlastSprite->SetScale( 0.1f, 0.0f ); m_hBlastSprite->SetBrightness( 0, 0.0f ); } }
//-----------------------------------------------------------------------------
// Launch effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectLaunch( Vector *pos ) { Assert( pos ); if ( pos == NULL ) return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
Vector endpos = *pos;
// Check to store off our view model index
CBeam *pBeam = CBeam::BeamCreate( IsMegaPhysCannon() ? MEGACANNON_BEAM_SPRITE : PHYSCANNON_BEAM_SPRITE, 8 );
if ( pBeam != NULL ) { pBeam->PointEntInit( endpos, this ); pBeam->SetEndAttachment( 1 ); pBeam->SetWidth( 6.4 ); pBeam->SetEndWidth( 12.8 ); pBeam->SetBrightness( 255 ); pBeam->SetColor( 255, 255, 255 ); pBeam->LiveForTime( 0.1f ); pBeam->RelinkBeam(); pBeam->SetNoise( 2 ); }
Vector shotDir = ( endpos - pOwner->Weapon_ShootPosition() ); VectorNormalize( shotDir );
//End hit
//FIXME: Probably too big
CPVSFilter filter( endpos ); te->GaussExplosion( filter, 0.0f, endpos - ( shotDir * 4.0f ), RandomVector(-1.0f, 1.0f), 0 ); if ( m_hBlastSprite != NULL ) { m_hBlastSprite->TurnOn(); m_hBlastSprite->SetScale( 2.0f, 0.1f ); m_hBlastSprite->SetBrightness( 0.0f, 0.1f ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pos -
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoMegaEffectLaunch( Vector *pos ) { Assert( pos ); if ( pos == NULL ) return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
Vector endpos = *pos;
// Check to store off our view model index
CBaseViewModel *vm = pOwner->GetViewModel(); int numBeams = random->RandomInt( 1, 2 );
CBeam *pBeam = CBeam::BeamCreate( IsMegaPhysCannon() ? MEGACANNON_BEAM_SPRITE : PHYSCANNON_BEAM_SPRITE, 0.8 );
if ( pBeam != NULL ) { pBeam->PointEntInit( endpos, vm ); pBeam->SetEndAttachment( 1 ); pBeam->SetWidth( 2 ); pBeam->SetEndWidth( 12 ); pBeam->SetBrightness( 255 ); pBeam->SetColor( 255, 255, 255 ); pBeam->LiveForTime( 0.1f ); pBeam->RelinkBeam(); pBeam->SetNoise( 0 ); }
for ( int i = 0; i < numBeams; i++ ) { pBeam = CBeam::BeamCreate( IsMegaPhysCannon() ? MEGACANNON_BEAM_SPRITE : PHYSCANNON_BEAM_SPRITE, 0.8 );
if ( pBeam != NULL ) { pBeam->PointEntInit( endpos, vm ); pBeam->SetEndAttachment( 1 ); pBeam->SetWidth( 2 ); pBeam->SetEndWidth( random->RandomInt( 1, 2 ) ); pBeam->SetBrightness( 255 ); pBeam->SetColor( 255, 255, 255 ); pBeam->LiveForTime( 0.1f ); pBeam->RelinkBeam(); pBeam->SetNoise( random->RandomInt( 8, 12 ) ); } } Vector shotDir = ( endpos - pOwner->Weapon_ShootPosition() ); VectorNormalize( shotDir );
//End hit
//FIXME: Probably too big
CPVSFilter filter( endpos ); te->GaussExplosion( filter, 0.0f, endpos - ( shotDir * 4.0f ), RandomVector(-1.0f, 1.0f), 0 ); }
//-----------------------------------------------------------------------------
// Holding effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoMegaEffectHolding( void ) { float flScaleFactor = SpriteScaleFactor();
// Turn off the center sprite
if ( m_hCenterSprite != NULL ) { m_hCenterSprite->SetBrightness( 255, 0.1f ); m_hCenterSprite->SetScale( 0.2f, 0.2f ); m_hCenterSprite->TurnOn(); }
// Turn off the end-caps
for ( int i = 0; i < 2; i++ ) { if ( m_hEndSprites[i] != NULL ) { m_hEndSprites[i]->TurnOn(); } }
// Turn off the lightning
for ( int i = 0; i < NUM_BEAMS; i++ ) { if ( m_hBeams[i] != NULL ) { m_hBeams[i]->SetBrightness( 128 ); } }
// Turn on the glow sprites
for ( int i = 0; i < NUM_SPRITES; i++ ) { if ( m_hGlowSprites[i] != NULL ) { m_hGlowSprites[i]->TurnOn(); m_hGlowSprites[i]->SetBrightness( 32.0f, 0.2f ); m_hGlowSprites[i]->SetScale( 0.25f * flScaleFactor, 0.2f ); } } }
//-----------------------------------------------------------------------------
// Ready effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoMegaEffectReady( void ) { float flScaleFactor = SpriteScaleFactor();
//Turn on the center sprite
if ( m_hCenterSprite != NULL ) { m_hCenterSprite->SetBrightness( 128, 0.2f ); m_hCenterSprite->SetScale( 0.15f, 0.2f ); m_hCenterSprite->TurnOn(); }
//Turn off the end-caps
for ( int i = 0; i < 2; i++ ) { if ( m_hEndSprites[i] != NULL ) { if ( m_flEndSpritesOverride[i] < gpGlobals->curtime ) { m_hEndSprites[i]->TurnOff(); } } }
//Turn off the lightning
for ( int i = 0; i < NUM_BEAMS; i++ ) { if ( m_hBeams[i] != NULL ) { m_hBeams[i]->SetBrightness( 0 ); } }
//Turn on the glow sprites
for ( int i = 0; i < NUM_SPRITES; i++ ) { if ( m_hGlowSprites[i] != NULL ) { m_hGlowSprites[i]->TurnOn(); m_hGlowSprites[i]->SetBrightness( 24.0f, 0.2f ); m_hGlowSprites[i]->SetScale( 0.2f * flScaleFactor, 0.2f ); } } }
//-----------------------------------------------------------------------------
// Purpose: Shutdown for the weapon when it's holstered
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectNone( void ) { if ( m_hBlastSprite != NULL ) { // Become small
m_hBlastSprite->SetScale( 0.001f ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : effectType -
// *pos -
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoMegaEffect( int effectType, Vector *pos ) { switch( effectType ) { case EFFECT_CLOSED: DoMegaEffectClosed(); break;
case EFFECT_READY: DoMegaEffectReady(); break;
case EFFECT_HOLDING: DoMegaEffectHolding(); break;
case EFFECT_LAUNCH: DoMegaEffectLaunch( pos ); break;
default: case EFFECT_NONE: break; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : effectType -
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffect( int effectType, Vector *pos ) { // Make sure we're active
StartEffects();
m_EffectState = effectType;
// Do different effects when upgraded
if ( IsMegaPhysCannon() ) { DoMegaEffect( effectType, pos ); return; }
switch( effectType ) { case EFFECT_CLOSED: DoEffectClosed( ); break;
case EFFECT_READY: DoEffectReady( ); break;
case EFFECT_HOLDING: DoEffectHolding(); break;
case EFFECT_LAUNCH: DoEffectLaunch( pos ); break;
default: case EFFECT_NONE: DoEffectNone(); break; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : iIndex -
// Output : const char
//-----------------------------------------------------------------------------
const char *CWeaponPhysCannon::GetShootSound( int iIndex ) const { // Just do this normally if we're a normal physcannon
if ( PlayerHasMegaPhysCannon() == false ) return BaseClass::GetShootSound( iIndex );
// We override this if we're the charged up version
switch( iIndex ) { case EMPTY: return "Weapon_MegaPhysCannon.DryFire"; break;
case SINGLE: return "Weapon_MegaPhysCannon.Launch"; break;
case SPECIAL1: return "Weapon_MegaPhysCannon.Pickup"; break;
case MELEE_MISS: return "Weapon_MegaPhysCannon.Drop"; break;
default: break; }
return BaseClass::GetShootSound( iIndex ); }
//-----------------------------------------------------------------------------
// Purpose: Adds the specified object to the list of objects that have been
// propelled by this physgun, along with a timestamp of when the
// object was added to the list. This list is checked when a physics
// object strikes another entity, to resolve whether the player is
// accountable for the impact.
//
// Input : pObject - pointer to the object being thrown by the physcannon.
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::RecordThrownObject( CBaseEntity *pObject ) { thrown_objects_t thrown; thrown.hEntity = pObject; thrown.fTimeThrown = gpGlobals->curtime;
// Get rid of stale and dead objects in the list.
PurgeThrownObjects();
// See if this object is already in the list.
int count = m_ThrownEntities.Count();
for( int i = 0 ; i < count ; i++ ) { if( m_ThrownEntities[i].hEntity == pObject ) { // Just update the time.
//Msg("++UPDATING: %s (%d)\n", m_ThrownEntities[i].hEntity->GetClassname(), m_ThrownEntities[i].hEntity->entindex() );
m_ThrownEntities[i] = thrown; return; } }
//Msg("++ADDING: %s (%d)\n", pObject->GetClassname(), pObject->entindex() );
m_ThrownEntities.AddToTail(thrown); }
//-----------------------------------------------------------------------------
// Purpose: Go through the objects in the thrown objects list and discard any
// objects that have gone 'stale'. (Were thrown several seconds ago), or
// have been destroyed or removed.
//
//-----------------------------------------------------------------------------
#define PHYSCANNON_THROWN_LIST_TIMEOUT 10.0f
void CWeaponPhysCannon::PurgeThrownObjects() { bool bListChanged;
// This is bubble-sorty, but the list is also very short.
do { bListChanged = false;
int count = m_ThrownEntities.Count(); for( int i = 0 ; i < count ; i++ ) { bool bRemove = false;
if( !m_ThrownEntities[i].hEntity.Get() ) { bRemove = true; } else if( gpGlobals->curtime > (m_ThrownEntities[i].fTimeThrown + PHYSCANNON_THROWN_LIST_TIMEOUT) ) { bRemove = true; } else { IPhysicsObject *pObject = m_ThrownEntities[i].hEntity->VPhysicsGetObject();
if( pObject && pObject->IsAsleep() ) { bRemove = true; } }
if( bRemove ) { //Msg("--REMOVING: %s (%d)\n", m_ThrownEntities[i].hEntity->GetClassname(), m_ThrownEntities[i].hEntity->entindex() );
m_ThrownEntities.Remove(i); bListChanged = true; break; } } } while( bListChanged ); }
bool CWeaponPhysCannon::IsAccountableForObject( CBaseEntity *pObject ) { // Clean out the stale and dead items.
PurgeThrownObjects();
// Now if this object is in the list, the player is accountable for it striking something.
int count = m_ThrownEntities.Count();
for( int i = 0 ; i < count ; i++ ) { if( m_ThrownEntities[i].hEntity == pObject ) { return true; } }
return false; }
//-----------------------------------------------------------------------------
// EXTERNAL API
//-----------------------------------------------------------------------------
void PhysCannonForceDrop( CBaseCombatWeapon *pActiveWeapon, CBaseEntity *pOnlyIfHoldingThis ) { CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon); if ( pCannon ) { if ( pOnlyIfHoldingThis ) { pCannon->DropIfEntityHeld( pOnlyIfHoldingThis ); } else { pCannon->ForceDrop(); } } }
void PhysCannonBeginUpgrade( CBaseAnimating *pAnim ) { CWeaponPhysCannon *pWeaponPhyscannon = assert_cast< CWeaponPhysCannon* >( pAnim ); pWeaponPhyscannon->BeginUpgrade(); }
bool PlayerPickupControllerIsHoldingEntity( CBaseEntity *pPickupControllerEntity, CBaseEntity *pHeldEntity ) { CPlayerPickupController *pController = dynamic_cast<CPlayerPickupController *>(pPickupControllerEntity);
return pController ? pController->IsHoldingEntity( pHeldEntity ) : false; }
void ShutdownPickupController( CBaseEntity *pPickupControllerEntity ) { CPlayerPickupController *pController = dynamic_cast<CPlayerPickupController *>(pPickupControllerEntity);
pController->Shutdown( false ); }
float PhysCannonGetHeldObjectMass( CBaseCombatWeapon *pActiveWeapon, IPhysicsObject *pHeldObject ) { float mass = 0.0f; CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon); if ( pCannon ) { CGrabController &grab = pCannon->GetGrabController(); mass = grab.GetSavedMass( pHeldObject ); }
return mass; }
CBaseEntity *PhysCannonGetHeldEntity( CBaseCombatWeapon *pActiveWeapon ) { CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon); if ( pCannon ) { CGrabController &grab = pCannon->GetGrabController(); return grab.GetAttached(); }
return NULL; }
CBaseEntity *GetPlayerHeldEntity( CBasePlayer *pPlayer ) { CBaseEntity *pObject = NULL; CPlayerPickupController *pPlayerPickupController = (CPlayerPickupController *)(pPlayer->GetUseEntity());
if ( pPlayerPickupController ) { pObject = pPlayerPickupController->GetGrabController().GetAttached(); }
return pObject; }
CBasePlayer *GetPlayerHoldingEntity( CBaseEntity *pEntity ) { for( int i = 1; i <= gpGlobals->maxClients; ++i ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( pPlayer ) { if ( GetPlayerHeldEntity( pPlayer ) == pEntity || PhysCannonGetHeldEntity( pPlayer->GetActiveWeapon() ) == pEntity ) return pPlayer; } } return NULL; }
CGrabController *GetGrabControllerForPlayer( CBasePlayer *pPlayer ) { CPlayerPickupController *pPlayerPickupController = (CPlayerPickupController *)(pPlayer->GetUseEntity()); if( pPlayerPickupController ) return &(pPlayerPickupController->GetGrabController());
return NULL; }
CGrabController *GetGrabControllerForPhysCannon( CBaseCombatWeapon *pActiveWeapon ) { CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon); if ( pCannon ) { return &(pCannon->GetGrabController()); }
return NULL; }
void GetSavedParamsForCarriedPhysObject( CGrabController *pGrabController, IPhysicsObject *pObject, float *pSavedMassOut, float *pSavedRotationalDampingOut ) { CBaseEntity *pHeld = pGrabController->m_attachedEntity; if( pHeld ) { if( pObject->GetGameData() == (void*)pHeld ) { IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; int count = pHeld->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); for ( int i = 0; i < count; i++ ) { if ( pList[i] == pObject ) { if( pSavedMassOut ) *pSavedMassOut = pGrabController->m_savedMass[i];
if( pSavedRotationalDampingOut ) *pSavedRotationalDampingOut = pGrabController->m_savedRotDamping[i];
return; } } } }
if( pSavedMassOut ) *pSavedMassOut = 0.0f;
if( pSavedRotationalDampingOut ) *pSavedRotationalDampingOut = 0.0f;
return; }
void UpdateGrabControllerTargetPosition( CBasePlayer *pPlayer, Vector *vPosition, QAngle *qAngles ) { CGrabController *pGrabController = GetGrabControllerForPlayer( pPlayer );
if ( !pGrabController ) return;
pGrabController->UpdateObject( pPlayer, 12 ); pGrabController->GetTargetPosition( vPosition, qAngles ); }
bool PhysCannonAccountableForObject( CBaseCombatWeapon *pPhysCannon, CBaseEntity *pObject ) { CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pPhysCannon); if ( pCannon ) { return pCannon->IsAccountableForObject(pObject); }
return false; }
float PlayerPickupGetHeldObjectMass( CBaseEntity *pPickupControllerEntity, IPhysicsObject *pHeldObject ) { float mass = 0.0f; CPlayerPickupController *pController = dynamic_cast<CPlayerPickupController *>(pPickupControllerEntity); if ( pController ) { CGrabController &grab = pController->GetGrabController(); mass = grab.GetSavedMass( pHeldObject ); } return mass; }
void GrabController_SetPortalPenetratingEntity( CGrabController *pController, CBaseEntity *pPenetrated ) { pController->SetPortalPenetratingEntity( pPenetrated ); }
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