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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Physics cannon
//
//=============================================================================//
#include "cbase.h"
#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#include "vcollide_parse.h"
#include "engine/ivdebugoverlay.h"
#include "iviewrender_beams.h"
#include "beamdraw.h"
#include "c_te_effect_dispatch.h"
#include "model_types.h"
#include "clienteffectprecachesystem.h"
#include "fx_interpvalue.h"
#else
#include "hl2mp_player.h"
#include "soundent.h"
#include "ndebugoverlay.h"
#include "ai_basenpc.h"
#include "player_pickup.h"
#include "physics_prop_ragdoll.h"
#include "globalstate.h"
#include "props.h"
#include "te_effect_dispatch.h"
#include "util.h"
#endif
#include "gamerules.h"
#include "soundenvelope.h"
#include "engine/IEngineSound.h"
#include "physics.h"
#include "in_buttons.h"
#include "IEffects.h"
#include "shake.h"
#include "beam_shared.h"
#include "Sprite.h"
#include "weapon_physcannon.h"
#include "physics_saverestore.h"
#include "movevars_shared.h"
#include "weapon_hl2mpbasehlmpcombatweapon.h"
#include "vphysics/friction.h"
#include "debugoverlay_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SPRITE_SCALE 128.0f
static const char *s_pWaitForUpgradeContext = "WaitForUpgrade";
ConVar g_debug_physcannon( "g_debug_physcannon", "0", FCVAR_REPLICATED | FCVAR_CHEAT );
ConVar physcannon_minforce( "physcannon_minforce", "700", FCVAR_REPLICATED | FCVAR_CHEAT ); ConVar physcannon_maxforce( "physcannon_maxforce", "1500", FCVAR_REPLICATED | FCVAR_CHEAT ); ConVar physcannon_maxmass( "physcannon_maxmass", "250", FCVAR_REPLICATED | FCVAR_CHEAT ); ConVar physcannon_tracelength( "physcannon_tracelength", "250", FCVAR_REPLICATED | FCVAR_CHEAT ); ConVar physcannon_chargetime("physcannon_chargetime", "2", FCVAR_REPLICATED | FCVAR_CHEAT ); ConVar physcannon_pullforce( "physcannon_pullforce", "4000", FCVAR_REPLICATED | FCVAR_CHEAT ); ConVar physcannon_cone( "physcannon_cone", "0.97", FCVAR_REPLICATED | FCVAR_CHEAT ); ConVar physcannon_ball_cone( "physcannon_ball_cone", "0.997", FCVAR_REPLICATED | FCVAR_CHEAT ); ConVar player_throwforce( "player_throwforce", "1000", FCVAR_REPLICATED | FCVAR_CHEAT );
#ifndef CLIENT_DLL
extern ConVar hl2_normspeed; extern ConVar hl2_walkspeed; #endif
#define PHYSCANNON_BEAM_SPRITE "sprites/orangelight1.vmt"
#define PHYSCANNON_BEAM_SPRITE_NOZ "sprites/orangelight1_noz.vmt"
#define PHYSCANNON_GLOW_SPRITE "sprites/glow04_noz"
#define PHYSCANNON_ENDCAP_SPRITE "sprites/orangeflare1"
#define PHYSCANNON_CENTER_GLOW "sprites/orangecore1"
#define PHYSCANNON_BLAST_SPRITE "sprites/orangecore2"
#ifdef CLIENT_DLL
//Precahce the effects
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectPhysCannon ) CLIENTEFFECT_MATERIAL( "sprites/orangelight1" ) CLIENTEFFECT_MATERIAL( "sprites/orangelight1_noz" ) CLIENTEFFECT_MATERIAL( PHYSCANNON_GLOW_SPRITE ) CLIENTEFFECT_MATERIAL( PHYSCANNON_ENDCAP_SPRITE ) CLIENTEFFECT_MATERIAL( PHYSCANNON_CENTER_GLOW ) CLIENTEFFECT_MATERIAL( PHYSCANNON_BLAST_SPRITE ) CLIENTEFFECT_REGISTER_END()
#endif // CLIENT_DLL
#ifndef CLIENT_DLL
void PhysCannonBeginUpgrade( CBaseAnimating *pAnim ) {
}
bool PlayerHasMegaPhysCannon( void ) { return false; }
bool PhysCannonAccountableForObject( CBaseCombatWeapon *pPhysCannon, CBaseEntity *pObject ) { // BRJ: FIXME! This can't be implemented trivially, so I'm leaving it to Steve or Adrian
Assert( 0 ); return false; }
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// 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; };
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: 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 { 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 ); 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 );
QAngle m_attachedAnglesPlayerSpace; Vector m_attachedPositionObjectSpace;
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;
IPhysicsMotionController *m_controller; int m_frameCount; friend class CWeaponPhysCannon; };
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; }
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 ); } } }
//-----------------------------------------------------------------------------
// 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; }
m_errorTime = 0;
return m_error; }
#define MASS_SPEED_SCALE 60
#define MAX_MASS 40
void CGrabController::ComputeMaxSpeed( CBaseEntity *pEntity, IPhysicsObject *pPhysics ) { #ifndef CLIENT_DLL
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 ); #endif
}
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 ) { // play the impact sound of the object hitting the player
// used as feedback to let the player know he picked up the object
#ifndef CLIENT_DLL
PhysicsImpactSound( pPlayer, pPhys, CHAN_STATIC, pPhys->GetMaterialIndex(), pPlayer->VPhysicsGetObject()->GetMaterialIndex(), 1.0, 64 ); #endif
Vector position; QAngle angles; pPhys->GetPosition( &position, &angles ); // If it has a preferred orientation, use that instead.
#ifndef CLIENT_DLL
Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles ); #endif
// ComputeMaxSpeed( pEntity, pPhys );
// 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 ); } // Give extra mass to the phys object we're actually picking up
pPhys->SetMass( REDUCED_CARRY_MASS ); pPhys->EnableDrag( false );
m_errorTime = -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 ); }
VectorITransform( pEntity->WorldSpaceCenter(), pEntity->EntityToWorldTransform(), m_attachedPositionObjectSpace );
#ifndef CLIENT_DLL
// 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 ); } else { m_bHasPreferredCarryAngles = false; } #else
m_bHasPreferredCarryAngles = false; #endif
}
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 ) { 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 { #ifndef CLIENT_DLL
ClampPhysicsVelocity( pPhys, hl2_normspeed.GetFloat() * 1.5f, 2.0f * 360.0f ); #endif
}
} }
m_attachedEntity = NULL; if ( physenv ) { 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; #ifndef CLIENT_DLL
m_timeToArrive = pObject->ComputeShadowControl( shadowParams, m_timeToArrive, deltaTime ); #else
m_timeToArrive = pObject->ComputeShadowControl( shadowParams, (TICK_INTERVAL*2), deltaTime ); #endif
// 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; }
//-----------------------------------------------------------------------------
// Player pickup controller
//-----------------------------------------------------------------------------
class CPlayerPickupController : public CBaseEntity { 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 );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// *pObject -
//-----------------------------------------------------------------------------
void CPlayerPickupController::Init( CBasePlayer *pPlayer, CBaseEntity *pObject ) { #ifndef CLIENT_DLL
// Holster player's weapon
if ( pPlayer->GetActiveWeapon() ) { if ( !pPlayer->GetActiveWeapon()->Holster() ) { Shutdown(); return; } }
CHL2MP_Player *pOwner = (CHL2MP_Player *)ToBasePlayer( 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(); Pickup_OnPhysGunPickup( pObject, m_pPlayer ); m_grabController.AttachEntity( pPlayer, pObject, pPhysics, false, vec3_origin, false ); m_pPlayer->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION; m_pPlayer->SetUseEntity( this ); #endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bool -
//-----------------------------------------------------------------------------
void CPlayerPickupController::Shutdown( bool bThrown ) { #ifndef CLIENT_DLL
CBaseEntity *pObject = m_grabController.GetAttached();
bool bClearVelocity = false; if ( !bThrown && pObject && pObject->VPhysicsGetObject() && pObject->VPhysicsGetObject()->GetContactPoint(NULL,NULL) ) { bClearVelocity = true; }
m_grabController.DetachEntity( bClearVelocity );
if ( pObject != NULL ) { Pickup_OnPhysGunDrop( pObject, m_pPlayer, bThrown ? THROWN_BY_PLAYER : DROPPED_BY_PLAYER ); }
if ( m_pPlayer ) { CHL2MP_Player *pOwner = (CHL2MP_Player *)ToBasePlayer( m_pPlayer ); if ( pOwner ) { pOwner->EnableSprint( true ); }
m_pPlayer->SetUseEntity( NULL ); if ( m_pPlayer->GetActiveWeapon() ) { 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();
#endif
}
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 ); // 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 ) { return ( m_grabController.GetAttached() == pEnt ); }
void PlayerPickupObject( CBasePlayer *pPlayer, CBaseEntity *pObject ) { #ifndef CLIENT_DLL
//Don't pick up if we don't have a phys object.
if ( pObject->VPhysicsGetObject() == NULL ) return;
CPlayerPickupController *pController = (CPlayerPickupController *)CBaseEntity::Create( "player_pickup", pObject->GetAbsOrigin(), vec3_angle, pPlayer ); if ( !pController ) return;
pController->Init( pPlayer, pObject );
#endif
}
//----------------------------------------------------------------------------------------------------------------------------------------------------------
// CInterpolatedValue class
//----------------------------------------------------------------------------------------------------------------------------------------------------------
#ifdef CLIENT_DLL
//----------------------------------------------------------------------------------------------------------------------------------------------------------
// CPhysCannonEffect class
//----------------------------------------------------------------------------------------------------------------------------------------------------------
class CPhysCannonEffect { public: CPhysCannonEffect( void ) : m_vecColor( 255, 255, 255 ), m_bVisible( true ), m_nAttachment( -1 ) {};
void SetAttachment( int attachment ) { m_nAttachment = attachment; } int GetAttachment( void ) const { return m_nAttachment; }
void SetVisible( bool visible = true ) { m_bVisible = visible; } int IsVisible( void ) const { return m_bVisible; }
void SetColor( const Vector &color ) { m_vecColor = color; } const Vector &GetColor( void ) const { return m_vecColor; }
bool SetMaterial( const char *materialName ) { m_hMaterial.Init( materialName, TEXTURE_GROUP_CLIENT_EFFECTS ); return ( m_hMaterial != NULL ); }
CMaterialReference &GetMaterial( void ) { return m_hMaterial; }
CInterpolatedValue &GetAlpha( void ) { return m_Alpha; } CInterpolatedValue &GetScale( void ) { return m_Scale; }
private: CInterpolatedValue m_Alpha; CInterpolatedValue m_Scale;
Vector m_vecColor; bool m_bVisible; int m_nAttachment; CMaterialReference m_hMaterial; };
//----------------------------------------------------------------------------------------------------------------------------------------------------------
// CPhysCannonEffectBeam class
//----------------------------------------------------------------------------------------------------------------------------------------------------------
class CPhysCannonEffectBeam { public: CPhysCannonEffectBeam( void ) : m_pBeam( NULL ) {};
~CPhysCannonEffectBeam( void ) { Release(); }
void Release( void ) { if ( m_pBeam != NULL ) { m_pBeam->flags = 0; m_pBeam->die = gpGlobals->curtime - 1; m_pBeam = NULL; } }
void Init( int startAttachment, int endAttachment, CBaseEntity *pEntity, bool firstPerson ) { if ( m_pBeam != NULL ) return;
BeamInfo_t beamInfo;
beamInfo.m_pStartEnt = pEntity; beamInfo.m_nStartAttachment = startAttachment; beamInfo.m_pEndEnt = pEntity; beamInfo.m_nEndAttachment = endAttachment; beamInfo.m_nType = TE_BEAMPOINTS; beamInfo.m_vecStart = vec3_origin; beamInfo.m_vecEnd = vec3_origin; beamInfo.m_pszModelName = ( firstPerson ) ? PHYSCANNON_BEAM_SPRITE_NOZ : PHYSCANNON_BEAM_SPRITE; beamInfo.m_flHaloScale = 0.0f; beamInfo.m_flLife = 0.0f; if ( firstPerson ) { beamInfo.m_flWidth = 0.0f; beamInfo.m_flEndWidth = 4.0f; } else { beamInfo.m_flWidth = 0.5f; beamInfo.m_flEndWidth = 2.0f; }
beamInfo.m_flFadeLength = 0.0f; beamInfo.m_flAmplitude = 16; beamInfo.m_flBrightness = 255.0; beamInfo.m_flSpeed = 150.0f; beamInfo.m_nStartFrame = 0.0; beamInfo.m_flFrameRate = 30.0; beamInfo.m_flRed = 255.0; beamInfo.m_flGreen = 255.0; beamInfo.m_flBlue = 255.0; beamInfo.m_nSegments = 8; beamInfo.m_bRenderable = true; beamInfo.m_nFlags = FBEAM_FOREVER; m_pBeam = beams->CreateBeamEntPoint( beamInfo ); }
void SetVisible( bool state = true ) { if ( m_pBeam == NULL ) return;
m_pBeam->brightness = ( state ) ? 255.0f : 0.0f; }
private: Beam_t *m_pBeam; };
#endif
//----------------------------------------------------------------------------------------------------------------------------------------------------------
// CWeaponPhysCannon class
//----------------------------------------------------------------------------------------------------------------------------------------------------------
#ifdef CLIENT_DLL
#define CWeaponPhysCannon C_WeaponPhysCannon
#endif
class CWeaponPhysCannon : public CBaseHL2MPCombatWeapon { public: DECLARE_CLASS( CWeaponPhysCannon, CBaseHL2MPCombatWeapon );
DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CWeaponPhysCannon( void );
void Drop( const Vector &vecVelocity ); void Precache(); virtual void OnRestore(); virtual void StopLoopingSounds(); virtual void UpdateOnRemove(void); void PrimaryAttack(); void SecondaryAttack(); void WeaponIdle(); void ItemPreFrame(); void ItemPostFrame();
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; }
virtual void SetViewModel( void ); virtual const char *GetShootSound( int iIndex ) const; #ifndef CLIENT_DLL
CNetworkQAngle ( m_attachedAnglesPlayerSpace ); #else
QAngle m_attachedAnglesPlayerSpace; #endif
CNetworkVector ( m_attachedPositionObjectSpace );
CNetworkHandle( CBaseEntity, m_hAttachedObject );
EHANDLE m_hOldAttachedObject;
protected: enum FindObjectResult_t { OBJECT_FOUND = 0, OBJECT_NOT_FOUND, OBJECT_BEING_DETACHED, };
void DoEffect( int effectType, Vector *pos = NULL );
void OpenElements( void ); void CloseElements( void );
// Pickup and throw objects.
bool CanPickupObject( CBaseEntity *pTarget ); void CheckForTarget( void ); #ifndef CLIENT_DLL
bool AttachObject( CBaseEntity *pObject, const Vector &vPosition ); FindObjectResult_t FindObject( void ); CBaseEntity *FindObjectInCone( const Vector &vecOrigin, const Vector &vecDir, float flCone ); #endif // !CLIENT_DLL
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 );
// Velocity-based throw common to punt and launch code.
void ApplyVelocityBasedForce( CBaseEntity *pEntity, const Vector &forward );
// Physgun effects
void DoEffectClosed( void ); void DoEffectReady( void ); void DoEffectHolding( void ); void DoEffectLaunch( Vector *pos ); void DoEffectNone( void ); void DoEffectIdle( void );
// Trace length
float TraceLength();
// Sprite scale factor
float SpriteScaleFactor();
float GetLoadPercentage(); CSoundPatch *GetMotorSound( void );
void DryFire( void ); void PrimaryFireEffect( void );
#ifndef CLIENT_DLL
// What happens when the physgun picks up something
void Physgun_OnPhysGunPickup( CBaseEntity *pEntity, CBasePlayer *pOwner, PhysGunPickup_t reason ); #endif // !CLIENT_DLL
#ifdef CLIENT_DLL
enum EffectType_t { PHYSCANNON_CORE = 0, PHYSCANNON_BLAST,
PHYSCANNON_GLOW1, // Must be in order!
PHYSCANNON_GLOW2, PHYSCANNON_GLOW3, PHYSCANNON_GLOW4, PHYSCANNON_GLOW5, PHYSCANNON_GLOW6,
PHYSCANNON_ENDCAP1, // Must be in order!
PHYSCANNON_ENDCAP2, PHYSCANNON_ENDCAP3, // Only used in third-person!
NUM_PHYSCANNON_PARAMETERS // Must be last!
};
#define NUM_GLOW_SPRITES ((CWeaponPhysCannon::PHYSCANNON_GLOW6-CWeaponPhysCannon::PHYSCANNON_GLOW1)+1)
#define NUM_ENDCAP_SPRITES ((CWeaponPhysCannon::PHYSCANNON_ENDCAP3-CWeaponPhysCannon::PHYSCANNON_ENDCAP1)+1)
#define NUM_PHYSCANNON_BEAMS 3
virtual int DrawModel( int flags ); virtual void ViewModelDrawn( C_BaseViewModel *pBaseViewModel ); virtual bool IsTransparent( void ); virtual void OnDataChanged( DataUpdateType_t type ); virtual void ClientThink( void ); void ManagePredictedObject( void ); void DrawEffects( void ); void GetEffectParameters( EffectType_t effectID, color32 &color, float &scale, IMaterial **pMaterial, Vector &vecAttachment ); void DrawEffectSprite( EffectType_t effectID ); inline bool IsEffectVisible( EffectType_t effectID ); void UpdateElementPosition( void );
// We need to render opaque and translucent pieces
RenderGroup_t GetRenderGroup( void ) { return RENDER_GROUP_TWOPASS; }
CInterpolatedValue m_ElementParameter; // Used to interpolate the position of the articulated elements
CPhysCannonEffect m_Parameters[NUM_PHYSCANNON_PARAMETERS]; // Interpolated parameters for the effects
CPhysCannonEffectBeam m_Beams[NUM_PHYSCANNON_BEAMS]; // Beams
int m_nOldEffectState; // Used for parity checks
bool m_bOldOpen; // Used for parity checks
void NotifyShouldTransmit( ShouldTransmitState_t state );
#endif // CLIENT_DLL
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_bActive ); CNetworkVar( int, m_EffectState ); // Current state of the effects on the gun
CNetworkVar( bool, m_bOpen );
bool m_bResetOwnerEntity; float m_flElementDebounce;
CSoundPatch *m_sndMotor; // Whirring sound for the gun
CGrabController m_grabController;
float m_flRepuntObjectTime; EHANDLE m_hLastPuntedObject;
private: CWeaponPhysCannon( const CWeaponPhysCannon & );
#ifndef CLIENT_DLL
DECLARE_ACTTABLE(); #endif
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPhysCannon, DT_WeaponPhysCannon )
BEGIN_NETWORK_TABLE( CWeaponPhysCannon, DT_WeaponPhysCannon ) #ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bActive ) ), RecvPropEHandle( RECVINFO( m_hAttachedObject ) ), RecvPropVector( RECVINFO( m_attachedPositionObjectSpace ) ), RecvPropFloat( RECVINFO( m_attachedAnglesPlayerSpace[0] ) ), RecvPropFloat( RECVINFO( m_attachedAnglesPlayerSpace[1] ) ), RecvPropFloat( RECVINFO( m_attachedAnglesPlayerSpace[2] ) ), RecvPropInt( RECVINFO( m_EffectState ) ), RecvPropBool( RECVINFO( m_bOpen ) ), #else
SendPropBool( SENDINFO( m_bActive ) ), SendPropEHandle( SENDINFO( m_hAttachedObject ) ), SendPropVector(SENDINFO( m_attachedPositionObjectSpace ), -1, SPROP_COORD), SendPropAngle( SENDINFO_VECTORELEM(m_attachedAnglesPlayerSpace, 0 ), 11 ), SendPropAngle( SENDINFO_VECTORELEM(m_attachedAnglesPlayerSpace, 1 ), 11 ), SendPropAngle( SENDINFO_VECTORELEM(m_attachedAnglesPlayerSpace, 2 ), 11 ), SendPropInt( SENDINFO( m_EffectState ) ), SendPropBool( SENDINFO( m_bOpen ) ), #endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponPhysCannon ) DEFINE_PRED_FIELD( m_EffectState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bOpen, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA() #endif
LINK_ENTITY_TO_CLASS( weapon_physcannon, CWeaponPhysCannon ); PRECACHE_WEAPON_REGISTER( weapon_physcannon );
#ifndef CLIENT_DLL
acttable_t CWeaponPhysCannon::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false }, };
IMPLEMENT_ACTTABLE(CWeaponPhysCannon);
#endif
enum { ELEMENT_STATE_NONE = -1, ELEMENT_STATE_OPEN, ELEMENT_STATE_CLOSED, };
enum { EFFECT_NONE, EFFECT_CLOSED, EFFECT_READY, EFFECT_HOLDING, EFFECT_LAUNCH, };
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CWeaponPhysCannon::CWeaponPhysCannon( void ) { m_bOpen = false; m_nChangeState = ELEMENT_STATE_NONE; m_flCheckSuppressTime = 0.0f; m_EffectState = (int)EFFECT_NONE; m_flLastDenySoundPlayed = false;
#ifdef CLIENT_DLL
m_nOldEffectState = EFFECT_NONE; m_bOldOpen = false; #endif
}
//-----------------------------------------------------------------------------
// Purpose: Precache
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::Precache( void ) { PrecacheModel( PHYSCANNON_BEAM_SPRITE ); PrecacheModel( PHYSCANNON_BEAM_SPRITE_NOZ );
PrecacheScriptSound( "Weapon_PhysCannon.HoldSound" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose: Restore
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::OnRestore() { BaseClass::OnRestore(); m_grabController.OnRestore();
// 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(); }
#ifdef CLIENT_DLL
void CWeaponPhysCannon::OnDataChanged( DataUpdateType_t type ) { BaseClass::OnDataChanged( type );
if ( type == DATA_UPDATE_CREATED ) { SetNextClientThink( CLIENT_THINK_ALWAYS );
C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, false ); StartEffects(); }
if ( GetOwner() == NULL ) { if ( m_hAttachedObject ) { m_hAttachedObject->VPhysicsDestroyObject(); }
if ( m_hOldAttachedObject ) { m_hOldAttachedObject->VPhysicsDestroyObject(); } }
// Update effect state when out of parity with the server
if ( m_nOldEffectState != m_EffectState ) { DoEffect( m_EffectState ); m_nOldEffectState = m_EffectState; }
// Update element state when out of parity
if ( m_bOldOpen != m_bOpen ) { if ( m_bOpen ) { m_ElementParameter.InitFromCurrent( 1.0f, 0.2f, INTERP_SPLINE ); } else { m_ElementParameter.InitFromCurrent( 0.0f, 0.5f, INTERP_SPLINE ); }
m_bOldOpen = (bool) m_bOpen; } } #endif
//-----------------------------------------------------------------------------
// Sprite scale factor
//-----------------------------------------------------------------------------
inline float CWeaponPhysCannon::SpriteScaleFactor() { return 1.0f; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::Deploy( void ) { CloseElements(); DoEffect( EFFECT_READY );
bool bReturn = BaseClass::Deploy();
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner ) { pOwner->SetNextAttack( gpGlobals->curtime ); }
return bReturn; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::SetViewModel( void ) { BaseClass::SetViewModel(); }
//-----------------------------------------------------------------------------
// 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();
#ifndef CLIENT_DLL
UTIL_Remove( this ); #endif
}
//-----------------------------------------------------------------------------
// 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 ) return false;
ForceDrop(); DestroyEffects();
return BaseClass::Holster( pSwitchingTo ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DryFire( void ) { SendWeaponAnim( ACT_VM_PRIMARYATTACK );
WeaponSound( EMPTY ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::PrimaryFireEffect( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
pOwner->ViewPunch( QAngle(-6, SharedRandomInt( "physcannonfire", -2,2) ,0) ); #ifndef CLIENT_DLL
color32 white = { 245, 245, 255, 32 }; UTIL_ScreenFade( pOwner, white, 0.1f, 0.0f, FFADE_IN ); #endif
WeaponSound( SINGLE ); }
#define MAX_KNOCKBACK_FORCE 128
//-----------------------------------------------------------------------------
// Punt non-physics
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::PuntNonVPhysics( CBaseEntity *pEntity, const Vector &forward, trace_t &tr ) { if ( m_hLastPuntedObject == pEntity && gpGlobals->curtime < m_flRepuntObjectTime ) return;
#ifndef CLIENT_DLL
CTakeDamageInfo info; info.SetAttacker( GetOwner() ); info.SetInflictor( this ); info.SetDamage( 1.0f ); info.SetDamageType( DMG_CRUSH | DMG_PHYSGUN ); info.SetDamageForce( forward ); // Scale?
info.SetDamagePosition( tr.endpos );
m_hLastPuntedObject = pEntity; m_flRepuntObjectTime = gpGlobals->curtime + 0.5f;
pEntity->DispatchTraceAttack( info, forward, &tr );
ApplyMultiDamage();
//Explosion effect
DoEffect( EFFECT_LAUNCH, &tr.endpos ); #endif
PrimaryFireEffect(); SendWeaponAnim( ACT_VM_SECONDARYATTACK );
m_nChangeState = ELEMENT_STATE_CLOSED; m_flElementDebounce = gpGlobals->curtime + 0.5f; m_flCheckSuppressTime = gpGlobals->curtime + 0.25f; }
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// 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 ); }
Pickup_OnPhysGunPickup( pEntity, pOwner, reason ); } #endif
//-----------------------------------------------------------------------------
// Punt vphysics
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::PuntVPhysics( CBaseEntity *pEntity, const Vector &vecForward, trace_t &tr ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( m_hLastPuntedObject == pEntity && gpGlobals->curtime < m_flRepuntObjectTime ) return;
m_hLastPuntedObject = pEntity; m_flRepuntObjectTime = gpGlobals->curtime + 0.5f;
#ifndef CLIENT_DLL
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 ) ) { 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 ( !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 ); } }
#endif
// 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 ) { #ifndef CLIENT_DLL
IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject(); Assert(pPhysicsObject); // Shouldn't ever get here with a non-vphysics object.
if (!pPhysicsObject) return;
float flForceMax = physcannon_maxforce.GetFloat(); float flForce = flForceMax;
float mass = pPhysicsObject->GetMass(); if (mass > 100) { mass = MIN(mass, 1000); float flForceMin = physcannon_minforce.GetFloat(); flForce = SimpleSplineRemapVal(mass, 100, 600, flForceMax, flForceMin); }
Vector vVel = forward * flForce; // FIXME: Josh needs to put a real value in for PHYSGUN_FORCE_PUNTED
AngularImpulse aVel = Pickup_PhysGunLaunchAngularImpulse( pEntity, PHYSGUN_FORCE_PUNTED ); pPhysicsObject->AddVelocity( &vVel, &aVel );
#endif
}
//-----------------------------------------------------------------------------
// Trace length
//-----------------------------------------------------------------------------
float CWeaponPhysCannon::TraceLength() { return physcannon_tracelength.GetFloat(); }
//-----------------------------------------------------------------------------
// 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 );
CTraceFilterNoOwnerTest filter( pOwner, COLLISION_GROUP_NONE ); trace_t tr; UTIL_TraceHull( start, end, -Vector(8,8,8), Vector(8,8,8), MASK_SHOT|CONTENTS_GRATE, &filter, &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_TraceLine( start, end, MASK_SHOT|CONTENTS_GRATE, &filter, &tr ); if ( tr.fraction == 1 || !tr.m_pEnt || tr.m_pEnt->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) ) { // Play dry-fire sequence
DryFire(); return; }
pEntity = tr.m_pEnt; }
// See if we hit something
if ( pEntity->GetMoveType() != MOVETYPE_VPHYSICS ) { if ( pEntity->m_takedamage == DAMAGE_NO ) { DryFire(); return; }
if( GetOwner()->IsPlayer() ) { // Don't let the player zap any NPC's except regular antlions and headcrabs.
if( pEntity->IsPlayer() ) { DryFire(); return; } }
PuntNonVPhysics( pEntity, forward, tr ); } else { if ( pEntity->VPhysicsIsFlesh( ) ) { DryFire(); return; } PuntVPhysics( pEntity, forward, tr ); } }
//-----------------------------------------------------------------------------
// Purpose: Click secondary attack whilst holding an object to hurl it.
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::SecondaryAttack( void ) { #ifndef CLIENT_DLL
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 ); } #endif
}
//-----------------------------------------------------------------------------
// 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 ); } } }
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// 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 );
IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
// Must be valid
if ( !pPhysics ) return false;
CHL2MP_Player *pOwner = (CHL2MP_Player *)ToBasePlayer( GetOwner() );
m_bActive = true; if( pOwner ) { // 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, false, vPosition, false ); m_hAttachedObject = pObject; m_attachedPositionObjectSpace = m_grabController.m_attachedPositionObjectSpace; m_attachedAnglesPlayerSpace = m_grabController.m_attachedAnglesPlayerSpace;
m_bResetOwnerEntity = false;
if ( m_hAttachedObject->GetOwnerEntity() == NULL ) { m_hAttachedObject->SetOwnerEntity( pOwner ); m_bResetOwnerEntity = true; }
/* if( pOwner )
{ 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; }
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;
// Try to find an object by looking straight ahead
trace_t tr; CTraceFilterNoOwnerTest filter( pPlayer, COLLISION_GROUP_NONE ); UTIL_TraceLine( start, end, MASK_SHOT|CONTENTS_GRATE, &filter, &tr ); // Try again with a hull trace
if ( ( tr.fraction == 1.0 ) || ( tr.m_pEnt == NULL ) || ( tr.m_pEnt->IsWorld() ) ) { UTIL_TraceHull( start, end, -Vector(4,4,4), Vector(4,4,4), MASK_SHOT|CONTENTS_GRATE, &filter, &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 (!bAttach && !bPull) { pConeEntity = FindObjectInCone( start, forward, physcannon_cone.GetFloat() ); }
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 ) { // 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 *= 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::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 = TraceLength() + 1.0; 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; CTraceFilterNoOwnerTest filter( GetOwner(), COLLISION_GROUP_NONE ); UTIL_TraceLine( vecOrigin, list[ i ]->WorldSpaceCenter(), MASK_SHOT|CONTENTS_GRATE, &filter, &tr ); if( tr.m_pEnt == list[ i ] ) { flNearestDist = flDist; pNearest = list[ i ]; } }
return pNearest; }
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CGrabController::UpdateObject( CBasePlayer *pPlayer, float flError ) { CBaseEntity *pEntity = GetAttached(); if ( !pEntity ) return false; if ( ComputeError() > flError ) return false; if ( pPlayer->GetGroundEntity() == pEntity ) return false; if (!pEntity->VPhysicsGetObject() ) return false;
//Adrian: Oops, our object became motion disabled, let go!
IPhysicsObject *pPhys = pEntity->VPhysicsGetObject(); if ( pPhys && pPhys->IsMoveable() == false ) { return false; }
if ( m_frameCount == gpGlobals->framecount ) { return true; } m_frameCount = gpGlobals->framecount; Vector forward, right, up; QAngle playerAngles = pPlayer->EyeAngles();
float pitch = AngleDistance(playerAngles.x,0); playerAngles.x = clamp( pitch, -75, 75 ); AngleVectors( playerAngles, &forward, &right, &up );
// Now clamp a sphere of object radius at end to the player's bbox
Vector radial = physcollision->CollideGetExtent( pPhys->GetCollide(), vec3_origin, pEntity->GetAbsAngles(), -forward ); Vector player2d = pPlayer->CollisionProp()->OBBMaxs(); float playerRadius = player2d.Length2D(); float flDot = DotProduct( forward, radial );
float radius = playerRadius + fabs( flDot );
float distance = 24 + ( radius * 2.0f );
Vector start = pPlayer->Weapon_ShootPosition(); 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 );
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 );
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() ) {
#ifdef CLIENT_DLL
debugoverlay->AddBoxOverlay( end, -Vector( 2,2,2 ), Vector(2,2,2), angles, 0, 255, 255, true, 0 );
debugoverlay->AddBoxOverlay( GetAttached()->WorldSpaceCenter(), -Vector( radius, radius, radius), Vector( radius, radius, radius ), angles, 255, 255, 0, true, 0.0f );
#else
NDebugOverlay::Box( end, -Vector( 2,2,2 ), Vector(2,2,2), 0, 255, 0, true, 0 );
NDebugOverlay::Box( GetAttached()->WorldSpaceCenter(), -Vector( radius+5, radius+5, radius+5), Vector( radius+5, radius+5, radius+5 ), 255, 0, 0, true, 0.0f ); #endif
} #ifndef CLIENT_DLL
// 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 ); }
#endif
matrix3x4_t attachedToWorld; Vector offset; AngleMatrix( angles, attachedToWorld ); VectorRotate( m_attachedPositionObjectSpace, attachedToWorld, offset );
SetTargetPosition( end - offset, angles );
return true; }
void CWeaponPhysCannon::UpdateObject( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); Assert( pPlayer );
float flError = 12; if ( !m_grabController.UpdateObject( pPlayer, flError ) ) { DetachObject(); return; } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DetachObject( bool playSound, bool wasLaunched ) { #ifndef CLIENT_DLL
if ( m_bActive == false ) return;
CHL2MP_Player *pOwner = (CHL2MP_Player *)ToBasePlayer( GetOwner() ); if( pOwner != NULL ) { pOwner->EnableSprint( true ); pOwner->SetMaxSpeed( hl2_normspeed.GetFloat() ); }
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 ); } if ( pObject && m_bResetOwnerEntity == true ) { pObject->SetOwnerEntity( NULL ); }
m_bActive = false; m_hAttachedObject = NULL;
if ( playSound ) { //Play the detach sound
WeaponSound( MELEE_MISS ); } #else
m_grabController.DetachEntity( wasLaunched );
if ( m_hAttachedObject ) { m_hAttachedObject->VPhysicsDestroyObject(); } #endif
}
#ifdef CLIENT_DLL
void CWeaponPhysCannon::ManagePredictedObject( void ) { CBaseEntity *pAttachedObject = m_hAttachedObject.Get();
if ( m_hAttachedObject ) { // NOTE :This must happen after OnPhysGunPickup because that can change the mass
if ( pAttachedObject != GetGrabController().GetAttached() ) { IPhysicsObject *pPhysics = pAttachedObject->VPhysicsGetObject();
if ( pPhysics == NULL ) { solid_t tmpSolid; PhysModelParseSolid( tmpSolid, m_hAttachedObject, pAttachedObject->GetModelIndex() );
pAttachedObject->VPhysicsInitNormal( SOLID_VPHYSICS, 0, false, &tmpSolid ); }
pPhysics = pAttachedObject->VPhysicsGetObject();
if ( pPhysics ) { m_grabController.SetIgnorePitch( false ); m_grabController.SetAngleAlignment( 0 );
GetGrabController().AttachEntity( ToBasePlayer( GetOwner() ), pAttachedObject, pPhysics, false, vec3_origin, false ); GetGrabController().m_attachedPositionObjectSpace = m_attachedPositionObjectSpace; GetGrabController().m_attachedAnglesPlayerSpace = m_attachedAnglesPlayerSpace; } } } else { if ( m_hOldAttachedObject && m_hOldAttachedObject->VPhysicsGetObject() ) { GetGrabController().DetachEntity( false );
m_hOldAttachedObject->VPhysicsDestroyObject(); } }
m_hOldAttachedObject = m_hAttachedObject; }
#endif
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Update the pose parameter for the gun
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::UpdateElementPosition( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
float flElementPosition = m_ElementParameter.Interp( gpGlobals->curtime );
if ( ShouldDrawUsingViewModel() ) { if ( pOwner != NULL ) { CBaseViewModel *vm = pOwner->GetViewModel(); if ( vm != NULL ) { vm->SetPoseParameter( "active", flElementPosition ); } } } else { SetPoseParameter( "active", flElementPosition ); } }
//-----------------------------------------------------------------------------
// Purpose: Think function for the client
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::ClientThink( void ) { // Update our elements visually
UpdateElementPosition();
// Update our effects
DoEffectIdle(); }
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::ItemPreFrame() { BaseClass::ItemPreFrame();
#ifdef CLIENT_DLL
C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer();
if ( localplayer && !localplayer->IsObserver() ) ManagePredictedObject(); #endif
// Update the object if the weapon is switched on.
if( m_bActive ) { UpdateObject(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::CheckForTarget( void ) { #ifndef CLIENT_DLL
//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;
Vector aimDir; pOwner->EyeVectors( &aimDir );
Vector startPos = pOwner->Weapon_ShootPosition(); Vector endPos; VectorMA( startPos, TraceLength(), aimDir, endPos );
trace_t tr; UTIL_TraceHull( startPos, endPos, -Vector(4,4,4), Vector(4,4,4), MASK_SHOT|CONTENTS_GRATE, pOwner, COLLISION_GROUP_NONE, &tr );
if ( ( tr.fraction != 1.0f ) && ( tr.m_pEnt != NULL ) ) { // 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; } #endif
}
//-----------------------------------------------------------------------------
// Purpose: Idle effect (pulsing)
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectIdle( void ) { #ifdef CLIENT_DLL
StartEffects();
//if ( ShouldDrawUsingViewModel() )
{ // Turn on the glow sprites
for ( int i = PHYSCANNON_GLOW1; i < (PHYSCANNON_GLOW1+NUM_GLOW_SPRITES); i++ ) { m_Parameters[i].GetScale().SetAbsolute( random->RandomFloat( 0.075f, 0.05f ) * SPRITE_SCALE ); m_Parameters[i].GetAlpha().SetAbsolute( random->RandomInt( 24, 32 ) ); }
// Turn on the glow sprites
for ( int i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES); i++ ) { m_Parameters[i].GetScale().SetAbsolute( random->RandomFloat( 3, 5 ) ); m_Parameters[i].GetAlpha().SetAbsolute( random->RandomInt( 200, 255 ) ); }
if ( m_EffectState != EFFECT_HOLDING ) { // Turn beams off
m_Beams[0].SetVisible( false ); m_Beams[1].SetVisible( false ); m_Beams[2].SetVisible( false ); } } /*
else { // Turn on the glow sprites
for ( int i = PHYSCANNON_GLOW1; i < (PHYSCANNON_GLOW1+NUM_GLOW_SPRITES); i++ ) { m_Parameters[i].GetScale().SetAbsolute( random->RandomFloat( 0.075f, 0.05f ) * SPRITE_SCALE ); m_Parameters[i].GetAlpha().SetAbsolute( random->RandomInt( 24, 32 ) ); }
// Turn on the glow sprites
for ( i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES); i++ ) { m_Parameters[i].GetScale().SetAbsolute( random->RandomFloat( 3, 5 ) ); m_Parameters[i].GetAlpha().SetAbsolute( random->RandomInt( 200, 255 ) ); } if ( m_EffectState != EFFECT_HOLDING ) { // Turn beams off
m_Beams[0].SetVisible( false ); m_Beams[1].SetVisible( false ); m_Beams[2].SetVisible( false ); } } */ #endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
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(); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define PHYSCANNON_DANGER_SOUND_RADIUS 128
void CWeaponPhysCannon::LaunchObject( const Vector &vecDir, float flForce ) { CBaseEntity *pObject = m_grabController.GetAttached();
if ( !(m_hLastPuntedObject == pObject && gpGlobals->curtime < m_flRepuntObjectTime) ) { // FIRE!!!
if( pObject != NULL ) { DetachObject( false, true );
m_hLastPuntedObject = pObject; m_flRepuntObjectTime = gpGlobals->curtime + 0.5f;
// Launch
ApplyVelocityBasedForce( pObject, vecDir );
// 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 );
m_hAttachedObject = NULL; m_bActive = false; } }
// 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; }
bool UTIL_IsCombineBall( CBaseEntity *pEntity );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::CanPickupObject( CBaseEntity *pTarget ) { #ifndef CLIENT_DLL
if ( pTarget == NULL ) return false;
if ( pTarget->GetBaseAnimating() && pTarget->GetBaseAnimating()->IsDissolving() ) return false;
if ( pTarget->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) ) return false;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner && pOwner->GetGroundEntity() == pTarget ) return false;
if ( pTarget->VPhysicsIsFlesh( ) ) return false;
IPhysicsObject *pObj = pTarget->VPhysicsGetObject();
if ( pObj && pObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) return false;
if ( UTIL_IsCombineBall( pTarget ) ) { return CBasePlayer::CanPickupObject( pTarget, 0, 0 ); }
return CBasePlayer::CanPickupObject( pTarget, physcannon_maxmass.GetFloat(), 0 ); #else
return false; #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::OpenElements( void ) { if ( m_bOpen ) return;
WeaponSound( SPECIAL2 );
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL ) return;
SendWeaponAnim( ACT_VM_IDLE );
m_bOpen = true;
DoEffect( EFFECT_READY );
#ifdef CLIENT
// Element prediction
m_ElementParameter.InitFromCurrent( 1.0f, 0.2f, INTERP_SPLINE ); m_bOldOpen = true; #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::CloseElements( void ) { if ( m_bOpen == false ) return;
WeaponSound( MELEE_HIT );
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL ) return;
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 );
#ifdef CLIENT
// Element prediction
m_ElementParameter.InitFromCurrent( 0.0f, 0.5f, INTERP_SPLINE ); m_bOldOpen = false; #endif
}
#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 ); 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; }
#ifndef CLIENT_DLL
BaseClass::StopLoopingSounds(); #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DestroyEffects( void ) { #ifdef CLIENT_DLL
// Free our beams
m_Beams[0].Release(); m_Beams[1].Release(); m_Beams[2].Release();
#endif
// Stop everything
StopEffects(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::StopEffects( bool stopSound ) { // Turn off our effect state
DoEffect( EFFECT_NONE );
#ifndef CLIENT_DLL
//Shut off sounds
if ( stopSound && GetMotorSound() != NULL ) { (CSoundEnvelopeController::GetController()).SoundFadeOut( GetMotorSound(), 0.1f ); } #endif // !CLIENT_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::StartEffects( void ) { #ifdef CLIENT_DLL
// ------------------------------------------
// Core
// ------------------------------------------
if ( m_Parameters[PHYSCANNON_CORE].GetMaterial() == NULL ) { m_Parameters[PHYSCANNON_CORE].GetScale().Init( 0.0f, 1.0f, 0.1f ); m_Parameters[PHYSCANNON_CORE].GetAlpha().Init( 255.0f, 255.0f, 0.1f ); m_Parameters[PHYSCANNON_CORE].SetAttachment( 1 ); if ( m_Parameters[PHYSCANNON_CORE].SetMaterial( PHYSCANNON_CENTER_GLOW ) == false ) { // This means the texture was not found
Assert( 0 ); } }
// ------------------------------------------
// Blast
// ------------------------------------------
if ( m_Parameters[PHYSCANNON_BLAST].GetMaterial() == NULL ) { m_Parameters[PHYSCANNON_BLAST].GetScale().Init( 0.0f, 1.0f, 0.1f ); m_Parameters[PHYSCANNON_BLAST].GetAlpha().Init( 255.0f, 255.0f, 0.1f ); m_Parameters[PHYSCANNON_BLAST].SetAttachment( 1 ); m_Parameters[PHYSCANNON_BLAST].SetVisible( false ); if ( m_Parameters[PHYSCANNON_BLAST].SetMaterial( PHYSCANNON_BLAST_SPRITE ) == false ) { // This means the texture was not found
Assert( 0 ); } }
// ------------------------------------------
// Glows
// ------------------------------------------
const char *attachNamesGlowThirdPerson[NUM_GLOW_SPRITES] = { "fork1m", "fork1t", "fork2m", "fork2t", "fork3m", "fork3t", };
const char *attachNamesGlow[NUM_GLOW_SPRITES] = { "fork1b", "fork1m", "fork1t", "fork2b", "fork2m", "fork2t" };
//Create the glow sprites
for ( int i = PHYSCANNON_GLOW1; i < (PHYSCANNON_GLOW1+NUM_GLOW_SPRITES); i++ ) { if ( m_Parameters[i].GetMaterial() != NULL ) continue;
m_Parameters[i].GetScale().SetAbsolute( 0.05f * SPRITE_SCALE ); m_Parameters[i].GetAlpha().SetAbsolute( 64.0f ); // Different for different views
if ( ShouldDrawUsingViewModel() ) { m_Parameters[i].SetAttachment( LookupAttachment( attachNamesGlow[i-PHYSCANNON_GLOW1] ) ); } else { m_Parameters[i].SetAttachment( LookupAttachment( attachNamesGlowThirdPerson[i-PHYSCANNON_GLOW1] ) ); } m_Parameters[i].SetColor( Vector( 255, 128, 0 ) ); if ( m_Parameters[i].SetMaterial( PHYSCANNON_GLOW_SPRITE ) == false ) { // This means the texture was not found
Assert( 0 ); } }
// ------------------------------------------
// End caps
// ------------------------------------------
const char *attachNamesEndCap[NUM_ENDCAP_SPRITES] = { "fork1t", "fork2t", "fork3t" }; //Create the glow sprites
for ( int i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES); i++ ) { if ( m_Parameters[i].GetMaterial() != NULL ) continue;
m_Parameters[i].GetScale().SetAbsolute( 0.05f * SPRITE_SCALE ); m_Parameters[i].GetAlpha().SetAbsolute( 255.0f ); m_Parameters[i].SetAttachment( LookupAttachment( attachNamesEndCap[i-PHYSCANNON_ENDCAP1] ) ); m_Parameters[i].SetVisible( false ); if ( m_Parameters[i].SetMaterial( PHYSCANNON_ENDCAP_SPRITE ) == false ) { // This means the texture was not found
Assert( 0 ); } }
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Closing effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectClosed( void ) {
#ifdef CLIENT_DLL
// Turn off the end-caps
for ( int i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES); i++ ) { m_Parameters[i].SetVisible( false ); } #endif
}
//-----------------------------------------------------------------------------
// Purpose: Ready effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectReady( void ) {
#ifdef CLIENT_DLL
// Special POV case
if ( ShouldDrawUsingViewModel() ) { //Turn on the center sprite
m_Parameters[PHYSCANNON_CORE].GetScale().InitFromCurrent( 14.0f, 0.2f ); m_Parameters[PHYSCANNON_CORE].GetAlpha().InitFromCurrent( 128.0f, 0.2f ); m_Parameters[PHYSCANNON_CORE].SetVisible(); } else { //Turn off the center sprite
m_Parameters[PHYSCANNON_CORE].GetScale().InitFromCurrent( 8.0f, 0.2f ); m_Parameters[PHYSCANNON_CORE].GetAlpha().InitFromCurrent( 0.0f, 0.2f ); m_Parameters[PHYSCANNON_CORE].SetVisible(); }
// Turn on the glow sprites
for ( int i = PHYSCANNON_GLOW1; i < (PHYSCANNON_GLOW1+NUM_GLOW_SPRITES); i++ ) { m_Parameters[i].GetScale().InitFromCurrent( 0.4f * SPRITE_SCALE, 0.2f ); m_Parameters[i].GetAlpha().InitFromCurrent( 64.0f, 0.2f ); m_Parameters[i].SetVisible(); }
// Turn on the glow sprites
for ( int i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES); i++ ) { m_Parameters[i].SetVisible( false ); }
#endif
}
//-----------------------------------------------------------------------------
// Holding effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectHolding( void ) {
#ifdef CLIENT_DLL
if ( ShouldDrawUsingViewModel() ) { // Scale up the center sprite
m_Parameters[PHYSCANNON_CORE].GetScale().InitFromCurrent( 16.0f, 0.2f ); m_Parameters[PHYSCANNON_CORE].GetAlpha().InitFromCurrent( 255.0f, 0.1f ); m_Parameters[PHYSCANNON_CORE].SetVisible();
// Prepare for scale up
m_Parameters[PHYSCANNON_BLAST].SetVisible( false );
// Turn on the glow sprites
for ( int i = PHYSCANNON_GLOW1; i < (PHYSCANNON_GLOW1+NUM_GLOW_SPRITES); i++ ) { m_Parameters[i].GetScale().InitFromCurrent( 0.5f * SPRITE_SCALE, 0.2f ); m_Parameters[i].GetAlpha().InitFromCurrent( 64.0f, 0.2f ); m_Parameters[i].SetVisible(); }
// Turn on the glow sprites
// NOTE: The last glow is left off for first-person
for ( int i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES-1); i++ ) { m_Parameters[i].SetVisible(); }
// Create our beams
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); CBaseEntity *pBeamEnt = pOwner->GetViewModel();
// Setup the beams
m_Beams[0].Init( LookupAttachment( "fork1t" ), 1, pBeamEnt, true ); m_Beams[1].Init( LookupAttachment( "fork2t" ), 1, pBeamEnt, true );
// Set them visible
m_Beams[0].SetVisible(); m_Beams[1].SetVisible(); } else { // Scale up the center sprite
m_Parameters[PHYSCANNON_CORE].GetScale().InitFromCurrent( 14.0f, 0.2f ); m_Parameters[PHYSCANNON_CORE].GetAlpha().InitFromCurrent( 255.0f, 0.1f ); m_Parameters[PHYSCANNON_CORE].SetVisible();
// Prepare for scale up
m_Parameters[PHYSCANNON_BLAST].SetVisible( false );
// Turn on the glow sprites
for ( int i = PHYSCANNON_GLOW1; i < (PHYSCANNON_GLOW1+NUM_GLOW_SPRITES); i++ ) { m_Parameters[i].GetScale().InitFromCurrent( 0.5f * SPRITE_SCALE, 0.2f ); m_Parameters[i].GetAlpha().InitFromCurrent( 64.0f, 0.2f ); m_Parameters[i].SetVisible(); }
// Turn on the glow sprites
for ( int i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES); i++ ) { m_Parameters[i].SetVisible(); }
// Setup the beams
m_Beams[0].Init( LookupAttachment( "fork1t" ), 1, this, false ); m_Beams[1].Init( LookupAttachment( "fork2t" ), 1, this, false ); m_Beams[2].Init( LookupAttachment( "fork3t" ), 1, this, false );
// Set them visible
m_Beams[0].SetVisible(); m_Beams[1].SetVisible(); m_Beams[2].SetVisible(); }
#endif
}
//-----------------------------------------------------------------------------
// Launch effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectLaunch( Vector *pos ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
Vector endPos; Vector shotDir;
// See if we need to predict this position
if ( pos == NULL ) { // Hit an entity if we're holding one
if ( m_hAttachedObject ) { endPos = m_hAttachedObject->WorldSpaceCenter(); shotDir = endPos - pOwner->Weapon_ShootPosition(); VectorNormalize( shotDir ); } else { // Otherwise try and find the right spot
endPos = pOwner->Weapon_ShootPosition(); pOwner->EyeVectors( &shotDir );
trace_t tr; UTIL_TraceLine( endPos, endPos + ( shotDir * MAX_TRACE_LENGTH ), MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); endPos = tr.endpos; shotDir = endPos - pOwner->Weapon_ShootPosition(); VectorNormalize( shotDir ); } } else { // Use what is supplied
endPos = *pos; shotDir = ( endPos - pOwner->Weapon_ShootPosition() ); VectorNormalize( shotDir ); }
// End hit
CPVSFilter filter( endPos );
// Don't send this to the owning player, they already had it predicted
if ( IsPredicted() ) { filter.UsePredictionRules(); }
// Do an impact hit
CEffectData data; data.m_vOrigin = endPos; #ifdef CLIENT_DLL
data.m_hEntity = GetRefEHandle(); #else
data.m_nEntIndex = entindex(); #endif
te->DispatchEffect( filter, 0.0, data.m_vOrigin, "PhyscannonImpact", data );
#ifdef CLIENT_DLL
//Turn on the blast sprite and scale
m_Parameters[PHYSCANNON_BLAST].GetScale().Init( 8.0f, 64.0f, 0.1f ); m_Parameters[PHYSCANNON_BLAST].GetAlpha().Init( 255.0f, 0.0f, 0.2f ); m_Parameters[PHYSCANNON_BLAST].SetVisible();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Shutdown for the weapon when it's holstered
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectNone( void ) { #ifdef CLIENT_DLL
//Turn off main glows
m_Parameters[PHYSCANNON_CORE].SetVisible( false ); m_Parameters[PHYSCANNON_BLAST].SetVisible( false );
for ( int i = PHYSCANNON_GLOW1; i < (PHYSCANNON_GLOW1+NUM_GLOW_SPRITES); i++ ) { m_Parameters[i].SetVisible( false ); }
// Turn on the glow sprites
for ( int i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES); i++ ) { m_Parameters[i].SetVisible( false ); }
m_Beams[0].SetVisible( false ); m_Beams[1].SetVisible( false ); m_Beams[2].SetVisible( false );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : effectType -
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffect( int effectType, Vector *pos ) { m_EffectState = effectType;
#ifdef CLIENT_DLL
// Save predicted state
m_nOldEffectState = m_EffectState; #endif
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 { return BaseClass::GetShootSound( iIndex ); }
#ifdef CLIENT_DLL
extern void FormatViewModelAttachment( Vector &vOrigin, bool bInverse );
//-----------------------------------------------------------------------------
// Purpose: Gets the complete list of values needed to render an effect from an
// effect parameter
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::GetEffectParameters( EffectType_t effectID, color32 &color, float &scale, IMaterial **pMaterial, Vector &vecAttachment ) { const float dt = gpGlobals->curtime;
// Get alpha
float alpha = m_Parameters[effectID].GetAlpha().Interp( dt ); // Get scale
scale = m_Parameters[effectID].GetScale().Interp( dt ); // Get material
*pMaterial = (IMaterial *) m_Parameters[effectID].GetMaterial();
// Setup the color
color.r = (int) m_Parameters[effectID].GetColor().x; color.g = (int) m_Parameters[effectID].GetColor().y; color.b = (int) m_Parameters[effectID].GetColor().z; color.a = (int) alpha;
// Setup the attachment
int attachment = m_Parameters[effectID].GetAttachment(); QAngle angles;
// Format for first-person
if ( ShouldDrawUsingViewModel() ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner != NULL ) { pOwner->GetViewModel()->GetAttachment( attachment, vecAttachment, angles ); ::FormatViewModelAttachment( vecAttachment, true ); } } else { GetAttachment( attachment, vecAttachment, angles ); } }
//-----------------------------------------------------------------------------
// Purpose: Whether or not an effect is set to display
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::IsEffectVisible( EffectType_t effectID ) { return m_Parameters[effectID].IsVisible(); }
//-----------------------------------------------------------------------------
// Purpose: Draws the effect sprite, given an effect parameter ID
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DrawEffectSprite( EffectType_t effectID ) { color32 color; float scale; IMaterial *pMaterial; Vector vecAttachment;
// Don't draw invisible effects
if ( IsEffectVisible( effectID ) == false ) return;
// Get all of our parameters
GetEffectParameters( effectID, color, scale, &pMaterial, vecAttachment );
// Msg( "Scale: %.2f\tAlpha: %.2f\n", scale, alpha );
// Don't render fully translucent objects
if ( color.a <= 0.0f ) return;
// Draw the sprite
CMatRenderContextPtr pRenderContext( materials ); pRenderContext->Bind( pMaterial, this ); DrawSprite( vecAttachment, scale, scale, color ); }
//-----------------------------------------------------------------------------
// Purpose: Render our third-person effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DrawEffects( void ) { // Draw the core effects
DrawEffectSprite( PHYSCANNON_CORE ); DrawEffectSprite( PHYSCANNON_BLAST ); // Draw the glows
for ( int i = PHYSCANNON_GLOW1; i < (PHYSCANNON_GLOW1+NUM_GLOW_SPRITES); i++ ) { DrawEffectSprite( (EffectType_t) i ); }
// Draw the endcaps
for ( int i = PHYSCANNON_ENDCAP1; i < (PHYSCANNON_ENDCAP1+NUM_ENDCAP_SPRITES); i++ ) { DrawEffectSprite( (EffectType_t) i ); } }
//-----------------------------------------------------------------------------
// Purpose: Third-person function call to render world model
//-----------------------------------------------------------------------------
int CWeaponPhysCannon::DrawModel( int flags ) { // Only render these on the transparent pass
if ( flags & STUDIO_TRANSPARENCY ) { DrawEffects(); return 1; }
// Only do this on the opaque pass
return BaseClass::DrawModel( flags ); }
//-----------------------------------------------------------------------------
// Purpose: First-person function call after viewmodel has been drawn
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::ViewModelDrawn( C_BaseViewModel *pBaseViewModel ) { // Render our effects
DrawEffects();
// Pass this back up
BaseClass::ViewModelDrawn( pBaseViewModel ); }
//-----------------------------------------------------------------------------
// Purpose: We are always considered transparent
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::IsTransparent( void ) { return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::NotifyShouldTransmit( ShouldTransmitState_t state ) { BaseClass::NotifyShouldTransmit(state);
if ( state == SHOULDTRANSMIT_END ) { DoEffect( EFFECT_NONE ); } }
#endif
//-----------------------------------------------------------------------------
// EXTERNAL API
//-----------------------------------------------------------------------------
void PhysCannonForceDrop( CBaseCombatWeapon *pActiveWeapon, CBaseEntity *pOnlyIfHoldingThis ) { CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon); if ( pCannon ) { if ( pOnlyIfHoldingThis ) { pCannon->DropIfEntityHeld( pOnlyIfHoldingThis ); } else { pCannon->ForceDrop(); } } }
bool PlayerPickupControllerIsHoldingEntity( CBaseEntity *pPickupControllerEntity, CBaseEntity *pHeldEntity ) { CPlayerPickupController *pController = dynamic_cast<CPlayerPickupController *>(pPickupControllerEntity);
return pController ? pController->IsHoldingEntity( pHeldEntity ) : 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; }
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; }
#ifdef CLIENT_DLL
extern void FX_GaussExplosion( const Vector &pos, const Vector &dir, int type );
void CallbackPhyscannonImpact( const CEffectData &data ) { C_BaseEntity *pEnt = data.GetEntity(); if ( pEnt == NULL ) return;
Vector vecAttachment; QAngle vecAngles;
C_BaseCombatWeapon *pWeapon = dynamic_cast<C_BaseCombatWeapon *>(pEnt);
if ( pWeapon == NULL ) return;
pWeapon->GetAttachment( 1, vecAttachment, vecAngles );
Vector dir = ( data.m_vOrigin - vecAttachment ); VectorNormalize( dir );
// Do special first-person fix-up
if ( pWeapon->GetOwner() == CBasePlayer::GetLocalPlayer() ) { // Translate the attachment entity to the viewmodel
C_BasePlayer *pPlayer = dynamic_cast<C_BasePlayer *>(pWeapon->GetOwner());
if ( pPlayer ) { pEnt = pPlayer->GetViewModel(); }
// Format attachment for first-person view!
::FormatViewModelAttachment( vecAttachment, true );
// Explosions at the impact point
FX_GaussExplosion( data.m_vOrigin, -dir, 0 );
// Draw a beam
BeamInfo_t beamInfo;
beamInfo.m_pStartEnt = pEnt; beamInfo.m_nStartAttachment = 1; beamInfo.m_pEndEnt = NULL; beamInfo.m_nEndAttachment = -1; beamInfo.m_vecStart = vec3_origin; beamInfo.m_vecEnd = data.m_vOrigin; beamInfo.m_pszModelName = PHYSCANNON_BEAM_SPRITE; beamInfo.m_flHaloScale = 0.0f; beamInfo.m_flLife = 0.1f; beamInfo.m_flWidth = 12.0f; beamInfo.m_flEndWidth = 4.0f; beamInfo.m_flFadeLength = 0.0f; beamInfo.m_flAmplitude = 0; beamInfo.m_flBrightness = 255.0; beamInfo.m_flSpeed = 0.0f; beamInfo.m_nStartFrame = 0.0; beamInfo.m_flFrameRate = 30.0; beamInfo.m_flRed = 255.0; beamInfo.m_flGreen = 255.0; beamInfo.m_flBlue = 255.0; beamInfo.m_nSegments = 16; beamInfo.m_bRenderable = true; beamInfo.m_nFlags = FBEAM_ONLYNOISEONCE;
beams->CreateBeamEntPoint( beamInfo ); } else { // Explosion at the starting point
FX_GaussExplosion( vecAttachment, dir, 0 ); } }
DECLARE_CLIENT_EFFECT( "PhyscannonImpact", CallbackPhyscannonImpact );
#endif
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