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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: static_prop - don't move, don't animate, don't do anything.
// physics_prop - move, take damage, but don't animate
//
//=============================================================================//
#include "cbase.h"
#include "props_shared.h"
#include "filesystem.h"
#include "animation.h"
#include <vcollide_parse.h>
#include <bone_setup.h>
#include <tier0/vprof.h>
#ifdef CLIENT_DLL
#include "gamestringpool.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar sv_pushaway_clientside_size( "sv_pushaway_clientside_size", "15", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Minimum size of pushback objects" ); ConVar props_break_max_pieces( "props_break_max_pieces", "-1", 0, "Maximum prop breakable piece count (-1 = model default)" ); ConVar props_break_max_pieces_perframe( "props_break_max_pieces_perframe", "-1", FCVAR_REPLICATED, "Maximum prop breakable piece count per frame (-1 = model default)" ); #ifdef GAME_DLL
extern ConVar breakable_multiplayer; #else
ConVar cl_burninggibs( "cl_burninggibs", "0", 0, "A burning player that gibs has burning gibs." ); #endif // GAME_DLL
extern bool PropBreakableCapEdictsOnCreateAll(int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount = -1 ); extern CBaseEntity *BreakModelCreateSingle( CBaseEntity *pOwner, breakmodel_t *pModel, const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, int nSkin, const breakablepropparams_t ¶ms );
static int nPropBreakablesPerFrameCount = 0; static int nFrameNumber = 0;
//=============================================================================================================
// UTILITY FUNCS
//=============================================================================================================
//-----------------------------------------------------------------------------
// Purpose: returns the axis index with the greatest size
// Input : &vec -
// Output : static int
//-----------------------------------------------------------------------------
static int GreatestAxis( const Vector &vec ) { if ( vec.x > vec.y ) { if ( vec.x > vec.z ) return 0; return 2; } if ( vec.y > vec.z ) return 1; return 2; }
//-----------------------------------------------------------------------------
// Purpose: returns the axis index with the smallest size
// Input : &vec -
// Output : static int
//-----------------------------------------------------------------------------
static int SmallestAxis( const Vector &vec ) { if ( vec.x < vec.y ) { if ( vec.x < vec.z ) return 0; return 2; } if ( vec.y < vec.z ) return 1; return 2; }
//-----------------------------------------------------------------------------
// Purpose: Rotates a matrix by 90 degrees in the plane of axis0/axis1
// Input : &matrix -
// axis0 -
// axis1 -
// Output : static void
//-----------------------------------------------------------------------------
static void MatrixRot90( matrix3x4_t &matrix, int axis0, int axis1 ) { Vector col0, col1; MatrixGetColumn( matrix, axis0, col0 ); MatrixGetColumn( matrix, axis1, col1 ); MatrixSetColumn( col1, axis0, matrix ); MatrixSetColumn( -col0, axis1, matrix ); } //-----------------------------------------------------------------------------
// Purpose: Given two symmetric boxes, rotate the coordinate frame by the necessary
// 90 degree rotations to approximately align them
// Input : *pInOutMatrix -
// &boxExtents1 -
// &boxExtents2 -
//-----------------------------------------------------------------------------
static void AlignBoxes( matrix3x4_t *pInOutMatrix, const Vector &boxExtents1, const Vector &boxExtents2 ) { int rotCount = 0; struct { int axis0; int axis1; } rotations[2]; Vector ext1 = boxExtents1; Vector ext2 = boxExtents2;
int axis0 = GreatestAxis( ext1 ); int axis1 = GreatestAxis( ext2 ); if ( axis0 != axis1 ) { rotations[rotCount].axis0 = axis0; rotations[rotCount].axis1 = axis1; rotCount++; ext2[axis1] = ext2[axis0]; } ext1[axis0] = 0; ext2[axis0] = 0;
axis0 = GreatestAxis(ext1); axis1 = GreatestAxis(ext2); if ( axis0 != axis1 ) { rotations[rotCount].axis0 = axis0; rotations[rotCount].axis1 = axis1; rotCount++; }
while ( rotCount > 0 ) { rotCount--; MatrixRot90( *pInOutMatrix, rotations[rotCount].axis0, rotations[rotCount].axis1 ); } }
//=============================================================================================================
// PROP DATA
//=============================================================================================================
CPropData g_PropDataSystem;
// Parsing details for each of the propdata interactions
struct propdata_interaction_s { const char *pszSectionName; const char *pszKeyName; const char *pszValue; };
#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
propdata_interaction_s sPropdataInteractionSections[PROPINTER_NUM_INTERACTIONS] = { { "physgun_interactions", "onworldimpact", "stick" }, // PROPINTER_PHYSGUN_WORLD_STICK,
{ "physgun_interactions", "onfirstimpact", "break" }, // PROPINTER_PHYSGUN_FIRST_BREAK,
{ "physgun_interactions", "onfirstimpact", "paintsplat" }, // PROPINTER_PHYSGUN_FIRST_PAINT,
{ "physgun_interactions", "onfirstimpact", "impale" }, // PROPINTER_PHYSGUN_FIRST_IMPALE,
{ "physgun_interactions", "onlaunch", "spin_none" }, // PROPINTER_PHYSGUN_LAUNCH_SPIN_NONE,
{ "physgun_interactions", "onlaunch", "spin_zaxis" }, // PROPINTER_PHYSGUN_LAUNCH_SPIN_Z,
{ "physgun_interactions", "onbreak", "explode_fire" }, // PROPINTER_PHYSGUN_BREAK_EXPLODE,
{ "physgun_interactions", "damage", "none" }, // PROPINTER_PHYSGUN_DAMAGE_NONE,
{ "fire_interactions", "flammable", "yes" }, // PROPINTER_FIRE_FLAMMABLE,
{ "fire_interactions", "explosive_resist", "yes" }, // PROPINTER_FIRE_EXPLOSIVE_RESIST,
{ "fire_interactions", "ignite", "halfhealth" }, // PROPINTER_FIRE_IGNITE_HALFHEALTH,
{ "physgun_interactions", "onpickup", "create_flare" }, // PROPINTER_PHYSGUN_CREATE_FLARE,
{ "physgun_interactions", "allow_overhead", "yes" }, // PROPINTER_PHYSGUN_ALLOW_OVERHEAD,
{ "world_interactions", "onworldimpact", "bloodsplat" }, // PROPINTER_WORLD_BLOODSPLAT,
}; #else
extern propdata_interaction_s sPropdataInteractionSections[PROPINTER_NUM_INTERACTIONS]; #endif
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CPropData::CPropData( void ) : CAutoGameSystem( "CPropData" ) { m_bPropDataLoaded = false; m_pKVPropData = NULL; }
//-----------------------------------------------------------------------------
// Inherited from IAutoServerSystem
//-----------------------------------------------------------------------------
void CPropData::LevelInitPreEntity( void ) { m_BreakableChunks.RemoveAll(); ParsePropDataFile(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropData::LevelShutdownPostEntity( void ) { if ( m_pKVPropData ) { m_pKVPropData->deleteThis(); m_pKVPropData = NULL; } }
//-----------------------------------------------------------------------------
// Clear out the stats + their history
//-----------------------------------------------------------------------------
void CPropData::ParsePropDataFile( void ) { m_pKVPropData = new KeyValues( "PropDatafile" ); if ( !m_pKVPropData->LoadFromFile( filesystem, "scripts/propdata.txt" ) ) { m_pKVPropData->deleteThis(); m_pKVPropData = NULL; return; }
m_bPropDataLoaded = true;
// Now try and parse out the breakable section
KeyValues *pBreakableSection = m_pKVPropData->FindKey( "BreakableModels" ); if ( pBreakableSection ) { KeyValues *pChunkSection = pBreakableSection->GetFirstSubKey(); while ( pChunkSection ) { // Create a new chunk section and add it to our list
int index = m_BreakableChunks.AddToTail(); propdata_breakablechunk_t *pBreakableChunk = &m_BreakableChunks[index]; pBreakableChunk->iszChunkType = AllocPooledString( pChunkSection->GetName() );
// Read in all the model names
KeyValues *pModelName = pChunkSection->GetFirstSubKey(); while ( pModelName ) { const char *pModel = pModelName->GetName(); string_t pooledName = AllocPooledString( pModel ); pBreakableChunk->iszChunkModels.AddToTail( pooledName ); CBaseEntity::PrecacheModel( STRING( pooledName ) );
pModelName = pModelName->GetNextKey(); }
pChunkSection = pChunkSection->GetNextKey(); } } }
//-----------------------------------------------------------------------------
// Purpose: Parse a keyvalues section into the prop
//
// pInteractionSection is a bit of jiggery-pokery to get around the unfortunate
// fact that the interaction KV sections ("physgun_interactions", "fire_interactions", etc)
// are OUTSIDE the "prop_data" KV section in the model, but may be contained WITHIN the
// specified Base's "prop_data" section (i.e. in propdata.txt)
//-----------------------------------------------------------------------------
int CPropData::ParsePropFromKV( CBaseEntity *pProp, KeyValues *pSection, KeyValues *pInteractionSection ) { IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pProp); if ( !pBreakableInterface ) return PARSE_FAILED_BAD_DATA;
if ( !pBreakableInterface ) return PARSE_FAILED_BAD_DATA;
int iBaseResult = PARSE_SUCCEEDED;
// Do we have a base?
char const *pszBase = pSection->GetString( "base" ); if ( pszBase && pszBase[0] ) { iBaseResult = ParsePropFromBase( pProp, pszBase ); if ( (iBaseResult != PARSE_SUCCEEDED) && (iBaseResult != PARSE_SUCCEEDED_ALLOWED_STATIC) ) return iBaseResult; }
// Allow overriding of Block LOS
int iBlockLOS = pSection->GetFloat( "blockLOS", -1 ); if ( iBlockLOS != -1 ) { pBreakableInterface->SetPropDataBlocksLOS( iBlockLOS != 0 ); }
// Set whether AI can walk on this prop
int iIsWalkable = pSection->GetFloat( "AIWalkable", -1 ); if ( iIsWalkable != -1 ) { pBreakableInterface->SetPropDataIsAIWalkable( iIsWalkable != 0 ); }
// Set custom damage table
const char *pszTableName; if ( pBreakableInterface->GetPhysicsDamageTable() == NULL_STRING ) { pszTableName = pSection->GetString( "damage_table", NULL ); } else { pszTableName = pSection->GetString( "damage_table", STRING(pBreakableInterface->GetPhysicsDamageTable()) ); } if ( pszTableName && pszTableName[0] ) { pBreakableInterface->SetPhysicsDamageTable( AllocPooledString( pszTableName ) ); } else { pBreakableInterface->SetPhysicsDamageTable( NULL_STRING ); }
// Get multiplayer physics mode if not set by map
pBreakableInterface->SetPhysicsMode( pSection->GetInt( "physicsmode", pBreakableInterface->GetPhysicsMode() ) );
const char *multiplayer_break = pSection->GetString( "multiplayer_break", NULL ); if ( multiplayer_break ) { mp_break_t mode = MULTIPLAYER_BREAK_DEFAULT; if ( FStrEq( multiplayer_break, "server" ) ) { mode = MULTIPLAYER_BREAK_SERVERSIDE; } else if ( FStrEq( multiplayer_break, "client" ) ) { mode = MULTIPLAYER_BREAK_CLIENTSIDE; } else if ( FStrEq( multiplayer_break, "both" ) ) { mode = MULTIPLAYER_BREAK_BOTH; } pBreakableInterface->SetMultiplayerBreakMode( mode ); }
// Get damage modifiers, but only if they're specified, because our base may have already overridden them.
pBreakableInterface->SetDmgModBullet( pSection->GetFloat( "dmg.bullets", pBreakableInterface->GetDmgModBullet() ) ); pBreakableInterface->SetDmgModClub( pSection->GetFloat( "dmg.club", pBreakableInterface->GetDmgModClub() ) ); pBreakableInterface->SetDmgModExplosive( pSection->GetFloat( "dmg.explosive", pBreakableInterface->GetDmgModExplosive() ) );
// Get the health (unless this is an override prop)
if ( !FClassnameIs( pProp, "prop_physics_override" ) && !FClassnameIs( pProp, "prop_dynamic_override" ) ) { pProp->SetHealth( pSection->GetInt( "health", pProp->GetHealth() ) );
// Explosive?
pBreakableInterface->SetExplosiveDamage( pSection->GetFloat( "explosive_damage", pBreakableInterface->GetExplosiveDamage() ) ); pBreakableInterface->SetExplosiveRadius( pSection->GetFloat( "explosive_radius", pBreakableInterface->GetExplosiveRadius() ) );
#ifdef GAME_DLL
// If we now have health, we're not allowed to ignore physics damage
if ( pProp->GetHealth() ) { pProp->RemoveSpawnFlags( SF_PHYSPROP_DONT_TAKE_PHYSICS_DAMAGE ); } #endif
}
const char *pszBreakableModel; if ( pBreakableInterface->GetBreakableModel() == NULL_STRING ) { pszBreakableModel = pSection->GetString( "breakable_model", NULL ); } else { pszBreakableModel = pSection->GetString( "breakable_model", STRING(pBreakableInterface->GetBreakableModel()) ); } if ( pszBreakableModel && pszBreakableModel[0] ) { pBreakableInterface->SetBreakableModel( AllocPooledString( pszBreakableModel ) ); } else { pBreakableInterface->SetBreakableModel( NULL_STRING ); } pBreakableInterface->SetBreakableSkin( pSection->GetInt( "breakable_skin", pBreakableInterface->GetBreakableSkin() ) ); pBreakableInterface->SetBreakableCount( pSection->GetInt( "breakable_count", pBreakableInterface->GetBreakableCount() ) );
// Calculate the maximum size of the breakables this breakable will produce
Vector vecSize = pProp->CollisionProp()->OBBSize(); // Throw away the smallest coord
int iSmallest = SmallestAxis(vecSize); vecSize[iSmallest] = 1; float flVolume = vecSize.x * vecSize.y * vecSize.z; int iMaxSize = floor( flVolume / (32.0*32.0) ); pBreakableInterface->SetMaxBreakableSize( iMaxSize );
// Now parse our interactions
for ( int i = 0; i < PROPINTER_NUM_INTERACTIONS; i++ ) { // If we hit this assert, we have too many interactions for our current storage solution to handle
Assert( i < 32 );
propdata_interaction_s *pInteraction = &sPropdataInteractionSections[i];
KeyValues *pkvCurrentInter = pInteractionSection->FindKey( pInteraction->pszSectionName ); if ( pkvCurrentInter ) { char const *pszInterBase = pkvCurrentInter->GetString( pInteraction->pszKeyName ); if ( pszInterBase && pszInterBase[0] && !stricmp( pszInterBase, pInteraction->pszValue ) ) { pBreakableInterface->SetInteraction( (propdata_interactions_t)i ); } } }
// If the base said we're allowed to be static, return that
if ( iBaseResult == PARSE_SUCCEEDED_ALLOWED_STATIC ) return PARSE_SUCCEEDED_ALLOWED_STATIC;
// Otherwise, see if our propdata says we are allowed to be static
if ( pSection->GetInt( "allowstatic", 0 ) ) return PARSE_SUCCEEDED_ALLOWED_STATIC;
return PARSE_SUCCEEDED; }
//-----------------------------------------------------------------------------
// Purpose: Fill out a prop's with base data parsed from the propdata file
//-----------------------------------------------------------------------------
int CPropData::ParsePropFromBase( CBaseEntity *pProp, const char *pszPropData ) { if ( !m_bPropDataLoaded ) return PARSE_FAILED_NO_DATA;
IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pProp); if ( !pBreakableInterface ) { return PARSE_FAILED_BAD_DATA; }
if ( !m_pKVPropData ) { return PARSE_FAILED_BAD_DATA; } // Find the specified propdata
KeyValues *pSection = m_pKVPropData->FindKey( pszPropData ); if ( !pSection ) { Warning("%s '%s' has a base specified as '%s', but there is no matching entry in propdata.txt.\n", pProp->GetClassname(), STRING( pProp->GetModelName() ), pszPropData ); return PARSE_FAILED_BAD_DATA; }
// Store off the first base data for debugging
if ( pBreakableInterface->GetBasePropData() == NULL_STRING ) { pBreakableInterface->SetBasePropData( AllocPooledString( pszPropData ) ); }
return ParsePropFromKV( pProp, pSection, pSection ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CPropData::GetRandomChunkModel( const char *pszBreakableSection, int iMaxSize ) { if ( !m_bPropDataLoaded ) return NULL;
// Find the right section
int iCount = m_BreakableChunks.Count(); int i; for ( i = 0; i < iCount; i++ ) { if ( !Q_strncmp( STRING(m_BreakableChunks[i].iszChunkType), pszBreakableSection, strlen(pszBreakableSection) ) ) break; } if ( i == iCount ) return NULL;
// Now pick a random one and return it
int iRandom; if ( iMaxSize == -1 ) { iRandom = RandomInt( 0, m_BreakableChunks[i].iszChunkModels.Count()-1 ); } else { // Don't pick anything over the specified size
iRandom = RandomInt( 0, MIN(iMaxSize, m_BreakableChunks[i].iszChunkModels.Count()-1) ); }
return STRING(m_BreakableChunks[i].iszChunkModels[iRandom]); }
// ensure that a model name from a qc file is properly formatted
static const char *FixupModelName( char *pOut, int sizeOut, const char *pModelNameIn ) { char tmp[1024];
Q_strncpy( tmp, pModelNameIn, sizeof(tmp) ); if ( Q_strnicmp( tmp, "models/", 7 ) ) { Q_snprintf( pOut, sizeOut, "models/%s" , tmp ); } else { Q_strncpy( pOut, tmp, sizeOut); } int len = Q_strlen(pOut); if ( len < 4 || Q_stricmp( pOut + (len-4), ".mdl" ) ) { Q_strncat( pOut, ".mdl", sizeOut, COPY_ALL_CHARACTERS ); }
return pOut; }
//-----------------------------------------------------------------------------
// breakable prop functions
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
// list of models to break into
class CBreakParser : public IVPhysicsKeyHandler { public: CBreakParser( float defaultBurstScale, int defaultCollisionGroup ) : m_defaultBurstScale(defaultBurstScale), m_defaultCollisionGroup(defaultCollisionGroup) {}
void ParseModelName( breakmodel_t *pModel, const char *pValue ) { FixupModelName( pModel->modelName, sizeof(pModel->modelName), pValue ); } virtual void ParseKeyValue( void *pData, const char *pKey, const char *pValue ) { breakmodel_t *pModel = (breakmodel_t *)pData; if ( !strcmpi( pKey, "model" ) ) { ParseModelName( pModel, pValue ); } else if (!strcmpi( pKey, "ragdoll" ) ) { ParseModelName( pModel, pValue ); pModel->isRagdoll = true; } else if (!strcmpi( pKey, "motiondisabled" ) ) { pModel->isMotionDisabled = true; } else if ( !strcmpi( pKey, "offset" ) ) { UTIL_StringToVector( pModel->offset.Base(), pValue ); } else if ( !strcmpi( pKey, "health" ) ) { pModel->health = atof(pValue); } else if ( !strcmpi( pKey, "fadetime" ) ) { pModel->fadeTime = atof(pValue); if ( !m_wroteCollisionGroup ) { pModel->collisionGroup = COLLISION_GROUP_DEBRIS; } } else if ( !strcmpi( pKey, "fademindist" ) ) { pModel->fadeMinDist = atof(pValue); } else if ( !strcmpi( pKey, "fademaxdist" ) ) { pModel->fadeMaxDist = atof(pValue); } else if ( !strcmpi( pKey, "debris" ) ) { pModel->collisionGroup = atoi(pValue) > 0 ? COLLISION_GROUP_DEBRIS : COLLISION_GROUP_INTERACTIVE; m_wroteCollisionGroup = true; } else if ( !strcmpi( pKey, "burst" ) ) { pModel->burstScale = atof( pValue ); } else if ( !strcmpi( pKey, "placementbone" ) ) { Q_strncpy( pModel->placementName, pValue, sizeof(pModel->placementName) ); pModel->placementIsBone = true; } else if ( !strcmpi( pKey, "placementattachment" ) ) { Q_strncpy( pModel->placementName, pValue, sizeof(pModel->placementName) ); pModel->placementIsBone = false; } else if ( !strcmpi( pKey, "multiplayer_break" ) ) { if ( FStrEq( pValue, "server" ) ) { pModel->mpBreakMode = MULTIPLAYER_BREAK_SERVERSIDE; } else if ( FStrEq( pValue, "client" ) ) { pModel->mpBreakMode = MULTIPLAYER_BREAK_CLIENTSIDE; } } else if ( !strcmpi( pKey, "velocity" ) ) { UTIL_StringToVector( pModel->velocity.Base(), pValue ); } } virtual void SetDefaults( void *pData ) { breakmodel_t *pModel = (breakmodel_t *)pData; pModel->modelName[0] = 0; pModel->offset = vec3_origin; pModel->health = 1; pModel->fadeTime = 20.0f; pModel->fadeMinDist = 0.0f; pModel->fadeMaxDist = 0.0f; pModel->burstScale = m_defaultBurstScale; pModel->collisionGroup = m_defaultCollisionGroup; pModel->isRagdoll = false; pModel->isMotionDisabled = false; pModel->placementName[0] = 0; pModel->placementIsBone = false; pModel->mpBreakMode = MULTIPLAYER_BREAK_DEFAULT; pModel->velocity = vec3_origin; m_wroteCollisionGroup = false; }
private: int m_defaultCollisionGroup; float m_defaultBurstScale; bool m_wroteCollisionGroup; };
void BuildPropList( const char *pszBlockName, CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup ) { vcollide_t *pCollide = modelinfo->GetVCollide( modelindex ); if ( !pCollide ) return;
IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues ); while ( !pParse->Finished() ) { CBreakParser breakParser( defBurstScale, defCollisionGroup ); const char *pBlock = pParse->GetCurrentBlockName(); if ( !strcmpi( pBlock, pszBlockName ) ) { int index = list.AddToTail(); breakmodel_t &breakModel = list[index]; pParse->ParseCustom( &breakModel, &breakParser ); } else { pParse->SkipBlock(); } } physcollision->VPhysicsKeyParserDestroy( pParse ); }
void BreakModelList( CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup ) { BuildPropList( "break", list, modelindex, defBurstScale, defCollisionGroup ); }
#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
int GetAutoMultiplayerPhysicsMode( Vector size, float mass ) { float volume = size.x * size.y * size.z;
float minsize = sv_pushaway_clientside_size.GetFloat();
// if it's too small, client side only
if ( volume < (minsize*minsize*minsize) ) return PHYSICS_MULTIPLAYER_CLIENTSIDE;
// if it's too light, no player pushback
if ( mass < 8.0 ) return PHYSICS_MULTIPLAYER_NON_SOLID;
// full pushbackmode
return PHYSICS_MULTIPLAYER_SOLID; } #else
extern int GetAutoMultiplayerPhysicsMode( Vector size, float mass ); #endif
//-----------------------------------------------------------------------------
// Purpose: Returns a string describing a real-world equivalent mass.
// Input : flMass - mass in kg
//-----------------------------------------------------------------------------
#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
const char *GetMassEquivalent(float flMass) { static struct { float flMass; const char *sz; } masstext[] = { { 5e-6, "snowflake" }, { 2.5e-3, "ping-pong ball" }, { 5e-3, "penny" }, { 0.05, "golf ball" }, { 0.17, "billard ball" }, { 2, "bag of sugar" }, { 7, "male cat" }, { 10, "bowling ball" }, { 30, "dog" }, { 60, "cheetah" }, { 90, "adult male human" }, { 250, "refrigerator" }, { 600, "race horse" }, { 1000, "small car" }, { 1650, "medium car" }, { 2500, "large car" }, { 6000, "t-rex" }, { 7200, "elephant" }, { 8e4, "space shuttle" }, { 7e5, "locomotive" }, { 9.2e6, "Eiffel tower" }, { 6e24, "the Earth" }, { 7e24, "really freaking heavy" }, };
for (int i = 0; i < sizeof(masstext) / sizeof(masstext[0]) - 1; i++) { if (flMass < masstext[i].flMass) { return masstext[i].sz; } }
return masstext[ sizeof(masstext) / sizeof(masstext[0]) - 1 ].sz; } #else
extern const char *GetMassEquivalent(float flMass); #endif
#ifdef GAME_DLL
//=========================================================
//=========================================================
class CGameGibManager : public CBaseEntity { DECLARE_CLASS( CGameGibManager, CBaseEntity ); DECLARE_DATADESC();
public:
CGameGibManager() : m_iCurrentMaxPieces(-1), m_iMaxPieces(-1), m_iMaxPiecesDX8(-1) {}
void Activate( void ); void AddGibToLRU( CBaseAnimating *pEntity );
inline bool AllowedToSpawnGib( void );
private:
void UpdateMaxPieces();
void InputSetMaxPieces( inputdata_t &inputdata ); void InputSetMaxPiecesDX8( inputdata_t &inputdata );
typedef CHandle<CBaseAnimating> CGibHandle; CUtlLinkedList< CGibHandle > m_LRU;
bool m_bAllowNewGibs;
int m_iDXLevel; int m_iCurrentMaxPieces; int m_iMaxPieces; int m_iMaxPiecesDX8; int m_iLastFrame; };
BEGIN_DATADESC( CGameGibManager ) // Silence perfidous classcheck!
//DEFINE_FIELD( m_iCurrentMaxPieces, FIELD_INTEGER ),
//DEFINE_FIELD( m_iLastFrame, FIELD_INTEGER ),
//DEFINE_FIELD( m_iDXLevel, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_iMaxPieces, FIELD_INTEGER, "maxpieces" ), DEFINE_KEYFIELD( m_iMaxPiecesDX8, FIELD_INTEGER, "maxpiecesdx8" ), DEFINE_KEYFIELD( m_bAllowNewGibs, FIELD_BOOLEAN, "allownewgibs" ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxPieces", InputSetMaxPieces ), DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxPiecesDX8", InputSetMaxPiecesDX8 ), END_DATADESC()
LINK_ENTITY_TO_CLASS( game_gib_manager, CGameGibManager );
void CGameGibManager::Activate( void ) { m_LRU.Purge();
// Cache off the DX level for use later.
ConVarRef mat_dxlevel( "mat_dxlevel" ); m_iDXLevel = mat_dxlevel.GetInt();
UpdateMaxPieces();
BaseClass::Activate(); }
void CGameGibManager::UpdateMaxPieces() { // If we're running DX8, use the DX8 gib limit if set.
if ( ( m_iDXLevel < 90 ) && ( m_iMaxPiecesDX8 >= 0 ) ) { m_iCurrentMaxPieces = m_iMaxPiecesDX8; } else { m_iCurrentMaxPieces = m_iMaxPieces; } }
bool CGameGibManager::AllowedToSpawnGib( void ) { if ( m_bAllowNewGibs ) return true;
// We're not tracking gibs at the moment
if ( m_iCurrentMaxPieces < 0 ) return true;
if ( m_iCurrentMaxPieces == 0 ) return false;
if ( m_iLastFrame == gpGlobals->framecount ) { if ( m_LRU.Count() >= m_iCurrentMaxPieces ) { return false; } }
return true; }
void CGameGibManager::InputSetMaxPieces( inputdata_t &inputdata ) { m_iMaxPieces = inputdata.value.Int(); UpdateMaxPieces(); }
void CGameGibManager::InputSetMaxPiecesDX8( inputdata_t &inputdata ) { m_iMaxPiecesDX8 = inputdata.value.Int(); UpdateMaxPieces(); }
void CGameGibManager::AddGibToLRU( CBaseAnimating *pEntity ) { int i, next;
if ( pEntity == NULL ) return;
//Find stale gibs.
for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next ) { next = m_LRU.Next(i);
if ( m_LRU[i].Get() == NULL ) { m_LRU.Remove(i); } }
// We're not tracking gibs at the moment
if ( m_iCurrentMaxPieces <= 0 ) return;
while ( m_LRU.Count() >= m_iCurrentMaxPieces ) { i = m_LRU.Head();
//TODO: Make this fade out instead of pop.
UTIL_Remove( m_LRU[i] ); m_LRU.Remove(i); } m_LRU.AddToTail( pEntity ); m_iLastFrame = gpGlobals->framecount; }
EHANDLE g_hGameGibManager;
CGameGibManager *GetGibManager( void ) { #ifndef HL2_EPISODIC
return NULL; #endif
if ( g_hGameGibManager == NULL ) { g_hGameGibManager = (CGameGibManager *)gEntList.FindEntityByClassname( NULL, "game_gib_manager" ); }
return (CGameGibManager *)g_hGameGibManager.Get(); }
#endif
void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLimit, bool defaultLocation ) { // Check for prop breakable count reset.
int nPropCount = props_break_max_pieces_perframe.GetInt(); if ( nPropCount != -1 ) { if ( nFrameNumber != gpGlobals->framecount ) { nPropBreakablesPerFrameCount = 0; nFrameNumber = gpGlobals->framecount; } // Check for max breakable count for the frame.
if ( nPropBreakablesPerFrameCount >= nPropCount ) return; } int iMaxBreakCount = bIgnoreGibLimit ? -1 : props_break_max_pieces.GetInt(); if ( iMaxBreakCount != -1 ) { if ( iPrecomputedBreakableCount != -1 ) { iPrecomputedBreakableCount = MIN( iMaxBreakCount, iPrecomputedBreakableCount ); } else { iPrecomputedBreakableCount = iMaxBreakCount; } }
#ifdef GAME_DLL
// On server limit break model creation
if ( !PropBreakableCapEdictsOnCreateAll(modelindex, pPhysics, params, pEntity, iPrecomputedBreakableCount ) ) { DevMsg( "Failed to create PropBreakable: would exceed MAX_EDICTS\n" ); return; } #endif
vcollide_t *pCollide = modelinfo->GetVCollide( modelindex ); if ( !pCollide ) return;
int nSkin = 0; CBaseEntity *pOwnerEntity = pEntity; CBaseAnimating *pOwnerAnim = NULL; if ( pPhysics ) { pOwnerEntity = static_cast<CBaseEntity *>(pPhysics->GetGameData()); } if ( pOwnerEntity ) { pOwnerAnim = pOwnerEntity->GetBaseAnimating(); if ( pOwnerAnim ) { nSkin = pOwnerAnim->m_nSkin; } } matrix3x4_t localToWorld;
CStudioHdr studioHdr; const model_t *model = modelinfo->GetModel( modelindex ); if ( model ) { studioHdr.Init( modelinfo->GetStudiomodel( model ) ); }
Vector parentOrigin = vec3_origin; int parentAttachment = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1; if ( parentAttachment > 0 ) { GetAttachmentLocalSpace( &studioHdr, parentAttachment-1, localToWorld ); MatrixGetColumn( localToWorld, 3, parentOrigin ); } else { AngleMatrix( vec3_angle, localToWorld ); } CUtlVector<breakmodel_t> list;
BreakModelList( list, modelindex, params.defBurstScale, params.defCollisionGroup );
if ( list.Count() ) { for ( int i = 0; i < list.Count(); i++ ) { int modelIndex = modelinfo->GetModelIndex( list[i].modelName ); if ( modelIndex <= 0 ) continue;
// Skip multiplayer pieces that should be spawning on the other dll
#ifdef GAME_DLL
if ( gpGlobals->maxClients > 1 && breakable_multiplayer.GetBool() ) #else
if ( gpGlobals->maxClients > 1 ) #endif
{ #ifdef GAME_DLL
if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_CLIENTSIDE ) continue; #else
if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_SERVERSIDE ) continue; #endif
if ( !defaultLocation && list[i].mpBreakMode == MULTIPLAYER_BREAK_DEFAULT ) continue; }
if ( ( nPropCount != -1 ) && ( nPropBreakablesPerFrameCount > nPropCount ) ) break;
if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) ) break;
matrix3x4_t matrix; AngleMatrix( params.angles, params.origin, matrix );
CStudioHdr studioHdrModel; const model_t *pModel = modelinfo->GetModel( modelIndex ); if ( pModel ) { studioHdrModel.Init( modelinfo->GetStudiomodel( pModel ) ); }
// Increment the number of breakable props this frame.
++nPropBreakablesPerFrameCount;
Vector position = vec3_origin; QAngle angles = params.angles; if ( pOwnerAnim && list[i].placementName[0] ) { if ( list[i].placementIsBone ) { int boneIndex = pOwnerAnim->LookupBone( list[i].placementName ); if ( boneIndex >= 0 ) { pOwnerAnim->GetBonePosition( boneIndex, position, angles ); AngleMatrix( angles, position, matrix ); } } else { int attachmentIndex = Studio_FindAttachment( &studioHdrModel, list[i].placementName ) + 1; if ( attachmentIndex > 0 ) { pOwnerAnim->GetAttachment( attachmentIndex, matrix ); MatrixAngles( matrix, angles ); } } } else { int placementIndex = Studio_FindAttachment( &studioHdrModel, "placementOrigin" ) + 1; Vector placementOrigin = parentOrigin; if ( placementIndex > 0 ) { GetAttachmentLocalSpace( &studioHdrModel, placementIndex-1, localToWorld ); MatrixGetColumn( localToWorld, 3, placementOrigin ); placementOrigin -= parentOrigin; }
VectorTransform( list[i].offset - placementOrigin, matrix, position ); } Vector objectVelocity = params.velocity;
if (pPhysics) { pPhysics->GetVelocityAtPoint( position, &objectVelocity ); }
int nActualSkin = nSkin; if ( nActualSkin > studioHdrModel.numskinfamilies() ) nActualSkin = 0;
CBaseEntity *pBreakable = NULL; #ifdef GAME_DLL
if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() ) #endif
{ pBreakable = BreakModelCreateSingle( pOwnerEntity, &list[i], position, angles, objectVelocity, params.angularVelocity, nActualSkin, params ); }
if ( pBreakable ) { #ifdef GAME_DLL
if ( GetGibManager() ) { GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() ); } #endif
if ( pOwnerEntity && pOwnerEntity->IsEffectActive( EF_NOSHADOW ) ) { pBreakable->AddEffects( EF_NOSHADOW ); }
// If burst scale is set, this piece should 'burst' away from
// the origin in addition to travelling in the wished velocity.
if ( list[i].burstScale != 0.0 ) { Vector vecBurstDir = position - params.origin;
// If $autocenter wasn't used, try the center of the piece
if ( vecBurstDir == vec3_origin ) { vecBurstDir = pBreakable->WorldSpaceCenter() - params.origin; }
VectorNormalize( vecBurstDir );
pBreakable->ApplyAbsVelocityImpulse( vecBurstDir * list[i].burstScale ); }
// If this piece is supposed to be motion disabled, disable it
if ( list[i].isMotionDisabled ) { IPhysicsObject *pPhysicsObject = pBreakable->VPhysicsGetObject(); if ( pPhysicsObject != NULL ) { pPhysicsObject->EnableMotion( false ); } } } } } // Then see if the propdata specifies any breakable pieces
else if ( pEntity ) { IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pEntity); if ( pBreakableInterface && pBreakableInterface->GetBreakableModel() != NULL_STRING && pBreakableInterface->GetBreakableCount() ) { breakmodel_t breakModel;
for ( int i = 0; i < pBreakableInterface->GetBreakableCount(); i++ ) { if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) ) break;
Q_strncpy( breakModel.modelName, g_PropDataSystem.GetRandomChunkModel(STRING(pBreakableInterface->GetBreakableModel()), pBreakableInterface->GetMaxBreakableSize()), sizeof(breakModel.modelName) );
breakModel.health = 1; breakModel.fadeTime = RandomFloat(5,10); breakModel.fadeMinDist = 0.0f; breakModel.fadeMaxDist = 0.0f; breakModel.burstScale = params.defBurstScale; breakModel.collisionGroup = COLLISION_GROUP_DEBRIS; breakModel.isRagdoll = false; breakModel.isMotionDisabled = false; breakModel.placementName[0] = 0; breakModel.placementIsBone = false;
Vector vecObbSize = pEntity->CollisionProp()->OBBSize();
// Find a random point on the plane of the original's two largest axis
int smallestAxis = SmallestAxis( vecObbSize ); Vector vecMins(0,0,0); Vector vecMaxs(1,1,1); vecMins[smallestAxis] = 0.5; vecMaxs[smallestAxis] = 0.5; pEntity->CollisionProp()->RandomPointInBounds( vecMins, vecMaxs, &breakModel.offset );
// Push all chunks away from the center
Vector vecBurstDir = breakModel.offset - params.origin; VectorNormalize( vecBurstDir ); Vector vecVelocity = vecBurstDir * params.defBurstScale;
QAngle vecAngles = pEntity->GetAbsAngles(); int iSkin = pBreakableInterface->GetBreakableSkin();
CBaseEntity *pBreakable = NULL;
#ifdef GAME_DLL
if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() ) #endif
{ pBreakable = BreakModelCreateSingle( pOwnerEntity, &breakModel, breakModel.offset, vecAngles, vecVelocity, vec3_origin/*params.angularVelocity*/, iSkin, params ); if ( !pBreakable ) { DevWarning( "PropBreakableCreateAll: Could not create model %s\n", breakModel.modelName ); } }
if ( pBreakable ) { #ifdef GAME_DLL
if ( GetGibManager() ) { GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() ); } #endif
Vector vecBreakableObbSize = pBreakable->CollisionProp()->OBBSize();
// Try to align the gibs along the original axis
matrix3x4_t matrix; AngleMatrix( vecAngles, matrix ); AlignBoxes( &matrix, vecObbSize, vecBreakableObbSize ); MatrixAngles( matrix, vecAngles );
if ( pBreakable->VPhysicsGetObject() ) { Vector pos; pBreakable->VPhysicsGetObject()->GetPosition( &pos, NULL ); pBreakable->VPhysicsGetObject()->SetPosition( pos, vecAngles, true ); }
pBreakable->SetAbsAngles( vecAngles );
if ( pOwnerEntity->IsEffectActive( EF_NOSHADOW ) ) { pBreakable->AddEffects( EF_NOSHADOW ); } } } } } }
void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const Vector &origin, const QAngle &angles, const Vector &velocity, const AngularImpulse &angularVelocity, float impactEnergyScale, float defBurstScale, int defCollisionGroup, CBaseEntity *pEntity, bool defaultLocation ) { breakablepropparams_t params( origin, angles, velocity, angularVelocity ); params.impactEnergyScale = impactEnergyScale; params.defBurstScale = defBurstScale; params.defCollisionGroup = defCollisionGroup; PropBreakableCreateAll( modelindex, pPhysics, params, pEntity, -1, false, defaultLocation ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : modelindex -
//-----------------------------------------------------------------------------
void PrecachePropsForModel( int iModel, const char *pszBlockName ) { vcollide_t *pCollide = modelinfo->GetVCollide( iModel ); if ( !pCollide ) return;
// The scale and group doesn't really matter at the moment, we are just using the parser to get the model name to cache.
CBreakParser breakParser( 1.0, COLLISION_GROUP_NONE );
// Create a parser.
IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues ); while ( !pParse->Finished() ) { const char *pBlock = pParse->GetCurrentBlockName(); if ( !strcmpi( pBlock, pszBlockName ) ) { breakmodel_t breakModel; pParse->ParseCustom( &breakModel, &breakParser ); CBaseEntity::PrecacheModel( breakModel.modelName ); } else { pParse->SkipBlock(); } }
// Destroy the parser.
physcollision->VPhysicsKeyParserDestroy( pParse ); }
void PrecacheGibsForModel( int iModel ) { VPROF_BUDGET( "PrecacheGibsForModel", VPROF_BUDGETGROUP_PLAYER ); PrecachePropsForModel( iModel, "break" ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &list -
// modelindex -
// defBurstScale -
// defCollisionGroup -
//-----------------------------------------------------------------------------
void BuildGibList( CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup ) { BreakModelList( list, modelindex, defBurstScale, defCollisionGroup ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &list -
// modelindex -
// *pPhysics -
// ¶ms -
// *pEntity -
// iPrecomputedBreakableCount -
// bIgnoreGibLImit -
// defaultLocation -
//-----------------------------------------------------------------------------
CBaseEntity *CreateGibsFromList( CUtlVector<breakmodel_t> &list, int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLimit, bool defaultLocation, CUtlVector<EHANDLE> *pGibList, bool bBurning ) { // Check for prop breakable count reset.
int nPropCount = props_break_max_pieces_perframe.GetInt(); if ( nPropCount != -1 ) { if ( nFrameNumber != gpGlobals->framecount ) { nPropBreakablesPerFrameCount = 0; nFrameNumber = gpGlobals->framecount; } // Check for max breakable count for the frame.
if ( nPropBreakablesPerFrameCount >= nPropCount ) return NULL; }
int iMaxBreakCount = bIgnoreGibLimit ? -1 : props_break_max_pieces.GetInt(); if ( iMaxBreakCount != -1 ) { if ( iPrecomputedBreakableCount != -1 ) { iPrecomputedBreakableCount = MIN( iMaxBreakCount, iPrecomputedBreakableCount ); } else { iPrecomputedBreakableCount = iMaxBreakCount; } }
#ifdef GAME_DLL
// On server limit break model creation
if ( !PropBreakableCapEdictsOnCreateAll(modelindex, pPhysics, params, pEntity, iPrecomputedBreakableCount ) ) { DevMsg( "Failed to create PropBreakable: would exceed MAX_EDICTS\n" ); return NULL; } #endif
vcollide_t *pCollide = modelinfo->GetVCollide( modelindex ); if ( !pCollide ) return NULL;
int nSkin = params.nDefaultSkin; CBaseEntity *pOwnerEntity = pEntity; CBaseAnimating *pOwnerAnim = NULL; if ( pPhysics ) { pOwnerEntity = static_cast<CBaseEntity *>(pPhysics->GetGameData()); } if ( pOwnerEntity ) { pOwnerAnim = dynamic_cast<CBaseAnimating*>(pOwnerEntity); if ( pOwnerAnim ) { nSkin = pOwnerAnim->m_nSkin; } } matrix3x4_t localToWorld;
CStudioHdr studioHdrParent; const model_t *model = modelinfo->GetModel( modelindex ); if ( model ) { studioHdrParent.Init( modelinfo->GetStudiomodel( model ) ); }
Vector parentOrigin = vec3_origin; int parentAttachment = Studio_FindAttachment( &studioHdrParent, "placementOrigin" ) + 1; if ( parentAttachment > 0 ) { GetAttachmentLocalSpace( &studioHdrParent, parentAttachment-1, localToWorld ); MatrixGetColumn( localToWorld, 3, parentOrigin ); } else { AngleMatrix( vec3_angle, localToWorld ); } // CUtlVector<breakmodel_t> list;
// BreakModelList( list, modelindex, params.defBurstScale, params.defCollisionGroup );
CBaseEntity *pFirstBreakable = NULL;
if ( list.Count() ) { for ( int i = 0; i < list.Count(); i++ ) { int modelIndex = modelinfo->GetModelIndex( list[i].modelName ); if ( modelIndex <= 0 ) continue;
// Skip multiplayer pieces that should be spawning on the other dll
#ifdef GAME_DLL
if ( gpGlobals->maxClients > 1 && breakable_multiplayer.GetBool() ) #else
if ( gpGlobals->maxClients > 1 ) #endif
{ #ifdef GAME_DLL
if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_CLIENTSIDE ) continue; #else
if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_SERVERSIDE ) continue; #endif
if ( !defaultLocation && list[i].mpBreakMode == MULTIPLAYER_BREAK_DEFAULT ) continue; }
if ( ( nPropCount != -1 ) && ( nPropBreakablesPerFrameCount > nPropCount ) ) break;
if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) ) break;
matrix3x4_t matrix; AngleMatrix( params.angles, params.origin, matrix );
CStudioHdr studioHdrModel; const model_t *pModel = modelinfo->GetModel( modelIndex ); if ( pModel ) { studioHdrModel.Init( modelinfo->GetStudiomodel( pModel ) ); }
// Increment the number of breakable props this frame.
++nPropBreakablesPerFrameCount;
Vector position = vec3_origin; QAngle angles = params.angles; if ( pOwnerAnim && list[i].placementName[0] ) { if ( list[i].placementIsBone ) { int boneIndex = pOwnerAnim->LookupBone( list[i].placementName ); if ( boneIndex >= 0 ) { pOwnerAnim->GetBonePosition( boneIndex, position, angles ); AngleMatrix( angles, position, matrix ); } } else { int attachmentIndex = Studio_FindAttachment( &studioHdrModel, list[i].placementName ) + 1; if ( attachmentIndex > 0 ) { pOwnerAnim->GetAttachment( attachmentIndex, matrix ); MatrixAngles( matrix, angles ); } } } else { int placementIndex = Studio_FindAttachment( &studioHdrModel, "placementOrigin" ) + 1; Vector placementOrigin = parentOrigin; if ( placementIndex > 0 ) { GetAttachmentLocalSpace( &studioHdrModel, placementIndex-1, localToWorld ); MatrixGetColumn( localToWorld, 3, placementOrigin ); placementOrigin -= parentOrigin; }
VectorTransform( list[i].offset - placementOrigin, matrix, position ); } Vector objectVelocity = params.velocity;
Vector gibVelocity = vec3_origin; if ( !list[i].velocity.IsZero() ) { VectorRotate( list[i].velocity, matrix, gibVelocity ); objectVelocity = gibVelocity; } else { float flScale = VectorNormalize( objectVelocity ); objectVelocity.x += RandomFloat( -1.f, 1.0f ); objectVelocity.y += RandomFloat( -1.0f, 1.0f ); objectVelocity.z += RandomFloat( 0.0f, 1.0f ); VectorNormalize( objectVelocity ); objectVelocity *= flScale; }
if (pPhysics) { pPhysics->GetVelocityAtPoint( position, &objectVelocity ); }
int nActualSkin = nSkin; if ( nActualSkin > studioHdrModel.numskinfamilies() ) nActualSkin = 0;
CBaseEntity *pBreakable = NULL; #ifdef GAME_DLL
if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() ) #endif
{ pBreakable = BreakModelCreateSingle( pOwnerEntity, &list[i], position, angles, objectVelocity, params.angularVelocity, nActualSkin, params ); }
if ( pBreakable ) { #ifdef GAME_DLL
if ( GetGibManager() ) { GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() ); } #endif
#ifndef GAME_DLL
if ( bBurning && cl_burninggibs.GetBool() ) { pBreakable->ParticleProp()->Create( "burninggibs", PATTACH_POINT_FOLLOW, "bloodpoint" ); } #endif
if ( pOwnerEntity && pOwnerEntity->IsEffectActive( EF_NOSHADOW ) ) { pBreakable->AddEffects( EF_NOSHADOW ); }
// If burst scale is set, this piece should 'burst' away from
// the origin in addition to travelling in the wished velocity.
if ( list[i].burstScale != 0.0 ) { Vector vecBurstDir = position - params.origin;
// If $autocenter wasn't used, try the center of the piece
if ( vecBurstDir == vec3_origin ) { vecBurstDir = pBreakable->WorldSpaceCenter() - params.origin; }
VectorNormalize( vecBurstDir );
pBreakable->ApplyAbsVelocityImpulse( vecBurstDir * list[i].burstScale ); }
// If this piece is supposed to be motion disabled, disable it
if ( list[i].isMotionDisabled ) { IPhysicsObject *pPhysicsObject = pBreakable->VPhysicsGetObject(); if ( pPhysicsObject != NULL ) { pPhysicsObject->EnableMotion( false ); } }
if ( !pFirstBreakable ) { pFirstBreakable = pBreakable; }
if ( pGibList ) { pGibList->AddToTail( pBreakable ); } } } } // Then see if the propdata specifies any breakable pieces
else if ( pEntity ) { IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pEntity); if ( pBreakableInterface && pBreakableInterface->GetBreakableModel() != NULL_STRING && pBreakableInterface->GetBreakableCount() ) { breakmodel_t breakModel;
for ( int i = 0; i < pBreakableInterface->GetBreakableCount(); i++ ) { if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) ) break;
Q_strncpy( breakModel.modelName, g_PropDataSystem.GetRandomChunkModel(STRING(pBreakableInterface->GetBreakableModel()), pBreakableInterface->GetMaxBreakableSize()), sizeof(breakModel.modelName) );
breakModel.health = 1; breakModel.fadeTime = RandomFloat(5,10); breakModel.fadeMinDist = 0.0f; breakModel.fadeMaxDist = 0.0f; breakModel.burstScale = params.defBurstScale; breakModel.collisionGroup = COLLISION_GROUP_DEBRIS; breakModel.isRagdoll = false; breakModel.isMotionDisabled = false; breakModel.placementName[0] = 0; breakModel.placementIsBone = false;
Vector vecObbSize = pEntity->CollisionProp()->OBBSize();
// Find a random point on the plane of the original's two largest axis
int smallestAxis = SmallestAxis( vecObbSize ); Vector vecMins(0,0,0); Vector vecMaxs(1,1,1); vecMins[smallestAxis] = 0.5; vecMaxs[smallestAxis] = 0.5; pEntity->CollisionProp()->RandomPointInBounds( vecMins, vecMaxs, &breakModel.offset );
// Push all chunks away from the center
Vector vecBurstDir = breakModel.offset - params.origin; VectorNormalize( vecBurstDir ); Vector vecVelocity = vecBurstDir * params.defBurstScale;
QAngle vecAngles = pEntity->GetAbsAngles(); int iSkin = pBreakableInterface->GetBreakableSkin();
CBaseEntity *pBreakable = NULL;
#ifdef GAME_DLL
if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() ) #endif
{ pBreakable = BreakModelCreateSingle( pOwnerEntity, &breakModel, breakModel.offset, vecAngles, vecVelocity, vec3_origin/*params.angularVelocity*/, iSkin, params ); }
if( pBreakable ) { #ifdef GAME_DLL
if ( GetGibManager() ) { GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() ); } #endif
Vector vecBreakableObbSize = pBreakable->CollisionProp()->OBBSize();
// Try to align the gibs along the original axis
matrix3x4_t matrix; AngleMatrix( vecAngles, matrix ); AlignBoxes( &matrix, vecObbSize, vecBreakableObbSize ); MatrixAngles( matrix, vecAngles );
if ( pBreakable->VPhysicsGetObject() ) { Vector pos; pBreakable->VPhysicsGetObject()->GetPosition( &pos, NULL ); pBreakable->VPhysicsGetObject()->SetPosition( pos, vecAngles, true ); }
pBreakable->SetAbsAngles( vecAngles );
if ( pOwnerEntity->IsEffectActive( EF_NOSHADOW ) ) { pBreakable->AddEffects( EF_NOSHADOW ); }
if ( !pFirstBreakable ) { pFirstBreakable = pBreakable; }
if ( pGibList ) { pGibList->AddToTail( pBreakable ); } } else { DevWarning( "PropBreakableCreateAll: Could not create model %s\n", breakModel.modelName ); } } } }
return pFirstBreakable; }
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