You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
93 lines
4.0 KiB
93 lines
4.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: APIs for player pickup of physics objects
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef PLAYER_PICKUP_H
|
|
#define PLAYER_PICKUP_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#ifdef HL2_DLL
|
|
// Needed for launch velocity
|
|
extern ConVar physcannon_minforce;
|
|
extern ConVar physcannon_maxforce;
|
|
#endif
|
|
|
|
// Reasons behind a pickup
|
|
enum PhysGunPickup_t
|
|
{
|
|
PICKED_UP_BY_CANNON,
|
|
PUNTED_BY_CANNON,
|
|
PICKED_UP_BY_PLAYER, // Picked up by +USE, not physgun.
|
|
};
|
|
|
|
// Reasons behind a drop
|
|
enum PhysGunDrop_t
|
|
{
|
|
DROPPED_BY_PLAYER,
|
|
THROWN_BY_PLAYER,
|
|
DROPPED_BY_CANNON,
|
|
LAUNCHED_BY_CANNON,
|
|
};
|
|
|
|
enum PhysGunForce_t
|
|
{
|
|
PHYSGUN_FORCE_DROPPED, // Dropped by +USE
|
|
PHYSGUN_FORCE_THROWN, // Thrown from +USE
|
|
PHYSGUN_FORCE_PUNTED, // Punted by cannon
|
|
PHYSGUN_FORCE_LAUNCHED, // Launched by cannon
|
|
};
|
|
|
|
void PlayerPickupObject( CBasePlayer *pPlayer, CBaseEntity *pObject );
|
|
void Pickup_ForcePlayerToDropThisObject( CBaseEntity *pTarget );
|
|
|
|
void Pickup_OnPhysGunDrop( CBaseEntity *pDroppedObject, CBasePlayer *pPlayer, PhysGunDrop_t reason );
|
|
void Pickup_OnPhysGunPickup( CBaseEntity *pPickedUpObject, CBasePlayer *pPlayer, PhysGunPickup_t reason = PICKED_UP_BY_CANNON );
|
|
bool Pickup_OnAttemptPhysGunPickup( CBaseEntity *pPickedUpObject, CBasePlayer *pPlayer, PhysGunPickup_t reason = PICKED_UP_BY_CANNON );
|
|
bool Pickup_GetPreferredCarryAngles( CBaseEntity *pObject, CBasePlayer *pPlayer, matrix3x4_t &localToWorld, QAngle &outputAnglesWorldSpace );
|
|
bool Pickup_ForcePhysGunOpen( CBaseEntity *pObject, CBasePlayer *pPlayer );
|
|
bool Pickup_ShouldPuntUseLaunchForces( CBaseEntity *pObject, PhysGunForce_t reason );
|
|
AngularImpulse Pickup_PhysGunLaunchAngularImpulse( CBaseEntity *pObject, PhysGunForce_t reason );
|
|
Vector Pickup_DefaultPhysGunLaunchVelocity( const Vector &vecForward, float flMass );
|
|
Vector Pickup_PhysGunLaunchVelocity( CBaseEntity *pObject, const Vector &vecForward, PhysGunForce_t reason );
|
|
|
|
CBaseEntity *Pickup_OnFailedPhysGunPickup( CBaseEntity *pPickedUpObject, Vector vPhysgunPos );
|
|
|
|
abstract_class IPlayerPickupVPhysics
|
|
{
|
|
public:
|
|
// Callbacks for the physgun/cannon picking up an entity
|
|
virtual bool OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON ) = 0;
|
|
virtual CBaseEntity *OnFailedPhysGunPickup( Vector vPhysgunPos ) = 0;
|
|
virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON ) = 0;
|
|
virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) = 0;
|
|
virtual bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer = NULL ) = 0;
|
|
virtual QAngle PreferredCarryAngles( void ) = 0;
|
|
virtual bool ForcePhysgunOpen( CBasePlayer *pPlayer ) = 0;
|
|
virtual AngularImpulse PhysGunLaunchAngularImpulse() = 0;
|
|
virtual bool ShouldPuntUseLaunchForces( PhysGunForce_t reason ) = 0;
|
|
virtual Vector PhysGunLaunchVelocity( const Vector &vecForward, float flMass ) = 0;
|
|
};
|
|
|
|
class CDefaultPlayerPickupVPhysics : public IPlayerPickupVPhysics
|
|
{
|
|
public:
|
|
virtual bool OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON ) { return true; }
|
|
virtual CBaseEntity *OnFailedPhysGunPickup( Vector vPhysgunPos ) { return NULL; }
|
|
virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON ) {}
|
|
virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason ) {}
|
|
virtual bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ) { return false; }
|
|
virtual QAngle PreferredCarryAngles( void ) { return vec3_angle; }
|
|
virtual bool ForcePhysgunOpen( CBasePlayer *pPlayer ) { return false; }
|
|
virtual AngularImpulse PhysGunLaunchAngularImpulse() { return RandomAngularImpulse( -600, 600 ); }
|
|
virtual bool ShouldPuntUseLaunchForces( PhysGunForce_t reason ) { return false; }
|
|
virtual Vector PhysGunLaunchVelocity( const Vector &vecForward, float flMass )
|
|
{
|
|
return Pickup_DefaultPhysGunLaunchVelocity( vecForward, flMass );
|
|
}
|
|
};
|
|
|
|
#endif // PLAYER_PICKUP_H
|