Team Fortress 2 Source Code as on 22/4/2020
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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 &params, 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 &params );
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 &params, 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 -
// &params -
// *pEntity -
// iPrecomputedBreakableCount -
// bIgnoreGibLImit -
// defaultLocation -
//-----------------------------------------------------------------------------
CBaseEntity *CreateGibsFromList( CUtlVector<breakmodel_t> &list, int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t &params, 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;
}