199 lines
5.4 KiB
C++
199 lines
5.4 KiB
C++
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//========= Copyright <20> 1996-2008, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "c_triggers.h"
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#include "in_buttons.h"
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#include "c_func_brush.h"
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#include "collisionutils.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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IMPLEMENT_CLIENTCLASS_DT( C_BaseTrigger, DT_BaseTrigger, CBaseTrigger )
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RecvPropBool( RECVINFO( m_bClientSidePredicted ) ),
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RecvPropInt( RECVINFO( m_spawnflags ) ),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose: Disables auto movement on players that touch it
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//-----------------------------------------------------------------------------
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class C_TriggerPlayerMovement : public C_BaseTrigger
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{
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DECLARE_CLASS( C_TriggerPlayerMovement, C_BaseTrigger );
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DECLARE_CLIENTCLASS();
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public:
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C_TriggerPlayerMovement();
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~C_TriggerPlayerMovement();
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void StartTouch( C_BaseEntity *pOther );
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void EndTouch( C_BaseEntity *pOther );
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protected:
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virtual void UpdatePartitionListEntry();
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public:
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C_TriggerPlayerMovement *m_pNext;
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};
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IMPLEMENT_CLIENTCLASS_DT( C_TriggerPlayerMovement, DT_TriggerPlayerMovement, CTriggerPlayerMovement )
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END_RECV_TABLE()
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C_EntityClassList< C_TriggerPlayerMovement > g_TriggerPlayerMovementList;
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C_TriggerPlayerMovement *C_EntityClassList<C_TriggerPlayerMovement>::m_pClassList = NULL;
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C_TriggerPlayerMovement::C_TriggerPlayerMovement()
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{
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g_TriggerPlayerMovementList.Insert( this );
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}
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C_TriggerPlayerMovement::~C_TriggerPlayerMovement()
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{
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g_TriggerPlayerMovementList.Remove( this );
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}
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//-----------------------------------------------------------------------------
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// Little enumeration class used to try touching all triggers
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//-----------------------------------------------------------------------------
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template< class T >
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class CFastTouchTriggers
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{
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public:
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CFastTouchTriggers( C_BaseEntity *pEnt, T *pTriggers ) : m_pEnt( pEnt ), m_pTriggers( pTriggers )
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{
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m_pCollide = pEnt->GetCollideable();
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Assert( m_pCollide );
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Vector vecMins, vecMaxs;
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CM_GetCollideableTriggerTestBox( m_pCollide, &vecMins, &vecMaxs );
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const Vector &vecStart = m_pCollide->GetCollisionOrigin();
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m_Ray.Init( vecStart, vecStart, vecMins, vecMaxs );
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}
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FORCEINLINE void CM_GetCollideableTriggerTestBox( ICollideable *pCollide, Vector *pMins, Vector *pMaxs )
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{
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if ( pCollide->GetSolid() == SOLID_BBOX )
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{
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*pMins = pCollide->OBBMins();
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*pMaxs = pCollide->OBBMaxs();
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}
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else
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{
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const Vector &vecStart = pCollide->GetCollisionOrigin();
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pCollide->WorldSpaceSurroundingBounds( pMins, pMaxs );
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*pMins -= vecStart;
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*pMaxs -= vecStart;
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}
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}
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FORCEINLINE void Check( T *pEntity )
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{
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// Hmmm.. everything in this list should be a trigger....
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ICollideable *pTriggerCollideable = pEntity->GetCollideable();
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if ( !m_pCollide->ShouldTouchTrigger(pTriggerCollideable->GetSolidFlags()) )
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return;
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if ( pTriggerCollideable->GetSolidFlags() & FSOLID_USE_TRIGGER_BOUNDS )
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{
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Vector vecTriggerMins, vecTriggerMaxs;
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pTriggerCollideable->WorldSpaceTriggerBounds( &vecTriggerMins, &vecTriggerMaxs );
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if ( !IsBoxIntersectingRay( vecTriggerMins, vecTriggerMaxs, m_Ray ) )
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{
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return;
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}
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}
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else
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{
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trace_t tr;
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enginetrace->ClipRayToCollideable( m_Ray, MASK_SOLID, pTriggerCollideable, &tr );
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if ( !(tr.contents & MASK_SOLID) )
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return;
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}
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trace_t tr;
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UTIL_ClearTrace( tr );
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tr.endpos = (m_pEnt->GetAbsOrigin() + pEntity->GetAbsOrigin()) * 0.5;
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m_pEnt->PhysicsMarkEntitiesAsTouching( pEntity, tr );
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}
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FORCEINLINE void Run()
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{
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for ( T *trigger = m_pTriggers; trigger ; trigger = trigger->m_pNext )
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{
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if ( trigger->IsDormant() )
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continue;
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Check( trigger );
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}
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}
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Ray_t m_Ray;
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private:
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C_BaseEntity *m_pEnt;
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ICollideable *m_pCollide;
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T *m_pTriggers;
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};
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void TouchTriggerPlayerMovement( C_BaseEntity *pEntity )
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{
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CFastTouchTriggers< C_TriggerPlayerMovement > helper( pEntity, g_TriggerPlayerMovementList.m_pClassList );
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helper.Run();
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}
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void C_TriggerPlayerMovement::UpdatePartitionListEntry()
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{
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if ( !m_bClientSidePredicted )
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{
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BaseClass::UpdatePartitionListEntry();
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return;
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}
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partition->RemoveAndInsert(
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PARTITION_CLIENT_SOLID_EDICTS | PARTITION_CLIENT_RESPONSIVE_EDICTS | PARTITION_CLIENT_NON_STATIC_EDICTS, // remove
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PARTITION_CLIENT_TRIGGER_ENTITIES, // add
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CollisionProp()->GetPartitionHandle() );
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}
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void C_TriggerPlayerMovement::StartTouch( C_BaseEntity *pOther )
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{
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C_BasePlayer *pPlayer = ToBasePlayer( pOther );
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if ( !pPlayer )
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return;
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if ( HasSpawnFlags( SF_TRIGGER_AUTO_DUCK ) )
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{
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pPlayer->ForceButtons( IN_DUCK );
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}
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// UNDONE: Currently this is the only operation this trigger can do
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if ( HasSpawnFlags( SF_TRIGGER_MOVE_AUTODISABLE ) )
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{
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pPlayer->m_Local.m_bAllowAutoMovement = false;
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}
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}
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void C_TriggerPlayerMovement::EndTouch( C_BaseEntity *pOther )
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{
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C_BasePlayer *pPlayer = ToBasePlayer( pOther );
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if ( !pPlayer )
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return;
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if ( HasSpawnFlags( SF_TRIGGER_AUTO_DUCK ) )
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{
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pPlayer->UnforceButtons( IN_DUCK );
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}
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if ( HasSpawnFlags( SF_TRIGGER_MOVE_AUTODISABLE ) )
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{
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pPlayer->m_Local.m_bAllowAutoMovement = true;
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}
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}
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