sqwarmed/sdk_src/game/client/c_stickybolt.cpp

179 lines
5.0 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements the Sticky Bolt code. This constraints ragdolls to the world
// after being hit by a crossbow bolt. If something here is acting funny
// let me know - Adrian.
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_basetempentity.h"
#include "fx.h"
#include "decals.h"
#include "iefx.h"
#include "engine/IEngineSound.h"
#include "materialsystem/IMaterialVar.h"
#include "ieffects.h"
#include "engine/IEngineTrace.h"
#include "vphysics/constraints.h"
#include "engine/ivmodelinfo.h"
#include "tempent.h"
#include "c_te_legacytempents.h"
#include "engine/ivdebugoverlay.h"
#include "c_te_effect_dispatch.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IPhysicsSurfaceProps *physprops;
IPhysicsObject *GetWorldPhysObject( void );
extern ITempEnts* tempents;
class CRagdollBoltEnumerator : public IPartitionEnumerator
{
public:
//Forced constructor
CRagdollBoltEnumerator( Ray_t& shot, Vector vOrigin )
{
m_rayShot = shot;
m_vWorld = vOrigin;
}
//Actual work code
IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
{
C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() );
if ( pEnt == NULL )
return ITERATION_CONTINUE;
C_BaseAnimating *pModel = static_cast< C_BaseAnimating * >( pEnt );
if ( pModel == NULL )
return ITERATION_CONTINUE;
trace_t tr;
enginetrace->ClipRayToEntity( m_rayShot, MASK_SHOT, pModel, &tr );
IPhysicsObject *pPhysicsObject = NULL;
//Find the real object we hit.
if( tr.physicsbone >= 0 )
{
if ( pModel->m_pRagdoll )
{
CRagdoll *pCRagdoll = dynamic_cast < CRagdoll * > ( pModel->m_pRagdoll );
if ( pCRagdoll )
{
ragdoll_t *pRagdollT = pCRagdoll->GetRagdoll();
if ( tr.physicsbone < pRagdollT->listCount )
{
pPhysicsObject = pRagdollT->list[tr.physicsbone].pObject;
}
}
}
}
if ( pPhysicsObject == NULL )
return ITERATION_CONTINUE;
if ( tr.fraction < 1.0 )
{
IPhysicsObject *pReference = GetWorldPhysObject();
if ( pReference == NULL || pPhysicsObject == NULL )
return ITERATION_CONTINUE;
float flMass = pPhysicsObject->GetMass();
pPhysicsObject->SetMass( flMass * 2 );
constraint_ballsocketparams_t ballsocket;
ballsocket.Defaults();
pReference->WorldToLocal( &ballsocket.constraintPosition[0], m_vWorld );
pPhysicsObject->WorldToLocal( &ballsocket.constraintPosition[1], tr.endpos );
physenv->CreateBallsocketConstraint( pReference, pPhysicsObject, NULL, ballsocket );
//Play a sound
CPASAttenuationFilter filter( pEnt );
EmitSound_t ep;
ep.m_nChannel = CHAN_VOICE;
ep.m_pSoundName = "Weapon_Crossbow.BoltSkewer";
ep.m_flVolume = 1.0f;
ep.m_SoundLevel = SNDLVL_NORM;
ep.m_pOrigin = &pEnt->GetAbsOrigin();
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, ep );
return ITERATION_STOP;
}
return ITERATION_CONTINUE;
}
private:
Ray_t m_rayShot;
Vector m_vWorld;
};
#define CROSSBOW_BOLT_MODEL "models/crossbow_bolt.mdl"
void CreateCrossbowBolt( const Vector &vecOrigin, const Vector &vecDirection )
{
model_t *pModel = (model_t *)engine->LoadModel( CROSSBOW_BOLT_MODEL );
QAngle vAngles;
VectorAngles( vecDirection, vAngles );
if ( gpGlobals->maxClients > 1 )
{
tempents->SpawnTempModel( pModel, vecOrigin - vecDirection * 8, vAngles, Vector(0, 0, 0 ), 30.0f, FTENT_NONE );
}
else
{
tempents->SpawnTempModel( pModel, vecOrigin - vecDirection * 8, vAngles, Vector(0, 0, 0 ), 1, FTENT_NEVERDIE );
}
}
void StickRagdollNow( const Vector &vecOrigin, const Vector &vecDirection )
{
Ray_t shotRay;
trace_t tr;
UTIL_TraceLine( vecOrigin, vecOrigin + vecDirection * 16, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr );
if ( tr.surface.flags & SURF_SKY )
return;
Vector vecEnd = vecOrigin - vecDirection * 128;
shotRay.Init( vecOrigin, vecEnd );
CRagdollBoltEnumerator ragdollEnum( shotRay, vecOrigin );
partition->EnumerateElementsAlongRay( PARTITION_CLIENT_RESPONSIVE_EDICTS, shotRay, false, &ragdollEnum );
CreateCrossbowBolt( vecOrigin, vecDirection );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void StickyBoltCallback( const CEffectData &data )
{
StickRagdollNow( data.m_vOrigin, data.m_vNormal );
}
DECLARE_CLIENT_EFFECT_BEGIN( BoltImpact, StickyBoltCallback )
PRECACHE( MODEL, CROSSBOW_BOLT_MODEL )
DECLARE_CLIENT_EFFECT_END()