879 lines
22 KiB
C++
879 lines
22 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "cbase.h"
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#include "physpropclientside.h"
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#include "vcollide_parse.h"
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#include "mapentities_shared.h"
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#include "gamestringpool.h"
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#include "props_shared.h"
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#include "c_te_effect_dispatch.h"
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#include "datacache/imdlcache.h"
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#include "view.h"
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#include "tier0/vprof.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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#define FADEOUT_TIME 1.0f
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ConVar r_propsmaxdist( "r_propsmaxdist", "1200", 0, "Maximum visible distance" );
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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static int PropBreakablePrecacheAll( int modelIndex )
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{
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CUtlVector<breakmodel_t> list;
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BreakModelList( list, modelIndex, COLLISION_GROUP_NONE, 0 );
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return list.Count();
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}
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C_PhysPropClientside *C_PhysPropClientside::CreateNew( bool bForce )
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{
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return new C_PhysPropClientside();
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}
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C_PhysPropClientside::C_PhysPropClientside()
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{
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m_fDeathTime = -1;
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m_impactEnergyScale = 1.0f;
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m_iHealth = 0;
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m_iPhysicsMode = PHYSICS_MULTIPLAYER_AUTODETECT;
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m_flTouchDelta = 0;
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}
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C_PhysPropClientside::~C_PhysPropClientside()
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{
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PhysCleanupFrictionSounds( this );
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VPhysicsDestroyObject();
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}
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void C_PhysPropClientside::SetPhysicsMode(int iMode)
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{
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if ( m_iPhysicsMode == PHYSICS_MULTIPLAYER_AUTODETECT )
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m_iPhysicsMode = iMode;
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}
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//-----------------------------------------------------------------------------
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// Should we collide?
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//-----------------------------------------------------------------------------
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bool C_PhysPropClientside::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq(szKeyName, "physdamagescale"))
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{
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m_impactEnergyScale = atof(szValue);
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}
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else if ( FStrEq(szKeyName, "health") )
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{
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m_iHealth = Q_atoi(szValue);
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}
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else if (FStrEq(szKeyName, "spawnflags"))
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{
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m_spawnflags = Q_atoi(szValue);
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}
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else if (FStrEq(szKeyName, "model"))
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{
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SetModelName( AllocPooledString( szValue ) );
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}
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else if (FStrEq(szKeyName, "fademaxdist"))
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{
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float flFadeMaxDist = Q_atof(szValue);
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SetDistanceFade( GetMinFadeDist(), flFadeMaxDist );
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}
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else if (FStrEq(szKeyName, "fademindist"))
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{
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float flFadeMinDist = Q_atof(szValue);
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SetDistanceFade( flFadeMinDist, GetMaxFadeDist() );
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}
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else if (FStrEq(szKeyName, "fadescale"))
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{
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SetGlobalFadeScale( Q_atof(szValue) );
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}
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else if (FStrEq(szKeyName, "inertiaScale"))
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{
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m_inertiaScale = Q_atof(szValue);
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}
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else if (FStrEq(szKeyName, "skin"))
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{
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SetSkin( Q_atoi(szValue) );
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}
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else if (FStrEq(szKeyName, "physicsmode"))
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{
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m_iPhysicsMode = Q_atoi(szValue);
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}
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else
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{
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if ( !BaseClass::KeyValue( szKeyName, szValue ) )
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{
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// key hasn't been handled
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return false;
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void C_PhysPropClientside::StartTouch( C_BaseEntity *pOther )
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{
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// Limit the amount of times we can bounce
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if ( m_flTouchDelta < gpGlobals->curtime )
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{
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HitSurface( pOther );
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m_flTouchDelta = gpGlobals->curtime + 0.1f;
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}
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BaseClass::StartTouch( pOther );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void C_PhysPropClientside::HitSurface( C_BaseEntity *pOther )
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{
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if ( HasInteraction( PROPINTER_WORLD_BLOODSPLAT ) )
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{
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trace_t tr;
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tr = BaseClass::GetTouchTrace();
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if ( tr.m_pEnt )
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{
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UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
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}
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}
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}
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void C_PhysPropClientside::RecreateAll()
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{
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DestroyAll();
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ParseAllEntities( engine->GetMapEntitiesString() );
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}
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void C_PhysPropClientside::DestroyAll()
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{
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C_BaseEntityIterator iterator;
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C_BaseEntity *pEnt;
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while ( (pEnt = iterator.Next()) != NULL )
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{
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C_PhysPropClientside *pProp = dynamic_cast<C_PhysPropClientside *>(pEnt);
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if ( pProp )
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{
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pProp->Release();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Parse this prop's data from the model, if it has a keyvalues section.
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// Returns true only if this prop is using a model that has a prop_data section that's invalid.
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//-----------------------------------------------------------------------------
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int C_PhysPropClientside::ParsePropData( void )
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{
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KeyValues *modelKeyValues = new KeyValues("");
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if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
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{
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modelKeyValues->deleteThis();
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return PARSE_FAILED_NO_DATA;
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}
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// Do we have a props section?
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KeyValues *pkvPropData = modelKeyValues->FindKey("prop_data");
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if ( !pkvPropData )
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{
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modelKeyValues->deleteThis();
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return PARSE_FAILED_NO_DATA;
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}
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int iResult = g_PropDataSystem.ParsePropFromKV( this, pkvPropData, modelKeyValues );
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modelKeyValues->deleteThis();
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return iResult;
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}
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bool C_PhysPropClientside::Initialize()
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{
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if ( InitializeAsClientEntity( STRING(GetModelName()), false ) == false )
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{
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return false;
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}
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const model_t *mod = GetModel();
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if ( mod )
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{
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Vector mins, maxs;
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modelinfo->GetModelBounds( mod, mins, maxs );
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SetCollisionBounds( mins, maxs );
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}
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solid_t tmpSolid;
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// Create the object in the physics system
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if ( !PhysModelParseSolid( tmpSolid, this, GetModelIndex() ) )
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{
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DevMsg("C_PhysPropClientside::Initialize: PhysModelParseSolid failed for entity %i.\n", GetModelIndex() );
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return false;
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}
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else
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{
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m_pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, 0, m_spawnflags & SF_PHYSPROP_START_ASLEEP, &tmpSolid );
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if ( !m_pPhysicsObject )
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{
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// failed to create a physics object
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DevMsg(" C_PhysPropClientside::Initialize: VPhysicsInitNormal() failed for %s.\n", STRING(GetModelName()) );
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return false;
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}
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}
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// We want touch calls when we hit the world
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unsigned int flags = VPhysicsGetObject()->GetCallbackFlags();
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VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC );
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if ( m_spawnflags & SF_PHYSPROP_MOTIONDISABLED )
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{
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m_pPhysicsObject->EnableMotion( false );
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}
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Spawn(); // loads breakable & prop data
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if ( m_iPhysicsMode == PHYSICS_MULTIPLAYER_AUTODETECT )
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{
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m_iPhysicsMode = GetAutoMultiplayerPhysicsMode(
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CollisionProp()->OBBSize(), m_pPhysicsObject->GetMass() );
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}
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if ( m_spawnflags & SF_PHYSPROP_FORCE_SERVER_SIDE )
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{
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// forced to be server-side by map maker
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return false;
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}
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if ( m_iPhysicsMode != PHYSICS_MULTIPLAYER_CLIENTSIDE )
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{
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// spawn only clientside entities
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return false;
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}
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else
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{
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if ( engine->IsInEditMode() )
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{
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// don't spawn in map edit mode
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return false;
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}
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}
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if ( GetMinFadeDist() < 0.0f )
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{
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// start fading out at 75% of r_propsmaxdist
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float flPropsMaxDist = r_propsmaxdist.GetFloat();
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SetDistanceFade( flPropsMaxDist * 0.75f, flPropsMaxDist );
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}
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// player can push it away
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SetCollisionGroup( COLLISION_GROUP_PUSHAWAY );
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UpdatePartitionListEntry();
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CollisionProp()->UpdatePartition();
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SetBlocksLOS( false ); // this should be a small object
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// Set up shadows; do it here so that objects can change shadowcasting state
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CreateShadow();
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UpdateVisibility();
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SetNextClientThink( CLIENT_THINK_NEVER );
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return true;
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}
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void C_PhysPropClientside::Spawn()
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{
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// Initialize damage modifiers. Must be done before baseclass spawn.
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m_flDmgModBullet = 1.0;
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m_flDmgModClub = 1.0;
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m_flDmgModExplosive = 1.0;
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m_flDmgModFire = 1.0;
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BaseClass::Spawn();
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// we don't really precache models here, just checking how many we have:
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m_iNumBreakableChunks = PropBreakablePrecacheAll( GetModelIndex() );
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ParsePropData();
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// If we have no custom breakable chunks, see if we're breaking into generic ones
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if ( !m_iNumBreakableChunks )
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{
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if ( GetBreakableModel() != NULL_STRING && GetBreakableCount() )
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{
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m_iNumBreakableChunks = GetBreakableCount();
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}
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}
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// Setup takedamage based upon the health we parsed earlier
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if ( m_iHealth == 0 )
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{
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m_takedamage = DAMAGE_NO;
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}
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else
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{
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m_takedamage = DAMAGE_YES;
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}
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}
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void C_PhysPropClientside::OnTakeDamage( int iDamage ) // very simple version
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{
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if ( m_takedamage == DAMAGE_NO )
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return;
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m_iHealth -= iDamage;
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if (m_iHealth <= 0)
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{
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Break();
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}
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}
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float C_PhysPropClientside::GetMass()
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{
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if ( VPhysicsGetObject() )
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{
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return VPhysicsGetObject()->GetMass();
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}
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return 0.0f;
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}
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bool C_PhysPropClientside::IsAsleep()
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{
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if ( VPhysicsGetObject() )
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{
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return VPhysicsGetObject()->IsAsleep();
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PhysPropClientside::ClientThink( void )
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{
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if ( m_fDeathTime < 0 )
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{
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SetNextClientThink( CLIENT_THINK_NEVER );
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return;
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}
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if ( m_fDeathTime <= gpGlobals->curtime )
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{
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Release(); // Die
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return;
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}
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// fade out
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float alpha = (m_fDeathTime - gpGlobals->curtime)/FADEOUT_TIME;
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SetRenderMode( kRenderTransTexture );
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SetRenderAlpha( alpha * 256 );
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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void C_PhysPropClientside::StartFadeOut( float fDelay )
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{
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m_fDeathTime = gpGlobals->curtime + fDelay + FADEOUT_TIME;
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SetNextClientThink( gpGlobals->curtime + fDelay );
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}
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void C_PhysPropClientside::Break()
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{
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m_takedamage = DAMAGE_NO;
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IPhysicsObject *pPhysics = VPhysicsGetObject();
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Vector velocity;
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AngularImpulse angVelocity;
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Vector origin;
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QAngle angles;
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AddSolidFlags( FSOLID_NOT_SOLID );
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if ( pPhysics )
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{
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pPhysics->GetVelocity( &velocity, &angVelocity );
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pPhysics->GetPosition( &origin, &angles );
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pPhysics->RecheckCollisionFilter();
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}
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else
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{
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velocity = GetAbsVelocity();
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QAngleToAngularImpulse( GetLocalAngularVelocity(), angVelocity );
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origin = GetAbsOrigin();
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angles = GetAbsAngles();
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}
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breakablepropparams_t params( origin, angles, velocity, angVelocity );
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params.impactEnergyScale = m_impactEnergyScale;
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params.defCollisionGroup = GetCollisionGroup();
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if ( params.defCollisionGroup == COLLISION_GROUP_NONE )
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{
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// don't automatically make anything COLLISION_GROUP_NONE or it will
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// collide with debris being ejected by breaking
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params.defCollisionGroup = COLLISION_GROUP_INTERACTIVE;
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}
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// no damage/damage force? set a burst of 100 for some movement
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params.defBurstScale = 100;
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// spwan break chunks
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PropBreakableCreateAll( GetModelIndex(), pPhysics, params, this, -1, false );
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Release(); // destroy object
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}
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void C_PhysPropClientside::Clone( Vector &velocity )
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{
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C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
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if ( !pEntity )
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return;
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pEntity->m_spawnflags = m_spawnflags;
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// We never want to be motion disabled
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pEntity->m_spawnflags &= ~SF_PHYSPROP_MOTIONDISABLED;
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pEntity->SetDmgModBullet( GetDmgModBullet() );
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pEntity->SetDmgModClub( GetDmgModClub() );
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pEntity->SetDmgModExplosive( GetDmgModExplosive() );
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pEntity->SetModelName( GetModelName() );
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pEntity->SetLocalOrigin( GetLocalOrigin() );
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pEntity->SetLocalAngles( GetLocalAngles() );
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pEntity->SetOwnerEntity( this );
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pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
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if ( !pEntity->Initialize() )
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{
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pEntity->Release();
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return;
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}
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pEntity->SetSkin( GetSkin() );
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pEntity->m_iHealth = m_iHealth;
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if ( pEntity->m_iHealth == 0 )
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{
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// if no health, don't collide with player anymore, don't take damage
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pEntity->m_takedamage = DAMAGE_NO;
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pEntity->SetCollisionGroup( COLLISION_GROUP_NONE );
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}
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IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
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if( pPhysicsObject )
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{
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// randomize velocity by 5%
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float rndf = RandomFloat( -0.025, 0.025 );
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Vector rndVel = velocity + rndf*velocity;
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pPhysicsObject->AddVelocity( &rndVel, NULL );
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}
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else
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{
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// failed to create a physics object
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pEntity->Release();
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}
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}
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void C_PhysPropClientside::ImpactTrace( trace_t *pTrace, int iDamageType, char *pCustomImpactName )
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{
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VPROF( "C_PhysPropClientside::ImpactTrace" );
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IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
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if( !pPhysicsObject )
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return;
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Vector dir = pTrace->endpos - pTrace->startpos;
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int iDamage = 0;
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if ( iDamageType & DMG_BLAST )
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{
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iDamage = VectorLength( dir );
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dir *= 500; // adjust impact strenght
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// apply force at object mass center
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pPhysicsObject->ApplyForceCenter( dir );
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}
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else
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{
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Vector hitpos;
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VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos );
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VectorNormalize( dir );
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// guess avg damage
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if ( iDamageType == DMG_BULLET )
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{
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iDamage = 30;
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}
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else
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{
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iDamage = 50;
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}
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dir *= 4000; // adjust impact strenght
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// apply force where we hit it
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pPhysicsObject->ApplyForceOffset( dir, hitpos );
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// Build the impact data
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CEffectData data;
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data.m_vOrigin = pTrace->endpos;
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data.m_vStart = pTrace->startpos;
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data.m_nSurfaceProp = pTrace->surface.surfaceProps;
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data.m_nDamageType = iDamageType;
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data.m_nHitBox = pTrace->hitbox;
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data.m_hEntity = GetRefEHandle();
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// Send it on its way
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if ( !pCustomImpactName )
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{
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DispatchEffect( "Impact", data );
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}
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else
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{
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DispatchEffect( pCustomImpactName, data );
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}
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}
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// Clone( dir ); // debug code
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OnTakeDamage( iDamage );
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}
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|
|
|
const char *C_PhysPropClientside::ParseEntity( const char *pEntData )
|
|
{
|
|
CEntityMapData entData( (char*)pEntData );
|
|
char className[MAPKEY_MAXLENGTH];
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
if (!entData.ExtractValue("classname", className))
|
|
{
|
|
Error( "classname missing from entity!\n" );
|
|
}
|
|
|
|
if ( !Q_strcmp( className, "prop_physics_multiplayer" ) )
|
|
{
|
|
// always force clientside entitis placed in maps
|
|
C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew( true );
|
|
|
|
if ( pEntity )
|
|
{ // Set up keyvalues.
|
|
pEntity->ParseMapData(&entData);
|
|
|
|
if ( !pEntity->Initialize() )
|
|
pEntity->Release();
|
|
|
|
return entData.CurrentBufferPosition();
|
|
}
|
|
}
|
|
|
|
if ( !Q_strcmp( className, "func_proprrespawnzone" ) )
|
|
{
|
|
DebuggerBreakIfDebugging();
|
|
}
|
|
|
|
// Just skip past all the keys.
|
|
char keyName[MAPKEY_MAXLENGTH];
|
|
char value[MAPKEY_MAXLENGTH];
|
|
if ( entData.GetFirstKey(keyName, value) )
|
|
{
|
|
do
|
|
{
|
|
}
|
|
while ( entData.GetNextKey(keyName, value) );
|
|
}
|
|
|
|
//
|
|
// Return the current parser position in the data block
|
|
//
|
|
return entData.CurrentBufferPosition();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Only called on BSP load. Parses and spawns all the entities in the BSP.
|
|
// Input : pMapData - Pointer to the entity data block to parse.
|
|
//-----------------------------------------------------------------------------
|
|
void C_PhysPropClientside::ParseAllEntities(const char *pMapData)
|
|
{
|
|
int nEntities = 0;
|
|
|
|
char szTokenBuffer[MAPKEY_MAXLENGTH];
|
|
|
|
//
|
|
// Loop through all entities in the map data, creating each.
|
|
//
|
|
for ( ; true; pMapData = MapEntity_SkipToNextEntity(pMapData, szTokenBuffer) )
|
|
{
|
|
//
|
|
// Parse the opening brace.
|
|
//
|
|
char token[MAPKEY_MAXLENGTH];
|
|
pMapData = MapEntity_ParseToken( pMapData, token );
|
|
|
|
//
|
|
// Check to see if we've finished or not.
|
|
//
|
|
if (!pMapData)
|
|
break;
|
|
|
|
if (token[0] != '{')
|
|
{
|
|
Error( "MapEntity_ParseAllEntities: found %s when expecting {", token);
|
|
continue;
|
|
}
|
|
|
|
//
|
|
// Parse the entity and add it to the spawn list.
|
|
//
|
|
|
|
pMapData = ParseEntity( pMapData );
|
|
|
|
nEntities++;
|
|
}
|
|
}
|
|
|
|
CBaseAnimating *BreakModelCreate_Ragdoll( CBaseEntity *pOwnerEnt, breakmodel_t *pModel, const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity )
|
|
{
|
|
C_BaseAnimating *pOwner = dynamic_cast<C_BaseAnimating *>( pOwnerEnt );
|
|
if ( !pOwner )
|
|
return NULL;
|
|
|
|
C_ClientRagdoll *pRagdoll = new C_ClientRagdoll( false );
|
|
if ( pRagdoll == NULL )
|
|
return NULL;
|
|
|
|
const char *pModelName = pModel->modelName;
|
|
if ( pRagdoll->InitializeAsClientEntity( pModelName, false ) == false )
|
|
{
|
|
pRagdoll->Release();
|
|
return NULL;
|
|
}
|
|
|
|
pRagdoll->SetAbsOrigin( position );
|
|
pRagdoll->SetAbsAngles( angles );
|
|
|
|
matrix3x4a_t boneDelta0[MAXSTUDIOBONES];
|
|
matrix3x4a_t boneDelta1[MAXSTUDIOBONES];
|
|
matrix3x4a_t currentBones[MAXSTUDIOBONES];
|
|
const float boneDt = 0.1f;
|
|
|
|
pRagdoll->SetParent( pOwner );
|
|
pRagdoll->ForceSetupBonesAtTime( boneDelta0, gpGlobals->curtime - boneDt );
|
|
pRagdoll->ForceSetupBonesAtTime( boneDelta1, gpGlobals->curtime );
|
|
pRagdoll->ForceSetupBonesAtTime( currentBones, gpGlobals->curtime );
|
|
pRagdoll->SetParent( NULL );
|
|
|
|
// We need to take these from the entity
|
|
//pRagdoll->SetAbsOrigin( position );
|
|
//pRagdoll->SetAbsAngles( angles );
|
|
|
|
pRagdoll->IgniteRagdoll( pOwner );
|
|
pRagdoll->TransferDissolveFrom( pOwner );
|
|
pRagdoll->InitModelEffects();
|
|
|
|
if ( pOwner->IsEffectActive( EF_NOSHADOW ) )
|
|
{
|
|
pRagdoll->AddEffects( EF_NOSHADOW );
|
|
}
|
|
|
|
pRagdoll->m_bClientSideRagdoll = true;
|
|
pRagdoll->SetRenderMode( pOwner->GetRenderMode() );
|
|
pRagdoll->SetRenderColor( pOwner->GetRenderColor().r, pOwner->GetRenderColor().g, pOwner->GetRenderColor().b );
|
|
pRagdoll->SetRenderAlpha( pOwner->GetRenderAlpha() );
|
|
pRagdoll->SetGlobalFadeScale( pOwner->GetGlobalFadeScale() );
|
|
|
|
pRagdoll->SetSkin( pOwner->GetSkin() );
|
|
//pRagdoll->m_vecForce = pOwner->m_vecForce;
|
|
//pRagdoll->m_nForceBone = 0; //pOwner->m_nForceBone;
|
|
pRagdoll->SetNextClientThink( CLIENT_THINK_ALWAYS );
|
|
|
|
pRagdoll->SetModelName( AllocPooledString( pModelName ) );
|
|
pRagdoll->ResetSequence( 0 );
|
|
pRagdoll->SetModelScale( pOwner->GetModelScale() );
|
|
pRagdoll->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
|
//pRagdoll->m_builtRagdoll = true;
|
|
|
|
CStudioHdr *hdr = pRagdoll->GetModelPtr();
|
|
if ( !hdr )
|
|
{
|
|
pRagdoll->Release();
|
|
return NULL;
|
|
}
|
|
|
|
pRagdoll->m_pRagdoll = CreateRagdoll(
|
|
pRagdoll,
|
|
hdr,
|
|
vec3_origin,
|
|
0,
|
|
boneDelta0,
|
|
boneDelta1,
|
|
currentBones,
|
|
boneDt );
|
|
|
|
IPhysicsObject *pPhysicsObject = pRagdoll->VPhysicsGetObject();
|
|
if ( pPhysicsObject )
|
|
{
|
|
// randomize velocity by 5%
|
|
float rndf = RandomFloat( -0.025, 0.025 );
|
|
Vector rndVel = velocity + rndf*velocity;
|
|
|
|
pPhysicsObject->AddVelocity( &rndVel, &angVelocity );
|
|
}
|
|
pRagdoll->ApplyLocalAngularVelocityImpulse( angVelocity );
|
|
|
|
if ( pRagdoll->m_pRagdoll )
|
|
{
|
|
pRagdoll->m_bImportant = false;
|
|
s_RagdollLRU.MoveToTopOfLRU( pRagdoll, pRagdoll->m_bImportant, pModel->fadeTime > 0.0f ? gpGlobals->curtime + pModel->fadeTime : 0.0f );
|
|
pRagdoll->m_bFadeOut = true;
|
|
}
|
|
|
|
// Cause the entity to recompute its shadow type and make a
|
|
// version which only updates when physics state changes
|
|
// NOTE: We have to do this after m_pRagdoll is assigned above
|
|
// because that's what ShadowCastType uses to figure out which type of shadow to use.
|
|
pRagdoll->DestroyShadow();
|
|
pRagdoll->CreateShadow();
|
|
|
|
pRagdoll->SetAbsOrigin( position );
|
|
pRagdoll->SetAbsAngles( angles );
|
|
|
|
pRagdoll->SetPlaybackRate( 0 );
|
|
pRagdoll->UpdatePartitionListEntry();
|
|
pRagdoll->MarkRenderHandleDirty();
|
|
|
|
//pRagdoll->InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt );
|
|
|
|
return pRagdoll;
|
|
}
|
|
|
|
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 )
|
|
{
|
|
if ( pModel->isRagdoll )
|
|
{
|
|
CBaseEntity *pEntity = BreakModelCreate_Ragdoll( pOwner, pModel, position, angles, velocity, angVelocity );
|
|
return pEntity;
|
|
}
|
|
|
|
C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
|
|
|
|
if ( !pEntity )
|
|
return NULL;
|
|
|
|
// UNDONE: Allow .qc to override spawnflags for child pieces
|
|
C_PhysPropClientside *pBreakableOwner = dynamic_cast<C_PhysPropClientside *>(pOwner);
|
|
|
|
// Inherit the base object's damage modifiers
|
|
if ( pBreakableOwner )
|
|
{
|
|
pEntity->SetEffects( pBreakableOwner->GetEffects() );
|
|
|
|
pEntity->m_spawnflags = pBreakableOwner->m_spawnflags;
|
|
|
|
// We never want to be motion disabled
|
|
pEntity->m_spawnflags &= ~SF_PHYSPROP_MOTIONDISABLED;
|
|
|
|
pEntity->SetDmgModBullet( pBreakableOwner->GetDmgModBullet() );
|
|
pEntity->SetDmgModClub( pBreakableOwner->GetDmgModClub() );
|
|
pEntity->SetDmgModExplosive( pBreakableOwner->GetDmgModExplosive() );
|
|
|
|
// FIXME: If this was created from a client-side entity which was in the
|
|
// middle of ramping the fade scale, we're screwed.
|
|
pEntity->CopyFadeFrom( pBreakableOwner );
|
|
}
|
|
|
|
pEntity->SetModelName( AllocPooledString( pModel->modelName ) );
|
|
pEntity->SetLocalOrigin( position );
|
|
pEntity->SetLocalAngles( angles );
|
|
pEntity->SetOwnerEntity( pOwner );
|
|
pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
|
|
|
|
if ( !pEntity->Initialize() )
|
|
{
|
|
pEntity->Release();
|
|
return NULL;
|
|
}
|
|
|
|
pEntity->SetSkin( nSkin );
|
|
pEntity->m_iHealth = pModel->health;
|
|
|
|
pEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
|
|
|
if ( pModel->health == 0 )
|
|
{
|
|
// if no health, don't collide with player anymore, don't take damage
|
|
pEntity->m_takedamage = DAMAGE_NO;
|
|
|
|
if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_PUSHAWAY )
|
|
{
|
|
pEntity->SetCollisionGroup( COLLISION_GROUP_NONE );
|
|
}
|
|
}
|
|
|
|
if ( pModel->fadeTime > 0 )
|
|
{
|
|
pEntity->StartFadeOut( pModel->fadeTime );
|
|
}
|
|
|
|
if ( pModel->fadeMinDist > 0 && pModel->fadeMaxDist >= pModel->fadeMinDist )
|
|
{
|
|
pEntity->SetDistanceFade( pModel->fadeMinDist, pModel->fadeMaxDist );
|
|
}
|
|
|
|
IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
|
|
|
|
if( pPhysicsObject )
|
|
{
|
|
// randomize velocity by 5%
|
|
float rndf = RandomFloat( -0.025, 0.025 );
|
|
Vector rndVel = velocity + rndf*velocity;
|
|
|
|
pPhysicsObject->AddVelocity( &rndVel, &angVelocity );
|
|
}
|
|
else
|
|
{
|
|
// failed to create a physics object
|
|
pEntity->Release();
|
|
return NULL;
|
|
}
|
|
|
|
return pEntity;
|
|
}
|
|
|
|
|
|
|
|
|
|
|