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