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feat(trigger_catapult): Pasted trigger catapult from TF2.
This commit is contained in:
parent
99e620a4df
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412
game/server/portal2/trigger_catapult.cpp
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412
game/server/portal2/trigger_catapult.cpp
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//========= Copyright 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 "trigger_catapult.h"
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#include "vcollide_parse.h"
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#include "props.h"
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#include "movevars_shared.h"
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#include "portal_player.h"
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#include "saverestore_utlvector.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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const char *CTriggerCatapult::s_szPlayerPassesTriggerFiltersThinkContext = "CTriggerCatapult::PlayerPassesTriggerFiltersThink";
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extern ConVar catapult_physics_drag_boost;
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BEGIN_DATADESC( CTriggerCatapult )
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DEFINE_THINKFUNC( LaunchThink ),
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DEFINE_THINKFUNC( PlayerPassesTriggerFiltersThink ),
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DEFINE_KEYFIELD( m_flPlayerVelocity, FIELD_FLOAT, "playerSpeed" ),
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DEFINE_KEYFIELD( m_flPhysicsVelocity, FIELD_FLOAT, "physicsSpeed" ),
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DEFINE_KEYFIELD( m_vecLaunchAngles, FIELD_VECTOR, "launchDirection" ),
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DEFINE_KEYFIELD( m_strLaunchTarget, FIELD_STRING, "launchTarget" ),
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DEFINE_KEYFIELD( m_bUseThresholdCheck, FIELD_BOOLEAN, "useThresholdCheck" ),
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DEFINE_KEYFIELD( m_bUseExactVelocity, FIELD_BOOLEAN, "useExactVelocity" ),
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DEFINE_KEYFIELD( m_flLowerThreshold, FIELD_FLOAT, "lowerThreshold" ),
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DEFINE_KEYFIELD( m_flUpperThreshold, FIELD_FLOAT, "upperThreshold" ),
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DEFINE_KEYFIELD( m_ExactVelocityChoice, FIELD_INTEGER, "exactVelocityChoiceType" ),
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DEFINE_KEYFIELD( m_bOnlyVelocityCheck, FIELD_BOOLEAN, "onlyVelocityCheck" ),
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DEFINE_KEYFIELD( m_bApplyAngularImpulse, FIELD_BOOLEAN, "applyAngularImpulse" ),
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DEFINE_KEYFIELD( m_flEntryAngleTolerance, FIELD_FLOAT, "EntryAngleTolerance" ),
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DEFINE_KEYFIELD( m_flAirControlSupressionTime, FIELD_FLOAT, "AirCtrlSupressionTime" ),
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DEFINE_KEYFIELD( m_bDirectionSuppressAirControl, FIELD_BOOLEAN, "DirectionSuppressAirControl" ),
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DEFINE_FIELD( m_hLaunchTarget, FIELD_EHANDLE ),
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DEFINE_ARRAY( m_flRefireDelay, FIELD_TIME, MAX_PLAYERS + 1 ),
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DEFINE_UTLVECTOR( m_hAbortedLaunchees, FIELD_EHANDLE ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPlayerSpeed", InputSetPlayerSpeed ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPhysicsSpeed", InputSetPhysicsSpeed ),
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DEFINE_INPUTFUNC( FIELD_STRING,"SetLaunchTarget", InputSetLaunchTarget ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetExactVelocityChoiceType", InputSetExactVelocityChoiceType ),
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DEFINE_OUTPUT( m_OnCatapulted, "OnCatapulted" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( trigger_catapult, CTriggerCatapult );
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//IMPLEMENT_SERVERCLASS_ST( CTriggerCatapult, DT_TriggerCatapult )
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// SendPropArray3( SENDINFO_ARRAY3(m_flRefireDelay), SendPropFloat(SENDINFO_ARRAY(m_flRefireDelay)) ),
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// SendPropFloat( SENDINFO( m_flPlayerVelocity ) ),
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// SendPropFloat( SENDINFO( m_flPhysicsVelocity ) ),
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// SendPropQAngles( SENDINFO( m_vecLaunchAngles ) ),
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// //SendPropStringT( SENDINFO( m_strLaunchTarget ) ),
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// SendPropInt( SENDINFO( m_ExactVelocityChoice ) ),
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// SendPropBool( SENDINFO( m_bUseExactVelocity ) ),
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// SendPropBool( SENDINFO( m_bUseThresholdCheck ) ),
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// SendPropBool( SENDINFO( m_bOnlyVelocityCheck ) ),
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// SendPropFloat( SENDINFO( m_flLowerThreshold ) ),
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// SendPropFloat( SENDINFO( m_flUpperThreshold ) ),
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// SendPropFloat( SENDINFO( m_flAirControlSupressionTime ) ),
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// SendPropBool( SENDINFO( m_bApplyAngularImpulse ) ),
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// SendPropFloat( SENDINFO( m_flEntryAngleTolerance ) ),
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// SendPropEHandle( SENDINFO( m_hLaunchTarget ) ),
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// SendPropBool( SENDINFO( m_bPlayersPassTriggerFilters ) ),
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// SendPropBool( SENDINFO( m_bDirectionSuppressAirControl ) ),
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//END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTriggerCatapult::CTriggerCatapult( void )
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{
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//Defaulting to true;
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m_bApplyAngularImpulse = true;
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m_flAirControlSupressionTime = -1.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::DrawDebugGeometryOverlays( void )
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{
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BaseClass::DrawDebugGeometryOverlays();
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CBaseEntity *pLaunchTarget = m_hLaunchTarget;
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if ( pLaunchTarget )
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{
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// Help us visualize the target
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Vector vecSourcePos = GetAbsOrigin();
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Vector vecTargetPos = pLaunchTarget->GetAbsOrigin();
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float flSpeed = m_flPlayerVelocity;
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float flGravity = sv_gravity.GetFloat();
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Vector vecVelocity = (vecTargetPos - vecSourcePos);
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// This is a hack to get around air resistance with weighted cubes -- this is not intended for all objects!
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// float flDragCoefficient = (pVictim->IsPlayer()) ? 1.0f : ( 1.6f );
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float flDragCoefficient = 0.0f;
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// throw at a constant time
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float time = vecVelocity.Length( ) / flSpeed;
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vecVelocity = vecVelocity * (1.0 / time) * flDragCoefficient;
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// adjust upward toss to compensate for gravity loss
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vecVelocity.z += flGravity * time * 0.5;
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Vector vecApex = vecSourcePos + (vecTargetPos - vecSourcePos) * 0.5;
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vecApex.z += 0.5 * flGravity * (time * 0.5) * (time * 0.5);
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// Visualize it!
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if( !m_bUseExactVelocity )
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{
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NDebugOverlay::Box( vecSourcePos, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 8.0f, 0.05f );
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NDebugOverlay::Box( vecTargetPos, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 8.0f, 0.05f );
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NDebugOverlay::Box( vecApex, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 8.0f, 0.05f );
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NDebugOverlay::Line( vecSourcePos, vecApex, 0, 255, 0, false, 0.05f );
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NDebugOverlay::Line( vecApex, vecTargetPos, 0, 255, 0, false, 0.05f );
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}
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else
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{
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Vector lastPos = vecSourcePos;
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vecVelocity = (vecTargetPos - vecSourcePos);
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vecVelocity = CalculateLaunchVectorPreserve( vecVelocity, this, pLaunchTarget, true );
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for( int i = 0; i < 20; i++ )
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{
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float flTime = 0.2f*(i+1);
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vecApex = vecSourcePos + vecVelocity*flTime;
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vecApex.z -= 0.5 * flGravity * (flTime) * (flTime);
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NDebugOverlay::Box( vecApex, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 8.0f, 0.05f );
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NDebugOverlay::Line( vecApex, lastPos, 0, 255, 0, false, 0.05f );
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lastPos = vecApex;
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}
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}
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// Physics!
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flSpeed = m_flPhysicsVelocity;
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vecVelocity = (vecTargetPos - vecSourcePos);
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// This is a hack to get around air resistance with weighted cubes -- this is not intended for all objects!
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flDragCoefficient = catapult_physics_drag_boost.GetFloat();
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// throw at a constant time
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time = vecVelocity.Length( ) / flSpeed;
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vecVelocity = vecVelocity * (1.0 / time) * flDragCoefficient;
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// adjust upward toss to compensate for gravity loss
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vecVelocity.z += flGravity * time * 0.5;
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vecApex = vecSourcePos + (vecTargetPos - vecSourcePos) * 0.5;
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vecApex.z += 0.5 * flGravity * (time * 0.5) * (time * 0.5);
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// Visualize it!
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if( !m_bUseExactVelocity )
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{
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NDebugOverlay::Box( vecApex, -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, 8.0f, 0.05f );
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NDebugOverlay::Line( vecSourcePos, vecApex, 255, 255, 0, false, 0.05f );
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NDebugOverlay::Line( vecApex, vecTargetPos, 255, 255, 0, false, 0.05f );
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}
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else
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{
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Vector lastPos = vecSourcePos;
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vecVelocity = (vecTargetPos - vecSourcePos);
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vecVelocity = CalculateLaunchVectorPreserve( vecVelocity, this, pLaunchTarget );
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for( int i = 0; i < 20; i++ )
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{
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float flTime = 0.2f*(i+1);
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vecApex = vecSourcePos + vecVelocity*flTime;
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vecApex.z -= 0.5 * flGravity * (flTime) * (flTime);
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NDebugOverlay::Box( vecApex, -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, 8.0f, 0.05f );
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NDebugOverlay::Line( vecApex, lastPos, 255, 255, 0, false, 0.05f );
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lastPos = vecApex;
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}
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}
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}
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else
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{
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// Meh
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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int CTriggerCatapult::DrawDebugTextOverlays(void)
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{
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int text_offset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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char tempstr[512];
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Q_snprintf(tempstr,sizeof(tempstr), "Launch target: %s", m_strLaunchTarget.ToCStr() );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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if ( m_bUseThresholdCheck )
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{
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Q_snprintf(tempstr,sizeof(tempstr), "Lower threshold velocity: %.2f", m_flLowerThreshold );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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Q_snprintf(tempstr,sizeof(tempstr), "Upper threshold velocity: %.2f", m_flUpperThreshold );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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}
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Q_snprintf(tempstr,sizeof(tempstr), "Player velocity: %.2f", m_flPlayerVelocity );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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Q_snprintf(tempstr,sizeof(tempstr), "Physics velocity: %.2f", m_flPhysicsVelocity );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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// Get the target
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CBaseEntity *pLaunchTarget = m_hLaunchTarget;
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// See if we're attempting to hit a target
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if ( pLaunchTarget )
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{
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Vector vecSourcePos = GetAbsOrigin();
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float flGravity = sv_gravity.GetFloat();
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{
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Vector vecTargetPos = pLaunchTarget->GetAbsOrigin();
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vecTargetPos.z -= 32.0f;
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Vector vecVelocity = (vecTargetPos - vecSourcePos);
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// throw at a constant time
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float time = vecVelocity.Length( ) / m_flPlayerVelocity;
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vecVelocity = vecVelocity * (1.0 / time);
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// adjust upward toss to compensate for gravity loss
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vecVelocity.z += flGravity * time * 0.5;
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Q_snprintf(tempstr,sizeof(tempstr), "Adjusted Player velocity: %.2f", vecVelocity.Length() );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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}
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{
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Vector vecTargetPos = pLaunchTarget->GetAbsOrigin();
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Vector vecVelocity = (vecTargetPos - vecSourcePos );
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// throw at a constant time
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float time = vecVelocity.Length( ) / m_flPhysicsVelocity;
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vecVelocity = vecVelocity * (1.0 / time);
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// adjust upward toss to compensate for gravity loss
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vecVelocity.z += flGravity * time * 0.5;
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Q_snprintf(tempstr,sizeof(tempstr), "Adjusted Physics velocity: %.2f", vecVelocity.Length() );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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}
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}
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}
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return text_offset;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::Spawn( void )
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{
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BaseClass::Spawn();
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// Don't let the camera shoot through us!
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InitTrigger();
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for ( int i = 0; i < MAX_PLAYERS + 1; ++i )
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{
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m_flRefireDelay[i] = 0.0f;
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}
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m_flLowerThreshold = clamp( m_flLowerThreshold, 0.0f, 1.0f );
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m_flUpperThreshold = clamp( m_flUpperThreshold, 0.0f, 1.0f );
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SetTransmitState( FL_EDICT_PVSCHECK );
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m_hLaunchTarget = gEntList.FindEntityByName( NULL, m_strLaunchTarget );
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SetContextThink( &CTriggerCatapult::PlayerPassesTriggerFiltersThink, gpGlobals->curtime + 1.0f, s_szPlayerPassesTriggerFiltersThinkContext );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::InputSetPlayerSpeed( inputdata_t &in )
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{
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m_flPlayerVelocity = in.value.Float();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::InputSetPhysicsSpeed( inputdata_t &in )
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{
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m_flPhysicsVelocity = in.value.Float();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::InputSetLaunchTarget( inputdata_t &in )
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{
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m_strLaunchTarget = in.value.StringID();
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m_hLaunchTarget = gEntList.FindEntityByName( NULL, m_strLaunchTarget );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::InputSetExactVelocityChoiceType( inputdata_t &in )
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{
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m_ExactVelocityChoice = in.value.Int();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::LaunchThink( void )
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{
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for ( int i = 0; i < m_hAbortedLaunchees.Count(); i++ )
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{
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CBaseEntity *pOther = m_hAbortedLaunchees[i].Get();
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bool bShouldRemove = true;
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if ( pOther )
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{
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if ( pOther->IsPlayer() )
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{
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// Time to get launched and stay in the list in case we're stuck under something again.
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bShouldRemove = false;
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StartTouch( pOther );
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}
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else if ( pOther->VPhysicsGetObject() )
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{
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if( ( pOther->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) )
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{
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// the sphere should stay in the list.
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bShouldRemove = false;
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}
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else
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{
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// Time to get launched!
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StartTouch( pOther );
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}
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}
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}
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if ( bShouldRemove )
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{
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m_hAbortedLaunchees.Remove( i );
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i--;
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}
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}
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// see if we are still holding something in the catapult
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if( m_hAbortedLaunchees.Count() )
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{
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SetThink( &CTriggerCatapult::LaunchThink );
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SetNextThink( gpGlobals->curtime + 0.05f );
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}
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else
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{
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SetThink( NULL );
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}
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}
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//Think once a second, looking for a living player. Once one is found, evaluate if they pass our trigger filters and network that down to the client
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void CTriggerCatapult::PlayerPassesTriggerFiltersThink( void )
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{
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for( int i = 1; i != gpGlobals->maxClients; ++i )
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
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if( pPlayer && pPlayer->IsAlive() )
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{
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m_bPlayersPassTriggerFilters = PassesTriggerFilters( pPlayer );
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SetContextThink( NULL, TICK_NEVER_THINK, s_szPlayerPassesTriggerFiltersThinkContext ); //never test again
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return;
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}
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}
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SetContextThink( &CTriggerCatapult::PlayerPassesTriggerFiltersThink, gpGlobals->curtime + 1.0f, s_szPlayerPassesTriggerFiltersThinkContext );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::EndTouch( CBaseEntity *pOther )
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{
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m_hAbortedLaunchees.FindAndFastRemove( pOther );
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}
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101
game/server/portal2/trigger_catapult.h
Normal file
101
game/server/portal2/trigger_catapult.h
Normal file
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//========= Copyright 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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// copied from portal2 code; original code came with client-predicted counterpart,
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// but implementing predictable triggers in tf2 wasn't trivial so this is just the
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// server component. it works but causes prediction errors.
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#ifndef TRIGGER_CATAPULT_H
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#define TRIGGER_CATAPULT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "triggers.h"
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class CTriggerCatapult : public CBaseTrigger
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{
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DECLARE_CLASS( CTriggerCatapult, CBaseTrigger );
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DECLARE_DATADESC();
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//DECLARE_SERVERCLASS();
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public:
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CTriggerCatapult( void );
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|
||||
virtual void Spawn( void );
|
||||
virtual void StartTouch( CBaseEntity *pOther );
|
||||
virtual void EndTouch( CBaseEntity *pOther );
|
||||
virtual int DrawDebugTextOverlays(void);
|
||||
virtual void DrawDebugGeometryOverlays( void );
|
||||
|
||||
void LaunchThink( void );
|
||||
|
||||
void PlayerPassesTriggerFiltersThink( void );
|
||||
static const char *s_szPlayerPassesTriggerFiltersThinkContext;
|
||||
|
||||
private:
|
||||
void InputSetPlayerSpeed( inputdata_t &in );
|
||||
void InputSetPhysicsSpeed( inputdata_t &in );
|
||||
void InputSetLaunchTarget( inputdata_t &in );
|
||||
void InputSetExactVelocityChoiceType( inputdata_t &in );
|
||||
|
||||
void LaunchByTarget( CBaseEntity *pVictim, CBaseEntity *pTarget );
|
||||
Vector CalculateLaunchVector( CBaseEntity *pVictim, CBaseEntity *pTarget );
|
||||
Vector CalculateLaunchVectorPreserve( Vector vecInitialVelocity, CBaseEntity *pVictim, CBaseEntity *pTarget, bool bForcePlayer = false );
|
||||
|
||||
void LaunchByDirection( CBaseEntity *pVictim );
|
||||
void OnLaunchedVictim( CBaseEntity *pVictim );
|
||||
|
||||
float m_flRefireDelay[MAX_PLAYERS + 1];
|
||||
float m_flPlayerVelocity;
|
||||
float m_flPhysicsVelocity;
|
||||
QAngle m_vecLaunchAngles;
|
||||
string_t m_strLaunchTarget;
|
||||
int m_ExactVelocityChoice;
|
||||
bool m_bUseExactVelocity;
|
||||
bool m_bUseThresholdCheck;
|
||||
float m_flLowerThreshold;
|
||||
float m_flUpperThreshold;
|
||||
float m_flEntryAngleTolerance;
|
||||
EHANDLE m_hLaunchTarget;
|
||||
bool m_bOnlyVelocityCheck;
|
||||
bool m_bApplyAngularImpulse;
|
||||
bool m_bPlayersPassTriggerFilters;
|
||||
float m_flAirControlSupressionTime;
|
||||
bool m_bDirectionSuppressAirControl;
|
||||
|
||||
//CNetworkArray( float, m_flRefireDelay, MAX_PLAYERS + 1 ); // 0 for physics object the rest for each player userid
|
||||
//CNetworkVar( float, m_flPlayerVelocity );
|
||||
//CNetworkVar( float, m_flPhysicsVelocity );
|
||||
//CNetworkQAngle( m_vecLaunchAngles );
|
||||
////CNetworkVar( string_t, m_strLaunchTarget );
|
||||
//string_t m_strLaunchTarget;
|
||||
|
||||
//CNetworkVar( int, m_ExactVelocityChoice );
|
||||
//CNetworkVar( bool, m_bUseExactVelocity );
|
||||
|
||||
//CNetworkVar( bool, m_bUseThresholdCheck );
|
||||
//CNetworkVar( float, m_flLowerThreshold );
|
||||
//CNetworkVar( float, m_flUpperThreshold );
|
||||
//CNetworkVar( float, m_flEntryAngleTolerance );
|
||||
|
||||
//CNetworkHandle( CBaseEntity, m_hLaunchTarget );
|
||||
|
||||
//CNetworkVar( bool, m_bOnlyVelocityCheck );
|
||||
//CNetworkVar( bool, m_bApplyAngularImpulse );
|
||||
//CNetworkVar( bool, m_bPlayersPassTriggerFilters );
|
||||
|
||||
//CNetworkVar( float, m_flAirControlSupressionTime ); // After catapult, stop air control for this long (or default of quarter second if this value is negative)
|
||||
//CNetworkVar( bool, m_bDirectionSuppressAirControl ); // Do we want to use air control suppression for directional catapults.
|
||||
|
||||
COutputEvent m_OnCatapulted;
|
||||
|
||||
CUtlVector< EHANDLE > m_hAbortedLaunchees;
|
||||
};
|
||||
|
||||
#endif // TRIGGER_CATAPULT_H
|
||||
@ -367,6 +367,9 @@ $Project "Server (Portal)"
|
||||
|
||||
$File "movie_display.cpp"
|
||||
|
||||
$File "portal2\trigger_catapult.cpp"
|
||||
$File "$SRCDIR\game\shared\portal2\trigger_catapult_shared.cpp"
|
||||
|
||||
//$Folder "Paint"
|
||||
//{
|
||||
// // shared
|
||||
|
||||
573
game/shared/portal2/trigger_catapult_shared.cpp
Normal file
573
game/shared/portal2/trigger_catapult_shared.cpp
Normal file
@ -0,0 +1,573 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
|
||||
// copied from portal2 code; original code came with client-predicted counterpart,
|
||||
// but implementing predictable triggers in tf2 wasn't trivial so this is just the
|
||||
// server component. it works but causes prediction errors.
|
||||
#include "cbase.h"
|
||||
|
||||
#include "movevars_shared.h"
|
||||
#include "portal/portal_player.h"
|
||||
|
||||
#if defined( GAME_DLL )
|
||||
#include "trigger_catapult.h"
|
||||
#include "portal_player.h"
|
||||
#include "vcollide_parse.h"
|
||||
#include "props.h"
|
||||
#else
|
||||
#include "c_trigger_catapult.h"
|
||||
#endif
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
ConVar catapult_physics_drag_boost( "catapult_physics_drag_boost", "2.1", FCVAR_REPLICATED );
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: calculates the launch vector between the entity that touched the
|
||||
// catapult trigger and the catapult target
|
||||
//-----------------------------------------------------------------------------
|
||||
Vector CTriggerCatapult::CalculateLaunchVector( CBaseEntity *pVictim, CBaseEntity *pTarget )
|
||||
{
|
||||
#if defined( CLIENT_DLL )
|
||||
if( !GetPredictable() || !pVictim->GetPredictable() )
|
||||
return vec3_origin;
|
||||
#endif
|
||||
|
||||
// Find where we're going
|
||||
Vector vecSourcePos = pVictim->GetAbsOrigin();
|
||||
Vector vecTargetPos = pTarget->GetAbsOrigin();
|
||||
|
||||
// If victim is player, adjust target position so player's center will hit the target
|
||||
if ( pVictim->IsPlayer() )
|
||||
{
|
||||
vecTargetPos.z -= 32.0f;
|
||||
}
|
||||
|
||||
float flSpeed = (pVictim->IsPlayer()) ? (float)m_flPlayerVelocity : (float)m_flPhysicsVelocity; // u/sec
|
||||
float flGravity = GetCurrentGravity();
|
||||
|
||||
Vector vecVelocity = (vecTargetPos - vecSourcePos);
|
||||
|
||||
// throw at a constant time
|
||||
float time = vecVelocity.Length( ) / flSpeed;
|
||||
vecVelocity = vecVelocity * (1.f / time); // CatapultLaunchVelocityMultiplier
|
||||
|
||||
// adjust upward toss to compensate for gravity loss
|
||||
vecVelocity.z += flGravity * time * 0.5;
|
||||
|
||||
return vecVelocity;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: calculates the launch vector between the entity that touched the
|
||||
// catapult trigger and the catapult target
|
||||
//-----------------------------------------------------------------------------
|
||||
Vector CTriggerCatapult::CalculateLaunchVectorPreserve( Vector vecInitialVelocity, CBaseEntity *pVictim, CBaseEntity *pTarget, bool bForcePlayer )
|
||||
{
|
||||
#if defined( CLIENT_DLL )
|
||||
if( !GetPredictable() || !pVictim->GetPredictable() )
|
||||
return vec3_origin;
|
||||
#endif
|
||||
|
||||
// Find where we're going
|
||||
Vector vecSourcePos = pVictim->GetAbsOrigin();
|
||||
Vector vecTargetPos = pTarget->GetAbsOrigin();
|
||||
|
||||
// If victim is player, adjust target position so player's center will hit the target
|
||||
if ( pVictim->IsPlayer() || bForcePlayer )
|
||||
{
|
||||
vecTargetPos.z -= 32.0f;
|
||||
}
|
||||
|
||||
Vector vecDiff = (vecTargetPos - vecSourcePos);
|
||||
|
||||
float flHeight = vecDiff.z;
|
||||
float flDist = vecDiff.Length2D();
|
||||
float flVelocity = (pVictim->IsPlayer() || bForcePlayer ) ? (float)m_flPlayerVelocity : (float)m_flPhysicsVelocity;
|
||||
float flGravity = -1.0f*GetCurrentGravity();
|
||||
|
||||
|
||||
if( flDist == 0.f )
|
||||
{
|
||||
DevWarning( "Bad location input for catapult!\n" );
|
||||
return CalculateLaunchVector(pVictim, pTarget);
|
||||
}
|
||||
|
||||
float flRadical = flVelocity*flVelocity*flVelocity*flVelocity - flGravity*(flGravity*flDist*flDist - 2.f*flHeight*flVelocity*flVelocity);
|
||||
|
||||
if( flRadical <= 0.f )
|
||||
{
|
||||
DevWarning( "Catapult can't hit target! Add more speed!\n" );
|
||||
return CalculateLaunchVector(pVictim, pTarget);
|
||||
}
|
||||
|
||||
flRadical = ( sqrt( flRadical ) );
|
||||
|
||||
float flTestAngle1 = flVelocity*flVelocity;
|
||||
float flTestAngle2 = flTestAngle1;
|
||||
|
||||
flTestAngle1 = -atan( (flTestAngle1 + flRadical) / (flGravity*flDist) );
|
||||
flTestAngle2 = -atan( (flTestAngle2 - flRadical) / (flGravity*flDist) );
|
||||
|
||||
Vector vecTestVelocity1 = vecDiff;
|
||||
vecTestVelocity1.z = 0;
|
||||
vecTestVelocity1.NormalizeInPlace();
|
||||
|
||||
Vector vecTestVelocity2 = vecTestVelocity1;
|
||||
|
||||
vecTestVelocity1 *= flVelocity*cos( flTestAngle1 );
|
||||
vecTestVelocity1.z = flVelocity*sin( flTestAngle1 );
|
||||
|
||||
vecTestVelocity2 *= flVelocity*cos( flTestAngle2 );
|
||||
vecTestVelocity2.z = flVelocity*sin( flTestAngle2 );
|
||||
|
||||
vecInitialVelocity.NormalizeInPlace();
|
||||
|
||||
if( m_ExactVelocityChoice == 1 )
|
||||
{
|
||||
return vecTestVelocity1;
|
||||
}
|
||||
else if( m_ExactVelocityChoice == 2 )
|
||||
{
|
||||
return vecTestVelocity2;
|
||||
}
|
||||
|
||||
if( vecInitialVelocity.Dot( vecTestVelocity1 ) > vecInitialVelocity.Dot( vecTestVelocity2 ) )
|
||||
{
|
||||
return vecTestVelocity1;
|
||||
}
|
||||
return vecTestVelocity2;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CTriggerCatapult::LaunchByTarget( CBaseEntity *pVictim, CBaseEntity *pTarget )
|
||||
{
|
||||
#if defined( CLIENT_DLL )
|
||||
if( !GetPredictable() || !pVictim->GetPredictable() )
|
||||
return;
|
||||
#endif
|
||||
|
||||
Vector vecVictim;
|
||||
if ( pVictim->VPhysicsGetObject() )
|
||||
{
|
||||
pVictim->VPhysicsGetObject()->GetVelocity( &vecVictim, NULL );
|
||||
}
|
||||
else
|
||||
{
|
||||
vecVictim = pVictim->GetAbsVelocity();
|
||||
}
|
||||
// get the launch vector
|
||||
Vector vecVelocity = m_bUseExactVelocity ?
|
||||
CalculateLaunchVectorPreserve( vecVictim, pVictim, pTarget ):
|
||||
CalculateLaunchVector( pVictim, pTarget );
|
||||
|
||||
|
||||
// Handle a player
|
||||
if ( pVictim->IsPlayer() )
|
||||
{
|
||||
// Send us flying
|
||||
if ( pVictim->GetFlags() & FL_ONGROUND )
|
||||
{
|
||||
pVictim->SetGroundEntity( NULL );
|
||||
pVictim->SetGroundChangeTime( gpGlobals->curtime + 0.5f );
|
||||
}
|
||||
|
||||
CPortal_Player *pPlayer = ToPortalPlayer( pVictim );
|
||||
if ( pPlayer )
|
||||
{
|
||||
float flSupressionTimeInSeconds = 0.25f;
|
||||
if ( m_flAirControlSupressionTime > 0 )
|
||||
{
|
||||
// If set in the map, use this override time
|
||||
flSupressionTimeInSeconds = m_flAirControlSupressionTime;
|
||||
}
|
||||
//pPlayer->SetAirControlSupressionTime( flSupressionTimeInSeconds * 1000.0f ); // fix units, this method expects milliseconds
|
||||
pVictim->Teleport( NULL, NULL, &vecVelocity );
|
||||
OnLaunchedVictim( pVictim );
|
||||
|
||||
#if defined( GAME_DLL ) && !defined( _GAMECONSOLE ) && !defined( NO_STEAM )
|
||||
//g_PortalGameStats.Event_Catapult_LaunchByTarget( pPlayer, vecVelocity );
|
||||
#endif
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( pVictim->GetMoveType() == MOVETYPE_VPHYSICS )
|
||||
{
|
||||
// Launch!
|
||||
IPhysicsObject *pPhysObject = pVictim->VPhysicsGetObject();
|
||||
if ( pPhysObject )
|
||||
{
|
||||
AngularImpulse angImpulse = m_bApplyAngularImpulse ? RandomAngularImpulse( -150.0f, 150.0f ) : vec3_origin;
|
||||
pPhysObject->SetVelocityInstantaneous( &vecVelocity, &angImpulse );
|
||||
|
||||
// UNDONE: don't mess with physics properties
|
||||
|
||||
#if defined( GAME_DLL )
|
||||
CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(pVictim);
|
||||
if ( pProp != NULL )
|
||||
{
|
||||
//HACK!
|
||||
pProp->OnPhysGunDrop( UTIL_GetLocalPlayer(), LAUNCHED_BY_CANNON );
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
OnLaunchedVictim( pVictim );
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CTriggerCatapult::LaunchByDirection( CBaseEntity *pVictim )
|
||||
{
|
||||
#if defined( CLIENT_DLL )
|
||||
if( !GetPredictable() || !pVictim->GetPredictable() )
|
||||
return;
|
||||
#endif
|
||||
|
||||
Vector vecForward;
|
||||
AngleVectors( m_vecLaunchAngles, &vecForward, NULL, NULL );
|
||||
|
||||
// Handle a player
|
||||
if ( pVictim->IsPlayer() )
|
||||
{
|
||||
// Simply push us forward
|
||||
Vector vecPush = vecForward * m_flPlayerVelocity;
|
||||
|
||||
// Hack on top of magic
|
||||
if( CloseEnough( vecPush[0], 0.f ) && CloseEnough( vecPush[1],0.f ) )
|
||||
{
|
||||
vecPush[2] = m_flPlayerVelocity * 1.5f; // FIXME: Magic!
|
||||
}
|
||||
|
||||
// Send us flying
|
||||
if ( pVictim->GetFlags() & FL_ONGROUND )
|
||||
{
|
||||
pVictim->SetGroundEntity( NULL );
|
||||
pVictim->SetGroundChangeTime( gpGlobals->curtime + 0.5f );
|
||||
}
|
||||
|
||||
pVictim->SetAbsVelocity( vecPush );
|
||||
OnLaunchedVictim( pVictim );
|
||||
|
||||
// Do air control suppression
|
||||
if( m_bDirectionSuppressAirControl )
|
||||
{
|
||||
float flSupressionTimeInSeconds = 0.25f;
|
||||
if ( m_flAirControlSupressionTime > 0 )
|
||||
{
|
||||
// If set in the map, use this override time
|
||||
flSupressionTimeInSeconds = m_flAirControlSupressionTime;
|
||||
}
|
||||
|
||||
//CPortal_Player* pTFPlayer = static_cast<CPortal_Player*>(pVictim);
|
||||
//pTFPlayer->SetAirControlSupressionTime( flSupressionTimeInSeconds * 1000.0f ); // fix units, this method expects milliseconds
|
||||
}
|
||||
|
||||
#if defined( GAME_DLL ) && !defined( _GAMECONSOLE ) && !defined( NO_STEAM )
|
||||
//g_PortalGameStats.Event_Catapult_LaunchByDirection( ToPortalPlayer(pVictim), vecPush );
|
||||
#endif
|
||||
}
|
||||
#if defined( GAME_DLL )
|
||||
else
|
||||
{
|
||||
if ( pVictim->GetMoveType() == MOVETYPE_VPHYSICS )
|
||||
{
|
||||
// Launch!
|
||||
IPhysicsObject *pPhysObject = pVictim->VPhysicsGetObject();
|
||||
if ( pPhysObject )
|
||||
{
|
||||
Vector vecVelocity = vecForward * m_flPhysicsVelocity;
|
||||
vecVelocity[2] = m_flPhysicsVelocity;
|
||||
|
||||
AngularImpulse angImpulse = RandomAngularImpulse( -50.0f, 50.0f );
|
||||
|
||||
pPhysObject->SetVelocityInstantaneous( &vecVelocity, &angImpulse );
|
||||
|
||||
// Force this!
|
||||
float flNull = 0.0f;
|
||||
pPhysObject->SetDragCoefficient( &flNull, &flNull );
|
||||
pPhysObject->SetDamping( &flNull, &flNull );
|
||||
|
||||
CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(pVictim);
|
||||
if ( pProp != NULL )
|
||||
{
|
||||
//HACK!
|
||||
pProp->OnPhysGunDrop( UTIL_GetLocalPlayer(), LAUNCHED_BY_CANNON );
|
||||
}
|
||||
}
|
||||
}
|
||||
OnLaunchedVictim( pVictim );
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CTriggerCatapult::OnLaunchedVictim( CBaseEntity *pVictim )
|
||||
{
|
||||
#if defined( CLIENT_DLL )
|
||||
if( !GetPredictable() || !pVictim->GetPredictable() )
|
||||
return;
|
||||
#endif
|
||||
|
||||
#if defined( GAME_DLL )
|
||||
m_OnCatapulted.FireOutput( pVictim, this );
|
||||
#endif
|
||||
|
||||
if ( pVictim->IsPlayer() )
|
||||
{
|
||||
CPortal_Player *pPlayer = static_cast< CPortal_Player* >( pVictim );
|
||||
int nRefireIndex = pPlayer->entindex();
|
||||
#if defined( GAME_DLL )
|
||||
m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK!
|
||||
#else
|
||||
m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK!
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
#if defined( GAME_DLL )
|
||||
m_flRefireDelay[ 0 ] = gpGlobals->curtime + 0.5f; // HACK!
|
||||
#else
|
||||
m_flRefireDelay[ 0 ] = gpGlobals->curtime + 0.5f; // HACK!
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CTriggerCatapult::StartTouch( CBaseEntity *pOther )
|
||||
{
|
||||
if ( pOther == NULL )
|
||||
return;
|
||||
|
||||
#if defined( CLIENT_DLL )
|
||||
if( !GetPredictable() || !pOther->GetPredictable() )
|
||||
return;
|
||||
#endif
|
||||
|
||||
//Warning( "CTriggerCatapult::StartTouch( %i %s %f )\n", entindex(), gpGlobals->IsClient() ? "client" : "server", gpGlobals->curtime );
|
||||
|
||||
|
||||
#if defined( GAME_DLL )
|
||||
if ( PassesTriggerFilters( pOther ) == false )
|
||||
#else
|
||||
if( !(pOther->IsPlayer() && m_bPlayersPassTriggerFilters) )
|
||||
#endif
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Don't refire too quickly
|
||||
int nRefireIndex = pOther->IsPlayer() ? static_cast< CBasePlayer* >( pOther )->entindex() : 0;
|
||||
if ( nRefireIndex >= MAX_PLAYERS + 1 )
|
||||
{
|
||||
Warning( "CTriggerCatapult::StartTouch Trying to store a refire index for an entity( %d ) outside the expected range ( < %d ).\n", nRefireIndex, MAX_PLAYERS + 1 );
|
||||
nRefireIndex = 0;
|
||||
}
|
||||
|
||||
if ( m_flRefireDelay[ nRefireIndex ] > gpGlobals->curtime )
|
||||
{
|
||||
// but also don't forget to try again
|
||||
if ( m_hAbortedLaunchees.Find( pOther ) == -1 )
|
||||
{
|
||||
m_hAbortedLaunchees.AddToTail( pOther );
|
||||
}
|
||||
SetThink( &CTriggerCatapult::LaunchThink );
|
||||
SetNextThink( gpGlobals->curtime + 0.05f );
|
||||
return;
|
||||
}
|
||||
|
||||
#if defined( GAME_DLL )
|
||||
// Don't touch things the player is holding
|
||||
if ( pOther->VPhysicsGetObject() && (pOther->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) )
|
||||
{
|
||||
if ( m_hAbortedLaunchees.Find( pOther ) == -1 )
|
||||
{
|
||||
m_hAbortedLaunchees.AddToTail( pOther );
|
||||
}
|
||||
SetThink( &CTriggerCatapult::LaunchThink );
|
||||
SetNextThink( gpGlobals->curtime + 0.05f );
|
||||
return;
|
||||
}
|
||||
else if ( pOther->IsPlayer() )
|
||||
{
|
||||
// Always keep players in this list in case the were trapped under another player in the previous launch
|
||||
if ( m_hAbortedLaunchees.Find( pOther ) == -1 )
|
||||
{
|
||||
m_hAbortedLaunchees.AddToTail( pOther );
|
||||
}
|
||||
SetThink( &CTriggerCatapult::LaunchThink );
|
||||
SetNextThink( gpGlobals->curtime + 0.05f );
|
||||
}
|
||||
#endif
|
||||
|
||||
// Get the target
|
||||
CBaseEntity *pLaunchTarget = m_hLaunchTarget;
|
||||
|
||||
// See if we're attempting to hit a target
|
||||
if ( pLaunchTarget )
|
||||
{
|
||||
// See if we are using the threshold check
|
||||
if ( m_bUseThresholdCheck )
|
||||
{
|
||||
// Get the velocity of the physics objects / players touching the catapult
|
||||
Vector vecVictim;
|
||||
if ( pOther->IsPlayer() )
|
||||
{
|
||||
vecVictim = pOther->GetAbsVelocity();
|
||||
}
|
||||
else if( pOther->VPhysicsGetObject() )
|
||||
{
|
||||
pOther->VPhysicsGetObject()->GetVelocity( &vecVictim, NULL );
|
||||
}
|
||||
else
|
||||
{
|
||||
// DevMsg("Catapult fail!! Object is not a player and has no physics object! BUG THIS\n");
|
||||
vecVictim = vec3_origin;
|
||||
}
|
||||
|
||||
float flVictimSpeed = vecVictim.Length();
|
||||
|
||||
// get the speed needed to hit the target
|
||||
Vector vecVelocity;
|
||||
if( m_bUseExactVelocity )
|
||||
{
|
||||
vecVelocity = CalculateLaunchVectorPreserve( vecVictim, pOther, pLaunchTarget );
|
||||
}
|
||||
else
|
||||
{
|
||||
vecVelocity = CalculateLaunchVector( pOther, pLaunchTarget );
|
||||
}
|
||||
float flLaunchSpeed = vecVelocity.Length();
|
||||
|
||||
// is the victim facing the target?
|
||||
Vector vecDirection = ( pLaunchTarget->GetAbsOrigin() - pOther->GetAbsOrigin() );
|
||||
Vector necNormalizedVictim = vecVictim;
|
||||
Vector vecNormalizedDirection = vecDirection;
|
||||
|
||||
necNormalizedVictim.NormalizeInPlace();
|
||||
vecNormalizedDirection.NormalizeInPlace();
|
||||
|
||||
float flDot = DotProduct( necNormalizedVictim, vecNormalizedDirection );
|
||||
if ( flDot >= m_flEntryAngleTolerance )
|
||||
{
|
||||
// Is the victim speed within tolerance to launch them?
|
||||
if ( ( ( flLaunchSpeed - (flLaunchSpeed * m_flLowerThreshold ) ) < flVictimSpeed ) && ( ( flLaunchSpeed + (flLaunchSpeed * m_flUpperThreshold ) ) > flVictimSpeed ) )
|
||||
{
|
||||
if( m_bOnlyVelocityCheck )
|
||||
{
|
||||
OnLaunchedVictim( pOther );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Launch!
|
||||
LaunchByTarget( pOther, pLaunchTarget );
|
||||
// DevMsg( 1, "Catapult \"%s\" is adjusting velocity of \"%s\" so it will hit the target. (Object Velocity: %.1f -- Object needed to be between %.1f and %.1f \n", STRING(GetEntityName()), pOther->GetClassname(), flVictimSpeed, flLaunchSpeed - (flLaunchSpeed * m_flLowerThreshold ), flLaunchSpeed + (flLaunchSpeed * m_flUpperThreshold ) );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// DevMsg( 1, "Catapult \"%s\" ignoring object \"%s\" because its velocity is outside of the threshold. (Object Velocity: %.1f -- Object needed to be between %.1f and %.1f \n", STRING(GetEntityName()), pOther->GetClassname(), flVictimSpeed, flLaunchSpeed - (flLaunchSpeed * m_flLowerThreshold ), flLaunchSpeed + (flLaunchSpeed * m_flUpperThreshold ) );
|
||||
// since we attempted a fling set the refire delay
|
||||
#if defined( GAME_DLL )
|
||||
m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK!
|
||||
#else
|
||||
m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK!
|
||||
#endif
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// we're facing the wrong way. set the refire delay.
|
||||
#if defined( GAME_DLL )
|
||||
m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK!
|
||||
#else
|
||||
m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK!
|
||||
#endif
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
LaunchByTarget( pOther, pLaunchTarget );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
#if defined( CLIENT_DLL )
|
||||
if( m_hLaunchTarget.IsValid() )
|
||||
{
|
||||
Warning( "Catapult launch target not networked to client! This will make prediction fail! Fix this in the map.\n"
|
||||
"Catapult launch target not networked to client! This will make prediction fail! Fix this in the map.\n"
|
||||
"Catapult launch target not networked to client! This will make prediction fail! Fix this in the map.\n"
|
||||
"Catapult launch target not networked to client! This will make prediction fail! Fix this in the map.\n"
|
||||
"Catapult launch target not networked to client! This will make prediction fail! Fix this in the map.\n" );
|
||||
}
|
||||
#endif
|
||||
|
||||
bool bShouldLaunch = true;
|
||||
|
||||
if( m_bUseThresholdCheck )
|
||||
{
|
||||
// Get the velocity of the physics objects / players touching the catapult
|
||||
Vector vecVictim;
|
||||
if ( pOther->IsPlayer() )
|
||||
{
|
||||
vecVictim = pOther->GetAbsVelocity();
|
||||
}
|
||||
else if( pOther->VPhysicsGetObject() )
|
||||
{
|
||||
pOther->VPhysicsGetObject()->GetVelocity( &vecVictim, NULL );
|
||||
}
|
||||
else
|
||||
{
|
||||
// DevMsg("Catapult fail!! Object is not a player and has no physics object! BUG THIS\n");
|
||||
vecVictim = vec3_origin;
|
||||
}
|
||||
|
||||
Vector vecForward;
|
||||
AngleVectors( m_vecLaunchAngles, &vecForward, NULL, NULL );
|
||||
|
||||
float flDot = DotProduct( vecForward, vecVictim );
|
||||
float flLower = m_flPlayerVelocity - (m_flPlayerVelocity * m_flLowerThreshold);
|
||||
float flUpper = m_flPlayerVelocity + (m_flPlayerVelocity * m_flUpperThreshold);
|
||||
if( flDot < flLower || flDot > flUpper )
|
||||
{
|
||||
bShouldLaunch = false;
|
||||
}
|
||||
}
|
||||
|
||||
if( bShouldLaunch )
|
||||
{
|
||||
#if defined( CLIENT_DLL )
|
||||
CEG_PROTECT_VIRTUAL_FUNCTION ( CTriggerCatapult_StartTouch );
|
||||
#endif
|
||||
if( m_bOnlyVelocityCheck )
|
||||
{
|
||||
OnLaunchedVictim( pOther );
|
||||
}
|
||||
else
|
||||
{
|
||||
LaunchByDirection( pOther );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user