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620 lines
17 KiB
C++
620 lines
17 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Defines a combine ball and a combine ball launcher which have certain properties
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// overwritten to make use of them in portal game play.
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//
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//=====================================================================================//
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#include "cbase.h" // for pch
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#include "prop_combine_ball.h" // for base class
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#include "te_effect_dispatch.h" // for the explosion/impact effects
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#include "prop_portal.h" // Special case code for passing through portals. We need the class definition.
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#include "soundenvelope.h"
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#include "physicsshadowclone.h"
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// resource file names
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#define IMPACT_DECAL_NAME "decals/smscorch1model"
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// context think
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#define UPDATE_THINK_CONTEXT "UpdateThinkContext"
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class CPropEnergyBall : public CPropCombineBall
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{
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public:
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DECLARE_CLASS( CPropEnergyBall, CPropCombineBall );
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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virtual void Precache();
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virtual void CreateSounds( void );
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virtual void StopLoopingSounds( void );
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virtual void Spawn();
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virtual void Activate( void );
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// Overload for unlimited bounces and predictable movement
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
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// Overload for less sound, no shake.
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virtual void ExplodeThink( void );
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// Update in a time till death update
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virtual void Think ( void );
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virtual void EndTouch( CBaseEntity *pOther );
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virtual void StartTouch( CBaseEntity *pOther );
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virtual void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms );
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CHandle<CProp_Portal> m_hTouchedPortal; // Pointer to the portal we are touched most recently
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bool m_bTouchingPortal1; // Are we touching portal 1
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bool m_bTouchingPortal2; // Are we touching portal 2
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// Remember the last known direction of travel, incase our velocity is cleared.
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Vector m_vLastKnownDirection;
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// After portal teleports, we force the life to be at least this number.
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float m_fMinLifeAfterPortal;
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CNetworkVar( bool, m_bIsInfiniteLife );
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CNetworkVar( float, m_fTimeTillDeath );
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CSoundPatch *m_pAmbientSound;
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};
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LINK_ENTITY_TO_CLASS( prop_energy_ball, CPropEnergyBall );
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BEGIN_DATADESC( CPropEnergyBall )
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DEFINE_FIELD( m_hTouchedPortal, FIELD_EHANDLE ),
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DEFINE_FIELD( m_bTouchingPortal1, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bTouchingPortal2, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_vLastKnownDirection, FIELD_VECTOR ),
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DEFINE_FIELD( m_fMinLifeAfterPortal, FIELD_FLOAT ),
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DEFINE_FIELD( m_bIsInfiniteLife, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_fTimeTillDeath, FIELD_FLOAT ),
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DEFINE_SOUNDPATCH( m_pAmbientSound ),
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DEFINE_THINKFUNC( Think ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST( CPropEnergyBall, DT_PropEnergyBall )
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SendPropBool( SENDINFO( m_bIsInfiniteLife ) ),
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SendPropFloat ( SENDINFO( m_fTimeTillDeath ) ),
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose: Precache
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// Input : -
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//-----------------------------------------------------------------------------
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void CPropEnergyBall::Precache()
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{
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BaseClass::Precache();
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PrecacheScriptSound( "EnergyBall.Explosion" );
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PrecacheScriptSound( "EnergyBall.Launch" );
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PrecacheScriptSound( "EnergyBall.Impact" );
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PrecacheScriptSound( "EnergyBall.AmbientLoop" );
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UTIL_PrecacheDecal( IMPACT_DECAL_NAME, false );
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}
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void CPropEnergyBall::CreateSounds()
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{
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if (!m_pAmbientSound)
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{
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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CPASAttenuationFilter filter( this );
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m_pAmbientSound = controller.SoundCreate( filter, entindex(), "EnergyBall.AmbientLoop" );
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controller.Play( m_pAmbientSound, 1.0, 100 );
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}
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}
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void CPropEnergyBall::StopLoopingSounds()
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{
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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controller.SoundDestroy( m_pAmbientSound );
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m_pAmbientSound = NULL;
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BaseClass::StopLoopingSounds();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : -
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//-----------------------------------------------------------------------------
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void CPropEnergyBall::Spawn()
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{
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Precache();
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BaseClass::Spawn();
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m_bTouchingPortal1 = false;
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m_bTouchingPortal2 = false;
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m_bIsInfiniteLife = false;
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m_fTimeTillDeath = -1;
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m_fMinLifeAfterPortal = 5;
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// Init last known direction to our initial direction
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GetVelocity( &m_vLastKnownDirection, NULL );
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}
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void CPropEnergyBall::Activate( void )
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{
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BaseClass::Activate();
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CreateSounds();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Keep a constant velocity despite collisions, make impact sounds and effects
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//-----------------------------------------------------------------------------
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void CPropEnergyBall::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
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{
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// Skip combine ball's collision, but do everything below it.
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BaseClass::BaseClass::VPhysicsCollision( index, pEvent );
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Vector preVelocity = pEvent->preVelocity[index];
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// float flSpeed = VectorNormalize( preVelocity );
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// It's ok to change direction, but maintain speed = m_flSpeed.
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Vector vecFinalVelocity = pEvent->postVelocity[index];
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VectorNormalize( vecFinalVelocity );
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if ( m_bTouchingPortal2 || m_bTouchingPortal1 )
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{
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AssertMsg ( m_hTouchedPortal.Get(), "Touching a portal, but recorded an invalid handle." );
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}
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// Used for deciding if we play our impact effects/sounds
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bool bIsEnteringPortalAndLockingAxisForward = false;
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// Fixed bounce axis when in a portal environment
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if ( (m_bTouchingPortal2 || m_bTouchingPortal1) && m_hTouchedPortal.Get() )
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{
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// Force our velocity to be either towards or away from the portal, no bouncing at odd angles allowed
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CProp_Portal* pPortal = m_hTouchedPortal.Get();
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// Only lock to the portal's forward axis if we're in it's world bounds
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// We use a tolerance of four, because the render bounds thickness for a portal is 4, and this function
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// intersects with a plane.
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bool bHitPortal = UTIL_IsBoxIntersectingPortal( GetAbsOrigin(), WorldAlignSize(), pPortal, 4.0f );
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// We definitely hit a portal
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if ( bHitPortal && pPortal && pPortal->IsActivedAndLinked() )
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{
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Vector vecTouchedPortalFace;
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pPortal->GetVectors( &vecTouchedPortalFace, NULL, NULL );
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vecTouchedPortalFace.NormalizeInPlace();
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float fDot = vecTouchedPortalFace.Dot( vecFinalVelocity );
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// closer to 'towards' the portal, force it to go that direction
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if ( fDot < 0 )
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{
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vecFinalVelocity = -vecTouchedPortalFace;
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// Since we're going 'through', don't do surfaceprop based collision effects
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// because the it will look like we didn't hit anything.
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pEvent->surfaceProps[0] = pEvent->surfaceProps[1] = physprops->GetSurfaceIndex( "default" );
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bIsEnteringPortalAndLockingAxisForward = true;
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}
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else // Closer to 'away from' the portal. Force the energy ball to go that direction
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{
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vecFinalVelocity = vecTouchedPortalFace;
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}
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}
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}
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// Plant a decal on any solid brushes we hit
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if ( !bIsEnteringPortalAndLockingAxisForward )
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{
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trace_t tr;
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UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*preVelocity, MASK_SHOT,
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this, COLLISION_GROUP_NONE, &tr);
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// Only place decals and draw effects if we hit something valid
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if ( tr.m_pEnt )
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{
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// Cball impact effect (using same trace as the decal placement above)
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CEffectData data;
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data.m_flRadius = 16;
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data.m_vNormal = tr.plane.normal;
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data.m_vOrigin = tr.endpos + tr.plane.normal * 1.0f;
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DispatchEffect( "cball_bounce", data );
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if ( tr.m_pEnt )
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{
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UTIL_DecalTrace( &tr, "EnergyBall.Impact" );
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}
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}
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EmitSound( "EnergyBall.Impact" );
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}
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// Record our direction so our fixed direction hacks know we have changed direction immediately
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m_vLastKnownDirection = vecFinalVelocity;
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// Scale new velocity to our fixed speed
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vecFinalVelocity *= GetSpeed();
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// Try to update the velocity now, however I'm told this rarely works.
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// We will spam updates in our think function to help get us in the direction we want to go.
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PhysCallbackSetVelocity( pEvent->pObjects[index], vecFinalVelocity );
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}
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void CPropEnergyBall::NotifySystemEvent(CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms )
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{
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// On teleport, we record a pointer to the portal we are arriving at
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if ( eventType == NOTIFY_EVENT_TELEPORT )
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{
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CProp_Portal *pEnteredPortal = dynamic_cast<CProp_Portal*>( pNotify );
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if( pEnteredPortal )
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{
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m_vLastKnownDirection = pEnteredPortal->m_matrixThisToLinked.ApplyRotation( m_vLastKnownDirection );
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m_vLastKnownDirection.NormalizeInPlace();
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IPhysicsObject *pPhysObject = VPhysicsGetObject();
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if( pPhysObject )
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{
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Vector vNewVelocity = m_vLastKnownDirection * GetSpeed();
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pPhysObject->SetVelocityInstantaneous( &vNewVelocity, NULL );
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}
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// Record the new portal for the purposes of locking our movement
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m_hTouchedPortal = pEnteredPortal->m_hLinkedPortal;
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}
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else
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{
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m_hTouchedPortal = NULL;
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}
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// If an energy ball passes a portal (teleports), add a make sure its life is >= sk_energy_ball_min_life_after_portal
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float fCurTimeTillDeath = GetNextThink( "ExplodeTimerContext" );
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// If we are set to die, then refresh that time if it is below a set threshold
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if ( fCurTimeTillDeath > 0 )
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{
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float fTimeLeft = fCurTimeTillDeath - gpGlobals->curtime;
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float fMinLife = m_fMinLifeAfterPortal;
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float fTimeToDie = (fTimeLeft > fMinLife) ? (fTimeLeft) : (fMinLife);
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SetContextThink( &CPropCombineBall::ExplodeThink, gpGlobals->curtime + fTimeToDie, "ExplodeTimerContext" );
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}
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}
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//BaseClass::NotifySystemEvent( pNotify, eventType, params );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Send down the time till death to the client code to help indicate when the ball will detonate
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// Input : -
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//-----------------------------------------------------------------------------
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void CPropEnergyBall::Think()
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{
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// Finite life energy balls send the time till death down to the client for display purposes
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if ( !m_bIsInfiniteLife )
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{
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m_fTimeTillDeath = GetNextThink( "ExplodeTimerContext" ) - gpGlobals->curtime;
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SetNextThink ( gpGlobals->curtime + 0.5f );
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}
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// Force our movement to be at desired speed
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IPhysicsObject* pMyObject = VPhysicsGetObject();
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if ( pMyObject )
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{
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// get our current speed
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Vector vCurVelocity, vNewVelocity;
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pMyObject->GetVelocity( &vCurVelocity, NULL );
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float fCurSpeed = vCurVelocity.Length();
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if ( fCurSpeed < GetSpeed() )
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{
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m_vLastKnownDirection.NormalizeInPlace();
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vNewVelocity = m_vLastKnownDirection * GetSpeed();
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pMyObject->SetVelocityInstantaneous( &vNewVelocity, NULL );
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}
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}
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SetNextThink( gpGlobals->curtime + 0.1 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Make a sound/effect for the removal of the energy ball, and switch to the cleanup think
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// Input : -
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//-----------------------------------------------------------------------------
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void CPropEnergyBall::ExplodeThink( )
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{
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// Tell the respawner to make a new one
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if ( GetSpawner() )
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{
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GetSpawner()->RespawnBallPostExplosion();
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}
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//Destruction effect
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CBroadcastRecipientFilter filter2;
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CEffectData data;
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data.m_vOrigin = GetAbsOrigin();
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DispatchEffect( "ManhackSparks", data );
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EmitSound( "EnergyBall.Explosion" );
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// Turn us off and wait because we need our trails to finish up properly
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SetAbsVelocity( vec3_origin );
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SetMoveType( MOVETYPE_NONE );
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AddSolidFlags( FSOLID_NOT_SOLID );
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SetEmitState( false );
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SetContextThink( &CPropCombineBall::SUB_Remove, gpGlobals->curtime + 0.5f, "RemoveContext" );
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StopLoopingSounds();
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}
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void CPropEnergyBall::StartTouch( CBaseEntity *pOther )
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{
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Assert( pOther );
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if( CPhysicsShadowClone::IsShadowClone( pOther ) )
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{
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CBaseEntity *pCloned = ((CPhysicsShadowClone *)pOther)->GetClonedEntity();
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if( pCloned )
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pOther = pCloned;
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}
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// Kill the player on hit.
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if ( pOther->IsPlayer() )
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{
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CTakeDamageInfo info( this, GetOwnerEntity(), GetAbsVelocity(), GetAbsOrigin(), 1500.0f, DMG_DISSOLVE );
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pOther->OnTakeDamage( info );
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// Destruct when we hit the player
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SetContextThink( &CPropCombineBall::ExplodeThink, gpGlobals->curtime, "ExplodeTimerContext" );
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}
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CProp_Portal* pPortal = dynamic_cast<CProp_Portal*>(pOther);
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// If toucher is a prop portal
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if ( pPortal )
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{
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// Record the touched portal for locking collision movements.
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// The forward direction we want to follow is the forward vector of the portal we've touched most recently
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m_hTouchedPortal = pPortal;
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// record that we touched this portal
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if ( pPortal->m_bIsPortal2 == false )
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{
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m_bTouchingPortal1 = true;
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}
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else //if ( pPortal->m_bIsPortal2 == true )
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{
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m_bTouchingPortal2 = true;
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}
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}
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BaseClass::StartTouch( pOther );
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}
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void CPropEnergyBall::EndTouch( CBaseEntity *pOther )
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{
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CProp_Portal* pPortal = dynamic_cast<CProp_Portal*>(pOther);
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if ( pPortal )
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{
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// We are no longer touching this portal
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if ( pPortal->m_bIsPortal2 == false )
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{
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m_bTouchingPortal1 = false;
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}
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else //if ( pPortal->m_bIsPortal2 == true )
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{
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m_bTouchingPortal2 = false;
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}
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}
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BaseClass::EndTouch( pOther );
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}
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class CEnergyBallLauncher : public CPointCombineBallLauncher
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{
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public:
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DECLARE_CLASS( CEnergyBallLauncher, CPointCombineBallLauncher );
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DECLARE_DATADESC();
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virtual void SpawnBall();
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virtual void Precache();
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virtual void Spawn();
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private:
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float m_fBallLifetime;
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float m_fMinBallLifeAfterPortal;
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COutputEvent m_OnPostSpawnBall;
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};
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LINK_ENTITY_TO_CLASS( point_energy_ball_launcher, CEnergyBallLauncher );
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BEGIN_DATADESC( CEnergyBallLauncher )
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DEFINE_KEYFIELD( m_fBallLifetime, FIELD_FLOAT, "BallLifetime" ),
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DEFINE_KEYFIELD( m_fMinBallLifeAfterPortal, FIELD_FLOAT, "MinLifeAfterPortal" ),
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DEFINE_OUTPUT ( m_OnPostSpawnBall, "OnPostSpawnBall" ),
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END_DATADESC()
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void CEnergyBallLauncher::Precache()
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{
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BaseClass::Precache();
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UTIL_PrecacheDecal( IMPACT_DECAL_NAME, false );
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}
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void CEnergyBallLauncher::Spawn()
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{
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Precache();
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BaseClass::Spawn();
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}
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void CEnergyBallLauncher::SpawnBall()
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{
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CPropEnergyBall *pBall = static_cast<CPropEnergyBall*>( CreateEntityByName( "prop_energy_ball" ) );
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if ( pBall == NULL )
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return;
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pBall->SetRadius( m_flBallRadius );
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Vector vecAbsOrigin = GetAbsOrigin();
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Vector zaxis;
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pBall->SetAbsOrigin( vecAbsOrigin );
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pBall->SetSpawner( this );
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pBall->SetSpeed( m_flMaxSpeed );
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float flSpeed = m_flMaxSpeed;
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Vector vDirection;
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QAngle qAngle = GetAbsAngles();
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AngleVectors( qAngle, &vDirection, NULL, NULL );
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vDirection *= flSpeed;
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pBall->SetAbsVelocity( vDirection );
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DispatchSpawn(pBall);
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pBall->Activate();
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pBall->SetState( CPropCombineBall::STATE_LAUNCHED );
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pBall->SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
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pBall->m_fMinLifeAfterPortal = m_fMinBallLifeAfterPortal;
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// Additional setup of the physics object for energy ball uses
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IPhysicsObject *pBallObj = pBall->VPhysicsGetObject();
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if ( pBallObj )
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{
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// Make sure we dont use air drag
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pBallObj->EnableDrag( false );
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// Remove damping
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float speed, rot;
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speed = rot = 0.0f;
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pBallObj->SetDamping( &speed, &rot );
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// HUGE rotational inertia, don't allow the ball to have any spin
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Vector vInertia( 1e30, 1e30, 1e30 );
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pBallObj->SetInertia( vInertia );
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// Low mass to let it bounce off of obstructions for certain puzzles.
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pBallObj->SetMass( 1.0f );
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}
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// Only expire if the lifetme field is positive
|
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if ( m_fBallLifetime >=0 )
|
|
{
|
|
pBall->StartLifetime( m_fBallLifetime );
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|
pBall->m_bIsInfiniteLife = false;
|
|
}
|
|
else
|
|
{
|
|
pBall->m_bIsInfiniteLife = true;
|
|
}
|
|
|
|
// Think function, used to update time till death and avoid sleeping
|
|
pBall->SetNextThink ( gpGlobals->curtime + 0.1f );
|
|
|
|
EmitSound( "EnergyBall.Launch" );
|
|
|
|
m_OnPostSpawnBall.FireOutput( this, this );
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static void fire_energy_ball_f( void )
|
|
{
|
|
if( sv_cheats->GetBool() == false ) //heavy handed version since setting the concommand with FCVAR_CHEATS isn't working like I thought
|
|
return;
|
|
|
|
CBasePlayer *pPlayer = (CBasePlayer *)UTIL_GetCommandClient();
|
|
|
|
Vector ptEyes, vForward;
|
|
ptEyes = pPlayer->EyePosition();
|
|
pPlayer->EyeVectors( &vForward );
|
|
|
|
|
|
|
|
|
|
{
|
|
CPropEnergyBall *pBall = static_cast<CPropEnergyBall*>( CreateEntityByName( "prop_energy_ball" ) );
|
|
|
|
if ( pBall == NULL )
|
|
return;
|
|
|
|
pBall->SetRadius( 12.0f );
|
|
|
|
pBall->SetAbsOrigin( ptEyes + (vForward * 50.0f) );
|
|
pBall->SetSpawner( NULL );
|
|
|
|
pBall->SetSpeed( 400.0f );
|
|
|
|
|
|
pBall->SetAbsVelocity( vForward * 400.0f );
|
|
|
|
DispatchSpawn(pBall);
|
|
pBall->Activate();
|
|
pBall->SetState( CPropCombineBall::STATE_LAUNCHED );
|
|
pBall->SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
|
|
pBall->m_fMinLifeAfterPortal = 5.0f;
|
|
|
|
// Additional setup of the physics object for energy ball uses
|
|
IPhysicsObject *pBallObj = pBall->VPhysicsGetObject();
|
|
|
|
if ( pBallObj )
|
|
{
|
|
// Make sure we dont use air drag
|
|
pBallObj->EnableDrag( false );
|
|
|
|
// Remove damping
|
|
float speed, rot;
|
|
speed = rot = 0.0f;
|
|
pBallObj->SetDamping( &speed, &rot );
|
|
|
|
// HUGE rotational inertia, don't allow the ball to have any spin
|
|
Vector vInertia( 1e30, 1e30, 1e30 );
|
|
pBallObj->SetInertia( vInertia );
|
|
|
|
// Low mass to let it bounce off of obstructions for certain puzzles.
|
|
pBallObj->SetMass( 1.0f );
|
|
}
|
|
|
|
pBall->StartLifetime( 10.0f );
|
|
pBall->m_bIsInfiniteLife = false;
|
|
|
|
// Think function, used to update time till death and avoid sleeping
|
|
pBall->SetNextThink ( gpGlobals->curtime + 0.1f );
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
ConCommand fire_energy_ball( "fire_energy_ball", fire_energy_ball_f, "Fires a test energy ball out of your face", FCVAR_CHEAT ); |