mirror of
https://github.com/nillerusr/source-engine.git
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1267 lines
34 KiB
C++
1267 lines
34 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ragdoll_shared.h"
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#include "bone_setup.h"
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#include "vphysics/constraints.h"
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#include "vphysics/collision_set.h"
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#include "vcollide_parse.h"
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#include "vphysics_interface.h"
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#include "tier0/vprof.h"
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#include "engine/ivdebugoverlay.h"
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#include "solidsetdefaults.h"
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//CLIENT
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#ifdef CLIENT_DLL
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#include "c_fire_smoke.h"
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#include "c_entitydissolve.h"
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#include "engine/IEngineSound.h"
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#endif
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//SERVER
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#if !defined( CLIENT_DLL )
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#include "util.h"
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#include "EntityFlame.h"
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#include "EntityDissolve.h"
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#endif
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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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CRagdollLowViolenceManager g_RagdollLVManager;
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void CRagdollLowViolenceManager::SetLowViolence( const char *pMapName )
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{
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// set the value using the engine's low violence settings
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m_bLowViolence = UTIL_IsLowViolence();
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#if !defined( CLIENT_DLL )
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// the server doesn't worry about low violence during multiplayer games
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if ( g_pGameRules->IsMultiplayer() )
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{
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m_bLowViolence = false;
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}
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#endif
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// Turn the low violence ragdoll stuff off if we're in the HL2 Citadel maps because
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// the player has the super gravity gun and fading ragdolls will break things.
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if( hl2_episodic.GetBool() )
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{
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if ( Q_stricmp( pMapName, "ep1_citadel_02" ) == 0 ||
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Q_stricmp( pMapName, "ep1_citadel_02b" ) == 0 ||
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Q_stricmp( pMapName, "ep1_citadel_03" ) == 0 )
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{
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m_bLowViolence = false;
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}
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}
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else
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{
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if ( Q_stricmp( pMapName, "d3_citadel_03" ) == 0 ||
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Q_stricmp( pMapName, "d3_citadel_04" ) == 0 ||
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Q_stricmp( pMapName, "d3_citadel_05" ) == 0 ||
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Q_stricmp( pMapName, "d3_breen_01" ) == 0 )
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{
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m_bLowViolence = false;
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}
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}
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}
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class CRagdollCollisionRules : public IVPhysicsKeyHandler
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{
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public:
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CRagdollCollisionRules( IPhysicsCollisionSet *pSet )
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{
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m_pSet = pSet;
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m_bSelfCollisions = true;
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}
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virtual void ParseKeyValue( void *pData, const char *pKey, const char *pValue )
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{
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if ( !strcmpi( pKey, "selfcollisions" ) )
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{
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// keys disabled by default
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Assert( atoi(pValue) == 0 );
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m_bSelfCollisions = false;
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}
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else if ( !strcmpi( pKey, "collisionpair" ) )
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{
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if ( m_bSelfCollisions )
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{
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char szToken[256];
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const char *pStr = nexttoken(szToken, pValue, ',');
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int index0 = atoi(szToken);
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nexttoken( szToken, pStr, ',' );
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int index1 = atoi(szToken);
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m_pSet->EnableCollisions( index0, index1 );
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}
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else
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{
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Assert(0);
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}
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}
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}
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virtual void SetDefaults( void *pData ) {}
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private:
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IPhysicsCollisionSet *m_pSet;
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bool m_bSelfCollisions;
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};
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class CRagdollAnimatedFriction : public IVPhysicsKeyHandler
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{
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public:
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CRagdollAnimatedFriction( ragdoll_t *ragdoll )
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{
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m_ragdoll = ragdoll;
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}
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virtual void ParseKeyValue( void *pData, const char *pKey, const char *pValue )
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{
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if ( !strcmpi( pKey, "animfrictionmin" ) )
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{
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m_ragdoll->animfriction.iMinAnimatedFriction = atoi( pValue );
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}
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else if ( !strcmpi( pKey, "animfrictionmax" ) )
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{
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m_ragdoll->animfriction.iMaxAnimatedFriction = atoi( pValue );
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}
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else if ( !strcmpi( pKey, "animfrictiontimein" ) )
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{
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m_ragdoll->animfriction.flFrictionTimeIn = atof( pValue );
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}
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else if ( !strcmpi( pKey, "animfrictiontimeout" ) )
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{
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m_ragdoll->animfriction.flFrictionTimeOut = atof( pValue );
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}
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else if ( !strcmpi( pKey, "animfrictiontimehold" ) )
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{
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m_ragdoll->animfriction.flFrictionTimeHold = atof( pValue );
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}
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}
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virtual void SetDefaults( void *pData ) {}
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private:
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ragdoll_t *m_ragdoll;
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};
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void RagdollSetupAnimatedFriction( IPhysicsEnvironment *pPhysEnv, ragdoll_t *ragdoll, int iModelIndex )
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{
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vcollide_t* pCollide = modelinfo->GetVCollide( iModelIndex );
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if ( pCollide )
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{
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IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues );
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while ( !pParse->Finished() )
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{
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const char *pBlock = pParse->GetCurrentBlockName();
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if ( !strcmpi( pBlock, "animatedfriction") )
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{
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CRagdollAnimatedFriction friction( ragdoll );
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pParse->ParseCustom( (void*)&friction, &friction );
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}
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else
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{
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pParse->SkipBlock();
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}
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}
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physcollision->VPhysicsKeyParserDestroy( pParse );
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}
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}
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static void RagdollAddSolid( IPhysicsEnvironment *pPhysEnv, ragdoll_t &ragdoll, const ragdollparams_t ¶ms, solid_t &solid )
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{
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if ( solid.index >= 0 && solid.index < params.pCollide->solidCount)
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{
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Assert( ragdoll.listCount == solid.index );
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int boneIndex = Studio_BoneIndexByName( params.pStudioHdr, solid.name );
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ragdoll.boneIndex[ragdoll.listCount] = boneIndex;
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if ( boneIndex >= 0 )
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{
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if ( params.fixedConstraints )
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{
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solid.params.mass = 1000.f;
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}
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solid.params.rotInertiaLimit = 0.1;
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solid.params.pGameData = params.pGameData;
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int surfaceData = physprops->GetSurfaceIndex( solid.surfaceprop );
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if ( surfaceData < 0 )
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surfaceData = physprops->GetSurfaceIndex( "default" );
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solid.params.pName = params.pStudioHdr->pszName();
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ragdoll.list[ragdoll.listCount].pObject = pPhysEnv->CreatePolyObject( params.pCollide->solids[solid.index], surfaceData, vec3_origin, vec3_angle, &solid.params );
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ragdoll.list[ragdoll.listCount].pObject->SetPositionMatrix( params.pCurrentBones[boneIndex], true );
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ragdoll.list[ragdoll.listCount].parentIndex = -1;
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ragdoll.list[ragdoll.listCount].pObject->SetGameIndex( ragdoll.listCount );
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ragdoll.listCount++;
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}
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else
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{
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Msg( "CRagdollProp::CreateObjects: Couldn't Lookup Bone %s\n", solid.name );
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}
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}
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}
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static void RagdollAddConstraint( IPhysicsEnvironment *pPhysEnv, ragdoll_t &ragdoll, const ragdollparams_t ¶ms, constraint_ragdollparams_t &constraint )
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{
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if( constraint.childIndex == constraint.parentIndex )
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{
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DevMsg( 1, "Bogus constraint on ragdoll %s\n", params.pStudioHdr->pszName() );
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constraint.childIndex = -1;
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constraint.parentIndex = -1;
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}
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if ( constraint.childIndex >= 0 && constraint.parentIndex >= 0 )
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{
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Assert(constraint.childIndex<ragdoll.listCount);
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ragdollelement_t &childElement = ragdoll.list[constraint.childIndex];
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// save parent index
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childElement.parentIndex = constraint.parentIndex;
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if ( params.jointFrictionScale > 0 )
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{
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for ( int k = 0; k < 3; k++ )
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{
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constraint.axes[k].torque *= params.jointFrictionScale;
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}
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}
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// this parent/child pair is not usually a parent/child pair in the skeleton. There
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// are often bones in between that are collapsed for simulation. So we need to compute
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// the transform.
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Studio_CalcBoneToBoneTransform( params.pStudioHdr, ragdoll.boneIndex[constraint.childIndex], ragdoll.boneIndex[constraint.parentIndex], constraint.constraintToAttached );
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MatrixGetColumn( constraint.constraintToAttached, 3, childElement.originParentSpace );
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// UNDONE: We could transform the constraint limit axes relative to the bone space
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// using this data. Do we need that feature?
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SetIdentityMatrix( constraint.constraintToReference );
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if ( params.fixedConstraints )
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{
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// Makes the ragdoll a statue...
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constraint_fixedparams_t fixed;
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fixed.Defaults();
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fixed.InitWithCurrentObjectState( childElement.pObject, ragdoll.list[constraint.parentIndex].pObject );
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fixed.constraint.Defaults();
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childElement.pConstraint = pPhysEnv->CreateFixedConstraint( childElement.pObject, ragdoll.list[constraint.parentIndex].pObject, ragdoll.pGroup, fixed );
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}
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else
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{
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childElement.pConstraint = pPhysEnv->CreateRagdollConstraint( childElement.pObject, ragdoll.list[constraint.parentIndex].pObject, ragdoll.pGroup, constraint );
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}
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}
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}
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static void RagdollCreateObjects( IPhysicsEnvironment *pPhysEnv, ragdoll_t &ragdoll, const ragdollparams_t ¶ms )
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{
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ragdoll.listCount = 0;
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ragdoll.pGroup = NULL;
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ragdoll.allowStretch = params.allowStretch;
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memset( ragdoll.list, 0, sizeof(ragdoll.list) );
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memset( &ragdoll.animfriction, 0, sizeof(ragdoll.animfriction) );
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if ( !params.pCollide || params.pCollide->solidCount > RAGDOLL_MAX_ELEMENTS )
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return;
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constraint_groupparams_t group;
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group.Defaults();
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ragdoll.pGroup = pPhysEnv->CreateConstraintGroup( group );
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IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( params.pCollide->pKeyValues );
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while ( !pParse->Finished() )
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{
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const char *pBlock = pParse->GetCurrentBlockName();
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if ( !strcmpi( pBlock, "solid" ) )
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{
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solid_t solid;
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pParse->ParseSolid( &solid, &g_SolidSetup );
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RagdollAddSolid( pPhysEnv, ragdoll, params, solid );
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}
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else if ( !strcmpi( pBlock, "ragdollconstraint" ) )
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{
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constraint_ragdollparams_t constraint;
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pParse->ParseRagdollConstraint( &constraint, NULL );
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RagdollAddConstraint( pPhysEnv, ragdoll, params, constraint );
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}
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else if ( !strcmpi( pBlock, "collisionrules" ) )
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{
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IPhysicsCollisionSet *pSet = physics->FindOrCreateCollisionSet( params.modelIndex, ragdoll.listCount );
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CRagdollCollisionRules rules(pSet);
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pParse->ParseCustom( (void *)&rules, &rules );
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}
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else if ( !strcmpi( pBlock, "animatedfriction") )
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{
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CRagdollAnimatedFriction friction( &ragdoll );
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pParse->ParseCustom( (void*)&friction, &friction );
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}
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else
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{
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pParse->SkipBlock();
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}
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}
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physcollision->VPhysicsKeyParserDestroy( pParse );
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}
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void RagdollSetupCollisions( ragdoll_t &ragdoll, vcollide_t *pCollide, int modelIndex )
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{
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Assert(pCollide);
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if (!pCollide)
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return;
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IPhysicsCollisionSet *pSet = physics->FindCollisionSet( modelIndex );
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if ( !pSet )
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{
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pSet = physics->FindOrCreateCollisionSet( modelIndex, ragdoll.listCount );
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if ( !pSet )
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return;
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bool bFoundRules = false;
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IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues );
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while ( !pParse->Finished() )
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{
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const char *pBlock = pParse->GetCurrentBlockName();
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if ( !strcmpi( pBlock, "collisionrules" ) )
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{
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IPhysicsCollisionSet *pSet = physics->FindOrCreateCollisionSet( modelIndex, ragdoll.listCount );
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CRagdollCollisionRules rules(pSet);
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pParse->ParseCustom( (void *)&rules, &rules );
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bFoundRules = true;
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}
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else
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{
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pParse->SkipBlock();
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}
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}
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physcollision->VPhysicsKeyParserDestroy( pParse );
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if ( !bFoundRules )
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{
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// these are the default rules - each piece collides with everything
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// except immediate parent/constrained object.
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int i;
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for ( i = 0; i < ragdoll.listCount; i++ )
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{
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for ( int j = i+1; j < ragdoll.listCount; j++ )
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{
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pSet->EnableCollisions( i, j );
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}
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}
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for ( i = 0; i < ragdoll.listCount; i++ )
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{
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int parent = ragdoll.list[i].parentIndex;
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if ( parent >= 0 )
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{
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Assert( ragdoll.list[i].pObject );
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Assert( ragdoll.list[i].pConstraint );
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pSet->DisableCollisions( i, parent );
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}
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}
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}
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}
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}
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void RagdollActivate( ragdoll_t &ragdoll, vcollide_t *pCollide, int modelIndex, bool bForceWake )
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{
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RagdollSetupCollisions( ragdoll, pCollide, modelIndex );
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for ( int i = 0; i < ragdoll.listCount; i++ )
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{
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ragdoll.list[i].pObject->SetGameIndex( i );
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PhysSetGameFlags( ragdoll.list[i].pObject, FVPHYSICS_MULTIOBJECT_ENTITY );
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// now that the relationships are set, activate the collision system
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ragdoll.list[i].pObject->EnableCollisions( true );
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if ( bForceWake == true )
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{
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ragdoll.list[i].pObject->Wake();
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}
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}
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if ( ragdoll.pGroup )
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{
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// NOTE: This also wakes the objects
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ragdoll.pGroup->Activate();
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// so if we didn't want that, we'll need to put them back to sleep here
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if ( !bForceWake )
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{
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for ( int i = 0; i < ragdoll.listCount; i++ )
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{
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ragdoll.list[i].pObject->Sleep();
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}
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}
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}
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}
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bool RagdollCreate( ragdoll_t &ragdoll, const ragdollparams_t ¶ms, IPhysicsEnvironment *pPhysEnv )
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{
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RagdollCreateObjects( pPhysEnv, ragdoll, params );
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if ( !ragdoll.listCount )
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return false;
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int forceBone = params.forceBoneIndex;
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int i;
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float totalMass = 0;
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for ( i = 0; i < ragdoll.listCount; i++ )
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{
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totalMass += ragdoll.list[i].pObject->GetMass();
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}
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totalMass = MAX(totalMass,1);
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// apply force to the model
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Vector nudgeForce = params.forceVector;
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Vector forcePosition = params.forcePosition;
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// UNDONE: Test scaling the force by total mass on all bones
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Assert( forceBone < ragdoll.listCount );
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if ( forceBone >= 0 && forceBone < ragdoll.listCount )
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{
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ragdoll.list[forceBone].pObject->ApplyForceCenter( nudgeForce );
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//nudgeForce *= 0.5;
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ragdoll.list[forceBone].pObject->GetPosition( &forcePosition, NULL );
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}
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for ( i = 0; i < ragdoll.listCount; i++ )
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{
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PhysSetGameFlags( ragdoll.list[i].pObject, FVPHYSICS_PART_OF_RAGDOLL );
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}
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if ( forcePosition != vec3_origin )
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{
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for ( i = 0; i < ragdoll.listCount; i++ )
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{
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if ( forceBone != i )
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{
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float scale = ragdoll.list[i].pObject->GetMass() / totalMass;
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ragdoll.list[i].pObject->ApplyForceOffset( scale * nudgeForce, forcePosition );
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}
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}
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}
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return true;
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}
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void RagdollApplyAnimationAsVelocity( ragdoll_t &ragdoll, const matrix3x4_t *pPrevBones, const matrix3x4_t *pCurrentBones, float dt )
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{
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for ( int i = 0; i < ragdoll.listCount; i++ )
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{
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Vector velocity;
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AngularImpulse angVel;
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int boneIndex = ragdoll.boneIndex[i];
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CalcBoneDerivatives( velocity, angVel, pPrevBones[boneIndex], pCurrentBones[boneIndex], dt );
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AngularImpulse localAngVelocity;
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// Angular velocity is always applied in local space in vphysics
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ragdoll.list[i].pObject->WorldToLocalVector( &localAngVelocity, angVel );
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ragdoll.list[i].pObject->AddVelocity( &velocity, &localAngVelocity );
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}
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}
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void RagdollApplyAnimationAsVelocity( ragdoll_t &ragdoll, const matrix3x4_t *pBoneToWorld )
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{
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for ( int i = 0; i < ragdoll.listCount; i++ )
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{
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matrix3x4_t inverse;
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MatrixInvert( pBoneToWorld[i], inverse );
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Quaternion q;
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Vector pos;
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MatrixAngles( inverse, q, pos );
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Vector velocity;
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AngularImpulse angVel;
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float flSpin;
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Vector localVelocity;
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AngularImpulse localAngVelocity;
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QuaternionAxisAngle( q, localAngVelocity, flSpin );
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localAngVelocity *= flSpin;
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localVelocity = pos;
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// move those bone-local coords back to world space using the ragdoll transform
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ragdoll.list[i].pObject->LocalToWorldVector( &velocity, localVelocity );
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ragdoll.list[i].pObject->AddVelocity( &velocity, &localAngVelocity );
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}
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}
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|
|
void RagdollDestroy( ragdoll_t &ragdoll )
|
|
{
|
|
if ( !ragdoll.listCount )
|
|
return;
|
|
|
|
int i;
|
|
for ( i = 0; i < ragdoll.listCount; i++ )
|
|
{
|
|
physenv->DestroyConstraint( ragdoll.list[i].pConstraint );
|
|
ragdoll.list[i].pConstraint = NULL;
|
|
}
|
|
for ( i = 0; i < ragdoll.listCount; i++ )
|
|
{
|
|
// during level transitions these can get temporarily loaded without physics objects
|
|
// purely for the purpose of testing for PVS of transition. If they fail they get
|
|
// deleted before the physics objects are loaded. The list count will be nonzero
|
|
// since that is saved separately.
|
|
if ( ragdoll.list[i].pObject )
|
|
{
|
|
physenv->DestroyObject( ragdoll.list[i].pObject );
|
|
}
|
|
ragdoll.list[i].pObject = NULL;
|
|
}
|
|
physenv->DestroyConstraintGroup( ragdoll.pGroup );
|
|
ragdoll.pGroup = NULL;
|
|
ragdoll.listCount = 0;
|
|
}
|
|
|
|
// Parse the ragdoll and obtain the mapping from each physics element index to a bone index
|
|
// returns num phys elements
|
|
int RagdollExtractBoneIndices( int *boneIndexOut, CStudioHdr *pStudioHdr, vcollide_t *pCollide )
|
|
{
|
|
int elementCount = 0;
|
|
|
|
IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues );
|
|
while ( !pParse->Finished() )
|
|
{
|
|
const char *pBlock = pParse->GetCurrentBlockName();
|
|
if ( !strcmpi( pBlock, "solid" ) )
|
|
{
|
|
solid_t solid;
|
|
pParse->ParseSolid( &solid, NULL );
|
|
if ( elementCount < RAGDOLL_MAX_ELEMENTS )
|
|
{
|
|
boneIndexOut[elementCount] = Studio_BoneIndexByName( pStudioHdr, solid.name );
|
|
elementCount++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pParse->SkipBlock();
|
|
}
|
|
}
|
|
physcollision->VPhysicsKeyParserDestroy( pParse );
|
|
|
|
return elementCount;
|
|
}
|
|
|
|
bool RagdollGetBoneMatrix( const ragdoll_t &ragdoll, CBoneAccessor &pBoneToWorld, int objectIndex )
|
|
{
|
|
int boneIndex = ragdoll.boneIndex[objectIndex];
|
|
if ( boneIndex < 0 )
|
|
return false;
|
|
|
|
const ragdollelement_t &element = ragdoll.list[objectIndex];
|
|
|
|
// during restore if a model has changed since the file was saved, this could be NULL
|
|
if ( !element.pObject )
|
|
return false;
|
|
element.pObject->GetPositionMatrix( &pBoneToWorld.GetBoneForWrite( boneIndex ) );
|
|
if ( element.parentIndex >= 0 && !ragdoll.allowStretch )
|
|
{
|
|
// overwrite the position from physics to force rigid attachment
|
|
// UNDONE: If we support other types of constraints (or multiple constraints per object)
|
|
// make sure these don't fight !
|
|
int parentBoneIndex = ragdoll.boneIndex[element.parentIndex];
|
|
Vector out;
|
|
VectorTransform( element.originParentSpace, pBoneToWorld.GetBone( parentBoneIndex ), out );
|
|
MatrixSetColumn( out, 3, pBoneToWorld.GetBoneForWrite( boneIndex ) );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void RagdollComputeExactBbox( const ragdoll_t &ragdoll, const Vector &origin, Vector &outMins, Vector &outMaxs )
|
|
{
|
|
outMins = origin;
|
|
outMaxs = origin;
|
|
|
|
for ( int i = 0; i < ragdoll.listCount; i++ )
|
|
{
|
|
Vector mins, maxs;
|
|
Vector objectOrg;
|
|
QAngle objectAng;
|
|
IPhysicsObject *pObject = ragdoll.list[i].pObject;
|
|
pObject->GetPosition( &objectOrg, &objectAng );
|
|
physcollision->CollideGetAABB( &mins, &maxs, pObject->GetCollide(), objectOrg, objectAng );
|
|
for ( int j = 0; j < 3; j++ )
|
|
{
|
|
if ( mins[j] < outMins[j] )
|
|
{
|
|
outMins[j] = mins[j];
|
|
}
|
|
if ( maxs[j] > outMaxs[j] )
|
|
{
|
|
outMaxs[j] = maxs[j];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool RagdollIsAsleep( const ragdoll_t &ragdoll )
|
|
{
|
|
for ( int i = 0; i < ragdoll.listCount; i++ )
|
|
{
|
|
if ( ragdoll.list[i].pObject && !ragdoll.list[i].pObject->IsAsleep() )
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void RagdollSolveSeparation( ragdoll_t &ragdoll, CBaseEntity *pEntity )
|
|
{
|
|
byte needsFix[256];
|
|
int fixCount = 0;
|
|
Assert(ragdoll.listCount<=ARRAYSIZE(needsFix));
|
|
for ( int i = 0; i < ragdoll.listCount; i++ )
|
|
{
|
|
needsFix[i] = 0;
|
|
const ragdollelement_t &element = ragdoll.list[i];
|
|
if ( element.pConstraint && element.parentIndex >= 0 )
|
|
{
|
|
Vector start, target;
|
|
element.pObject->GetPosition( &start, NULL );
|
|
ragdoll.list[element.parentIndex].pObject->LocalToWorld( &target, element.originParentSpace );
|
|
if ( needsFix[element.parentIndex] )
|
|
{
|
|
needsFix[i] = 1;
|
|
++fixCount;
|
|
continue;
|
|
}
|
|
Vector dir = target-start;
|
|
if ( dir.LengthSqr() > 1.0f )
|
|
{
|
|
// this fixes a bug in ep2 with antlion grubs, but causes problems in TF2 - revisit, but disable for TF now
|
|
#if !defined(TF_CLIENT_DLL)
|
|
// heuristic: guess that anything separated and small mass ratio is in some state that's
|
|
// keeping the solver from fixing it
|
|
float mass = element.pObject->GetMass();
|
|
float massParent = ragdoll.list[element.parentIndex].pObject->GetMass();
|
|
|
|
if ( mass*2.0f < massParent )
|
|
{
|
|
// if this is <0.5 mass of parent and still separated it's attached to something heavy or
|
|
// in a bad state
|
|
needsFix[i] = 1;
|
|
++fixCount;
|
|
continue;
|
|
}
|
|
#endif
|
|
|
|
if ( PhysHasContactWithOtherInDirection(element.pObject, dir) )
|
|
{
|
|
Ray_t ray;
|
|
trace_t tr;
|
|
ray.Init( target, start );
|
|
UTIL_TraceRay( ray, MASK_SOLID, pEntity, COLLISION_GROUP_NONE, &tr );
|
|
if ( tr.DidHit() )
|
|
{
|
|
needsFix[i] = 1;
|
|
++fixCount;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( fixCount )
|
|
{
|
|
for ( int i = 0; i < ragdoll.listCount; i++ )
|
|
{
|
|
if ( !needsFix[i] )
|
|
continue;
|
|
|
|
const ragdollelement_t &element = ragdoll.list[i];
|
|
Vector target, velocity;
|
|
ragdoll.list[element.parentIndex].pObject->LocalToWorld( &target, element.originParentSpace );
|
|
ragdoll.list[element.parentIndex].pObject->GetVelocityAtPoint( target, &velocity );
|
|
matrix3x4_t xform;
|
|
element.pObject->GetPositionMatrix( &xform );
|
|
MatrixSetColumn( target, 3, xform );
|
|
element.pObject->SetPositionMatrix( xform, true );
|
|
element.pObject->SetVelocity( &velocity, &vec3_origin );
|
|
}
|
|
DevMsg(2, "TICK:%5d:Ragdoll separation count: %d\n", gpGlobals->tickcount, fixCount );
|
|
}
|
|
else
|
|
{
|
|
ragdoll.pGroup->ClearErrorState();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// LRU
|
|
//-----------------------------------------------------------------------------
|
|
#ifdef _XBOX
|
|
// xbox defaults to 4 ragdolls max
|
|
ConVar g_ragdoll_maxcount("g_ragdoll_maxcount", "4", FCVAR_REPLICATED );
|
|
#else
|
|
ConVar g_ragdoll_maxcount("g_ragdoll_maxcount", "8", FCVAR_REPLICATED );
|
|
#endif
|
|
ConVar g_debug_ragdoll_removal("g_debug_ragdoll_removal", "0", FCVAR_REPLICATED |FCVAR_CHEAT );
|
|
|
|
CRagdollLRURetirement s_RagdollLRU( "CRagdollLRURetirement" );
|
|
|
|
void CRagdollLRURetirement::LevelInitPreEntity( void )
|
|
{
|
|
m_iMaxRagdolls = -1;
|
|
m_LRUImportantRagdolls.RemoveAll();
|
|
m_LRU.RemoveAll();
|
|
}
|
|
|
|
bool ShouldRemoveThisRagdoll( CBaseAnimating *pRagdoll )
|
|
{
|
|
if ( g_RagdollLVManager.IsLowViolence() )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
/* we no longer ignore enemies just because they are on fire -- a ragdoll in front of me
|
|
is always a higher priority for retention than a flaming zombie behind me. At the
|
|
time I put this in, the ragdolls do clean up their own effects if culled via SUB_Remove().
|
|
If you're encountering trouble with ragdolls leaving effects behind, try renabling the code below.
|
|
/////////////////////
|
|
//Just ignore it until we're done burning/dissolving.
|
|
if ( pRagdoll->GetEffectEntity() )
|
|
return false;
|
|
*/
|
|
|
|
Vector vMins, vMaxs;
|
|
|
|
Vector origin = pRagdoll->m_pRagdoll->GetRagdollOrigin();
|
|
pRagdoll->m_pRagdoll->GetRagdollBounds( vMins, vMaxs );
|
|
|
|
if( engine->IsBoxInViewCluster( vMins + origin, vMaxs + origin) == false )
|
|
{
|
|
if ( g_debug_ragdoll_removal.GetBool() )
|
|
{
|
|
debugoverlay->AddBoxOverlay( origin, vMins, vMaxs, QAngle( 0, 0, 0 ), 0, 255, 0, 16, 5 );
|
|
debugoverlay->AddLineOverlay( origin, origin + Vector( 0, 0, 64 ), 0, 255, 0, true, 5 );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else if( engine->CullBox( vMins + origin, vMaxs + origin ) == true )
|
|
{
|
|
if ( g_debug_ragdoll_removal.GetBool() )
|
|
{
|
|
debugoverlay->AddBoxOverlay( origin, vMins, vMaxs, QAngle( 0, 0, 0 ), 0, 0, 255, 16, 5 );
|
|
debugoverlay->AddLineOverlay( origin, origin + Vector( 0, 0, 64 ), 0, 0, 255, true, 5 );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#else
|
|
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
|
|
|
|
if( !UTIL_FindClientInPVS( pRagdoll->edict() ) )
|
|
{
|
|
if ( g_debug_ragdoll_removal.GetBool() )
|
|
NDebugOverlay::Line( pRagdoll->GetAbsOrigin(), pRagdoll->GetAbsOrigin() + Vector( 0, 0, 64 ), 0, 255, 0, true, 5 );
|
|
|
|
return true;
|
|
}
|
|
else if( !pPlayer->FInViewCone( pRagdoll ) )
|
|
{
|
|
if ( g_debug_ragdoll_removal.GetBool() )
|
|
NDebugOverlay::Line( pRagdoll->GetAbsOrigin(), pRagdoll->GetAbsOrigin() + Vector( 0, 0, 64 ), 0, 0, 255, true, 5 );
|
|
|
|
return true;
|
|
}
|
|
|
|
#endif
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Cull stale ragdolls. There is an ifdef here: one version for episodic,
|
|
// one for everything else.
|
|
//-----------------------------------------------------------------------------
|
|
#if HL2_EPISODIC
|
|
|
|
void CRagdollLRURetirement::Update( float frametime ) // EPISODIC VERSION
|
|
{
|
|
VPROF( "CRagdollLRURetirement::Update" );
|
|
// Compress out dead items
|
|
int i, next;
|
|
|
|
int iMaxRagdollCount = m_iMaxRagdolls;
|
|
|
|
if ( iMaxRagdollCount == -1 )
|
|
{
|
|
iMaxRagdollCount = g_ragdoll_maxcount.GetInt();
|
|
}
|
|
|
|
// fade them all for the low violence version
|
|
if ( g_RagdollLVManager.IsLowViolence() )
|
|
{
|
|
iMaxRagdollCount = 0;
|
|
}
|
|
m_iRagdollCount = 0;
|
|
m_iSimulatedRagdollCount = 0;
|
|
|
|
// First, find ragdolls that are good candidates for deletion because they are not
|
|
// visible at all, or are in a culled visibility box
|
|
for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
|
|
{
|
|
next = m_LRU.Next(i);
|
|
CBaseAnimating *pRagdoll = m_LRU[i].Get();
|
|
if ( pRagdoll )
|
|
{
|
|
m_iRagdollCount++;
|
|
IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject();
|
|
if (pObject && !pObject->IsAsleep())
|
|
{
|
|
m_iSimulatedRagdollCount++;
|
|
}
|
|
if ( m_LRU.Count() > iMaxRagdollCount )
|
|
{
|
|
//Found one, we're done.
|
|
if ( ShouldRemoveThisRagdoll( m_LRU[i] ) == true )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
m_LRU[ i ]->SUB_Remove();
|
|
#else
|
|
m_LRU[ i ]->SUB_StartFadeOut( 0 );
|
|
#endif
|
|
|
|
m_LRU.Remove(i);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_LRU.Remove(i);
|
|
}
|
|
}
|
|
|
|
//////////////////////////////
|
|
/// EPISODIC ALGORITHM ///
|
|
//////////////////////////////
|
|
// If we get here, it means we couldn't find a suitable ragdoll to remove,
|
|
// so just remove the furthest one.
|
|
int furthestOne = m_LRU.Head();
|
|
float furthestDistSq = 0;
|
|
#ifdef CLIENT_DLL
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
#else
|
|
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
|
|
#endif
|
|
|
|
if (pPlayer && m_LRU.Count() > iMaxRagdollCount) // find the furthest one algorithm
|
|
{
|
|
Vector PlayerOrigin = pPlayer->GetAbsOrigin();
|
|
// const CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
|
|
|
|
for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
|
|
{
|
|
CBaseAnimating *pRagdoll = m_LRU[i].Get();
|
|
|
|
next = m_LRU.Next(i);
|
|
IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject();
|
|
if ( pRagdoll && (pRagdoll->GetEffectEntity() || ( pObject && !pObject->IsAsleep()) ) )
|
|
continue;
|
|
|
|
if ( pRagdoll )
|
|
{
|
|
// float distToPlayer = (pPlayer->GetAbsOrigin() - pRagdoll->GetAbsOrigin()).LengthSqr();
|
|
float distToPlayer = (PlayerOrigin - pRagdoll->GetAbsOrigin()).LengthSqr();
|
|
|
|
if (distToPlayer > furthestDistSq)
|
|
{
|
|
furthestOne = i;
|
|
furthestDistSq = distToPlayer;
|
|
}
|
|
}
|
|
else // delete bad rags first.
|
|
{
|
|
furthestOne = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
#ifdef CLIENT_DLL
|
|
m_LRU[ furthestOne ]->SUB_Remove();
|
|
#else
|
|
m_LRU[ furthestOne ]->SUB_StartFadeOut( 0 );
|
|
#endif
|
|
|
|
}
|
|
else // fall back on old-style pick the oldest one algorithm
|
|
{
|
|
for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
|
|
{
|
|
if ( m_LRU.Count() <= iMaxRagdollCount )
|
|
break;
|
|
|
|
next = m_LRU.Next(i);
|
|
|
|
CBaseAnimating *pRagdoll = m_LRU[i].Get();
|
|
|
|
//Just ignore it until we're done burning/dissolving.
|
|
IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject();
|
|
if ( pRagdoll && (pRagdoll->GetEffectEntity() || ( pObject && !pObject->IsAsleep()) ) )
|
|
continue;
|
|
|
|
#ifdef CLIENT_DLL
|
|
m_LRU[ i ]->SUB_Remove();
|
|
#else
|
|
m_LRU[ i ]->SUB_StartFadeOut( 0 );
|
|
#endif
|
|
m_LRU.Remove(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
#else
|
|
|
|
void CRagdollLRURetirement::Update( float frametime ) // Non-episodic version
|
|
{
|
|
VPROF( "CRagdollLRURetirement::Update" );
|
|
// Compress out dead items
|
|
int i, next;
|
|
|
|
int iMaxRagdollCount = m_iMaxRagdolls;
|
|
|
|
if ( iMaxRagdollCount == -1 )
|
|
{
|
|
iMaxRagdollCount = g_ragdoll_maxcount.GetInt();
|
|
}
|
|
|
|
// fade them all for the low violence version
|
|
if ( g_RagdollLVManager.IsLowViolence() )
|
|
{
|
|
iMaxRagdollCount = 0;
|
|
}
|
|
m_iRagdollCount = 0;
|
|
m_iSimulatedRagdollCount = 0;
|
|
|
|
for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
|
|
{
|
|
next = m_LRU.Next(i);
|
|
CBaseAnimating *pRagdoll = m_LRU[i].Get();
|
|
if ( pRagdoll )
|
|
{
|
|
m_iRagdollCount++;
|
|
IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject();
|
|
if (pObject && !pObject->IsAsleep())
|
|
{
|
|
m_iSimulatedRagdollCount++;
|
|
}
|
|
if ( m_LRU.Count() > iMaxRagdollCount )
|
|
{
|
|
//Found one, we're done.
|
|
if ( ShouldRemoveThisRagdoll( m_LRU[i] ) == true )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
m_LRU[ i ]->SUB_Remove();
|
|
#else
|
|
m_LRU[ i ]->SUB_StartFadeOut( 0 );
|
|
#endif
|
|
|
|
m_LRU.Remove(i);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_LRU.Remove(i);
|
|
}
|
|
}
|
|
|
|
|
|
//////////////////////////////
|
|
/// ORIGINAL ALGORITHM ///
|
|
//////////////////////////////
|
|
// not episodic -- this is the original mechanism
|
|
|
|
for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
|
|
{
|
|
if ( m_LRU.Count() <= iMaxRagdollCount )
|
|
break;
|
|
|
|
next = m_LRU.Next(i);
|
|
|
|
CBaseAnimating *pRagdoll = m_LRU[i].Get();
|
|
|
|
//Just ignore it until we're done burning/dissolving.
|
|
if ( pRagdoll && pRagdoll->GetEffectEntity() )
|
|
continue;
|
|
|
|
#ifdef CLIENT_DLL
|
|
m_LRU[ i ]->SUB_Remove();
|
|
#else
|
|
m_LRU[ i ]->SUB_StartFadeOut( 0 );
|
|
#endif
|
|
m_LRU.Remove(i);
|
|
}
|
|
}
|
|
|
|
#endif // HL2_EPISODIC
|
|
|
|
//This is pretty hacky, it's only called on the server so it just calls the update method.
|
|
void CRagdollLRURetirement::FrameUpdatePostEntityThink( void )
|
|
{
|
|
Update( 0 );
|
|
}
|
|
|
|
ConVar g_ragdoll_important_maxcount( "g_ragdoll_important_maxcount", "2", FCVAR_REPLICATED );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Move it to the top of the LRU
|
|
//-----------------------------------------------------------------------------
|
|
void CRagdollLRURetirement::MoveToTopOfLRU( CBaseAnimating *pRagdoll, bool bImportant )
|
|
{
|
|
if ( bImportant )
|
|
{
|
|
m_LRUImportantRagdolls.AddToTail( pRagdoll );
|
|
|
|
if ( m_LRUImportantRagdolls.Count() > g_ragdoll_important_maxcount.GetInt() )
|
|
{
|
|
int iIndex = m_LRUImportantRagdolls.Head();
|
|
|
|
CBaseAnimating *pRagdoll = m_LRUImportantRagdolls[iIndex].Get();
|
|
|
|
if ( pRagdoll )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
pRagdoll->SUB_Remove();
|
|
#else
|
|
pRagdoll->SUB_StartFadeOut( 0 );
|
|
#endif
|
|
m_LRUImportantRagdolls.Remove(iIndex);
|
|
}
|
|
|
|
}
|
|
return;
|
|
}
|
|
for ( int i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = m_LRU.Next(i) )
|
|
{
|
|
if ( m_LRU[i].Get() == pRagdoll )
|
|
{
|
|
m_LRU.Remove(i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
m_LRU.AddToTail( pRagdoll );
|
|
}
|
|
|
|
|
|
//EFFECT/ENTITY TRANSFERS
|
|
|
|
//CLIENT
|
|
#ifdef CLIENT_DLL
|
|
|
|
#define DEFAULT_FADE_START 2.0f
|
|
#define DEFAULT_MODEL_FADE_START 1.9f
|
|
#define DEFAULT_MODEL_FADE_LENGTH 0.1f
|
|
#define DEFAULT_FADEIN_LENGTH 1.0f
|
|
|
|
|
|
|
|
C_EntityDissolve *DissolveEffect( C_BaseEntity *pTarget, float flTime )
|
|
{
|
|
C_EntityDissolve *pDissolve = new C_EntityDissolve;
|
|
|
|
if ( pDissolve->InitializeAsClientEntity( "sprites/blueglow1.vmt", RENDER_GROUP_TRANSLUCENT_ENTITY ) == false )
|
|
{
|
|
pDissolve->Release();
|
|
return NULL;
|
|
}
|
|
|
|
if ( pDissolve != NULL )
|
|
{
|
|
pTarget->AddFlag( FL_DISSOLVING );
|
|
pDissolve->SetParent( pTarget );
|
|
pDissolve->OnDataChanged( DATA_UPDATE_CREATED );
|
|
pDissolve->SetAbsOrigin( pTarget->GetAbsOrigin() );
|
|
|
|
pDissolve->m_flStartTime = flTime;
|
|
pDissolve->m_flFadeOutStart = DEFAULT_FADE_START;
|
|
pDissolve->m_flFadeOutModelStart = DEFAULT_MODEL_FADE_START;
|
|
pDissolve->m_flFadeOutModelLength = DEFAULT_MODEL_FADE_LENGTH;
|
|
pDissolve->m_flFadeInLength = DEFAULT_FADEIN_LENGTH;
|
|
|
|
pDissolve->m_nDissolveType = 0;
|
|
pDissolve->m_flNextSparkTime = 0.0f;
|
|
pDissolve->m_flFadeOutLength = 0.0f;
|
|
pDissolve->m_flFadeInStart = 0.0f;
|
|
|
|
// Let this entity know it needs to delete itself when it's done
|
|
pDissolve->SetServerLinkState( false );
|
|
pTarget->SetEffectEntity( pDissolve );
|
|
}
|
|
|
|
return pDissolve;
|
|
|
|
}
|
|
|
|
C_EntityFlame *FireEffect( C_BaseAnimating *pTarget, C_BaseEntity *pServerFire, float *flScaleEnd, float *flTimeStart, float *flTimeEnd )
|
|
{
|
|
C_EntityFlame *pFire = new C_EntityFlame;
|
|
|
|
if ( pFire->InitializeAsClientEntity( NULL, RENDER_GROUP_TRANSLUCENT_ENTITY ) == false )
|
|
{
|
|
pFire->Release();
|
|
return NULL;
|
|
}
|
|
|
|
if ( pFire != NULL )
|
|
{
|
|
pFire->RemoveFromLeafSystem();
|
|
|
|
pTarget->AddFlag( FL_ONFIRE );
|
|
pFire->SetParent( pTarget );
|
|
pFire->m_hEntAttached = (C_BaseEntity *) pTarget;
|
|
|
|
pFire->OnDataChanged( DATA_UPDATE_CREATED );
|
|
pFire->SetAbsOrigin( pTarget->GetAbsOrigin() );
|
|
|
|
#ifdef HL2_EPISODIC
|
|
if ( pServerFire )
|
|
{
|
|
if ( pServerFire->IsEffectActive(EF_DIMLIGHT) )
|
|
{
|
|
pFire->AddEffects( EF_DIMLIGHT );
|
|
}
|
|
if ( pServerFire->IsEffectActive(EF_BRIGHTLIGHT) )
|
|
{
|
|
pFire->AddEffects( EF_BRIGHTLIGHT );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
//Play a sound
|
|
CPASAttenuationFilter filter( pTarget );
|
|
pTarget->EmitSound( filter, pTarget->GetSoundSourceIndex(), "General.BurningFlesh" );
|
|
|
|
pFire->SetNextClientThink( gpGlobals->curtime + 7.0f );
|
|
}
|
|
|
|
return pFire;
|
|
}
|
|
|
|
void C_BaseAnimating::IgniteRagdoll( C_BaseAnimating *pSource )
|
|
{
|
|
C_BaseEntity *pChild = pSource->GetEffectEntity();
|
|
|
|
if ( pChild )
|
|
{
|
|
C_EntityFlame *pFireChild = dynamic_cast<C_EntityFlame *>( pChild );
|
|
C_ClientRagdoll *pRagdoll = dynamic_cast< C_ClientRagdoll * > ( this );
|
|
|
|
if ( pFireChild )
|
|
{
|
|
pRagdoll->SetEffectEntity ( FireEffect( pRagdoll, pFireChild, NULL, NULL, NULL ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void C_BaseAnimating::TransferDissolveFrom( C_BaseAnimating *pSource )
|
|
{
|
|
C_BaseEntity *pChild = pSource->GetEffectEntity();
|
|
|
|
if ( pChild )
|
|
{
|
|
C_EntityDissolve *pDissolveChild = dynamic_cast<C_EntityDissolve *>( pChild );
|
|
|
|
if ( pDissolveChild )
|
|
{
|
|
C_ClientRagdoll *pRagdoll = dynamic_cast< C_ClientRagdoll * > ( this );
|
|
|
|
if ( pRagdoll )
|
|
{
|
|
pRagdoll->m_flEffectTime = pDissolveChild->m_flStartTime;
|
|
|
|
C_EntityDissolve *pDissolve = DissolveEffect( pRagdoll, pRagdoll->m_flEffectTime );
|
|
|
|
if ( pDissolve )
|
|
{
|
|
pDissolve->SetRenderMode( pDissolveChild->GetRenderMode() );
|
|
pDissolve->m_nRenderFX = pDissolveChild->m_nRenderFX;
|
|
pDissolve->SetRenderColor( 255, 255, 255, 255 );
|
|
pDissolveChild->SetRenderColorA( 0 );
|
|
|
|
pDissolve->m_vDissolverOrigin = pDissolveChild->m_vDissolverOrigin;
|
|
pDissolve->m_nDissolveType = pDissolveChild->m_nDissolveType;
|
|
|
|
if ( pDissolve->m_nDissolveType == ENTITY_DISSOLVE_CORE )
|
|
{
|
|
pDissolve->m_nMagnitude = pDissolveChild->m_nMagnitude;
|
|
pDissolve->m_flFadeOutStart = CORE_DISSOLVE_FADE_START;
|
|
pDissolve->m_flFadeOutModelStart = CORE_DISSOLVE_MODEL_FADE_START;
|
|
pDissolve->m_flFadeOutModelLength = CORE_DISSOLVE_MODEL_FADE_LENGTH;
|
|
pDissolve->m_flFadeInLength = CORE_DISSOLVE_FADEIN_LENGTH;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
//SERVER
|
|
#if !defined( CLIENT_DLL )
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Transfer dissolve
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseAnimating::TransferDissolveFrom( CBaseAnimating *pAnim )
|
|
{
|
|
if ( !pAnim || !pAnim->IsDissolving() )
|
|
return;
|
|
|
|
CEntityDissolve *pDissolve = CEntityDissolve::Create( this, pAnim );
|
|
if (pDissolve)
|
|
{
|
|
AddFlag( FL_DISSOLVING );
|
|
m_flDissolveStartTime = pAnim->m_flDissolveStartTime;
|
|
|
|
CEntityDissolve *pDissolveFrom = dynamic_cast < CEntityDissolve * > (pAnim->GetEffectEntity());
|
|
|
|
if ( pDissolveFrom )
|
|
{
|
|
pDissolve->SetDissolverOrigin( pDissolveFrom->GetDissolverOrigin() );
|
|
pDissolve->SetDissolveType( pDissolveFrom->GetDissolveType() );
|
|
|
|
if ( pDissolveFrom->GetDissolveType() == ENTITY_DISSOLVE_CORE )
|
|
{
|
|
pDissolve->SetMagnitude( pDissolveFrom->GetMagnitude() );
|
|
pDissolve->m_flFadeOutStart = CORE_DISSOLVE_FADE_START;
|
|
pDissolve->m_flFadeOutModelStart = CORE_DISSOLVE_MODEL_FADE_START;
|
|
pDissolve->m_flFadeOutModelLength = CORE_DISSOLVE_MODEL_FADE_LENGTH;
|
|
pDissolve->m_flFadeInLength = CORE_DISSOLVE_FADEIN_LENGTH;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|