mirror of
https://github.com/nillerusr/source-engine.git
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2080 lines
62 KiB
C++
2080 lines
62 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Physics simulation for non-havok/ipion objects
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#ifdef _WIN32
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#include "typeinfo.h"
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// BUGBUG: typeinfo stomps some of the warning settings (in yvals.h)
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#pragma warning(disable:4244)
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#elif POSIX
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#include <typeinfo>
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#else
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#error "need typeinfo defined"
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#endif
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#include "player.h"
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#include "ai_basenpc.h"
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#include "gamerules.h"
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#include "vphysics_interface.h"
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#include "mempool.h"
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#include "entitylist.h"
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#include "engine/IEngineSound.h"
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#include "datacache/imdlcache.h"
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#include "ispatialpartition.h"
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#include "tier0/vprof.h"
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#include "movevars_shared.h"
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#include "hierarchy.h"
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#include "trains.h"
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#include "vphysicsupdateai.h"
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#include "tier0/vcrmode.h"
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#include "pushentity.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern ConVar think_limit;
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#ifdef _XBOX
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ConVar vprof_think_limit( "vprof_think_limit", "0" );
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#endif
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ConVar vprof_scope_entity_thinks( "vprof_scope_entity_thinks", "0" );
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ConVar vprof_scope_entity_gamephys( "vprof_scope_entity_gamephys", "0" );
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ConVar npc_vphysics ( "npc_vphysics","0");
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//-----------------------------------------------------------------------------
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// helper method for trace hull as used by physics...
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//-----------------------------------------------------------------------------
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static void Physics_TraceEntity( CBaseEntity* pBaseEntity, const Vector &vecAbsStart,
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const Vector &vecAbsEnd, unsigned int mask, trace_t *ptr )
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{
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// FIXME: I really am not sure the best way of doing this
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// The TraceHull code below for shots will make sure the object passes
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// through shields which do not block that damage type. It will also
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// send messages to the shields that they've been hit.
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if (pBaseEntity->GetDamageType() != DMG_GENERIC)
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{
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GameRules()->WeaponTraceEntity( pBaseEntity, vecAbsStart, vecAbsEnd, mask, ptr );
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}
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else
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{
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UTIL_TraceEntity( pBaseEntity, vecAbsStart, vecAbsEnd, mask, ptr );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Does not change the entities velocity at all
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// Input : push -
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// Output : trace_t
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//-----------------------------------------------------------------------------
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static void PhysicsCheckSweep( CBaseEntity *pEntity, const Vector& vecAbsStart, const Vector &vecAbsDelta, trace_t *pTrace )
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{
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unsigned int mask = pEntity->PhysicsSolidMaskForEntity();
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Vector vecAbsEnd;
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VectorAdd( vecAbsStart, vecAbsDelta, vecAbsEnd );
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// Set collision type
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if ( !pEntity->IsSolid() || pEntity->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS) )
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{
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if ( pEntity->GetMoveParent() )
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{
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UTIL_ClearTrace( *pTrace );
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return;
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}
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// don't collide with monsters
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mask &= ~CONTENTS_MONSTER;
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}
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Physics_TraceEntity( pEntity, vecAbsStart, vecAbsEnd, mask, pTrace );
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}
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CPhysicsPushedEntities s_PushedEntities;
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#ifndef TF_DLL
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CPhysicsPushedEntities *g_pPushedEntities = &s_PushedEntities;
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPhysicsPushedEntities::CPhysicsPushedEntities( void ) : m_rgPusher(8, 8), m_rgMoved(32, 32)
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{
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m_flMoveTime = -1.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Store off entity and copy original origin to temporary array
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//-----------------------------------------------------------------------------
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void CPhysicsPushedEntities::AddEntity( CBaseEntity *ent )
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{
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int i = m_rgMoved.AddToTail();
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m_rgMoved[i].m_pEntity = ent;
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m_rgMoved[i].m_vecStartAbsOrigin = ent->GetAbsOrigin();
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}
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//-----------------------------------------------------------------------------
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// Unlink + relink the pusher list so we can actually do the push
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//-----------------------------------------------------------------------------
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void CPhysicsPushedEntities::UnlinkPusherList( int *pPusherHandles )
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{
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for ( int i = m_rgPusher.Count(); --i >= 0; )
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{
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pPusherHandles[i] = ::partition->HideElement( m_rgPusher[i].m_pEntity->CollisionProp()->GetPartitionHandle() );
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}
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}
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void CPhysicsPushedEntities::RelinkPusherList( int *pPusherHandles )
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{
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for ( int i = m_rgPusher.Count(); --i >= 0; )
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{
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::partition->UnhideElement( m_rgPusher[i].m_pEntity->CollisionProp()->GetPartitionHandle(), pPusherHandles[i] );
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}
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}
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//-----------------------------------------------------------------------------
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// Compute the direction to move the rotation blocker
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//-----------------------------------------------------------------------------
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void CPhysicsPushedEntities::ComputeRotationalPushDirection( CBaseEntity *pBlocker, const RotatingPushMove_t &rotPushMove, Vector *pMove, CBaseEntity *pRoot )
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{
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// calculate destination position
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// "start" is relative to the *root* pusher, world orientation
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Vector start = pBlocker->CollisionProp()->GetCollisionOrigin();
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if ( pRoot->GetSolid() == SOLID_VPHYSICS )
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{
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// HACKHACK: Use move dir to guess which corner of the box determines contact and rotate the box so
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// that corner remains in the same local position.
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// BUGBUG: This will break, but not as badly as the previous solution!!!
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Vector vecAbsMins, vecAbsMaxs;
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pBlocker->CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
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start.x = (pMove->x < 0) ? vecAbsMaxs.x : vecAbsMins.x;
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start.y = (pMove->y < 0) ? vecAbsMaxs.y : vecAbsMins.y;
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start.z = (pMove->z < 0) ? vecAbsMaxs.z : vecAbsMins.z;
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CBasePlayer *pPlayer = ToBasePlayer(pBlocker);
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if ( pPlayer )
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{
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// notify the player physics code so it can use vphysics to keep players from getting stuck
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pPlayer->SetPhysicsFlag( PFLAG_GAMEPHYSICS_ROTPUSH, true );
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}
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}
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// org is pusher local coordinate of start
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Vector local;
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// transform starting point into local space
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VectorITransform( start, rotPushMove.startLocalToWorld, local );
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// rotate local org into world space at end of rotation
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Vector end;
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VectorTransform( local, rotPushMove.endLocalToWorld, end );
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// move is the difference (in world space) that the move will push this object
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VectorSubtract( end, start, *pMove );
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}
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class CTraceFilterPushFinal : public CTraceFilterSimple
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{
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DECLARE_CLASS( CTraceFilterPushFinal, CTraceFilterSimple );
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public:
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CTraceFilterPushFinal( CBaseEntity *pEntity, int nCollisionGroup )
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: CTraceFilterSimple( pEntity, nCollisionGroup )
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{
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}
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bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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Assert( dynamic_cast<CBaseEntity*>(pHandleEntity) );
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CBaseEntity *pTestEntity = static_cast<CBaseEntity*>(pHandleEntity);
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// UNDONE: This should really filter to just the pushing entities
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if ( pTestEntity->GetMoveType() == MOVETYPE_VPHYSICS &&
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pTestEntity->VPhysicsGetObject() && pTestEntity->VPhysicsGetObject()->IsMoveable() )
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return false;
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return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask );
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}
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};
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bool CPhysicsPushedEntities::IsPushedPositionValid( CBaseEntity *pBlocker )
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{
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CTraceFilterPushFinal pushFilter(pBlocker, pBlocker->GetCollisionGroup() );
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trace_t trace;
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UTIL_TraceEntity( pBlocker, pBlocker->GetAbsOrigin(), pBlocker->GetAbsOrigin(), pBlocker->PhysicsSolidMaskForEntity(), &pushFilter, &trace );
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return !trace.startsolid;
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}
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//-----------------------------------------------------------------------------
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// Speculatively checks to see if all entities in this list can be pushed
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//-----------------------------------------------------------------------------
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bool CPhysicsPushedEntities::SpeculativelyCheckPush( PhysicsPushedInfo_t &info, const Vector &vecAbsPush, bool bRotationalPush )
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{
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CBaseEntity *pBlocker = info.m_pEntity;
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// See if it's possible to move the entity, but disable all pushers in the hierarchy first
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int *pPusherHandles = (int*)stackalloc( m_rgPusher.Count() * sizeof(int) );
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UnlinkPusherList( pPusherHandles );
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CTraceFilterPushMove pushFilter(pBlocker, pBlocker->GetCollisionGroup() );
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Vector pushDestPosition = pBlocker->GetAbsOrigin() + vecAbsPush;
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UTIL_TraceEntity( pBlocker, pBlocker->GetAbsOrigin(), pushDestPosition,
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pBlocker->PhysicsSolidMaskForEntity(), &pushFilter, &info.m_Trace );
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RelinkPusherList(pPusherHandles);
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info.m_bPusherIsGround = false;
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if ( pBlocker->GetGroundEntity() && pBlocker->GetGroundEntity()->GetRootMoveParent() == m_rgPusher[0].m_pEntity )
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{
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info.m_bPusherIsGround = true;
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}
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bool bIsUnblockable = (m_bIsUnblockableByPlayer && (pBlocker->IsPlayer() || pBlocker->MyNPCPointer())) ? true : false;
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if ( bIsUnblockable )
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{
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pBlocker->SetAbsOrigin( pushDestPosition );
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}
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else
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{
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// Move the blocker into its new position
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if ( info.m_Trace.fraction )
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{
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pBlocker->SetAbsOrigin( info.m_Trace.endpos );
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}
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// We're not blocked if the blocker is point-sized or non-solid
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if ( pBlocker->IsPointSized() || !pBlocker->IsSolid() ||
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pBlocker->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
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{
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return true;
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}
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if ( (!bRotationalPush) && (info.m_Trace.fraction == 1.0) )
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{
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//Assert( pBlocker->PhysicsTestEntityPosition() == false );
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if ( !IsPushedPositionValid(pBlocker) )
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{
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Warning("Interpenetrating entities! (%s and %s)\n",
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pBlocker->GetClassname(), m_rgPusher[0].m_pEntity->GetClassname() );
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}
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return true;
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}
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}
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// Check to see if we're still blocked by the pushers
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// FIXME: If the trace fraction == 0 can we early out also?
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info.m_bBlocked = !IsPushedPositionValid(pBlocker);
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if ( !info.m_bBlocked )
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return true;
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// if the player is blocking the train try nudging him around to fix accumulated error
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if ( bIsUnblockable )
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{
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Vector org = pBlocker->GetAbsOrigin();
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for ( int checkCount = 0; checkCount < 4; checkCount++ )
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{
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Vector move;
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MatrixGetColumn( m_rgPusher[0].m_pEntity->EntityToWorldTransform(), checkCount>>1, move );
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// alternate movements 1/2" in each direction
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float factor = ( checkCount & 1 ) ? -0.5f : 0.5f;
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pBlocker->SetAbsOrigin( org + move * factor );
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info.m_bBlocked = !IsPushedPositionValid(pBlocker);
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if ( !info.m_bBlocked )
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return true;
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}
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pBlocker->SetAbsOrigin( pushDestPosition );
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#ifndef TF_DLL
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DevMsg(1, "Ignoring player blocking train!\n");
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#endif
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Speculatively checks to see if all entities in this list can be pushed
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//-----------------------------------------------------------------------------
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bool CPhysicsPushedEntities::SpeculativelyCheckRotPush( const RotatingPushMove_t &rotPushMove, CBaseEntity *pRoot )
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{
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Vector vecAbsPush;
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m_nBlocker = -1;
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for (int i = m_rgMoved.Count(); --i >= 0; )
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{
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ComputeRotationalPushDirection( m_rgMoved[i].m_pEntity, rotPushMove, &vecAbsPush, pRoot );
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if (!SpeculativelyCheckPush( m_rgMoved[i], vecAbsPush, true ))
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{
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m_nBlocker = i;
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return false;
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Speculatively checks to see if all entities in this list can be pushed
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//-----------------------------------------------------------------------------
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bool CPhysicsPushedEntities::SpeculativelyCheckLinearPush( const Vector &vecAbsPush )
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{
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m_nBlocker = -1;
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for (int i = m_rgMoved.Count(); --i >= 0; )
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{
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if (!SpeculativelyCheckPush( m_rgMoved[i], vecAbsPush, false ))
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{
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m_nBlocker = i;
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return false;
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Causes all entities in the list to touch triggers from their prev position
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//-----------------------------------------------------------------------------
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void CPhysicsPushedEntities::FinishPushers()
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{
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// We succeeded! Now that we know the final location of all entities,
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// touch triggers + update physics objects + do other fixup
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for ( int i = m_rgPusher.Count(); --i >= 0; )
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{
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PhysicsPusherInfo_t &info = m_rgPusher[i];
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// Cause touch functions to be called
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// FIXME: Need to make moved entities not touch triggers until we know we're ok
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// FIXME: it'd be better for the engine to just have a touch method
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info.m_pEntity->PhysicsTouchTriggers( &info.m_vecStartAbsOrigin );
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info.m_pEntity->UpdatePhysicsShadowToCurrentPosition( gpGlobals->frametime );
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}
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}
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//-----------------------------------------------------------------------------
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// Causes all entities in the list to touch triggers from their prev position
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//-----------------------------------------------------------------------------
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void CPhysicsPushedEntities::FinishRotPushedEntity( CBaseEntity *pPushedEntity, const RotatingPushMove_t &rotPushMove )
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{
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// Impart angular velocity of push onto pushed objects
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if ( pPushedEntity->IsPlayer() )
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{
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QAngle angVel = pPushedEntity->GetLocalAngularVelocity();
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angVel[1] = rotPushMove.amove[1];
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pPushedEntity->SetLocalAngularVelocity(angVel);
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// Look up associated client
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CBasePlayer *player = ( CBasePlayer * )pPushedEntity;
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player->pl.fixangle = FIXANGLE_RELATIVE;
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// Because we can run multiple ticks per server frame, accumulate a total offset here instead of straight
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// setting it. The engine will reset anglechange to 0 when the message is actually sent to the client
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player->pl.anglechange += rotPushMove.amove;
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}
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else
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{
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QAngle angles = pPushedEntity->GetAbsAngles();
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// only rotate YAW with pushing. Freely rotateable entities should either use VPHYSICS
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// or be set up as children
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angles.y += rotPushMove.amove.y;
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pPushedEntity->SetAbsAngles( angles );
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}
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}
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//-----------------------------------------------------------------------------
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// Causes all entities in the list to touch triggers from their prev position
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//-----------------------------------------------------------------------------
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void CPhysicsPushedEntities::FinishPush( bool bIsRotPush, const RotatingPushMove_t *pRotPushMove )
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{
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FinishPushers();
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for ( int i = m_rgMoved.Count(); --i >= 0; )
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{
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PhysicsPushedInfo_t &info = m_rgMoved[i];
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CBaseEntity *pPushedEntity = info.m_pEntity;
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// Cause touch functions to be called
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// FIXME: it'd be better for the engine to just have a touch method
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info.m_pEntity->PhysicsTouchTriggers( &info.m_vecStartAbsOrigin );
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info.m_pEntity->UpdatePhysicsShadowToCurrentPosition( gpGlobals->frametime );
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CAI_BaseNPC *pNPC = info.m_pEntity->MyNPCPointer();
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if ( info.m_bPusherIsGround && pNPC )
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{
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pNPC->NotifyPushMove();
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}
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// Register physics impacts...
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if (info.m_Trace.m_pEnt)
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{
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pPushedEntity->PhysicsImpact( info.m_Trace.m_pEnt, info.m_Trace );
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}
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if (bIsRotPush)
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{
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FinishRotPushedEntity( pPushedEntity, *pRotPushMove );
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}
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}
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}
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// save initial state when beginning a push sequence
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void CPhysicsPushedEntities::BeginPush( CBaseEntity *pRoot )
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{
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m_rgMoved.RemoveAll();
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m_rgPusher.RemoveAll();
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m_rootPusherStartLocalOrigin = pRoot->GetLocalOrigin();
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m_rootPusherStartLocalAngles = pRoot->GetLocalAngles();
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m_rootPusherStartLocaltime = pRoot->GetLocalTime();
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}
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// store off a list of what has changed - so vphysicsUpdate can undo this if the object gets blocked
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void CPhysicsPushedEntities::StoreMovedEntities( physicspushlist_t &list )
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{
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list.localMoveTime = m_rootPusherStartLocaltime;
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list.localOrigin = m_rootPusherStartLocalOrigin;
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list.localAngles = m_rootPusherStartLocalAngles;
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list.pushedCount = CountMovedEntities();
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Assert(list.pushedCount < ARRAYSIZE(list.pushedEnts));
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if ( list.pushedCount > ARRAYSIZE(list.pushedEnts) )
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{
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list.pushedCount = ARRAYSIZE(list.pushedEnts);
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}
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for ( int i = 0; i < list.pushedCount; i++ )
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{
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list.pushedEnts[i] = m_rgMoved[i].m_pEntity;
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list.pushVec[i] = m_rgMoved[i].m_pEntity->GetAbsOrigin() - m_rgMoved[i].m_vecStartAbsOrigin;
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}
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}
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//-----------------------------------------------------------------------------
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// Registers a blockage
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//-----------------------------------------------------------------------------
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CBaseEntity *CPhysicsPushedEntities::RegisterBlockage()
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{
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Assert( m_nBlocker >= 0 );
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// Generate a PhysicsImpact against the blocker...
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PhysicsPushedInfo_t &info = m_rgMoved[m_nBlocker];
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if ( info.m_Trace.m_pEnt )
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{
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info.m_pEntity->PhysicsImpact( info.m_Trace.m_pEnt, info.m_Trace );
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}
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// This is the dude
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return info.m_pEntity;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Restore entities that might have been moved
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// Input : fromrotation - if the move is from a rotation, then angular move must also be reverted
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// *amove -
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//-----------------------------------------------------------------------------
|
|
void CPhysicsPushedEntities::RestoreEntities( )
|
|
{
|
|
// Reset all of the pushed entities to get them back into place also
|
|
for ( int i = m_rgMoved.Count(); --i >= 0; )
|
|
{
|
|
m_rgMoved[ i ].m_pEntity->SetAbsOrigin( m_rgMoved[ i ].m_vecStartAbsOrigin );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: This is a trace filter that only hits an exclusive list of entities
|
|
//-----------------------------------------------------------------------------
|
|
class CTraceFilterAgainstEntityList : public ITraceFilter
|
|
{
|
|
public:
|
|
virtual bool ShouldHitEntity( IHandleEntity *pEntity, int contentsMask )
|
|
{
|
|
for ( int i = m_entityList.Count()-1; i >= 0; --i )
|
|
{
|
|
if ( m_entityList[i] == pEntity )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
virtual TraceType_t GetTraceType() const
|
|
{
|
|
return TRACE_ENTITIES_ONLY;
|
|
}
|
|
|
|
void AddEntityToHit( IHandleEntity *pEntity )
|
|
{
|
|
m_entityList.AddToTail(pEntity);
|
|
}
|
|
|
|
CUtlVector<IHandleEntity *> m_entityList;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Generates a list of potential blocking entities
|
|
//-----------------------------------------------------------------------------
|
|
class CPushBlockerEnum : public IPartitionEnumerator
|
|
{
|
|
public:
|
|
CPushBlockerEnum( CPhysicsPushedEntities *pPushedEntities ) : m_pPushedEntities(pPushedEntities)
|
|
{
|
|
// All elements are part of the same hierarchy, so they all have
|
|
// the same root, so it doesn't matter which one we grab
|
|
m_pRootHighestParent = m_pPushedEntities->m_rgPusher[0].m_pEntity->GetRootMoveParent();
|
|
++s_nEnumCount;
|
|
|
|
m_collisionGroupCount = 0;
|
|
for ( int i = m_pPushedEntities->m_rgPusher.Count(); --i >= 0; )
|
|
{
|
|
if ( !m_pPushedEntities->m_rgPusher[i].m_pEntity->IsSolid() )
|
|
continue;
|
|
|
|
m_pushersOnly.AddEntityToHit( m_pPushedEntities->m_rgPusher[i].m_pEntity );
|
|
int collisionGroup = m_pPushedEntities->m_rgPusher[i].m_pEntity->GetCollisionGroup();
|
|
AddCollisionGroup(collisionGroup);
|
|
}
|
|
|
|
}
|
|
|
|
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
|
|
{
|
|
CBaseEntity *pCheck = GetPushableEntity( pHandleEntity );
|
|
if ( !pCheck )
|
|
return ITERATION_CONTINUE;
|
|
|
|
// Mark it as seen
|
|
pCheck->m_nPushEnumCount = s_nEnumCount;
|
|
m_pPushedEntities->AddEntity( pCheck );
|
|
|
|
return ITERATION_CONTINUE;
|
|
}
|
|
|
|
private:
|
|
|
|
inline void AddCollisionGroup(int collisionGroup)
|
|
{
|
|
for ( int i = 0; i < m_collisionGroupCount; i++ )
|
|
{
|
|
if ( m_collisionGroups[i] == collisionGroup )
|
|
return;
|
|
}
|
|
if ( m_collisionGroupCount < ARRAYSIZE(m_collisionGroups) )
|
|
{
|
|
m_collisionGroups[m_collisionGroupCount] = collisionGroup;
|
|
m_collisionGroupCount++;
|
|
}
|
|
}
|
|
|
|
bool IsStandingOnPusher( CBaseEntity *pCheck )
|
|
{
|
|
CBaseEntity *pGroundEnt = pCheck->GetGroundEntity();
|
|
if ( pCheck->GetFlags() & FL_ONGROUND || pGroundEnt )
|
|
{
|
|
for ( int i = m_pPushedEntities->m_rgPusher.Count(); --i >= 0; )
|
|
{
|
|
if (m_pPushedEntities->m_rgPusher[i].m_pEntity == pGroundEnt)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool IntersectsPushers( CBaseEntity *pTest )
|
|
{
|
|
trace_t tr;
|
|
|
|
ICollideable *pCollision = pTest->GetCollideable();
|
|
enginetrace->SweepCollideable( pCollision, pTest->GetAbsOrigin(), pTest->GetAbsOrigin(), pCollision->GetCollisionAngles(),
|
|
pTest->PhysicsSolidMaskForEntity(), &m_pushersOnly, &tr );
|
|
|
|
return tr.startsolid;
|
|
}
|
|
|
|
CBaseEntity *GetPushableEntity( IHandleEntity *pHandleEntity )
|
|
{
|
|
CBaseEntity *pCheck = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() );
|
|
if ( !pCheck )
|
|
return NULL;
|
|
|
|
// Don't bother if we've already seen this one...
|
|
if (pCheck->m_nPushEnumCount == s_nEnumCount)
|
|
return NULL;
|
|
|
|
if ( !pCheck->IsSolid() )
|
|
return NULL;
|
|
|
|
if ( pCheck->GetMoveType() == MOVETYPE_PUSH ||
|
|
pCheck->GetMoveType() == MOVETYPE_NONE ||
|
|
pCheck->GetMoveType() == MOVETYPE_VPHYSICS ||
|
|
pCheck->GetMoveType() == MOVETYPE_NOCLIP )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
bool bCollide = false;
|
|
for ( int i = 0; i < m_collisionGroupCount; i++ )
|
|
{
|
|
if ( g_pGameRules->ShouldCollide( pCheck->GetCollisionGroup(), m_collisionGroups[i] ) )
|
|
{
|
|
bCollide = true;
|
|
break;
|
|
}
|
|
}
|
|
if ( !bCollide )
|
|
return NULL;
|
|
// We're not pushing stuff we're hierarchically attached to
|
|
CBaseEntity *pCheckHighestParent = pCheck->GetRootMoveParent();
|
|
if (pCheckHighestParent == m_pRootHighestParent)
|
|
return NULL;
|
|
|
|
// If we're standing on the pusher or any rigidly attached child
|
|
// of the pusher, we don't need to bother checking for interpenetration
|
|
if ( !IsStandingOnPusher(pCheck) )
|
|
{
|
|
// Our surrounding boxes are touching. But we may well not be colliding....
|
|
// see if the ent's bbox is inside the pusher's final position
|
|
if ( !IntersectsPushers( pCheck ) )
|
|
return NULL;
|
|
}
|
|
|
|
// NOTE: This is pretty tricky here. If a rigidly attached child comes into
|
|
// contact with a pusher, we *cannot* push the child. Instead, we must push
|
|
// the highest parent of that child.
|
|
return pCheckHighestParent;
|
|
}
|
|
|
|
private:
|
|
static int s_nEnumCount;
|
|
CPhysicsPushedEntities *m_pPushedEntities;
|
|
CBaseEntity *m_pRootHighestParent;
|
|
CTraceFilterAgainstEntityList m_pushersOnly;
|
|
int m_collisionGroups[8];
|
|
int m_collisionGroupCount;
|
|
};
|
|
|
|
int CPushBlockerEnum::s_nEnumCount = 0;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Generates a list of potential blocking entities
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysicsPushedEntities::GenerateBlockingEntityList()
|
|
{
|
|
VPROF("CPhysicsPushedEntities::GenerateBlockingEntityList");
|
|
|
|
m_rgMoved.RemoveAll();
|
|
CPushBlockerEnum blockerEnum( this );
|
|
|
|
for ( int i = m_rgPusher.Count(); --i >= 0; )
|
|
{
|
|
CBaseEntity *pPusher = m_rgPusher[i].m_pEntity;
|
|
|
|
// Don't bother if the pusher isn't solid
|
|
if ( !pPusher->IsSolid() || pPusher->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Vector vecAbsMins, vecAbsMaxs;
|
|
pPusher->CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
|
|
::partition->EnumerateElementsInBox( PARTITION_ENGINE_NON_STATIC_EDICTS, vecAbsMins, vecAbsMaxs, false, &blockerEnum );
|
|
|
|
//Go back throught the generated list.
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Generates a list of potential blocking entities
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysicsPushedEntities::GenerateBlockingEntityListAddBox( const Vector &vecMoved )
|
|
{
|
|
VPROF("CPhysicsPushedEntities::GenerateBlockingEntityListAddBox");
|
|
|
|
m_rgMoved.RemoveAll();
|
|
CPushBlockerEnum blockerEnum( this );
|
|
|
|
for ( int i = m_rgPusher.Count(); --i >= 0; )
|
|
{
|
|
CBaseEntity *pPusher = m_rgPusher[i].m_pEntity;
|
|
|
|
// Don't bother if the pusher isn't solid
|
|
if ( !pPusher->IsSolid() || pPusher->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Vector vecAbsMins, vecAbsMaxs;
|
|
pPusher->CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
|
|
for ( int iAxis = 0; iAxis < 3; ++iAxis )
|
|
{
|
|
if ( vecMoved[iAxis] >= 0.0f )
|
|
{
|
|
vecAbsMins[iAxis] -= vecMoved[iAxis];
|
|
}
|
|
else
|
|
{
|
|
vecAbsMaxs[iAxis] -= vecMoved[iAxis];
|
|
}
|
|
}
|
|
|
|
::partition->EnumerateElementsInBox( PARTITION_ENGINE_NON_STATIC_EDICTS, vecAbsMins, vecAbsMaxs, false, &blockerEnum );
|
|
|
|
//Go back throught the generated list.
|
|
}
|
|
}
|
|
|
|
#ifdef TF_DLL
|
|
#include "tf_logic_robot_destruction.h"
|
|
#endif
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Gets a list of all entities hierarchically attached to the root
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysicsPushedEntities::SetupAllInHierarchy( CBaseEntity *pParent )
|
|
{
|
|
if (!pParent)
|
|
return;
|
|
|
|
VPROF("CPhysicsPushedEntities::SetupAllInHierarchy");
|
|
|
|
// Make sure to snack the position +before+ relink because applying the
|
|
// rotation (which occurs in relink) will put it at the final location
|
|
// NOTE: The root object at this point is actually at its final position.
|
|
// We'll fix that up later
|
|
int i = m_rgPusher.AddToTail();
|
|
m_rgPusher[i].m_pEntity = pParent;
|
|
m_rgPusher[i].m_vecStartAbsOrigin = pParent->GetAbsOrigin();
|
|
|
|
CBaseEntity *pChild;
|
|
for ( pChild = pParent->FirstMoveChild(); pChild != NULL; pChild = pChild->NextMovePeer() )
|
|
{
|
|
SetupAllInHierarchy( pChild );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Rotates the root entity, fills in the pushmove structure
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysicsPushedEntities::RotateRootEntity( CBaseEntity *pRoot, float movetime, RotatingPushMove_t &rotation )
|
|
{
|
|
VPROF("CPhysicsPushedEntities::RotateRootEntity");
|
|
|
|
rotation.amove = pRoot->GetLocalAngularVelocity() * movetime;
|
|
rotation.origin = pRoot->GetAbsOrigin();
|
|
|
|
// Knowing the initial + ending basis is needed for determining
|
|
// which corner we're pushing
|
|
MatrixCopy( pRoot->EntityToWorldTransform(), rotation.startLocalToWorld );
|
|
|
|
// rotate the pusher to it's final position
|
|
QAngle angles = pRoot->GetLocalAngles();
|
|
angles += pRoot->GetLocalAngularVelocity() * movetime;
|
|
|
|
pRoot->SetLocalAngles( angles );
|
|
|
|
// Compute the change in absangles
|
|
MatrixCopy( pRoot->EntityToWorldTransform(), rotation.endLocalToWorld );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tries to rotate an entity hierarchy, returns the blocker if any
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CPhysicsPushedEntities::PerformRotatePush( CBaseEntity *pRoot, float movetime )
|
|
{
|
|
VPROF("CPhysicsPushedEntities::PerformRotatePush");
|
|
|
|
m_bIsUnblockableByPlayer = (pRoot->GetFlags() & FL_UNBLOCKABLE_BY_PLAYER) ? true : false;
|
|
// Build a list of this entity + all its children because we're going to try to move them all
|
|
// This will also make sure each entity is linked in the appropriate place
|
|
// with correct absboxes
|
|
m_rgPusher.RemoveAll();
|
|
SetupAllInHierarchy( pRoot );
|
|
|
|
// save where we rotated from, in case we're blocked
|
|
QAngle angPrevAngles = pRoot->GetLocalAngles();
|
|
|
|
// Apply the rotation
|
|
RotatingPushMove_t rotPushMove;
|
|
RotateRootEntity( pRoot, movetime, rotPushMove );
|
|
|
|
// Next generate a list of all entities that could potentially be intersecting with
|
|
// any of the children in their new locations...
|
|
GenerateBlockingEntityList( );
|
|
|
|
// Now we have a unique list of things that could potentially block our push
|
|
// and need to be pushed out of the way. Lets try to push them all out of the way.
|
|
// If we fail, undo it all
|
|
if (!SpeculativelyCheckRotPush( rotPushMove, pRoot ))
|
|
{
|
|
CBaseEntity *pBlocker = RegisterBlockage();
|
|
pRoot->SetLocalAngles( angPrevAngles );
|
|
RestoreEntities( );
|
|
return pBlocker;
|
|
}
|
|
|
|
FinishPush( true, &rotPushMove );
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Linearly moves the root entity
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysicsPushedEntities::LinearlyMoveRootEntity( CBaseEntity *pRoot, float movetime, Vector *pAbsPushVector )
|
|
{
|
|
VPROF("CPhysicsPushedEntities::LinearlyMoveRootEntity");
|
|
|
|
// move the pusher to it's final position
|
|
Vector move = pRoot->GetLocalVelocity() * movetime;
|
|
Vector origin = pRoot->GetLocalOrigin();
|
|
origin += move;
|
|
pRoot->SetLocalOrigin( origin );
|
|
|
|
// Store off the abs push vector
|
|
*pAbsPushVector = pRoot->GetAbsVelocity() * movetime;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tries to linearly push an entity hierarchy, returns the blocker if any
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CPhysicsPushedEntities::PerformLinearPush( CBaseEntity *pRoot, float movetime )
|
|
{
|
|
VPROF("CPhysicsPushedEntities::PerformLinearPush");
|
|
|
|
m_flMoveTime = movetime;
|
|
|
|
m_bIsUnblockableByPlayer = (pRoot->GetFlags() & FL_UNBLOCKABLE_BY_PLAYER) ? true : false;
|
|
// Build a list of this entity + all its children because we're going to try to move them all
|
|
// This will also make sure each entity is linked in the appropriate place
|
|
// with correct absboxes
|
|
m_rgPusher.RemoveAll();
|
|
SetupAllInHierarchy( pRoot );
|
|
|
|
// save where we started from, in case we're blocked
|
|
Vector vecPrevOrigin = pRoot->GetLocalOrigin();
|
|
|
|
// Move the root (and all children) into its new position
|
|
Vector vecAbsPush;
|
|
LinearlyMoveRootEntity( pRoot, movetime, &vecAbsPush );
|
|
|
|
// Next generate a list of all entities that could potentially be intersecting with
|
|
// any of the children in their new locations...
|
|
GenerateBlockingEntityListAddBox( vecAbsPush );
|
|
|
|
// Now we have a unique list of things that could potentially block our push
|
|
// and need to be pushed out of the way. Lets try to push them all out of the way.
|
|
// If we fail, undo it all
|
|
if (!SpeculativelyCheckLinearPush( vecAbsPush ))
|
|
{
|
|
CBaseEntity *pBlocker = RegisterBlockage();
|
|
pRoot->SetLocalOrigin( vecPrevOrigin );
|
|
RestoreEntities();
|
|
return pBlocker;
|
|
}
|
|
|
|
FinishPush( );
|
|
return NULL;
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// CBaseEntity methods
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when it's time for a physically moved objects (plats, doors, etc)
|
|
// to run it's game code.
|
|
// All other entity thinking is done during worldspawn's think
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsDispatchThink( BASEPTR thinkFunc )
|
|
{
|
|
VPROF_ENTER_SCOPE( ( !vprof_scope_entity_thinks.GetBool() ) ?
|
|
"CBaseEntity::PhysicsDispatchThink" :
|
|
EntityFactoryDictionary()->GetCannonicalName( GetClassname() ) );
|
|
|
|
float thinkLimit = think_limit.GetFloat();
|
|
|
|
// The thinkLimit stuff makes a LOT of calls to Sys_FloatTime, which winds up calling into
|
|
// VCR mode so much that the framerate becomes unusable.
|
|
if ( VCRGetMode() != VCR_Disabled )
|
|
thinkLimit = 0;
|
|
|
|
float startTime = 0.0;
|
|
|
|
if ( IsDormant() )
|
|
{
|
|
Warning( "Dormant entity %s (%s) is thinking!!\n", GetClassname(), GetDebugName() );
|
|
Assert(0);
|
|
}
|
|
|
|
if ( thinkLimit )
|
|
{
|
|
startTime = engine->Time();
|
|
}
|
|
|
|
if ( thinkFunc )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
(this->*thinkFunc)();
|
|
}
|
|
|
|
if ( thinkLimit )
|
|
{
|
|
// calculate running time of the AI in milliseconds
|
|
float time = ( engine->Time() - startTime ) * 1000.0f;
|
|
if ( time > thinkLimit )
|
|
{
|
|
#if defined( _XBOX ) && !defined( _RETAIL )
|
|
if ( vprof_think_limit.GetBool() )
|
|
{
|
|
extern bool g_VProfSignalSpike;
|
|
g_VProfSignalSpike = true;
|
|
}
|
|
#endif
|
|
// If its an NPC print out the shedule/task that took so long
|
|
CAI_BaseNPC *pNPC = MyNPCPointer();
|
|
if (pNPC && pNPC->GetCurSchedule())
|
|
{
|
|
pNPC->ReportOverThinkLimit( time );
|
|
}
|
|
else
|
|
{
|
|
#ifdef _WIN32
|
|
Msg( "%s(%s) thinking for %.02f ms!!!\n", GetClassname(), typeid(this).raw_name(), time );
|
|
#elif POSIX
|
|
Msg( "%s(%s) thinking for %.02f ms!!!\n", GetClassname(), typeid(this).name(), time );
|
|
#else
|
|
#error "typeinfo"
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
VPROF_EXIT_SCOPE();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Does not change the entities velocity at all
|
|
// Input : push -
|
|
// Output : trace_t
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsCheckSweep( const Vector& vecAbsStart, const Vector &vecAbsDelta, trace_t *pTrace )
|
|
{
|
|
::PhysicsCheckSweep( this, vecAbsStart, vecAbsDelta, pTrace );
|
|
}
|
|
|
|
|
|
|
|
#define MAX_CLIP_PLANES 5
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: The basic solid body movement attempt/clip that slides along multiple planes
|
|
// Input : time - Amount of time to try moving for
|
|
// *steptrace - if not NULL, the trace results of any vertical wall hit will be stored
|
|
// Output : int - the clipflags if the velocity was modified (hit something solid)
|
|
// 1 = floor
|
|
// 2 = wall / step
|
|
// 4 = dead stop
|
|
//-----------------------------------------------------------------------------
|
|
int CBaseEntity::PhysicsTryMove( float flTime, trace_t *steptrace )
|
|
{
|
|
VPROF("CBaseEntity::PhysicsTryMove");
|
|
|
|
int bumpcount, numbumps;
|
|
Vector dir;
|
|
float d;
|
|
int numplanes;
|
|
Vector planes[MAX_CLIP_PLANES];
|
|
Vector primal_velocity, original_velocity, new_velocity;
|
|
int i, j;
|
|
trace_t trace;
|
|
Vector end;
|
|
float time_left;
|
|
int blocked;
|
|
|
|
unsigned int mask = PhysicsSolidMaskForEntity();
|
|
|
|
new_velocity.Init();
|
|
|
|
numbumps = 4;
|
|
|
|
Vector vecAbsVelocity = GetAbsVelocity();
|
|
|
|
blocked = 0;
|
|
VectorCopy (vecAbsVelocity, original_velocity);
|
|
VectorCopy (vecAbsVelocity, primal_velocity);
|
|
numplanes = 0;
|
|
|
|
time_left = flTime;
|
|
|
|
for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
|
|
{
|
|
if (vecAbsVelocity == vec3_origin)
|
|
break;
|
|
|
|
VectorMA( GetAbsOrigin(), time_left, vecAbsVelocity, end );
|
|
|
|
Physics_TraceEntity( this, GetAbsOrigin(), end, mask, &trace );
|
|
|
|
if (trace.startsolid)
|
|
{ // entity is trapped in another solid
|
|
SetAbsVelocity(vec3_origin);
|
|
return 4;
|
|
}
|
|
|
|
if (trace.fraction > 0)
|
|
{ // actually covered some distance
|
|
SetAbsOrigin( trace.endpos );
|
|
VectorCopy (vecAbsVelocity, original_velocity);
|
|
numplanes = 0;
|
|
}
|
|
|
|
if (trace.fraction == 1)
|
|
break; // moved the entire distance
|
|
|
|
if (!trace.m_pEnt)
|
|
{
|
|
SetAbsVelocity( vecAbsVelocity );
|
|
Warning( "PhysicsTryMove: !trace.u.ent" );
|
|
Assert(0);
|
|
return 4;
|
|
}
|
|
|
|
if (trace.plane.normal[2] > 0.7)
|
|
{
|
|
blocked |= 1; // floor
|
|
if (CanStandOn( trace.m_pEnt ))
|
|
{
|
|
// keep track of time when changing ground entity
|
|
if (GetGroundEntity() != trace.m_pEnt)
|
|
{
|
|
SetGroundChangeTime( gpGlobals->curtime + (flTime - (1 - trace.fraction) * time_left) );
|
|
}
|
|
|
|
SetGroundEntity( trace.m_pEnt );
|
|
}
|
|
}
|
|
if (!trace.plane.normal[2])
|
|
{
|
|
blocked |= 2; // step
|
|
if (steptrace)
|
|
*steptrace = trace; // save for player extrafriction
|
|
}
|
|
|
|
// run the impact function
|
|
PhysicsImpact( trace.m_pEnt, trace );
|
|
// Removed by the impact function
|
|
if ( IsMarkedForDeletion() || IsEdictFree() )
|
|
break;
|
|
|
|
time_left -= time_left * trace.fraction;
|
|
|
|
// clipped to another plane
|
|
if (numplanes >= MAX_CLIP_PLANES)
|
|
{ // this shouldn't really happen
|
|
SetAbsVelocity(vec3_origin);
|
|
return blocked;
|
|
}
|
|
|
|
VectorCopy (trace.plane.normal, planes[numplanes]);
|
|
numplanes++;
|
|
|
|
// modify original_velocity so it parallels all of the clip planes
|
|
if ( GetMoveType() == MOVETYPE_WALK && (!(GetFlags() & FL_ONGROUND) || GetFriction()!=1) ) // relfect player velocity
|
|
{
|
|
for ( i = 0; i < numplanes; i++ )
|
|
{
|
|
if ( planes[i][2] > 0.7 )
|
|
{// floor or slope
|
|
PhysicsClipVelocity( original_velocity, planes[i], new_velocity, 1 );
|
|
VectorCopy( new_velocity, original_velocity );
|
|
}
|
|
else
|
|
{
|
|
PhysicsClipVelocity( original_velocity, planes[i], new_velocity, 1.0 + sv_bounce.GetFloat() * (1-GetFriction()) );
|
|
}
|
|
}
|
|
|
|
VectorCopy( new_velocity, vecAbsVelocity );
|
|
VectorCopy( new_velocity, original_velocity );
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; i<numplanes ; i++)
|
|
{
|
|
PhysicsClipVelocity (original_velocity, planes[i], new_velocity, 1);
|
|
for (j=0 ; j<numplanes ; j++)
|
|
if (j != i)
|
|
{
|
|
if (DotProduct (new_velocity, planes[j]) < 0)
|
|
break; // not ok
|
|
}
|
|
if (j == numplanes)
|
|
break;
|
|
}
|
|
|
|
if (i != numplanes)
|
|
{
|
|
// go along this plane
|
|
VectorCopy (new_velocity, vecAbsVelocity);
|
|
}
|
|
else
|
|
{
|
|
// go along the crease
|
|
if (numplanes != 2)
|
|
{
|
|
// Msg( "clip velocity, numplanes == %i\n",numplanes);
|
|
SetAbsVelocity( vecAbsVelocity );
|
|
return blocked;
|
|
}
|
|
CrossProduct (planes[0], planes[1], dir);
|
|
d = DotProduct (dir, vecAbsVelocity);
|
|
VectorScale (dir, d, vecAbsVelocity);
|
|
}
|
|
|
|
//
|
|
// if original velocity is against the original velocity, stop dead
|
|
// to avoid tiny oscillations in sloping corners
|
|
//
|
|
if (DotProduct (vecAbsVelocity, primal_velocity) <= 0)
|
|
{
|
|
SetAbsVelocity(vec3_origin);
|
|
return blocked;
|
|
}
|
|
}
|
|
}
|
|
|
|
SetAbsVelocity( vecAbsVelocity );
|
|
return blocked;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Applies 1/2 gravity to falling movetype step objects
|
|
// Simulation should be done assuming average velocity over the time
|
|
// interval. Since that would effect a lot of code, and since most of
|
|
// that code is going away, it's easier to just add in the average effect
|
|
// of gravity on the velocity over the interval at the beginning of similation,
|
|
// then add it in again at the end of simulation so that the final velocity is
|
|
// correct for the entire interval.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsAddHalfGravity( float timestep )
|
|
{
|
|
VPROF("CBaseEntity::PhysicsAddHalfGravity");
|
|
float ent_gravity;
|
|
|
|
if ( GetGravity() )
|
|
{
|
|
ent_gravity = GetGravity();
|
|
}
|
|
else
|
|
{
|
|
ent_gravity = 1.0;
|
|
}
|
|
|
|
// Add 1/2 of the total gravitational effects over this timestep
|
|
Vector vecAbsVelocity = GetAbsVelocity();
|
|
vecAbsVelocity[2] -= ( 0.5 * ent_gravity * GetCurrentGravity() * timestep );
|
|
vecAbsVelocity[2] += GetBaseVelocity()[2] * gpGlobals->frametime;
|
|
SetAbsVelocity( vecAbsVelocity );
|
|
|
|
Vector vecNewBaseVelocity = GetBaseVelocity();
|
|
vecNewBaseVelocity[2] = 0;
|
|
SetBaseVelocity( vecNewBaseVelocity );
|
|
|
|
// Bound velocity
|
|
PhysicsCheckVelocity();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Does not change the entities velocity at all
|
|
// Input : push -
|
|
// Output : trace_t
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsPushEntity( const Vector& push, trace_t *pTrace )
|
|
{
|
|
VPROF("CBaseEntity::PhysicsPushEntity");
|
|
|
|
if ( GetMoveParent() )
|
|
{
|
|
Warning( "pushing entity (%s) that has parent (%s)!\n", GetDebugName(), GetMoveParent()->GetDebugName() );
|
|
Assert(0);
|
|
}
|
|
|
|
// NOTE: absorigin and origin must be equal because there is no moveparent
|
|
Vector prevOrigin;
|
|
VectorCopy( GetAbsOrigin(), prevOrigin );
|
|
|
|
::PhysicsCheckSweep( this, prevOrigin, push, pTrace );
|
|
|
|
if ( pTrace->fraction )
|
|
{
|
|
SetAbsOrigin( pTrace->endpos );
|
|
|
|
// FIXME(ywb): Should we try to enable this here
|
|
// WakeRestingObjects();
|
|
}
|
|
|
|
// Passing in the previous abs origin here will cause the relinker
|
|
// to test the swept ray from previous to current location for trigger intersections
|
|
PhysicsTouchTriggers( &prevOrigin );
|
|
|
|
if ( pTrace->m_pEnt )
|
|
{
|
|
PhysicsImpact( pTrace->m_pEnt, *pTrace );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: See if entity is inside another entity, if so, returns true if so, fills in *ppEntity if ppEntity is not NULL
|
|
// Input : **ppEntity - optional return pointer to entity we are inside of
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseEntity::PhysicsTestEntityPosition( CBaseEntity **ppEntity /*=NULL*/ )
|
|
{
|
|
VPROF("CBaseEntity::PhysicsTestEntityPosition");
|
|
|
|
trace_t trace;
|
|
|
|
unsigned int mask = PhysicsSolidMaskForEntity();
|
|
|
|
Physics_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(), mask, &trace );
|
|
|
|
if ( trace.startsolid )
|
|
{
|
|
if ( ppEntity )
|
|
{
|
|
*ppEntity = trace.m_pEnt;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CBaseEntity::PhysicsPushMove( float movetime )
|
|
{
|
|
VPROF("CBaseEntity::PhysicsPushMove");
|
|
|
|
// If this entity isn't moving, just update the time.
|
|
IncrementLocalTime( movetime );
|
|
|
|
if ( GetLocalVelocity() == vec3_origin )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// Now check that the entire hierarchy can rotate into the new location
|
|
CBaseEntity *pBlocker = g_pPushedEntities->PerformLinearPush( this, movetime );
|
|
if ( pBlocker )
|
|
{
|
|
IncrementLocalTime( -movetime );
|
|
}
|
|
return pBlocker;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tries to rotate, returns success or failure
|
|
// Input : movetime -
|
|
// Output : bool
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CBaseEntity::PhysicsPushRotate( float movetime )
|
|
{
|
|
VPROF("CBaseEntity::PhysicsPushRotate");
|
|
|
|
IncrementLocalTime( movetime );
|
|
|
|
// Not rotating
|
|
if ( GetLocalAngularVelocity() == vec3_angle )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// Now check that the entire hierarchy can rotate into the new location
|
|
CBaseEntity *pBlocker = g_pPushedEntities->PerformRotatePush( this, movetime );
|
|
if ( pBlocker )
|
|
{
|
|
IncrementLocalTime( -movetime );
|
|
}
|
|
|
|
return pBlocker;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Block of icky shared code from PhysicsParent + PhysicsPusher
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PerformPush( float movetime )
|
|
{
|
|
VPROF("CBaseEntity::PerformPush");
|
|
// NOTE: Use handle index because the previous blocker could have been deleted
|
|
int hPrevBlocker = m_pBlocker.ToInt();
|
|
CBaseEntity *pBlocker;
|
|
g_pPushedEntities->BeginPush( this );
|
|
if (movetime > 0)
|
|
{
|
|
if ( GetLocalAngularVelocity() != vec3_angle )
|
|
{
|
|
if ( GetLocalVelocity() != vec3_origin )
|
|
{
|
|
// NOTE: Both PhysicsPushRotate + PhysicsPushMove
|
|
// will attempt to advance local time. Choose the one that's
|
|
// the greater of the two from push + move
|
|
|
|
// FIXME: Should we really be doing them both simultaneously??
|
|
// FIXME: Choose the *greater* of the two?!? That's strange...
|
|
float flInitialLocalTime = m_flLocalTime;
|
|
|
|
// moving and rotating, so rotate first, then move
|
|
pBlocker = PhysicsPushRotate( movetime );
|
|
if ( !pBlocker )
|
|
{
|
|
float flRotateLocalTime = m_flLocalTime;
|
|
|
|
// Reset the local time to what it was before we rotated
|
|
m_flLocalTime = flInitialLocalTime;
|
|
pBlocker = PhysicsPushMove( movetime );
|
|
if ( m_flLocalTime < flRotateLocalTime )
|
|
{
|
|
m_flLocalTime = flRotateLocalTime;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// only rotating
|
|
pBlocker = PhysicsPushRotate( movetime );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// only moving
|
|
pBlocker = PhysicsPushMove( movetime );
|
|
}
|
|
|
|
m_pBlocker = pBlocker;
|
|
if (m_pBlocker.ToInt() != hPrevBlocker)
|
|
{
|
|
if (hPrevBlocker != INVALID_EHANDLE_INDEX)
|
|
{
|
|
EndBlocked();
|
|
}
|
|
if (m_pBlocker)
|
|
{
|
|
StartBlocked( pBlocker );
|
|
}
|
|
}
|
|
if (m_pBlocker)
|
|
{
|
|
Blocked( m_pBlocker );
|
|
}
|
|
|
|
// NOTE NOTE: This is here for brutal reasons.
|
|
// For MOVETYPE_PUSH objects with VPhysics shadow objects, the move done time
|
|
// is handled by CBaseEntity::VPhyicsUpdatePusher, which only gets called if
|
|
// the physics system thinks the entity is awake. That will happen if the
|
|
// shadow gets updated, but the push code above doesn't update unless the
|
|
// move is successful or non-zero. So we must make sure it's awake
|
|
if ( VPhysicsGetObject() )
|
|
{
|
|
VPhysicsGetObject()->Wake();
|
|
}
|
|
}
|
|
|
|
// move done is handled by physics if it has any
|
|
if ( VPhysicsGetObject() )
|
|
{
|
|
// store the list of moved entities for later
|
|
// if you actually did an unblocked push that moved entities, and you're using physics (which may block later)
|
|
if ( movetime > 0 && !m_pBlocker && GetSolid() == SOLID_VPHYSICS && g_pPushedEntities->CountMovedEntities() > 0 )
|
|
{
|
|
// UNDONE: Any reason to want to call this twice before physics runs?
|
|
// If so, maybe just append to the list?
|
|
Assert( !GetDataObject( PHYSICSPUSHLIST ) );
|
|
physicspushlist_t *pList = (physicspushlist_t *)CreateDataObject( PHYSICSPUSHLIST );
|
|
if ( pList )
|
|
{
|
|
g_pPushedEntities->StoreMovedEntities( *pList );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( m_flMoveDoneTime <= m_flLocalTime && m_flMoveDoneTime > 0 )
|
|
{
|
|
SetMoveDoneTime( -1 );
|
|
MoveDone();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: UNDONE: This is only different from PhysicsParent because of the callback to PhysicsVelocity()
|
|
// Can we support that callback in push objects as well?
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsPusher( void )
|
|
{
|
|
VPROF("CBaseEntity::PhysicsPusher");
|
|
|
|
// regular thinking
|
|
if ( !PhysicsRunThink() )
|
|
return;
|
|
|
|
m_flVPhysicsUpdateLocalTime = m_flLocalTime;
|
|
|
|
float movetime = GetMoveDoneTime();
|
|
if (movetime > gpGlobals->frametime)
|
|
{
|
|
movetime = gpGlobals->frametime;
|
|
}
|
|
|
|
PerformPush( movetime );
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Non moving objects can only think
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsNone( void )
|
|
{
|
|
VPROF("CBaseEntity::PhysicsNone");
|
|
|
|
// regular thinking
|
|
PhysicsRunThink();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A moving object that doesn't obey physics
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsNoclip( void )
|
|
{
|
|
VPROF("CBaseEntity::PhysicsNoclip");
|
|
|
|
// regular thinking
|
|
if ( !PhysicsRunThink() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Apply angular velocity
|
|
SimulateAngles( gpGlobals->frametime );
|
|
|
|
Vector origin;
|
|
VectorMA( GetLocalOrigin(), gpGlobals->frametime, GetLocalVelocity(), origin );
|
|
SetLocalOrigin( origin );
|
|
}
|
|
|
|
|
|
void CBaseEntity::PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity )
|
|
{
|
|
// If you're going to use custom physics, you need to implement this!
|
|
Assert(0);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Allows entities to describe their own physics
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsCustom()
|
|
{
|
|
VPROF("CBaseEntity::PhysicsCustom");
|
|
PhysicsCheckWater();
|
|
|
|
// regular thinking
|
|
if ( !PhysicsRunThink() )
|
|
return;
|
|
|
|
// Moving upward, off the ground, or resting on a client/monster, remove FL_ONGROUND
|
|
if ( m_vecVelocity[2] > 0 || !GetGroundEntity() || !GetGroundEntity()->IsStandable() )
|
|
{
|
|
SetGroundEntity( NULL );
|
|
}
|
|
|
|
// NOTE: The entity must set the position, angles, velocity in its custom movement
|
|
Vector vecNewPosition = GetAbsOrigin();
|
|
Vector vecNewVelocity = GetAbsVelocity();
|
|
QAngle angNewAngles = GetAbsAngles();
|
|
QAngle angNewAngVelocity = GetLocalAngularVelocity();
|
|
|
|
PerformCustomPhysics( &vecNewPosition, &vecNewVelocity, &angNewAngles, &angNewAngVelocity );
|
|
|
|
// Store off all of the new state information...
|
|
SetAbsVelocity( vecNewVelocity );
|
|
SetAbsAngles( angNewAngles );
|
|
SetLocalAngularVelocity( angNewAngVelocity );
|
|
|
|
Vector move;
|
|
VectorSubtract( vecNewPosition, GetAbsOrigin(), move );
|
|
|
|
// move origin
|
|
trace_t trace;
|
|
PhysicsPushEntity( move, &trace );
|
|
|
|
PhysicsCheckVelocity();
|
|
|
|
if (trace.allsolid)
|
|
{
|
|
// entity is trapped in another solid
|
|
// UNDONE: does this entity needs to be removed?
|
|
SetAbsVelocity(vec3_origin);
|
|
SetLocalAngularVelocity(vec3_angle);
|
|
return;
|
|
}
|
|
|
|
if (IsEdictFree())
|
|
return;
|
|
|
|
// check for in water
|
|
PhysicsCheckWaterTransition();
|
|
}
|
|
|
|
bool g_bTestMoveTypeStepSimulation = true;
|
|
ConVar sv_teststepsimulation( "sv_teststepsimulation", "1", 0 );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Until we remove the above cvar, we need to have the entities able
|
|
// to dynamically deal with changing their simulation stuff here.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::CheckStepSimulationChanged()
|
|
{
|
|
if ( g_bTestMoveTypeStepSimulation != IsSimulatedEveryTick() )
|
|
{
|
|
SetSimulatedEveryTick( g_bTestMoveTypeStepSimulation );
|
|
}
|
|
|
|
bool hadobject = HasDataObjectType( STEPSIMULATION );
|
|
|
|
if ( g_bTestMoveTypeStepSimulation )
|
|
{
|
|
if ( !hadobject )
|
|
{
|
|
CreateDataObject( STEPSIMULATION );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( hadobject )
|
|
{
|
|
DestroyDataObject( STEPSIMULATION );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#define STEP_TELPORTATION_VEL_SQ ( 4096.0f * 4096.0f )
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Run regular think and latch off angle/origin changes so we can interpolate them on the server to fake simulation
|
|
// Input : *step -
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::StepSimulationThink( float dt )
|
|
{
|
|
// See if we need to allocate, deallocate step simulation object
|
|
CheckStepSimulationChanged();
|
|
|
|
StepSimulationData *step = ( StepSimulationData * )GetDataObject( STEPSIMULATION );
|
|
if ( !step )
|
|
{
|
|
PhysicsStepRunTimestep( dt );
|
|
|
|
// Just call the think function directly
|
|
PhysicsRunThink( THINK_FIRE_BASE_ONLY );
|
|
}
|
|
else
|
|
{
|
|
// Assume that it's in use
|
|
step->m_bOriginActive = true;
|
|
step->m_bAnglesActive = true;
|
|
|
|
// Reset networked versions of origin and angles
|
|
step->m_nLastProcessTickCount = -1;
|
|
step->m_vecNetworkOrigin.Init();
|
|
step->m_angNetworkAngles.Init();
|
|
|
|
// Remember old old values
|
|
step->m_Previous2 = step->m_Previous;
|
|
|
|
// Remember old values
|
|
step->m_Previous.nTickCount = gpGlobals->tickcount;
|
|
step->m_Previous.vecOrigin = GetStepOrigin();
|
|
QAngle stepAngles = GetStepAngles();
|
|
AngleQuaternion( stepAngles, step->m_Previous.qRotation );
|
|
|
|
// Run simulation
|
|
PhysicsStepRunTimestep( dt );
|
|
|
|
// Call the actual think function...
|
|
PhysicsRunThink( THINK_FIRE_BASE_ONLY );
|
|
|
|
// do any local processing that's needed
|
|
if (GetBaseAnimating() != NULL)
|
|
{
|
|
GetBaseAnimating()->UpdateStepOrigin();
|
|
}
|
|
|
|
// Latch new values to see if external code modifies our position/orientation
|
|
step->m_Next.vecOrigin = GetStepOrigin();
|
|
stepAngles = GetStepAngles();
|
|
AngleQuaternion( stepAngles, step->m_Next.qRotation );
|
|
// Also store of non-Quaternion version for simple comparisons
|
|
step->m_angNextRotation = GetStepAngles();
|
|
step->m_Next.nTickCount = GetNextThinkTick();
|
|
|
|
// Hack: Add a tick if we are simulating every other tick
|
|
if ( CBaseEntity::IsSimulatingOnAlternateTicks() )
|
|
{
|
|
++step->m_Next.nTickCount;
|
|
}
|
|
|
|
// Check for teleportation/snapping of the origin
|
|
if ( dt > 0.0f )
|
|
{
|
|
Vector deltaorigin = step->m_Next.vecOrigin - step->m_Previous.vecOrigin;
|
|
float velSq = deltaorigin.LengthSqr() / ( dt * dt );
|
|
if ( velSq >= STEP_TELPORTATION_VEL_SQ )
|
|
{
|
|
// Deactivate it due to large origin change
|
|
step->m_bOriginActive = false;
|
|
step->m_bAnglesActive = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Monsters freefall when they don't have a ground entity, otherwise
|
|
// all movement is done with discrete steps.
|
|
// This is also used for objects that have become still on the ground, but
|
|
// will fall if the floor is pulled out from under them.
|
|
// JAY: Extended this to synchronize movement and thinking wherever possible.
|
|
// This allows the client-side interpolation to interpolate animation and simulation
|
|
// data at the same time.
|
|
// UNDONE: Remove all other cases from this loop - only use MOVETYPE_STEP to simulate
|
|
// entities that are currently animating/thinking.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsStep()
|
|
{
|
|
// EVIL HACK: Force these to appear as if they've changed!!!
|
|
// The underlying values don't actually change, but we need the network sendproxy on origin/angles
|
|
// to get triggered, and that only happens if NetworkStateChanged() appears to have occured.
|
|
// Getting them for modify marks them as changed automagically.
|
|
m_vecOrigin.GetForModify();
|
|
m_angRotation.GetForModify();
|
|
|
|
// HACK: Make sure that the client latches the networked origin/orientation changes with the current server tick count
|
|
// so that we don't get jittery interpolation. All of this is necessary to mimic actual continuous simulation of the underlying
|
|
// variables.
|
|
SetSimulationTime( gpGlobals->curtime );
|
|
|
|
// Run all but the base think function
|
|
PhysicsRunThink( THINK_FIRE_ALL_BUT_BASE );
|
|
|
|
int thinktick = GetNextThinkTick();
|
|
float thinktime = thinktick * TICK_INTERVAL;
|
|
|
|
// Is the next think too far out, or non-existent?
|
|
// BUGBUG: Interpolation is going to look bad in here. But it should only
|
|
// be for dead things - and those should be ragdolls (client-side sim) anyway.
|
|
// UNDONE: Remove this and assert? Force MOVETYPE_STEP objs to become MOVETYPE_TOSS when
|
|
// they aren't thinking?
|
|
// UNDONE: this happens as the first frame for a bunch of things like dynamically created ents.
|
|
// can't remove until initial conditions are resolved
|
|
float deltaThink = thinktime - gpGlobals->curtime;
|
|
if ( thinktime <= 0 || deltaThink > 0.5 )
|
|
{
|
|
PhysicsStepRunTimestep( gpGlobals->frametime );
|
|
PhysicsCheckWaterTransition();
|
|
SetLastThink( -1, gpGlobals->curtime );
|
|
UpdatePhysicsShadowToCurrentPosition(gpGlobals->frametime);
|
|
PhysicsRelinkChildren(gpGlobals->frametime);
|
|
return;
|
|
}
|
|
|
|
Vector oldOrigin = GetAbsOrigin();
|
|
|
|
// Feed the position delta back from vphysics if enabled
|
|
bool updateFromVPhysics = npc_vphysics.GetBool();
|
|
if ( HasDataObjectType(VPHYSICSUPDATEAI) )
|
|
{
|
|
vphysicsupdateai_t *pUpdate = static_cast<vphysicsupdateai_t *>(GetDataObject( VPHYSICSUPDATEAI ));
|
|
if ( pUpdate->stopUpdateTime > gpGlobals->curtime )
|
|
{
|
|
updateFromVPhysics = true;
|
|
}
|
|
else
|
|
{
|
|
float maxAngular;
|
|
VPhysicsGetObject()->GetShadowController()->GetMaxSpeed( NULL, &maxAngular );
|
|
VPhysicsGetObject()->GetShadowController()->MaxSpeed( pUpdate->savedShadowControllerMaxSpeed, maxAngular );
|
|
DestroyDataObject(VPHYSICSUPDATEAI);
|
|
}
|
|
}
|
|
|
|
if ( updateFromVPhysics && VPhysicsGetObject() && !GetParent() )
|
|
{
|
|
Vector position;
|
|
VPhysicsGetObject()->GetShadowPosition( &position, NULL );
|
|
float delta = (GetAbsOrigin() - position).LengthSqr();
|
|
// for now, use a tolerance of 1 inch for these tests
|
|
if ( delta < 1 )
|
|
{
|
|
// physics is really close, check to see if my current position is valid.
|
|
// If so, ignore the physics result.
|
|
trace_t tr;
|
|
Physics_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(), PhysicsSolidMaskForEntity(), &tr );
|
|
updateFromVPhysics = tr.startsolid;
|
|
}
|
|
if ( updateFromVPhysics )
|
|
{
|
|
SetAbsOrigin( position );
|
|
PhysicsTouchTriggers();
|
|
}
|
|
//NDebugOverlay::Box( position, WorldAlignMins(), WorldAlignMaxs(), 255, 255, 0, 0, 0.0 );
|
|
}
|
|
|
|
// not going to think, don't run game physics either
|
|
if ( thinktick > gpGlobals->tickcount )
|
|
return;
|
|
|
|
// Don't let things stay in the past.
|
|
// it is possible to start that way
|
|
// by a trigger with a local time.
|
|
if ( thinktime < gpGlobals->curtime )
|
|
{
|
|
thinktime = gpGlobals->curtime;
|
|
}
|
|
|
|
// simulate over the timestep
|
|
float dt = thinktime - GetLastThink();
|
|
|
|
// Now run step simulator
|
|
StepSimulationThink( dt );
|
|
|
|
PhysicsCheckWaterTransition();
|
|
|
|
if ( VPhysicsGetObject() )
|
|
{
|
|
if ( !VectorCompare( oldOrigin, GetAbsOrigin() ) )
|
|
{
|
|
VPhysicsGetObject()->UpdateShadow( GetAbsOrigin(), vec3_angle, (GetFlags() & FL_FLY) ? true : false, dt );
|
|
}
|
|
}
|
|
PhysicsRelinkChildren(dt);
|
|
}
|
|
|
|
|
|
void UTIL_TraceLineFilterEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd,
|
|
unsigned int mask, const int nCollisionGroup, trace_t *ptr );
|
|
|
|
// Check to see what (if anything) this MOVETYPE_STEP entity is standing on
|
|
void CBaseEntity::PhysicsStepRecheckGround()
|
|
{
|
|
unsigned int mask = PhysicsSolidMaskForEntity();
|
|
// determine if it's on solid ground at all
|
|
Vector mins, maxs, point;
|
|
int x, y;
|
|
trace_t trace;
|
|
|
|
VectorAdd (GetAbsOrigin(), WorldAlignMins(), mins);
|
|
VectorAdd (GetAbsOrigin(), WorldAlignMaxs(), maxs);
|
|
point[2] = mins[2] - 1;
|
|
for (x=0 ; x<=1 ; x++)
|
|
{
|
|
for (y=0 ; y<=1 ; y++)
|
|
{
|
|
point[0] = x ? maxs[0] : mins[0];
|
|
point[1] = y ? maxs[1] : mins[1];
|
|
|
|
ICollideable *pCollision = GetCollideable();
|
|
|
|
if ( pCollision && IsNPC() )
|
|
{
|
|
UTIL_TraceLineFilterEntity( this, point, point, mask, COLLISION_GROUP_NONE, &trace );
|
|
}
|
|
else
|
|
{
|
|
UTIL_TraceLine( point, point, mask, this, COLLISION_GROUP_NONE, &trace );
|
|
}
|
|
|
|
if ( trace.startsolid )
|
|
{
|
|
SetGroundEntity( trace.m_pEnt );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : timestep -
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsStepRunTimestep( float timestep )
|
|
{
|
|
bool wasonground;
|
|
bool inwater;
|
|
#if 0
|
|
bool hitsound = false;
|
|
#endif
|
|
float speed, newspeed, control;
|
|
float friction;
|
|
|
|
PhysicsCheckVelocity();
|
|
|
|
wasonground = ( GetFlags() & FL_ONGROUND ) ? true : false;
|
|
|
|
// add gravity except:
|
|
// flying monsters
|
|
// swimming monsters who are in the water
|
|
inwater = PhysicsCheckWater();
|
|
|
|
bool isfalling = false;
|
|
|
|
if ( !wasonground )
|
|
{
|
|
if ( !( GetFlags() & FL_FLY ) )
|
|
{
|
|
if ( !( ( GetFlags() & FL_SWIM ) && ( GetWaterLevel() > 0 ) ) )
|
|
{
|
|
#if 0
|
|
if ( GetAbsVelocity()[2] < ( GetCurrentGravity() * -0.1 ) )
|
|
{
|
|
hitsound = true;
|
|
}
|
|
#endif
|
|
|
|
if ( !inwater )
|
|
{
|
|
PhysicsAddHalfGravity( timestep );
|
|
isfalling = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !(GetFlags() & FL_STEPMOVEMENT) &&
|
|
(!VectorCompare(GetAbsVelocity(), vec3_origin) ||
|
|
!VectorCompare(GetBaseVelocity(), vec3_origin)))
|
|
{
|
|
Vector vecAbsVelocity = GetAbsVelocity();
|
|
|
|
SetGroundEntity( NULL );
|
|
// apply friction
|
|
// let dead monsters who aren't completely onground slide
|
|
if ( wasonground )
|
|
{
|
|
speed = VectorLength( vecAbsVelocity );
|
|
if (speed)
|
|
{
|
|
friction = sv_friction.GetFloat() * GetFriction();
|
|
|
|
control = speed < sv_stopspeed.GetFloat() ? sv_stopspeed.GetFloat() : speed;
|
|
newspeed = speed - timestep*control*friction;
|
|
|
|
if (newspeed < 0)
|
|
newspeed = 0;
|
|
newspeed /= speed;
|
|
|
|
vecAbsVelocity[0] *= newspeed;
|
|
vecAbsVelocity[1] *= newspeed;
|
|
}
|
|
}
|
|
|
|
vecAbsVelocity += GetBaseVelocity();
|
|
SetAbsVelocity( vecAbsVelocity );
|
|
|
|
// Apply angular velocity
|
|
SimulateAngles( timestep );
|
|
|
|
PhysicsCheckVelocity();
|
|
|
|
PhysicsTryMove( timestep, NULL );
|
|
|
|
PhysicsCheckVelocity();
|
|
|
|
vecAbsVelocity = GetAbsVelocity();
|
|
vecAbsVelocity -= GetBaseVelocity();
|
|
SetAbsVelocity( vecAbsVelocity );
|
|
|
|
PhysicsCheckVelocity();
|
|
|
|
if ( !(GetFlags() & FL_ONGROUND) )
|
|
{
|
|
PhysicsStepRecheckGround();
|
|
}
|
|
|
|
PhysicsTouchTriggers();
|
|
}
|
|
|
|
if (!( GetFlags() & FL_ONGROUND ) && isfalling)
|
|
{
|
|
PhysicsAddHalfGravity( timestep );
|
|
}
|
|
}
|
|
|
|
// After this long, if a player isn't updating, then return it's projectiles to server control
|
|
#define PLAYER_PACKETS_STOPPED_SO_RETURN_TO_PHYSICS_TIME 1.0f
|
|
|
|
void Physics_SimulateEntity( CBaseEntity *pEntity )
|
|
{
|
|
VPROF( ( !vprof_scope_entity_gamephys.GetBool() ) ?
|
|
"Physics_SimulateEntity" :
|
|
EntityFactoryDictionary()->GetCannonicalName( pEntity->GetClassname() ) );
|
|
|
|
if ( pEntity->edict() )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
// Player drives simulation of this entity
|
|
if ( pEntity->IsPlayerSimulated() )
|
|
{
|
|
// If the player is gone, dropped, crashed, then return
|
|
// control to the game code.
|
|
CBasePlayer *simulatingPlayer = pEntity->GetSimulatingPlayer();
|
|
if ( simulatingPlayer &&
|
|
( simulatingPlayer->GetTimeBase() > gpGlobals->curtime - PLAYER_PACKETS_STOPPED_SO_RETURN_TO_PHYSICS_TIME ) )
|
|
{
|
|
// Okay, the guy is still around
|
|
return;
|
|
}
|
|
|
|
pEntity->UnsetPlayerSimulated();
|
|
}
|
|
#endif
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
// If an object was at one point player simulated, but had that status revoked (as just
|
|
// above when no packets have arrived in a while ), then we still will assume that the
|
|
// owner/player will be predicting the entity locally (even if the game is playing like butt)
|
|
// and so we won't spam that player with additional network data such as effects/sounds
|
|
// that are theoretically being predicted by the player anyway.
|
|
if ( pEntity->m_PredictableID->IsActive() )
|
|
{
|
|
CBasePlayer *playerowner = ToBasePlayer( pEntity->GetOwnerEntity() );
|
|
if ( playerowner )
|
|
{
|
|
CBasePlayer *pl = ToBasePlayer( UTIL_PlayerByIndex( pEntity->m_PredictableID->GetPlayer() + 1 ) );
|
|
// Is the player who created it still the owner?
|
|
if ( pl == playerowner )
|
|
{
|
|
// Set up to suppress sending events to owner player
|
|
if ( pl->IsPredictingWeapons() )
|
|
{
|
|
IPredictionSystem::SuppressHostEvents( playerowner );
|
|
}
|
|
}
|
|
}
|
|
{
|
|
VPROF( ( !vprof_scope_entity_gamephys.GetBool() ) ?
|
|
"pEntity->PhysicsSimulate" :
|
|
EntityFactoryDictionary()->GetCannonicalName( pEntity->GetClassname() ) );
|
|
|
|
// Run entity physics
|
|
pEntity->PhysicsSimulate();
|
|
}
|
|
|
|
// Restore suppression filter
|
|
IPredictionSystem::SuppressHostEvents( NULL );
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
// Run entity physics
|
|
pEntity->PhysicsSimulate();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pEntity->PhysicsRunThink();
|
|
}
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Runs the main physics simulation loop against all entities ( except players )
|
|
//-----------------------------------------------------------------------------
|
|
void Physics_RunThinkFunctions( bool simulating )
|
|
{
|
|
VPROF( "Physics_RunThinkFunctions");
|
|
|
|
g_bTestMoveTypeStepSimulation = sv_teststepsimulation.GetBool();
|
|
|
|
float starttime = gpGlobals->curtime;
|
|
// clear all entites freed outside of this loop
|
|
gEntList.CleanupDeleteList();
|
|
|
|
if ( !simulating )
|
|
{
|
|
// only simulate players
|
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
|
|
if ( pPlayer )
|
|
{
|
|
// Always reset clock to real sv.time
|
|
gpGlobals->curtime = starttime;
|
|
// Force usercmd processing even though gpGlobals->tickcount isn't incrementing
|
|
pPlayer->ForceSimulation();
|
|
Physics_SimulateEntity( pPlayer );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UTIL_DisableRemoveImmediate();
|
|
int listMax = SimThink_ListCount();
|
|
listMax = MAX(listMax,1);
|
|
CBaseEntity **list = (CBaseEntity **)stackalloc( sizeof(CBaseEntity *) * listMax );
|
|
// iterate through all entities and have them think or simulate
|
|
|
|
// UNDONE: This has problems with UTIL_RemoveImmediate() (now disabled during this loop).
|
|
// Do we really need UTIL_RemoveImmediate()?
|
|
int count = SimThink_ListCopy( list, listMax );
|
|
|
|
//DevMsg(1, "Count: %d\n", count );
|
|
for ( int i = 0; i < count; i++ )
|
|
{
|
|
if ( !list[i] )
|
|
continue;
|
|
// Always reset clock to real sv.time
|
|
gpGlobals->curtime = starttime;
|
|
Physics_SimulateEntity( list[i] );
|
|
}
|
|
|
|
stackfree( list );
|
|
UTIL_EnableRemoveImmediate();
|
|
}
|
|
|
|
gpGlobals->curtime = starttime;
|
|
}
|
|
|