mirror of
https://github.com/nillerusr/source-engine.git
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1714 lines
52 KiB
C++
1714 lines
52 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 "baseanimating.h"
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#include "studio.h"
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#include "physics.h"
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#include "physics_saverestore.h"
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#include "ai_basenpc.h"
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#include "vphysics/constraints.h"
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#include "datacache/imdlcache.h"
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#include "bone_setup.h"
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#include "physics_prop_ragdoll.h"
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#include "KeyValues.h"
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#include "props.h"
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#include "RagdollBoogie.h"
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#include "AI_Criteria.h"
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#include "ragdoll_shared.h"
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#include "hierarchy.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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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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const char *GetMassEquivalent(float flMass);
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#define RAGDOLL_VISUALIZE 0
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//-----------------------------------------------------------------------------
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// ThinkContext
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//-----------------------------------------------------------------------------
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const char *s_pFadeOutContext = "RagdollFadeOutContext";
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const char *s_pDebrisContext = "DebrisContext";
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const float ATTACHED_DAMPING_SCALE = 50.0f;
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//-----------------------------------------------------------------------------
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// Spawnflags
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//-----------------------------------------------------------------------------
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#define SF_RAGDOLLPROP_DEBRIS 0x0004
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#define SF_RAGDOLLPROP_USE_LRU_RETIREMENT 0x1000
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#define SF_RAGDOLLPROP_ALLOW_DISSOLVE 0x2000 // Allow this prop to be dissolved
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#define SF_RAGDOLLPROP_MOTIONDISABLED 0x4000
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#define SF_RAGDOLLPROP_ALLOW_STRETCH 0x8000
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#define SF_RAGDOLLPROP_STARTASLEEP 0x10000
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//-----------------------------------------------------------------------------
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// Networking
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//-----------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( physics_prop_ragdoll, CRagdollProp );
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LINK_ENTITY_TO_CLASS( prop_ragdoll, CRagdollProp );
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EXTERN_SEND_TABLE(DT_Ragdoll)
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IMPLEMENT_SERVERCLASS_ST(CRagdollProp, DT_Ragdoll)
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SendPropArray (SendPropQAngles(SENDINFO_ARRAY(m_ragAngles), 13, 0 ), m_ragAngles),
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SendPropArray (SendPropVector(SENDINFO_ARRAY(m_ragPos), -1, SPROP_COORD ), m_ragPos),
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SendPropEHandle(SENDINFO( m_hUnragdoll ) ),
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SendPropFloat(SENDINFO(m_flBlendWeight), 8, SPROP_ROUNDDOWN, 0.0f, 1.0f ),
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SendPropInt(SENDINFO(m_nOverlaySequence), 11),
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END_SEND_TABLE()
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#define DEFINE_RAGDOLL_ELEMENT( i ) \
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DEFINE_FIELD( m_ragdoll.list[i].originParentSpace, FIELD_VECTOR ), \
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DEFINE_PHYSPTR( m_ragdoll.list[i].pObject ), \
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DEFINE_PHYSPTR( m_ragdoll.list[i].pConstraint ), \
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DEFINE_FIELD( m_ragdoll.list[i].parentIndex, FIELD_INTEGER )
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BEGIN_DATADESC(CRagdollProp)
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// m_ragdoll (custom handling)
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DEFINE_AUTO_ARRAY ( m_ragdoll.boneIndex, FIELD_INTEGER ),
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DEFINE_AUTO_ARRAY ( m_ragPos, FIELD_POSITION_VECTOR ),
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DEFINE_AUTO_ARRAY ( m_ragAngles, FIELD_VECTOR ),
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DEFINE_KEYFIELD(m_anglesOverrideString, FIELD_STRING, "angleOverride" ),
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DEFINE_FIELD( m_lastUpdateTickCount, FIELD_INTEGER ),
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DEFINE_FIELD( m_allAsleep, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hDamageEntity, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hKiller, FIELD_EHANDLE ),
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DEFINE_KEYFIELD( m_bStartDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StartRagdollBoogie", InputStartRadgollBoogie ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableMotion", InputEnableMotion ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableMotion", InputDisableMotion ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputTurnOff ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "FadeAndRemove", InputFadeAndRemove ),
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DEFINE_FIELD( m_hUnragdoll, FIELD_EHANDLE ),
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DEFINE_FIELD( m_bFirstCollisionAfterLaunch, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flBlendWeight, FIELD_FLOAT ),
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DEFINE_FIELD( m_nOverlaySequence, FIELD_INTEGER ),
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DEFINE_AUTO_ARRAY( m_ragdollMins, FIELD_VECTOR ),
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DEFINE_AUTO_ARRAY( m_ragdollMaxs, FIELD_VECTOR ),
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// Physics Influence
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DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ),
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DEFINE_FIELD( m_flFadeOutStartTime, FIELD_TIME ),
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DEFINE_FIELD( m_flFadeTime, FIELD_FLOAT),
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DEFINE_FIELD( m_strSourceClassName, FIELD_STRING ),
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DEFINE_FIELD( m_bHasBeenPhysgunned, FIELD_BOOLEAN ),
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// think functions
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DEFINE_THINKFUNC( SetDebrisThink ),
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DEFINE_THINKFUNC( ClearFlagsThink ),
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DEFINE_THINKFUNC( FadeOutThink ),
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DEFINE_FIELD( m_ragdoll.listCount, FIELD_INTEGER ),
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DEFINE_FIELD( m_ragdoll.allowStretch, FIELD_BOOLEAN ),
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DEFINE_PHYSPTR( m_ragdoll.pGroup ),
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DEFINE_FIELD( m_flDefaultFadeScale, FIELD_FLOAT ),
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//DEFINE_RAGDOLL_ELEMENT( 0 ),
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DEFINE_RAGDOLL_ELEMENT( 1 ),
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DEFINE_RAGDOLL_ELEMENT( 2 ),
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DEFINE_RAGDOLL_ELEMENT( 3 ),
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DEFINE_RAGDOLL_ELEMENT( 4 ),
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DEFINE_RAGDOLL_ELEMENT( 5 ),
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DEFINE_RAGDOLL_ELEMENT( 6 ),
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DEFINE_RAGDOLL_ELEMENT( 7 ),
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DEFINE_RAGDOLL_ELEMENT( 8 ),
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DEFINE_RAGDOLL_ELEMENT( 9 ),
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DEFINE_RAGDOLL_ELEMENT( 10 ),
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DEFINE_RAGDOLL_ELEMENT( 11 ),
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DEFINE_RAGDOLL_ELEMENT( 12 ),
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DEFINE_RAGDOLL_ELEMENT( 13 ),
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DEFINE_RAGDOLL_ELEMENT( 14 ),
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DEFINE_RAGDOLL_ELEMENT( 15 ),
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DEFINE_RAGDOLL_ELEMENT( 16 ),
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DEFINE_RAGDOLL_ELEMENT( 17 ),
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DEFINE_RAGDOLL_ELEMENT( 18 ),
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DEFINE_RAGDOLL_ELEMENT( 19 ),
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DEFINE_RAGDOLL_ELEMENT( 20 ),
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DEFINE_RAGDOLL_ELEMENT( 21 ),
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DEFINE_RAGDOLL_ELEMENT( 22 ),
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DEFINE_RAGDOLL_ELEMENT( 23 ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Disable auto fading under dx7 or when level fades are specified
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//-----------------------------------------------------------------------------
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void CRagdollProp::DisableAutoFade()
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{
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m_flFadeScale = 0;
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m_flDefaultFadeScale = 0;
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}
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void CRagdollProp::Spawn( void )
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{
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// Starts out as the default fade scale value
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m_flDefaultFadeScale = m_flFadeScale;
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// NOTE: If this fires, then the assert or the datadesc is wrong! (see DEFINE_RAGDOLL_ELEMENT above)
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Assert( RAGDOLL_MAX_ELEMENTS == 24 );
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Precache();
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SetModel( STRING( GetModelName() ) );
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CStudioHdr *pStudioHdr = GetModelPtr( );
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if ( pStudioHdr->flags() & STUDIOHDR_FLAGS_NO_FORCED_FADE )
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{
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DisableAutoFade();
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}
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else
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{
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m_flFadeScale = m_flDefaultFadeScale;
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}
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matrix3x4_t pBoneToWorld[MAXSTUDIOBONES];
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BaseClass::SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING ); // FIXME: shouldn't this be a subset of the bones
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// this is useless info after the initial conditions are set
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SetAbsAngles( vec3_angle );
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int collisionGroup = (m_spawnflags & SF_RAGDOLLPROP_DEBRIS) ? COLLISION_GROUP_DEBRIS : COLLISION_GROUP_NONE;
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bool bWake = (m_spawnflags & SF_RAGDOLLPROP_STARTASLEEP) ? false : true;
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InitRagdoll( vec3_origin, 0, vec3_origin, pBoneToWorld, pBoneToWorld, 0, collisionGroup, true, bWake );
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m_lastUpdateTickCount = 0;
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m_flBlendWeight = 0.0f;
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m_nOverlaySequence = -1;
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// Unless specified, do not allow this to be dissolved
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if ( HasSpawnFlags( SF_RAGDOLLPROP_ALLOW_DISSOLVE ) == false )
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{
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AddEFlags( EFL_NO_DISSOLVE );
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}
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if ( HasSpawnFlags(SF_RAGDOLLPROP_MOTIONDISABLED) )
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{
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DisableMotion();
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}
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if( m_bStartDisabled )
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{
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AddEffects( EF_NODRAW );
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}
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}
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void CRagdollProp::SetSourceClassName( const char *pClassname )
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{
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m_strSourceClassName = MAKE_STRING( pClassname );
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}
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void CRagdollProp::OnSave( IEntitySaveUtils *pUtils )
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{
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if ( !m_ragdoll.listCount )
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return;
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// Don't save ragdoll element 0, base class saves the pointer in
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// m_pPhysicsObject
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Assert( m_ragdoll.list[0].parentIndex == -1 );
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Assert( m_ragdoll.list[0].pConstraint == NULL );
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Assert( m_ragdoll.list[0].originParentSpace == vec3_origin );
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Assert( m_ragdoll.list[0].pObject != NULL );
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VPhysicsSetObject( NULL ); // squelch a warning message
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VPhysicsSetObject( m_ragdoll.list[0].pObject ); // make sure object zero is saved by CBaseEntity
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BaseClass::OnSave( pUtils );
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}
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void CRagdollProp::OnRestore()
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{
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// rebuild element 0 since it isn't saved
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// NOTE: This breaks the rules - the pointer needs to get fixed in Restore()
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m_ragdoll.list[0].pObject = VPhysicsGetObject();
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m_ragdoll.list[0].parentIndex = -1;
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m_ragdoll.list[0].originParentSpace.Init();
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BaseClass::OnRestore();
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if ( !m_ragdoll.listCount )
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return;
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// JAY: Reset collision relationships
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RagdollSetupCollisions( m_ragdoll, modelinfo->GetVCollide( GetModelIndex() ), GetModelIndex() );
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VPhysicsUpdate( VPhysicsGetObject() );
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}
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void CRagdollProp::CalcRagdollSize( void )
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{
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CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );
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CollisionProp()->RemoveSolidFlags( FSOLID_FORCE_WORLD_ALIGNED );
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}
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void CRagdollProp::UpdateOnRemove( void )
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{
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for ( int i = 0; i < m_ragdoll.listCount; i++ )
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{
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if ( m_ragdoll.list[i].pObject )
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{
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g_pPhysSaveRestoreManager->ForgetModel( m_ragdoll.list[i].pObject );
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}
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}
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// Set to null so that the destructor's call to DestroyObject won't destroy
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// m_pObjects[ 0 ] twice since that's the physics object for the prop
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VPhysicsSetObject( NULL );
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RagdollDestroy( m_ragdoll );
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// Chain to base after doing our own cleanup to mimic
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// destructor unwind order
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BaseClass::UpdateOnRemove();
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}
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CRagdollProp::CRagdollProp( void )
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{
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m_strSourceClassName = NULL_STRING;
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m_anglesOverrideString = NULL_STRING;
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m_ragdoll.listCount = 0;
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Assert( (1<<RAGDOLL_INDEX_BITS) >=RAGDOLL_MAX_ELEMENTS );
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m_allAsleep = false;
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m_flFadeScale = 1;
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m_flDefaultFadeScale = 1;
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}
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CRagdollProp::~CRagdollProp( void )
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{
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}
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void CRagdollProp::Precache( void )
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{
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PrecacheModel( STRING( GetModelName() ) );
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BaseClass::Precache();
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}
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int CRagdollProp::ObjectCaps()
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{
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return BaseClass::ObjectCaps() | FCAP_WCEDIT_POSITION;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CRagdollProp::InitRagdollAnimation()
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{
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m_flAnimTime = gpGlobals->curtime;
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m_flPlaybackRate = 0.0;
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SetCycle( 0 );
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// put into ACT_DIERAGDOLL if it exists, otherwise use sequence 0
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int nSequence = SelectWeightedSequence( ACT_DIERAGDOLL );
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if ( nSequence < 0 )
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{
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ResetSequence( 0 );
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}
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else
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{
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ResetSequence( nSequence );
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}
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}
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//-----------------------------------------------------------------------------
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// Response system stuff
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//-----------------------------------------------------------------------------
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IResponseSystem *CRagdollProp::GetResponseSystem()
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{
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extern IResponseSystem *g_pResponseSystem;
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// Just use the general NPC response system; we often come from NPCs after all
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return g_pResponseSystem;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CRagdollProp::ModifyOrAppendCriteria( AI_CriteriaSet& set )
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{
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BaseClass::ModifyOrAppendCriteria( set );
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if ( m_strSourceClassName != NULL_STRING )
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{
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set.RemoveCriteria( "classname" );
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set.AppendCriteria( "classname", STRING(m_strSourceClassName) );
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set.AppendCriteria( "ragdoll", "1" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CRagdollProp::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
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{
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m_hPhysicsAttacker = pPhysGunUser;
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m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
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// Clear out the classname if we've been physgunned before
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// so that the screams, etc. don't happen. Simulate that the first
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// major punt or throw has been enough to kill him.
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if ( m_bHasBeenPhysgunned )
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{
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m_strSourceClassName = NULL_STRING;
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}
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m_bHasBeenPhysgunned = true;
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if( HasPhysgunInteraction( "onpickup", "boogie" ) )
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{
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if ( reason == PUNTED_BY_CANNON )
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{
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CRagdollBoogie::Create( this, 150, gpGlobals->curtime, 3.0f, SF_RAGDOLL_BOOGIE_ELECTRICAL );
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}
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else
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{
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CRagdollBoogie::Create( this, 150, gpGlobals->curtime, 2.0f, 0.0f );
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}
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}
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if ( HasSpawnFlags( SF_RAGDOLLPROP_USE_LRU_RETIREMENT ) )
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{
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s_RagdollLRU.MoveToTopOfLRU( this );
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}
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if ( !HasSpawnFlags( SF_PHYSPROP_ENABLE_ON_PHYSCANNON ) )
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return;
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ragdoll_t *pRagdollPhys = GetRagdoll( );
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for ( int j = 0; j < pRagdollPhys->listCount; ++j )
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{
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pRagdollPhys->list[j].pObject->Wake();
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pRagdollPhys->list[j].pObject->EnableMotion( true );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CRagdollProp::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason )
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{
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CDefaultPlayerPickupVPhysics::OnPhysGunDrop( pPhysGunUser, Reason );
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m_hPhysicsAttacker = pPhysGunUser;
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m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
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if( HasPhysgunInteraction( "onpickup", "boogie" ) )
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{
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CRagdollBoogie::Create( this, 150, gpGlobals->curtime, 3.0f, SF_RAGDOLL_BOOGIE_ELECTRICAL );
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}
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if ( HasSpawnFlags( SF_RAGDOLLPROP_USE_LRU_RETIREMENT ) )
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{
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s_RagdollLRU.MoveToTopOfLRU( this );
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}
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// Make sure it's interactive debris for at most 5 seconds
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if ( GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS )
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{
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SetContextThink( &CRagdollProp::SetDebrisThink, gpGlobals->curtime + 5, s_pDebrisContext );
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}
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if ( Reason != LAUNCHED_BY_CANNON )
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return;
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if( HasPhysgunInteraction( "onlaunch", "spin_zaxis" ) )
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{
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Vector vecAverageCenter( 0, 0, 0 );
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// Get the average position, apply forces to produce a spin
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int j;
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ragdoll_t *pRagdollPhys = GetRagdoll( );
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for ( j = 0; j < pRagdollPhys->listCount; ++j )
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{
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Vector vecCenter;
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pRagdollPhys->list[j].pObject->GetPosition( &vecCenter, NULL );
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vecAverageCenter += vecCenter;
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}
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vecAverageCenter /= pRagdollPhys->listCount;
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Vector vecZAxis( 0, 0, 1 );
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for ( j = 0; j < pRagdollPhys->listCount; ++j )
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{
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Vector vecDelta;
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pRagdollPhys->list[j].pObject->GetPosition( &vecDelta, NULL );
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vecDelta -= vecAverageCenter;
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Vector vecDir;
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CrossProduct( vecZAxis, vecDelta, vecDir );
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vecDir *= 100;
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pRagdollPhys->list[j].pObject->AddVelocity( &vecDir, NULL );
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}
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}
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PhysSetGameFlags( VPhysicsGetObject(), FVPHYSICS_WAS_THROWN );
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m_bFirstCollisionAfterLaunch = true;
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}
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//-----------------------------------------------------------------------------
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// Physics attacker
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//-----------------------------------------------------------------------------
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CBasePlayer *CRagdollProp::HasPhysicsAttacker( float dt )
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{
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if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime)
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{
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return m_hPhysicsAttacker;
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CRagdollProp::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
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{
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BaseClass::VPhysicsCollision( index, pEvent );
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CBaseEntity *pHitEntity = pEvent->pEntities[!index];
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if ( pHitEntity == this )
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return;
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// Don't take physics damage from whoever's holding him with the physcannon.
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if ( VPhysicsGetObject() && (VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) )
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{
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|
if ( pHitEntity && (pHitEntity == HasPhysicsAttacker( FLT_MAX )) )
|
|
return;
|
|
}
|
|
|
|
// Don't bother taking damage from the physics attacker
|
|
if ( pHitEntity && HasPhysicsAttacker( 0.5f ) == pHitEntity )
|
|
return;
|
|
|
|
if( m_bFirstCollisionAfterLaunch )
|
|
{
|
|
HandleFirstCollisionInteractions( index, pEvent );
|
|
}
|
|
|
|
if ( m_takedamage != DAMAGE_NO )
|
|
{
|
|
int damageType = 0;
|
|
float damage = CalculateDefaultPhysicsDamage( index, pEvent, 1.0f, true, damageType );
|
|
if ( damage > 0 )
|
|
{
|
|
// Take extra damage after we're punted by the physcannon
|
|
if ( m_bFirstCollisionAfterLaunch )
|
|
{
|
|
damage *= 10;
|
|
}
|
|
|
|
CBaseEntity *pHitEntity = pEvent->pEntities[!index];
|
|
if ( !pHitEntity )
|
|
{
|
|
// hit world
|
|
pHitEntity = GetContainingEntity( INDEXENT(0) );
|
|
}
|
|
Vector damagePos;
|
|
pEvent->pInternalData->GetContactPoint( damagePos );
|
|
Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass();
|
|
if ( damageForce == vec3_origin )
|
|
{
|
|
// This can happen if this entity is motion disabled, and can't move.
|
|
// Use the velocity of the entity that hit us instead.
|
|
damageForce = pEvent->postVelocity[!index] * pEvent->pObjects[!index]->GetMass();
|
|
}
|
|
|
|
// FIXME: this doesn't pass in who is responsible if some other entity "caused" this collision
|
|
PhysCallbackDamage( this, CTakeDamageInfo( pHitEntity, pHitEntity, damageForce, damagePos, damage, damageType ), *pEvent, index );
|
|
}
|
|
}
|
|
|
|
if ( m_bFirstCollisionAfterLaunch )
|
|
{
|
|
// Setup the think function to remove the flags
|
|
SetThink( &CRagdollProp::ClearFlagsThink );
|
|
SetNextThink( gpGlobals->curtime );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CRagdollProp::HasPhysgunInteraction( const char *pszKeyName, const char *pszValue )
|
|
{
|
|
KeyValues *modelKeyValues = new KeyValues("");
|
|
if ( modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
|
|
{
|
|
KeyValues *pkvPropData = modelKeyValues->FindKey("physgun_interactions");
|
|
if ( pkvPropData )
|
|
{
|
|
char const *pszBase = pkvPropData->GetString( pszKeyName );
|
|
|
|
if ( pszBase && pszBase[0] && !stricmp( pszBase, pszValue ) )
|
|
{
|
|
modelKeyValues->deleteThis();
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
modelKeyValues->deleteThis();
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CRagdollProp::HandleFirstCollisionInteractions( int index, gamevcollisionevent_t *pEvent )
|
|
{
|
|
IPhysicsObject *pObj = VPhysicsGetObject();
|
|
if ( !pObj)
|
|
return;
|
|
|
|
if( HasPhysgunInteraction( "onfirstimpact", "break" ) )
|
|
{
|
|
// Looks like it's best to break by having the object damage itself.
|
|
CTakeDamageInfo info;
|
|
|
|
info.SetDamage( m_iHealth );
|
|
info.SetAttacker( this );
|
|
info.SetInflictor( this );
|
|
info.SetDamageType( DMG_GENERIC );
|
|
|
|
Vector vecPosition;
|
|
Vector vecVelocity;
|
|
|
|
VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL );
|
|
VPhysicsGetObject()->GetPosition( &vecPosition, NULL );
|
|
|
|
info.SetDamageForce( vecVelocity );
|
|
info.SetDamagePosition( vecPosition );
|
|
|
|
TakeDamage( info );
|
|
return;
|
|
}
|
|
|
|
if( HasPhysgunInteraction( "onfirstimpact", "paintsplat" ) )
|
|
{
|
|
IPhysicsObject *pObj = VPhysicsGetObject();
|
|
|
|
Vector vecPos;
|
|
pObj->GetPosition( &vecPos, NULL );
|
|
|
|
trace_t tr;
|
|
UTIL_TraceLine( vecPos, vecPos + pEvent->preVelocity[0] * 1.5, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
switch( random->RandomInt( 1, 3 ) )
|
|
{
|
|
case 1:
|
|
UTIL_DecalTrace( &tr, "PaintSplatBlue" );
|
|
break;
|
|
|
|
case 2:
|
|
UTIL_DecalTrace( &tr, "PaintSplatGreen" );
|
|
break;
|
|
|
|
case 3:
|
|
UTIL_DecalTrace( &tr, "PaintSplatPink" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool bAlienBloodSplat = HasPhysgunInteraction( "onfirstimpact", "alienbloodsplat" );
|
|
if( bAlienBloodSplat || HasPhysgunInteraction( "onfirstimpact", "bloodsplat" ) )
|
|
{
|
|
IPhysicsObject *pObj = VPhysicsGetObject();
|
|
|
|
Vector vecPos;
|
|
pObj->GetPosition( &vecPos, NULL );
|
|
|
|
trace_t tr;
|
|
UTIL_TraceLine( vecPos, vecPos + pEvent->preVelocity[0] * 1.5, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
UTIL_BloodDecalTrace( &tr, bAlienBloodSplat ? BLOOD_COLOR_GREEN : BLOOD_COLOR_RED );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CRagdollProp::ClearFlagsThink( void )
|
|
{
|
|
PhysClearGameFlags( VPhysicsGetObject(), FVPHYSICS_WAS_THROWN );
|
|
m_bFirstCollisionAfterLaunch = false;
|
|
SetThink( NULL );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
AngularImpulse CRagdollProp::PhysGunLaunchAngularImpulse()
|
|
{
|
|
if( HasPhysgunInteraction( "onlaunch", "spin_zaxis" ) )
|
|
{
|
|
// Don't add in random angular impulse if this object is supposed to spin in a specific way.
|
|
AngularImpulse ang( 0, 0, 0 );
|
|
return ang;
|
|
}
|
|
|
|
return CDefaultPlayerPickupVPhysics::PhysGunLaunchAngularImpulse();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : activity -
|
|
//-----------------------------------------------------------------------------
|
|
void CRagdollProp::SetOverlaySequence( Activity activity )
|
|
{
|
|
int seq = SelectWeightedSequence( activity );
|
|
if ( seq < 0 )
|
|
{
|
|
m_nOverlaySequence = -1;
|
|
}
|
|
else
|
|
{
|
|
m_nOverlaySequence = seq;
|
|
}
|
|
}
|
|
|
|
void CRagdollProp::InitRagdoll( const Vector &forceVector, int forceBone, const Vector &forcePos, matrix3x4_t *pPrevBones, matrix3x4_t *pBoneToWorld, float dt, int collisionGroup, bool activateRagdoll, bool bWakeRagdoll )
|
|
{
|
|
SetCollisionGroup( collisionGroup );
|
|
|
|
// Make sure it's interactive debris for at most 5 seconds
|
|
if ( collisionGroup == COLLISION_GROUP_INTERACTIVE_DEBRIS )
|
|
{
|
|
SetContextThink( &CRagdollProp::SetDebrisThink, gpGlobals->curtime + 5, s_pDebrisContext );
|
|
}
|
|
|
|
SetMoveType( MOVETYPE_VPHYSICS );
|
|
SetSolid( SOLID_VPHYSICS );
|
|
AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );
|
|
m_takedamage = DAMAGE_EVENTS_ONLY;
|
|
|
|
ragdollparams_t params;
|
|
params.pGameData = static_cast<void *>( static_cast<CBaseEntity *>(this) );
|
|
params.modelIndex = GetModelIndex();
|
|
params.pCollide = modelinfo->GetVCollide( params.modelIndex );
|
|
params.pStudioHdr = GetModelPtr();
|
|
params.forceVector = forceVector;
|
|
params.forceBoneIndex = forceBone;
|
|
params.forcePosition = forcePos;
|
|
params.pCurrentBones = pBoneToWorld;
|
|
params.jointFrictionScale = 1.0;
|
|
params.allowStretch = HasSpawnFlags(SF_RAGDOLLPROP_ALLOW_STRETCH);
|
|
params.fixedConstraints = false;
|
|
RagdollCreate( m_ragdoll, params, physenv );
|
|
RagdollApplyAnimationAsVelocity( m_ragdoll, pPrevBones, pBoneToWorld, dt );
|
|
if ( m_anglesOverrideString != NULL_STRING && Q_strlen(m_anglesOverrideString.ToCStr()) > 0 )
|
|
{
|
|
char szToken[2048];
|
|
const char *pStr = nexttoken(szToken, STRING(m_anglesOverrideString), ',');
|
|
// anglesOverride is index,angles,index,angles (e.g. "1, 22.5 123.0 0.0, 2, 0 0 0, 3, 0 0 180.0")
|
|
while ( szToken[0] != 0 )
|
|
{
|
|
int objectIndex = atoi(szToken);
|
|
// sanity check to make sure this token is an integer
|
|
Assert( atof(szToken) == ((float)objectIndex) );
|
|
pStr = nexttoken(szToken, pStr, ',');
|
|
Assert( szToken[0] );
|
|
if ( objectIndex >= m_ragdoll.listCount )
|
|
{
|
|
Warning("Bad ragdoll pose in entity %s, model (%s) at %s, model changed?\n", GetDebugName(), GetModelName().ToCStr(), VecToString(GetAbsOrigin()) );
|
|
}
|
|
else if ( szToken[0] != 0 )
|
|
{
|
|
QAngle angles;
|
|
Assert( objectIndex >= 0 && objectIndex < RAGDOLL_MAX_ELEMENTS );
|
|
UTIL_StringToVector( angles.Base(), szToken );
|
|
int boneIndex = m_ragdoll.boneIndex[objectIndex];
|
|
AngleMatrix( angles, pBoneToWorld[boneIndex] );
|
|
const ragdollelement_t &element = m_ragdoll.list[objectIndex];
|
|
Vector out;
|
|
if ( element.parentIndex >= 0 )
|
|
{
|
|
int parentBoneIndex = m_ragdoll.boneIndex[element.parentIndex];
|
|
VectorTransform( element.originParentSpace, pBoneToWorld[parentBoneIndex], out );
|
|
}
|
|
else
|
|
{
|
|
out = GetAbsOrigin();
|
|
}
|
|
MatrixSetColumn( out, 3, pBoneToWorld[boneIndex] );
|
|
element.pObject->SetPositionMatrix( pBoneToWorld[boneIndex], true );
|
|
}
|
|
pStr = nexttoken(szToken, pStr, ',');
|
|
}
|
|
}
|
|
|
|
if ( activateRagdoll )
|
|
{
|
|
MEM_ALLOC_CREDIT();
|
|
RagdollActivate( m_ragdoll, params.pCollide, GetModelIndex(), bWakeRagdoll );
|
|
}
|
|
|
|
for ( int i = 0; i < m_ragdoll.listCount; i++ )
|
|
{
|
|
UpdateNetworkDataFromVPhysics( m_ragdoll.list[i].pObject, i );
|
|
g_pPhysSaveRestoreManager->AssociateModel( m_ragdoll.list[i].pObject, GetModelIndex() );
|
|
physcollision->CollideGetAABB( &m_ragdollMins[i], &m_ragdollMaxs[i], m_ragdoll.list[i].pObject->GetCollide(), vec3_origin, vec3_angle );
|
|
}
|
|
VPhysicsSetObject( m_ragdoll.list[0].pObject );
|
|
|
|
CalcRagdollSize();
|
|
}
|
|
|
|
void CRagdollProp::SetDebrisThink()
|
|
{
|
|
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
|
RecheckCollisionFilter();
|
|
}
|
|
|
|
void CRagdollProp::SetDamageEntity( CBaseEntity *pEntity )
|
|
{
|
|
// Damage passing
|
|
m_hDamageEntity = pEntity;
|
|
|
|
// Set our takedamage to match it
|
|
if ( pEntity )
|
|
{
|
|
m_takedamage = pEntity->m_takedamage;
|
|
}
|
|
else
|
|
{
|
|
m_takedamage = DAMAGE_EVENTS_ONLY;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CRagdollProp::OnTakeDamage( const CTakeDamageInfo &info )
|
|
{
|
|
// If we have a damage entity, we want to pass damage to it. Add the
|
|
// Never Ragdoll flag, on the assumption that if the entity dies, we'll
|
|
// actually be taking the role of its ragdoll.
|
|
if ( m_hDamageEntity.Get() )
|
|
{
|
|
CTakeDamageInfo subInfo = info;
|
|
subInfo.AddDamageType( DMG_REMOVENORAGDOLL );
|
|
return m_hDamageEntity->OnTakeDamage( subInfo );
|
|
}
|
|
|
|
return BaseClass::OnTakeDamage( info );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Force all the ragdoll's bone's physics objects to recheck their collision filters
|
|
//-----------------------------------------------------------------------------
|
|
void CRagdollProp::RecheckCollisionFilter( void )
|
|
{
|
|
for ( int i = 0; i < m_ragdoll.listCount; i++ )
|
|
{
|
|
m_ragdoll.list[i].pObject->RecheckCollisionFilter();
|
|
}
|
|
}
|
|
|
|
|
|
void CRagdollProp::TraceAttack( const CTakeDamageInfo &info, const Vector &dir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
|
{
|
|
if ( ptr->physicsbone >= 0 && ptr->physicsbone < m_ragdoll.listCount )
|
|
{
|
|
VPhysicsSwapObject( m_ragdoll.list[ptr->physicsbone].pObject );
|
|
}
|
|
BaseClass::TraceAttack( info, dir, ptr, pAccumulator );
|
|
}
|
|
|
|
void CRagdollProp::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask )
|
|
{
|
|
// no ragdoll, fall through to base class
|
|
if ( !m_ragdoll.listCount )
|
|
{
|
|
BaseClass::SetupBones( pBoneToWorld, boneMask );
|
|
return;
|
|
}
|
|
|
|
// Not really ideal, but it'll work for now
|
|
UpdateModelScale();
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
CStudioHdr *pStudioHdr = GetModelPtr( );
|
|
bool sim[MAXSTUDIOBONES];
|
|
memset( sim, 0, pStudioHdr->numbones() );
|
|
|
|
int i;
|
|
|
|
CBoneAccessor boneaccessor( pBoneToWorld );
|
|
for ( i = 0; i < m_ragdoll.listCount; i++ )
|
|
{
|
|
// during restore this may be NULL
|
|
if ( !m_ragdoll.list[i].pObject )
|
|
continue;
|
|
|
|
if ( RagdollGetBoneMatrix( m_ragdoll, boneaccessor, i ) )
|
|
{
|
|
sim[m_ragdoll.boneIndex[i]] = true;
|
|
}
|
|
}
|
|
|
|
mstudiobone_t *pbones = pStudioHdr->pBone( 0 );
|
|
for ( i = 0; i < pStudioHdr->numbones(); i++ )
|
|
{
|
|
if ( sim[i] )
|
|
continue;
|
|
|
|
if ( !(pStudioHdr->boneFlags(i) & boneMask) )
|
|
continue;
|
|
|
|
matrix3x4_t matBoneLocal;
|
|
AngleMatrix( pbones[i].rot, pbones[i].pos, matBoneLocal );
|
|
ConcatTransforms( pBoneToWorld[pbones[i].parent], matBoneLocal, pBoneToWorld[i]);
|
|
}
|
|
}
|
|
|
|
bool CRagdollProp::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
|
|
{
|
|
#if 0
|
|
// PERFORMANCE: Use hitboxes for rays instead of vcollides if this is a performance problem
|
|
if ( ray.m_IsRay )
|
|
{
|
|
return BaseClass::TestCollision( ray, mask, trace );
|
|
}
|
|
#endif
|
|
|
|
CStudioHdr *pStudioHdr = GetModelPtr( );
|
|
if (!pStudioHdr)
|
|
return false;
|
|
|
|
// Just iterate all of the elements and trace the box against each one.
|
|
// NOTE: This is pretty expensive for small/dense characters
|
|
trace_t tr;
|
|
for ( int i = 0; i < m_ragdoll.listCount; i++ )
|
|
{
|
|
Vector position;
|
|
QAngle angles;
|
|
|
|
if( m_ragdoll.list[i].pObject )
|
|
{
|
|
m_ragdoll.list[i].pObject->GetPosition( &position, &angles );
|
|
physcollision->TraceBox( ray, m_ragdoll.list[i].pObject->GetCollide(), position, angles, &tr );
|
|
|
|
if ( tr.fraction < trace.fraction )
|
|
{
|
|
tr.physicsbone = i;
|
|
tr.surface.surfaceProps = m_ragdoll.list[i].pObject->GetMaterialIndex();
|
|
trace = tr;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DevWarning("Bogus object in Ragdoll Prop's ragdoll list!\n");
|
|
}
|
|
}
|
|
|
|
if ( trace.fraction >= 1 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void CRagdollProp::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity )
|
|
{
|
|
// newAngles is a relative transform for the entity
|
|
// But a ragdoll entity has identity orientation by design
|
|
// so we compute a relative transform here based on the previous transform
|
|
matrix3x4_t startMatrixInv;
|
|
MatrixInvert( EntityToWorldTransform(), startMatrixInv );
|
|
matrix3x4_t endMatrix;
|
|
MatrixCopy( EntityToWorldTransform(), endMatrix );
|
|
if ( newAngles )
|
|
{
|
|
AngleMatrix( *newAngles, endMatrix );
|
|
}
|
|
if ( newPosition )
|
|
{
|
|
PositionMatrix( *newPosition, endMatrix );
|
|
}
|
|
// now endMatrix is the refernce matrix for the entity at the target position
|
|
matrix3x4_t xform;
|
|
ConcatTransforms( endMatrix, startMatrixInv, xform );
|
|
// now xform is the relative transform the entity must undergo
|
|
|
|
// we need to call the base class and it will teleport our vphysics object,
|
|
// so set object 0 up and compute the origin/angles for its new position (base implementation has side effects)
|
|
VPhysicsSwapObject( m_ragdoll.list[0].pObject );
|
|
matrix3x4_t obj0source, obj0Target;
|
|
m_ragdoll.list[0].pObject->GetPositionMatrix( &obj0source );
|
|
ConcatTransforms( xform, obj0source, obj0Target );
|
|
Vector obj0Pos;
|
|
QAngle obj0Angles;
|
|
MatrixAngles( obj0Target, obj0Angles, obj0Pos );
|
|
BaseClass::Teleport( &obj0Pos, &obj0Angles, newVelocity );
|
|
|
|
for ( int i = 1; i < m_ragdoll.listCount; i++ )
|
|
{
|
|
matrix3x4_t matrix, newMatrix;
|
|
m_ragdoll.list[i].pObject->GetPositionMatrix( &matrix );
|
|
ConcatTransforms( xform, matrix, newMatrix );
|
|
m_ragdoll.list[i].pObject->SetPositionMatrix( newMatrix, true );
|
|
UpdateNetworkDataFromVPhysics( m_ragdoll.list[i].pObject, i );
|
|
}
|
|
// fixup/relink object 0
|
|
UpdateNetworkDataFromVPhysics( m_ragdoll.list[0].pObject, 0 );
|
|
}
|
|
|
|
void CRagdollProp::VPhysicsUpdate( IPhysicsObject *pPhysics )
|
|
{
|
|
if ( m_lastUpdateTickCount == (unsigned int)gpGlobals->tickcount )
|
|
return;
|
|
|
|
m_lastUpdateTickCount = gpGlobals->tickcount;
|
|
//NetworkStateChanged();
|
|
|
|
matrix3x4_t boneToWorld[MAXSTUDIOBONES];
|
|
QAngle angles;
|
|
Vector surroundingMins, surroundingMaxs;
|
|
|
|
int i;
|
|
for ( i = 0; i < m_ragdoll.listCount; i++ )
|
|
{
|
|
CBoneAccessor boneaccessor( boneToWorld );
|
|
if ( RagdollGetBoneMatrix( m_ragdoll, boneaccessor, i ) )
|
|
{
|
|
Vector vNewPos;
|
|
MatrixAngles( boneToWorld[m_ragdoll.boneIndex[i]], angles, vNewPos );
|
|
m_ragPos.Set( i, vNewPos );
|
|
m_ragAngles.Set( i, angles );
|
|
}
|
|
else
|
|
{
|
|
m_ragPos.GetForModify(i).Init();
|
|
m_ragAngles.GetForModify(i).Init();
|
|
}
|
|
}
|
|
|
|
// BUGBUG: Use the ragdollmins/maxs to do this instead of the collides
|
|
m_allAsleep = RagdollIsAsleep( m_ragdoll );
|
|
|
|
// Don't scream after you've come to rest
|
|
if ( m_allAsleep )
|
|
{
|
|
m_strSourceClassName = NULL_STRING;
|
|
}
|
|
else
|
|
{
|
|
if ( m_ragdoll.pGroup->IsInErrorState() )
|
|
{
|
|
RagdollSolveSeparation( m_ragdoll, this );
|
|
}
|
|
}
|
|
|
|
// Interactive debris converts back to debris when it comes to rest
|
|
if ( m_allAsleep && GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS )
|
|
{
|
|
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
|
RecheckCollisionFilter();
|
|
SetContextThink( NULL, gpGlobals->curtime, s_pDebrisContext );
|
|
}
|
|
|
|
Vector vecFullMins, vecFullMaxs;
|
|
vecFullMins = m_ragPos[0];
|
|
vecFullMaxs = m_ragPos[0];
|
|
for ( i = 0; i < m_ragdoll.listCount; i++ )
|
|
{
|
|
Vector mins, maxs;
|
|
matrix3x4_t update;
|
|
if ( !m_ragdoll.list[i].pObject )
|
|
{
|
|
m_ragdollMins[i].Init();
|
|
m_ragdollMaxs[i].Init();
|
|
continue;
|
|
}
|
|
m_ragdoll.list[i].pObject->GetPositionMatrix( &update );
|
|
TransformAABB( update, m_ragdollMins[i], m_ragdollMaxs[i], mins, maxs );
|
|
for ( int j = 0; j < 3; j++ )
|
|
{
|
|
if ( mins[j] < vecFullMins[j] )
|
|
{
|
|
vecFullMins[j] = mins[j];
|
|
}
|
|
if ( maxs[j] > vecFullMaxs[j] )
|
|
{
|
|
vecFullMaxs[j] = maxs[j];
|
|
}
|
|
}
|
|
}
|
|
|
|
SetAbsOrigin( m_ragPos[0] );
|
|
SetAbsAngles( vec3_angle );
|
|
const Vector &vecOrigin = CollisionProp()->GetCollisionOrigin();
|
|
CollisionProp()->AddSolidFlags( FSOLID_FORCE_WORLD_ALIGNED );
|
|
CollisionProp()->SetSurroundingBoundsType( USE_COLLISION_BOUNDS_NEVER_VPHYSICS );
|
|
SetCollisionBounds( vecFullMins - vecOrigin, vecFullMaxs - vecOrigin );
|
|
CollisionProp()->MarkSurroundingBoundsDirty();
|
|
|
|
PhysicsTouchTriggers();
|
|
}
|
|
|
|
int CRagdollProp::VPhysicsGetObjectList( IPhysicsObject **pList, int listMax )
|
|
{
|
|
for ( int i = 0; i < m_ragdoll.listCount; i++ )
|
|
{
|
|
if ( i < listMax )
|
|
{
|
|
pList[i] = m_ragdoll.list[i].pObject;
|
|
}
|
|
}
|
|
|
|
return m_ragdoll.listCount;
|
|
}
|
|
|
|
void CRagdollProp::UpdateNetworkDataFromVPhysics( IPhysicsObject *pPhysics, int index )
|
|
{
|
|
Assert(index < m_ragdoll.listCount);
|
|
|
|
QAngle angles;
|
|
Vector vPos;
|
|
m_ragdoll.list[index].pObject->GetPosition( &vPos, &angles );
|
|
m_ragPos.Set( index, vPos );
|
|
m_ragAngles.Set( index, angles );
|
|
|
|
// move/relink if root moved
|
|
if ( index == 0 )
|
|
{
|
|
SetAbsOrigin( m_ragPos[0] );
|
|
PhysicsTouchTriggers();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Fade out due to the LRU telling it do
|
|
//-----------------------------------------------------------------------------
|
|
#define FADE_OUT_LENGTH 0.5f
|
|
|
|
void CRagdollProp::FadeOut( float flDelay, float fadeTime )
|
|
{
|
|
if ( IsFading() )
|
|
return;
|
|
|
|
m_flFadeTime = ( fadeTime == -1 ) ? FADE_OUT_LENGTH : fadeTime;
|
|
|
|
m_flFadeOutStartTime = gpGlobals->curtime + flDelay;
|
|
m_flFadeScale = 0;
|
|
SetContextThink( &CRagdollProp::FadeOutThink, gpGlobals->curtime + flDelay + 0.01f, s_pFadeOutContext );
|
|
}
|
|
|
|
bool CRagdollProp::IsFading()
|
|
{
|
|
return ( GetNextThink( s_pFadeOutContext ) >= gpGlobals->curtime );
|
|
}
|
|
|
|
void CRagdollProp::FadeOutThink(void)
|
|
{
|
|
float dt = gpGlobals->curtime - m_flFadeOutStartTime;
|
|
if ( dt < 0 )
|
|
{
|
|
SetContextThink( &CRagdollProp::FadeOutThink, gpGlobals->curtime + 0.1, s_pFadeOutContext );
|
|
}
|
|
else if ( dt < m_flFadeTime )
|
|
{
|
|
float alpha = 1.0f - dt / m_flFadeTime;
|
|
int nFade = (int)(alpha * 255.0f);
|
|
m_nRenderMode = kRenderTransTexture;
|
|
SetRenderColorA( nFade );
|
|
NetworkStateChanged();
|
|
SetContextThink( &CRagdollProp::FadeOutThink, gpGlobals->curtime + TICK_INTERVAL, s_pFadeOutContext );
|
|
}
|
|
else
|
|
{
|
|
// Necessary to cause it to do the appropriate death cleanup
|
|
// Yeah, the player may have nothing to do with it, but
|
|
// passing NULL to TakeDamage causes bad things to happen
|
|
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
|
|
CTakeDamageInfo info( pPlayer, pPlayer, 10000.0, DMG_GENERIC );
|
|
TakeDamage( info );
|
|
UTIL_Remove( this );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw any debug text overlays
|
|
// Output : Current text offset from the top
|
|
//-----------------------------------------------------------------------------
|
|
int CRagdollProp::DrawDebugTextOverlays(void)
|
|
{
|
|
int text_offset = BaseClass::DrawDebugTextOverlays();
|
|
|
|
if (m_debugOverlays & OVERLAY_TEXT_BIT)
|
|
{
|
|
if (m_ragdoll.listCount)
|
|
{
|
|
float mass = 0;
|
|
for ( int i = 0; i < m_ragdoll.listCount; i++ )
|
|
{
|
|
if ( m_ragdoll.list[i].pObject != NULL )
|
|
{
|
|
mass += m_ragdoll.list[i].pObject->GetMass();
|
|
}
|
|
}
|
|
|
|
char tempstr[512];
|
|
Q_snprintf(tempstr, sizeof(tempstr),"Mass: %.2f kg / %.2f lb (%s)", mass, kg2lbs(mass), GetMassEquivalent(mass) );
|
|
EntityText( text_offset, tempstr, 0);
|
|
text_offset++;
|
|
}
|
|
}
|
|
|
|
return text_offset;
|
|
}
|
|
|
|
void CRagdollProp::DrawDebugGeometryOverlays()
|
|
{
|
|
if (m_debugOverlays & OVERLAY_BBOX_BIT)
|
|
{
|
|
DrawServerHitboxes();
|
|
}
|
|
if (m_debugOverlays & OVERLAY_PIVOT_BIT)
|
|
{
|
|
for ( int i = 0; i < m_ragdoll.listCount; i++ )
|
|
{
|
|
if ( m_ragdoll.list[i].pObject )
|
|
{
|
|
float mass = m_ragdoll.list[i].pObject->GetMass();
|
|
Vector pos;
|
|
m_ragdoll.list[i].pObject->GetPosition( &pos, NULL );
|
|
CFmtStr str("mass %.1f", mass );
|
|
NDebugOverlay::EntityTextAtPosition( pos, 0, str.Access(), 0, 0, 255, 0, 255 );
|
|
}
|
|
}
|
|
}
|
|
BaseClass::DrawDebugGeometryOverlays();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pOther -
|
|
//-----------------------------------------------------------------------------
|
|
void CRagdollProp::SetUnragdoll( CBaseAnimating *pOther )
|
|
{
|
|
m_hUnragdoll = pOther;
|
|
}
|
|
|
|
//===============================================================================================================
|
|
// RagdollPropAttached
|
|
//===============================================================================================================
|
|
class CRagdollPropAttached : public CRagdollProp
|
|
{
|
|
DECLARE_CLASS( CRagdollPropAttached, CRagdollProp );
|
|
public:
|
|
|
|
CRagdollPropAttached()
|
|
{
|
|
m_bShouldDetach = false;
|
|
}
|
|
|
|
~CRagdollPropAttached()
|
|
{
|
|
physenv->DestroyConstraint( m_pAttachConstraint );
|
|
m_pAttachConstraint = NULL;
|
|
}
|
|
|
|
void InitRagdollAttached( IPhysicsObject *pAttached, const Vector &forceVector, int forceBone, matrix3x4_t *pPrevBones, matrix3x4_t *pBoneToWorld, float dt, int collisionGroup, CBaseAnimating *pFollow, int boneIndexRoot, const Vector &boneLocalOrigin, int parentBoneAttach, const Vector &worldAttachOrigin );
|
|
void DetachOnNextUpdate();
|
|
void VPhysicsUpdate( IPhysicsObject *pPhysics );
|
|
|
|
DECLARE_SERVERCLASS();
|
|
DECLARE_DATADESC();
|
|
|
|
private:
|
|
void Detach();
|
|
CNetworkVar( int, m_boneIndexAttached );
|
|
CNetworkVar( int, m_ragdollAttachedObjectIndex );
|
|
CNetworkVector( m_attachmentPointBoneSpace );
|
|
CNetworkVector( m_attachmentPointRagdollSpace );
|
|
bool m_bShouldDetach;
|
|
IPhysicsConstraint *m_pAttachConstraint;
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( prop_ragdoll_attached, CRagdollPropAttached );
|
|
EXTERN_SEND_TABLE(DT_Ragdoll_Attached)
|
|
|
|
IMPLEMENT_SERVERCLASS_ST(CRagdollPropAttached, DT_Ragdoll_Attached)
|
|
SendPropInt( SENDINFO( m_boneIndexAttached ), MAXSTUDIOBONEBITS, SPROP_UNSIGNED ),
|
|
SendPropInt( SENDINFO( m_ragdollAttachedObjectIndex ), RAGDOLL_INDEX_BITS, SPROP_UNSIGNED ),
|
|
SendPropVector(SENDINFO(m_attachmentPointBoneSpace), -1, SPROP_COORD ),
|
|
SendPropVector(SENDINFO(m_attachmentPointRagdollSpace), -1, SPROP_COORD ),
|
|
END_SEND_TABLE()
|
|
|
|
BEGIN_DATADESC(CRagdollPropAttached)
|
|
DEFINE_FIELD( m_boneIndexAttached, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_ragdollAttachedObjectIndex, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_attachmentPointBoneSpace, FIELD_VECTOR ),
|
|
DEFINE_FIELD( m_attachmentPointRagdollSpace, FIELD_VECTOR ),
|
|
DEFINE_FIELD( m_bShouldDetach, FIELD_BOOLEAN ),
|
|
DEFINE_PHYSPTR( m_pAttachConstraint ),
|
|
END_DATADESC()
|
|
|
|
|
|
static void SyncAnimatingWithPhysics( CBaseAnimating *pAnimating )
|
|
{
|
|
IPhysicsObject *pPhysics = pAnimating->VPhysicsGetObject();
|
|
if ( pPhysics )
|
|
{
|
|
Vector pos;
|
|
pPhysics->GetShadowPosition( &pos, NULL );
|
|
pAnimating->SetAbsOrigin( pos );
|
|
}
|
|
}
|
|
|
|
|
|
CBaseAnimating *CreateServerRagdollSubmodel( CBaseAnimating *pOwner, const char *pModelName, const Vector &position, const QAngle &angles, int collisionGroup )
|
|
{
|
|
CRagdollProp *pRagdoll = (CRagdollProp *)CBaseEntity::CreateNoSpawn( "prop_ragdoll", position, angles, pOwner );
|
|
pRagdoll->SetModelName( AllocPooledString( pModelName ) );
|
|
pRagdoll->SetModel( STRING(pRagdoll->GetModelName()) );
|
|
matrix3x4_t pBoneToWorld[MAXSTUDIOBONES], pBoneToWorldNext[MAXSTUDIOBONES];
|
|
pRagdoll->ResetSequence( 0 );
|
|
|
|
// let bone merging do the work of copying everything over for us
|
|
pRagdoll->SetParent( pOwner );
|
|
pRagdoll->SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING );
|
|
// HACKHACK: don't want this parent anymore
|
|
pRagdoll->SetParent( NULL );
|
|
|
|
memcpy( pBoneToWorldNext, pBoneToWorld, sizeof(pBoneToWorld) );
|
|
|
|
pRagdoll->InitRagdoll( vec3_origin, -1, vec3_origin, pBoneToWorld, pBoneToWorldNext, 0.1, collisionGroup, true );
|
|
return pRagdoll;
|
|
}
|
|
|
|
|
|
CBaseEntity *CreateServerRagdoll( CBaseAnimating *pAnimating, int forceBone, const CTakeDamageInfo &info, int collisionGroup, bool bUseLRURetirement )
|
|
{
|
|
if ( info.GetDamageType() & (DMG_VEHICLE|DMG_CRUSH) )
|
|
{
|
|
// if the entity was killed by physics or a vehicle, move to the vphysics shadow position before creating the ragdoll.
|
|
SyncAnimatingWithPhysics( pAnimating );
|
|
}
|
|
CRagdollProp *pRagdoll = (CRagdollProp *)CBaseEntity::CreateNoSpawn( "prop_ragdoll", pAnimating->GetAbsOrigin(), vec3_angle, NULL );
|
|
pRagdoll->CopyAnimationDataFrom( pAnimating );
|
|
pRagdoll->SetOwnerEntity( pAnimating );
|
|
|
|
pRagdoll->InitRagdollAnimation();
|
|
matrix3x4_t pBoneToWorld[MAXSTUDIOBONES], pBoneToWorldNext[MAXSTUDIOBONES];
|
|
|
|
float dt = 0.1f;
|
|
|
|
// Copy over dissolve state...
|
|
if ( pAnimating->IsEFlagSet( EFL_NO_DISSOLVE ) )
|
|
{
|
|
pRagdoll->AddEFlags( EFL_NO_DISSOLVE );
|
|
}
|
|
|
|
// NOTE: This currently is only necessary to prevent manhacks from
|
|
// colliding with server ragdolls they kill
|
|
pRagdoll->SetKiller( info.GetInflictor() );
|
|
pRagdoll->SetSourceClassName( pAnimating->GetClassname() );
|
|
|
|
// NPC_STATE_DEAD npc's will have their COND_IN_PVS cleared, so this needs to force SetupBones to happen
|
|
unsigned short fPrevFlags = pAnimating->GetBoneCacheFlags();
|
|
pAnimating->SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP );
|
|
|
|
// UNDONE: Extract velocity from bones via animation (like we do on the client)
|
|
// UNDONE: For now, just move each bone by the total entity velocity if set.
|
|
// Get Bones positions before
|
|
// Store current cycle
|
|
float fSequenceDuration = pAnimating->SequenceDuration( pAnimating->GetSequence() );
|
|
float fSequenceTime = pAnimating->GetCycle() * fSequenceDuration;
|
|
|
|
if( fSequenceTime <= dt && fSequenceTime > 0.0f )
|
|
{
|
|
// Avoid having negative cycle
|
|
dt = fSequenceTime;
|
|
}
|
|
|
|
float fPreviousCycle = clamp(pAnimating->GetCycle()-( dt * ( 1 / fSequenceDuration ) ),0.f,1.f);
|
|
float fCurCycle = pAnimating->GetCycle();
|
|
// Get current bones positions
|
|
pAnimating->SetupBones( pBoneToWorldNext, BONE_USED_BY_ANYTHING );
|
|
// Get previous bones positions
|
|
pAnimating->SetCycle( fPreviousCycle );
|
|
pAnimating->SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING );
|
|
// Restore current cycle
|
|
pAnimating->SetCycle( fCurCycle );
|
|
|
|
// Reset previous bone flags
|
|
pAnimating->ClearBoneCacheFlags( BCF_NO_ANIMATION_SKIP );
|
|
pAnimating->SetBoneCacheFlags( fPrevFlags );
|
|
|
|
Vector vel = pAnimating->GetAbsVelocity();
|
|
if( ( vel.Length() == 0 ) && ( dt > 0 ) )
|
|
{
|
|
// Compute animation velocity
|
|
CStudioHdr *pstudiohdr = pAnimating->GetModelPtr();
|
|
if ( pstudiohdr )
|
|
{
|
|
Vector deltaPos;
|
|
QAngle deltaAngles;
|
|
if (Studio_SeqMovement( pstudiohdr,
|
|
pAnimating->GetSequence(),
|
|
fPreviousCycle,
|
|
pAnimating->GetCycle(),
|
|
pAnimating->GetPoseParameterArray(),
|
|
deltaPos,
|
|
deltaAngles ))
|
|
{
|
|
VectorRotate( deltaPos, pAnimating->EntityToWorldTransform(), vel );
|
|
vel /= dt;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( vel.LengthSqr() > 0 )
|
|
{
|
|
int numbones = pAnimating->GetModelPtr()->numbones();
|
|
vel *= dt;
|
|
for ( int i = 0; i < numbones; i++ )
|
|
{
|
|
Vector pos;
|
|
MatrixGetColumn( pBoneToWorld[i], 3, pos );
|
|
pos -= vel;
|
|
MatrixSetColumn( pos, 3, pBoneToWorld[i] );
|
|
}
|
|
}
|
|
|
|
#if RAGDOLL_VISUALIZE
|
|
pAnimating->DrawRawSkeleton( pBoneToWorld, BONE_USED_BY_ANYTHING, true, 20, false );
|
|
pAnimating->DrawRawSkeleton( pBoneToWorldNext, BONE_USED_BY_ANYTHING, true, 20, true );
|
|
#endif
|
|
// Is this a vehicle / NPC collision?
|
|
if ( (info.GetDamageType() & DMG_VEHICLE) && pAnimating->MyNPCPointer() )
|
|
{
|
|
// init the ragdoll with no forces
|
|
pRagdoll->InitRagdoll( vec3_origin, -1, vec3_origin, pBoneToWorld, pBoneToWorldNext, dt, collisionGroup, true );
|
|
|
|
// apply vehicle forces
|
|
// Get a list of bones with hitboxes below the plane of impact
|
|
int boxList[128];
|
|
Vector normal(0,0,-1);
|
|
int count = pAnimating->GetHitboxesFrontside( boxList, ARRAYSIZE(boxList), normal, DotProduct( normal, info.GetDamagePosition() ) );
|
|
|
|
// distribute force over mass of entire character
|
|
float massScale = Studio_GetMass(pAnimating->GetModelPtr());
|
|
massScale = clamp( massScale, 1.f, 1.e4f );
|
|
massScale = 1.f / massScale;
|
|
|
|
// distribute the force
|
|
// BUGBUG: This will hit the same bone twice if it has two hitboxes!!!!
|
|
ragdoll_t *pRagInfo = pRagdoll->GetRagdoll();
|
|
for ( int i = 0; i < count; i++ )
|
|
{
|
|
int physBone = pAnimating->GetPhysicsBone( pAnimating->GetHitboxBone( boxList[i] ) );
|
|
IPhysicsObject *pPhysics = pRagInfo->list[physBone].pObject;
|
|
pPhysics->ApplyForceCenter( info.GetDamageForce() * pPhysics->GetMass() * massScale );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pRagdoll->InitRagdoll( info.GetDamageForce(), forceBone, info.GetDamagePosition(), pBoneToWorld, pBoneToWorldNext, dt, collisionGroup, true );
|
|
}
|
|
|
|
// Are we dissolving?
|
|
if ( pAnimating->IsDissolving() )
|
|
{
|
|
pRagdoll->TransferDissolveFrom( pAnimating );
|
|
}
|
|
else if ( bUseLRURetirement )
|
|
{
|
|
pRagdoll->AddSpawnFlags( SF_RAGDOLLPROP_USE_LRU_RETIREMENT );
|
|
s_RagdollLRU.MoveToTopOfLRU( pRagdoll );
|
|
}
|
|
|
|
// Tracker 22598: If we don't set the OBB mins/maxs to something valid here, then the client will have a zero sized hull
|
|
// for the ragdoll for one frame until Vphysics updates the real obb bounds after the first simulation frame. Having
|
|
// a zero sized hull makes the ragdoll think it should be faded/alpha'd to zero for a frame, so you get a blink where
|
|
// the ragdoll doesn't draw initially.
|
|
Vector mins, maxs;
|
|
mins = pAnimating->CollisionProp()->OBBMins();
|
|
maxs = pAnimating->CollisionProp()->OBBMaxs();
|
|
pRagdoll->CollisionProp()->SetCollisionBounds( mins, maxs );
|
|
|
|
return pRagdoll;
|
|
}
|
|
|
|
void CRagdollPropAttached::DetachOnNextUpdate()
|
|
{
|
|
m_bShouldDetach = true;
|
|
}
|
|
|
|
void CRagdollPropAttached::VPhysicsUpdate( IPhysicsObject *pPhysics )
|
|
{
|
|
if ( m_bShouldDetach )
|
|
{
|
|
Detach();
|
|
m_bShouldDetach = false;
|
|
}
|
|
BaseClass::VPhysicsUpdate( pPhysics );
|
|
}
|
|
|
|
void CRagdollPropAttached::Detach()
|
|
{
|
|
SetParent(NULL);
|
|
SetOwnerEntity( NULL );
|
|
SetAbsAngles( vec3_angle );
|
|
SetMoveType( MOVETYPE_VPHYSICS );
|
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
|
physenv->DestroyConstraint( m_pAttachConstraint );
|
|
m_pAttachConstraint = NULL;
|
|
const float dampingScale = 1.0f / ATTACHED_DAMPING_SCALE;
|
|
for ( int i = 0; i < m_ragdoll.listCount; i++ )
|
|
{
|
|
float damping, rotdamping;
|
|
m_ragdoll.list[i].pObject->GetDamping( &damping, &rotdamping );
|
|
damping *= dampingScale;
|
|
rotdamping *= dampingScale;
|
|
m_ragdoll.list[i].pObject->SetDamping( &damping, &damping );
|
|
}
|
|
|
|
// Go non-solid
|
|
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
|
RecheckCollisionFilter();
|
|
}
|
|
|
|
void CRagdollPropAttached::InitRagdollAttached(
|
|
IPhysicsObject *pAttached,
|
|
const Vector &forceVector,
|
|
int forceBone,
|
|
matrix3x4_t *pPrevBones,
|
|
matrix3x4_t *pBoneToWorld,
|
|
float dt,
|
|
int collisionGroup,
|
|
CBaseAnimating *pFollow,
|
|
int boneIndexRoot,
|
|
const Vector &boneLocalOrigin,
|
|
int parentBoneAttach,
|
|
const Vector &worldAttachOrigin )
|
|
{
|
|
int ragdollAttachedIndex = 0;
|
|
if ( parentBoneAttach > 0 )
|
|
{
|
|
CStudioHdr *pStudioHdr = GetModelPtr();
|
|
mstudiobone_t *pBone = pStudioHdr->pBone( parentBoneAttach );
|
|
ragdollAttachedIndex = pBone->physicsbone;
|
|
}
|
|
|
|
InitRagdoll( forceVector, forceBone, vec3_origin, pPrevBones, pBoneToWorld, dt, collisionGroup, false );
|
|
|
|
IPhysicsObject *pRefObject = m_ragdoll.list[ragdollAttachedIndex].pObject;
|
|
|
|
Vector attachmentPointRagdollSpace;
|
|
pRefObject->WorldToLocal( &attachmentPointRagdollSpace, worldAttachOrigin );
|
|
|
|
constraint_ragdollparams_t constraint;
|
|
constraint.Defaults();
|
|
matrix3x4_t tmp, worldToAttached, worldToReference, constraintToWorld;
|
|
|
|
Vector offsetWS;
|
|
pAttached->LocalToWorld( &offsetWS, boneLocalOrigin );
|
|
|
|
QAngle followAng = QAngle(0, pFollow->GetAbsAngles().y, 0 );
|
|
AngleMatrix( followAng, offsetWS, constraintToWorld );
|
|
|
|
constraint.axes[0].SetAxisFriction( -2, 2, 20 );
|
|
constraint.axes[1].SetAxisFriction( 0, 0, 0 );
|
|
constraint.axes[2].SetAxisFriction( -15, 15, 20 );
|
|
|
|
// Exaggerate the bone's ability to pull the mass of the ragdoll around
|
|
constraint.constraint.bodyMassScale[1] = 50.0f;
|
|
|
|
pAttached->GetPositionMatrix( &tmp );
|
|
MatrixInvert( tmp, worldToAttached );
|
|
|
|
pRefObject->GetPositionMatrix( &tmp );
|
|
MatrixInvert( tmp, worldToReference );
|
|
|
|
ConcatTransforms( worldToReference, constraintToWorld, constraint.constraintToReference );
|
|
ConcatTransforms( worldToAttached, constraintToWorld, constraint.constraintToAttached );
|
|
|
|
// for now, just slam this to be the passed in value
|
|
MatrixSetColumn( attachmentPointRagdollSpace, 3, constraint.constraintToReference );
|
|
|
|
PhysDisableEntityCollisions( pAttached, m_ragdoll.list[0].pObject );
|
|
m_pAttachConstraint = physenv->CreateRagdollConstraint( pRefObject, pAttached, m_ragdoll.pGroup, constraint );
|
|
|
|
SetParent( pFollow );
|
|
SetOwnerEntity( pFollow );
|
|
|
|
RagdollActivate( m_ragdoll, modelinfo->GetVCollide( GetModelIndex() ), GetModelIndex() );
|
|
|
|
// add a bunch of dampening to the ragdoll
|
|
for ( int i = 0; i < m_ragdoll.listCount; i++ )
|
|
{
|
|
float damping, rotdamping;
|
|
m_ragdoll.list[i].pObject->GetDamping( &damping, &rotdamping );
|
|
damping *= ATTACHED_DAMPING_SCALE;
|
|
rotdamping *= ATTACHED_DAMPING_SCALE;
|
|
m_ragdoll.list[i].pObject->SetDamping( &damping, &rotdamping );
|
|
}
|
|
|
|
m_boneIndexAttached = boneIndexRoot;
|
|
m_ragdollAttachedObjectIndex = ragdollAttachedIndex;
|
|
m_attachmentPointBoneSpace = boneLocalOrigin;
|
|
|
|
Vector vTemp;
|
|
MatrixGetColumn( constraint.constraintToReference, 3, vTemp );
|
|
m_attachmentPointRagdollSpace = vTemp;
|
|
}
|
|
|
|
CRagdollProp *CreateServerRagdollAttached( CBaseAnimating *pAnimating, const Vector &vecForce, int forceBone, int collisionGroup, IPhysicsObject *pAttached, CBaseAnimating *pParentEntity, int boneAttach, const Vector &originAttached, int parentBoneAttach, const Vector &boneOrigin )
|
|
{
|
|
// Return immediately if the model doesn't have a vcollide
|
|
if ( modelinfo->GetVCollide( pAnimating->GetModelIndex() ) == NULL )
|
|
return NULL;
|
|
|
|
CRagdollPropAttached *pRagdoll = (CRagdollPropAttached *)CBaseEntity::CreateNoSpawn( "prop_ragdoll_attached", pAnimating->GetAbsOrigin(), vec3_angle, NULL );
|
|
pRagdoll->CopyAnimationDataFrom( pAnimating );
|
|
|
|
pRagdoll->InitRagdollAnimation();
|
|
matrix3x4_t pBoneToWorld[MAXSTUDIOBONES];
|
|
pAnimating->SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING );
|
|
pRagdoll->InitRagdollAttached( pAttached, vecForce, forceBone, pBoneToWorld, pBoneToWorld, 0.1, collisionGroup, pParentEntity, boneAttach, boneOrigin, parentBoneAttach, originAttached );
|
|
|
|
return pRagdoll;
|
|
}
|
|
|
|
void DetachAttachedRagdoll( CBaseEntity *pRagdollIn )
|
|
{
|
|
CRagdollPropAttached *pRagdoll = dynamic_cast<CRagdollPropAttached *>(pRagdollIn);
|
|
|
|
if ( pRagdoll )
|
|
{
|
|
pRagdoll->DetachOnNextUpdate();
|
|
}
|
|
}
|
|
|
|
void DetachAttachedRagdollsForEntity( CBaseEntity *pRagdollParent )
|
|
{
|
|
CUtlVector<CBaseEntity *> list;
|
|
GetAllChildren( pRagdollParent, list );
|
|
for ( int i = list.Count()-1; i >= 0; --i )
|
|
{
|
|
DetachAttachedRagdoll( list[i] );
|
|
}
|
|
}
|
|
|
|
bool Ragdoll_IsPropRagdoll( CBaseEntity *pEntity )
|
|
{
|
|
if ( dynamic_cast<CRagdollProp *>(pEntity) != NULL )
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
ragdoll_t *Ragdoll_GetRagdoll( CBaseEntity *pEntity )
|
|
{
|
|
CRagdollProp *pProp = dynamic_cast<CRagdollProp *>(pEntity);
|
|
if ( pProp )
|
|
return pProp->GetRagdoll();
|
|
return NULL;
|
|
}
|
|
|
|
void CRagdollProp::GetAngleOverrideFromCurrentState( char *pOut, int size )
|
|
{
|
|
pOut[0] = 0;
|
|
for ( int i = 0; i < m_ragdoll.listCount; i++ )
|
|
{
|
|
if ( i != 0 )
|
|
{
|
|
Q_strncat( pOut, ",", size, COPY_ALL_CHARACTERS );
|
|
|
|
}
|
|
CFmtStr str("%d,%.2f %.2f %.2f", i, m_ragAngles[i].x, m_ragAngles[i].y, m_ragAngles[i].z );
|
|
Q_strncat( pOut, str, size, COPY_ALL_CHARACTERS );
|
|
}
|
|
}
|
|
|
|
void CRagdollProp::DisableMotion( void )
|
|
{
|
|
for ( int iRagdoll = 0; iRagdoll < m_ragdoll.listCount; ++iRagdoll )
|
|
{
|
|
IPhysicsObject *pPhysicsObject = m_ragdoll.list[ iRagdoll ].pObject;
|
|
if ( pPhysicsObject != NULL )
|
|
{
|
|
pPhysicsObject->EnableMotion( false );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CRagdollProp::InputStartRadgollBoogie( inputdata_t &inputdata )
|
|
{
|
|
float duration = inputdata.value.Float();
|
|
|
|
if( duration <= 0.0f )
|
|
{
|
|
duration = 5.0f;
|
|
}
|
|
|
|
CRagdollBoogie::Create( this, 100, gpGlobals->curtime, duration, 0 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Enable physics motion and collision response (on by default)
|
|
//-----------------------------------------------------------------------------
|
|
void CRagdollProp::InputEnableMotion( inputdata_t &inputdata )
|
|
{
|
|
for ( int iRagdoll = 0; iRagdoll < m_ragdoll.listCount; ++iRagdoll )
|
|
{
|
|
IPhysicsObject *pPhysicsObject = m_ragdoll.list[ iRagdoll ].pObject;
|
|
if ( pPhysicsObject != NULL )
|
|
{
|
|
pPhysicsObject->EnableMotion( true );
|
|
pPhysicsObject->Wake();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Disable any physics motion or collision response
|
|
//-----------------------------------------------------------------------------
|
|
void CRagdollProp::InputDisableMotion( inputdata_t &inputdata )
|
|
{
|
|
DisableMotion();
|
|
}
|
|
|
|
void CRagdollProp::InputTurnOn( inputdata_t &inputdata )
|
|
{
|
|
RemoveEffects( EF_NODRAW );
|
|
}
|
|
|
|
void CRagdollProp::InputTurnOff( inputdata_t &inputdata )
|
|
{
|
|
AddEffects( EF_NODRAW );
|
|
}
|
|
|
|
void CRagdollProp::InputFadeAndRemove( inputdata_t &inputdata )
|
|
{
|
|
float flFadeDuration = inputdata.value.Float();
|
|
|
|
if( flFadeDuration == 0.0f )
|
|
flFadeDuration = 1.0f;
|
|
|
|
FadeOut( 0.0f, flFadeDuration );
|
|
}
|
|
|
|
void Ragdoll_GetAngleOverrideString( char *pOut, int size, CBaseEntity *pEntity )
|
|
{
|
|
CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp *>(pEntity);
|
|
if ( pRagdoll )
|
|
{
|
|
pRagdoll->GetAngleOverrideFromCurrentState( pOut, size );
|
|
}
|
|
}
|