hl2_src-leak-2017/src/game/client/physpropclientside.cpp

1031 lines
26 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "physpropclientside.h"
#include "vcollide_parse.h"
#include "mapentities_shared.h"
#include "gamestringpool.h"
#include "props_shared.h"
#include "c_te_effect_dispatch.h"
#include "datacache/imdlcache.h"
#include "view.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define FADEOUT_TIME 1.0f
ConVar cl_phys_props_max( "cl_phys_props_max", "300", 0, "Maximum clientside physic props" );
ConVar r_propsmaxdist( "r_propsmaxdist", "1200", 0, "Maximum visible distance" );
ConVar cl_phys_props_enable( "cl_phys_props_enable", "1", 0, "Disable clientside physics props (must be set before loading a level)." );
ConVar cl_phys_props_respawndist( "cl_phys_props_respawndist", "1500", 0, "Minimum distance from the player that a clientside prop must be before it's allowed to respawn." );
ConVar cl_phys_props_respawnrate( "cl_phys_props_respawnrate", "60", 0, "Time, in seconds, between clientside prop respawns." );
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
static int PropBreakablePrecacheAll( int modelIndex )
{
CUtlVector<breakmodel_t> list;
BreakModelList( list, modelIndex, COLLISION_GROUP_NONE, 0 );
return list.Count();
}
static CUtlVector<C_PhysPropClientside*> s_PhysPropList;
static CUtlVector<C_FuncPhysicsRespawnZone*> s_RespawnZoneList;
C_PhysPropClientside *C_PhysPropClientside::CreateNew( bool bForce )
{
if ( (s_PhysPropList.Count() >= cl_phys_props_max.GetInt()) && !bForce )
{
DevMsg("Warning! Client physic props overflow *max %i).\n", cl_phys_props_max.GetInt() );
return NULL;
}
return new C_PhysPropClientside();
}
C_PhysPropClientside::C_PhysPropClientside()
{
m_fDeathTime = -1;
m_impactEnergyScale = 1.0f;
m_iHealth = 0;
m_iPhysicsMode = PHYSICS_MULTIPLAYER_AUTODETECT;
m_flTouchDelta = 0;
m_pRespawnZone = NULL;
s_PhysPropList.AddToTail( this );
}
C_PhysPropClientside::~C_PhysPropClientside()
{
if ( m_pRespawnZone )
{
m_pRespawnZone->PropDestroyed( this );
}
PhysCleanupFrictionSounds( this );
VPhysicsDestroyObject();
s_PhysPropList.FindAndRemove( this );
}
void C_PhysPropClientside::SetPhysicsMode(int iMode)
{
if ( m_iPhysicsMode == PHYSICS_MULTIPLAYER_AUTODETECT )
m_iPhysicsMode = iMode;
}
//-----------------------------------------------------------------------------
// Should we collide?
//-----------------------------------------------------------------------------
bool C_PhysPropClientside::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "physdamagescale"))
{
m_impactEnergyScale = atof(szValue);
}
else if ( FStrEq(szKeyName, "health") )
{
m_iHealth = Q_atoi(szValue);
}
else if (FStrEq(szKeyName, "spawnflags"))
{
m_spawnflags = Q_atoi(szValue);
}
else if (FStrEq(szKeyName, "model"))
{
SetModelName( AllocPooledString( szValue ) );
}
else if (FStrEq(szKeyName, "fademaxdist"))
{
m_fadeMaxDist = Q_atof(szValue);
}
else if (FStrEq(szKeyName, "fademindist"))
{
m_fadeMinDist = Q_atof(szValue);
}
else if (FStrEq(szKeyName, "fadescale"))
{
m_flFadeScale = Q_atof(szValue);
}
else if (FStrEq(szKeyName, "inertiaScale"))
{
m_inertiaScale = Q_atof(szValue);
}
else if (FStrEq(szKeyName, "skin"))
{
m_nSkin = Q_atoi(szValue);
}
else if (FStrEq(szKeyName, "physicsmode"))
{
m_iPhysicsMode = Q_atoi(szValue);
}
else
{
if ( !BaseClass::KeyValue( szKeyName, szValue ) )
{
// key hasn't been handled
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void C_PhysPropClientside::StartTouch( C_BaseEntity *pOther )
{
// Limit the amount of times we can bounce
if ( m_flTouchDelta < gpGlobals->curtime )
{
HitSurface( pOther );
m_flTouchDelta = gpGlobals->curtime + 0.1f;
}
BaseClass::StartTouch( pOther );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void C_PhysPropClientside::HitSurface( C_BaseEntity *pOther )
{
if ( HasInteraction( PROPINTER_WORLD_BLOODSPLAT ) )
{
trace_t tr;
tr = BaseClass::GetTouchTrace();
if ( tr.m_pEnt )
{
UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
}
}
}
void C_PhysPropClientside::RecreateAll()
{
DestroyAll();
if ( cl_phys_props_enable.GetInt() )
{
ParseAllEntities( engine->GetMapEntitiesString() );
InitializePropRespawnZones();
}
}
void C_PhysPropClientside::DestroyAll()
{
while (s_PhysPropList.Count() > 0 )
{
C_PhysPropClientside *p = s_PhysPropList[0];
p->Release();
}
while (s_RespawnZoneList.Count() > 0)
{
C_FuncPhysicsRespawnZone *p = s_RespawnZoneList[0];
p->Release();
}
}
void C_PhysPropClientside::SetRespawnZone( C_FuncPhysicsRespawnZone *pZone )
{
m_pRespawnZone = pZone;
}
//-----------------------------------------------------------------------------
// Purpose: Parse this prop's data from the model, if it has a keyvalues section.
// Returns true only if this prop is using a model that has a prop_data section that's invalid.
//-----------------------------------------------------------------------------
int C_PhysPropClientside::ParsePropData( void )
{
KeyValues *modelKeyValues = new KeyValues("");
if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
{
modelKeyValues->deleteThis();
return PARSE_FAILED_NO_DATA;
}
// Do we have a props section?
KeyValues *pkvPropData = modelKeyValues->FindKey("prop_data");
if ( !pkvPropData )
{
modelKeyValues->deleteThis();
return PARSE_FAILED_NO_DATA;
}
int iResult = g_PropDataSystem.ParsePropFromKV( this, pkvPropData, modelKeyValues );
modelKeyValues->deleteThis();
return iResult;
}
bool C_PhysPropClientside::Initialize()
{
if ( InitializeAsClientEntity( STRING(GetModelName()), RENDER_GROUP_OPAQUE_ENTITY ) == false )
{
return false;
}
const model_t *mod = GetModel();
if ( mod )
{
Vector mins, maxs;
modelinfo->GetModelBounds( mod, mins, maxs );
SetCollisionBounds( mins, maxs );
}
solid_t tmpSolid;
// Create the object in the physics system
if ( !PhysModelParseSolid( tmpSolid, this, GetModelIndex() ) )
{
DevMsg("C_PhysPropClientside::Initialize: PhysModelParseSolid failed for entity %i.\n", GetModelIndex() );
return false;
}
else
{
m_pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, 0, m_spawnflags & SF_PHYSPROP_START_ASLEEP, &tmpSolid );
if ( !m_pPhysicsObject )
{
// failed to create a physics object
DevMsg(" C_PhysPropClientside::Initialize: VPhysicsInitNormal() failed for %s.\n", STRING(GetModelName()) );
return false;
}
}
// We want touch calls when we hit the world
unsigned int flags = VPhysicsGetObject()->GetCallbackFlags();
VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC );
if ( m_spawnflags & SF_PHYSPROP_MOTIONDISABLED )
{
m_pPhysicsObject->EnableMotion( false );
}
Spawn(); // loads breakable & prop data
if ( m_iPhysicsMode == PHYSICS_MULTIPLAYER_AUTODETECT )
{
m_iPhysicsMode = GetAutoMultiplayerPhysicsMode(
CollisionProp()->OBBSize(), m_pPhysicsObject->GetMass() );
}
if ( m_spawnflags & SF_PHYSPROP_FORCE_SERVER_SIDE )
{
// forced to be server-side by map maker
return false;
}
if ( m_iPhysicsMode != PHYSICS_MULTIPLAYER_CLIENTSIDE )
{
// spawn only clientside entities
return false;
}
else
{
if ( engine->IsInEditMode() )
{
// don't spawn in map edit mode
return false;
}
}
if ( m_fadeMinDist < 0 )
{
// start fading out at 75% of r_propsmaxdist
m_fadeMaxDist = r_propsmaxdist.GetFloat();
m_fadeMinDist = r_propsmaxdist.GetFloat() * 0.75f;
}
// player can push it away
SetCollisionGroup( COLLISION_GROUP_PUSHAWAY );
UpdatePartitionListEntry();
CollisionProp()->UpdatePartition();
SetBlocksLOS( false ); // this should be a small object
// Set up shadows; do it here so that objects can change shadowcasting state
CreateShadow();
UpdateVisibility();
SetNextClientThink( CLIENT_THINK_NEVER );
return true;
}
void C_PhysPropClientside::Spawn()
{
// Initialize damage modifiers. Must be done before baseclass spawn.
m_flDmgModBullet = 1.0;
m_flDmgModClub = 1.0;
m_flDmgModExplosive = 1.0;
BaseClass::Spawn();
// we don't really precache models here, just checking how many we have:
m_iNumBreakableChunks = PropBreakablePrecacheAll( GetModelIndex() );
ParsePropData();
// If we have no custom breakable chunks, see if we're breaking into generic ones
if ( !m_iNumBreakableChunks )
{
if ( GetBreakableModel() != NULL_STRING && GetBreakableCount() )
{
m_iNumBreakableChunks = GetBreakableCount();
}
}
// Setup takedamage based upon the health we parsed earlier
if ( m_iHealth == 0 )
{
m_takedamage = DAMAGE_NO;
}
else
{
m_takedamage = DAMAGE_YES;
}
}
void C_PhysPropClientside::OnTakeDamage( int iDamage ) // very simple version
{
if ( m_takedamage == DAMAGE_NO )
return;
m_iHealth -= iDamage;
if (m_iHealth <= 0)
{
Break();
}
}
float C_PhysPropClientside::GetMass()
{
if ( VPhysicsGetObject() )
{
return VPhysicsGetObject()->GetMass();
}
return 0.0f;
}
bool C_PhysPropClientside::IsAsleep()
{
if ( VPhysicsGetObject() )
{
return VPhysicsGetObject()->IsAsleep();
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PhysPropClientside::ClientThink( void )
{
if ( m_fDeathTime < 0 )
{
SetNextClientThink( CLIENT_THINK_NEVER );
return;
}
if ( m_fDeathTime <= gpGlobals->curtime )
{
Release(); // Die
return;
}
// fade out
float alpha = (m_fDeathTime - gpGlobals->curtime)/FADEOUT_TIME;
SetRenderMode( kRenderTransTexture );
SetRenderColorA( alpha * 256 );
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
void C_PhysPropClientside::StartFadeOut( float fDelay )
{
m_fDeathTime = gpGlobals->curtime + fDelay + FADEOUT_TIME;
SetNextClientThink( gpGlobals->curtime + fDelay );
}
void C_PhysPropClientside::Break()
{
m_takedamage = DAMAGE_NO;
IPhysicsObject *pPhysics = VPhysicsGetObject();
Vector velocity;
AngularImpulse angVelocity;
Vector origin;
QAngle angles;
AddSolidFlags( FSOLID_NOT_SOLID );
if ( pPhysics )
{
pPhysics->GetVelocity( &velocity, &angVelocity );
pPhysics->GetPosition( &origin, &angles );
pPhysics->RecheckCollisionFilter();
}
else
{
velocity = GetAbsVelocity();
QAngleToAngularImpulse( GetLocalAngularVelocity(), angVelocity );
origin = GetAbsOrigin();
angles = GetAbsAngles();
}
breakablepropparams_t params( origin, angles, velocity, angVelocity );
params.impactEnergyScale = m_impactEnergyScale;
params.defCollisionGroup = GetCollisionGroup();
if ( params.defCollisionGroup == COLLISION_GROUP_NONE )
{
// don't automatically make anything COLLISION_GROUP_NONE or it will
// collide with debris being ejected by breaking
params.defCollisionGroup = COLLISION_GROUP_INTERACTIVE;
}
// no damage/damage force? set a burst of 100 for some movement
params.defBurstScale = 100;
// spwan break chunks
PropBreakableCreateAll( GetModelIndex(), pPhysics, params, this, -1, false );
Release(); // destroy object
}
void C_PhysPropClientside::Clone( Vector &velocity )
{
C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
if ( !pEntity )
return;
pEntity->m_spawnflags = m_spawnflags;
// We never want to be motion disabled
pEntity->m_spawnflags &= ~SF_PHYSPROP_MOTIONDISABLED;
pEntity->SetDmgModBullet( GetDmgModBullet() );
pEntity->SetDmgModClub( GetDmgModClub() );
pEntity->SetDmgModExplosive( GetDmgModExplosive() );
pEntity->SetModelName( GetModelName() );
pEntity->SetLocalOrigin( GetLocalOrigin() );
pEntity->SetLocalAngles( GetLocalAngles() );
pEntity->SetOwnerEntity( this );
pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
if ( !pEntity->Initialize() )
{
pEntity->Release();
return;
}
pEntity->m_nSkin = m_nSkin;
pEntity->m_iHealth = m_iHealth;
if ( pEntity->m_iHealth == 0 )
{
// if no health, don't collide with player anymore, don't take damage
pEntity->m_takedamage = DAMAGE_NO;
pEntity->SetCollisionGroup( COLLISION_GROUP_NONE );
}
IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
if( pPhysicsObject )
{
// randomize velocity by 5%
float rndf = RandomFloat( -0.025, 0.025 );
Vector rndVel = velocity + rndf*velocity;
pPhysicsObject->AddVelocity( &rndVel, NULL );
}
else
{
// failed to create a physics object
pEntity->Release();
}
}
void C_PhysPropClientside::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
{
VPROF( "C_PhysPropClientside::ImpactTrace" );
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if( !pPhysicsObject )
return;
Vector dir = pTrace->endpos - pTrace->startpos;
int iDamage = 0;
if ( iDamageType == DMG_BLAST )
{
iDamage = VectorLength( dir );
dir *= 500; // adjust impact strenght
// apply force at object mass center
pPhysicsObject->ApplyForceCenter( dir );
}
else
{
Vector hitpos;
VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos );
VectorNormalize( dir );
// guess avg damage
if ( iDamageType == DMG_BULLET )
{
iDamage = 30;
}
else
{
iDamage = 50;
}
dir *= 4000; // adjust impact strenght
// apply force where we hit it
pPhysicsObject->ApplyForceOffset( dir, hitpos );
// Build the impact data
CEffectData data;
data.m_vOrigin = pTrace->endpos;
data.m_vStart = pTrace->startpos;
data.m_nSurfaceProp = pTrace->surface.surfaceProps;
data.m_nDamageType = iDamageType;
data.m_nHitBox = pTrace->hitbox;
data.m_hEntity = GetRefEHandle();
// Send it on its way
if ( !pCustomImpactName )
{
DispatchEffect( "Impact", data );
}
else
{
DispatchEffect( pCustomImpactName, data );
}
}
// Clone( dir ); // debug code
OnTakeDamage( iDamage );
}
const char *C_PhysPropClientside::ParseEntity( const char *pEntData )
{
CEntityMapData entData( (char*)pEntData );
char className[MAPKEY_MAXLENGTH];
MDLCACHE_CRITICAL_SECTION();
if (!entData.ExtractValue("classname", className))
{
Error( "classname missing from entity!\n" );
}
if ( !Q_strcmp( className, "prop_physics_multiplayer" ) )
{
// always force clientside entitis placed in maps
C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew( true );
if ( pEntity )
{ // Set up keyvalues.
pEntity->ParseMapData(&entData);
if ( !pEntity->Initialize() )
pEntity->Release();
return entData.CurrentBufferPosition();
}
}
if ( !Q_strcmp( className, "func_proprrespawnzone" ) )
{
C_FuncPhysicsRespawnZone *pEntity = new C_FuncPhysicsRespawnZone();
if ( pEntity )
{
// Set up keyvalues.
pEntity->ParseMapData(&entData);
if ( !pEntity->Initialize() )
pEntity->Release();
return entData.CurrentBufferPosition();
}
}
// Just skip past all the keys.
char keyName[MAPKEY_MAXLENGTH];
char value[MAPKEY_MAXLENGTH];
if ( entData.GetFirstKey(keyName, value) )
{
do
{
}
while ( entData.GetNextKey(keyName, value) );
}
//
// Return the current parser position in the data block
//
return entData.CurrentBufferPosition();
}
//-----------------------------------------------------------------------------
// Purpose: Only called on BSP load. Parses and spawns all the entities in the BSP.
// Input : pMapData - Pointer to the entity data block to parse.
//-----------------------------------------------------------------------------
void C_PhysPropClientside::ParseAllEntities(const char *pMapData)
{
int nEntities = 0;
char szTokenBuffer[MAPKEY_MAXLENGTH];
//
// Loop through all entities in the map data, creating each.
//
for ( ; true; pMapData = MapEntity_SkipToNextEntity(pMapData, szTokenBuffer) )
{
//
// Parse the opening brace.
//
char token[MAPKEY_MAXLENGTH];
pMapData = MapEntity_ParseToken( pMapData, token );
//
// Check to see if we've finished or not.
//
if (!pMapData)
break;
if (token[0] != '{')
{
Error( "MapEntity_ParseAllEntities: found %s when expecting {", token);
continue;
}
//
// Parse the entity and add it to the spawn list.
//
pMapData = ParseEntity( pMapData );
nEntities++;
}
}
CBaseEntity *BreakModelCreateSingle( CBaseEntity *pOwner, breakmodel_t *pModel, const Vector &position,
const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, int nSkin, const breakablepropparams_t &params )
{
C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
if ( !pEntity )
return NULL;
// UNDONE: Allow .qc to override spawnflags for child pieces
C_PhysPropClientside *pBreakableOwner = dynamic_cast<C_PhysPropClientside *>(pOwner);
// Inherit the base object's damage modifiers
if ( pBreakableOwner )
{
pEntity->SetEffects( pBreakableOwner->GetEffects() );
pEntity->m_spawnflags = pBreakableOwner->m_spawnflags;
// We never want to be motion disabled
pEntity->m_spawnflags &= ~SF_PHYSPROP_MOTIONDISABLED;
pEntity->SetDmgModBullet( pBreakableOwner->GetDmgModBullet() );
pEntity->SetDmgModClub( pBreakableOwner->GetDmgModClub() );
pEntity->SetDmgModExplosive( pBreakableOwner->GetDmgModExplosive() );
// FIXME: If this was created from a client-side entity which was in the
// middle of ramping the fade scale, we're screwed.
pEntity->CopyFadeFrom( pBreakableOwner );
}
pEntity->SetModelName( AllocPooledString( pModel->modelName ) );
pEntity->SetLocalOrigin( position );
pEntity->SetLocalAngles( angles );
pEntity->SetOwnerEntity( pOwner );
pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
if ( !pEntity->Initialize() )
{
pEntity->Release();
return NULL;
}
pEntity->m_nSkin = nSkin;
pEntity->m_iHealth = pModel->health;
#ifdef TF_CLIENT_DLL
pEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
#endif
#ifdef DOD_DLL
pEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
#endif
if ( pModel->health == 0 )
{
// if no health, don't collide with player anymore, don't take damage
pEntity->m_takedamage = DAMAGE_NO;
if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_PUSHAWAY )
{
pEntity->SetCollisionGroup( COLLISION_GROUP_NONE );
}
}
if ( pModel->fadeTime > 0 )
{
pEntity->StartFadeOut( pModel->fadeTime );
}
if ( pModel->fadeMinDist > 0 && pModel->fadeMaxDist >= pModel->fadeMinDist )
{
pEntity->SetFadeMinMax( pModel->fadeMinDist, pModel->fadeMaxDist );
}
if ( pModel->isRagdoll )
{
DevMsg( "BreakModelCreateSingle: clientside doesn't support ragdoll breakmodels.\n" );
}
IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
if( pPhysicsObject )
{
// randomize velocity by 5%
float rndf = RandomFloat( -0.025, 0.025 );
Vector rndVel = velocity + rndf*velocity;
pPhysicsObject->AddVelocity( &rndVel, &angVelocity );
}
else
{
// failed to create a physics object
pEntity->Release();
return NULL;
}
return pEntity;
}
//======================================================================================================================
// PROP RESPAWN ZONES
//======================================================================================================================
C_FuncPhysicsRespawnZone::C_FuncPhysicsRespawnZone( void )
{
s_RespawnZoneList.AddToTail( this );
}
C_FuncPhysicsRespawnZone::~C_FuncPhysicsRespawnZone( void )
{
s_RespawnZoneList.FindAndRemove( this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_FuncPhysicsRespawnZone::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "model"))
{
SetModelName( AllocPooledString( szValue ) );
}
else
{
if ( !BaseClass::KeyValue( szKeyName, szValue ) )
{
// key hasn't been handled
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_FuncPhysicsRespawnZone::Initialize( void )
{
if ( InitializeAsClientEntity( STRING(GetModelName()), RENDER_GROUP_OPAQUE_ENTITY ) == false )
return false;
SetSolid( SOLID_BSP );
AddSolidFlags( FSOLID_NOT_SOLID );
AddSolidFlags( FSOLID_TRIGGER );
SetMoveType( MOVETYPE_NONE );
const model_t *mod = GetModel();
if ( mod )
{
Vector mins, maxs;
modelinfo->GetModelBounds( mod, mins, maxs );
SetCollisionBounds( mins, maxs );
}
Spawn();
AddEffects( EF_NODRAW );
UpdatePartitionListEntry();
CollisionProp()->UpdatePartition();
UpdateVisibility();
SetNextClientThink( gpGlobals->curtime + (cl_phys_props_respawnrate.GetFloat() * RandomFloat(1.0,1.1)) );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Iterate over all prop respawn zones and find the props inside them
//-----------------------------------------------------------------------------
void C_PhysPropClientside::InitializePropRespawnZones(void)
{
for ( int i = 0; i < s_RespawnZoneList.Count(); i++ )
{
C_FuncPhysicsRespawnZone *pZone = s_RespawnZoneList[i];
pZone->InitializePropsWithin();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_FuncPhysicsRespawnZone::InitializePropsWithin( void )
{
// Find the props inside this zone
for ( int i = 0; i < s_PhysPropList.Count(); i++ )
{
C_PhysPropClientside *pProp = s_PhysPropList[i];
if ( CollisionProp()->IsPointInBounds( pProp->WorldSpaceCenter() ) )
{
pProp->SetRespawnZone( this );
// This is a crappy way to do this
int iProp = m_PropList.AddToTail();
m_PropList[iProp].iszModelName = pProp->GetModelName();
m_PropList[iProp].vecOrigin = pProp->GetAbsOrigin();
m_PropList[iProp].vecAngles = pProp->GetAbsAngles();
m_PropList[iProp].iSkin = pProp->m_nSkin;
m_PropList[iProp].iHealth = pProp->m_iHealth;
m_PropList[iProp].iSpawnFlags = pProp->m_spawnflags;
m_PropList[iProp].hClientEntity = pProp->GetClientHandle();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_FuncPhysicsRespawnZone::PropDestroyed( C_PhysPropClientside *pProp )
{
for ( int i = 0; i < m_PropList.Count(); i++ )
{
if ( pProp->GetClientHandle() == m_PropList[i].hClientEntity )
{
m_PropList[i].hClientEntity = INVALID_CLIENTENTITY_HANDLE;
return;
}
}
// We've got a clientside prop that thinks it belongs to a zone that doesn't recognise it. Shouldn't happen.
Assert(0);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_FuncPhysicsRespawnZone::CanMovePropAt( Vector vecOrigin, const Vector &vecMins, const Vector &vecMaxs )
{
float flDist = cl_phys_props_respawndist.GetFloat();
// Do a distance check first. We don't want to move props when the player is near 'em.
if ( (MainViewOrigin() - vecOrigin).LengthSqr() < (flDist*flDist) )
return false;
// Now make sure it's not in view
if( engine->IsBoxInViewCluster( vecMins + vecOrigin, vecMaxs + vecOrigin) )
return false;
if( !engine->CullBox( vecMins + vecOrigin, vecMaxs + vecOrigin ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_FuncPhysicsRespawnZone::RespawnProps( void )
{
for ( int i = 0; i < m_PropList.Count(); i++ )
{
if ( m_PropList[i].hClientEntity == INVALID_CLIENTENTITY_HANDLE )
{
if ( !CanMovePropAt( m_PropList[i].vecOrigin, -Vector(32,32,32), Vector(32,32,32) ) )
continue;
// This is a crappy way to do this
C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
if ( pEntity )
{
pEntity->m_spawnflags = m_PropList[i].iSpawnFlags;
pEntity->SetModelName( m_PropList[i].iszModelName );
pEntity->SetAbsOrigin( m_PropList[i].vecOrigin );
pEntity->SetAbsAngles( m_PropList[i].vecAngles );
pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
pEntity->m_nSkin = m_PropList[i].iSkin;
pEntity->m_iHealth = m_PropList[i].iHealth;
if ( pEntity->m_iHealth == 0 )
{
pEntity->m_takedamage = DAMAGE_NO;
}
if ( !pEntity->Initialize() )
{
pEntity->Release();
}
else
{
pEntity->SetRespawnZone( this );
m_PropList[i].hClientEntity = pEntity->GetClientHandle();
}
}
}
else
{
// If the prop has moved, bring it back
C_BaseEntity *pEntity = ClientEntityList().GetBaseEntityFromHandle( m_PropList[i].hClientEntity );
if ( pEntity )
{
if ( !CollisionProp()->IsPointInBounds( pEntity->WorldSpaceCenter() ) )
{
Vector vecMins, vecMaxs;
pEntity->CollisionProp()->WorldSpaceSurroundingBounds( &vecMins, &vecMaxs );
if ( !CanMovePropAt( m_PropList[i].vecOrigin, vecMins, vecMaxs ) ||
!CanMovePropAt( pEntity->GetAbsOrigin(), vecMins, vecMaxs ) )
continue;
pEntity->SetAbsOrigin( m_PropList[i].vecOrigin );
pEntity->SetAbsAngles( m_PropList[i].vecAngles );
IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
if ( pPhys )
{
pPhys->SetPosition( pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), true );
}
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_FuncPhysicsRespawnZone::ClientThink( void )
{
RespawnProps();
SetNextClientThink( gpGlobals->curtime + (cl_phys_props_respawnrate.GetFloat() * RandomFloat(1.0,1.1)) );
}