hl2_src-leak-2017/src/game/server/hl2/func_bulletshield.cpp

102 lines
3.1 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "entityoutput.h"
#include "ndebugoverlay.h"
#include "func_bulletshield.h"
#include "collisionutils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar ent_debugkeys;
extern ConVar showtriggers;
LINK_ENTITY_TO_CLASS( func_bulletshield, CFuncBulletShield );
BEGIN_DATADESC( CFuncBulletShield )
/*
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputTurnOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputTurnOff ),
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
DEFINE_KEYFIELD( m_iDisabled, FIELD_INTEGER, "StartDisabled" ),
DEFINE_KEYFIELD( m_iSolidity, FIELD_INTEGER, "Solidity" ),
DEFINE_KEYFIELD( m_bSolidBsp, FIELD_BOOLEAN, "solidbsp" ),
DEFINE_KEYFIELD( m_iszExcludedClass, FIELD_STRING, "excludednpc" ),
DEFINE_KEYFIELD( m_bInvertExclusion, FIELD_BOOLEAN, "invert_exclusion" ),
*/
END_DATADESC()
void CFuncBulletShield::Spawn( void )
{
BaseClass::Spawn();
AddSolidFlags( FSOLID_CUSTOMRAYTEST );
AddSolidFlags( FSOLID_CUSTOMBOXTEST );
// SetSolid(SOLID_CUSTOM);
VPhysicsDestroyObject();
}
/*
bool IntersectRayWithOBB( const Vector &vecRayStart, const Vector &vecRayDelta,
const matrix3x4_t &matOBBToWorld, const Vector &vecOBBMins, const Vector &vecOBBMaxs,
float flTolerance, CBaseTrace *pTrace );
bool IntersectRayWithOBB( const Vector &vecRayOrigin, const Vector &vecRayDelta,
const Vector &vecBoxOrigin, const QAngle &angBoxRotation,
const Vector &vecOBBMins, const Vector &vecOBBMaxs, float flTolerance, CBaseTrace *pTrace );
bool IntersectRayWithOBB( const Ray_t &ray, const Vector &vecBoxOrigin, const QAngle &angBoxRotation,
const Vector &vecOBBMins, const Vector &vecOBBMaxs, float flTolerance, CBaseTrace *pTrace );
bool IntersectRayWithOBB( const Ray_t &ray, const matrix3x4_t &matOBBToWorld,
const Vector &vecOBBMins, const Vector &vecOBBMaxs, float flTolerance, CBaseTrace *pTrace );
bool IntersectRayWithOBB( const Vector &vecRayStart, const Vector &vecRayDelta,
const matrix3x4_t &matOBBToWorld, const Vector &vecOBBMins, const Vector &vecOBBMaxs,
float flTolerance, BoxTraceInfo_t *pTrace );
*/
bool CFuncBulletShield::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
{
// ignore unless a shot
if ((mask & MASK_SHOT) == MASK_SHOT)
{
// use obb collision
ICollideable *pCol = GetCollideable();
Assert(pCol);
return IntersectRayWithOBB(ray,pCol->GetCollisionOrigin(),pCol->GetCollisionAngles(),
pCol->OBBMins(),pCol->OBBMaxs(),1.0f,&trace);
/*
const model_t *pModel = this->GetCollisionModel();
if ( pModel && pModel->type == mod_brush )
{
int nModelIndex = this->GetCollisionModelIndex();
cmodel_t *pCModel = CM_InlineModelNumber( nModelIndex - 1 );
int nHeadNode = pCModel->headnode;
CM_TransformedBoxTrace( ray, nHeadNode, fMask, this->GetCollisionOrigin(), this->GetCollisionAngles(), *pTrace );
return true;
}
return false;
*/
// return BaseClass::TestCollision( ray, mask, trace );
}
else
return false;
}