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

4591 lines
125 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Physics cannon
//
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "gamerules.h"
#include "soundenvelope.h"
#include "engine/IEngineSound.h"
#include "physics.h"
#include "in_buttons.h"
#include "soundent.h"
#include "IEffects.h"
#include "ndebugoverlay.h"
#include "shake.h"
#include "hl2_player.h"
#include "beam_shared.h"
#include "Sprite.h"
#include "util.h"
#include "weapon_physcannon.h"
#include "physics_saverestore.h"
#include "ai_basenpc.h"
#include "player_pickup.h"
#include "physics_prop_ragdoll.h"
#include "globalstate.h"
#include "props.h"
#include "movevars_shared.h"
#include "basehlcombatweapon.h"
#include "te_effect_dispatch.h"
#include "vphysics/friction.h"
#include "saverestore_utlvector.h"
#include "prop_combine_ball.h"
#include "physobj.h"
#include "hl2_gamerules.h"
#include "citadel_effects_shared.h"
#include "eventqueue.h"
#include "model_types.h"
#include "ai_interactions.h"
#include "rumble_shared.h"
#include "gamestats.h"
// NVNT haptic utils
#include "haptics/haptic_utils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static const char *s_pWaitForUpgradeContext = "WaitForUpgrade";
ConVar g_debug_physcannon( "g_debug_physcannon", "0" );
ConVar physcannon_minforce( "physcannon_minforce", "700" );
ConVar physcannon_maxforce( "physcannon_maxforce", "1500" );
ConVar physcannon_maxmass( "physcannon_maxmass", "250" );
ConVar physcannon_tracelength( "physcannon_tracelength", "250" );
ConVar physcannon_mega_tracelength( "physcannon_mega_tracelength", "850" );
ConVar physcannon_chargetime("physcannon_chargetime", "2" );
ConVar physcannon_pullforce( "physcannon_pullforce", "4000" );
ConVar physcannon_mega_pullforce( "physcannon_mega_pullforce", "8000" );
ConVar physcannon_cone( "physcannon_cone", "0.97" );
ConVar physcannon_ball_cone( "physcannon_ball_cone", "0.997" );
ConVar physcannon_punt_cone( "physcannon_punt_cone", "0.997" );
ConVar player_throwforce( "player_throwforce", "1000" );
ConVar physcannon_dmg_glass( "physcannon_dmg_glass", "15" );
ConVar physcannon_right_turrets( "physcannon_right_turrets", "0" );
extern ConVar hl2_normspeed;
extern ConVar hl2_walkspeed;
#define PHYSCANNON_BEAM_SPRITE "sprites/orangelight1.vmt"
#define PHYSCANNON_GLOW_SPRITE "sprites/glow04_noz.vmt"
#define PHYSCANNON_ENDCAP_SPRITE "sprites/orangeflare1.vmt"
#define PHYSCANNON_CENTER_GLOW "sprites/orangecore1.vmt"
#define PHYSCANNON_BLAST_SPRITE "sprites/orangecore2.vmt"
#define MEGACANNON_BEAM_SPRITE "sprites/lgtning_noz.vmt"
#define MEGACANNON_GLOW_SPRITE "sprites/blueflare1_noz.vmt"
#define MEGACANNON_ENDCAP_SPRITE "sprites/blueflare1_noz.vmt"
#define MEGACANNON_CENTER_GLOW "effects/fluttercore.vmt"
#define MEGACANNON_BLAST_SPRITE "effects/fluttercore.vmt"
#define MEGACANNON_RAGDOLL_BOOGIE_SPRITE "sprites/lgtning_noz.vmt"
#define MEGACANNON_MODEL "models/weapons/v_superphyscannon.mdl"
#define MEGACANNON_SKIN 1
// -------------------------------------------------------------------------
// Physcannon trace filter to handle special cases
// -------------------------------------------------------------------------
class CTraceFilterPhyscannon : public CTraceFilterSimple
{
public:
DECLARE_CLASS( CTraceFilterPhyscannon, CTraceFilterSimple );
CTraceFilterPhyscannon( const IHandleEntity *passentity, int collisionGroup )
: CTraceFilterSimple( NULL, collisionGroup ), m_pTraceOwner( passentity ) { }
// For this test, we only test against entities (then world brushes afterwards)
virtual TraceType_t GetTraceType() const { return TRACE_ENTITIES_ONLY; }
bool HasContentsGrate( CBaseEntity *pEntity )
{
// FIXME: Move this into the GetModelContents() function in base entity
// Find the contents based on the model type
int nModelType = modelinfo->GetModelType( pEntity->GetModel() );
if ( nModelType == mod_studio )
{
CBaseAnimating *pAnim = dynamic_cast<CBaseAnimating *>(pEntity);
if ( pAnim != NULL )
{
CStudioHdr *pStudioHdr = pAnim->GetModelPtr();
if ( pStudioHdr != NULL && (pStudioHdr->contents() & CONTENTS_GRATE) )
return true;
}
}
else if ( nModelType == mod_brush )
{
// Brushes poll their contents differently
int contents = modelinfo->GetModelContents( pEntity->GetModelIndex() );
if ( contents & CONTENTS_GRATE )
return true;
}
return false;
}
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
// Only skip ourselves (not things we own)
if ( pHandleEntity == m_pTraceOwner )
return false;
// Get the entity referenced by this handle
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
if ( pEntity == NULL )
return false;
// Handle grate entities differently
if ( HasContentsGrate( pEntity ) )
{
// See if it's a grabbable physics prop
CPhysicsProp *pPhysProp = dynamic_cast<CPhysicsProp *>(pEntity);
if ( pPhysProp != NULL )
return pPhysProp->CanBePickedUpByPhyscannon();
// See if it's a grabbable physics prop
if ( FClassnameIs( pEntity, "prop_physics" ) )
{
CPhysicsProp *pPhysProp = dynamic_cast<CPhysicsProp *>(pEntity);
if ( pPhysProp != NULL )
return pPhysProp->CanBePickedUpByPhyscannon();
// Somehow had a classname that didn't match the class!
Assert(0);
}
else if ( FClassnameIs( pEntity, "func_physbox" ) )
{
// Must be a moveable physbox
CPhysBox *pPhysBox = dynamic_cast<CPhysBox *>(pEntity);
if ( pPhysBox )
return pPhysBox->CanBePickedUpByPhyscannon();
// Somehow had a classname that didn't match the class!
Assert(0);
}
// Don't bother with any other sort of grated entity
return false;
}
// Use the default rules
return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask );
}
protected:
const IHandleEntity *m_pTraceOwner;
};
// We want to test against brushes alone
class CTraceFilterOnlyBrushes : public CTraceFilterSimple
{
public:
DECLARE_CLASS( CTraceFilterOnlyBrushes, CTraceFilterSimple );
CTraceFilterOnlyBrushes( int collisionGroup ) : CTraceFilterSimple( NULL, collisionGroup ) {}
virtual TraceType_t GetTraceType() const { return TRACE_WORLD_ONLY; }
};
//-----------------------------------------------------------------------------
// this will hit skip the pass entity, but not anything it owns
// (lets player grab own grenades)
class CTraceFilterNoOwnerTest : public CTraceFilterSimple
{
public:
DECLARE_CLASS( CTraceFilterNoOwnerTest, CTraceFilterSimple );
CTraceFilterNoOwnerTest( const IHandleEntity *passentity, int collisionGroup )
: CTraceFilterSimple( NULL, collisionGroup ), m_pPassNotOwner(passentity)
{
}
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
if ( pHandleEntity != m_pPassNotOwner )
return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask );
return false;
}
protected:
const IHandleEntity *m_pPassNotOwner;
};
//-----------------------------------------------------------------------------
// Purpose: Trace a line the special physcannon way!
//-----------------------------------------------------------------------------
void UTIL_PhyscannonTraceLine( const Vector &vecAbsStart, const Vector &vecAbsEnd, CBaseEntity *pTraceOwner, trace_t *pTrace )
{
// Default to HL2 vanilla
if ( hl2_episodic.GetBool() == false )
{
CTraceFilterNoOwnerTest filter( pTraceOwner, COLLISION_GROUP_NONE );
UTIL_TraceLine( vecAbsStart, vecAbsEnd, (MASK_SHOT|CONTENTS_GRATE), &filter, pTrace );
return;
}
// First, trace against entities
CTraceFilterPhyscannon filter( pTraceOwner, COLLISION_GROUP_NONE );
UTIL_TraceLine( vecAbsStart, vecAbsEnd, (MASK_SHOT|CONTENTS_GRATE), &filter, pTrace );
// If we've hit something, test again to make sure no brushes block us
if ( pTrace->m_pEnt != NULL )
{
trace_t testTrace;
CTraceFilterOnlyBrushes brushFilter( COLLISION_GROUP_NONE );
UTIL_TraceLine( pTrace->startpos, pTrace->endpos, MASK_SHOT, &brushFilter, &testTrace );
// If we hit a brush, replace the trace with that result
if ( testTrace.fraction < 1.0f || testTrace.startsolid || testTrace.allsolid )
{
*pTrace = testTrace;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Trace a hull for the physcannon
//-----------------------------------------------------------------------------
void UTIL_PhyscannonTraceHull( const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &vecAbsMins, const Vector &vecAbsMaxs, CBaseEntity *pTraceOwner, trace_t *pTrace )
{
// Default to HL2 vanilla
if ( hl2_episodic.GetBool() == false )
{
CTraceFilterNoOwnerTest filter( pTraceOwner, COLLISION_GROUP_NONE );
UTIL_TraceHull( vecAbsStart, vecAbsEnd, vecAbsMins, vecAbsMaxs, (MASK_SHOT|CONTENTS_GRATE), &filter, pTrace );
return;
}
// First, trace against entities
CTraceFilterPhyscannon filter( pTraceOwner, COLLISION_GROUP_NONE );
UTIL_TraceHull( vecAbsStart, vecAbsEnd, vecAbsMins, vecAbsMaxs, (MASK_SHOT|CONTENTS_GRATE), &filter, pTrace );
// If we've hit something, test again to make sure no brushes block us
if ( pTrace->m_pEnt != NULL )
{
trace_t testTrace;
CTraceFilterOnlyBrushes brushFilter( COLLISION_GROUP_NONE );
UTIL_TraceHull( pTrace->startpos, pTrace->endpos, vecAbsMins, vecAbsMaxs, MASK_SHOT, &brushFilter, &testTrace );
// If we hit a brush, replace the trace with that result
if ( testTrace.fraction < 1.0f || testTrace.startsolid || testTrace.allsolid )
{
*pTrace = testTrace;
}
}
}
static void MatrixOrthogonalize( matrix3x4_t &matrix, int column )
{
Vector columns[3];
int i;
for ( i = 0; i < 3; i++ )
{
MatrixGetColumn( matrix, i, columns[i] );
}
int index0 = column;
int index1 = (column+1)%3;
int index2 = (column+2)%3;
columns[index2] = CrossProduct( columns[index0], columns[index1] );
columns[index1] = CrossProduct( columns[index2], columns[index0] );
VectorNormalize( columns[index2] );
VectorNormalize( columns[index1] );
MatrixSetColumn( columns[index1], index1, matrix );
MatrixSetColumn( columns[index2], index2, matrix );
}
#define SIGN(x) ( (x) < 0 ? -1 : 1 )
static QAngle AlignAngles( const QAngle &angles, float cosineAlignAngle )
{
matrix3x4_t alignMatrix;
AngleMatrix( angles, alignMatrix );
// NOTE: Must align z first
for ( int j = 3; --j >= 0; )
{
Vector vec;
MatrixGetColumn( alignMatrix, j, vec );
for ( int i = 0; i < 3; i++ )
{
if ( fabs(vec[i]) > cosineAlignAngle )
{
vec[i] = SIGN(vec[i]);
vec[(i+1)%3] = 0;
vec[(i+2)%3] = 0;
MatrixSetColumn( vec, j, alignMatrix );
MatrixOrthogonalize( alignMatrix, j );
break;
}
}
}
QAngle out;
MatrixAngles( alignMatrix, out );
return out;
}
static void TraceCollideAgainstBBox( const CPhysCollide *pCollide, const Vector &start, const Vector &end, const QAngle &angles, const Vector &boxOrigin, const Vector &mins, const Vector &maxs, trace_t *ptr )
{
physcollision->TraceBox( boxOrigin, boxOrigin + (start-end), mins, maxs, pCollide, start, angles, ptr );
if ( ptr->DidHit() )
{
ptr->endpos = start * (1-ptr->fraction) + end * ptr->fraction;
ptr->startpos = start;
ptr->plane.dist = -ptr->plane.dist;
ptr->plane.normal *= -1;
}
}
//-----------------------------------------------------------------------------
// Purpose: Finds the nearest ragdoll sub-piece to a location and returns it
// Input : *pTarget - entity that is the potential ragdoll
// &position - position we're testing against
// Output : IPhysicsObject - sub-object (if any)
//-----------------------------------------------------------------------------
IPhysicsObject *GetRagdollChildAtPosition( CBaseEntity *pTarget, const Vector &position )
{
// Check for a ragdoll
if ( dynamic_cast<CRagdollProp*>( pTarget ) == NULL )
return NULL;
// Get the root
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
int count = pTarget->VPhysicsGetObjectList( pList, ARRAYSIZE( pList ) );
IPhysicsObject *pBestChild = NULL;
float flBestDist = 99999999.0f;
float flDist;
Vector vPos;
// Find the nearest child to where we're looking
for ( int i = 0; i < count; i++ )
{
pList[i]->GetPosition( &vPos, NULL );
flDist = ( position - vPos ).LengthSqr();
if ( flDist < flBestDist )
{
pBestChild = pList[i];
flBestDist = flDist;
}
}
// Make this our base now
pTarget->VPhysicsSwapObject( pBestChild );
return pTarget->VPhysicsGetObject();
}
//-----------------------------------------------------------------------------
// Purpose: Computes a local matrix for the player clamped to valid carry ranges
//-----------------------------------------------------------------------------
// when looking level, hold bottom of object 8 inches below eye level
#define PLAYER_HOLD_LEVEL_EYES -8
// when looking down, hold bottom of object 0 inches from feet
#define PLAYER_HOLD_DOWN_FEET 2
// when looking up, hold bottom of object 24 inches above eye level
#define PLAYER_HOLD_UP_EYES 24
// use a +/-30 degree range for the entire range of motion of pitch
#define PLAYER_LOOK_PITCH_RANGE 30
// player can reach down 2ft below his feet (otherwise he'll hold the object above the bottom)
#define PLAYER_REACH_DOWN_DISTANCE 24
static void ComputePlayerMatrix( CBasePlayer *pPlayer, matrix3x4_t &out )
{
if ( !pPlayer )
return;
QAngle angles = pPlayer->EyeAngles();
Vector origin = pPlayer->EyePosition();
// 0-360 / -180-180
//angles.x = init ? 0 : AngleDistance( angles.x, 0 );
//angles.x = clamp( angles.x, -PLAYER_LOOK_PITCH_RANGE, PLAYER_LOOK_PITCH_RANGE );
angles.x = 0;
float feet = pPlayer->GetAbsOrigin().z + pPlayer->WorldAlignMins().z;
float eyes = origin.z;
float zoffset = 0;
// moving up (negative pitch is up)
if ( angles.x < 0 )
{
zoffset = RemapVal( angles.x, 0, -PLAYER_LOOK_PITCH_RANGE, PLAYER_HOLD_LEVEL_EYES, PLAYER_HOLD_UP_EYES );
}
else
{
zoffset = RemapVal( angles.x, 0, PLAYER_LOOK_PITCH_RANGE, PLAYER_HOLD_LEVEL_EYES, PLAYER_HOLD_DOWN_FEET + (feet - eyes) );
}
origin.z += zoffset;
angles.x = 0;
AngleMatrix( angles, origin, out );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
// derive from this so we can add save/load data to it
struct game_shadowcontrol_params_t : public hlshadowcontrol_params_t
{
DECLARE_SIMPLE_DATADESC();
};
BEGIN_SIMPLE_DATADESC( game_shadowcontrol_params_t )
DEFINE_FIELD( targetPosition, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( targetRotation, FIELD_VECTOR ),
DEFINE_FIELD( maxAngular, FIELD_FLOAT ),
DEFINE_FIELD( maxDampAngular, FIELD_FLOAT ),
DEFINE_FIELD( maxSpeed, FIELD_FLOAT ),
DEFINE_FIELD( maxDampSpeed, FIELD_FLOAT ),
DEFINE_FIELD( dampFactor, FIELD_FLOAT ),
DEFINE_FIELD( teleportDistance, FIELD_FLOAT ),
END_DATADESC()
//-----------------------------------------------------------------------------
class CGrabController : public IMotionEvent
{
DECLARE_SIMPLE_DATADESC();
public:
CGrabController( void );
~CGrabController( void );
void AttachEntity( CBasePlayer *pPlayer, CBaseEntity *pEntity, IPhysicsObject *pPhys, bool bIsMegaPhysCannon, const Vector &vGrabPosition, bool bUseGrabPosition );
void DetachEntity( bool bClearVelocity );
void OnRestore();
bool UpdateObject( CBasePlayer *pPlayer, float flError );
void SetTargetPosition( const Vector &target, const QAngle &targetOrientation );
float ComputeError();
float GetLoadWeight( void ) const { return m_flLoadWeight; }
void SetAngleAlignment( float alignAngleCosine ) { m_angleAlignment = alignAngleCosine; }
void SetIgnorePitch( bool bIgnore ) { m_bIgnoreRelativePitch = bIgnore; }
QAngle TransformAnglesToPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer );
QAngle TransformAnglesFromPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer );
CBaseEntity *GetAttached() { return (CBaseEntity *)m_attachedEntity; }
IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
float GetSavedMass( IPhysicsObject *pObject );
bool IsObjectAllowedOverhead( CBaseEntity *pEntity );
private:
// Compute the max speed for an attached object
void ComputeMaxSpeed( CBaseEntity *pEntity, IPhysicsObject *pPhysics );
game_shadowcontrol_params_t m_shadow;
float m_timeToArrive;
float m_errorTime;
float m_error;
float m_contactAmount;
float m_angleAlignment;
bool m_bCarriedEntityBlocksLOS;
bool m_bIgnoreRelativePitch;
float m_flLoadWeight;
float m_savedRotDamping[VPHYSICS_MAX_OBJECT_LIST_COUNT];
float m_savedMass[VPHYSICS_MAX_OBJECT_LIST_COUNT];
EHANDLE m_attachedEntity;
QAngle m_vecPreferredCarryAngles;
bool m_bHasPreferredCarryAngles;
float m_flDistanceOffset;
QAngle m_attachedAnglesPlayerSpace;
Vector m_attachedPositionObjectSpace;
IPhysicsMotionController *m_controller;
bool m_bAllowObjectOverhead; // Can the player hold this object directly overhead? (Default is NO)
// NVNT player controlling this grab controller
CBasePlayer* m_pControllingPlayer;
friend class CWeaponPhysCannon;
};
BEGIN_SIMPLE_DATADESC( CGrabController )
DEFINE_EMBEDDED( m_shadow ),
DEFINE_FIELD( m_timeToArrive, FIELD_FLOAT ),
DEFINE_FIELD( m_errorTime, FIELD_FLOAT ),
DEFINE_FIELD( m_error, FIELD_FLOAT ),
DEFINE_FIELD( m_contactAmount, FIELD_FLOAT ),
DEFINE_AUTO_ARRAY( m_savedRotDamping, FIELD_FLOAT ),
DEFINE_AUTO_ARRAY( m_savedMass, FIELD_FLOAT ),
DEFINE_FIELD( m_flLoadWeight, FIELD_FLOAT ),
DEFINE_FIELD( m_bCarriedEntityBlocksLOS, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bIgnoreRelativePitch, FIELD_BOOLEAN ),
DEFINE_FIELD( m_attachedEntity, FIELD_EHANDLE ),
DEFINE_FIELD( m_angleAlignment, FIELD_FLOAT ),
DEFINE_FIELD( m_vecPreferredCarryAngles, FIELD_VECTOR ),
DEFINE_FIELD( m_bHasPreferredCarryAngles, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flDistanceOffset, FIELD_FLOAT ),
DEFINE_FIELD( m_attachedAnglesPlayerSpace, FIELD_VECTOR ),
DEFINE_FIELD( m_attachedPositionObjectSpace, FIELD_VECTOR ),
DEFINE_FIELD( m_bAllowObjectOverhead, FIELD_BOOLEAN ),
// Physptrs can't be inside embedded classes
// DEFINE_PHYSPTR( m_controller ),
END_DATADESC()
const float DEFAULT_MAX_ANGULAR = 360.0f * 10.0f;
const float REDUCED_CARRY_MASS = 1.0f;
CGrabController::CGrabController( void )
{
m_shadow.dampFactor = 1.0;
m_shadow.teleportDistance = 0;
m_errorTime = 0;
m_error = 0;
// make this controller really stiff!
m_shadow.maxSpeed = 1000;
m_shadow.maxAngular = DEFAULT_MAX_ANGULAR;
m_shadow.maxDampSpeed = m_shadow.maxSpeed*2;
m_shadow.maxDampAngular = m_shadow.maxAngular;
m_attachedEntity = NULL;
m_vecPreferredCarryAngles = vec3_angle;
m_bHasPreferredCarryAngles = false;
m_flDistanceOffset = 0;
// NVNT constructing m_pControllingPlayer to NULL
m_pControllingPlayer = NULL;
}
CGrabController::~CGrabController( void )
{
DetachEntity( false );
}
void CGrabController::OnRestore()
{
if ( m_controller )
{
m_controller->SetEventHandler( this );
}
}
void CGrabController::SetTargetPosition( const Vector &target, const QAngle &targetOrientation )
{
m_shadow.targetPosition = target;
m_shadow.targetRotation = targetOrientation;
m_timeToArrive = gpGlobals->frametime;
CBaseEntity *pAttached = GetAttached();
if ( pAttached )
{
IPhysicsObject *pObj = pAttached->VPhysicsGetObject();
if ( pObj != NULL )
{
pObj->Wake();
}
else
{
DetachEntity( false );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CGrabController::ComputeError()
{
if ( m_errorTime <= 0 )
return 0;
CBaseEntity *pAttached = GetAttached();
if ( pAttached )
{
Vector pos;
IPhysicsObject *pObj = pAttached->VPhysicsGetObject();
if ( pObj )
{
pObj->GetShadowPosition( &pos, NULL );
float error = (m_shadow.targetPosition - pos).Length();
if ( m_errorTime > 0 )
{
if ( m_errorTime > 1 )
{
m_errorTime = 1;
}
float speed = error / m_errorTime;
if ( speed > m_shadow.maxSpeed )
{
error *= 0.5;
}
m_error = (1-m_errorTime) * m_error + error * m_errorTime;
}
}
else
{
DevMsg( "Object attached to Physcannon has no physics object\n" );
DetachEntity( false );
return 9999; // force detach
}
}
if ( pAttached->IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) )
{
m_error *= 3.0f;
}
m_errorTime = 0;
return m_error;
}
#define MASS_SPEED_SCALE 60
#define MAX_MASS 40
void CGrabController::ComputeMaxSpeed( CBaseEntity *pEntity, IPhysicsObject *pPhysics )
{
m_shadow.maxSpeed = 1000;
m_shadow.maxAngular = DEFAULT_MAX_ANGULAR;
// Compute total mass...
float flMass = PhysGetEntityMass( pEntity );
float flMaxMass = physcannon_maxmass.GetFloat();
if ( flMass <= flMaxMass )
return;
float flLerpFactor = clamp( flMass, flMaxMass, 500.0f );
flLerpFactor = SimpleSplineRemapVal( flLerpFactor, flMaxMass, 500.0f, 0.0f, 1.0f );
float invMass = pPhysics->GetInvMass();
float invInertia = pPhysics->GetInvInertia().Length();
float invMaxMass = 1.0f / MAX_MASS;
float ratio = invMaxMass / invMass;
invMass = invMaxMass;
invInertia *= ratio;
float maxSpeed = invMass * MASS_SPEED_SCALE * 200;
float maxAngular = invInertia * MASS_SPEED_SCALE * 360;
m_shadow.maxSpeed = Lerp( flLerpFactor, m_shadow.maxSpeed, maxSpeed );
m_shadow.maxAngular = Lerp( flLerpFactor, m_shadow.maxAngular, maxAngular );
}
QAngle CGrabController::TransformAnglesToPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer )
{
if ( m_bIgnoreRelativePitch )
{
matrix3x4_t test;
QAngle angleTest = pPlayer->EyeAngles();
angleTest.x = 0;
AngleMatrix( angleTest, test );
return TransformAnglesToLocalSpace( anglesIn, test );
}
return TransformAnglesToLocalSpace( anglesIn, pPlayer->EntityToWorldTransform() );
}
QAngle CGrabController::TransformAnglesFromPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer )
{
if ( m_bIgnoreRelativePitch )
{
matrix3x4_t test;
QAngle angleTest = pPlayer->EyeAngles();
angleTest.x = 0;
AngleMatrix( angleTest, test );
return TransformAnglesToWorldSpace( anglesIn, test );
}
return TransformAnglesToWorldSpace( anglesIn, pPlayer->EntityToWorldTransform() );
}
void CGrabController::AttachEntity( CBasePlayer *pPlayer, CBaseEntity *pEntity, IPhysicsObject *pPhys, bool bIsMegaPhysCannon, const Vector &vGrabPosition, bool bUseGrabPosition )
{
// play the impact sound of the object hitting the player
// used as feedback to let the player know he picked up the object
int hitMaterial = pPhys->GetMaterialIndex();
int playerMaterial = pPlayer->VPhysicsGetObject() ? pPlayer->VPhysicsGetObject()->GetMaterialIndex() : hitMaterial;
PhysicsImpactSound( pPlayer, pPhys, CHAN_STATIC, hitMaterial, playerMaterial, 1.0, 64 );
Vector position;
QAngle angles;
pPhys->GetPosition( &position, &angles );
// If it has a preferred orientation, use that instead.
Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles );
// ComputeMaxSpeed( pEntity, pPhys );
// If we haven't been killed by a grab, we allow the gun to grab the nearest part of a ragdoll
if ( bUseGrabPosition )
{
IPhysicsObject *pChild = GetRagdollChildAtPosition( pEntity, vGrabPosition );
if ( pChild )
{
pPhys = pChild;
}
}
// Carried entities can never block LOS
m_bCarriedEntityBlocksLOS = pEntity->BlocksLOS();
pEntity->SetBlocksLOS( false );
m_controller = physenv->CreateMotionController( this );
m_controller->AttachObject( pPhys, true );
// Don't do this, it's causing trouble with constraint solvers.
//m_controller->SetPriority( IPhysicsMotionController::HIGH_PRIORITY );
pPhys->Wake();
PhysSetGameFlags( pPhys, FVPHYSICS_PLAYER_HELD );
SetTargetPosition( position, angles );
m_attachedEntity = pEntity;
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
int count = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
m_flLoadWeight = 0;
float damping = 10;
float flFactor = count / 7.5f;
if ( flFactor < 1.0f )
{
flFactor = 1.0f;
}
for ( int i = 0; i < count; i++ )
{
float mass = pList[i]->GetMass();
pList[i]->GetDamping( NULL, &m_savedRotDamping[i] );
m_flLoadWeight += mass;
m_savedMass[i] = mass;
// reduce the mass to prevent the player from adding crazy amounts of energy to the system
pList[i]->SetMass( REDUCED_CARRY_MASS / flFactor );
pList[i]->SetDamping( NULL, &damping );
}
// NVNT setting m_pControllingPlayer to the player attached
m_pControllingPlayer = pPlayer;
// Give extra mass to the phys object we're actually picking up
pPhys->SetMass( REDUCED_CARRY_MASS );
pPhys->EnableDrag( false );
m_errorTime = bIsMegaPhysCannon ? -1.5f : -1.0f; // 1 seconds until error starts accumulating
m_error = 0;
m_contactAmount = 0;
m_attachedAnglesPlayerSpace = TransformAnglesToPlayerSpace( angles, pPlayer );
if ( m_angleAlignment != 0 )
{
m_attachedAnglesPlayerSpace = AlignAngles( m_attachedAnglesPlayerSpace, m_angleAlignment );
}
// Ragdolls don't offset this way
if ( dynamic_cast<CRagdollProp*>(pEntity) )
{
m_attachedPositionObjectSpace.Init();
}
else
{
VectorITransform( pEntity->WorldSpaceCenter(), pEntity->EntityToWorldTransform(), m_attachedPositionObjectSpace );
}
// If it's a prop, see if it has desired carry angles
CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(pEntity);
if ( pProp )
{
m_bHasPreferredCarryAngles = pProp->GetPropDataAngles( "preferred_carryangles", m_vecPreferredCarryAngles );
m_flDistanceOffset = pProp->GetCarryDistanceOffset();
}
else
{
m_bHasPreferredCarryAngles = false;
m_flDistanceOffset = 0;
}
m_bAllowObjectOverhead = IsObjectAllowedOverhead( pEntity );
}
static void ClampPhysicsVelocity( IPhysicsObject *pPhys, float linearLimit, float angularLimit )
{
Vector vel;
AngularImpulse angVel;
pPhys->GetVelocity( &vel, &angVel );
float speed = VectorNormalize(vel) - linearLimit;
float angSpeed = VectorNormalize(angVel) - angularLimit;
speed = speed < 0 ? 0 : -speed;
angSpeed = angSpeed < 0 ? 0 : -angSpeed;
vel *= speed;
angVel *= angSpeed;
pPhys->AddVelocity( &vel, &angVel );
}
void CGrabController::DetachEntity( bool bClearVelocity )
{
Assert(!PhysIsInCallback());
CBaseEntity *pEntity = GetAttached();
if ( pEntity )
{
// Restore the LS blocking state
pEntity->SetBlocksLOS( m_bCarriedEntityBlocksLOS );
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
int count = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
for ( int i = 0; i < count; i++ )
{
IPhysicsObject *pPhys = pList[i];
if ( !pPhys )
continue;
// on the odd chance that it's gone to sleep while under anti-gravity
pPhys->EnableDrag( true );
pPhys->Wake();
pPhys->SetMass( m_savedMass[i] );
pPhys->SetDamping( NULL, &m_savedRotDamping[i] );
PhysClearGameFlags( pPhys, FVPHYSICS_PLAYER_HELD );
if ( bClearVelocity )
{
PhysForceClearVelocity( pPhys );
}
else
{
ClampPhysicsVelocity( pPhys, hl2_normspeed.GetFloat() * 1.5f, 2.0f * 360.0f );
}
}
}
m_attachedEntity = NULL;
physenv->DestroyMotionController( m_controller );
m_controller = NULL;
}
static bool InContactWithHeavyObject( IPhysicsObject *pObject, float heavyMass )
{
bool contact = false;
IPhysicsFrictionSnapshot *pSnapshot = pObject->CreateFrictionSnapshot();
while ( pSnapshot->IsValid() )
{
IPhysicsObject *pOther = pSnapshot->GetObject( 1 );
if ( !pOther->IsMoveable() || pOther->GetMass() > heavyMass )
{
contact = true;
break;
}
pSnapshot->NextFrictionData();
}
pObject->DestroyFrictionSnapshot( pSnapshot );
return contact;
}
IMotionEvent::simresult_e CGrabController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
{
game_shadowcontrol_params_t shadowParams = m_shadow;
if ( InContactWithHeavyObject( pObject, GetLoadWeight() ) )
{
m_contactAmount = Approach( 0.1f, m_contactAmount, deltaTime*2.0f );
}
else
{
m_contactAmount = Approach( 1.0f, m_contactAmount, deltaTime*2.0f );
}
shadowParams.maxAngular = m_shadow.maxAngular * m_contactAmount * m_contactAmount * m_contactAmount;
m_timeToArrive = pObject->ComputeShadowControl( shadowParams, m_timeToArrive, deltaTime );
// Slide along the current contact points to fix bouncing problems
Vector velocity;
AngularImpulse angVel;
pObject->GetVelocity( &velocity, &angVel );
PhysComputeSlideDirection( pObject, velocity, angVel, &velocity, &angVel, GetLoadWeight() );
pObject->SetVelocityInstantaneous( &velocity, NULL );
linear.Init();
angular.Init();
m_errorTime += deltaTime;
return SIM_LOCAL_ACCELERATION;
}
float CGrabController::GetSavedMass( IPhysicsObject *pObject )
{
CBaseEntity *pHeld = m_attachedEntity;
if ( pHeld )
{
if ( pObject->GetGameData() == (void*)pHeld )
{
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
int count = pHeld->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
for ( int i = 0; i < count; i++ )
{
if ( pList[i] == pObject )
return m_savedMass[i];
}
}
}
return 0.0f;
}
//-----------------------------------------------------------------------------
// Is this an object that the player is allowed to lift to a position
// directly overhead? The default behavior prevents lifting objects directly
// overhead, but there are exceptions for gameplay purposes.
//-----------------------------------------------------------------------------
bool CGrabController::IsObjectAllowedOverhead( CBaseEntity *pEntity )
{
// Allow combine balls overhead
if( UTIL_IsCombineBallDefinite(pEntity) )
return true;
// Allow props that are specifically flagged as such
CPhysicsProp *pPhysProp = dynamic_cast<CPhysicsProp *>(pEntity);
if ( pPhysProp != NULL && pPhysProp->HasInteraction( PROPINTER_PHYSGUN_ALLOW_OVERHEAD ) )
return true;
// String checks are fine here, we only run this code one time- when the object is picked up.
if( pEntity->ClassMatches("grenade_helicopter") )
return true;
if( pEntity->ClassMatches("weapon_striderbuster") )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Player pickup controller
//-----------------------------------------------------------------------------
class CPlayerPickupController : public CBaseEntity
{
DECLARE_DATADESC();
DECLARE_CLASS( CPlayerPickupController, CBaseEntity );
public:
void Init( CBasePlayer *pPlayer, CBaseEntity *pObject );
void Shutdown( bool bThrown = false );
bool OnControls( CBaseEntity *pControls ) { return true; }
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void OnRestore()
{
m_grabController.OnRestore();
}
void VPhysicsUpdate( IPhysicsObject *pPhysics ){}
void VPhysicsShadowUpdate( IPhysicsObject *pPhysics ) {}
bool IsHoldingEntity( CBaseEntity *pEnt );
CGrabController &GetGrabController() { return m_grabController; }
private:
CGrabController m_grabController;
CBasePlayer *m_pPlayer;
};
LINK_ENTITY_TO_CLASS( player_pickup, CPlayerPickupController );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CPlayerPickupController )
DEFINE_EMBEDDED( m_grabController ),
// Physptrs can't be inside embedded classes
DEFINE_PHYSPTR( m_grabController.m_controller ),
DEFINE_FIELD( m_pPlayer, FIELD_CLASSPTR ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// *pObject -
//-----------------------------------------------------------------------------
void CPlayerPickupController::Init( CBasePlayer *pPlayer, CBaseEntity *pObject )
{
// Holster player's weapon
if ( pPlayer->GetActiveWeapon() )
{
if ( !pPlayer->GetActiveWeapon()->CanHolster() || !pPlayer->GetActiveWeapon()->Holster() )
{
Shutdown();
return;
}
}
CHL2_Player *pOwner = (CHL2_Player *)ToBasePlayer( pPlayer );
if ( pOwner )
{
pOwner->EnableSprint( false );
}
// If the target is debris, convert it to non-debris
if ( pObject->GetCollisionGroup() == COLLISION_GROUP_DEBRIS )
{
// Interactive debris converts back to debris when it comes to rest
pObject->SetCollisionGroup( COLLISION_GROUP_INTERACTIVE_DEBRIS );
}
// done so I'll go across level transitions with the player
SetParent( pPlayer );
m_grabController.SetIgnorePitch( true );
m_grabController.SetAngleAlignment( DOT_30DEGREE );
m_pPlayer = pPlayer;
IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
Pickup_OnPhysGunPickup( pObject, m_pPlayer, PICKED_UP_BY_PLAYER );
m_grabController.AttachEntity( pPlayer, pObject, pPhysics, false, vec3_origin, false );
// NVNT apply a downward force to simulate the mass of the held object.
#if defined( WIN32 ) && !defined( _X360 )
HapticSetConstantForce(m_pPlayer,clamp(m_grabController.GetLoadWeight()*0.1,1,6)*Vector(0,-1,0));
#endif
m_pPlayer->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION;
m_pPlayer->SetUseEntity( this );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bool -
//-----------------------------------------------------------------------------
void CPlayerPickupController::Shutdown( bool bThrown )
{
CBaseEntity *pObject = m_grabController.GetAttached();
bool bClearVelocity = false;
if ( !bThrown && pObject && pObject->VPhysicsGetObject() && pObject->VPhysicsGetObject()->GetContactPoint(NULL,NULL) )
{
bClearVelocity = true;
}
m_grabController.DetachEntity( bClearVelocity );
// NVNT if we have a player, issue a zero constant force message
#if defined( WIN32 ) && !defined( _X360 )
if(m_pPlayer)
HapticSetConstantForce(m_pPlayer,Vector(0,0,0));
#endif
if ( pObject != NULL )
{
Pickup_OnPhysGunDrop( pObject, m_pPlayer, bThrown ? THROWN_BY_PLAYER : DROPPED_BY_PLAYER );
}
if ( m_pPlayer )
{
CHL2_Player *pOwner = (CHL2_Player *)ToBasePlayer( m_pPlayer );
if ( pOwner )
{
pOwner->EnableSprint( true );
}
m_pPlayer->SetUseEntity( NULL );
if ( m_pPlayer->GetActiveWeapon() )
{
if ( !m_pPlayer->GetActiveWeapon()->Deploy() )
{
// We tried to restore the player's weapon, but we couldn't.
// This usually happens when they're holding an empty weapon that doesn't
// autoswitch away when out of ammo. Switch to next best weapon.
m_pPlayer->SwitchToNextBestWeapon( NULL );
}
}
m_pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION;
}
Remove();
}
void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( ToBasePlayer(pActivator) == m_pPlayer )
{
CBaseEntity *pAttached = m_grabController.GetAttached();
// UNDONE: Use vphysics stress to decide to drop objects
// UNDONE: Must fix case of forcing objects into the ground you're standing on (causes stress) before that will work
if ( !pAttached || useType == USE_OFF || (m_pPlayer->m_nButtons & IN_ATTACK2) || m_grabController.ComputeError() > 12 )
{
Shutdown();
return;
}
//Adrian: Oops, our object became motion disabled, let go!
IPhysicsObject *pPhys = pAttached->VPhysicsGetObject();
if ( pPhys && pPhys->IsMoveable() == false )
{
Shutdown();
return;
}
#if STRESS_TEST
vphysics_objectstress_t stress;
CalculateObjectStress( pPhys, pAttached, &stress );
if ( stress.exertedStress > 250 )
{
Shutdown();
return;
}
#endif
// +ATTACK will throw phys objects
if ( m_pPlayer->m_nButtons & IN_ATTACK )
{
Shutdown( true );
Vector vecLaunch;
m_pPlayer->EyeVectors( &vecLaunch );
// JAY: Scale this with mass because some small objects really go flying
float massFactor = clamp( pPhys->GetMass(), 0.5, 15 );
massFactor = RemapVal( massFactor, 0.5, 15, 0.5, 4 );
vecLaunch *= player_throwforce.GetFloat() * massFactor;
pPhys->ApplyForceCenter( vecLaunch );
AngularImpulse aVel = RandomAngularImpulse( -10, 10 ) * massFactor;
pPhys->ApplyTorqueCenter( aVel );
return;
}
if ( useType == USE_SET )
{
// update position
m_grabController.UpdateObject( m_pPlayer, 12 );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEnt -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPlayerPickupController::IsHoldingEntity( CBaseEntity *pEnt )
{
return ( m_grabController.GetAttached() == pEnt );
}
void PlayerPickupObject( CBasePlayer *pPlayer, CBaseEntity *pObject )
{
//Don't pick up if we don't have a phys object.
if ( pObject->VPhysicsGetObject() == NULL )
return;
CPlayerPickupController *pController = (CPlayerPickupController *)CBaseEntity::Create( "player_pickup", pObject->GetAbsOrigin(), vec3_angle, pPlayer );
if ( !pController )
return;
pController->Init( pPlayer, pObject );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Physcannon
//-----------------------------------------------------------------------------
#define NUM_BEAMS 4
#define NUM_SPRITES 6
struct thrown_objects_t
{
float fTimeThrown;
EHANDLE hEntity;
DECLARE_SIMPLE_DATADESC();
};
BEGIN_SIMPLE_DATADESC( thrown_objects_t )
DEFINE_FIELD( fTimeThrown, FIELD_TIME ),
DEFINE_FIELD( hEntity, FIELD_EHANDLE ),
END_DATADESC()
class CWeaponPhysCannon : public CBaseHLCombatWeapon
{
public:
DECLARE_CLASS( CWeaponPhysCannon, CBaseHLCombatWeapon );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CWeaponPhysCannon( void );
void Drop( const Vector &vecVelocity );
void Precache();
virtual void Spawn();
virtual void OnRestore();
virtual void StopLoopingSounds();
virtual void UpdateOnRemove(void);
void PrimaryAttack();
void SecondaryAttack();
void WeaponIdle();
void ItemPreFrame();
void ItemPostFrame();
void ItemBusyFrame();
virtual float GetMaxAutoAimDeflection() { return 0.90f; }
void ForceDrop( void );
bool DropIfEntityHeld( CBaseEntity *pTarget ); // Drops its held entity if it matches the entity passed in
CGrabController &GetGrabController() { return m_grabController; }
bool CanHolster( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
bool Deploy( void );
bool HasAnyAmmo( void ) { return true; }
void InputBecomeMegaCannon( inputdata_t &inputdata );
void BeginUpgrade();
virtual void SetViewModel( void );
virtual const char *GetShootSound( int iIndex ) const;
void RecordThrownObject( CBaseEntity *pObject );
void PurgeThrownObjects();
bool IsAccountableForObject( CBaseEntity *pObject );
bool ShouldDisplayHUDHint() { return true; }
protected:
enum FindObjectResult_t
{
OBJECT_FOUND = 0,
OBJECT_NOT_FOUND,
OBJECT_BEING_DETACHED,
};
void DoMegaEffect( int effectType, Vector *pos = NULL );
void DoEffect( int effectType, Vector *pos = NULL );
void OpenElements( void );
void CloseElements( void );
// Pickup and throw objects.
bool CanPickupObject( CBaseEntity *pTarget );
void CheckForTarget( void );
FindObjectResult_t FindObject( void );
void FindObjectTrace( CBasePlayer *pPlayer, trace_t *pTraceResult );
CBaseEntity *MegaPhysCannonFindObjectInCone( const Vector &vecOrigin, const Vector &vecDir, float flCone, float flCombineBallCone, bool bOnlyCombineBalls );
CBaseEntity *FindObjectInCone( const Vector &vecOrigin, const Vector &vecDir, float flCone );
bool AttachObject( CBaseEntity *pObject, const Vector &vPosition );
void UpdateObject( void );
void DetachObject( bool playSound = true, bool wasLaunched = false );
void LaunchObject( const Vector &vecDir, float flForce );
void StartEffects( void ); // Initialize all sprites and beams
void StopEffects( bool stopSound = true ); // Hide all effects temporarily
void DestroyEffects( void ); // Destroy all sprites and beams
// Punt objects - this is pointing at an object in the world and applying a force to it.
void PuntNonVPhysics( CBaseEntity *pEntity, const Vector &forward, trace_t &tr );
void PuntVPhysics( CBaseEntity *pEntity, const Vector &forward, trace_t &tr );
void PuntRagdoll( CBaseEntity *pEntity, const Vector &forward, trace_t &tr );
// Velocity-based throw common to punt and launch code.
void ApplyVelocityBasedForce( CBaseEntity *pEntity, const Vector &forward, const Vector &vecHitPos, PhysGunForce_t reason );
// Physgun effects
void DoEffectClosed( void );
void DoMegaEffectClosed( void );
void DoEffectReady( void );
void DoMegaEffectReady( void );
void DoMegaEffectHolding( void );
void DoEffectHolding( void );
void DoMegaEffectLaunch( Vector *pos );
void DoEffectLaunch( Vector *pos );
void DoEffectNone( void );
void DoEffectIdle( void );
// Trace length
float TraceLength();
// Do we have the super-phys gun?
inline bool IsMegaPhysCannon()
{
return PlayerHasMegaPhysCannon();
}
// Sprite scale factor
float SpriteScaleFactor();
float GetLoadPercentage();
CSoundPatch *GetMotorSound( void );
void DryFire( void );
void PrimaryFireEffect( void );
// What happens when the physgun picks up something
void Physgun_OnPhysGunPickup( CBaseEntity *pEntity, CBasePlayer *pOwner, PhysGunPickup_t reason );
// Wait until we're done upgrading
void WaitForUpgradeThink();
bool EntityAllowsPunts( CBaseEntity *pEntity );
bool m_bOpen;
bool m_bActive;
int m_nChangeState; //For delayed state change of elements
float m_flCheckSuppressTime; //Amount of time to suppress the checking for targets
bool m_flLastDenySoundPlayed; //Debounce for deny sound
int m_nAttack2Debounce;
CNetworkVar( bool, m_bIsCurrentlyUpgrading );
CNetworkVar( float, m_flTimeForceView );
float m_flElementDebounce;
float m_flElementPosition;
float m_flElementDestination;
CHandle<CBeam> m_hBeams[NUM_BEAMS];
CHandle<CSprite> m_hGlowSprites[NUM_SPRITES];
CHandle<CSprite> m_hEndSprites[2];
float m_flEndSpritesOverride[2];
CHandle<CSprite> m_hCenterSprite;
CHandle<CSprite> m_hBlastSprite;
CSoundPatch *m_sndMotor; // Whirring sound for the gun
CGrabController m_grabController;
int m_EffectState; // Current state of the effects on the gun
bool m_bPhyscannonState;
// A list of the objects thrown or punted recently, and the time done so.
CUtlVector< thrown_objects_t > m_ThrownEntities;
float m_flTimeNextObjectPurge;
protected:
// Because the physcannon is a leaf class, we can use
// static variables to store this information, and save some memory.
// Should the physcannon end up having inheritors, their activate may
// stomp these numbers, in which case you should make these ordinary members
// again.
//
// The physcannon also caches some pose parameters in SetupGlobalModelData().
static int m_poseActive;
static bool m_sbStaticPoseParamsLoaded;
};
bool CWeaponPhysCannon::m_sbStaticPoseParamsLoaded = false;
int CWeaponPhysCannon::m_poseActive = 0;
IMPLEMENT_SERVERCLASS_ST(CWeaponPhysCannon, DT_WeaponPhysCannon)
SendPropBool( SENDINFO( m_bIsCurrentlyUpgrading ) ),
SendPropFloat( SENDINFO( m_flTimeForceView ) ),
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_physcannon, CWeaponPhysCannon );
PRECACHE_WEAPON_REGISTER( weapon_physcannon );
BEGIN_DATADESC( CWeaponPhysCannon )
DEFINE_FIELD( m_bOpen, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
DEFINE_FIELD( m_nChangeState, FIELD_INTEGER ),
DEFINE_FIELD( m_flCheckSuppressTime, FIELD_TIME ),
DEFINE_FIELD( m_flElementDebounce, FIELD_TIME ),
DEFINE_FIELD( m_flElementPosition, FIELD_FLOAT ),
DEFINE_FIELD( m_flElementDestination, FIELD_FLOAT ),
DEFINE_FIELD( m_nAttack2Debounce, FIELD_INTEGER ),
DEFINE_FIELD( m_bIsCurrentlyUpgrading, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flTimeForceView, FIELD_TIME ),
DEFINE_FIELD( m_EffectState, FIELD_INTEGER ),
DEFINE_AUTO_ARRAY( m_hBeams, FIELD_EHANDLE ),
DEFINE_AUTO_ARRAY( m_hGlowSprites, FIELD_EHANDLE ),
DEFINE_AUTO_ARRAY( m_hEndSprites, FIELD_EHANDLE ),
DEFINE_AUTO_ARRAY( m_flEndSpritesOverride, FIELD_TIME ),
DEFINE_FIELD( m_hCenterSprite, FIELD_EHANDLE ),
DEFINE_FIELD( m_hBlastSprite, FIELD_EHANDLE ),
DEFINE_FIELD( m_flLastDenySoundPlayed, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bPhyscannonState, FIELD_BOOLEAN ),
DEFINE_SOUNDPATCH( m_sndMotor ),
DEFINE_EMBEDDED( m_grabController ),
// Physptrs can't be inside embedded classes
DEFINE_PHYSPTR( m_grabController.m_controller ),
DEFINE_THINKFUNC( WaitForUpgradeThink ),
DEFINE_UTLVECTOR( m_ThrownEntities, FIELD_EMBEDDED ),
DEFINE_FIELD( m_flTimeNextObjectPurge, FIELD_TIME ),
END_DATADESC()
enum
{
ELEMENT_STATE_NONE = -1,
ELEMENT_STATE_OPEN,
ELEMENT_STATE_CLOSED,
};
enum
{
EFFECT_NONE,
EFFECT_CLOSED,
EFFECT_READY,
EFFECT_HOLDING,
EFFECT_LAUNCH,
};
//-----------------------------------------------------------------------------
// Do we have the super-phys gun?
//-----------------------------------------------------------------------------
bool PlayerHasMegaPhysCannon()
{
return ( HL2GameRules()->MegaPhyscannonActive() == true );
}
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CWeaponPhysCannon::CWeaponPhysCannon( void )
{
m_flElementPosition = 0.0f;
m_flElementDestination = 0.0f;
m_bOpen = false;
m_nChangeState = ELEMENT_STATE_NONE;
m_flCheckSuppressTime = 0.0f;
m_EffectState = EFFECT_NONE;
m_flLastDenySoundPlayed = false;
m_flEndSpritesOverride[0] = 0.0f;
m_flEndSpritesOverride[1] = 0.0f;
m_bPhyscannonState = false;
}
//-----------------------------------------------------------------------------
// Purpose: Precache
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::Precache( void )
{
PrecacheModel( PHYSCANNON_BEAM_SPRITE );
PrecacheModel( PHYSCANNON_GLOW_SPRITE );
PrecacheModel( PHYSCANNON_ENDCAP_SPRITE );
PrecacheModel( PHYSCANNON_CENTER_GLOW );
PrecacheModel( PHYSCANNON_BLAST_SPRITE );
PrecacheModel( MEGACANNON_BEAM_SPRITE );
PrecacheModel( MEGACANNON_GLOW_SPRITE );
PrecacheModel( MEGACANNON_ENDCAP_SPRITE );
PrecacheModel( MEGACANNON_CENTER_GLOW );
PrecacheModel( MEGACANNON_BLAST_SPRITE );
PrecacheModel( MEGACANNON_RAGDOLL_BOOGIE_SPRITE );
// Precache our alternate model
PrecacheModel( MEGACANNON_MODEL );
PrecacheScriptSound( "Weapon_PhysCannon.HoldSound" );
PrecacheScriptSound( "Weapon_Physgun.Off" );
PrecacheScriptSound( "Weapon_MegaPhysCannon.DryFire" );
PrecacheScriptSound( "Weapon_MegaPhysCannon.Launch" );
PrecacheScriptSound( "Weapon_MegaPhysCannon.Pickup");
PrecacheScriptSound( "Weapon_MegaPhysCannon.Drop");
PrecacheScriptSound( "Weapon_MegaPhysCannon.HoldSound");
PrecacheScriptSound( "Weapon_MegaPhysCannon.ChargeZap");
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::Spawn( void )
{
BaseClass::Spawn();
// Need to get close to pick it up
CollisionProp()->UseTriggerBounds( false );
m_bPhyscannonState = IsMegaPhysCannon();
// The megacannon uses a different skin
if ( IsMegaPhysCannon() )
{
m_nSkin = MEGACANNON_SKIN;
}
m_flTimeForceView = -1;
}
//-----------------------------------------------------------------------------
// Purpose: Restore
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::OnRestore()
{
BaseClass::OnRestore();
m_grabController.OnRestore();
m_bPhyscannonState = IsMegaPhysCannon();
// Tracker 8106: Physcannon effects disappear through level transition, so
// just recreate any effects here
if ( m_EffectState != EFFECT_NONE )
{
DoEffect( m_EffectState, NULL );
}
}
//-----------------------------------------------------------------------------
// On Remove
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::UpdateOnRemove(void)
{
DestroyEffects( );
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Sprite scale factor
//-----------------------------------------------------------------------------
inline float CWeaponPhysCannon::SpriteScaleFactor()
{
return IsMegaPhysCannon() ? 1.5f : 1.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::Deploy( void )
{
CloseElements();
DoEffect( EFFECT_READY );
// Unbloat our bounds
if ( IsMegaPhysCannon() )
{
CollisionProp()->UseTriggerBounds( false );
}
m_flTimeNextObjectPurge = gpGlobals->curtime;
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::SetViewModel( void )
{
if ( !IsMegaPhysCannon() )
{
BaseClass::SetViewModel();
return;
}
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
if ( vm == NULL )
return;
vm->SetWeaponModel( MEGACANNON_MODEL, this );
}
//-----------------------------------------------------------------------------
// Purpose: Force the cannon to drop anything it's carrying
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::ForceDrop( void )
{
CloseElements();
DetachObject();
StopEffects();
}
//-----------------------------------------------------------------------------
// Purpose: Drops its held entity if it matches the entity passed in
// Input : *pTarget -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::DropIfEntityHeld( CBaseEntity *pTarget )
{
if ( pTarget == NULL )
return false;
CBaseEntity *pHeld = m_grabController.GetAttached();
if ( pHeld == NULL )
return false;
if ( pHeld == pTarget )
{
ForceDrop();
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::Drop( const Vector &vecVelocity )
{
ForceDrop();
BaseClass::Drop( vecVelocity );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::CanHolster( void )
{
//Don't holster this weapon if we're holding onto something
if ( m_bActive )
return false;
return BaseClass::CanHolster();
};
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::Holster( CBaseCombatWeapon *pSwitchingTo )
{
//Don't holster this weapon if we're holding onto something
if ( m_bActive )
{
if ( !pSwitchingTo ||
( m_grabController.GetAttached() == pSwitchingTo &&
GetOwner()->Weapon_OwnsThisType( pSwitchingTo->GetClassname(), pSwitchingTo->GetSubType()) ) )
{
}
else
{
return false;
}
}
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner )
{
pOwner->RumbleEffect( RUMBLE_PHYSCANNON_OPEN, 0, RUMBLE_FLAG_STOP );
}
ForceDrop();
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DryFire( void )
{
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
WeaponSound( EMPTY );
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner )
{
pOwner->RumbleEffect( RUMBLE_PISTOL, 0, RUMBLE_FLAG_RESTART );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::PrimaryFireEffect( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
pOwner->ViewPunch( QAngle(-6, random->RandomInt(-2,2) ,0) );
color32 white = { 245, 245, 255, 32 };
UTIL_ScreenFade( pOwner, white, 0.1f, 0.0f, FFADE_IN );
WeaponSound( SINGLE );
}
#define MAX_KNOCKBACK_FORCE 128
//-----------------------------------------------------------------------------
// Punt non-physics
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::PuntNonVPhysics( CBaseEntity *pEntity, const Vector &forward, trace_t &tr )
{
float flDamage = 1.0f;
if ( FClassnameIs( pEntity, "func_breakable" ) )
{
CBreakable *pBreak = dynamic_cast <CBreakable *>(pEntity);
if ( pBreak && ( pBreak->GetMaterialType() == matGlass ) )
{
flDamage = physcannon_dmg_glass.GetFloat();
}
}
CTakeDamageInfo info;
info.SetAttacker( GetOwner() );
info.SetInflictor( this );
info.SetDamage( flDamage );
info.SetDamageType( DMG_CRUSH | DMG_PHYSGUN );
info.SetDamageForce( forward ); // Scale?
info.SetDamagePosition( tr.endpos );
pEntity->DispatchTraceAttack( info, forward, &tr );
ApplyMultiDamage();
//Explosion effect
DoEffect( EFFECT_LAUNCH, &tr.endpos );
PrimaryFireEffect();
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
m_nChangeState = ELEMENT_STATE_CLOSED;
m_flElementDebounce = gpGlobals->curtime + 0.5f;
m_flCheckSuppressTime = gpGlobals->curtime + 0.25f;
}
//-----------------------------------------------------------------------------
// What happens when the physgun picks up something
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::Physgun_OnPhysGunPickup( CBaseEntity *pEntity, CBasePlayer *pOwner, PhysGunPickup_t reason )
{
// If the target is debris, convert it to non-debris
if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_DEBRIS )
{
// Interactive debris converts back to debris when it comes to rest
pEntity->SetCollisionGroup( COLLISION_GROUP_INTERACTIVE_DEBRIS );
}
float mass = 0.0f;
if( pEntity->VPhysicsGetObject() )
{
mass = pEntity->VPhysicsGetObject()->GetMass();
}
if( reason == PUNTED_BY_CANNON )
{
pOwner->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAGS_NONE );
RecordThrownObject( pEntity );
}
// Warn Alyx if the player is punting a car around.
if( hl2_episodic.GetBool() && mass > 250.0f )
{
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
int nAIs = g_AI_Manager.NumAIs();
for ( int i = 0; i < nAIs; i++ )
{
if( ppAIs[ i ]->Classify() == CLASS_PLAYER_ALLY_VITAL )
{
ppAIs[ i ]->DispatchInteraction( g_interactionPlayerPuntedHeavyObject, pEntity, pOwner );
}
}
}
Pickup_OnPhysGunPickup( pEntity, pOwner, reason );
}
//-----------------------------------------------------------------------------
// Punt vphysics
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::PuntVPhysics( CBaseEntity *pEntity, const Vector &vecForward, trace_t &tr )
{
CTakeDamageInfo info;
Vector forward = vecForward;
info.SetAttacker( GetOwner() );
info.SetInflictor( this );
info.SetDamage( 0.0f );
info.SetDamageType( DMG_PHYSGUN );
pEntity->DispatchTraceAttack( info, forward, &tr );
ApplyMultiDamage();
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( Pickup_OnAttemptPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON ) )
{
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
int listCount = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
if ( !listCount )
{
//FIXME: Do we want to do this if there's no physics object?
Physgun_OnPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON );
DryFire();
return;
}
if( forward.z < 0 )
{
//reflect, but flatten the trajectory out a bit so it's easier to hit standing targets
forward.z *= -0.65f;
}
// NOTE: Do this first to enable motion (if disabled) - so forces will work
// Tell the object it's been punted
Physgun_OnPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON );
// don't push vehicles that are attached to the world via fixed constraints
// they will just wiggle...
if ( (pList[0]->GetGameFlags() & FVPHYSICS_CONSTRAINT_STATIC) && pEntity->GetServerVehicle() )
{
forward.Init();
}
if ( !IsMegaPhysCannon() && !Pickup_ShouldPuntUseLaunchForces( pEntity, PHYSGUN_FORCE_PUNTED ) )
{
int i;
// limit mass to avoid punting REALLY huge things
float totalMass = 0;
for ( i = 0; i < listCount; i++ )
{
totalMass += pList[i]->GetMass();
}
float maxMass = 250;
IServerVehicle *pVehicle = pEntity->GetServerVehicle();
if ( pVehicle )
{
maxMass *= 2.5; // 625 for vehicles
}
float mass = MIN(totalMass, maxMass); // max 250kg of additional force
// Put some spin on the object
for ( i = 0; i < listCount; i++ )
{
const float hitObjectFactor = 0.5f;
const float otherObjectFactor = 1.0f - hitObjectFactor;
// Must be light enough
float ratio = pList[i]->GetMass() / totalMass;
if ( pList[i] == pEntity->VPhysicsGetObject() )
{
ratio += hitObjectFactor;
ratio = MIN(ratio,1.0f);
}
else
{
ratio *= otherObjectFactor;
}
pList[i]->ApplyForceCenter( forward * 15000.0f * ratio );
pList[i]->ApplyForceOffset( forward * mass * 600.0f * ratio, tr.endpos );
}
}
else
{
ApplyVelocityBasedForce( pEntity, vecForward, tr.endpos, PHYSGUN_FORCE_PUNTED );
}
}
// Add recoil
QAngle recoil = QAngle( random->RandomFloat( 1.0f, 2.0f ), random->RandomFloat( -1.0f, 1.0f ), 0 );
pOwner->ViewPunch( recoil );
//Explosion effect
DoEffect( EFFECT_LAUNCH, &tr.endpos );
PrimaryFireEffect();
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
m_nChangeState = ELEMENT_STATE_CLOSED;
m_flElementDebounce = gpGlobals->curtime + 0.5f;
m_flCheckSuppressTime = gpGlobals->curtime + 0.25f;
// Don't allow the gun to regrab a thrown object!!
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
}
//-----------------------------------------------------------------------------
// Purpose: Applies velocity-based forces to throw the entity. This code is
// called from both punt and launch carried code.
// ASSUMES: that pEntity is a vphysics entity.
// Input : -
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::ApplyVelocityBasedForce( CBaseEntity *pEntity, const Vector &forward, const Vector &vecHitPos, PhysGunForce_t reason )
{
// Get the launch velocity
Vector vVel = Pickup_PhysGunLaunchVelocity( pEntity, forward, reason );
// Get the launch angular impulse
AngularImpulse aVel = Pickup_PhysGunLaunchAngularImpulse( pEntity, reason );
// Get the physics object (MUST have one)
IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
if ( pPhysicsObject == NULL )
{
Assert( 0 );
return;
}
// Affect the object
CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp*>( pEntity );
if ( pRagdoll == NULL )
{
#ifdef HL2_EPISODIC
// The jeep being punted needs special force overrides
if ( reason == PHYSGUN_FORCE_PUNTED && pEntity->GetServerVehicle() )
{
// We want the point to emanate low on the vehicle to move it along the ground, not to twist it
Vector vecFinalPos = vecHitPos;
vecFinalPos.z = pEntity->GetAbsOrigin().z;
pPhysicsObject->ApplyForceOffset( vVel, vecFinalPos );
}
else
{
pPhysicsObject->AddVelocity( &vVel, &aVel );
}
#else
pPhysicsObject->AddVelocity( &vVel, &aVel );
#endif // HL2_EPISODIC
}
else
{
Vector vTempVel;
AngularImpulse vTempAVel;
ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( );
for ( int j = 0; j < pRagdollPhys->listCount; ++j )
{
pRagdollPhys->list[j].pObject->AddVelocity( &vVel, &aVel );
}
}
}
//-----------------------------------------------------------------------------
// Punt non-physics
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::PuntRagdoll( CBaseEntity *pEntity, const Vector &vecForward, trace_t &tr )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
Pickup_OnPhysGunDrop( pEntity, pOwner, LAUNCHED_BY_CANNON );
CTakeDamageInfo info;
Vector forward = vecForward;
info.SetAttacker( GetOwner() );
info.SetInflictor( this );
info.SetDamage( 0.0f );
info.SetDamageType( DMG_PHYSGUN );
pEntity->DispatchTraceAttack( info, forward, &tr );
ApplyMultiDamage();
if ( Pickup_OnAttemptPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON ) )
{
Physgun_OnPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON );
if( forward.z < 0 )
{
//reflect, but flatten the trajectory out a bit so it's easier to hit standing targets
forward.z *= -0.65f;
}
Vector vVel = forward * 1500;
AngularImpulse aVel = Pickup_PhysGunLaunchAngularImpulse( pEntity, PHYSGUN_FORCE_PUNTED );
CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp*>( pEntity );
ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( );
int j;
for ( j = 0; j < pRagdollPhys->listCount; ++j )
{
pRagdollPhys->list[j].pObject->AddVelocity( &vVel, NULL );
}
}
// Add recoil
QAngle recoil = QAngle( random->RandomFloat( 1.0f, 2.0f ), random->RandomFloat( -1.0f, 1.0f ), 0 );
pOwner->ViewPunch( recoil );
//Explosion effect
DoEffect( EFFECT_LAUNCH, &tr.endpos );
PrimaryFireEffect();
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
m_nChangeState = ELEMENT_STATE_CLOSED;
m_flElementDebounce = gpGlobals->curtime + 0.5f;
m_flCheckSuppressTime = gpGlobals->curtime + 0.25f;
// Don't allow the gun to regrab a thrown object!!
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
}
//-----------------------------------------------------------------------------
// Trace length
//-----------------------------------------------------------------------------
float CWeaponPhysCannon::TraceLength()
{
if ( !IsMegaPhysCannon() )
{
return physcannon_tracelength.GetFloat();
}
return physcannon_mega_tracelength.GetFloat();
}
//-----------------------------------------------------------------------------
// If there's any special rejection code you need to do per entity then do it here
// This is kinda nasty but I'd hate to move more physcannon related stuff into CBaseEntity
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::EntityAllowsPunts( CBaseEntity *pEntity )
{
if ( pEntity->HasSpawnFlags( SF_PHYSBOX_NEVER_PUNT ) )
{
CPhysBox *pPhysBox = dynamic_cast<CPhysBox*>(pEntity);
if ( pPhysBox != NULL )
{
if ( pPhysBox->HasSpawnFlags( SF_PHYSBOX_NEVER_PUNT ) )
{
return false;
}
}
}
if ( pEntity->HasSpawnFlags( SF_WEAPON_NO_PHYSCANNON_PUNT ) )
{
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>(pEntity);
if ( pWeapon != NULL )
{
if ( pWeapon->HasSpawnFlags( SF_WEAPON_NO_PHYSCANNON_PUNT ) )
{
return false;
}
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//
// This mode is a toggle. Primary fire one time to pick up a physics object.
// With an object held, click primary fire again to drop object.
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::PrimaryAttack( void )
{
if( m_flNextPrimaryAttack > gpGlobals->curtime )
return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
if( m_bActive )
{
// Punch the object being held!!
Vector forward;
pOwner->EyeVectors( &forward );
// Validate the item is within punt range
CBaseEntity *pHeld = m_grabController.GetAttached();
Assert( pHeld != NULL );
if ( pHeld != NULL )
{
float heldDist = pHeld->CollisionProp()->CalcDistanceFromPoint(pOwner->WorldSpaceCenter() );
if ( heldDist > physcannon_tracelength.GetFloat() )
{
// We can't punt this yet
DryFire();
return;
}
}
LaunchObject( forward, physcannon_maxforce.GetFloat() );
PrimaryFireEffect();
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
return;
}
// If not active, just issue a physics punch in the world.
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
Vector forward;
pOwner->EyeVectors( &forward );
// NOTE: Notice we're *not* using the mega tracelength here
// when you have the mega cannon. Punting has shorter range.
Vector start, end;
start = pOwner->Weapon_ShootPosition();
float flPuntDistance = physcannon_tracelength.GetFloat();
VectorMA( start, flPuntDistance, forward, end );
trace_t tr;
UTIL_PhyscannonTraceHull( start, end, -Vector(8,8,8), Vector(8,8,8), pOwner, &tr );
bool bValid = true;
CBaseEntity *pEntity = tr.m_pEnt;
if ( tr.fraction == 1 || !tr.m_pEnt || tr.m_pEnt->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) )
{
bValid = false;
}
else if ( (pEntity->GetMoveType() != MOVETYPE_VPHYSICS) && ( pEntity->m_takedamage == DAMAGE_NO ) )
{
bValid = false;
}
// If the entity we've hit is invalid, try a traceline instead
if ( !bValid )
{
UTIL_PhyscannonTraceLine( start, end, pOwner, &tr );
if ( tr.fraction == 1 || !tr.m_pEnt || tr.m_pEnt->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) )
{
if( hl2_episodic.GetBool() )
{
// Try to find something in a very small cone.
CBaseEntity *pObject = FindObjectInCone( start, forward, physcannon_punt_cone.GetFloat() );
if( pObject )
{
// Trace to the object.
UTIL_PhyscannonTraceLine( start, pObject->WorldSpaceCenter(), pOwner, &tr );
if( tr.m_pEnt && tr.m_pEnt == pObject && !(pObject->IsEFlagSet(EFL_NO_PHYSCANNON_INTERACTION)) )
{
bValid = true;
pEntity = pObject;
}
}
}
}
else
{
bValid = true;
pEntity = tr.m_pEnt;
}
}
if( !bValid )
{
DryFire();
return;
}
// See if we hit something
if ( pEntity->GetMoveType() != MOVETYPE_VPHYSICS )
{
if ( pEntity->m_takedamage == DAMAGE_NO )
{
DryFire();
return;
}
if( GetOwner()->IsPlayer() && !IsMegaPhysCannon() )
{
// Don't let the player zap any NPC's except regular antlions and headcrabs.
if( pEntity->IsNPC() && pEntity->Classify() != CLASS_HEADCRAB && !FClassnameIs(pEntity, "npc_antlion") )
{
DryFire();
return;
}
}
if ( IsMegaPhysCannon() )
{
if ( pEntity->IsNPC() && !pEntity->IsEFlagSet( EFL_NO_MEGAPHYSCANNON_RAGDOLL ) && pEntity->MyNPCPointer()->CanBecomeRagdoll() )
{
CTakeDamageInfo info( pOwner, pOwner, 1.0f, DMG_GENERIC );
CBaseEntity *pRagdoll = CreateServerRagdoll( pEntity->MyNPCPointer(), 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
PhysSetEntityGameFlags( pRagdoll, FVPHYSICS_NO_SELF_COLLISIONS );
pRagdoll->SetCollisionBounds( pEntity->CollisionProp()->OBBMins(), pEntity->CollisionProp()->OBBMaxs() );
// Necessary to cause it to do the appropriate death cleanup
CTakeDamageInfo ragdollInfo( pOwner, pOwner, 10000.0, DMG_PHYSGUN | DMG_REMOVENORAGDOLL );
pEntity->TakeDamage( ragdollInfo );
PuntRagdoll( pRagdoll, forward, tr );
return;
}
}
PuntNonVPhysics( pEntity, forward, tr );
}
else
{
if ( EntityAllowsPunts( pEntity) == false )
{
DryFire();
return;
}
if ( !IsMegaPhysCannon() )
{
if ( pEntity->VPhysicsIsFlesh( ) )
{
DryFire();
return;
}
PuntVPhysics( pEntity, forward, tr );
}
else
{
if ( dynamic_cast<CRagdollProp*>(pEntity) )
{
PuntRagdoll( pEntity, forward, tr );
}
else
{
PuntVPhysics( pEntity, forward, tr );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Click secondary attack whilst holding an object to hurl it.
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::SecondaryAttack( void )
{
if ( m_flNextSecondaryAttack > gpGlobals->curtime )
return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
// See if we should drop a held item
if ( ( m_bActive ) && ( pOwner->m_afButtonPressed & IN_ATTACK2 ) )
{
// Drop the held object
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
DetachObject();
DoEffect( EFFECT_READY );
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
}
else
{
// Otherwise pick it up
FindObjectResult_t result = FindObject();
switch ( result )
{
case OBJECT_FOUND:
WeaponSound( SPECIAL1 );
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
// We found an object. Debounce the button
m_nAttack2Debounce |= pOwner->m_nButtons;
break;
case OBJECT_NOT_FOUND:
m_flNextSecondaryAttack = gpGlobals->curtime + 0.1f;
CloseElements();
break;
case OBJECT_BEING_DETACHED:
m_flNextSecondaryAttack = gpGlobals->curtime + 0.01f;
break;
}
DoEffect( EFFECT_HOLDING );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::WeaponIdle( void )
{
if ( HasWeaponIdleTimeElapsed() )
{
if ( m_bActive )
{
//Shake when holding an item
SendWeaponAnim( ACT_VM_RELOAD );
}
else
{
//Otherwise idle simply
SendWeaponAnim( ACT_VM_IDLE );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pObject -
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::AttachObject( CBaseEntity *pObject, const Vector &vPosition )
{
if ( m_bActive )
return false;
if ( CanPickupObject( pObject ) == false )
return false;
m_grabController.SetIgnorePitch( false );
m_grabController.SetAngleAlignment( 0 );
bool bKilledByGrab = false;
bool bIsMegaPhysCannon = IsMegaPhysCannon();
if ( bIsMegaPhysCannon )
{
if ( pObject->IsNPC() && !pObject->IsEFlagSet( EFL_NO_MEGAPHYSCANNON_RAGDOLL ) )
{
Assert( pObject->MyNPCPointer()->CanBecomeRagdoll() );
CTakeDamageInfo info( GetOwner(), GetOwner(), 1.0f, DMG_GENERIC );
CBaseEntity *pRagdoll = CreateServerRagdoll( pObject->MyNPCPointer(), 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
PhysSetEntityGameFlags( pRagdoll, FVPHYSICS_NO_SELF_COLLISIONS );
pRagdoll->SetCollisionBounds( pObject->CollisionProp()->OBBMins(), pObject->CollisionProp()->OBBMaxs() );
// Necessary to cause it to do the appropriate death cleanup
CTakeDamageInfo ragdollInfo( GetOwner(), GetOwner(), 10000.0, DMG_PHYSGUN | DMG_REMOVENORAGDOLL );
pObject->TakeDamage( ragdollInfo );
// Now we act on the ragdoll for the remainder of the time
pObject = pRagdoll;
bKilledByGrab = true;
}
}
IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
// Must be valid
if ( !pPhysics )
return false;
CHL2_Player *pOwner = (CHL2_Player *)ToBasePlayer( GetOwner() );
m_bActive = true;
if( pOwner )
{
#ifdef HL2_EPISODIC
CBreakableProp *pProp = dynamic_cast< CBreakableProp * >( pObject );
if ( pProp && pProp->HasInteraction( PROPINTER_PHYSGUN_CREATE_FLARE ) )
{
pOwner->FlashlightTurnOff();
}
#endif
// NOTE: This can change the mass; so it must be done before max speed setting
Physgun_OnPhysGunPickup( pObject, pOwner, PICKED_UP_BY_CANNON );
}
// NOTE :This must happen after OnPhysGunPickup because that can change the mass
m_grabController.AttachEntity( pOwner, pObject, pPhysics, bIsMegaPhysCannon, vPosition, (!bKilledByGrab) );
if( pOwner )
{
#if defined( WIN32 ) && !defined( _X360 )
// NVNT set the players constant force to simulate holding mass
HapticSetConstantForce(pOwner,clamp(m_grabController.GetLoadWeight()*0.05,1,5)*Vector(0,-1,0));
#endif
pOwner->EnableSprint( false );
float loadWeight = ( 1.0f - GetLoadPercentage() );
float maxSpeed = hl2_walkspeed.GetFloat() + ( ( hl2_normspeed.GetFloat() - hl2_walkspeed.GetFloat() ) * loadWeight );
//Msg( "Load perc: %f -- Movement speed: %f/%f\n", loadWeight, maxSpeed, hl2_normspeed.GetFloat() );
pOwner->SetMaxSpeed( maxSpeed );
}
// Don't drop again for a slight delay, in case they were pulling objects near them
m_flNextSecondaryAttack = gpGlobals->curtime + 0.4f;
DoEffect( EFFECT_HOLDING );
OpenElements();
if ( GetMotorSound() )
{
(CSoundEnvelopeController::GetController()).Play( GetMotorSound(), 0.0f, 50 );
(CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 100, 0.5f );
(CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.8f, 0.5f );
}
#if defined(HL2_DLL)
if( physcannon_right_turrets.GetBool() && pObject->ClassMatches("npc_turret_floor") )
{
// We just picked up a turret. Is it already upright?
Vector vecUp;
Vector vecTrueUp(0,0,1);
pObject->GetVectors( NULL, NULL, &vecUp );
float flDot = DotProduct( vecUp, vecTrueUp );
if( flDot < 0.5f )
{
// The turret is NOT upright, so have the client help us by raising up the player's view.
m_flTimeForceView = gpGlobals->curtime + 1.0f;
}
}
#endif
return true;
}
void CWeaponPhysCannon::FindObjectTrace( CBasePlayer *pPlayer, trace_t *pTraceResult )
{
Vector forward;
pPlayer->EyeVectors( &forward );
// Setup our positions
Vector start = pPlayer->Weapon_ShootPosition();
float testLength = TraceLength() * 4.0f;
Vector end = start + forward * testLength;
if( IsMegaPhysCannon() && hl2_episodic.GetBool() )
{
Vector vecAutoAimDir = pPlayer->GetAutoaimVector( 1.0f, testLength );
end = start + vecAutoAimDir * testLength;
}
// Try to find an object by looking straight ahead
UTIL_PhyscannonTraceLine( start, end, pPlayer, pTraceResult );
// Try again with a hull trace
if ( !pTraceResult->DidHitNonWorldEntity() )
{
UTIL_PhyscannonTraceHull( start, end, -Vector(4,4,4), Vector(4,4,4), pPlayer, pTraceResult );
}
}
CWeaponPhysCannon::FindObjectResult_t CWeaponPhysCannon::FindObject( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
Assert( pPlayer );
if ( pPlayer == NULL )
return OBJECT_NOT_FOUND;
trace_t tr;
FindObjectTrace( pPlayer, &tr );
CBaseEntity *pEntity = tr.m_pEnt ? tr.m_pEnt->GetRootMoveParent() : NULL;
bool bAttach = false;
bool bPull = false;
// If we hit something, pick it up or pull it
if ( ( tr.fraction != 1.0f ) && ( tr.m_pEnt ) && ( tr.m_pEnt->IsWorld() == false ) )
{
// Attempt to attach if within range
if ( tr.fraction <= 0.25f )
{
bAttach = true;
}
else if ( tr.fraction > 0.25f )
{
bPull = true;
}
}
Vector forward;
pPlayer->EyeVectors( &forward );
// Setup our positions
Vector start = pPlayer->Weapon_ShootPosition();
float testLength = TraceLength() * 4.0f;
// Find anything within a general cone in front
CBaseEntity *pConeEntity = NULL;
if ( !IsMegaPhysCannon() )
{
if (!bAttach && !bPull)
{
pConeEntity = FindObjectInCone( start, forward, physcannon_cone.GetFloat() );
}
}
else
{
pConeEntity = MegaPhysCannonFindObjectInCone( start, forward,
physcannon_cone.GetFloat(), physcannon_ball_cone.GetFloat(), bAttach || bPull );
}
if ( pConeEntity )
{
pEntity = pConeEntity;
// If the object is near, grab it. Else, pull it a bit.
if ( pEntity->WorldSpaceCenter().DistToSqr( start ) <= (testLength * testLength) )
{
bAttach = true;
}
else
{
bPull = true;
}
}
if ( CanPickupObject( pEntity ) == false )
{
CBaseEntity *pNewObject = Pickup_OnFailedPhysGunPickup( pEntity, start );
if ( pNewObject && CanPickupObject( pNewObject ) )
{
pEntity = pNewObject;
}
else
{
// Make a noise to signify we can't pick this up
if ( !m_flLastDenySoundPlayed )
{
m_flLastDenySoundPlayed = true;
WeaponSound( SPECIAL3 );
}
return OBJECT_NOT_FOUND;
}
}
// Check to see if the object is constrained + needs to be ripped off...
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( !Pickup_OnAttemptPhysGunPickup( pEntity, pOwner, PICKED_UP_BY_CANNON ) )
return OBJECT_BEING_DETACHED;
if ( bAttach )
{
return AttachObject( pEntity, tr.endpos ) ? OBJECT_FOUND : OBJECT_NOT_FOUND;
}
if ( !bPull )
return OBJECT_NOT_FOUND;
// FIXME: This needs to be run through the CanPickupObject logic
IPhysicsObject *pObj = pEntity->VPhysicsGetObject();
if ( !pObj )
return OBJECT_NOT_FOUND;
// If we're too far, simply start to pull the object towards us
Vector pullDir = start - pEntity->WorldSpaceCenter();
VectorNormalize( pullDir );
pullDir *= IsMegaPhysCannon() ? physcannon_mega_pullforce.GetFloat() : physcannon_pullforce.GetFloat();
float mass = PhysGetEntityMass( pEntity );
if ( mass < 50.0f )
{
pullDir *= (mass + 0.5) * (1/50.0f);
}
// Nudge it towards us
pObj->ApplyForceCenter( pullDir );
return OBJECT_NOT_FOUND;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CBaseEntity *CWeaponPhysCannon::MegaPhysCannonFindObjectInCone( const Vector &vecOrigin,
const Vector &vecDir, float flCone, float flCombineBallCone, bool bOnlyCombineBalls )
{
// Find the nearest physics-based item in a cone in front of me.
CBaseEntity *list[1024];
float flMaxDist = TraceLength() + 1.0;
float flNearestDist = flMaxDist;
bool bNearestIsCombineBall = bOnlyCombineBalls ? true : false;
Vector mins = vecOrigin - Vector( flNearestDist, flNearestDist, flNearestDist );
Vector maxs = vecOrigin + Vector( flNearestDist, flNearestDist, flNearestDist );
CBaseEntity *pNearest = NULL;
int count = UTIL_EntitiesInBox( list, 1024, mins, maxs, 0 );
for( int i = 0 ; i < count ; i++ )
{
if ( !list[ i ]->VPhysicsGetObject() )
continue;
bool bIsCombineBall = FClassnameIs( list[ i ], "prop_combine_ball" );
if ( !bIsCombineBall && bNearestIsCombineBall )
continue;
// Closer than other objects
Vector los;
VectorSubtract( list[ i ]->WorldSpaceCenter(), vecOrigin, los );
float flDist = VectorNormalize( los );
if ( !bIsCombineBall || bNearestIsCombineBall )
{
// Closer than other objects
if( flDist >= flNearestDist )
continue;
// Cull to the cone
if ( DotProduct( los, vecDir ) <= flCone )
continue;
}
else
{
// Close enough?
if ( flDist >= flMaxDist )
continue;
// Cull to the cone
if ( DotProduct( los, vecDir ) <= flCone )
continue;
// NOW: If it's either closer than nearest dist or within the ball cone, use it!
if ( (flDist > flNearestDist) && (DotProduct( los, vecDir ) <= flCombineBallCone) )
continue;
}
// Make sure it isn't occluded!
trace_t tr;
UTIL_PhyscannonTraceLine( vecOrigin, list[ i ]->WorldSpaceCenter(), GetOwner(), &tr );
if( tr.m_pEnt == list[ i ] )
{
flNearestDist = flDist;
pNearest = list[ i ];
bNearestIsCombineBall = bIsCombineBall;
}
}
return pNearest;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CBaseEntity *CWeaponPhysCannon::FindObjectInCone( const Vector &vecOrigin, const Vector &vecDir, float flCone )
{
// Find the nearest physics-based item in a cone in front of me.
CBaseEntity *list[256];
float flNearestDist = physcannon_tracelength.GetFloat() + 1.0; //Use regular distance.
Vector mins = vecOrigin - Vector( flNearestDist, flNearestDist, flNearestDist );
Vector maxs = vecOrigin + Vector( flNearestDist, flNearestDist, flNearestDist );
CBaseEntity *pNearest = NULL;
int count = UTIL_EntitiesInBox( list, 256, mins, maxs, 0 );
for( int i = 0 ; i < count ; i++ )
{
if ( !list[ i ]->VPhysicsGetObject() )
continue;
// Closer than other objects
Vector los = ( list[ i ]->WorldSpaceCenter() - vecOrigin );
float flDist = VectorNormalize( los );
if( flDist >= flNearestDist )
continue;
// Cull to the cone
if ( DotProduct( los, vecDir ) <= flCone )
continue;
// Make sure it isn't occluded!
trace_t tr;
UTIL_PhyscannonTraceLine( vecOrigin, list[ i ]->WorldSpaceCenter(), GetOwner(), &tr );
if( tr.m_pEnt == list[ i ] )
{
flNearestDist = flDist;
pNearest = list[ i ];
}
}
return pNearest;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CGrabController::UpdateObject( CBasePlayer *pPlayer, float flError )
{
CBaseEntity *pEntity = GetAttached();
if ( !pEntity || ComputeError() > flError || pPlayer->GetGroundEntity() == pEntity || !pEntity->VPhysicsGetObject() )
{
return false;
}
//Adrian: Oops, our object became motion disabled, let go!
IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
if ( pPhys && pPhys->IsMoveable() == false )
{
return false;
}
Vector forward, right, up;
QAngle playerAngles = pPlayer->EyeAngles();
AngleVectors( playerAngles, &forward, &right, &up );
if ( HL2GameRules()->MegaPhyscannonActive() )
{
Vector los = ( pEntity->WorldSpaceCenter() - pPlayer->Weapon_ShootPosition() );
VectorNormalize( los );
float flDot = DotProduct( los, forward );
//Let go of the item if we turn around too fast.
if ( flDot <= 0.35f )
return false;
}
float pitch = AngleDistance(playerAngles.x,0);
if( !m_bAllowObjectOverhead )
{
playerAngles.x = clamp( pitch, -75, 75 );
}
else
{
playerAngles.x = clamp( pitch, -90, 75 );
}
// Now clamp a sphere of object radius at end to the player's bbox
Vector radial = physcollision->CollideGetExtent( pPhys->GetCollide(), vec3_origin, pEntity->GetAbsAngles(), -forward );
Vector player2d = pPlayer->CollisionProp()->OBBMaxs();
float playerRadius = player2d.Length2D();
float radius = playerRadius + fabs(DotProduct( forward, radial ));
float distance = 24 + ( radius * 2.0f );
// Add the prop's distance offset
distance += m_flDistanceOffset;
Vector start = pPlayer->Weapon_ShootPosition();
Vector end = start + ( forward * distance );
trace_t tr;
CTraceFilterSkipTwoEntities traceFilter( pPlayer, pEntity, COLLISION_GROUP_NONE );
Ray_t ray;
ray.Init( start, end );
enginetrace->TraceRay( ray, MASK_SOLID_BRUSHONLY, &traceFilter, &tr );
if ( tr.fraction < 0.5 )
{
end = start + forward * (radius*0.5f);
}
else if ( tr.fraction <= 1.0f )
{
end = start + forward * ( distance - radius );
}
Vector playerMins, playerMaxs, nearest;
pPlayer->CollisionProp()->WorldSpaceAABB( &playerMins, &playerMaxs );
Vector playerLine = pPlayer->CollisionProp()->WorldSpaceCenter();
CalcClosestPointOnLine( end, playerLine+Vector(0,0,playerMins.z), playerLine+Vector(0,0,playerMaxs.z), nearest, NULL );
if( !m_bAllowObjectOverhead )
{
Vector delta = end - nearest;
float len = VectorNormalize(delta);
if ( len < radius )
{
end = nearest + radius * delta;
}
}
//Show overlays of radius
if ( g_debug_physcannon.GetBool() )
{
NDebugOverlay::Box( end, -Vector( 2,2,2 ), Vector(2,2,2), 0, 255, 0, true, 0 );
NDebugOverlay::Box( GetAttached()->WorldSpaceCenter(),
-Vector( radius, radius, radius),
Vector( radius, radius, radius ),
255, 0, 0,
true,
0.0f );
}
QAngle angles = TransformAnglesFromPlayerSpace( m_attachedAnglesPlayerSpace, pPlayer );
// If it has a preferred orientation, update to ensure we're still oriented correctly.
Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles );
// We may be holding a prop that has preferred carry angles
if ( m_bHasPreferredCarryAngles )
{
matrix3x4_t tmp;
ComputePlayerMatrix( pPlayer, tmp );
angles = TransformAnglesToWorldSpace( m_vecPreferredCarryAngles, tmp );
}
matrix3x4_t attachedToWorld;
Vector offset;
AngleMatrix( angles, attachedToWorld );
VectorRotate( m_attachedPositionObjectSpace, attachedToWorld, offset );
SetTargetPosition( end - offset, angles );
return true;
}
void CWeaponPhysCannon::UpdateObject( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
Assert( pPlayer );
float flError = IsMegaPhysCannon() ? 18 : 12;
if ( !m_grabController.UpdateObject( pPlayer, flError ) )
{
DetachObject();
return;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DetachObject( bool playSound, bool wasLaunched )
{
if ( m_bActive == false )
return;
CHL2_Player *pOwner = (CHL2_Player *)ToBasePlayer( GetOwner() );
if( pOwner != NULL )
{
pOwner->EnableSprint( true );
pOwner->SetMaxSpeed( hl2_normspeed.GetFloat() );
if( wasLaunched )
{
pOwner->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAG_RESTART );
}
#if defined( WIN32 ) && !defined( _X360 )
// NVNT clear constant force
HapticSetConstantForce(pOwner,Vector(0,0,0));
#endif
}
CBaseEntity *pObject = m_grabController.GetAttached();
m_grabController.DetachEntity( wasLaunched );
if ( pObject != NULL )
{
Pickup_OnPhysGunDrop( pObject, pOwner, wasLaunched ? LAUNCHED_BY_CANNON : DROPPED_BY_CANNON );
}
// Stop our looping sound
if ( GetMotorSound() )
{
(CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.0f, 1.0f );
(CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 50, 1.0f );
}
m_bActive = false;
if ( playSound )
{
//Play the detach sound
WeaponSound( MELEE_MISS );
}
RecordThrownObject( pObject );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::ItemPreFrame()
{
BaseClass::ItemPreFrame();
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
m_flElementPosition = UTIL_Approach( m_flElementDestination, m_flElementPosition, 0.1f );
CBaseViewModel *vm = pOwner->GetViewModel();
if ( vm != NULL )
{
// This has to happen here because of how the SetModel interacts with the caching at startup
if ( m_sbStaticPoseParamsLoaded == false )
{
m_poseActive = LookupPoseParameter( "active" );
m_sbStaticPoseParamsLoaded = true;
}
vm->SetPoseParameter( m_poseActive, m_flElementPosition );
}
// Update the object if the weapon is switched on.
if( m_bActive )
{
UpdateObject();
}
if( gpGlobals->curtime >= m_flTimeNextObjectPurge )
{
PurgeThrownObjects();
m_flTimeNextObjectPurge = gpGlobals->curtime + 0.5f;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::CheckForTarget( void )
{
//See if we're suppressing this
if ( m_flCheckSuppressTime > gpGlobals->curtime )
return;
// holstered
if ( IsEffectActive( EF_NODRAW ) )
return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
if ( m_bActive )
return;
trace_t tr;
FindObjectTrace( pOwner, &tr );
if ( ( tr.fraction != 1.0f ) && ( tr.m_pEnt != NULL ) )
{
float dist = (tr.endpos - tr.startpos).Length();
if ( dist <= TraceLength() )
{
// FIXME: Try just having the elements always open when pointed at a physics object
if ( CanPickupObject( tr.m_pEnt ) || Pickup_ForcePhysGunOpen( tr.m_pEnt, pOwner ) )
// if ( ( tr.m_pEnt->VPhysicsGetObject() != NULL ) && ( tr.m_pEnt->GetMoveType() == MOVETYPE_VPHYSICS ) )
{
m_nChangeState = ELEMENT_STATE_NONE;
OpenElements();
return;
}
}
}
// Close the elements after a delay to prevent overact state switching
if ( ( m_flElementDebounce < gpGlobals->curtime ) && ( m_nChangeState == ELEMENT_STATE_NONE ) )
{
m_nChangeState = ELEMENT_STATE_CLOSED;
m_flElementDebounce = gpGlobals->curtime + 0.5f;
}
}
//-----------------------------------------------------------------------------
// Begin upgrading!
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::BeginUpgrade()
{
if ( IsMegaPhysCannon() )
return;
if ( m_bIsCurrentlyUpgrading )
return;
SetSequence( SelectWeightedSequence( ACT_PHYSCANNON_UPGRADE ) );
ResetSequenceInfo();
m_bIsCurrentlyUpgrading = true;
SetContextThink( &CWeaponPhysCannon::WaitForUpgradeThink, gpGlobals->curtime + 6.0f, s_pWaitForUpgradeContext );
EmitSound( "WeaponDissolve.Charge" );
// Bloat our bounds
CollisionProp()->UseTriggerBounds( true, 32.0f );
// Turn on the new skin
m_nSkin = MEGACANNON_SKIN;
}
//-----------------------------------------------------------------------------
// Wait until we're done upgrading
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::WaitForUpgradeThink()
{
Assert( m_bIsCurrentlyUpgrading );
StudioFrameAdvance();
if ( !IsActivityFinished() )
{
SetContextThink( &CWeaponPhysCannon::WaitForUpgradeThink, gpGlobals->curtime + 0.1f, s_pWaitForUpgradeContext );
return;
}
if ( !GlobalEntity_IsInTable( "super_phys_gun" ) )
{
GlobalEntity_Add( MAKE_STRING("super_phys_gun"), gpGlobals->mapname, GLOBAL_ON );
}
else
{
GlobalEntity_SetState( MAKE_STRING("super_phys_gun"), GLOBAL_ON );
}
m_bIsCurrentlyUpgrading = false;
// This is necessary to get the effects to look different
DestroyEffects();
// HACK: Hacky notification back to the level that we've finish upgrading
CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, "script_physcannon_upgrade" );
if ( pEnt )
{
variant_t emptyVariant;
pEnt->AcceptInput( "Trigger", this, this, emptyVariant, 0 );
}
StopSound( "WeaponDissolve.Charge" );
// Re-enable weapon pickup
AddSolidFlags( FSOLID_TRIGGER );
SetContextThink( NULL, gpGlobals->curtime, s_pWaitForUpgradeContext );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectIdle( void )
{
if ( IsEffectActive( EF_NODRAW ) )
{
StopEffects();
return;
}
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
if ( m_bPhyscannonState != IsMegaPhysCannon() )
{
DestroyEffects();
StartEffects();
m_bPhyscannonState = IsMegaPhysCannon();
//This means we just switched to regular physcannon this frame.
if ( m_bPhyscannonState == false )
{
EmitSound( "Weapon_Physgun.Off" );
#ifdef HL2_EPISODIC
ForceDrop();
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>( pOwner );
if ( pPlayer )
{
pPlayer->StartArmorReduction();
}
#endif
CCitadelEnergyCore *pCore = static_cast<CCitadelEnergyCore*>( CreateEntityByName( "env_citadel_energy_core" ) );
if ( pCore == NULL )
return;
CBaseAnimating *pBeamEnt = pOwner->GetViewModel();
if ( pBeamEnt )
{
int iAttachment = pBeamEnt->LookupAttachment( "muzzle" );
Vector vOrigin;
QAngle vAngle;
pBeamEnt->GetAttachment( iAttachment, vOrigin, vAngle );
pCore->SetAbsOrigin( vOrigin );
pCore->SetAbsAngles( vAngle );
DispatchSpawn( pCore );
pCore->Activate();
pCore->SetParent( pBeamEnt, iAttachment );
pCore->SetScale( 2.5f );
variant_t variant;
variant.SetFloat( 1.0f );
g_EventQueue.AddEvent( pCore, "StartDischarge", 0, pOwner, pOwner );
g_EventQueue.AddEvent( pCore, "Stop", variant, 1, pOwner, pOwner );
pCore->SetThink ( &CCitadelEnergyCore::SUB_Remove );
pCore->SetNextThink( gpGlobals->curtime + 10.0f );
m_nSkin = 0;
}
}
}
float flScaleFactor = SpriteScaleFactor();
// Flicker the end sprites
if ( ( m_hEndSprites[0] != NULL ) && ( m_hEndSprites[1] != NULL ) )
{
//Make the end points flicker as fast as possible
//FIXME: Make this a property of the CSprite class!
for ( int i = 0; i < 2; i++ )
{
m_hEndSprites[i]->SetBrightness( random->RandomInt( 200, 255 ) );
m_hEndSprites[i]->SetScale( random->RandomFloat( 0.1, 0.15 ) * flScaleFactor );
}
}
// Flicker the glow sprites
for ( int i = 0; i < NUM_SPRITES; i++ )
{
if ( m_hGlowSprites[i] == NULL )
continue;
if ( IsMegaPhysCannon() )
{
m_hGlowSprites[i]->SetBrightness( random->RandomInt( 32, 48 ) );
m_hGlowSprites[i]->SetScale( random->RandomFloat( 0.15, 0.2 ) * flScaleFactor );
}
else
{
m_hGlowSprites[i]->SetBrightness( random->RandomInt( 16, 24 ) );
m_hGlowSprites[i]->SetScale( random->RandomFloat( 0.3, 0.35 ) * flScaleFactor );
}
}
// Only do these effects on the mega-cannon
if ( IsMegaPhysCannon() )
{
// Randomly arc between the elements and core
if ( random->RandomInt( 0, 100 ) == 0 && !engine->IsPaused() )
{
CBeam *pBeam = CBeam::BeamCreate( MEGACANNON_BEAM_SPRITE, 1 );
CBaseEntity *pBeamEnt = pOwner->GetViewModel();
pBeam->EntsInit( pBeamEnt, pBeamEnt );
int startAttachment;
int sprite;
if ( random->RandomInt( 0, 1 ) )
{
startAttachment = LookupAttachment( "fork1t" );
sprite = 0;
}
else
{
startAttachment = LookupAttachment( "fork2t" );
sprite = 1;
}
int endAttachment = 1;
pBeam->SetStartAttachment( startAttachment );
pBeam->SetEndAttachment( endAttachment );
pBeam->SetNoise( random->RandomFloat( 8.0f, 16.0f ) );
pBeam->SetColor( 255, 255, 255 );
pBeam->SetScrollRate( 25 );
pBeam->SetBrightness( 128 );
pBeam->SetWidth( 1 );
pBeam->SetEndWidth( random->RandomFloat( 2, 8 ) );
float lifetime = random->RandomFloat( 0.2f, 0.4f );
pBeam->LiveForTime( lifetime );
if ( m_hEndSprites[sprite] != NULL )
{
// Turn on the sprite for awhile
m_hEndSprites[sprite]->TurnOn();
m_flEndSpritesOverride[sprite] = gpGlobals->curtime + lifetime;
EmitSound( "Weapon_MegaPhysCannon.ChargeZap" );
}
}
if ( m_hCenterSprite != NULL )
{
if ( m_EffectState == EFFECT_HOLDING )
{
m_hCenterSprite->SetBrightness( random->RandomInt( 32, 64 ) );
m_hCenterSprite->SetScale( random->RandomFloat( 0.2, 0.25 ) * flScaleFactor );
}
else
{
m_hCenterSprite->SetBrightness( random->RandomInt( 32, 64 ) );
m_hCenterSprite->SetScale( random->RandomFloat( 0.125, 0.15 ) * flScaleFactor );
}
}
if ( m_hBlastSprite != NULL )
{
if ( m_EffectState == EFFECT_HOLDING )
{
m_hBlastSprite->SetBrightness( random->RandomInt( 125, 150 ) );
m_hBlastSprite->SetScale( random->RandomFloat( 0.125, 0.15 ) * flScaleFactor );
}
else
{
m_hBlastSprite->SetBrightness( random->RandomInt( 32, 64 ) );
m_hBlastSprite->SetScale( random->RandomFloat( 0.075, 0.15 ) * flScaleFactor );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Update our idle effects even when deploying
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::ItemBusyFrame( void )
{
DoEffectIdle();
BaseClass::ItemBusyFrame();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::ItemPostFrame()
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
{
// We found an object. Debounce the button
m_nAttack2Debounce = 0;
return;
}
//Check for object in pickup range
if ( m_bActive == false )
{
CheckForTarget();
if ( ( m_flElementDebounce < gpGlobals->curtime ) && ( m_nChangeState != ELEMENT_STATE_NONE ) )
{
if ( m_nChangeState == ELEMENT_STATE_OPEN )
{
OpenElements();
}
else if ( m_nChangeState == ELEMENT_STATE_CLOSED )
{
CloseElements();
}
m_nChangeState = ELEMENT_STATE_NONE;
}
}
// NOTE: Attack2 will be considered to be pressed until the first item is picked up.
int nAttack2Mask = pOwner->m_nButtons & (~m_nAttack2Debounce);
if ( nAttack2Mask & IN_ATTACK2 )
{
SecondaryAttack();
}
else
{
// Reset our debouncer
m_flLastDenySoundPlayed = false;
if ( m_bActive == false )
{
DoEffect( EFFECT_READY );
}
}
if (( pOwner->m_nButtons & IN_ATTACK2 ) == 0 )
{
m_nAttack2Debounce = 0;
}
if ( pOwner->m_nButtons & IN_ATTACK )
{
PrimaryAttack();
}
else
{
WeaponIdle();
}
if ( hl2_episodic.GetBool() == true )
{
if ( IsMegaPhysCannon() )
{
if ( !( pOwner->m_nButtons & IN_ATTACK ) )
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
}
}
// Update our idle effects (flickers, etc)
DoEffectIdle();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define PHYSCANNON_DANGER_SOUND_RADIUS 128
void CWeaponPhysCannon::LaunchObject( const Vector &vecDir, float flForce )
{
// FIRE!!!
if( m_grabController.GetAttached() )
{
CBaseEntity *pObject = m_grabController.GetAttached();
gamestats->Event_Punted( pObject );
DetachObject( false, true );
// Trace ahead a bit and make a chain of danger sounds ahead of the phys object
// to scare potential targets
trace_t tr;
Vector vecStart = pObject->GetAbsOrigin();
Vector vecSpot;
int iLength;
int i;
UTIL_TraceLine( vecStart, vecStart + vecDir * flForce, MASK_SHOT, pObject, COLLISION_GROUP_NONE, &tr );
iLength = ( tr.startpos - tr.endpos ).Length();
vecSpot = vecStart + vecDir * PHYSCANNON_DANGER_SOUND_RADIUS;
for( i = PHYSCANNON_DANGER_SOUND_RADIUS ; i < iLength ; i += PHYSCANNON_DANGER_SOUND_RADIUS )
{
CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, vecSpot, PHYSCANNON_DANGER_SOUND_RADIUS, 0.5, pObject );
vecSpot = vecSpot + ( vecDir * PHYSCANNON_DANGER_SOUND_RADIUS );
}
// Launch
ApplyVelocityBasedForce( pObject, vecDir, tr.endpos, PHYSGUN_FORCE_LAUNCHED );
// Don't allow the gun to regrab a thrown object!!
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
Vector center = pObject->WorldSpaceCenter();
//Do repulse effect
DoEffect( EFFECT_LAUNCH, &center );
}
// Stop our looping sound
if ( GetMotorSound() )
{
(CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.0f, 1.0f );
(CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 50, 1.0f );
}
//Close the elements and suppress checking for a bit
m_nChangeState = ELEMENT_STATE_CLOSED;
m_flElementDebounce = gpGlobals->curtime + 0.1f;
m_flCheckSuppressTime = gpGlobals->curtime + 0.25f;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::CanPickupObject( CBaseEntity *pTarget )
{
if ( pTarget == NULL )
return false;
if ( pTarget->GetBaseAnimating() && pTarget->GetBaseAnimating()->IsDissolving() )
return false;
if ( pTarget->HasSpawnFlags( SF_PHYSBOX_ALWAYS_PICK_UP ) || pTarget->HasSpawnFlags( SF_PHYSBOX_NEVER_PICK_UP ) )
{
// It may seem strange to check this spawnflag before we know the class of this object, since the
// spawnflag only applies to func_physbox, but it can act as a filter of sorts to reduce the number
// of irrelevant entities that fall through to this next casting check, which is slower.
CPhysBox *pPhysBox = dynamic_cast<CPhysBox*>(pTarget);
if ( pPhysBox != NULL )
{
if ( pTarget->HasSpawnFlags( SF_PHYSBOX_NEVER_PICK_UP ) )
return false;
else
return true;
}
}
if ( pTarget->HasSpawnFlags(SF_PHYSPROP_ALWAYS_PICK_UP) )
{
// It may seem strange to check this spawnflag before we know the class of this object, since the
// spawnflag only applies to func_physbox, but it can act as a filter of sorts to reduce the number
// of irrelevant entities that fall through to this next casting check, which is slower.
CPhysicsProp *pPhysProp = dynamic_cast<CPhysicsProp*>(pTarget);
if ( pPhysProp != NULL )
return true;
}
if ( pTarget->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) )
return false;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner && pOwner->GetGroundEntity() == pTarget )
return false;
if ( !IsMegaPhysCannon() )
{
if ( pTarget->VPhysicsIsFlesh( ) )
return false;
return CBasePlayer::CanPickupObject( pTarget, physcannon_maxmass.GetFloat(), 0 );
}
if ( pTarget->IsNPC() && pTarget->MyNPCPointer()->CanBecomeRagdoll() )
return true;
if ( dynamic_cast<CRagdollProp*>(pTarget) )
return true;
return CBasePlayer::CanPickupObject( pTarget, 0, 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::OpenElements( void )
{
if ( m_bOpen )
return;
WeaponSound( SPECIAL2 );
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
if( !IsMegaPhysCannon() )
{
pOwner->RumbleEffect( RUMBLE_PHYSCANNON_OPEN, 0, RUMBLE_FLAG_RESTART );
}
if ( m_flElementPosition < 0.0f )
m_flElementPosition = 0.0f;
m_flElementDestination = 1.0f;
SendWeaponAnim( ACT_VM_IDLE );
m_bOpen = true;
DoEffect( EFFECT_READY );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::CloseElements( void )
{
// The mega cannon cannot be closed!
if ( IsMegaPhysCannon() )
{
OpenElements();
return;
}
if ( m_bOpen == false )
return;
WeaponSound( MELEE_HIT );
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
pOwner->RumbleEffect(RUMBLE_PHYSCANNON_OPEN, 0, RUMBLE_FLAG_STOP);
if ( m_flElementPosition > 1.0f )
m_flElementPosition = 1.0f;
m_flElementDestination = 0.0f;
SendWeaponAnim( ACT_VM_IDLE );
m_bOpen = false;
if ( GetMotorSound() )
{
(CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.0f, 1.0f );
(CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 50, 1.0f );
}
DoEffect( EFFECT_CLOSED );
}
#define PHYSCANNON_MAX_MASS 500
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CWeaponPhysCannon::GetLoadPercentage( void )
{
float loadWeight = m_grabController.GetLoadWeight();
loadWeight /= physcannon_maxmass.GetFloat();
loadWeight = clamp( loadWeight, 0.0f, 1.0f );
return loadWeight;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CSoundPatch
//-----------------------------------------------------------------------------
CSoundPatch *CWeaponPhysCannon::GetMotorSound( void )
{
if ( m_sndMotor == NULL )
{
CPASAttenuationFilter filter( this );
if ( IsMegaPhysCannon() )
{
m_sndMotor = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "Weapon_MegaPhysCannon.HoldSound", ATTN_NORM );
}
else
{
m_sndMotor = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "Weapon_PhysCannon.HoldSound", ATTN_NORM );
}
}
return m_sndMotor;
}
//-----------------------------------------------------------------------------
// Shuts down sounds
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::StopLoopingSounds()
{
if ( m_sndMotor != NULL )
{
(CSoundEnvelopeController::GetController()).SoundDestroy( m_sndMotor );
m_sndMotor = NULL;
}
BaseClass::StopLoopingSounds();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DestroyEffects( void )
{
//Turn off main glow
if ( m_hCenterSprite != NULL )
{
UTIL_Remove( m_hCenterSprite );
m_hCenterSprite = NULL;
}
if ( m_hBlastSprite != NULL )
{
UTIL_Remove( m_hBlastSprite );
m_hBlastSprite = NULL;
}
// Turn off beams
for ( int i = 0; i < NUM_BEAMS; i++ )
{
if ( m_hBeams[i] != NULL )
{
UTIL_Remove( m_hBeams[i] );
m_hBeams[i] = NULL;
}
}
// Turn off sprites
for ( int i = 0; i < NUM_SPRITES; i++ )
{
if ( m_hGlowSprites[i] != NULL )
{
UTIL_Remove( m_hGlowSprites[i] );
m_hGlowSprites[i] = NULL;
}
}
for ( int i = 0; i < 2; i++ )
{
if ( m_hEndSprites[i] != NULL )
{
UTIL_Remove( m_hEndSprites[i] );
m_hEndSprites[i] = NULL;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::StopEffects( bool stopSound )
{
// Turn off our effect state
DoEffect( EFFECT_NONE );
//Turn off main glow
if ( m_hCenterSprite != NULL )
{
m_hCenterSprite->TurnOff();
}
if ( m_hBlastSprite != NULL )
{
m_hBlastSprite->TurnOff();
}
//Turn off beams
for ( int i = 0; i < NUM_BEAMS; i++ )
{
if ( m_hBeams[i] != NULL )
{
m_hBeams[i]->SetBrightness( 0 );
}
}
//Turn off sprites
for ( int i = 0; i < NUM_SPRITES; i++ )
{
if ( m_hGlowSprites[i] != NULL )
{
m_hGlowSprites[i]->TurnOff();
}
}
for ( int i = 0; i < 2; i++ )
{
if ( m_hEndSprites[i] != NULL )
{
m_hEndSprites[i]->TurnOff();
}
}
//Shut off sounds
if ( stopSound && GetMotorSound() != NULL )
{
(CSoundEnvelopeController::GetController()).SoundFadeOut( GetMotorSound(), 0.1f );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::StartEffects( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
bool bIsMegaCannon = IsMegaPhysCannon();
int i;
float flScaleFactor = SpriteScaleFactor();
CBaseEntity *pBeamEnt = pOwner->GetViewModel();
// Create the beams
for ( i = 0; i < NUM_BEAMS; i++ )
{
if ( m_hBeams[i] )
continue;
const char *beamAttachNames[] =
{
"fork1t",
"fork2t",
"fork1t",
"fork2t",
"fork1t",
"fork2t",
};
m_hBeams[i] = CBeam::BeamCreate(
bIsMegaCannon ? MEGACANNON_BEAM_SPRITE : PHYSCANNON_BEAM_SPRITE, 1.0f );
m_hBeams[i]->EntsInit( pBeamEnt, pBeamEnt );
int startAttachment = LookupAttachment( beamAttachNames[i] );
int endAttachment = 1;
m_hBeams[i]->FollowEntity( pBeamEnt );
m_hBeams[i]->AddSpawnFlags( SF_BEAM_TEMPORARY );
m_hBeams[i]->SetStartAttachment( startAttachment );
m_hBeams[i]->SetEndAttachment( endAttachment );
m_hBeams[i]->SetNoise( random->RandomFloat( 8.0f, 16.0f ) );
m_hBeams[i]->SetColor( 255, 255, 255 );
m_hBeams[i]->SetScrollRate( 25 );
m_hBeams[i]->SetBrightness( 128 );
m_hBeams[i]->SetWidth( 0 );
m_hBeams[i]->SetEndWidth( random->RandomFloat( 2, 4 ) );
}
//Create the glow sprites
for ( i = 0; i < NUM_SPRITES; i++ )
{
if ( m_hGlowSprites[i] )
continue;
const char *attachNames[] =
{
"fork1b",
"fork1m",
"fork1t",
"fork2b",
"fork2m",
"fork2t"
};
m_hGlowSprites[i] = CSprite::SpriteCreate(
bIsMegaCannon ? MEGACANNON_GLOW_SPRITE : PHYSCANNON_GLOW_SPRITE,
GetAbsOrigin(), false );
m_hGlowSprites[i]->SetAsTemporary();
m_hGlowSprites[i]->SetAttachment( pOwner->GetViewModel(), LookupAttachment( attachNames[i] ) );
if ( bIsMegaCannon )
{
m_hGlowSprites[i]->SetTransparency( kRenderTransAdd, 255, 255, 255, 128, kRenderFxNone );
}
else
{
m_hGlowSprites[i]->SetTransparency( kRenderTransAdd, 255, 128, 0, 64, kRenderFxNoDissipation );
}
m_hGlowSprites[i]->SetBrightness( 255, 0.2f );
m_hGlowSprites[i]->SetScale( 0.25f * flScaleFactor, 0.2f );
}
//Create the endcap sprites
for ( i = 0; i < 2; i++ )
{
if ( m_hEndSprites[i] == NULL )
{
const char *attachNames[] =
{
"fork1t",
"fork2t"
};
m_hEndSprites[i] = CSprite::SpriteCreate(
bIsMegaCannon ? MEGACANNON_ENDCAP_SPRITE : PHYSCANNON_ENDCAP_SPRITE,
GetAbsOrigin(), false );
m_hEndSprites[i]->SetAsTemporary();
m_hEndSprites[i]->SetAttachment( pOwner->GetViewModel(), LookupAttachment( attachNames[i] ) );
m_hEndSprites[i]->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
m_hEndSprites[i]->SetBrightness( 255, 0.2f );
m_hEndSprites[i]->SetScale( 0.25f * flScaleFactor, 0.2f );
m_hEndSprites[i]->TurnOff();
}
}
//Create the center glow
if ( m_hCenterSprite == NULL )
{
m_hCenterSprite = CSprite::SpriteCreate(
bIsMegaCannon ? MEGACANNON_CENTER_GLOW : PHYSCANNON_CENTER_GLOW,
GetAbsOrigin(), false );
m_hCenterSprite->SetAsTemporary();
m_hCenterSprite->SetAttachment( pOwner->GetViewModel(), 1 );
m_hCenterSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone );
m_hCenterSprite->SetBrightness( 255, 0.2f );
m_hCenterSprite->SetScale( 0.1f, 0.2f );
}
//Create the blast sprite
if ( m_hBlastSprite == NULL )
{
m_hBlastSprite = CSprite::SpriteCreate(
bIsMegaCannon ? MEGACANNON_BLAST_SPRITE : PHYSCANNON_BLAST_SPRITE,
GetAbsOrigin(), false );
m_hBlastSprite->SetAsTemporary();
m_hBlastSprite->SetAttachment( pOwner->GetViewModel(), 1 );
m_hBlastSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone );
m_hBlastSprite->SetBrightness( 255, 0.2f );
m_hBlastSprite->SetScale( 0.1f, 0.2f );
m_hBlastSprite->TurnOff();
}
}
//-----------------------------------------------------------------------------
// Closing effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectClosed( void )
{
float flScaleFactor = SpriteScaleFactor();
// Turn off the center sprite
if ( m_hCenterSprite != NULL )
{
m_hCenterSprite->SetBrightness( 0.0, 0.1f );
m_hCenterSprite->SetScale( 0.0f, 0.1f );
m_hCenterSprite->TurnOff();
}
// Turn off the end-caps
for ( int i = 0; i < 2; i++ )
{
if ( m_hEndSprites[i] != NULL )
{
m_hEndSprites[i]->TurnOff();
}
}
// Turn off the lightning
for ( int i = 0; i < NUM_BEAMS; i++ )
{
if ( m_hBeams[i] != NULL )
{
m_hBeams[i]->SetBrightness( 0 );
}
}
// Turn on the glow sprites
for ( int i = 0; i < NUM_SPRITES; i++ )
{
if ( m_hGlowSprites[i] != NULL )
{
m_hGlowSprites[i]->TurnOn();
m_hGlowSprites[i]->SetBrightness( 16.0f, 0.2f );
m_hGlowSprites[i]->SetScale( 0.3f * flScaleFactor, 0.2f );
}
}
// Prepare for scale down
if ( m_hBlastSprite != NULL )
{
m_hBlastSprite->TurnOn();
m_hBlastSprite->SetScale( 1.0f, 0.0f );
m_hBlastSprite->SetBrightness( 0, 0.0f );
}
}
//-----------------------------------------------------------------------------
// Closing effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoMegaEffectClosed( void )
{
float flScaleFactor = SpriteScaleFactor();
// Turn off the center sprite
if ( m_hCenterSprite != NULL )
{
m_hCenterSprite->SetBrightness( 0.0, 0.1f );
m_hCenterSprite->SetScale( 0.0f, 0.1f );
m_hCenterSprite->TurnOff();
}
// Turn off the end-caps
for ( int i = 0; i < 2; i++ )
{
if ( m_hEndSprites[i] != NULL )
{
m_hEndSprites[i]->TurnOff();
}
}
// Turn off the lightning
for ( int i = 0; i < NUM_BEAMS; i++ )
{
if ( m_hBeams[i] != NULL )
{
m_hBeams[i]->SetBrightness( 0 );
}
}
// Turn on the glow sprites
for ( int i = 0; i < NUM_SPRITES; i++ )
{
if ( m_hGlowSprites[i] != NULL )
{
m_hGlowSprites[i]->TurnOn();
m_hGlowSprites[i]->SetBrightness( 16.0f, 0.2f );
m_hGlowSprites[i]->SetScale( 0.3f * flScaleFactor, 0.2f );
}
}
// Prepare for scale down
if ( m_hBlastSprite != NULL )
{
m_hBlastSprite->TurnOn();
m_hBlastSprite->SetScale( 1.0f, 0.0f );
m_hBlastSprite->SetBrightness( 0, 0.0f );
}
}
//-----------------------------------------------------------------------------
// Ready effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectReady( )
{
float flScaleFactor = SpriteScaleFactor();
//Turn on the center sprite
if ( m_hCenterSprite != NULL )
{
m_hCenterSprite->SetBrightness( 128, 0.2f );
m_hCenterSprite->SetScale( 0.15f, 0.2f );
m_hCenterSprite->TurnOn();
}
//Turn off the end-caps
for ( int i = 0; i < 2; i++ )
{
if ( m_hEndSprites[i] != NULL )
{
m_hEndSprites[i]->TurnOff();
}
}
//Turn off the lightning
for ( int i = 0; i < NUM_BEAMS; i++ )
{
if ( m_hBeams[i] != NULL )
{
m_hBeams[i]->SetBrightness( 0 );
}
}
//Turn on the glow sprites
for ( int i = 0; i < NUM_SPRITES; i++ )
{
if ( m_hGlowSprites[i] != NULL )
{
m_hGlowSprites[i]->TurnOn();
m_hGlowSprites[i]->SetBrightness( 32.0f, 0.2f );
m_hGlowSprites[i]->SetScale( 0.4f * flScaleFactor, 0.2f );
}
}
//Scale down
if ( m_hBlastSprite != NULL )
{
m_hBlastSprite->TurnOn();
m_hBlastSprite->SetScale( 0.1f, 0.2f );
m_hBlastSprite->SetBrightness( 255, 0.1f );
}
}
//-----------------------------------------------------------------------------
// Holding effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectHolding( )
{
float flScaleFactor = SpriteScaleFactor();
// Turn off the center sprite
if ( m_hCenterSprite != NULL )
{
m_hCenterSprite->SetBrightness( 255, 0.1f );
m_hCenterSprite->SetScale( 0.2f, 0.2f );
m_hCenterSprite->TurnOn();
}
// Turn off the end-caps
for ( int i = 0; i < 2; i++ )
{
if ( m_hEndSprites[i] != NULL )
{
m_hEndSprites[i]->TurnOn();
}
}
// Turn off the lightning
for ( int i = 0; i < NUM_BEAMS; i++ )
{
if ( m_hBeams[i] != NULL )
{
m_hBeams[i]->SetBrightness( 128 );
}
}
// Turn on the glow sprites
for ( int i = 0; i < NUM_SPRITES; i++ )
{
if ( m_hGlowSprites[i] != NULL )
{
m_hGlowSprites[i]->TurnOn();
m_hGlowSprites[i]->SetBrightness( 64.0f, 0.2f );
m_hGlowSprites[i]->SetScale( 0.5f * flScaleFactor, 0.2f );
}
}
// Prepare for scale up
if ( m_hBlastSprite != NULL )
{
m_hBlastSprite->TurnOff();
m_hBlastSprite->SetScale( 0.1f, 0.0f );
m_hBlastSprite->SetBrightness( 0, 0.0f );
}
}
//-----------------------------------------------------------------------------
// Launch effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectLaunch( Vector *pos )
{
Assert( pos );
if ( pos == NULL )
return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
Vector endpos = *pos;
// Check to store off our view model index
CBeam *pBeam = CBeam::BeamCreate( IsMegaPhysCannon() ? MEGACANNON_BEAM_SPRITE : PHYSCANNON_BEAM_SPRITE, 8 );
if ( pBeam != NULL )
{
pBeam->PointEntInit( endpos, this );
pBeam->SetEndAttachment( 1 );
pBeam->SetWidth( 6.4 );
pBeam->SetEndWidth( 12.8 );
pBeam->SetBrightness( 255 );
pBeam->SetColor( 255, 255, 255 );
pBeam->LiveForTime( 0.1f );
pBeam->RelinkBeam();
pBeam->SetNoise( 2 );
}
Vector shotDir = ( endpos - pOwner->Weapon_ShootPosition() );
VectorNormalize( shotDir );
//End hit
//FIXME: Probably too big
CPVSFilter filter( endpos );
te->GaussExplosion( filter, 0.0f, endpos - ( shotDir * 4.0f ), RandomVector(-1.0f, 1.0f), 0 );
if ( m_hBlastSprite != NULL )
{
m_hBlastSprite->TurnOn();
m_hBlastSprite->SetScale( 2.0f, 0.1f );
m_hBlastSprite->SetBrightness( 0.0f, 0.1f );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pos -
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoMegaEffectLaunch( Vector *pos )
{
Assert( pos );
if ( pos == NULL )
return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
Vector endpos = *pos;
// Check to store off our view model index
CBaseViewModel *vm = pOwner->GetViewModel();
int numBeams = random->RandomInt( 1, 2 );
CBeam *pBeam = CBeam::BeamCreate( IsMegaPhysCannon() ? MEGACANNON_BEAM_SPRITE : PHYSCANNON_BEAM_SPRITE, 0.8 );
if ( pBeam != NULL )
{
pBeam->PointEntInit( endpos, vm );
pBeam->SetEndAttachment( 1 );
pBeam->SetWidth( 2 );
pBeam->SetEndWidth( 12 );
pBeam->SetBrightness( 255 );
pBeam->SetColor( 255, 255, 255 );
pBeam->LiveForTime( 0.1f );
pBeam->RelinkBeam();
pBeam->SetNoise( 0 );
}
for ( int i = 0; i < numBeams; i++ )
{
pBeam = CBeam::BeamCreate( IsMegaPhysCannon() ? MEGACANNON_BEAM_SPRITE : PHYSCANNON_BEAM_SPRITE, 0.8 );
if ( pBeam != NULL )
{
pBeam->PointEntInit( endpos, vm );
pBeam->SetEndAttachment( 1 );
pBeam->SetWidth( 2 );
pBeam->SetEndWidth( random->RandomInt( 1, 2 ) );
pBeam->SetBrightness( 255 );
pBeam->SetColor( 255, 255, 255 );
pBeam->LiveForTime( 0.1f );
pBeam->RelinkBeam();
pBeam->SetNoise( random->RandomInt( 8, 12 ) );
}
}
Vector shotDir = ( endpos - pOwner->Weapon_ShootPosition() );
VectorNormalize( shotDir );
//End hit
//FIXME: Probably too big
CPVSFilter filter( endpos );
te->GaussExplosion( filter, 0.0f, endpos - ( shotDir * 4.0f ), RandomVector(-1.0f, 1.0f), 0 );
}
//-----------------------------------------------------------------------------
// Holding effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoMegaEffectHolding( void )
{
float flScaleFactor = SpriteScaleFactor();
// Turn off the center sprite
if ( m_hCenterSprite != NULL )
{
m_hCenterSprite->SetBrightness( 255, 0.1f );
m_hCenterSprite->SetScale( 0.2f, 0.2f );
m_hCenterSprite->TurnOn();
}
// Turn off the end-caps
for ( int i = 0; i < 2; i++ )
{
if ( m_hEndSprites[i] != NULL )
{
m_hEndSprites[i]->TurnOn();
}
}
// Turn off the lightning
for ( int i = 0; i < NUM_BEAMS; i++ )
{
if ( m_hBeams[i] != NULL )
{
m_hBeams[i]->SetBrightness( 128 );
}
}
// Turn on the glow sprites
for ( int i = 0; i < NUM_SPRITES; i++ )
{
if ( m_hGlowSprites[i] != NULL )
{
m_hGlowSprites[i]->TurnOn();
m_hGlowSprites[i]->SetBrightness( 32.0f, 0.2f );
m_hGlowSprites[i]->SetScale( 0.25f * flScaleFactor, 0.2f );
}
}
}
//-----------------------------------------------------------------------------
// Ready effects
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoMegaEffectReady( void )
{
float flScaleFactor = SpriteScaleFactor();
//Turn on the center sprite
if ( m_hCenterSprite != NULL )
{
m_hCenterSprite->SetBrightness( 128, 0.2f );
m_hCenterSprite->SetScale( 0.15f, 0.2f );
m_hCenterSprite->TurnOn();
}
//Turn off the end-caps
for ( int i = 0; i < 2; i++ )
{
if ( m_hEndSprites[i] != NULL )
{
if ( m_flEndSpritesOverride[i] < gpGlobals->curtime )
{
m_hEndSprites[i]->TurnOff();
}
}
}
//Turn off the lightning
for ( int i = 0; i < NUM_BEAMS; i++ )
{
if ( m_hBeams[i] != NULL )
{
m_hBeams[i]->SetBrightness( 0 );
}
}
//Turn on the glow sprites
for ( int i = 0; i < NUM_SPRITES; i++ )
{
if ( m_hGlowSprites[i] != NULL )
{
m_hGlowSprites[i]->TurnOn();
m_hGlowSprites[i]->SetBrightness( 24.0f, 0.2f );
m_hGlowSprites[i]->SetScale( 0.2f * flScaleFactor, 0.2f );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Shutdown for the weapon when it's holstered
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffectNone( void )
{
if ( m_hBlastSprite != NULL )
{
// Become small
m_hBlastSprite->SetScale( 0.001f );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : effectType -
// *pos -
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoMegaEffect( int effectType, Vector *pos )
{
switch( effectType )
{
case EFFECT_CLOSED:
DoMegaEffectClosed();
break;
case EFFECT_READY:
DoMegaEffectReady();
break;
case EFFECT_HOLDING:
DoMegaEffectHolding();
break;
case EFFECT_LAUNCH:
DoMegaEffectLaunch( pos );
break;
default:
case EFFECT_NONE:
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : effectType -
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::DoEffect( int effectType, Vector *pos )
{
// Make sure we're active
StartEffects();
m_EffectState = effectType;
// Do different effects when upgraded
if ( IsMegaPhysCannon() )
{
DoMegaEffect( effectType, pos );
return;
}
switch( effectType )
{
case EFFECT_CLOSED:
DoEffectClosed( );
break;
case EFFECT_READY:
DoEffectReady( );
break;
case EFFECT_HOLDING:
DoEffectHolding();
break;
case EFFECT_LAUNCH:
DoEffectLaunch( pos );
break;
default:
case EFFECT_NONE:
DoEffectNone();
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : iIndex -
// Output : const char
//-----------------------------------------------------------------------------
const char *CWeaponPhysCannon::GetShootSound( int iIndex ) const
{
// Just do this normally if we're a normal physcannon
if ( PlayerHasMegaPhysCannon() == false )
return BaseClass::GetShootSound( iIndex );
// We override this if we're the charged up version
switch( iIndex )
{
case EMPTY:
return "Weapon_MegaPhysCannon.DryFire";
break;
case SINGLE:
return "Weapon_MegaPhysCannon.Launch";
break;
case SPECIAL1:
return "Weapon_MegaPhysCannon.Pickup";
break;
case MELEE_MISS:
return "Weapon_MegaPhysCannon.Drop";
break;
default:
break;
}
return BaseClass::GetShootSound( iIndex );
}
//-----------------------------------------------------------------------------
// Purpose: Adds the specified object to the list of objects that have been
// propelled by this physgun, along with a timestamp of when the
// object was added to the list. This list is checked when a physics
// object strikes another entity, to resolve whether the player is
// accountable for the impact.
//
// Input : pObject - pointer to the object being thrown by the physcannon.
//-----------------------------------------------------------------------------
void CWeaponPhysCannon::RecordThrownObject( CBaseEntity *pObject )
{
thrown_objects_t thrown;
thrown.hEntity = pObject;
thrown.fTimeThrown = gpGlobals->curtime;
// Get rid of stale and dead objects in the list.
PurgeThrownObjects();
// See if this object is already in the list.
int count = m_ThrownEntities.Count();
for( int i = 0 ; i < count ; i++ )
{
if( m_ThrownEntities[i].hEntity == pObject )
{
// Just update the time.
//Msg("++UPDATING: %s (%d)\n", m_ThrownEntities[i].hEntity->GetClassname(), m_ThrownEntities[i].hEntity->entindex() );
m_ThrownEntities[i] = thrown;
return;
}
}
//Msg("++ADDING: %s (%d)\n", pObject->GetClassname(), pObject->entindex() );
m_ThrownEntities.AddToTail(thrown);
}
//-----------------------------------------------------------------------------
// Purpose: Go through the objects in the thrown objects list and discard any
// objects that have gone 'stale'. (Were thrown several seconds ago), or
// have been destroyed or removed.
//
//-----------------------------------------------------------------------------
#define PHYSCANNON_THROWN_LIST_TIMEOUT 10.0f
void CWeaponPhysCannon::PurgeThrownObjects()
{
bool bListChanged;
// This is bubble-sorty, but the list is also very short.
do
{
bListChanged = false;
int count = m_ThrownEntities.Count();
for( int i = 0 ; i < count ; i++ )
{
bool bRemove = false;
if( !m_ThrownEntities[i].hEntity.Get() )
{
bRemove = true;
}
else if( gpGlobals->curtime > (m_ThrownEntities[i].fTimeThrown + PHYSCANNON_THROWN_LIST_TIMEOUT) )
{
bRemove = true;
}
else
{
IPhysicsObject *pObject = m_ThrownEntities[i].hEntity->VPhysicsGetObject();
if( pObject && pObject->IsAsleep() )
{
bRemove = true;
}
}
if( bRemove )
{
//Msg("--REMOVING: %s (%d)\n", m_ThrownEntities[i].hEntity->GetClassname(), m_ThrownEntities[i].hEntity->entindex() );
m_ThrownEntities.Remove(i);
bListChanged = true;
break;
}
}
} while( bListChanged );
}
bool CWeaponPhysCannon::IsAccountableForObject( CBaseEntity *pObject )
{
// Clean out the stale and dead items.
PurgeThrownObjects();
// Now if this object is in the list, the player is accountable for it striking something.
int count = m_ThrownEntities.Count();
for( int i = 0 ; i < count ; i++ )
{
if( m_ThrownEntities[i].hEntity == pObject )
{
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// EXTERNAL API
//-----------------------------------------------------------------------------
void PhysCannonForceDrop( CBaseCombatWeapon *pActiveWeapon, CBaseEntity *pOnlyIfHoldingThis )
{
CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon);
if ( pCannon )
{
if ( pOnlyIfHoldingThis )
{
pCannon->DropIfEntityHeld( pOnlyIfHoldingThis );
}
else
{
pCannon->ForceDrop();
}
}
}
void PhysCannonBeginUpgrade( CBaseAnimating *pAnim )
{
CWeaponPhysCannon *pWeaponPhyscannon = assert_cast< CWeaponPhysCannon* >( pAnim );
pWeaponPhyscannon->BeginUpgrade();
}
bool PlayerPickupControllerIsHoldingEntity( CBaseEntity *pPickupControllerEntity, CBaseEntity *pHeldEntity )
{
CPlayerPickupController *pController = dynamic_cast<CPlayerPickupController *>(pPickupControllerEntity);
return pController ? pController->IsHoldingEntity( pHeldEntity ) : false;
}
float PhysCannonGetHeldObjectMass( CBaseCombatWeapon *pActiveWeapon, IPhysicsObject *pHeldObject )
{
float mass = 0.0f;
CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon);
if ( pCannon )
{
CGrabController &grab = pCannon->GetGrabController();
mass = grab.GetSavedMass( pHeldObject );
}
return mass;
}
CBaseEntity *PhysCannonGetHeldEntity( CBaseCombatWeapon *pActiveWeapon )
{
CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon);
if ( pCannon )
{
CGrabController &grab = pCannon->GetGrabController();
return grab.GetAttached();
}
return NULL;
}
CBaseEntity *GetPlayerHeldEntity( CBasePlayer *pPlayer )
{
CBaseEntity *pObject = NULL;
CPlayerPickupController *pPlayerPickupController = (CPlayerPickupController *)(pPlayer->GetUseEntity());
if ( pPlayerPickupController )
{
pObject = pPlayerPickupController->GetGrabController().GetAttached();
}
return pObject;
}
bool PhysCannonAccountableForObject( CBaseCombatWeapon *pPhysCannon, CBaseEntity *pObject )
{
CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pPhysCannon);
if ( pCannon )
{
return pCannon->IsAccountableForObject(pObject);
}
return false;
}
float PlayerPickupGetHeldObjectMass( CBaseEntity *pPickupControllerEntity, IPhysicsObject *pHeldObject )
{
float mass = 0.0f;
CPlayerPickupController *pController = dynamic_cast<CPlayerPickupController *>(pPickupControllerEntity);
if ( pController )
{
CGrabController &grab = pController->GetGrabController();
mass = grab.GetSavedMass( pHeldObject );
}
return mass;
}