1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "model_types.h"
#include "vcollide.h"
#include "vcollide_parse.h"
#include "solidsetdefaults.h"
#include "c_basetfplayer.h"
#include "bone_setup.h"
#include "engine/ivmodelinfo.h"
CPhysCollide *PhysCreateBbox( const Vector &mins, const Vector &maxs );
extern CSolidSetDefaults g_SolidSetup;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_RagdollShadow : public C_BaseAnimating
{
DECLARE_CLASS( C_RagdollShadow, C_BaseAnimating );
public:
DECLARE_CLIENTCLASS();
C_RagdollShadow( void );
~C_RagdollShadow( void );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink( void );
virtual int DrawModel( int flags );
public:
IPhysicsObject *VPhysicsInitShadow( bool allowPhysicsMovement, bool allowPhysicsRotation );
void VPhysicsSetObject( IPhysicsObject *pPhysics );
void VPhysicsDestroyObject( void );
int m_nPlayer;
EHANDLE m_hPlayer;
IPhysicsObject *m_pPhysicsObject;
IPhysicsSpring *m_pSpring;
};
IMPLEMENT_CLIENTCLASS_DT( C_RagdollShadow, DT_RagdollShadow, CRagdollShadow )
RecvPropInt( RECVINFO( m_nPlayer ) ),
END_RECV_TABLE()
C_RagdollShadow::C_RagdollShadow( void )
{
m_nPlayer = -1;
m_hPlayer = NULL;
m_pPhysicsObject = NULL;
m_pSpring = NULL;
}
C_RagdollShadow::~C_RagdollShadow( void )
{
VPhysicsDestroyObject();
delete m_pSpring;
}
void C_RagdollShadow::VPhysicsDestroyObject( void )
{
if ( m_pPhysicsObject )
{
physenv->DestroyObject( m_pPhysicsObject );
m_pPhysicsObject = NULL;
}
}
// Create a physics thingy based on an existing collision model
IPhysicsObject *PhysModelCreateCustom( C_BaseEntity *pEntity, const CPhysCollide *pModel, const Vector &origin, const QAngle &angles, const char *props )
{
solid_t solid;
solid.params = g_PhysDefaultObjectParams;
solid.params.mass = 85.0f;
solid.params.inertia = 1e24f;
int surfaceProp = -1;
if ( props && props[0] )
{
surfaceProp = physprops->GetSurfaceIndex( props );
}
solid.params.pGameData = static_cast<void *>(pEntity);
IPhysicsObject *pObject = physenv->CreatePolyObject( pModel, surfaceProp, origin, angles, &solid.params );
return pObject;
}
IPhysicsObject *PhysModelCreateRagdoll( C_BaseEntity *pEntity, int modelIndex, const Vector &origin, const QAngle &angles )
{
vcollide_t *pCollide = modelinfo->GetVCollide( modelIndex );
if ( !pCollide )
return NULL;
solid_t solid;
memset( &solid, 0, sizeof(solid) );
solid.params = g_PhysDefaultObjectParams;
IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues );
while ( !pParse->Finished() )
{
const char *pBlock = pParse->GetCurrentBlockName();
if ( !strcmpi( pBlock, "solid" ) )
{
pParse->ParseSolid( &solid, &g_SolidSetup );
break;
}
else
{
pParse->SkipBlock();
}
}
physcollision->VPhysicsKeyParserDestroy( pParse );
// collisions are off by default
solid.params.enableCollisions = true;
int surfaceProp = -1;
if ( solid.surfaceprop[0] )
{
surfaceProp = physprops->GetSurfaceIndex( solid.surfaceprop );
}
solid.params.pGameData = static_cast<void *>(pEntity);
solid.params.pName = "ragdoll_player";
IPhysicsObject *pObject = physenv->CreatePolyObject( pCollide->solids[0], surfaceProp, origin, angles, &solid.params );
//PhysCheckAdd( pObject, STRING(pEntity->m_iClassname) );
return pObject;
}
void C_RagdollShadow::VPhysicsSetObject( IPhysicsObject *pPhysics )
{
if ( m_pPhysicsObject && pPhysics )
{
Warning( "C_RagdollShadow::Overwriting physics object!\n" );
}
m_pPhysicsObject = pPhysics;
}
// This creates a vphysics object with a shadow controller that follows the AI
IPhysicsObject *C_RagdollShadow::VPhysicsInitShadow( bool allowPhysicsMovement, bool allowPhysicsRotation )
{
CStudioHdr *hdr = GetModelPtr();
if ( !hdr )
{
return NULL;
}
// If this entity already has a physics object, then it should have been deleted prior to making this call.
Assert(!m_pPhysicsObject);
// make sure m_vecOrigin / m_vecAngles are correct
const Vector &origin = GetAbsOrigin();
QAngle angles = GetAbsAngles();
IPhysicsObject *pPhysicsObject = NULL;
if ( GetSolid() == SOLID_BBOX )
{
const char *pSurfaceProps = "flesh";
if ( GetModelIndex() && modelinfo->GetModelType( GetModel() ) == mod_studio )
{
pSurfaceProps = Studio_GetDefaultSurfaceProps( hdr );
}
angles = vec3_angle;
CPhysCollide *pCollide = PhysCreateBbox( WorldAlignMins(), WorldAlignMaxs() );
if ( !pCollide )
return NULL;
pPhysicsObject = PhysModelCreateCustom( this, pCollide, origin, angles, pSurfaceProps );
}
else
{
pPhysicsObject = PhysModelCreateRagdoll( this, GetModelIndex(), origin, angles );
}
VPhysicsSetObject( pPhysicsObject );
pPhysicsObject->SetShadow( 1e4, 1e4, allowPhysicsMovement, allowPhysicsRotation );
pPhysicsObject->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, 0 );
// PhysAddShadow( this );
return pPhysicsObject;
}
void C_RagdollShadow::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
// Has to happen *after* the client handle is set
SetNextClientThink( CLIENT_THINK_ALWAYS );
bool bnewentity = (updateType == DATA_UPDATE_CREATED);
if ( bnewentity && ( m_nPlayer != 0 ) )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
Assert( !m_pPhysicsObject );
C_BaseEntity *pl = static_cast< C_BaseEntity * >( cl_entitylist->GetEnt( m_nPlayer ) );
if ( pl )
{
m_hPlayer = pl;
}
m_pPhysicsObject = VPhysicsInitShadow( true, false );
}
if ( m_pPhysicsObject )
{
// Create the spring if we don't have one yet
if ( !m_pSpring )
{
C_BaseTFPlayer *pl = static_cast< C_BaseTFPlayer * >( (C_BaseEntity *)m_hPlayer );
if ( pl && pl->VPhysicsGetObject() )
{
springparams_t spring;
spring.constant = 15000;
spring.damping = 1.0;
spring.naturalLength = 0.0f;
spring.relativeDamping = 100.0f;
VectorCopy( vec3_origin, spring.startPosition );
VectorCopy( vec3_origin, spring.endPosition );
spring.useLocalPositions = true;
m_pSpring = physenv->CreateSpring( m_pPhysicsObject, pl->VPhysicsGetObject(), &spring );
PhysDisableObjectCollisions( m_pPhysicsObject, pl->VPhysicsGetObject() );
}
}
m_pPhysicsObject->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, 0 );
}
}
void C_RagdollShadow::ClientThink( void )
{
BaseClass::ClientThink();
}
int C_RagdollShadow::DrawModel( int flags )
{
// int drawn = BaseClass::DrawModel( flags );
// return drawn;
return 0;
}
|