diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/c_props.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/c_props.cpp')
| -rw-r--r-- | mp/src/game/client/c_props.cpp | 534 |
1 files changed, 267 insertions, 267 deletions
diff --git a/mp/src/game/client/c_props.cpp b/mp/src/game/client/c_props.cpp index b682d2df..07f5710d 100644 --- a/mp/src/game/client/c_props.cpp +++ b/mp/src/game/client/c_props.cpp @@ -1,267 +1,267 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-
-#include "cbase.h"
-#include "c_physicsprop.h"
-#include "c_physbox.h"
-#include "c_props.h"
-
-#define CPhysBox C_PhysBox
-#define CPhysicsProp C_PhysicsProp
-
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-IMPLEMENT_NETWORKCLASS_ALIASED( DynamicProp, DT_DynamicProp )
-
-BEGIN_NETWORK_TABLE( CDynamicProp, DT_DynamicProp )
- RecvPropBool(RECVINFO(m_bUseHitboxesForRenderBox)),
-END_NETWORK_TABLE()
-
-C_DynamicProp::C_DynamicProp( void )
-{
- m_iCachedFrameCount = -1;
-}
-
-C_DynamicProp::~C_DynamicProp( void )
-{
-}
-
-bool C_DynamicProp::TestBoneFollowers( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
-{
- // UNDONE: There is no list of the bone followers that is networked to the client
- // so instead we do a search for solid stuff here. This is not really great - a list would be
- // preferable.
- CBaseEntity *pList[128];
- Vector mins, maxs;
- CollisionProp()->WorldSpaceAABB( &mins, &maxs );
- int count = UTIL_EntitiesInBox( pList, ARRAYSIZE(pList), mins, maxs, 0, PARTITION_CLIENT_SOLID_EDICTS );
- for ( int i = 0; i < count; i++ )
- {
- if ( pList[i]->GetOwnerEntity() == this )
- {
- if ( pList[i]->TestCollision(ray, fContentsMask, tr) )
- {
- return true;
- }
- }
- }
- return false;
-}
-
-bool C_DynamicProp::TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
-{
- if ( IsSolidFlagSet(FSOLID_NOT_SOLID) )
- {
- // if this entity is marked non-solid and custom test it must have bone followers
- if ( IsSolidFlagSet( FSOLID_CUSTOMBOXTEST ) && IsSolidFlagSet( FSOLID_CUSTOMRAYTEST ))
- {
- return TestBoneFollowers( ray, fContentsMask, tr );
- }
- }
- return BaseClass::TestCollision( ray, fContentsMask, tr );
-}
-
-//-----------------------------------------------------------------------------
-// implements these so ragdolls can handle frustum culling & leaf visibility
-//-----------------------------------------------------------------------------
-void C_DynamicProp::GetRenderBounds( Vector& theMins, Vector& theMaxs )
-{
- if ( m_bUseHitboxesForRenderBox )
- {
- if ( GetModel() )
- {
- studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( GetModel() );
- if ( !pStudioHdr || GetSequence() == -1 )
- {
- theMins = vec3_origin;
- theMaxs = vec3_origin;
- return;
- }
-
- // Only recompute if it's a new frame
- if ( gpGlobals->framecount != m_iCachedFrameCount )
- {
- ComputeEntitySpaceHitboxSurroundingBox( &m_vecCachedRenderMins, &m_vecCachedRenderMaxs );
- m_iCachedFrameCount = gpGlobals->framecount;
- }
-
- theMins = m_vecCachedRenderMins;
- theMaxs = m_vecCachedRenderMaxs;
- return;
- }
- }
-
- BaseClass::GetRenderBounds( theMins, theMaxs );
-}
-
-unsigned int C_DynamicProp::ComputeClientSideAnimationFlags()
-{
- if ( GetSequence() != -1 )
- {
- CStudioHdr *pStudioHdr = GetModelPtr();
- if ( GetSequenceCycleRate(pStudioHdr, GetSequence()) != 0.0f )
- {
- return BaseClass::ComputeClientSideAnimationFlags();
- }
- }
-
- // no sequence or no cycle rate, don't do any per-frame calcs
- return 0;
-}
-
-// ------------------------------------------------------------------------------------------ //
-// ------------------------------------------------------------------------------------------ //
-class C_BasePropDoor : public C_DynamicProp
-{
- DECLARE_CLASS( C_BasePropDoor, C_DynamicProp );
-public:
- DECLARE_CLIENTCLASS();
-
- // constructor, destructor
- C_BasePropDoor( void );
- virtual ~C_BasePropDoor( void );
-
- virtual void OnDataChanged( DataUpdateType_t type );
-
- virtual bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
-
-private:
- C_BasePropDoor( const C_BasePropDoor & );
-};
-
-IMPLEMENT_CLIENTCLASS_DT(C_BasePropDoor, DT_BasePropDoor, CBasePropDoor)
-END_RECV_TABLE()
-
-C_BasePropDoor::C_BasePropDoor( void )
-{
-}
-
-C_BasePropDoor::~C_BasePropDoor( void )
-{
-}
-
-void C_BasePropDoor::OnDataChanged( DataUpdateType_t type )
-{
- BaseClass::OnDataChanged( type );
-
- if ( type == DATA_UPDATE_CREATED )
- {
- SetSolid(SOLID_VPHYSICS);
- VPhysicsInitShadow( false, false );
- }
- else if ( VPhysicsGetObject() )
- {
- VPhysicsGetObject()->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, TICK_INTERVAL );
- }
-}
-
-bool C_BasePropDoor::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
-{
- if ( !VPhysicsGetObject() )
- return false;
-
- CStudioHdr *pStudioHdr = GetModelPtr( );
- if (!pStudioHdr)
- return false;
-
- physcollision->TraceBox( ray, VPhysicsGetObject()->GetCollide(), GetAbsOrigin(), GetAbsAngles(), &trace );
-
- if ( trace.DidHit() )
- {
- trace.surface.surfaceProps = VPhysicsGetObject()->GetMaterialIndex();
- return true;
- }
-
- return false;
-}
-
-// ------------------------------------------------------------------------------------------ //
-// Special version of func_physbox.
-// ------------------------------------------------------------------------------------------ //
-#ifndef _XBOX
-class CPhysBoxMultiplayer : public CPhysBox, public IMultiplayerPhysics
-{
-public:
- DECLARE_CLASS( CPhysBoxMultiplayer, CPhysBox );
-
- virtual int GetMultiplayerPhysicsMode()
- {
- return m_iPhysicsMode;
- }
-
- virtual float GetMass()
- {
- return m_fMass;
- }
-
- virtual bool IsAsleep()
- {
- Assert ( 0 );
- return true;
- }
-
- CNetworkVar( int, m_iPhysicsMode ); // One of the PHYSICS_MULTIPLAYER_ defines.
- CNetworkVar( float, m_fMass );
-
- DECLARE_CLIENTCLASS();
-};
-
-IMPLEMENT_CLIENTCLASS_DT( CPhysBoxMultiplayer, DT_PhysBoxMultiplayer, CPhysBoxMultiplayer )
- RecvPropInt( RECVINFO( m_iPhysicsMode ) ),
- RecvPropFloat( RECVINFO( m_fMass ) ),
-END_RECV_TABLE()
-
-
-class CPhysicsPropMultiplayer : public CPhysicsProp, public IMultiplayerPhysics
-{
- DECLARE_CLASS( CPhysicsPropMultiplayer, CPhysicsProp );
-
- virtual int GetMultiplayerPhysicsMode()
- {
- Assert( m_iPhysicsMode != PHYSICS_MULTIPLAYER_CLIENTSIDE );
- Assert( m_iPhysicsMode != PHYSICS_MULTIPLAYER_AUTODETECT );
- return m_iPhysicsMode;
- }
-
- virtual float GetMass()
- {
- return m_fMass;
- }
-
- virtual bool IsAsleep()
- {
- return !m_bAwake;
- }
-
- virtual void ComputeWorldSpaceSurroundingBox( Vector *mins, Vector *maxs )
- {
- Assert( mins != NULL && maxs != NULL );
- if ( !mins || !maxs )
- return;
-
- // Take our saved collision bounds, and transform into world space
- TransformAABB( EntityToWorldTransform(), m_collisionMins, m_collisionMaxs, *mins, *maxs );
- }
-
- CNetworkVar( int, m_iPhysicsMode ); // One of the PHYSICS_MULTIPLAYER_ defines.
- CNetworkVar( float, m_fMass );
- CNetworkVector( m_collisionMins );
- CNetworkVector( m_collisionMaxs );
-
- DECLARE_CLIENTCLASS();
-};
-
-IMPLEMENT_CLIENTCLASS_DT( CPhysicsPropMultiplayer, DT_PhysicsPropMultiplayer, CPhysicsPropMultiplayer )
- RecvPropInt( RECVINFO( m_iPhysicsMode ) ),
- RecvPropFloat( RECVINFO( m_fMass ) ),
- RecvPropVector( RECVINFO( m_collisionMins ) ),
- RecvPropVector( RECVINFO( m_collisionMaxs ) ),
-END_RECV_TABLE()
-#endif
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + + +#include "cbase.h" +#include "c_physicsprop.h" +#include "c_physbox.h" +#include "c_props.h" + +#define CPhysBox C_PhysBox +#define CPhysicsProp C_PhysicsProp + + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +IMPLEMENT_NETWORKCLASS_ALIASED( DynamicProp, DT_DynamicProp ) + +BEGIN_NETWORK_TABLE( CDynamicProp, DT_DynamicProp ) + RecvPropBool(RECVINFO(m_bUseHitboxesForRenderBox)), +END_NETWORK_TABLE() + +C_DynamicProp::C_DynamicProp( void ) +{ + m_iCachedFrameCount = -1; +} + +C_DynamicProp::~C_DynamicProp( void ) +{ +} + +bool C_DynamicProp::TestBoneFollowers( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ) +{ + // UNDONE: There is no list of the bone followers that is networked to the client + // so instead we do a search for solid stuff here. This is not really great - a list would be + // preferable. + CBaseEntity *pList[128]; + Vector mins, maxs; + CollisionProp()->WorldSpaceAABB( &mins, &maxs ); + int count = UTIL_EntitiesInBox( pList, ARRAYSIZE(pList), mins, maxs, 0, PARTITION_CLIENT_SOLID_EDICTS ); + for ( int i = 0; i < count; i++ ) + { + if ( pList[i]->GetOwnerEntity() == this ) + { + if ( pList[i]->TestCollision(ray, fContentsMask, tr) ) + { + return true; + } + } + } + return false; +} + +bool C_DynamicProp::TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ) +{ + if ( IsSolidFlagSet(FSOLID_NOT_SOLID) ) + { + // if this entity is marked non-solid and custom test it must have bone followers + if ( IsSolidFlagSet( FSOLID_CUSTOMBOXTEST ) && IsSolidFlagSet( FSOLID_CUSTOMRAYTEST )) + { + return TestBoneFollowers( ray, fContentsMask, tr ); + } + } + return BaseClass::TestCollision( ray, fContentsMask, tr ); +} + +//----------------------------------------------------------------------------- +// implements these so ragdolls can handle frustum culling & leaf visibility +//----------------------------------------------------------------------------- +void C_DynamicProp::GetRenderBounds( Vector& theMins, Vector& theMaxs ) +{ + if ( m_bUseHitboxesForRenderBox ) + { + if ( GetModel() ) + { + studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( GetModel() ); + if ( !pStudioHdr || GetSequence() == -1 ) + { + theMins = vec3_origin; + theMaxs = vec3_origin; + return; + } + + // Only recompute if it's a new frame + if ( gpGlobals->framecount != m_iCachedFrameCount ) + { + ComputeEntitySpaceHitboxSurroundingBox( &m_vecCachedRenderMins, &m_vecCachedRenderMaxs ); + m_iCachedFrameCount = gpGlobals->framecount; + } + + theMins = m_vecCachedRenderMins; + theMaxs = m_vecCachedRenderMaxs; + return; + } + } + + BaseClass::GetRenderBounds( theMins, theMaxs ); +} + +unsigned int C_DynamicProp::ComputeClientSideAnimationFlags() +{ + if ( GetSequence() != -1 ) + { + CStudioHdr *pStudioHdr = GetModelPtr(); + if ( GetSequenceCycleRate(pStudioHdr, GetSequence()) != 0.0f ) + { + return BaseClass::ComputeClientSideAnimationFlags(); + } + } + + // no sequence or no cycle rate, don't do any per-frame calcs + return 0; +} + +// ------------------------------------------------------------------------------------------ // +// ------------------------------------------------------------------------------------------ // +class C_BasePropDoor : public C_DynamicProp +{ + DECLARE_CLASS( C_BasePropDoor, C_DynamicProp ); +public: + DECLARE_CLIENTCLASS(); + + // constructor, destructor + C_BasePropDoor( void ); + virtual ~C_BasePropDoor( void ); + + virtual void OnDataChanged( DataUpdateType_t type ); + + virtual bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ); + +private: + C_BasePropDoor( const C_BasePropDoor & ); +}; + +IMPLEMENT_CLIENTCLASS_DT(C_BasePropDoor, DT_BasePropDoor, CBasePropDoor) +END_RECV_TABLE() + +C_BasePropDoor::C_BasePropDoor( void ) +{ +} + +C_BasePropDoor::~C_BasePropDoor( void ) +{ +} + +void C_BasePropDoor::OnDataChanged( DataUpdateType_t type ) +{ + BaseClass::OnDataChanged( type ); + + if ( type == DATA_UPDATE_CREATED ) + { + SetSolid(SOLID_VPHYSICS); + VPhysicsInitShadow( false, false ); + } + else if ( VPhysicsGetObject() ) + { + VPhysicsGetObject()->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, TICK_INTERVAL ); + } +} + +bool C_BasePropDoor::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ) +{ + if ( !VPhysicsGetObject() ) + return false; + + CStudioHdr *pStudioHdr = GetModelPtr( ); + if (!pStudioHdr) + return false; + + physcollision->TraceBox( ray, VPhysicsGetObject()->GetCollide(), GetAbsOrigin(), GetAbsAngles(), &trace ); + + if ( trace.DidHit() ) + { + trace.surface.surfaceProps = VPhysicsGetObject()->GetMaterialIndex(); + return true; + } + + return false; +} + +// ------------------------------------------------------------------------------------------ // +// Special version of func_physbox. +// ------------------------------------------------------------------------------------------ // +#ifndef _XBOX +class CPhysBoxMultiplayer : public CPhysBox, public IMultiplayerPhysics +{ +public: + DECLARE_CLASS( CPhysBoxMultiplayer, CPhysBox ); + + virtual int GetMultiplayerPhysicsMode() + { + return m_iPhysicsMode; + } + + virtual float GetMass() + { + return m_fMass; + } + + virtual bool IsAsleep() + { + Assert ( 0 ); + return true; + } + + CNetworkVar( int, m_iPhysicsMode ); // One of the PHYSICS_MULTIPLAYER_ defines. + CNetworkVar( float, m_fMass ); + + DECLARE_CLIENTCLASS(); +}; + +IMPLEMENT_CLIENTCLASS_DT( CPhysBoxMultiplayer, DT_PhysBoxMultiplayer, CPhysBoxMultiplayer ) + RecvPropInt( RECVINFO( m_iPhysicsMode ) ), + RecvPropFloat( RECVINFO( m_fMass ) ), +END_RECV_TABLE() + + +class CPhysicsPropMultiplayer : public CPhysicsProp, public IMultiplayerPhysics +{ + DECLARE_CLASS( CPhysicsPropMultiplayer, CPhysicsProp ); + + virtual int GetMultiplayerPhysicsMode() + { + Assert( m_iPhysicsMode != PHYSICS_MULTIPLAYER_CLIENTSIDE ); + Assert( m_iPhysicsMode != PHYSICS_MULTIPLAYER_AUTODETECT ); + return m_iPhysicsMode; + } + + virtual float GetMass() + { + return m_fMass; + } + + virtual bool IsAsleep() + { + return !m_bAwake; + } + + virtual void ComputeWorldSpaceSurroundingBox( Vector *mins, Vector *maxs ) + { + Assert( mins != NULL && maxs != NULL ); + if ( !mins || !maxs ) + return; + + // Take our saved collision bounds, and transform into world space + TransformAABB( EntityToWorldTransform(), m_collisionMins, m_collisionMaxs, *mins, *maxs ); + } + + CNetworkVar( int, m_iPhysicsMode ); // One of the PHYSICS_MULTIPLAYER_ defines. + CNetworkVar( float, m_fMass ); + CNetworkVector( m_collisionMins ); + CNetworkVector( m_collisionMaxs ); + + DECLARE_CLIENTCLASS(); +}; + +IMPLEMENT_CLIENTCLASS_DT( CPhysicsPropMultiplayer, DT_PhysicsPropMultiplayer, CPhysicsPropMultiplayer ) + RecvPropInt( RECVINFO( m_iPhysicsMode ) ), + RecvPropFloat( RECVINFO( m_fMass ) ), + RecvPropVector( RECVINFO( m_collisionMins ) ), + RecvPropVector( RECVINFO( m_collisionMaxs ) ), +END_RECV_TABLE() +#endif |