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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/physpropclientside.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/physpropclientside.cpp')
-rw-r--r--mp/src/game/client/physpropclientside.cpp1031
1 files changed, 1031 insertions, 0 deletions
diff --git a/mp/src/game/client/physpropclientside.cpp b/mp/src/game/client/physpropclientside.cpp
new file mode 100644
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--- /dev/null
+++ b/mp/src/game/client/physpropclientside.cpp
@@ -0,0 +1,1031 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//===========================================================================//
+
+#include "cbase.h"
+#include "physpropclientside.h"
+#include "vcollide_parse.h"
+#include "mapentities_shared.h"
+#include "gamestringpool.h"
+#include "props_shared.h"
+#include "c_te_effect_dispatch.h"
+#include "datacache/imdlcache.h"
+#include "view.h"
+#include "tier0/vprof.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define FADEOUT_TIME 1.0f
+
+ConVar cl_phys_props_max( "cl_phys_props_max", "300", 0, "Maximum clientside physic props" );
+ConVar r_propsmaxdist( "r_propsmaxdist", "1200", 0, "Maximum visible distance" );
+
+ConVar cl_phys_props_enable( "cl_phys_props_enable", "1", 0, "Disable clientside physics props (must be set before loading a level)." );
+ConVar cl_phys_props_respawndist( "cl_phys_props_respawndist", "1500", 0, "Minimum distance from the player that a clientside prop must be before it's allowed to respawn." );
+ConVar cl_phys_props_respawnrate( "cl_phys_props_respawnrate", "60", 0, "Time, in seconds, between clientside prop respawns." );
+
+//////////////////////////////////////////////////////////////////////
+// Construction/Destruction
+//////////////////////////////////////////////////////////////////////
+
+static int PropBreakablePrecacheAll( int modelIndex )
+{
+ CUtlVector<breakmodel_t> list;
+
+ BreakModelList( list, modelIndex, COLLISION_GROUP_NONE, 0 );
+ return list.Count();
+}
+
+static CUtlVector<C_PhysPropClientside*> s_PhysPropList;
+static CUtlVector<C_FuncPhysicsRespawnZone*> s_RespawnZoneList;
+
+C_PhysPropClientside *C_PhysPropClientside::CreateNew( bool bForce )
+{
+ if ( (s_PhysPropList.Count() >= cl_phys_props_max.GetInt()) && !bForce )
+ {
+ DevMsg("Warning! Client physic props overflow *max %i).\n", cl_phys_props_max.GetInt() );
+ return NULL;
+ }
+
+ return new C_PhysPropClientside();
+}
+
+C_PhysPropClientside::C_PhysPropClientside()
+{
+ m_fDeathTime = -1;
+ m_impactEnergyScale = 1.0f;
+ m_iHealth = 0;
+ m_iPhysicsMode = PHYSICS_MULTIPLAYER_AUTODETECT;
+ m_flTouchDelta = 0;
+ m_pRespawnZone = NULL;
+
+ s_PhysPropList.AddToTail( this );
+}
+
+C_PhysPropClientside::~C_PhysPropClientside()
+{
+ if ( m_pRespawnZone )
+ {
+ m_pRespawnZone->PropDestroyed( this );
+ }
+
+ PhysCleanupFrictionSounds( this );
+ VPhysicsDestroyObject();
+ s_PhysPropList.FindAndRemove( this );
+}
+
+void C_PhysPropClientside::SetPhysicsMode(int iMode)
+{
+ if ( m_iPhysicsMode == PHYSICS_MULTIPLAYER_AUTODETECT )
+ m_iPhysicsMode = iMode;
+}
+
+//-----------------------------------------------------------------------------
+// Should we collide?
+//-----------------------------------------------------------------------------
+
+bool C_PhysPropClientside::KeyValue( const char *szKeyName, const char *szValue )
+{
+ if (FStrEq(szKeyName, "physdamagescale"))
+ {
+ m_impactEnergyScale = atof(szValue);
+ }
+ else if ( FStrEq(szKeyName, "health") )
+ {
+ m_iHealth = Q_atoi(szValue);
+ }
+ else if (FStrEq(szKeyName, "spawnflags"))
+ {
+ m_spawnflags = Q_atoi(szValue);
+ }
+ else if (FStrEq(szKeyName, "model"))
+ {
+ SetModelName( AllocPooledString( szValue ) );
+ }
+ else if (FStrEq(szKeyName, "fademaxdist"))
+ {
+ m_fadeMaxDist = Q_atof(szValue);
+ }
+ else if (FStrEq(szKeyName, "fademindist"))
+ {
+ m_fadeMinDist = Q_atof(szValue);
+ }
+ else if (FStrEq(szKeyName, "fadescale"))
+ {
+ m_flFadeScale = Q_atof(szValue);
+ }
+ else if (FStrEq(szKeyName, "inertiaScale"))
+ {
+ m_inertiaScale = Q_atof(szValue);
+ }
+ else if (FStrEq(szKeyName, "skin"))
+ {
+ m_nSkin = Q_atoi(szValue);
+ }
+ else if (FStrEq(szKeyName, "physicsmode"))
+ {
+ m_iPhysicsMode = Q_atoi(szValue);
+ }
+
+ else
+ {
+ if ( !BaseClass::KeyValue( szKeyName, szValue ) )
+ {
+ // key hasn't been handled
+ return false;
+ }
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pOther -
+//-----------------------------------------------------------------------------
+void C_PhysPropClientside::StartTouch( C_BaseEntity *pOther )
+{
+ // Limit the amount of times we can bounce
+ if ( m_flTouchDelta < gpGlobals->curtime )
+ {
+ HitSurface( pOther );
+ m_flTouchDelta = gpGlobals->curtime + 0.1f;
+ }
+
+ BaseClass::StartTouch( pOther );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pOther -
+//-----------------------------------------------------------------------------
+void C_PhysPropClientside::HitSurface( C_BaseEntity *pOther )
+{
+ if ( HasInteraction( PROPINTER_WORLD_BLOODSPLAT ) )
+ {
+ trace_t tr;
+ tr = BaseClass::GetTouchTrace();
+ if ( tr.m_pEnt )
+ {
+ UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
+ }
+ }
+}
+
+void C_PhysPropClientside::RecreateAll()
+{
+ DestroyAll();
+ if ( cl_phys_props_enable.GetInt() )
+ {
+ ParseAllEntities( engine->GetMapEntitiesString() );
+ InitializePropRespawnZones();
+ }
+}
+
+void C_PhysPropClientside::DestroyAll()
+{
+ while (s_PhysPropList.Count() > 0 )
+ {
+ C_PhysPropClientside *p = s_PhysPropList[0];
+ p->Release();
+ }
+ while (s_RespawnZoneList.Count() > 0)
+ {
+ C_FuncPhysicsRespawnZone *p = s_RespawnZoneList[0];
+ p->Release();
+ }
+}
+
+void C_PhysPropClientside::SetRespawnZone( C_FuncPhysicsRespawnZone *pZone )
+{
+ m_pRespawnZone = pZone;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Parse this prop's data from the model, if it has a keyvalues section.
+// Returns true only if this prop is using a model that has a prop_data section that's invalid.
+//-----------------------------------------------------------------------------
+int C_PhysPropClientside::ParsePropData( void )
+{
+ KeyValues *modelKeyValues = new KeyValues("");
+ if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
+ {
+ modelKeyValues->deleteThis();
+ return PARSE_FAILED_NO_DATA;
+ }
+
+ // Do we have a props section?
+ KeyValues *pkvPropData = modelKeyValues->FindKey("prop_data");
+ if ( !pkvPropData )
+ {
+ modelKeyValues->deleteThis();
+ return PARSE_FAILED_NO_DATA;
+ }
+
+ int iResult = g_PropDataSystem.ParsePropFromKV( this, pkvPropData, modelKeyValues );
+ modelKeyValues->deleteThis();
+ return iResult;
+}
+
+bool C_PhysPropClientside::Initialize()
+{
+ if ( InitializeAsClientEntity( STRING(GetModelName()), RENDER_GROUP_OPAQUE_ENTITY ) == false )
+ {
+ return false;
+ }
+
+ const model_t *mod = GetModel();
+ if ( mod )
+ {
+ Vector mins, maxs;
+ modelinfo->GetModelBounds( mod, mins, maxs );
+ SetCollisionBounds( mins, maxs );
+ }
+
+ solid_t tmpSolid;
+
+ // Create the object in the physics system
+
+ if ( !PhysModelParseSolid( tmpSolid, this, GetModelIndex() ) )
+ {
+ DevMsg("C_PhysPropClientside::Initialize: PhysModelParseSolid failed for entity %i.\n", GetModelIndex() );
+ return false;
+ }
+ else
+ {
+ m_pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, 0, m_spawnflags & SF_PHYSPROP_START_ASLEEP, &tmpSolid );
+
+ if ( !m_pPhysicsObject )
+ {
+ // failed to create a physics object
+ DevMsg(" C_PhysPropClientside::Initialize: VPhysicsInitNormal() failed for %s.\n", STRING(GetModelName()) );
+ return false;
+ }
+ }
+
+ // We want touch calls when we hit the world
+ unsigned int flags = VPhysicsGetObject()->GetCallbackFlags();
+ VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC );
+
+ if ( m_spawnflags & SF_PHYSPROP_MOTIONDISABLED )
+ {
+ m_pPhysicsObject->EnableMotion( false );
+ }
+
+ Spawn(); // loads breakable & prop data
+
+ if ( m_iPhysicsMode == PHYSICS_MULTIPLAYER_AUTODETECT )
+ {
+ m_iPhysicsMode = GetAutoMultiplayerPhysicsMode(
+ CollisionProp()->OBBSize(), m_pPhysicsObject->GetMass() );
+ }
+
+ if ( m_spawnflags & SF_PHYSPROP_FORCE_SERVER_SIDE )
+ {
+ // forced to be server-side by map maker
+ return false;
+ }
+
+
+
+ if ( m_iPhysicsMode != PHYSICS_MULTIPLAYER_CLIENTSIDE )
+ {
+ // spawn only clientside entities
+ return false;
+ }
+ else
+ {
+ if ( engine->IsInEditMode() )
+ {
+ // don't spawn in map edit mode
+ return false;
+ }
+ }
+
+ if ( m_fadeMinDist < 0 )
+ {
+ // start fading out at 75% of r_propsmaxdist
+ m_fadeMaxDist = r_propsmaxdist.GetFloat();
+ m_fadeMinDist = r_propsmaxdist.GetFloat() * 0.75f;
+ }
+
+ // player can push it away
+ SetCollisionGroup( COLLISION_GROUP_PUSHAWAY );
+
+ UpdatePartitionListEntry();
+
+ CollisionProp()->UpdatePartition();
+
+ SetBlocksLOS( false ); // this should be a small object
+
+ // Set up shadows; do it here so that objects can change shadowcasting state
+ CreateShadow();
+
+ UpdateVisibility();
+
+ SetNextClientThink( CLIENT_THINK_NEVER );
+
+ return true;
+}
+
+void C_PhysPropClientside::Spawn()
+{
+ // Initialize damage modifiers. Must be done before baseclass spawn.
+ m_flDmgModBullet = 1.0;
+ m_flDmgModClub = 1.0;
+ m_flDmgModExplosive = 1.0;
+
+ BaseClass::Spawn();
+
+ // we don't really precache models here, just checking how many we have:
+ m_iNumBreakableChunks = PropBreakablePrecacheAll( GetModelIndex() );
+
+ ParsePropData();
+
+ // If we have no custom breakable chunks, see if we're breaking into generic ones
+ if ( !m_iNumBreakableChunks )
+ {
+ if ( GetBreakableModel() != NULL_STRING && GetBreakableCount() )
+ {
+ m_iNumBreakableChunks = GetBreakableCount();
+ }
+ }
+
+ // Setup takedamage based upon the health we parsed earlier
+ if ( m_iHealth == 0 )
+ {
+ m_takedamage = DAMAGE_NO;
+ }
+ else
+ {
+ m_takedamage = DAMAGE_YES;
+ }
+}
+
+void C_PhysPropClientside::OnTakeDamage( int iDamage ) // very simple version
+{
+ if ( m_takedamage == DAMAGE_NO )
+ return;
+
+ m_iHealth -= iDamage;
+
+ if (m_iHealth <= 0)
+ {
+ Break();
+ }
+}
+
+float C_PhysPropClientside::GetMass()
+{
+ if ( VPhysicsGetObject() )
+ {
+ return VPhysicsGetObject()->GetMass();
+ }
+
+ return 0.0f;
+}
+
+bool C_PhysPropClientside::IsAsleep()
+{
+ if ( VPhysicsGetObject() )
+ {
+ return VPhysicsGetObject()->IsAsleep();
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void C_PhysPropClientside::ClientThink( void )
+{
+ if ( m_fDeathTime < 0 )
+ {
+ SetNextClientThink( CLIENT_THINK_NEVER );
+ return;
+ }
+
+ if ( m_fDeathTime <= gpGlobals->curtime )
+ {
+ Release(); // Die
+ return;
+ }
+
+ // fade out
+
+ float alpha = (m_fDeathTime - gpGlobals->curtime)/FADEOUT_TIME;
+
+ SetRenderMode( kRenderTransTexture );
+
+ SetRenderColorA( alpha * 256 );
+
+ SetNextClientThink( CLIENT_THINK_ALWAYS );
+}
+
+void C_PhysPropClientside::StartFadeOut( float fDelay )
+{
+ m_fDeathTime = gpGlobals->curtime + fDelay + FADEOUT_TIME;
+
+ SetNextClientThink( gpGlobals->curtime + fDelay );
+}
+
+
+void C_PhysPropClientside::Break()
+{
+ m_takedamage = DAMAGE_NO;
+
+ IPhysicsObject *pPhysics = VPhysicsGetObject();
+
+ Vector velocity;
+ AngularImpulse angVelocity;
+ Vector origin;
+ QAngle angles;
+ AddSolidFlags( FSOLID_NOT_SOLID );
+
+ if ( pPhysics )
+ {
+ pPhysics->GetVelocity( &velocity, &angVelocity );
+ pPhysics->GetPosition( &origin, &angles );
+ pPhysics->RecheckCollisionFilter();
+ }
+ else
+ {
+ velocity = GetAbsVelocity();
+ QAngleToAngularImpulse( GetLocalAngularVelocity(), angVelocity );
+ origin = GetAbsOrigin();
+ angles = GetAbsAngles();
+ }
+
+ breakablepropparams_t params( origin, angles, velocity, angVelocity );
+ params.impactEnergyScale = m_impactEnergyScale;
+ params.defCollisionGroup = GetCollisionGroup();
+ if ( params.defCollisionGroup == COLLISION_GROUP_NONE )
+ {
+ // don't automatically make anything COLLISION_GROUP_NONE or it will
+ // collide with debris being ejected by breaking
+ params.defCollisionGroup = COLLISION_GROUP_INTERACTIVE;
+ }
+
+ // no damage/damage force? set a burst of 100 for some movement
+ params.defBurstScale = 100;
+
+ // spwan break chunks
+ PropBreakableCreateAll( GetModelIndex(), pPhysics, params, this, -1, false );
+
+ Release(); // destroy object
+}
+
+void C_PhysPropClientside::Clone( Vector &velocity )
+{
+ C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
+
+ if ( !pEntity )
+ return;
+
+ pEntity->m_spawnflags = m_spawnflags;
+
+ // We never want to be motion disabled
+ pEntity->m_spawnflags &= ~SF_PHYSPROP_MOTIONDISABLED;
+
+ pEntity->SetDmgModBullet( GetDmgModBullet() );
+ pEntity->SetDmgModClub( GetDmgModClub() );
+ pEntity->SetDmgModExplosive( GetDmgModExplosive() );
+
+ pEntity->SetModelName( GetModelName() );
+ pEntity->SetLocalOrigin( GetLocalOrigin() );
+ pEntity->SetLocalAngles( GetLocalAngles() );
+ pEntity->SetOwnerEntity( this );
+ pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
+
+ if ( !pEntity->Initialize() )
+ {
+ pEntity->Release();
+ return;
+ }
+
+ pEntity->m_nSkin = m_nSkin;
+ pEntity->m_iHealth = m_iHealth;
+
+ if ( pEntity->m_iHealth == 0 )
+ {
+ // if no health, don't collide with player anymore, don't take damage
+ pEntity->m_takedamage = DAMAGE_NO;
+ pEntity->SetCollisionGroup( COLLISION_GROUP_NONE );
+ }
+
+ IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
+
+ if( pPhysicsObject )
+ {
+ // randomize velocity by 5%
+ float rndf = RandomFloat( -0.025, 0.025 );
+ Vector rndVel = velocity + rndf*velocity;
+
+ pPhysicsObject->AddVelocity( &rndVel, NULL );
+ }
+ else
+ {
+ // failed to create a physics object
+ pEntity->Release();
+ }
+}
+
+void C_PhysPropClientside::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
+{
+ VPROF( "C_PhysPropClientside::ImpactTrace" );
+ IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
+
+ if( !pPhysicsObject )
+ return;
+
+ Vector dir = pTrace->endpos - pTrace->startpos;
+ int iDamage = 0;
+
+ if ( iDamageType == DMG_BLAST )
+ {
+ iDamage = VectorLength( dir );
+ dir *= 500; // adjust impact strenght
+
+ // apply force at object mass center
+ pPhysicsObject->ApplyForceCenter( dir );
+ }
+ else
+ {
+ Vector hitpos;
+
+ VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos );
+ VectorNormalize( dir );
+
+ // guess avg damage
+ if ( iDamageType == DMG_BULLET )
+ {
+ iDamage = 30;
+ }
+ else
+ {
+ iDamage = 50;
+ }
+
+ dir *= 4000; // adjust impact strenght
+
+ // apply force where we hit it
+ pPhysicsObject->ApplyForceOffset( dir, hitpos );
+
+ // Build the impact data
+ CEffectData data;
+ data.m_vOrigin = pTrace->endpos;
+ data.m_vStart = pTrace->startpos;
+ data.m_nSurfaceProp = pTrace->surface.surfaceProps;
+ data.m_nDamageType = iDamageType;
+ data.m_nHitBox = pTrace->hitbox;
+ data.m_hEntity = GetRefEHandle();
+
+ // Send it on its way
+ if ( !pCustomImpactName )
+ {
+ DispatchEffect( "Impact", data );
+ }
+ else
+ {
+ DispatchEffect( pCustomImpactName, data );
+ }
+ }
+
+ // Clone( dir ); // debug code
+
+ OnTakeDamage( iDamage );
+}
+
+const char *C_PhysPropClientside::ParseEntity( const char *pEntData )
+{
+ CEntityMapData entData( (char*)pEntData );
+ char className[MAPKEY_MAXLENGTH];
+
+ MDLCACHE_CRITICAL_SECTION();
+
+ if (!entData.ExtractValue("classname", className))
+ {
+ Error( "classname missing from entity!\n" );
+ }
+
+ if ( !Q_strcmp( className, "prop_physics_multiplayer" ) )
+ {
+ // always force clientside entitis placed in maps
+ C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew( true );
+
+ if ( pEntity )
+ { // Set up keyvalues.
+ pEntity->ParseMapData(&entData);
+
+ if ( !pEntity->Initialize() )
+ pEntity->Release();
+
+ return entData.CurrentBufferPosition();
+ }
+ }
+
+ if ( !Q_strcmp( className, "func_proprrespawnzone" ) )
+ {
+ C_FuncPhysicsRespawnZone *pEntity = new C_FuncPhysicsRespawnZone();
+
+ if ( pEntity )
+ {
+ // Set up keyvalues.
+ pEntity->ParseMapData(&entData);
+
+ if ( !pEntity->Initialize() )
+ pEntity->Release();
+
+ return entData.CurrentBufferPosition();
+ }
+ }
+
+ // Just skip past all the keys.
+ char keyName[MAPKEY_MAXLENGTH];
+ char value[MAPKEY_MAXLENGTH];
+ if ( entData.GetFirstKey(keyName, value) )
+ {
+ do
+ {
+ }
+ while ( entData.GetNextKey(keyName, value) );
+ }
+
+ //
+ // Return the current parser position in the data block
+ //
+ return entData.CurrentBufferPosition();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Only called on BSP load. Parses and spawns all the entities in the BSP.
+// Input : pMapData - Pointer to the entity data block to parse.
+//-----------------------------------------------------------------------------
+void C_PhysPropClientside::ParseAllEntities(const char *pMapData)
+{
+ int nEntities = 0;
+
+ char szTokenBuffer[MAPKEY_MAXLENGTH];
+
+ //
+ // Loop through all entities in the map data, creating each.
+ //
+ for ( ; true; pMapData = MapEntity_SkipToNextEntity(pMapData, szTokenBuffer) )
+ {
+ //
+ // Parse the opening brace.
+ //
+ char token[MAPKEY_MAXLENGTH];
+ pMapData = MapEntity_ParseToken( pMapData, token );
+
+ //
+ // Check to see if we've finished or not.
+ //
+ if (!pMapData)
+ break;
+
+ if (token[0] != '{')
+ {
+ Error( "MapEntity_ParseAllEntities: found %s when expecting {", token);
+ continue;
+ }
+
+ //
+ // Parse the entity and add it to the spawn list.
+ //
+
+ pMapData = ParseEntity( pMapData );
+
+ nEntities++;
+ }
+}
+
+CBaseEntity *BreakModelCreateSingle( CBaseEntity *pOwner, breakmodel_t *pModel, const Vector &position,
+ const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, int nSkin, const breakablepropparams_t &params )
+{
+ C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
+
+ if ( !pEntity )
+ return NULL;
+
+ // UNDONE: Allow .qc to override spawnflags for child pieces
+ C_PhysPropClientside *pBreakableOwner = dynamic_cast<C_PhysPropClientside *>(pOwner);
+
+ // Inherit the base object's damage modifiers
+ if ( pBreakableOwner )
+ {
+ pEntity->SetEffects( pBreakableOwner->GetEffects() );
+
+ pEntity->m_spawnflags = pBreakableOwner->m_spawnflags;
+
+ // We never want to be motion disabled
+ pEntity->m_spawnflags &= ~SF_PHYSPROP_MOTIONDISABLED;
+
+ pEntity->SetDmgModBullet( pBreakableOwner->GetDmgModBullet() );
+ pEntity->SetDmgModClub( pBreakableOwner->GetDmgModClub() );
+ pEntity->SetDmgModExplosive( pBreakableOwner->GetDmgModExplosive() );
+
+ // FIXME: If this was created from a client-side entity which was in the
+ // middle of ramping the fade scale, we're screwed.
+ pEntity->CopyFadeFrom( pBreakableOwner );
+ }
+
+ pEntity->SetModelName( AllocPooledString( pModel->modelName ) );
+ pEntity->SetLocalOrigin( position );
+ pEntity->SetLocalAngles( angles );
+ pEntity->SetOwnerEntity( pOwner );
+ pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
+
+ if ( !pEntity->Initialize() )
+ {
+ pEntity->Release();
+ return NULL;
+ }
+
+ pEntity->m_nSkin = nSkin;
+ pEntity->m_iHealth = pModel->health;
+
+#ifdef TF_CLIENT_DLL
+ pEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
+#endif
+
+#ifdef DOD_DLL
+ pEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
+#endif
+
+ if ( pModel->health == 0 )
+ {
+ // if no health, don't collide with player anymore, don't take damage
+ pEntity->m_takedamage = DAMAGE_NO;
+
+ if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_PUSHAWAY )
+ {
+ pEntity->SetCollisionGroup( COLLISION_GROUP_NONE );
+ }
+ }
+
+ if ( pModel->fadeTime > 0 )
+ {
+ pEntity->StartFadeOut( pModel->fadeTime );
+ }
+
+ if ( pModel->fadeMinDist > 0 && pModel->fadeMaxDist >= pModel->fadeMinDist )
+ {
+ pEntity->SetFadeMinMax( pModel->fadeMinDist, pModel->fadeMaxDist );
+ }
+
+ if ( pModel->isRagdoll )
+ {
+ DevMsg( "BreakModelCreateSingle: clientside doesn't support ragdoll breakmodels.\n" );
+ }
+
+
+ IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
+
+ if( pPhysicsObject )
+ {
+ // randomize velocity by 5%
+ float rndf = RandomFloat( -0.025, 0.025 );
+ Vector rndVel = velocity + rndf*velocity;
+
+ pPhysicsObject->AddVelocity( &rndVel, &angVelocity );
+ }
+ else
+ {
+ // failed to create a physics object
+ pEntity->Release();
+ return NULL;
+ }
+
+ return pEntity;
+}
+
+
+
+//======================================================================================================================
+// PROP RESPAWN ZONES
+//======================================================================================================================
+C_FuncPhysicsRespawnZone::C_FuncPhysicsRespawnZone( void )
+{
+ s_RespawnZoneList.AddToTail( this );
+}
+
+C_FuncPhysicsRespawnZone::~C_FuncPhysicsRespawnZone( void )
+{
+ s_RespawnZoneList.FindAndRemove( this );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool C_FuncPhysicsRespawnZone::KeyValue( const char *szKeyName, const char *szValue )
+{
+ if (FStrEq(szKeyName, "model"))
+ {
+ SetModelName( AllocPooledString( szValue ) );
+ }
+ else
+ {
+ if ( !BaseClass::KeyValue( szKeyName, szValue ) )
+ {
+ // key hasn't been handled
+ return false;
+ }
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool C_FuncPhysicsRespawnZone::Initialize( void )
+{
+ if ( InitializeAsClientEntity( STRING(GetModelName()), RENDER_GROUP_OPAQUE_ENTITY ) == false )
+ return false;
+
+ SetSolid( SOLID_BSP );
+ AddSolidFlags( FSOLID_NOT_SOLID );
+ AddSolidFlags( FSOLID_TRIGGER );
+ SetMoveType( MOVETYPE_NONE );
+
+ const model_t *mod = GetModel();
+ if ( mod )
+ {
+ Vector mins, maxs;
+ modelinfo->GetModelBounds( mod, mins, maxs );
+ SetCollisionBounds( mins, maxs );
+ }
+
+ Spawn();
+
+ AddEffects( EF_NODRAW );
+
+ UpdatePartitionListEntry();
+
+ CollisionProp()->UpdatePartition();
+
+ UpdateVisibility();
+
+ SetNextClientThink( gpGlobals->curtime + (cl_phys_props_respawnrate.GetFloat() * RandomFloat(1.0,1.1)) );
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Iterate over all prop respawn zones and find the props inside them
+//-----------------------------------------------------------------------------
+void C_PhysPropClientside::InitializePropRespawnZones(void)
+{
+ for ( int i = 0; i < s_RespawnZoneList.Count(); i++ )
+ {
+ C_FuncPhysicsRespawnZone *pZone = s_RespawnZoneList[i];
+ pZone->InitializePropsWithin();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void C_FuncPhysicsRespawnZone::InitializePropsWithin( void )
+{
+ // Find the props inside this zone
+ for ( int i = 0; i < s_PhysPropList.Count(); i++ )
+ {
+ C_PhysPropClientside *pProp = s_PhysPropList[i];
+ if ( CollisionProp()->IsPointInBounds( pProp->WorldSpaceCenter() ) )
+ {
+ pProp->SetRespawnZone( this );
+
+ // This is a crappy way to do this
+ int index = m_PropList.AddToTail();
+ m_PropList[index].iszModelName = pProp->GetModelName();
+ m_PropList[index].vecOrigin = pProp->GetAbsOrigin();
+ m_PropList[index].vecAngles = pProp->GetAbsAngles();
+ m_PropList[index].iSkin = pProp->m_nSkin;
+ m_PropList[index].iHealth = pProp->m_iHealth;
+ m_PropList[index].iSpawnFlags = pProp->m_spawnflags;
+ m_PropList[index].hClientEntity = pProp->GetClientHandle();
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void C_FuncPhysicsRespawnZone::PropDestroyed( C_PhysPropClientside *pProp )
+{
+ for ( int i = 0; i < m_PropList.Count(); i++ )
+ {
+ if ( pProp->GetClientHandle() == m_PropList[i].hClientEntity )
+ {
+ m_PropList[i].hClientEntity = INVALID_CLIENTENTITY_HANDLE;
+ return;
+ }
+ }
+
+ // We've got a clientside prop that thinks it belongs to a zone that doesn't recognise it. Shouldn't happen.
+ Assert(0);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool C_FuncPhysicsRespawnZone::CanMovePropAt( Vector vecOrigin, const Vector &vecMins, const Vector &vecMaxs )
+{
+ float flDist = cl_phys_props_respawndist.GetFloat();
+
+ // Do a distance check first. We don't want to move props when the player is near 'em.
+ if ( (MainViewOrigin() - vecOrigin).LengthSqr() < (flDist*flDist) )
+ return false;
+
+ // Now make sure it's not in view
+ if( engine->IsBoxInViewCluster( vecMins + vecOrigin, vecMaxs + vecOrigin) )
+ return false;
+
+ if( !engine->CullBox( vecMins + vecOrigin, vecMaxs + vecOrigin ) )
+ return false;
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void C_FuncPhysicsRespawnZone::RespawnProps( void )
+{
+ for ( int i = 0; i < m_PropList.Count(); i++ )
+ {
+ if ( m_PropList[i].hClientEntity == INVALID_CLIENTENTITY_HANDLE )
+ {
+ if ( !CanMovePropAt( m_PropList[i].vecOrigin, -Vector(32,32,32), Vector(32,32,32) ) )
+ continue;
+
+ // This is a crappy way to do this
+ C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
+ if ( pEntity )
+ {
+ pEntity->m_spawnflags = m_PropList[i].iSpawnFlags;
+ pEntity->SetModelName( m_PropList[i].iszModelName );
+ pEntity->SetAbsOrigin( m_PropList[i].vecOrigin );
+ pEntity->SetAbsAngles( m_PropList[i].vecAngles );
+ pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
+ pEntity->m_nSkin = m_PropList[i].iSkin;
+ pEntity->m_iHealth = m_PropList[i].iHealth;
+ if ( pEntity->m_iHealth == 0 )
+ {
+ pEntity->m_takedamage = DAMAGE_NO;
+ }
+
+ if ( !pEntity->Initialize() )
+ {
+ pEntity->Release();
+ }
+ else
+ {
+ pEntity->SetRespawnZone( this );
+ m_PropList[i].hClientEntity = pEntity->GetClientHandle();
+ }
+ }
+ }
+ else
+ {
+ // If the prop has moved, bring it back
+ C_BaseEntity *pEntity = ClientEntityList().GetBaseEntityFromHandle( m_PropList[i].hClientEntity );
+ if ( pEntity )
+ {
+ if ( !CollisionProp()->IsPointInBounds( pEntity->WorldSpaceCenter() ) )
+ {
+ Vector vecMins, vecMaxs;
+ pEntity->CollisionProp()->WorldSpaceSurroundingBounds( &vecMins, &vecMaxs );
+ if ( !CanMovePropAt( m_PropList[i].vecOrigin, vecMins, vecMaxs ) ||
+ !CanMovePropAt( pEntity->GetAbsOrigin(), vecMins, vecMaxs ) )
+ continue;
+
+ pEntity->SetAbsOrigin( m_PropList[i].vecOrigin );
+ pEntity->SetAbsAngles( m_PropList[i].vecAngles );
+
+ IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
+ if ( pPhys )
+ {
+ pPhys->SetPosition( pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), true );
+ }
+ }
+ }
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void C_FuncPhysicsRespawnZone::ClientThink( void )
+{
+ RespawnProps();
+
+ SetNextClientThink( gpGlobals->curtime + (cl_phys_props_respawnrate.GetFloat() * RandomFloat(1.0,1.1)) );
+} \ No newline at end of file