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/server/physics_cannister.h | |
| 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/server/physics_cannister.h')
| -rw-r--r-- | mp/src/game/server/physics_cannister.h | 290 |
1 files changed, 145 insertions, 145 deletions
diff --git a/mp/src/game/server/physics_cannister.h b/mp/src/game/server/physics_cannister.h index b2997513..72a1b68c 100644 --- a/mp/src/game/server/physics_cannister.h +++ b/mp/src/game/server/physics_cannister.h @@ -1,145 +1,145 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef PHYSICS_CANNISTER_H
-#define PHYSICS_CANNISTER_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "player_pickup.h"
-
-class CSteamJet;
-
-class CThrustController : public IMotionEvent
-{
- DECLARE_SIMPLE_DATADESC();
-
-public:
- IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
- {
- angular = m_torqueVector;
- linear = m_thrustVector;
- return SIM_LOCAL_ACCELERATION;
- }
-
- void CalcThrust( const Vector &position, const Vector &direction, IPhysicsObject *pPhys )
- {
- Vector force = direction * m_thrust * pPhys->GetMass();
-
- // Adjust for the position of the thruster -- apply proper torque)
- pPhys->CalculateVelocityOffset( force, position, &m_thrustVector, &m_torqueVector );
- pPhys->WorldToLocalVector( &m_thrustVector, m_thrustVector );
- }
-
- Vector m_thrustVector;
- AngularImpulse m_torqueVector;
- float m_thrust;
-};
-
-class CPhysicsCannister : public CBaseCombatCharacter, public CDefaultPlayerPickupVPhysics
-{
- DECLARE_CLASS( CPhysicsCannister, CBaseCombatCharacter );
-public:
- ~CPhysicsCannister( void );
-
- void Spawn( void );
- void Precache( void );
- virtual void OnRestore();
- bool CreateVPhysics();
-
- DECLARE_DATADESC();
- virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
-
- virtual QAngle PreferredCarryAngles( void ) { return QAngle( -90, 0, 0 ); }
- virtual bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ) { return true; }
-
- //
- // Input handlers.
- //
- void InputActivate(inputdata_t &data);
- void InputDeactivate(inputdata_t &data);
- void InputExplode(inputdata_t &data);
- void InputWake( inputdata_t &data );
-
- bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
-
- virtual int OnTakeDamage( const CTakeDamageInfo &info );
-
- int ObjectCaps()
- {
- return (BaseClass::ObjectCaps() | FCAP_IMPULSE_USE);
- }
- void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
- {
- CBasePlayer *pPlayer = ToBasePlayer( pActivator );
- if ( pPlayer )
- {
- pPlayer->PickupObject( this );
- }
- }
-
- void CannisterActivate( CBaseEntity *pActivator, const Vector &thrustOffset );
- void CannisterFire( CBaseEntity *pActivator );
- void Deactivate( void );
- void Explode( CBaseEntity *pAttacker );
- void ExplodeTouch( CBaseEntity *pOther );
- void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
-
- // Don't treat as a live target
- virtual bool IsAlive( void ) { return false; }
-
- virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &dir, trace_t *ptr, CDmgAccumulator *pAccumulator );
-
- void ShutdownJet( void );
- void BeginShutdownThink( void );
-
-public:
- virtual bool OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) { return true; }
- virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
- virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason );
- virtual CBasePlayer *HasPhysicsAttacker( float dt );
- virtual bool ShouldPuntUseLaunchForces( PhysGunForce_t reason )
- {
- if ( reason == PHYSGUN_FORCE_LAUNCHED )
- return (m_thrustTime!=0);
-
- return false;
- }
- virtual AngularImpulse PhysGunLaunchAngularImpulse( void ) { return vec3_origin; }
- virtual Vector PhysGunLaunchVelocity( const Vector &forward, float flMass ) { return vec3_origin; }
-
-protected:
- void SetPhysicsAttacker( CBasePlayer *pEntity, float flTime );
-
-
-public:
- Vector m_thrustOrigin;
- CThrustController m_thruster;
- IPhysicsMotionController *m_pController;
- CSteamJet *m_pJet;
- bool m_active;
- float m_thrustTime;
- float m_damage;
- float m_damageRadius;
-
- float m_activateTime;
- string_t m_gasSound;
-
- bool m_bFired; // True if this cannister was fire by a weapon
-
- COutputEvent m_onActivate;
- COutputEvent m_OnAwakened;
-
- CHandle<CBasePlayer> m_hPhysicsAttacker;
- float m_flLastPhysicsInfluenceTime;
- EHANDLE m_hLauncher; // Entity that caused this cannister to launch
-
-private:
- Vector CalcLocalThrust( const Vector &offset );
-};
-
-#endif // PHYSICS_CANNISTER_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef PHYSICS_CANNISTER_H +#define PHYSICS_CANNISTER_H +#ifdef _WIN32 +#pragma once +#endif + +#include "player_pickup.h" + +class CSteamJet; + +class CThrustController : public IMotionEvent +{ + DECLARE_SIMPLE_DATADESC(); + +public: + IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) + { + angular = m_torqueVector; + linear = m_thrustVector; + return SIM_LOCAL_ACCELERATION; + } + + void CalcThrust( const Vector &position, const Vector &direction, IPhysicsObject *pPhys ) + { + Vector force = direction * m_thrust * pPhys->GetMass(); + + // Adjust for the position of the thruster -- apply proper torque) + pPhys->CalculateVelocityOffset( force, position, &m_thrustVector, &m_torqueVector ); + pPhys->WorldToLocalVector( &m_thrustVector, m_thrustVector ); + } + + Vector m_thrustVector; + AngularImpulse m_torqueVector; + float m_thrust; +}; + +class CPhysicsCannister : public CBaseCombatCharacter, public CDefaultPlayerPickupVPhysics +{ + DECLARE_CLASS( CPhysicsCannister, CBaseCombatCharacter ); +public: + ~CPhysicsCannister( void ); + + void Spawn( void ); + void Precache( void ); + virtual void OnRestore(); + bool CreateVPhysics(); + + DECLARE_DATADESC(); + virtual void VPhysicsUpdate( IPhysicsObject *pPhysics ); + + virtual QAngle PreferredCarryAngles( void ) { return QAngle( -90, 0, 0 ); } + virtual bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ) { return true; } + + // + // Input handlers. + // + void InputActivate(inputdata_t &data); + void InputDeactivate(inputdata_t &data); + void InputExplode(inputdata_t &data); + void InputWake( inputdata_t &data ); + + bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ); + + virtual int OnTakeDamage( const CTakeDamageInfo &info ); + + int ObjectCaps() + { + return (BaseClass::ObjectCaps() | FCAP_IMPULSE_USE); + } + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) + { + CBasePlayer *pPlayer = ToBasePlayer( pActivator ); + if ( pPlayer ) + { + pPlayer->PickupObject( this ); + } + } + + void CannisterActivate( CBaseEntity *pActivator, const Vector &thrustOffset ); + void CannisterFire( CBaseEntity *pActivator ); + void Deactivate( void ); + void Explode( CBaseEntity *pAttacker ); + void ExplodeTouch( CBaseEntity *pOther ); + void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); + + // Don't treat as a live target + virtual bool IsAlive( void ) { return false; } + + virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &dir, trace_t *ptr, CDmgAccumulator *pAccumulator ); + + void ShutdownJet( void ); + void BeginShutdownThink( void ); + +public: + virtual bool OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) { return true; } + virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ); + virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason ); + virtual CBasePlayer *HasPhysicsAttacker( float dt ); + virtual bool ShouldPuntUseLaunchForces( PhysGunForce_t reason ) + { + if ( reason == PHYSGUN_FORCE_LAUNCHED ) + return (m_thrustTime!=0); + + return false; + } + virtual AngularImpulse PhysGunLaunchAngularImpulse( void ) { return vec3_origin; } + virtual Vector PhysGunLaunchVelocity( const Vector &forward, float flMass ) { return vec3_origin; } + +protected: + void SetPhysicsAttacker( CBasePlayer *pEntity, float flTime ); + + +public: + Vector m_thrustOrigin; + CThrustController m_thruster; + IPhysicsMotionController *m_pController; + CSteamJet *m_pJet; + bool m_active; + float m_thrustTime; + float m_damage; + float m_damageRadius; + + float m_activateTime; + string_t m_gasSound; + + bool m_bFired; // True if this cannister was fire by a weapon + + COutputEvent m_onActivate; + COutputEvent m_OnAwakened; + + CHandle<CBasePlayer> m_hPhysicsAttacker; + float m_flLastPhysicsInfluenceTime; + EHANDLE m_hLauncher; // Entity that caused this cannister to launch + +private: + Vector CalcLocalThrust( const Vector &offset ); +}; + +#endif // PHYSICS_CANNISTER_H |