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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/physics_cannister.h
parentMark some more files as text. (diff)
downloadsource-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.h290
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