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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/server/physics_prop_ragdoll.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/server/physics_prop_ragdoll.cpp')
-rw-r--r--mp/src/game/server/physics_prop_ragdoll.cpp1713
1 files changed, 1713 insertions, 0 deletions
diff --git a/mp/src/game/server/physics_prop_ragdoll.cpp b/mp/src/game/server/physics_prop_ragdoll.cpp
new file mode 100644
index 00000000..f9d8c8f8
--- /dev/null
+++ b/mp/src/game/server/physics_prop_ragdoll.cpp
@@ -0,0 +1,1713 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "baseanimating.h"
+#include "studio.h"
+#include "physics.h"
+#include "physics_saverestore.h"
+#include "ai_basenpc.h"
+#include "vphysics/constraints.h"
+#include "datacache/imdlcache.h"
+#include "bone_setup.h"
+#include "physics_prop_ragdoll.h"
+#include "KeyValues.h"
+#include "props.h"
+#include "RagdollBoogie.h"
+#include "AI_Criteria.h"
+#include "ragdoll_shared.h"
+#include "hierarchy.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//-----------------------------------------------------------------------------
+// Forward declarations
+//-----------------------------------------------------------------------------
+const char *GetMassEquivalent(float flMass);
+
+#define RAGDOLL_VISUALIZE 0
+
+//-----------------------------------------------------------------------------
+// ThinkContext
+//-----------------------------------------------------------------------------
+const char *s_pFadeOutContext = "RagdollFadeOutContext";
+const char *s_pDebrisContext = "DebrisContext";
+
+const float ATTACHED_DAMPING_SCALE = 50.0f;
+
+//-----------------------------------------------------------------------------
+// Spawnflags
+//-----------------------------------------------------------------------------
+#define SF_RAGDOLLPROP_DEBRIS 0x0004
+#define SF_RAGDOLLPROP_USE_LRU_RETIREMENT 0x1000
+#define SF_RAGDOLLPROP_ALLOW_DISSOLVE 0x2000 // Allow this prop to be dissolved
+#define SF_RAGDOLLPROP_MOTIONDISABLED 0x4000
+#define SF_RAGDOLLPROP_ALLOW_STRETCH 0x8000
+#define SF_RAGDOLLPROP_STARTASLEEP 0x10000
+
+//-----------------------------------------------------------------------------
+// Networking
+//-----------------------------------------------------------------------------
+LINK_ENTITY_TO_CLASS( physics_prop_ragdoll, CRagdollProp );
+LINK_ENTITY_TO_CLASS( prop_ragdoll, CRagdollProp );
+EXTERN_SEND_TABLE(DT_Ragdoll)
+
+IMPLEMENT_SERVERCLASS_ST(CRagdollProp, DT_Ragdoll)
+ SendPropArray (SendPropQAngles(SENDINFO_ARRAY(m_ragAngles), 13, 0 ), m_ragAngles),
+ SendPropArray (SendPropVector(SENDINFO_ARRAY(m_ragPos), -1, SPROP_COORD ), m_ragPos),
+ SendPropEHandle(SENDINFO( m_hUnragdoll ) ),
+ SendPropFloat(SENDINFO(m_flBlendWeight), 8, SPROP_ROUNDDOWN, 0.0f, 1.0f ),
+ SendPropInt(SENDINFO(m_nOverlaySequence), 11),
+END_SEND_TABLE()
+
+#define DEFINE_RAGDOLL_ELEMENT( i ) \
+ DEFINE_FIELD( m_ragdoll.list[i].originParentSpace, FIELD_VECTOR ), \
+ DEFINE_PHYSPTR( m_ragdoll.list[i].pObject ), \
+ DEFINE_PHYSPTR( m_ragdoll.list[i].pConstraint ), \
+ DEFINE_FIELD( m_ragdoll.list[i].parentIndex, FIELD_INTEGER )
+
+BEGIN_DATADESC(CRagdollProp)
+// m_ragdoll (custom handling)
+ DEFINE_AUTO_ARRAY ( m_ragdoll.boneIndex, FIELD_INTEGER ),
+ DEFINE_AUTO_ARRAY ( m_ragPos, FIELD_POSITION_VECTOR ),
+ DEFINE_AUTO_ARRAY ( m_ragAngles, FIELD_VECTOR ),
+ DEFINE_KEYFIELD(m_anglesOverrideString, FIELD_STRING, "angleOverride" ),
+ DEFINE_FIELD( m_lastUpdateTickCount, FIELD_INTEGER ),
+ DEFINE_FIELD( m_allAsleep, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_hDamageEntity, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_hKiller, FIELD_EHANDLE ),
+
+ DEFINE_KEYFIELD( m_bStartDisabled, FIELD_BOOLEAN, "StartDisabled" ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "StartRagdollBoogie", InputStartRadgollBoogie ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "EnableMotion", InputEnableMotion ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "DisableMotion", InputDisableMotion ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputTurnOn ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputTurnOff ),
+ DEFINE_INPUTFUNC( FIELD_FLOAT, "FadeAndRemove", InputFadeAndRemove ),
+
+ DEFINE_FIELD( m_hUnragdoll, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_bFirstCollisionAfterLaunch, FIELD_BOOLEAN ),
+
+ DEFINE_FIELD( m_flBlendWeight, FIELD_FLOAT ),
+ DEFINE_FIELD( m_nOverlaySequence, FIELD_INTEGER ),
+ DEFINE_AUTO_ARRAY( m_ragdollMins, FIELD_VECTOR ),
+ DEFINE_AUTO_ARRAY( m_ragdollMaxs, FIELD_VECTOR ),
+
+ // Physics Influence
+ DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ),
+ DEFINE_FIELD( m_flFadeOutStartTime, FIELD_TIME ),
+ DEFINE_FIELD( m_flFadeTime, FIELD_FLOAT),
+ DEFINE_FIELD( m_strSourceClassName, FIELD_STRING ),
+ DEFINE_FIELD( m_bHasBeenPhysgunned, FIELD_BOOLEAN ),
+
+ // think functions
+ DEFINE_THINKFUNC( SetDebrisThink ),
+ DEFINE_THINKFUNC( ClearFlagsThink ),
+ DEFINE_THINKFUNC( FadeOutThink ),
+
+ DEFINE_FIELD( m_ragdoll.listCount, FIELD_INTEGER ),
+ DEFINE_FIELD( m_ragdoll.allowStretch, FIELD_BOOLEAN ),
+ DEFINE_PHYSPTR( m_ragdoll.pGroup ),
+ DEFINE_FIELD( m_flDefaultFadeScale, FIELD_FLOAT ),
+
+ //DEFINE_RAGDOLL_ELEMENT( 0 ),
+ DEFINE_RAGDOLL_ELEMENT( 1 ),
+ DEFINE_RAGDOLL_ELEMENT( 2 ),
+ DEFINE_RAGDOLL_ELEMENT( 3 ),
+ DEFINE_RAGDOLL_ELEMENT( 4 ),
+ DEFINE_RAGDOLL_ELEMENT( 5 ),
+ DEFINE_RAGDOLL_ELEMENT( 6 ),
+ DEFINE_RAGDOLL_ELEMENT( 7 ),
+ DEFINE_RAGDOLL_ELEMENT( 8 ),
+ DEFINE_RAGDOLL_ELEMENT( 9 ),
+ DEFINE_RAGDOLL_ELEMENT( 10 ),
+ DEFINE_RAGDOLL_ELEMENT( 11 ),
+ DEFINE_RAGDOLL_ELEMENT( 12 ),
+ DEFINE_RAGDOLL_ELEMENT( 13 ),
+ DEFINE_RAGDOLL_ELEMENT( 14 ),
+ DEFINE_RAGDOLL_ELEMENT( 15 ),
+ DEFINE_RAGDOLL_ELEMENT( 16 ),
+ DEFINE_RAGDOLL_ELEMENT( 17 ),
+ DEFINE_RAGDOLL_ELEMENT( 18 ),
+ DEFINE_RAGDOLL_ELEMENT( 19 ),
+ DEFINE_RAGDOLL_ELEMENT( 20 ),
+ DEFINE_RAGDOLL_ELEMENT( 21 ),
+ DEFINE_RAGDOLL_ELEMENT( 22 ),
+ DEFINE_RAGDOLL_ELEMENT( 23 ),
+
+END_DATADESC()
+
+//-----------------------------------------------------------------------------
+// Disable auto fading under dx7 or when level fades are specified
+//-----------------------------------------------------------------------------
+void CRagdollProp::DisableAutoFade()
+{
+ m_flFadeScale = 0;
+ m_flDefaultFadeScale = 0;
+}
+
+
+void CRagdollProp::Spawn( void )
+{
+ // Starts out as the default fade scale value
+ m_flDefaultFadeScale = m_flFadeScale;
+
+ // NOTE: If this fires, then the assert or the datadesc is wrong! (see DEFINE_RAGDOLL_ELEMENT above)
+ Assert( RAGDOLL_MAX_ELEMENTS == 24 );
+ Precache();
+ SetModel( STRING( GetModelName() ) );
+
+ CStudioHdr *pStudioHdr = GetModelPtr( );
+ if ( pStudioHdr->flags() & STUDIOHDR_FLAGS_NO_FORCED_FADE )
+ {
+ DisableAutoFade();
+ }
+ else
+ {
+ m_flFadeScale = m_flDefaultFadeScale;
+ }
+
+ matrix3x4_t pBoneToWorld[MAXSTUDIOBONES];
+ BaseClass::SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING ); // FIXME: shouldn't this be a subset of the bones
+ // this is useless info after the initial conditions are set
+ SetAbsAngles( vec3_angle );
+ int collisionGroup = (m_spawnflags & SF_RAGDOLLPROP_DEBRIS) ? COLLISION_GROUP_DEBRIS : COLLISION_GROUP_NONE;
+ bool bWake = (m_spawnflags & SF_RAGDOLLPROP_STARTASLEEP) ? false : true;
+ InitRagdoll( vec3_origin, 0, vec3_origin, pBoneToWorld, pBoneToWorld, 0, collisionGroup, true, bWake );
+ m_lastUpdateTickCount = 0;
+ m_flBlendWeight = 0.0f;
+ m_nOverlaySequence = -1;
+
+ // Unless specified, do not allow this to be dissolved
+ if ( HasSpawnFlags( SF_RAGDOLLPROP_ALLOW_DISSOLVE ) == false )
+ {
+ AddEFlags( EFL_NO_DISSOLVE );
+ }
+
+ if ( HasSpawnFlags(SF_RAGDOLLPROP_MOTIONDISABLED) )
+ {
+ DisableMotion();
+ }
+
+ if( m_bStartDisabled )
+ {
+ AddEffects( EF_NODRAW );
+ }
+}
+
+void CRagdollProp::SetSourceClassName( const char *pClassname )
+{
+ m_strSourceClassName = MAKE_STRING( pClassname );
+}
+
+
+void CRagdollProp::OnSave( IEntitySaveUtils *pUtils )
+{
+ if ( !m_ragdoll.listCount )
+ return;
+
+ // Don't save ragdoll element 0, base class saves the pointer in
+ // m_pPhysicsObject
+ Assert( m_ragdoll.list[0].parentIndex == -1 );
+ Assert( m_ragdoll.list[0].pConstraint == NULL );
+ Assert( m_ragdoll.list[0].originParentSpace == vec3_origin );
+ Assert( m_ragdoll.list[0].pObject != NULL );
+ VPhysicsSetObject( NULL ); // squelch a warning message
+ VPhysicsSetObject( m_ragdoll.list[0].pObject ); // make sure object zero is saved by CBaseEntity
+ BaseClass::OnSave( pUtils );
+}
+
+void CRagdollProp::OnRestore()
+{
+ // rebuild element 0 since it isn't saved
+ // NOTE: This breaks the rules - the pointer needs to get fixed in Restore()
+ m_ragdoll.list[0].pObject = VPhysicsGetObject();
+ m_ragdoll.list[0].parentIndex = -1;
+ m_ragdoll.list[0].originParentSpace.Init();
+
+ BaseClass::OnRestore();
+ if ( !m_ragdoll.listCount )
+ return;
+
+ // JAY: Reset collision relationships
+ RagdollSetupCollisions( m_ragdoll, modelinfo->GetVCollide( GetModelIndex() ), GetModelIndex() );
+ VPhysicsUpdate( VPhysicsGetObject() );
+}
+
+void CRagdollProp::CalcRagdollSize( void )
+{
+ CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );
+ CollisionProp()->RemoveSolidFlags( FSOLID_FORCE_WORLD_ALIGNED );
+}
+
+void CRagdollProp::UpdateOnRemove( void )
+{
+ for ( int i = 0; i < m_ragdoll.listCount; i++ )
+ {
+ if ( m_ragdoll.list[i].pObject )
+ {
+ g_pPhysSaveRestoreManager->ForgetModel( m_ragdoll.list[i].pObject );
+ }
+ }
+
+ // Set to null so that the destructor's call to DestroyObject won't destroy
+ // m_pObjects[ 0 ] twice since that's the physics object for the prop
+ VPhysicsSetObject( NULL );
+
+ RagdollDestroy( m_ragdoll );
+ // Chain to base after doing our own cleanup to mimic
+ // destructor unwind order
+ BaseClass::UpdateOnRemove();
+}
+
+CRagdollProp::CRagdollProp( void )
+{
+ m_strSourceClassName = NULL_STRING;
+ m_anglesOverrideString = NULL_STRING;
+ m_ragdoll.listCount = 0;
+ Assert( (1<<RAGDOLL_INDEX_BITS) >=RAGDOLL_MAX_ELEMENTS );
+ m_allAsleep = false;
+ m_flFadeScale = 1;
+ m_flDefaultFadeScale = 1;
+}
+
+CRagdollProp::~CRagdollProp( void )
+{
+}
+
+void CRagdollProp::Precache( void )
+{
+ PrecacheModel( STRING( GetModelName() ) );
+ BaseClass::Precache();
+}
+
+int CRagdollProp::ObjectCaps()
+{
+ return BaseClass::ObjectCaps() | FCAP_WCEDIT_POSITION;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CRagdollProp::InitRagdollAnimation()
+{
+ m_flAnimTime = gpGlobals->curtime;
+ m_flPlaybackRate = 0.0;
+ SetCycle( 0 );
+
+ // put into ACT_DIERAGDOLL if it exists, otherwise use sequence 0
+ int nSequence = SelectWeightedSequence( ACT_DIERAGDOLL );
+ if ( nSequence < 0 )
+ {
+ ResetSequence( 0 );
+ }
+ else
+ {
+ ResetSequence( nSequence );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Response system stuff
+//-----------------------------------------------------------------------------
+IResponseSystem *CRagdollProp::GetResponseSystem()
+{
+ extern IResponseSystem *g_pResponseSystem;
+
+ // Just use the general NPC response system; we often come from NPCs after all
+ return g_pResponseSystem;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CRagdollProp::ModifyOrAppendCriteria( AI_CriteriaSet& set )
+{
+ BaseClass::ModifyOrAppendCriteria( set );
+
+ if ( m_strSourceClassName != NULL_STRING )
+ {
+ set.RemoveCriteria( "classname" );
+ set.AppendCriteria( "classname", STRING(m_strSourceClassName) );
+ set.AppendCriteria( "ragdoll", "1" );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CRagdollProp::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
+{
+ m_hPhysicsAttacker = pPhysGunUser;
+ m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
+
+ // Clear out the classname if we've been physgunned before
+ // so that the screams, etc. don't happen. Simulate that the first
+ // major punt or throw has been enough to kill him.
+ if ( m_bHasBeenPhysgunned )
+ {
+ m_strSourceClassName = NULL_STRING;
+ }
+ m_bHasBeenPhysgunned = true;
+
+ if( HasPhysgunInteraction( "onpickup", "boogie" ) )
+ {
+ if ( reason == PUNTED_BY_CANNON )
+ {
+ CRagdollBoogie::Create( this, 150, gpGlobals->curtime, 3.0f, SF_RAGDOLL_BOOGIE_ELECTRICAL );
+ }
+ else
+ {
+ CRagdollBoogie::Create( this, 150, gpGlobals->curtime, 2.0f, 0.0f );
+ }
+ }
+
+ if ( HasSpawnFlags( SF_RAGDOLLPROP_USE_LRU_RETIREMENT ) )
+ {
+ s_RagdollLRU.MoveToTopOfLRU( this );
+ }
+
+ if ( !HasSpawnFlags( SF_PHYSPROP_ENABLE_ON_PHYSCANNON ) )
+ return;
+
+ ragdoll_t *pRagdollPhys = GetRagdoll( );
+ for ( int j = 0; j < pRagdollPhys->listCount; ++j )
+ {
+ pRagdollPhys->list[j].pObject->Wake();
+ pRagdollPhys->list[j].pObject->EnableMotion( true );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CRagdollProp::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason )
+{
+ CDefaultPlayerPickupVPhysics::OnPhysGunDrop( pPhysGunUser, Reason );
+ m_hPhysicsAttacker = pPhysGunUser;
+ m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
+
+ if( HasPhysgunInteraction( "onpickup", "boogie" ) )
+ {
+ CRagdollBoogie::Create( this, 150, gpGlobals->curtime, 3.0f, SF_RAGDOLL_BOOGIE_ELECTRICAL );
+ }
+
+ if ( HasSpawnFlags( SF_RAGDOLLPROP_USE_LRU_RETIREMENT ) )
+ {
+ s_RagdollLRU.MoveToTopOfLRU( this );
+ }
+
+ // Make sure it's interactive debris for at most 5 seconds
+ if ( GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS )
+ {
+ SetContextThink( &CRagdollProp::SetDebrisThink, gpGlobals->curtime + 5, s_pDebrisContext );
+ }
+
+ if ( Reason != LAUNCHED_BY_CANNON )
+ return;
+
+ if( HasPhysgunInteraction( "onlaunch", "spin_zaxis" ) )
+ {
+ Vector vecAverageCenter( 0, 0, 0 );
+
+ // Get the average position, apply forces to produce a spin
+ int j;
+ ragdoll_t *pRagdollPhys = GetRagdoll( );
+ for ( j = 0; j < pRagdollPhys->listCount; ++j )
+ {
+ Vector vecCenter;
+ pRagdollPhys->list[j].pObject->GetPosition( &vecCenter, NULL );
+ vecAverageCenter += vecCenter;
+ }
+
+ vecAverageCenter /= pRagdollPhys->listCount;
+
+ Vector vecZAxis( 0, 0, 1 );
+ for ( j = 0; j < pRagdollPhys->listCount; ++j )
+ {
+ Vector vecDelta;
+ pRagdollPhys->list[j].pObject->GetPosition( &vecDelta, NULL );
+ vecDelta -= vecAverageCenter;
+
+ Vector vecDir;
+ CrossProduct( vecZAxis, vecDelta, vecDir );
+ vecDir *= 100;
+ pRagdollPhys->list[j].pObject->AddVelocity( &vecDir, NULL );
+ }
+ }
+
+ PhysSetGameFlags( VPhysicsGetObject(), FVPHYSICS_WAS_THROWN );
+ m_bFirstCollisionAfterLaunch = true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Physics attacker
+//-----------------------------------------------------------------------------
+CBasePlayer *CRagdollProp::HasPhysicsAttacker( float dt )
+{
+ if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime)
+ {
+ return m_hPhysicsAttacker;
+ }
+ return NULL;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CRagdollProp::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
+{
+ BaseClass::VPhysicsCollision( index, pEvent );
+
+ CBaseEntity *pHitEntity = pEvent->pEntities[!index];
+ if ( pHitEntity == this )
+ return;
+
+ // Don't take physics damage from whoever's holding him with the physcannon.
+ if ( VPhysicsGetObject() && (VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) )
+ {
+ if ( pHitEntity && (pHitEntity == HasPhysicsAttacker( FLT_MAX )) )
+ return;
+ }
+
+ // Don't bother taking damage from the physics attacker
+ if ( pHitEntity && HasPhysicsAttacker( 0.5f ) == pHitEntity )
+ return;
+
+ if( m_bFirstCollisionAfterLaunch )
+ {
+ HandleFirstCollisionInteractions( index, pEvent );
+ }
+
+ if ( m_takedamage != DAMAGE_NO )
+ {
+ int damageType = 0;
+ float damage = CalculateDefaultPhysicsDamage( index, pEvent, 1.0f, true, damageType );
+ if ( damage > 0 )
+ {
+ // Take extra damage after we're punted by the physcannon
+ if ( m_bFirstCollisionAfterLaunch )
+ {
+ damage *= 10;
+ }
+
+ CBaseEntity *pHitEntity = pEvent->pEntities[!index];
+ if ( !pHitEntity )
+ {
+ // hit world
+ pHitEntity = GetContainingEntity( INDEXENT(0) );
+ }
+ Vector damagePos;
+ pEvent->pInternalData->GetContactPoint( damagePos );
+ Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass();
+ if ( damageForce == vec3_origin )
+ {
+ // This can happen if this entity is motion disabled, and can't move.
+ // Use the velocity of the entity that hit us instead.
+ damageForce = pEvent->postVelocity[!index] * pEvent->pObjects[!index]->GetMass();
+ }
+
+ // FIXME: this doesn't pass in who is responsible if some other entity "caused" this collision
+ PhysCallbackDamage( this, CTakeDamageInfo( pHitEntity, pHitEntity, damageForce, damagePos, damage, damageType ), *pEvent, index );
+ }
+ }
+
+ if ( m_bFirstCollisionAfterLaunch )
+ {
+ // Setup the think function to remove the flags
+ SetThink( &CRagdollProp::ClearFlagsThink );
+ SetNextThink( gpGlobals->curtime );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CRagdollProp::HasPhysgunInteraction( const char *pszKeyName, const char *pszValue )
+{
+ KeyValues *modelKeyValues = new KeyValues("");
+ if ( modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
+ {
+ KeyValues *pkvPropData = modelKeyValues->FindKey("physgun_interactions");
+ if ( pkvPropData )
+ {
+ char const *pszBase = pkvPropData->GetString( pszKeyName );
+
+ if ( pszBase && pszBase[0] && !stricmp( pszBase, pszValue ) )
+ {
+ modelKeyValues->deleteThis();
+ return true;
+ }
+ }
+ }
+
+ modelKeyValues->deleteThis();
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CRagdollProp::HandleFirstCollisionInteractions( int index, gamevcollisionevent_t *pEvent )
+{
+ IPhysicsObject *pObj = VPhysicsGetObject();
+ if ( !pObj)
+ return;
+
+ if( HasPhysgunInteraction( "onfirstimpact", "break" ) )
+ {
+ // Looks like it's best to break by having the object damage itself.
+ CTakeDamageInfo info;
+
+ info.SetDamage( m_iHealth );
+ info.SetAttacker( this );
+ info.SetInflictor( this );
+ info.SetDamageType( DMG_GENERIC );
+
+ Vector vecPosition;
+ Vector vecVelocity;
+
+ VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL );
+ VPhysicsGetObject()->GetPosition( &vecPosition, NULL );
+
+ info.SetDamageForce( vecVelocity );
+ info.SetDamagePosition( vecPosition );
+
+ TakeDamage( info );
+ return;
+ }
+
+ if( HasPhysgunInteraction( "onfirstimpact", "paintsplat" ) )
+ {
+ IPhysicsObject *pObj = VPhysicsGetObject();
+
+ Vector vecPos;
+ pObj->GetPosition( &vecPos, NULL );
+
+ trace_t tr;
+ UTIL_TraceLine( vecPos, vecPos + pEvent->preVelocity[0] * 1.5, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
+
+ switch( random->RandomInt( 1, 3 ) )
+ {
+ case 1:
+ UTIL_DecalTrace( &tr, "PaintSplatBlue" );
+ break;
+
+ case 2:
+ UTIL_DecalTrace( &tr, "PaintSplatGreen" );
+ break;
+
+ case 3:
+ UTIL_DecalTrace( &tr, "PaintSplatPink" );
+ break;
+ }
+ }
+
+ bool bAlienBloodSplat = HasPhysgunInteraction( "onfirstimpact", "alienbloodsplat" );
+ if( bAlienBloodSplat || HasPhysgunInteraction( "onfirstimpact", "bloodsplat" ) )
+ {
+ IPhysicsObject *pObj = VPhysicsGetObject();
+
+ Vector vecPos;
+ pObj->GetPosition( &vecPos, NULL );
+
+ trace_t tr;
+ UTIL_TraceLine( vecPos, vecPos + pEvent->preVelocity[0] * 1.5, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
+
+ UTIL_BloodDecalTrace( &tr, bAlienBloodSplat ? BLOOD_COLOR_GREEN : BLOOD_COLOR_RED );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CRagdollProp::ClearFlagsThink( void )
+{
+ PhysClearGameFlags( VPhysicsGetObject(), FVPHYSICS_WAS_THROWN );
+ m_bFirstCollisionAfterLaunch = false;
+ SetThink( NULL );
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+AngularImpulse CRagdollProp::PhysGunLaunchAngularImpulse()
+{
+ if( HasPhysgunInteraction( "onlaunch", "spin_zaxis" ) )
+ {
+ // Don't add in random angular impulse if this object is supposed to spin in a specific way.
+ AngularImpulse ang( 0, 0, 0 );
+ return ang;
+ }
+
+ return CDefaultPlayerPickupVPhysics::PhysGunLaunchAngularImpulse();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : activity -
+//-----------------------------------------------------------------------------
+void CRagdollProp::SetOverlaySequence( Activity activity )
+{
+ int seq = SelectWeightedSequence( activity );
+ if ( seq < 0 )
+ {
+ m_nOverlaySequence = -1;
+ }
+ else
+ {
+ m_nOverlaySequence = seq;
+ }
+}
+
+void CRagdollProp::InitRagdoll( const Vector &forceVector, int forceBone, const Vector &forcePos, matrix3x4_t *pPrevBones, matrix3x4_t *pBoneToWorld, float dt, int collisionGroup, bool activateRagdoll, bool bWakeRagdoll )
+{
+ SetCollisionGroup( collisionGroup );
+
+ // Make sure it's interactive debris for at most 5 seconds
+ if ( collisionGroup == COLLISION_GROUP_INTERACTIVE_DEBRIS )
+ {
+ SetContextThink( &CRagdollProp::SetDebrisThink, gpGlobals->curtime + 5, s_pDebrisContext );
+ }
+
+ SetMoveType( MOVETYPE_VPHYSICS );
+ SetSolid( SOLID_VPHYSICS );
+ AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );
+ m_takedamage = DAMAGE_EVENTS_ONLY;
+
+ ragdollparams_t params;
+ params.pGameData = static_cast<void *>( static_cast<CBaseEntity *>(this) );
+ params.modelIndex = GetModelIndex();
+ params.pCollide = modelinfo->GetVCollide( params.modelIndex );
+ params.pStudioHdr = GetModelPtr();
+ params.forceVector = forceVector;
+ params.forceBoneIndex = forceBone;
+ params.forcePosition = forcePos;
+ params.pCurrentBones = pBoneToWorld;
+ params.jointFrictionScale = 1.0;
+ params.allowStretch = HasSpawnFlags(SF_RAGDOLLPROP_ALLOW_STRETCH);
+ params.fixedConstraints = false;
+ RagdollCreate( m_ragdoll, params, physenv );
+ RagdollApplyAnimationAsVelocity( m_ragdoll, pPrevBones, pBoneToWorld, dt );
+ if ( m_anglesOverrideString != NULL_STRING && Q_strlen(m_anglesOverrideString.ToCStr()) > 0 )
+ {
+ char szToken[2048];
+ const char *pStr = nexttoken(szToken, STRING(m_anglesOverrideString), ',');
+ // anglesOverride is index,angles,index,angles (e.g. "1, 22.5 123.0 0.0, 2, 0 0 0, 3, 0 0 180.0")
+ while ( szToken[0] != 0 )
+ {
+ int objectIndex = atoi(szToken);
+ // sanity check to make sure this token is an integer
+ Assert( atof(szToken) == ((float)objectIndex) );
+ pStr = nexttoken(szToken, pStr, ',');
+ Assert( szToken[0] );
+ if ( objectIndex >= m_ragdoll.listCount )
+ {
+ Warning("Bad ragdoll pose in entity %s, model (%s) at %s, model changed?\n", GetDebugName(), GetModelName().ToCStr(), VecToString(GetAbsOrigin()) );
+ }
+ else if ( szToken[0] != 0 )
+ {
+ QAngle angles;
+ Assert( objectIndex >= 0 && objectIndex < RAGDOLL_MAX_ELEMENTS );
+ UTIL_StringToVector( angles.Base(), szToken );
+ int boneIndex = m_ragdoll.boneIndex[objectIndex];
+ AngleMatrix( angles, pBoneToWorld[boneIndex] );
+ const ragdollelement_t &element = m_ragdoll.list[objectIndex];
+ Vector out;
+ if ( element.parentIndex >= 0 )
+ {
+ int parentBoneIndex = m_ragdoll.boneIndex[element.parentIndex];
+ VectorTransform( element.originParentSpace, pBoneToWorld[parentBoneIndex], out );
+ }
+ else
+ {
+ out = GetAbsOrigin();
+ }
+ MatrixSetColumn( out, 3, pBoneToWorld[boneIndex] );
+ element.pObject->SetPositionMatrix( pBoneToWorld[boneIndex], true );
+ }
+ pStr = nexttoken(szToken, pStr, ',');
+ }
+ }
+
+ if ( activateRagdoll )
+ {
+ MEM_ALLOC_CREDIT();
+ RagdollActivate( m_ragdoll, params.pCollide, GetModelIndex(), bWakeRagdoll );
+ }
+
+ for ( int i = 0; i < m_ragdoll.listCount; i++ )
+ {
+ UpdateNetworkDataFromVPhysics( m_ragdoll.list[i].pObject, i );
+ g_pPhysSaveRestoreManager->AssociateModel( m_ragdoll.list[i].pObject, GetModelIndex() );
+ physcollision->CollideGetAABB( &m_ragdollMins[i], &m_ragdollMaxs[i], m_ragdoll.list[i].pObject->GetCollide(), vec3_origin, vec3_angle );
+ }
+ VPhysicsSetObject( m_ragdoll.list[0].pObject );
+
+ CalcRagdollSize();
+}
+
+void CRagdollProp::SetDebrisThink()
+{
+ SetCollisionGroup( COLLISION_GROUP_DEBRIS );
+ RecheckCollisionFilter();
+}
+
+void CRagdollProp::SetDamageEntity( CBaseEntity *pEntity )
+{
+ // Damage passing
+ m_hDamageEntity = pEntity;
+
+ // Set our takedamage to match it
+ if ( pEntity )
+ {
+ m_takedamage = pEntity->m_takedamage;
+ }
+ else
+ {
+ m_takedamage = DAMAGE_EVENTS_ONLY;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CRagdollProp::OnTakeDamage( const CTakeDamageInfo &info )
+{
+ // If we have a damage entity, we want to pass damage to it. Add the
+ // Never Ragdoll flag, on the assumption that if the entity dies, we'll
+ // actually be taking the role of its ragdoll.
+ if ( m_hDamageEntity.Get() )
+ {
+ CTakeDamageInfo subInfo = info;
+ subInfo.AddDamageType( DMG_REMOVENORAGDOLL );
+ return m_hDamageEntity->OnTakeDamage( subInfo );
+ }
+
+ return BaseClass::OnTakeDamage( info );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Force all the ragdoll's bone's physics objects to recheck their collision filters
+//-----------------------------------------------------------------------------
+void CRagdollProp::RecheckCollisionFilter( void )
+{
+ for ( int i = 0; i < m_ragdoll.listCount; i++ )
+ {
+ m_ragdoll.list[i].pObject->RecheckCollisionFilter();
+ }
+}
+
+
+void CRagdollProp::TraceAttack( const CTakeDamageInfo &info, const Vector &dir, trace_t *ptr, CDmgAccumulator *pAccumulator )
+{
+ if ( ptr->physicsbone >= 0 && ptr->physicsbone < m_ragdoll.listCount )
+ {
+ VPhysicsSwapObject( m_ragdoll.list[ptr->physicsbone].pObject );
+ }
+ BaseClass::TraceAttack( info, dir, ptr, pAccumulator );
+}
+
+void CRagdollProp::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask )
+{
+ // no ragdoll, fall through to base class
+ if ( !m_ragdoll.listCount )
+ {
+ BaseClass::SetupBones( pBoneToWorld, boneMask );
+ return;
+ }
+
+ // Not really ideal, but it'll work for now
+ UpdateModelScale();
+
+ MDLCACHE_CRITICAL_SECTION();
+ CStudioHdr *pStudioHdr = GetModelPtr( );
+ bool sim[MAXSTUDIOBONES];
+ memset( sim, 0, pStudioHdr->numbones() );
+
+ int i;
+
+ CBoneAccessor boneaccessor( pBoneToWorld );
+ for ( i = 0; i < m_ragdoll.listCount; i++ )
+ {
+ // during restore this may be NULL
+ if ( !m_ragdoll.list[i].pObject )
+ continue;
+
+ if ( RagdollGetBoneMatrix( m_ragdoll, boneaccessor, i ) )
+ {
+ sim[m_ragdoll.boneIndex[i]] = true;
+ }
+ }
+
+ mstudiobone_t *pbones = pStudioHdr->pBone( 0 );
+ for ( i = 0; i < pStudioHdr->numbones(); i++ )
+ {
+ if ( sim[i] )
+ continue;
+
+ if ( !(pStudioHdr->boneFlags(i) & boneMask) )
+ continue;
+
+ matrix3x4_t matBoneLocal;
+ AngleMatrix( pbones[i].rot, pbones[i].pos, matBoneLocal );
+ ConcatTransforms( pBoneToWorld[pbones[i].parent], matBoneLocal, pBoneToWorld[i]);
+ }
+}
+
+bool CRagdollProp::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
+{
+#if 0
+ // PERFORMANCE: Use hitboxes for rays instead of vcollides if this is a performance problem
+ if ( ray.m_IsRay )
+ {
+ return BaseClass::TestCollision( ray, mask, trace );
+ }
+#endif
+
+ CStudioHdr *pStudioHdr = GetModelPtr( );
+ if (!pStudioHdr)
+ return false;
+
+ // Just iterate all of the elements and trace the box against each one.
+ // NOTE: This is pretty expensive for small/dense characters
+ trace_t tr;
+ for ( int i = 0; i < m_ragdoll.listCount; i++ )
+ {
+ Vector position;
+ QAngle angles;
+
+ if( m_ragdoll.list[i].pObject )
+ {
+ m_ragdoll.list[i].pObject->GetPosition( &position, &angles );
+ physcollision->TraceBox( ray, m_ragdoll.list[i].pObject->GetCollide(), position, angles, &tr );
+
+ if ( tr.fraction < trace.fraction )
+ {
+ tr.physicsbone = i;
+ tr.surface.surfaceProps = m_ragdoll.list[i].pObject->GetMaterialIndex();
+ trace = tr;
+ }
+ }
+ else
+ {
+ DevWarning("Bogus object in Ragdoll Prop's ragdoll list!\n");
+ }
+ }
+
+ if ( trace.fraction >= 1 )
+ {
+ return false;
+ }
+
+ return true;
+}
+
+
+void CRagdollProp::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity )
+{
+ // newAngles is a relative transform for the entity
+ // But a ragdoll entity has identity orientation by design
+ // so we compute a relative transform here based on the previous transform
+ matrix3x4_t startMatrixInv;
+ MatrixInvert( EntityToWorldTransform(), startMatrixInv );
+ matrix3x4_t endMatrix;
+ MatrixCopy( EntityToWorldTransform(), endMatrix );
+ if ( newAngles )
+ {
+ AngleMatrix( *newAngles, endMatrix );
+ }
+ if ( newPosition )
+ {
+ PositionMatrix( *newPosition, endMatrix );
+ }
+ // now endMatrix is the refernce matrix for the entity at the target position
+ matrix3x4_t xform;
+ ConcatTransforms( endMatrix, startMatrixInv, xform );
+ // now xform is the relative transform the entity must undergo
+
+ // we need to call the base class and it will teleport our vphysics object,
+ // so set object 0 up and compute the origin/angles for its new position (base implementation has side effects)
+ VPhysicsSwapObject( m_ragdoll.list[0].pObject );
+ matrix3x4_t obj0source, obj0Target;
+ m_ragdoll.list[0].pObject->GetPositionMatrix( &obj0source );
+ ConcatTransforms( xform, obj0source, obj0Target );
+ Vector obj0Pos;
+ QAngle obj0Angles;
+ MatrixAngles( obj0Target, obj0Angles, obj0Pos );
+ BaseClass::Teleport( &obj0Pos, &obj0Angles, newVelocity );
+
+ for ( int i = 1; i < m_ragdoll.listCount; i++ )
+ {
+ matrix3x4_t matrix, newMatrix;
+ m_ragdoll.list[i].pObject->GetPositionMatrix( &matrix );
+ ConcatTransforms( xform, matrix, newMatrix );
+ m_ragdoll.list[i].pObject->SetPositionMatrix( newMatrix, true );
+ UpdateNetworkDataFromVPhysics( m_ragdoll.list[i].pObject, i );
+ }
+ // fixup/relink object 0
+ UpdateNetworkDataFromVPhysics( m_ragdoll.list[0].pObject, 0 );
+}
+
+void CRagdollProp::VPhysicsUpdate( IPhysicsObject *pPhysics )
+{
+ if ( m_lastUpdateTickCount == (unsigned int)gpGlobals->tickcount )
+ return;
+
+ m_lastUpdateTickCount = gpGlobals->tickcount;
+ //NetworkStateChanged();
+
+ matrix3x4_t boneToWorld[MAXSTUDIOBONES];
+ QAngle angles;
+ Vector surroundingMins, surroundingMaxs;
+
+ int i;
+ for ( i = 0; i < m_ragdoll.listCount; i++ )
+ {
+ CBoneAccessor boneaccessor( boneToWorld );
+ if ( RagdollGetBoneMatrix( m_ragdoll, boneaccessor, i ) )
+ {
+ Vector vNewPos;
+ MatrixAngles( boneToWorld[m_ragdoll.boneIndex[i]], angles, vNewPos );
+ m_ragPos.Set( i, vNewPos );
+ m_ragAngles.Set( i, angles );
+ }
+ else
+ {
+ m_ragPos.GetForModify(i).Init();
+ m_ragAngles.GetForModify(i).Init();
+ }
+ }
+
+ // BUGBUG: Use the ragdollmins/maxs to do this instead of the collides
+ m_allAsleep = RagdollIsAsleep( m_ragdoll );
+
+ // Don't scream after you've come to rest
+ if ( m_allAsleep )
+ {
+ m_strSourceClassName = NULL_STRING;
+ }
+ else
+ {
+ if ( m_ragdoll.pGroup->IsInErrorState() )
+ {
+ RagdollSolveSeparation( m_ragdoll, this );
+ }
+ }
+
+ // Interactive debris converts back to debris when it comes to rest
+ if ( m_allAsleep && GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS )
+ {
+ SetCollisionGroup( COLLISION_GROUP_DEBRIS );
+ RecheckCollisionFilter();
+ SetContextThink( NULL, gpGlobals->curtime, s_pDebrisContext );
+ }
+
+ Vector vecFullMins, vecFullMaxs;
+ vecFullMins = m_ragPos[0];
+ vecFullMaxs = m_ragPos[0];
+ for ( i = 0; i < m_ragdoll.listCount; i++ )
+ {
+ Vector mins, maxs;
+ matrix3x4_t update;
+ if ( !m_ragdoll.list[i].pObject )
+ {
+ m_ragdollMins[i].Init();
+ m_ragdollMaxs[i].Init();
+ continue;
+ }
+ m_ragdoll.list[i].pObject->GetPositionMatrix( &update );
+ TransformAABB( update, m_ragdollMins[i], m_ragdollMaxs[i], mins, maxs );
+ for ( int j = 0; j < 3; j++ )
+ {
+ if ( mins[j] < vecFullMins[j] )
+ {
+ vecFullMins[j] = mins[j];
+ }
+ if ( maxs[j] > vecFullMaxs[j] )
+ {
+ vecFullMaxs[j] = maxs[j];
+ }
+ }
+ }
+
+ SetAbsOrigin( m_ragPos[0] );
+ SetAbsAngles( vec3_angle );
+ const Vector &vecOrigin = CollisionProp()->GetCollisionOrigin();
+ CollisionProp()->AddSolidFlags( FSOLID_FORCE_WORLD_ALIGNED );
+ CollisionProp()->SetSurroundingBoundsType( USE_COLLISION_BOUNDS_NEVER_VPHYSICS );
+ SetCollisionBounds( vecFullMins - vecOrigin, vecFullMaxs - vecOrigin );
+ CollisionProp()->MarkSurroundingBoundsDirty();
+
+ PhysicsTouchTriggers();
+}
+
+int CRagdollProp::VPhysicsGetObjectList( IPhysicsObject **pList, int listMax )
+{
+ for ( int i = 0; i < m_ragdoll.listCount; i++ )
+ {
+ if ( i < listMax )
+ {
+ pList[i] = m_ragdoll.list[i].pObject;
+ }
+ }
+
+ return m_ragdoll.listCount;
+}
+
+void CRagdollProp::UpdateNetworkDataFromVPhysics( IPhysicsObject *pPhysics, int index )
+{
+ Assert(index < m_ragdoll.listCount);
+
+ QAngle angles;
+ Vector vPos;
+ m_ragdoll.list[index].pObject->GetPosition( &vPos, &angles );
+ m_ragPos.Set( index, vPos );
+ m_ragAngles.Set( index, angles );
+
+ // move/relink if root moved
+ if ( index == 0 )
+ {
+ SetAbsOrigin( m_ragPos[0] );
+ PhysicsTouchTriggers();
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Fade out due to the LRU telling it do
+//-----------------------------------------------------------------------------
+#define FADE_OUT_LENGTH 0.5f
+
+void CRagdollProp::FadeOut( float flDelay, float fadeTime )
+{
+ if ( IsFading() )
+ return;
+
+ m_flFadeTime = ( fadeTime == -1 ) ? FADE_OUT_LENGTH : fadeTime;
+
+ m_flFadeOutStartTime = gpGlobals->curtime + flDelay;
+ m_flFadeScale = 0;
+ SetContextThink( &CRagdollProp::FadeOutThink, gpGlobals->curtime + flDelay + 0.01f, s_pFadeOutContext );
+}
+
+bool CRagdollProp::IsFading()
+{
+ return ( GetNextThink( s_pFadeOutContext ) >= gpGlobals->curtime );
+}
+
+void CRagdollProp::FadeOutThink(void)
+{
+ float dt = gpGlobals->curtime - m_flFadeOutStartTime;
+ if ( dt < 0 )
+ {
+ SetContextThink( &CRagdollProp::FadeOutThink, gpGlobals->curtime + 0.1, s_pFadeOutContext );
+ }
+ else if ( dt < m_flFadeTime )
+ {
+ float alpha = 1.0f - dt / m_flFadeTime;
+ int nFade = (int)(alpha * 255.0f);
+ m_nRenderMode = kRenderTransTexture;
+ SetRenderColorA( nFade );
+ NetworkStateChanged();
+ SetContextThink( &CRagdollProp::FadeOutThink, gpGlobals->curtime + TICK_INTERVAL, s_pFadeOutContext );
+ }
+ else
+ {
+ // Necessary to cause it to do the appropriate death cleanup
+ // Yeah, the player may have nothing to do with it, but
+ // passing NULL to TakeDamage causes bad things to happen
+ CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
+ CTakeDamageInfo info( pPlayer, pPlayer, 10000.0, DMG_GENERIC );
+ TakeDamage( info );
+ UTIL_Remove( this );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Draw any debug text overlays
+// Output : Current text offset from the top
+//-----------------------------------------------------------------------------
+int CRagdollProp::DrawDebugTextOverlays(void)
+{
+ int text_offset = BaseClass::DrawDebugTextOverlays();
+
+ if (m_debugOverlays & OVERLAY_TEXT_BIT)
+ {
+ if (m_ragdoll.listCount)
+ {
+ float mass = 0;
+ for ( int i = 0; i < m_ragdoll.listCount; i++ )
+ {
+ if ( m_ragdoll.list[i].pObject != NULL )
+ {
+ mass += m_ragdoll.list[i].pObject->GetMass();
+ }
+ }
+
+ char tempstr[512];
+ Q_snprintf(tempstr, sizeof(tempstr),"Mass: %.2f kg / %.2f lb (%s)", mass, kg2lbs(mass), GetMassEquivalent(mass) );
+ EntityText( text_offset, tempstr, 0);
+ text_offset++;
+ }
+ }
+
+ return text_offset;
+}
+
+void CRagdollProp::DrawDebugGeometryOverlays()
+{
+ if (m_debugOverlays & OVERLAY_BBOX_BIT)
+ {
+ DrawServerHitboxes();
+ }
+ if (m_debugOverlays & OVERLAY_PIVOT_BIT)
+ {
+ for ( int i = 0; i < m_ragdoll.listCount; i++ )
+ {
+ if ( m_ragdoll.list[i].pObject )
+ {
+ float mass = m_ragdoll.list[i].pObject->GetMass();
+ Vector pos;
+ m_ragdoll.list[i].pObject->GetPosition( &pos, NULL );
+ CFmtStr str("mass %.1f", mass );
+ NDebugOverlay::EntityTextAtPosition( pos, 0, str.Access(), 0, 0, 255, 0, 255 );
+ }
+ }
+ }
+ BaseClass::DrawDebugGeometryOverlays();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pOther -
+//-----------------------------------------------------------------------------
+void CRagdollProp::SetUnragdoll( CBaseAnimating *pOther )
+{
+ m_hUnragdoll = pOther;
+}
+
+//===============================================================================================================
+// RagdollPropAttached
+//===============================================================================================================
+class CRagdollPropAttached : public CRagdollProp
+{
+ DECLARE_CLASS( CRagdollPropAttached, CRagdollProp );
+public:
+
+ CRagdollPropAttached()
+ {
+ m_bShouldDetach = false;
+ }
+
+ ~CRagdollPropAttached()
+ {
+ physenv->DestroyConstraint( m_pAttachConstraint );
+ m_pAttachConstraint = NULL;
+ }
+
+ void InitRagdollAttached( IPhysicsObject *pAttached, const Vector &forceVector, int forceBone, matrix3x4_t *pPrevBones, matrix3x4_t *pBoneToWorld, float dt, int collisionGroup, CBaseAnimating *pFollow, int boneIndexRoot, const Vector &boneLocalOrigin, int parentBoneAttach, const Vector &worldAttachOrigin );
+ void DetachOnNextUpdate();
+ void VPhysicsUpdate( IPhysicsObject *pPhysics );
+
+ DECLARE_SERVERCLASS();
+ DECLARE_DATADESC();
+
+private:
+ void Detach();
+ CNetworkVar( int, m_boneIndexAttached );
+ CNetworkVar( int, m_ragdollAttachedObjectIndex );
+ CNetworkVector( m_attachmentPointBoneSpace );
+ CNetworkVector( m_attachmentPointRagdollSpace );
+ bool m_bShouldDetach;
+ IPhysicsConstraint *m_pAttachConstraint;
+};
+
+LINK_ENTITY_TO_CLASS( prop_ragdoll_attached, CRagdollPropAttached );
+EXTERN_SEND_TABLE(DT_Ragdoll_Attached)
+
+IMPLEMENT_SERVERCLASS_ST(CRagdollPropAttached, DT_Ragdoll_Attached)
+ SendPropInt( SENDINFO( m_boneIndexAttached ), MAXSTUDIOBONEBITS, SPROP_UNSIGNED ),
+ SendPropInt( SENDINFO( m_ragdollAttachedObjectIndex ), RAGDOLL_INDEX_BITS, SPROP_UNSIGNED ),
+ SendPropVector(SENDINFO(m_attachmentPointBoneSpace), -1, SPROP_COORD ),
+ SendPropVector(SENDINFO(m_attachmentPointRagdollSpace), -1, SPROP_COORD ),
+END_SEND_TABLE()
+
+BEGIN_DATADESC(CRagdollPropAttached)
+ DEFINE_FIELD( m_boneIndexAttached, FIELD_INTEGER ),
+ DEFINE_FIELD( m_ragdollAttachedObjectIndex, FIELD_INTEGER ),
+ DEFINE_FIELD( m_attachmentPointBoneSpace, FIELD_VECTOR ),
+ DEFINE_FIELD( m_attachmentPointRagdollSpace, FIELD_VECTOR ),
+ DEFINE_FIELD( m_bShouldDetach, FIELD_BOOLEAN ),
+ DEFINE_PHYSPTR( m_pAttachConstraint ),
+END_DATADESC()
+
+
+static void SyncAnimatingWithPhysics( CBaseAnimating *pAnimating )
+{
+ IPhysicsObject *pPhysics = pAnimating->VPhysicsGetObject();
+ if ( pPhysics )
+ {
+ Vector pos;
+ pPhysics->GetShadowPosition( &pos, NULL );
+ pAnimating->SetAbsOrigin( pos );
+ }
+}
+
+
+CBaseAnimating *CreateServerRagdollSubmodel( CBaseAnimating *pOwner, const char *pModelName, const Vector &position, const QAngle &angles, int collisionGroup )
+{
+ CRagdollProp *pRagdoll = (CRagdollProp *)CBaseEntity::CreateNoSpawn( "prop_ragdoll", position, angles, pOwner );
+ pRagdoll->SetModelName( AllocPooledString( pModelName ) );
+ pRagdoll->SetModel( STRING(pRagdoll->GetModelName()) );
+ matrix3x4_t pBoneToWorld[MAXSTUDIOBONES], pBoneToWorldNext[MAXSTUDIOBONES];
+ pRagdoll->ResetSequence( 0 );
+
+ // let bone merging do the work of copying everything over for us
+ pRagdoll->SetParent( pOwner );
+ pRagdoll->SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING );
+ // HACKHACK: don't want this parent anymore
+ pRagdoll->SetParent( NULL );
+
+ memcpy( pBoneToWorldNext, pBoneToWorld, sizeof(pBoneToWorld) );
+
+ pRagdoll->InitRagdoll( vec3_origin, -1, vec3_origin, pBoneToWorld, pBoneToWorldNext, 0.1, collisionGroup, true );
+ return pRagdoll;
+}
+
+
+CBaseEntity *CreateServerRagdoll( CBaseAnimating *pAnimating, int forceBone, const CTakeDamageInfo &info, int collisionGroup, bool bUseLRURetirement )
+{
+ if ( info.GetDamageType() & (DMG_VEHICLE|DMG_CRUSH) )
+ {
+ // if the entity was killed by physics or a vehicle, move to the vphysics shadow position before creating the ragdoll.
+ SyncAnimatingWithPhysics( pAnimating );
+ }
+ CRagdollProp *pRagdoll = (CRagdollProp *)CBaseEntity::CreateNoSpawn( "prop_ragdoll", pAnimating->GetAbsOrigin(), vec3_angle, NULL );
+ pRagdoll->CopyAnimationDataFrom( pAnimating );
+ pRagdoll->SetOwnerEntity( pAnimating );
+
+ pRagdoll->InitRagdollAnimation();
+ matrix3x4_t pBoneToWorld[MAXSTUDIOBONES], pBoneToWorldNext[MAXSTUDIOBONES];
+
+ float dt = 0.1f;
+
+ // Copy over dissolve state...
+ if ( pAnimating->IsEFlagSet( EFL_NO_DISSOLVE ) )
+ {
+ pRagdoll->AddEFlags( EFL_NO_DISSOLVE );
+ }
+
+ // NOTE: This currently is only necessary to prevent manhacks from
+ // colliding with server ragdolls they kill
+ pRagdoll->SetKiller( info.GetInflictor() );
+ pRagdoll->SetSourceClassName( pAnimating->GetClassname() );
+
+ // NPC_STATE_DEAD npc's will have their COND_IN_PVS cleared, so this needs to force SetupBones to happen
+ unsigned short fPrevFlags = pAnimating->GetBoneCacheFlags();
+ pAnimating->SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP );
+
+ // UNDONE: Extract velocity from bones via animation (like we do on the client)
+ // UNDONE: For now, just move each bone by the total entity velocity if set.
+ // Get Bones positions before
+ // Store current cycle
+ float fSequenceDuration = pAnimating->SequenceDuration( pAnimating->GetSequence() );
+ float fSequenceTime = pAnimating->GetCycle() * fSequenceDuration;
+
+ if( fSequenceTime <= dt && fSequenceTime > 0.0f )
+ {
+ // Avoid having negative cycle
+ dt = fSequenceTime;
+ }
+
+ float fPreviousCycle = clamp(pAnimating->GetCycle()-( dt * ( 1 / fSequenceDuration ) ),0.f,1.f);
+ float fCurCycle = pAnimating->GetCycle();
+ // Get current bones positions
+ pAnimating->SetupBones( pBoneToWorldNext, BONE_USED_BY_ANYTHING );
+ // Get previous bones positions
+ pAnimating->SetCycle( fPreviousCycle );
+ pAnimating->SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING );
+ // Restore current cycle
+ pAnimating->SetCycle( fCurCycle );
+
+ // Reset previous bone flags
+ pAnimating->ClearBoneCacheFlags( BCF_NO_ANIMATION_SKIP );
+ pAnimating->SetBoneCacheFlags( fPrevFlags );
+
+ Vector vel = pAnimating->GetAbsVelocity();
+ if( ( vel.Length() == 0 ) && ( dt > 0 ) )
+ {
+ // Compute animation velocity
+ CStudioHdr *pstudiohdr = pAnimating->GetModelPtr();
+ if ( pstudiohdr )
+ {
+ Vector deltaPos;
+ QAngle deltaAngles;
+ if (Studio_SeqMovement( pstudiohdr,
+ pAnimating->GetSequence(),
+ fPreviousCycle,
+ pAnimating->GetCycle(),
+ pAnimating->GetPoseParameterArray(),
+ deltaPos,
+ deltaAngles ))
+ {
+ VectorRotate( deltaPos, pAnimating->EntityToWorldTransform(), vel );
+ vel /= dt;
+ }
+ }
+ }
+
+ if ( vel.LengthSqr() > 0 )
+ {
+ int numbones = pAnimating->GetModelPtr()->numbones();
+ vel *= dt;
+ for ( int i = 0; i < numbones; i++ )
+ {
+ Vector pos;
+ MatrixGetColumn( pBoneToWorld[i], 3, pos );
+ pos -= vel;
+ MatrixSetColumn( pos, 3, pBoneToWorld[i] );
+ }
+ }
+
+#if RAGDOLL_VISUALIZE
+ pAnimating->DrawRawSkeleton( pBoneToWorld, BONE_USED_BY_ANYTHING, true, 20, false );
+ pAnimating->DrawRawSkeleton( pBoneToWorldNext, BONE_USED_BY_ANYTHING, true, 20, true );
+#endif
+ // Is this a vehicle / NPC collision?
+ if ( (info.GetDamageType() & DMG_VEHICLE) && pAnimating->MyNPCPointer() )
+ {
+ // init the ragdoll with no forces
+ pRagdoll->InitRagdoll( vec3_origin, -1, vec3_origin, pBoneToWorld, pBoneToWorldNext, dt, collisionGroup, true );
+
+ // apply vehicle forces
+ // Get a list of bones with hitboxes below the plane of impact
+ int boxList[128];
+ Vector normal(0,0,-1);
+ int count = pAnimating->GetHitboxesFrontside( boxList, ARRAYSIZE(boxList), normal, DotProduct( normal, info.GetDamagePosition() ) );
+
+ // distribute force over mass of entire character
+ float massScale = Studio_GetMass(pAnimating->GetModelPtr());
+ massScale = clamp( massScale, 1.f, 1.e4f );
+ massScale = 1.f / massScale;
+
+ // distribute the force
+ // BUGBUG: This will hit the same bone twice if it has two hitboxes!!!!
+ ragdoll_t *pRagInfo = pRagdoll->GetRagdoll();
+ for ( int i = 0; i < count; i++ )
+ {
+ int physBone = pAnimating->GetPhysicsBone( pAnimating->GetHitboxBone( boxList[i] ) );
+ IPhysicsObject *pPhysics = pRagInfo->list[physBone].pObject;
+ pPhysics->ApplyForceCenter( info.GetDamageForce() * pPhysics->GetMass() * massScale );
+ }
+ }
+ else
+ {
+ pRagdoll->InitRagdoll( info.GetDamageForce(), forceBone, info.GetDamagePosition(), pBoneToWorld, pBoneToWorldNext, dt, collisionGroup, true );
+ }
+
+ // Are we dissolving?
+ if ( pAnimating->IsDissolving() )
+ {
+ pRagdoll->TransferDissolveFrom( pAnimating );
+ }
+ else if ( bUseLRURetirement )
+ {
+ pRagdoll->AddSpawnFlags( SF_RAGDOLLPROP_USE_LRU_RETIREMENT );
+ s_RagdollLRU.MoveToTopOfLRU( pRagdoll );
+ }
+
+ // Tracker 22598: If we don't set the OBB mins/maxs to something valid here, then the client will have a zero sized hull
+ // for the ragdoll for one frame until Vphysics updates the real obb bounds after the first simulation frame. Having
+ // a zero sized hull makes the ragdoll think it should be faded/alpha'd to zero for a frame, so you get a blink where
+ // the ragdoll doesn't draw initially.
+ Vector mins, maxs;
+ mins = pAnimating->CollisionProp()->OBBMins();
+ maxs = pAnimating->CollisionProp()->OBBMaxs();
+ pRagdoll->CollisionProp()->SetCollisionBounds( mins, maxs );
+
+ return pRagdoll;
+}
+
+void CRagdollPropAttached::DetachOnNextUpdate()
+{
+ m_bShouldDetach = true;
+}
+
+void CRagdollPropAttached::VPhysicsUpdate( IPhysicsObject *pPhysics )
+{
+ if ( m_bShouldDetach )
+ {
+ Detach();
+ m_bShouldDetach = false;
+ }
+ BaseClass::VPhysicsUpdate( pPhysics );
+}
+
+void CRagdollPropAttached::Detach()
+{
+ SetParent(NULL);
+ SetOwnerEntity( NULL );
+ SetAbsAngles( vec3_angle );
+ SetMoveType( MOVETYPE_VPHYSICS );
+ RemoveSolidFlags( FSOLID_NOT_SOLID );
+ physenv->DestroyConstraint( m_pAttachConstraint );
+ m_pAttachConstraint = NULL;
+ const float dampingScale = 1.0f / ATTACHED_DAMPING_SCALE;
+ for ( int i = 0; i < m_ragdoll.listCount; i++ )
+ {
+ float damping, rotdamping;
+ m_ragdoll.list[i].pObject->GetDamping( &damping, &rotdamping );
+ damping *= dampingScale;
+ rotdamping *= dampingScale;
+ m_ragdoll.list[i].pObject->SetDamping( &damping, &damping );
+ }
+
+ // Go non-solid
+ SetCollisionGroup( COLLISION_GROUP_DEBRIS );
+ RecheckCollisionFilter();
+}
+
+void CRagdollPropAttached::InitRagdollAttached(
+ IPhysicsObject *pAttached,
+ const Vector &forceVector,
+ int forceBone,
+ matrix3x4_t *pPrevBones,
+ matrix3x4_t *pBoneToWorld,
+ float dt,
+ int collisionGroup,
+ CBaseAnimating *pFollow,
+ int boneIndexRoot,
+ const Vector &boneLocalOrigin,
+ int parentBoneAttach,
+ const Vector &worldAttachOrigin )
+{
+ int ragdollAttachedIndex = 0;
+ if ( parentBoneAttach > 0 )
+ {
+ CStudioHdr *pStudioHdr = GetModelPtr();
+ mstudiobone_t *pBone = pStudioHdr->pBone( parentBoneAttach );
+ ragdollAttachedIndex = pBone->physicsbone;
+ }
+
+ InitRagdoll( forceVector, forceBone, vec3_origin, pPrevBones, pBoneToWorld, dt, collisionGroup, false );
+
+ IPhysicsObject *pRefObject = m_ragdoll.list[ragdollAttachedIndex].pObject;
+
+ Vector attachmentPointRagdollSpace;
+ pRefObject->WorldToLocal( &attachmentPointRagdollSpace, worldAttachOrigin );
+
+ constraint_ragdollparams_t constraint;
+ constraint.Defaults();
+ matrix3x4_t tmp, worldToAttached, worldToReference, constraintToWorld;
+
+ Vector offsetWS;
+ pAttached->LocalToWorld( &offsetWS, boneLocalOrigin );
+
+ QAngle followAng = QAngle(0, pFollow->GetAbsAngles().y, 0 );
+ AngleMatrix( followAng, offsetWS, constraintToWorld );
+
+ constraint.axes[0].SetAxisFriction( -2, 2, 20 );
+ constraint.axes[1].SetAxisFriction( 0, 0, 0 );
+ constraint.axes[2].SetAxisFriction( -15, 15, 20 );
+
+ // Exaggerate the bone's ability to pull the mass of the ragdoll around
+ constraint.constraint.bodyMassScale[1] = 50.0f;
+
+ pAttached->GetPositionMatrix( &tmp );
+ MatrixInvert( tmp, worldToAttached );
+
+ pRefObject->GetPositionMatrix( &tmp );
+ MatrixInvert( tmp, worldToReference );
+
+ ConcatTransforms( worldToReference, constraintToWorld, constraint.constraintToReference );
+ ConcatTransforms( worldToAttached, constraintToWorld, constraint.constraintToAttached );
+
+ // for now, just slam this to be the passed in value
+ MatrixSetColumn( attachmentPointRagdollSpace, 3, constraint.constraintToReference );
+
+ PhysDisableEntityCollisions( pAttached, m_ragdoll.list[0].pObject );
+ m_pAttachConstraint = physenv->CreateRagdollConstraint( pRefObject, pAttached, m_ragdoll.pGroup, constraint );
+
+ SetParent( pFollow );
+ SetOwnerEntity( pFollow );
+
+ RagdollActivate( m_ragdoll, modelinfo->GetVCollide( GetModelIndex() ), GetModelIndex() );
+
+ // add a bunch of dampening to the ragdoll
+ for ( int i = 0; i < m_ragdoll.listCount; i++ )
+ {
+ float damping, rotdamping;
+ m_ragdoll.list[i].pObject->GetDamping( &damping, &rotdamping );
+ damping *= ATTACHED_DAMPING_SCALE;
+ rotdamping *= ATTACHED_DAMPING_SCALE;
+ m_ragdoll.list[i].pObject->SetDamping( &damping, &rotdamping );
+ }
+
+ m_boneIndexAttached = boneIndexRoot;
+ m_ragdollAttachedObjectIndex = ragdollAttachedIndex;
+ m_attachmentPointBoneSpace = boneLocalOrigin;
+
+ Vector vTemp;
+ MatrixGetColumn( constraint.constraintToReference, 3, vTemp );
+ m_attachmentPointRagdollSpace = vTemp;
+}
+
+CRagdollProp *CreateServerRagdollAttached( CBaseAnimating *pAnimating, const Vector &vecForce, int forceBone, int collisionGroup, IPhysicsObject *pAttached, CBaseAnimating *pParentEntity, int boneAttach, const Vector &originAttached, int parentBoneAttach, const Vector &boneOrigin )
+{
+ // Return immediately if the model doesn't have a vcollide
+ if ( modelinfo->GetVCollide( pAnimating->GetModelIndex() ) == NULL )
+ return NULL;
+
+ CRagdollPropAttached *pRagdoll = (CRagdollPropAttached *)CBaseEntity::CreateNoSpawn( "prop_ragdoll_attached", pAnimating->GetAbsOrigin(), vec3_angle, NULL );
+ pRagdoll->CopyAnimationDataFrom( pAnimating );
+
+ pRagdoll->InitRagdollAnimation();
+ matrix3x4_t pBoneToWorld[MAXSTUDIOBONES];
+ pAnimating->SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING );
+ pRagdoll->InitRagdollAttached( pAttached, vecForce, forceBone, pBoneToWorld, pBoneToWorld, 0.1, collisionGroup, pParentEntity, boneAttach, boneOrigin, parentBoneAttach, originAttached );
+
+ return pRagdoll;
+}
+
+void DetachAttachedRagdoll( CBaseEntity *pRagdollIn )
+{
+ CRagdollPropAttached *pRagdoll = dynamic_cast<CRagdollPropAttached *>(pRagdollIn);
+
+ if ( pRagdoll )
+ {
+ pRagdoll->DetachOnNextUpdate();
+ }
+}
+
+void DetachAttachedRagdollsForEntity( CBaseEntity *pRagdollParent )
+{
+ CUtlVector<CBaseEntity *> list;
+ GetAllChildren( pRagdollParent, list );
+ for ( int i = list.Count()-1; i >= 0; --i )
+ {
+ DetachAttachedRagdoll( list[i] );
+ }
+}
+
+bool Ragdoll_IsPropRagdoll( CBaseEntity *pEntity )
+{
+ if ( dynamic_cast<CRagdollProp *>(pEntity) != NULL )
+ return true;
+ return false;
+}
+
+ragdoll_t *Ragdoll_GetRagdoll( CBaseEntity *pEntity )
+{
+ CRagdollProp *pProp = dynamic_cast<CRagdollProp *>(pEntity);
+ if ( pProp )
+ return pProp->GetRagdoll();
+ return NULL;
+}
+
+void CRagdollProp::GetAngleOverrideFromCurrentState( char *pOut, int size )
+{
+ pOut[0] = 0;
+ for ( int i = 0; i < m_ragdoll.listCount; i++ )
+ {
+ if ( i != 0 )
+ {
+ Q_strncat( pOut, ",", size, COPY_ALL_CHARACTERS );
+
+ }
+ CFmtStr str("%d,%.2f %.2f %.2f", i, m_ragAngles[i].x, m_ragAngles[i].y, m_ragAngles[i].z );
+ Q_strncat( pOut, str, size, COPY_ALL_CHARACTERS );
+ }
+}
+
+void CRagdollProp::DisableMotion( void )
+{
+ for ( int iRagdoll = 0; iRagdoll < m_ragdoll.listCount; ++iRagdoll )
+ {
+ IPhysicsObject *pPhysicsObject = m_ragdoll.list[ iRagdoll ].pObject;
+ if ( pPhysicsObject != NULL )
+ {
+ pPhysicsObject->EnableMotion( false );
+ }
+ }
+}
+
+void CRagdollProp::InputStartRadgollBoogie( inputdata_t &inputdata )
+{
+ float duration = inputdata.value.Float();
+
+ if( duration <= 0.0f )
+ {
+ duration = 5.0f;
+ }
+
+ CRagdollBoogie::Create( this, 100, gpGlobals->curtime, duration, 0 );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Enable physics motion and collision response (on by default)
+//-----------------------------------------------------------------------------
+void CRagdollProp::InputEnableMotion( inputdata_t &inputdata )
+{
+ for ( int iRagdoll = 0; iRagdoll < m_ragdoll.listCount; ++iRagdoll )
+ {
+ IPhysicsObject *pPhysicsObject = m_ragdoll.list[ iRagdoll ].pObject;
+ if ( pPhysicsObject != NULL )
+ {
+ pPhysicsObject->EnableMotion( true );
+ pPhysicsObject->Wake();
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Disable any physics motion or collision response
+//-----------------------------------------------------------------------------
+void CRagdollProp::InputDisableMotion( inputdata_t &inputdata )
+{
+ DisableMotion();
+}
+
+void CRagdollProp::InputTurnOn( inputdata_t &inputdata )
+{
+ RemoveEffects( EF_NODRAW );
+}
+
+void CRagdollProp::InputTurnOff( inputdata_t &inputdata )
+{
+ AddEffects( EF_NODRAW );
+}
+
+void CRagdollProp::InputFadeAndRemove( inputdata_t &inputdata )
+{
+ float flFadeDuration = inputdata.value.Float();
+
+ if( flFadeDuration == 0.0f )
+ flFadeDuration = 1.0f;
+
+ FadeOut( 0.0f, flFadeDuration );
+}
+
+void Ragdoll_GetAngleOverrideString( char *pOut, int size, CBaseEntity *pEntity )
+{
+ CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp *>(pEntity);
+ if ( pRagdoll )
+ {
+ pRagdoll->GetAngleOverrideFromCurrentState( pOut, size );
+ }
+}