diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/physobj.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/physobj.cpp')
| -rw-r--r-- | mp/src/game/server/physobj.cpp | 2143 |
1 files changed, 2143 insertions, 0 deletions
diff --git a/mp/src/game/server/physobj.cpp b/mp/src/game/server/physobj.cpp new file mode 100644 index 00000000..9a48a76f --- /dev/null +++ b/mp/src/game/server/physobj.cpp @@ -0,0 +1,2143 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "player.h"
+#include "vphysics_interface.h"
+#include "physics.h"
+#include "vcollide_parse.h"
+#include "entitylist.h"
+#include "physobj.h"
+#include "hierarchy.h"
+#include "game.h"
+#include "ndebugoverlay.h"
+#include "engine/IEngineSound.h"
+#include "model_types.h"
+#include "props.h"
+#include "physics_saverestore.h"
+#include "saverestore_utlvector.h"
+#include "vphysics/constraints.h"
+#include "collisionutils.h"
+#include "decals.h"
+#include "bone_setup.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+ConVar debug_physimpact("debug_physimpact", "0" );
+
+const char *GetMassEquivalent(float flMass);
+
+// This is a physically simulated spring, used to join objects together and create spring forces
+//
+// NOTE: Springs are not physical in the sense that they only create force, they do not collide with
+// anything or have any REAL constraints. They can be stretched infinitely (though this will create
+// and infinite force), they can penetrate any other object (or spring). They do not occupy any space.
+//
+
+#define SF_SPRING_ONLYSTRETCH 0x0001
+
+class CPhysicsSpring : public CBaseEntity
+{
+ DECLARE_CLASS( CPhysicsSpring, CBaseEntity );
+public:
+ CPhysicsSpring();
+ ~CPhysicsSpring();
+
+ void Spawn( void );
+ void Activate( void );
+
+ // Inputs
+ void InputSetSpringConstant( inputdata_t &inputdata );
+ void InputSetSpringDamping( inputdata_t &inputdata );
+ void InputSetSpringLength( inputdata_t &inputdata );
+
+ // Debug
+ int DrawDebugTextOverlays(void);
+ void DrawDebugGeometryOverlays(void);
+
+ void GetSpringObjectConnections( string_t nameStart, string_t nameEnd, IPhysicsObject **pStart, IPhysicsObject **pEnd );
+ void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms );
+ IPhysicsObject *GetStartObject() { return m_pSpring ? m_pSpring->GetStartObject() : NULL; }
+ IPhysicsObject *GetEndObject() { return m_pSpring ? m_pSpring->GetEndObject() : NULL; }
+
+ DECLARE_DATADESC();
+
+private:
+ IPhysicsSpring *m_pSpring;
+ bool m_isLocal;
+
+ // These are "template" values used to construct the spring. After creation, they are not needed
+ float m_tempConstant;
+ float m_tempLength; // This is the "ideal" length of the spring, not the length it is currently stretched to.
+ float m_tempDamping;
+ float m_tempRelativeDamping;
+
+ string_t m_nameAttachStart;
+ string_t m_nameAttachEnd;
+ Vector m_start;
+ Vector m_end;
+ unsigned int m_teleportTick;
+};
+
+LINK_ENTITY_TO_CLASS( phys_spring, CPhysicsSpring );
+
+BEGIN_DATADESC( CPhysicsSpring )
+
+ DEFINE_PHYSPTR( m_pSpring ),
+
+ DEFINE_KEYFIELD( m_tempConstant, FIELD_FLOAT, "constant" ),
+ DEFINE_KEYFIELD( m_tempLength, FIELD_FLOAT, "length" ),
+ DEFINE_KEYFIELD( m_tempDamping, FIELD_FLOAT, "damping" ),
+ DEFINE_KEYFIELD( m_tempRelativeDamping, FIELD_FLOAT, "relativedamping" ),
+
+ DEFINE_KEYFIELD( m_nameAttachStart, FIELD_STRING, "attach1" ),
+ DEFINE_KEYFIELD( m_nameAttachEnd, FIELD_STRING, "attach2" ),
+
+ DEFINE_FIELD( m_start, FIELD_POSITION_VECTOR ),
+ DEFINE_KEYFIELD( m_end, FIELD_POSITION_VECTOR, "springaxis" ),
+ DEFINE_FIELD( m_isLocal, FIELD_BOOLEAN ),
+
+ // Not necessary to save... it's only there to make sure
+// DEFINE_FIELD( m_teleportTick, FIELD_INTEGER ),
+
+ // Inputs
+ DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpringConstant", InputSetSpringConstant ),
+ DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpringLength", InputSetSpringLength ),
+ DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpringDamping", InputSetSpringDamping ),
+
+END_DATADESC()
+
+// debug function - slow, uses dynamic_cast<> - use this to query the attached objects
+// physics_debug_entity toggles the constraint system for an object using this
+bool GetSpringAttachments( CBaseEntity *pEntity, CBaseEntity *pAttachOut[2], IPhysicsObject *pAttachVPhysics[2] )
+{
+ CPhysicsSpring *pSpringEntity = dynamic_cast<CPhysicsSpring *>(pEntity);
+ if ( pSpringEntity )
+ {
+ IPhysicsObject *pRef = pSpringEntity->GetStartObject();
+ pAttachOut[0] = pRef ? static_cast<CBaseEntity *>(pRef->GetGameData()) : NULL;
+ pAttachVPhysics[0] = pRef;
+ IPhysicsObject *pAttach = pSpringEntity->GetEndObject();
+ pAttachOut[1] = pAttach ? static_cast<CBaseEntity *>(pAttach->GetGameData()) : NULL;
+ pAttachVPhysics[1] = pAttach;
+ return true;
+ }
+ return false;
+}
+
+
+CPhysicsSpring::CPhysicsSpring( void )
+{
+#ifdef _DEBUG
+ m_start.Init();
+ m_end.Init();
+#endif
+ m_pSpring = NULL;
+ m_tempConstant = 150;
+ m_tempLength = 0;
+ m_tempDamping = 2.0;
+ m_tempRelativeDamping = 0.01;
+ m_isLocal = false;
+ m_teleportTick = 0xFFFFFFFF;
+}
+
+CPhysicsSpring::~CPhysicsSpring( void )
+{
+ if ( m_pSpring )
+ {
+ physenv->DestroySpring( m_pSpring );
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CPhysicsSpring::InputSetSpringConstant( inputdata_t &inputdata )
+{
+ m_tempConstant = inputdata.value.Float();
+ m_pSpring->SetSpringConstant(inputdata.value.Float());
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CPhysicsSpring::InputSetSpringDamping( inputdata_t &inputdata )
+{
+ m_tempDamping = inputdata.value.Float();
+ m_pSpring->SetSpringDamping(inputdata.value.Float());
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CPhysicsSpring::InputSetSpringLength( inputdata_t &inputdata )
+{
+ m_tempLength = inputdata.value.Float();
+ m_pSpring->SetSpringLength(inputdata.value.Float());
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Draw any debug text overlays
+// Output : Current text offset from the top
+//-----------------------------------------------------------------------------
+int CPhysicsSpring::DrawDebugTextOverlays(void)
+{
+ int text_offset = BaseClass::DrawDebugTextOverlays();
+
+ if (m_debugOverlays & OVERLAY_TEXT_BIT)
+ {
+ char tempstr[512];
+ Q_snprintf(tempstr,sizeof(tempstr),"Constant: %3.2f",m_tempConstant);
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+
+ Q_snprintf(tempstr,sizeof(tempstr),"Length: %3.2f",m_tempLength);
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+
+ Q_snprintf(tempstr,sizeof(tempstr),"Damping: %3.2f",m_tempDamping);
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+
+ }
+ return text_offset;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Override base class to add display of fly direction
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CPhysicsSpring::DrawDebugGeometryOverlays(void)
+{
+ if ( !m_pSpring )
+ return;
+
+ // ------------------------------
+ // Draw if BBOX is on
+ // ------------------------------
+ if (m_debugOverlays & OVERLAY_BBOX_BIT)
+ {
+ Vector vStartPos;
+ Vector vEndPos;
+ m_pSpring->GetEndpoints( &vStartPos, &vEndPos );
+
+ Vector vSpringDir = vEndPos - vStartPos;
+ VectorNormalize(vSpringDir);
+
+ Vector vLength = vStartPos + (vSpringDir*m_tempLength);
+
+ NDebugOverlay::Line(vStartPos, vLength, 0,0,255, false, 0);
+ NDebugOverlay::Line(vLength, vEndPos, 255,0,0, false, 0);
+ }
+ BaseClass::DrawDebugGeometryOverlays();
+}
+
+bool PointIsNearer( IPhysicsObject *pObject1, const Vector &point1, const Vector &point2 )
+{
+ Vector center;
+
+ pObject1->GetPosition( ¢er, 0 );
+
+ float dist1 = (center - point1).LengthSqr();
+ float dist2 = (center - point2).LengthSqr();
+
+ if ( dist1 < dist2 )
+ return true;
+
+ return false;
+}
+
+void CPhysicsSpring::GetSpringObjectConnections( string_t nameStart, string_t nameEnd, IPhysicsObject **pStart, IPhysicsObject **pEnd )
+{
+ IPhysicsObject *pStartObject = FindPhysicsObjectByName( STRING(nameStart), this );
+ IPhysicsObject *pEndObject = FindPhysicsObjectByName( STRING(nameEnd), this );
+
+ // Assume the world for missing objects
+ if ( !pStartObject )
+ {
+ pStartObject = g_PhysWorldObject;
+ }
+ else if ( !pEndObject )
+ {
+ // try to sort so that the world is always the start object
+ pEndObject = pStartObject;
+ pStartObject = g_PhysWorldObject;
+ }
+ else
+ {
+ CBaseEntity *pEntity0 = (CBaseEntity *) (pStartObject->GetGameData());
+ if ( pEntity0 )
+ {
+ g_pNotify->AddEntity( this, pEntity0 );
+ }
+
+ CBaseEntity *pEntity1 = (CBaseEntity *) pEndObject->GetGameData();
+ if ( pEntity1 )
+ {
+ g_pNotify->AddEntity( this, pEntity1 );
+ }
+ }
+
+ *pStart = pStartObject;
+ *pEnd = pEndObject;
+}
+
+
+void CPhysicsSpring::Activate( void )
+{
+ BaseClass::Activate();
+
+ // UNDONE: save/restore all data, and only create the spring here
+
+ if ( !m_pSpring )
+ {
+ IPhysicsObject *pStart, *pEnd;
+
+ GetSpringObjectConnections( m_nameAttachStart, m_nameAttachEnd, &pStart, &pEnd );
+
+ // Needs to connect to real, different objects
+ if ( (!pStart || !pEnd) || (pStart == pEnd) )
+ {
+ DevMsg("ERROR: Can't init spring %s from \"%s\" to \"%s\"\n", GetDebugName(), STRING(m_nameAttachStart), STRING(m_nameAttachEnd) );
+ UTIL_Remove( this );
+ return;
+ }
+
+ // if m_end is not closer to pEnd than m_start, swap
+ if ( !PointIsNearer( pEnd, m_end, m_start ) )
+ {
+ Vector tmpVec = m_start;
+ m_start = m_end;
+ m_end = tmpVec;
+ }
+
+ // create the spring
+ springparams_t spring;
+ spring.constant = m_tempConstant;
+ spring.damping = m_tempDamping;
+ spring.naturalLength = m_tempLength;
+ spring.relativeDamping = m_tempRelativeDamping;
+ spring.startPosition = m_start;
+ spring.endPosition = m_end;
+ spring.useLocalPositions = false;
+ spring.onlyStretch = HasSpawnFlags( SF_SPRING_ONLYSTRETCH );
+ m_pSpring = physenv->CreateSpring( pStart, pEnd, &spring );
+ }
+}
+
+
+void CPhysicsSpring::Spawn( void )
+{
+ SetSolid( SOLID_NONE );
+ m_start = GetAbsOrigin();
+ if ( m_tempLength <= 0 )
+ {
+ m_tempLength = (m_end - m_start).Length();
+ }
+}
+
+void CPhysicsSpring::NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms )
+{
+ // don't recurse
+ if ( eventType != NOTIFY_EVENT_TELEPORT || (unsigned int)gpGlobals->tickcount == m_teleportTick )
+ return;
+
+ m_teleportTick = gpGlobals->tickcount;
+ PhysTeleportConstrainedEntity( pNotify, m_pSpring->GetStartObject(), m_pSpring->GetEndObject(), params.pTeleport->prevOrigin, params.pTeleport->prevAngles, params.pTeleport->physicsRotate );
+}
+
+
+// ---------------------------------------------------------------------
+//
+// CPhysBox -- physically simulated brush
+//
+// ---------------------------------------------------------------------
+
+// SendTable stuff.
+IMPLEMENT_SERVERCLASS_ST(CPhysBox, DT_PhysBox)
+END_SEND_TABLE()
+
+LINK_ENTITY_TO_CLASS( func_physbox, CPhysBox );
+
+BEGIN_DATADESC( CPhysBox )
+
+ DEFINE_FIELD( m_hCarryingPlayer, FIELD_EHANDLE ),
+
+ DEFINE_KEYFIELD( m_massScale, FIELD_FLOAT, "massScale" ),
+ DEFINE_KEYFIELD( m_damageType, FIELD_INTEGER, "Damagetype" ),
+ DEFINE_KEYFIELD( m_iszOverrideScript, FIELD_STRING, "overridescript" ),
+ DEFINE_KEYFIELD( m_damageToEnableMotion, FIELD_INTEGER, "damagetoenablemotion" ),
+ DEFINE_KEYFIELD( m_flForceToEnableMotion, FIELD_FLOAT, "forcetoenablemotion" ),
+ DEFINE_KEYFIELD( m_angPreferredCarryAngles, FIELD_VECTOR, "preferredcarryangles" ),
+ DEFINE_KEYFIELD( m_bNotSolidToWorld, FIELD_BOOLEAN, "notsolid" ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Wake", InputWake ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Sleep", InputSleep ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "EnableMotion", InputEnableMotion ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "DisableMotion", InputDisableMotion ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "ForceDrop", InputForceDrop ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "DisableFloating", InputDisableFloating ),
+
+ // Function pointers
+ DEFINE_ENTITYFUNC( BreakTouch ),
+
+ // Outputs
+ DEFINE_OUTPUT( m_OnDamaged, "OnDamaged" ),
+ DEFINE_OUTPUT( m_OnAwakened, "OnAwakened" ),
+ DEFINE_OUTPUT( m_OnMotionEnabled, "OnMotionEnabled" ),
+ DEFINE_OUTPUT( m_OnPhysGunPickup, "OnPhysGunPickup" ),
+ DEFINE_OUTPUT( m_OnPhysGunPunt, "OnPhysGunPunt" ),
+ DEFINE_OUTPUT( m_OnPhysGunOnlyPickup, "OnPhysGunOnlyPickup" ),
+ DEFINE_OUTPUT( m_OnPhysGunDrop, "OnPhysGunDrop" ),
+ DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ),
+
+END_DATADESC()
+
+// UNDONE: Save/Restore needs to take the physics object's properties into account
+// UNDONE: Acceleration, velocity, angular velocity, etc. must be preserved
+// UNDONE: Many of these quantities are relative to a coordinate frame
+// UNDONE: Translate when going across transitions?
+// UNDONE: Build transition transformation, and transform data in save/restore for IPhysicsObject
+// UNDONE: Angles are saved in the entity, but not propagated back to the IPhysicsObject on restore
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysBox::Spawn( void )
+{
+ // Initialize damage modifiers. Must be done before baseclass spawn.
+ m_flDmgModBullet = func_breakdmg_bullet.GetFloat();
+ m_flDmgModClub = func_breakdmg_club.GetFloat();
+ m_flDmgModExplosive = func_breakdmg_explosive.GetFloat();
+
+ ParsePropData();
+
+ Precache();
+
+ m_iMaxHealth = ( m_iHealth > 0 ) ? m_iHealth : 1;
+
+ if ( HasSpawnFlags( SF_BREAK_TRIGGER_ONLY ) )
+ {
+ m_takedamage = DAMAGE_EVENTS_ONLY;
+ AddSpawnFlags( SF_BREAK_DONT_TAKE_PHYSICS_DAMAGE );
+ }
+ else if ( m_iHealth == 0 )
+ {
+ m_takedamage = DAMAGE_EVENTS_ONLY;
+ AddSpawnFlags( SF_BREAK_DONT_TAKE_PHYSICS_DAMAGE );
+ }
+ else
+ {
+ m_takedamage = DAMAGE_YES;
+ }
+
+ SetMoveType( MOVETYPE_NONE );
+ SetAbsVelocity( vec3_origin );
+ SetModel( STRING( GetModelName() ) );
+ SetSolid( SOLID_VPHYSICS );
+ if ( HasSpawnFlags( SF_PHYSBOX_DEBRIS ) )
+ {
+ SetCollisionGroup( COLLISION_GROUP_DEBRIS );
+ }
+
+ if ( HasSpawnFlags( SF_PHYSBOX_NO_ROTORWASH_PUSH ) )
+ {
+ AddEFlags( EFL_NO_ROTORWASH_PUSH );
+ }
+
+ if ( m_bNotSolidToWorld )
+ {
+ AddSolidFlags( FSOLID_NOT_SOLID );
+ }
+ CreateVPhysics();
+
+ m_hCarryingPlayer = NULL;
+
+ SetTouch( &CPhysBox::BreakTouch );
+ if ( HasSpawnFlags( SF_BREAK_TRIGGER_ONLY ) ) // Only break on trigger
+ {
+ SetTouch( NULL );
+ }
+
+ if ( m_impactEnergyScale == 0 )
+ {
+ m_impactEnergyScale = 1.0;
+ }
+}
+
+// shared from studiomdl, checks for long, thin objects and adds some damping
+// to prevent endless rolling due to low inertia
+static bool ShouldDampRotation( const CPhysCollide *pCollide )
+{
+ Vector mins, maxs;
+ physcollision->CollideGetAABB( &mins, &maxs, pCollide, vec3_origin, vec3_angle );
+ Vector size = maxs-mins;
+ int largest = 0;
+ float largeSize = size[0];
+ for ( int i = 1; i < 3; i++ )
+ {
+ if ( size[i] > largeSize )
+ {
+ largeSize = size[i];
+ largest = i;
+ }
+ }
+ size[largest] = 0;
+ float len = size.Length();
+ if ( len > 0 )
+ {
+ float sizeRatio = largeSize / len;
+ // HACKHACK: Hardcoded size ratio to induce damping
+ // This prevents long skinny objects from rolling endlessly
+ if ( sizeRatio > 9 )
+ return true;
+ }
+ return false;
+}
+
+
+bool CPhysBox::CreateVPhysics()
+{
+ solid_t tmpSolid;
+ PhysModelParseSolid( tmpSolid, this, GetModelIndex() );
+ if ( m_massScale > 0 )
+ {
+ tmpSolid.params.mass *= m_massScale;
+ }
+
+ vcollide_t *pVCollide = modelinfo->GetVCollide( GetModelIndex() );
+ PhysGetMassCenterOverride( this, pVCollide, tmpSolid );
+ PhysSolidOverride( tmpSolid, m_iszOverrideScript );
+ if ( tmpSolid.params.rotdamping < 1.0f && ShouldDampRotation(pVCollide->solids[0]) )
+ {
+ tmpSolid.params.rotdamping = 1.0f;
+ }
+ IPhysicsObject *pPhysics = VPhysicsInitNormal( GetSolid(), GetSolidFlags(), true, &tmpSolid );
+
+ if ( m_damageType == 1 )
+ {
+ PhysSetGameFlags( pPhysics, FVPHYSICS_DMG_SLICE );
+ }
+
+ // Wake it up if not asleep
+ if ( !HasSpawnFlags(SF_PHYSBOX_ASLEEP) )
+ {
+ pPhysics->Wake();
+ }
+
+ if ( HasSpawnFlags(SF_PHYSBOX_MOTIONDISABLED) || m_damageToEnableMotion > 0 || m_flForceToEnableMotion > 0 )
+ {
+ pPhysics->EnableMotion( false );
+ }
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CPhysBox::ObjectCaps()
+{
+ int caps = BaseClass::ObjectCaps() | FCAP_WCEDIT_POSITION;
+ if ( HasSpawnFlags( SF_PHYSBOX_ENABLE_PICKUP_OUTPUT ) )
+ {
+ caps |= FCAP_IMPULSE_USE;
+ }
+ else if ( !HasSpawnFlags( SF_PHYSBOX_IGNOREUSE ) )
+ {
+ if ( CBasePlayer::CanPickupObject( this, 35, 128 ) )
+ {
+ caps |= FCAP_IMPULSE_USE;
+ }
+ }
+
+ return caps;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysBox::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+{
+ CBasePlayer *pPlayer = ToBasePlayer( pActivator );
+ if ( pPlayer )
+ {
+ if ( HasSpawnFlags( SF_PHYSBOX_ENABLE_PICKUP_OUTPUT ) )
+ {
+ m_OnPlayerUse.FireOutput( this, this );
+ }
+
+ if ( !HasSpawnFlags( SF_PHYSBOX_IGNOREUSE ) )
+ {
+ pPlayer->PickupObject( this );
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CPhysBox::CanBePickedUpByPhyscannon()
+{
+ if ( HasSpawnFlags( SF_PHYSBOX_NEVER_PICK_UP ) )
+ return false;
+
+ IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
+ if ( !pPhysicsObject )
+ return false;
+
+ if ( !pPhysicsObject->IsMotionEnabled() && !HasSpawnFlags( SF_PHYSBOX_ENABLE_ON_PHYSCANNON ) )
+ return false;
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Draw any debug text overlays
+// Output : Current text offset from the top
+//-----------------------------------------------------------------------------
+int CPhysBox::DrawDebugTextOverlays(void)
+{
+ int text_offset = BaseClass::DrawDebugTextOverlays();
+
+ if (m_debugOverlays & OVERLAY_TEXT_BIT)
+ {
+ if (VPhysicsGetObject())
+ {
+ char tempstr[512];
+ Q_snprintf(tempstr, sizeof(tempstr),"Mass: %.2f kg / %.2f lb (%s)", VPhysicsGetObject()->GetMass(), kg2lbs(VPhysicsGetObject()->GetMass()), GetMassEquivalent(VPhysicsGetObject()->GetMass()));
+ EntityText( text_offset, tempstr, 0);
+ text_offset++;
+ }
+ }
+
+ return text_offset;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Input handler that breaks the physics object away from its parent
+// and starts it simulating.
+//-----------------------------------------------------------------------------
+void CPhysBox::InputWake( inputdata_t &inputdata )
+{
+ VPhysicsGetObject()->Wake();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Input handler that breaks the physics object away from its parent
+// and stops it simulating.
+//-----------------------------------------------------------------------------
+void CPhysBox::InputSleep( inputdata_t &inputdata )
+{
+ VPhysicsGetObject()->Sleep();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Enable physics motion and collision response (on by default)
+//-----------------------------------------------------------------------------
+void CPhysBox::InputEnableMotion( inputdata_t &inputdata )
+{
+ EnableMotion();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysBox::EnableMotion( void )
+{
+ IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
+ if ( pPhysicsObject != NULL )
+ {
+ pPhysicsObject->EnableMotion( true );
+ pPhysicsObject->Wake();
+ }
+
+ m_damageToEnableMotion = 0;
+ m_flForceToEnableMotion = 0;
+
+ m_OnMotionEnabled.FireOutput( this, this, 0 );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Disable any physics motion or collision response
+//-----------------------------------------------------------------------------
+void CPhysBox::InputDisableMotion( inputdata_t &inputdata )
+{
+ IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
+ if ( pPhysicsObject != NULL )
+ {
+ pPhysicsObject->EnableMotion( false );
+ }
+}
+
+// Turn off floating simulation (and cost)
+void CPhysBox::InputDisableFloating( inputdata_t &inputdata )
+{
+ PhysEnableFloating( VPhysicsGetObject(), false );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: If we're being held by the player's hand/physgun, force it to drop us
+//-----------------------------------------------------------------------------
+void CPhysBox::InputForceDrop( inputdata_t &inputdata )
+{
+ if ( m_hCarryingPlayer )
+ {
+ m_hCarryingPlayer->ForceDropOfCarriedPhysObjects();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysBox::Move( const Vector &direction )
+{
+ VPhysicsGetObject()->ApplyForceCenter( direction );
+}
+
+// Update the visible representation of the physic system's representation of this object
+void CPhysBox::VPhysicsUpdate( IPhysicsObject *pPhysics )
+{
+ BaseClass::VPhysicsUpdate( pPhysics );
+
+ // if this is the first time we have moved, fire our target
+ if ( HasSpawnFlags( SF_PHYSBOX_ASLEEP ) )
+ {
+ if ( !pPhysics->IsAsleep() )
+ {
+ m_OnAwakened.FireOutput(this, this);
+ FireTargets( STRING(m_target), this, this, USE_TOGGLE, 0 );
+ RemoveSpawnFlags( SF_PHYSBOX_ASLEEP );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysBox::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
+{
+ if ( reason == PUNTED_BY_CANNON )
+ {
+ m_OnPhysGunPunt.FireOutput( pPhysGunUser, this );
+ }
+
+ IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
+ if ( pPhysicsObject && !pPhysicsObject->IsMoveable() )
+ {
+ if ( !HasSpawnFlags( SF_PHYSBOX_ENABLE_ON_PHYSCANNON ) )
+ return;
+ EnableMotion();
+ }
+
+ m_OnPhysGunPickup.FireOutput( pPhysGunUser, this );
+
+ // Are we just being punted?
+ if ( reason == PUNTED_BY_CANNON )
+ return;
+
+ if( reason == PICKED_UP_BY_CANNON )
+ {
+ m_OnPhysGunOnlyPickup.FireOutput( pPhysGunUser, this );
+ }
+
+ m_hCarryingPlayer = pPhysGunUser;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysBox::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason )
+{
+ BaseClass::OnPhysGunDrop( pPhysGunUser, Reason );
+
+ m_hCarryingPlayer = NULL;
+ m_OnPhysGunDrop.FireOutput( pPhysGunUser, this );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysBox::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
+{
+ BaseClass::VPhysicsCollision( index, pEvent );
+
+ IPhysicsObject *pPhysObj = pEvent->pObjects[!index];
+
+ // If we have a force to enable motion, and we're still disabled, check to see if this should enable us
+ if ( m_flForceToEnableMotion )
+ {
+ CBaseEntity *pOther = static_cast<CBaseEntity *>(pPhysObj->GetGameData());
+
+ // Don't allow the player to bump an object active if we've requested not to
+ if ( ( pOther && pOther->IsPlayer() && HasSpawnFlags( SF_PHYSBOX_PREVENT_PLAYER_TOUCH_ENABLE ) ) == false )
+ {
+ // Large enough to enable motion?
+ float flForce = pEvent->collisionSpeed * pEvent->pObjects[!index]->GetMass();
+ if ( flForce >= m_flForceToEnableMotion )
+ {
+ EnableMotion();
+ }
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CPhysBox::OnTakeDamage( const CTakeDamageInfo &info )
+{
+ if ( IsMarkedForDeletion() )
+ return 0;
+
+ // note: if motion is disabled, OnTakeDamage can't apply physics force
+ int ret = BaseClass::OnTakeDamage( info );
+
+ if ( info.GetInflictor() )
+ {
+ m_OnDamaged.FireOutput( info.GetAttacker(), this );
+ }
+
+ // Have we been broken? If so, abort
+ if ( GetHealth() <= 0 )
+ return ret;
+
+ // If we have a force to enable motion, and we're still disabled, check to see if this should enable us
+ if ( m_flForceToEnableMotion )
+ {
+ // Large enough to enable motion?
+ float flForce = info.GetDamageForce().Length();
+ if ( flForce >= m_flForceToEnableMotion )
+ {
+ IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
+ if ( pPhysicsObject )
+ {
+ EnableMotion();
+ }
+ }
+ }
+
+ // Check our health against the threshold:
+ if( m_damageToEnableMotion > 0 && GetHealth() < m_damageToEnableMotion )
+ {
+ EnableMotion();
+ VPhysicsTakeDamage( info );
+ }
+
+ return ret;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Return true if this physbox has preferred carry angles
+//-----------------------------------------------------------------------------
+bool CPhysBox::HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer )
+{
+ return HasSpawnFlags( SF_PHYSBOX_USEPREFERRED );
+}
+
+
+// ---------------------------------------------------------------------
+//
+// CPhysExplosion -- physically simulated explosion
+//
+// ---------------------------------------------------------------------
+#define SF_PHYSEXPLOSION_NODAMAGE 0x0001
+#define SF_PHYSEXPLOSION_PUSH_PLAYER 0x0002
+#define SF_PHYSEXPLOSION_RADIAL 0x0004
+#define SF_PHYSEXPLOSION_TEST_LOS 0x0008
+#define SF_PHYSEXPLOSION_DISORIENT_PLAYER 0x0010
+
+LINK_ENTITY_TO_CLASS( env_physexplosion, CPhysExplosion );
+
+BEGIN_DATADESC( CPhysExplosion )
+
+ DEFINE_KEYFIELD( m_damage, FIELD_FLOAT, "magnitude" ),
+ DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "radius" ),
+ DEFINE_KEYFIELD( m_targetEntityName, FIELD_STRING, "targetentityname" ),
+ DEFINE_KEYFIELD( m_flInnerRadius, FIELD_FLOAT, "inner_radius" ),
+
+ // Inputs
+ DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ),
+
+ // Outputs
+ DEFINE_OUTPUT( m_OnPushedPlayer, "OnPushedPlayer" ),
+
+END_DATADESC()
+
+
+void CPhysExplosion::Spawn( void )
+{
+ SetMoveType( MOVETYPE_NONE );
+ SetSolid( SOLID_NONE );
+ SetModelName( NULL_STRING );
+}
+
+float CPhysExplosion::GetRadius( void )
+{
+ float radius = m_radius;
+ if ( radius <= 0 )
+ {
+ // Use the same radius as combat
+ radius = m_damage * 2.5;
+ }
+
+ return radius;
+}
+
+CBaseEntity *CPhysExplosion::FindEntity( CBaseEntity *pEntity, CBaseEntity *pActivator, CBaseEntity *pCaller )
+{
+ // Filter by name or classname
+ if ( m_targetEntityName != NULL_STRING )
+ {
+ // Try an explicit name first
+ CBaseEntity *pTarget = gEntList.FindEntityByName( pEntity, m_targetEntityName, NULL, pActivator, pCaller );
+ if ( pTarget != NULL )
+ return pTarget;
+
+ // Failing that, try a classname
+ return gEntList.FindEntityByClassnameWithin( pEntity, STRING(m_targetEntityName), GetAbsOrigin(), GetRadius() );
+ }
+
+ // Just find anything in the radius
+ return gEntList.FindEntityInSphere( pEntity, GetAbsOrigin(), GetRadius() );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysExplosion::InputExplode( inputdata_t &inputdata )
+{
+ Explode( inputdata.pActivator, inputdata.pCaller );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysExplosion::Explode( CBaseEntity *pActivator, CBaseEntity *pCaller )
+{
+ CBaseEntity *pEntity = NULL;
+ float adjustedDamage, falloff, flDist;
+ Vector vecSpot, vecOrigin;
+
+ falloff = 1.0 / 2.5;
+
+ // iterate on all entities in the vicinity.
+ // I've removed the traceline heuristic from phys explosions. SO right now they will
+ // affect entities through walls. (sjb)
+ // UNDONE: Try tracing world-only?
+ while ((pEntity = FindEntity( pEntity, pActivator, pCaller )) != NULL)
+ {
+ // UNDONE: Ask the object if it should get force if it's not MOVETYPE_VPHYSICS?
+ if ( pEntity->m_takedamage != DAMAGE_NO && (pEntity->GetMoveType() == MOVETYPE_VPHYSICS || (pEntity->VPhysicsGetObject() /*&& !pEntity->IsPlayer()*/)) )
+ {
+ vecOrigin = GetAbsOrigin();
+
+ vecSpot = pEntity->BodyTarget( vecOrigin );
+ // Squash this down to a circle
+ if ( HasSpawnFlags( SF_PHYSEXPLOSION_RADIAL ) )
+ {
+ vecOrigin[2] = vecSpot[2];
+ }
+
+ // decrease damage for an ent that's farther from the bomb.
+ flDist = ( vecOrigin - vecSpot ).Length();
+
+ if( m_radius == 0 || flDist <= m_radius )
+ {
+ if ( HasSpawnFlags( SF_PHYSEXPLOSION_TEST_LOS ) )
+ {
+ Vector vecStartPos = GetAbsOrigin();
+ Vector vecEndPos = pEntity->BodyTarget( vecStartPos, false );
+
+ if ( m_flInnerRadius != 0.0f )
+ {
+ // Find a point on our inner radius sphere to begin from
+ Vector vecDirToTarget = ( vecEndPos - vecStartPos );
+ VectorNormalize( vecDirToTarget );
+ vecStartPos = GetAbsOrigin() + ( vecDirToTarget * m_flInnerRadius );
+ }
+
+ trace_t tr;
+ UTIL_TraceLine( vecStartPos,
+ pEntity->BodyTarget( vecStartPos, false ),
+ MASK_SOLID_BRUSHONLY,
+ this,
+ COLLISION_GROUP_NONE,
+ &tr );
+
+ // Shielded
+ if ( tr.fraction < 1.0f && tr.m_pEnt != pEntity )
+ continue;
+ }
+
+ adjustedDamage = flDist * falloff;
+ adjustedDamage = m_damage - adjustedDamage;
+
+ if ( adjustedDamage < 1 )
+ {
+ adjustedDamage = 1;
+ }
+
+ CTakeDamageInfo info( this, this, adjustedDamage, DMG_BLAST );
+ CalculateExplosiveDamageForce( &info, (vecSpot - vecOrigin), vecOrigin );
+
+ if ( HasSpawnFlags( SF_PHYSEXPLOSION_PUSH_PLAYER ) )
+ {
+ if ( pEntity->IsPlayer() )
+ {
+ Vector vecPushDir = ( pEntity->BodyTarget( GetAbsOrigin(), false ) - GetAbsOrigin() );
+ float dist = VectorNormalize( vecPushDir );
+
+ float flFalloff = RemapValClamped( dist, m_radius, m_radius*0.75f, 0.0f, 1.0f );
+
+ if ( HasSpawnFlags( SF_PHYSEXPLOSION_DISORIENT_PLAYER ) )
+ {
+ //Disorient the player
+ QAngle vecDeltaAngles;
+
+ vecDeltaAngles.x = random->RandomInt( -30, 30 );
+ vecDeltaAngles.y = random->RandomInt( -30, 30 );
+ vecDeltaAngles.z = 0.0f;
+
+ CBasePlayer *pPlayer = ToBasePlayer( pEntity );
+ pPlayer->SnapEyeAngles( GetLocalAngles() + vecDeltaAngles );
+ pEntity->ViewPunch( vecDeltaAngles );
+ }
+
+ Vector vecPush = (vecPushDir*m_damage*flFalloff*2.0f);
+ if ( pEntity->GetFlags() & FL_BASEVELOCITY )
+ {
+ vecPush = vecPush + pEntity->GetBaseVelocity();
+ }
+ if ( vecPush.z > 0 && (pEntity->GetFlags() & FL_ONGROUND) )
+ {
+ pEntity->SetGroundEntity( NULL );
+ Vector origin = pEntity->GetAbsOrigin();
+ origin.z += 1.0f;
+ pEntity->SetAbsOrigin( origin );
+ }
+
+ pEntity->SetBaseVelocity( vecPush );
+ pEntity->AddFlag( FL_BASEVELOCITY );
+
+ // Fire an output that the player has been pushed
+ m_OnPushedPlayer.FireOutput( this, this );
+ continue;
+ }
+ }
+
+ if ( HasSpawnFlags( SF_PHYSEXPLOSION_NODAMAGE ) )
+ {
+ pEntity->VPhysicsTakeDamage( info );
+ }
+ else
+ {
+ pEntity->TakeDamage( info );
+ }
+ }
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Draw any debug text overlays
+// Output : Current text offset from the top
+//-----------------------------------------------------------------------------
+int CPhysExplosion::DrawDebugTextOverlays( void )
+{
+ int text_offset = BaseClass::DrawDebugTextOverlays();
+
+ if (m_debugOverlays & OVERLAY_TEXT_BIT)
+ {
+ char tempstr[512];
+
+ // print magnitude
+ Q_snprintf(tempstr,sizeof(tempstr)," magnitude: %f", m_damage);
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+
+ // print target entity
+ Q_snprintf(tempstr,sizeof(tempstr)," limit to: %s", STRING(m_targetEntityName));
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+ }
+ return text_offset;
+}
+
+
+//==================================================
+// CPhysImpact
+//==================================================
+
+#define bitsPHYSIMPACT_NOFALLOFF 0x00000001
+#define bitsPHYSIMPACT_INFINITE_LENGTH 0x00000002
+#define bitsPHYSIMPACT_IGNORE_MASS 0x00000004
+#define bitsPHYSIMPACT_IGNORE_NORMAL 0x00000008
+
+#define DEFAULT_EXPLODE_DISTANCE 256
+LINK_ENTITY_TO_CLASS( env_physimpact, CPhysImpact );
+
+BEGIN_DATADESC( CPhysImpact )
+
+ DEFINE_KEYFIELD( m_damage, FIELD_FLOAT, "magnitude" ),
+ DEFINE_KEYFIELD( m_distance, FIELD_FLOAT, "distance" ),
+ DEFINE_KEYFIELD( m_directionEntityName,FIELD_STRING, "directionentityname" ),
+
+ // Function pointers
+ DEFINE_FUNCTION( PointAtEntity ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Impact", InputImpact ),
+
+END_DATADESC()
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysImpact::Activate( void )
+{
+ BaseClass::Activate();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysImpact::Spawn( void )
+{
+ SetMoveType( MOVETYPE_NONE );
+ SetSolid( SOLID_NONE );
+ SetModelName( NULL_STRING );
+
+ //If not targetted, and no distance is set, give it a default value
+ if ( m_distance == 0 )
+ {
+ m_distance = DEFAULT_EXPLODE_DISTANCE;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysImpact::PointAtEntity( void )
+{
+ //If we're not targetted at anything, don't bother
+ if ( m_directionEntityName == NULL_STRING )
+ return;
+
+ UTIL_PointAtNamedEntity( this, m_directionEntityName );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pActivator -
+// *pCaller -
+// useType -
+// value -
+//-----------------------------------------------------------------------------
+void CPhysImpact::InputImpact( inputdata_t &inputdata )
+{
+ Vector dir;
+ trace_t trace;
+
+ //If we have a direction target, setup to point at it
+ if ( m_directionEntityName != NULL_STRING )
+ {
+ PointAtEntity();
+ }
+
+ AngleVectors( GetAbsAngles(), &dir );
+
+ //Setup our trace information
+ float dist = HasSpawnFlags( bitsPHYSIMPACT_INFINITE_LENGTH ) ? MAX_TRACE_LENGTH : m_distance;
+ Vector start = GetAbsOrigin();
+ Vector end = start + ( dir * dist );
+
+ //Trace out
+ UTIL_TraceLine( start, end, MASK_SHOT, this, COLLISION_GROUP_NONE, &trace );
+ if ( trace.startsolid )
+ {
+ // ep1_citadel_04 has a phys_impact just behind another entity, so if we startsolid then
+ // bump out just a little and retry the trace
+ Vector startOffset = start + ( dir * 0.1 );
+ UTIL_TraceLine( startOffset , end, MASK_SHOT, this, COLLISION_GROUP_NONE, &trace );
+ }
+
+ if( debug_physimpact.GetBool() )
+ {
+ NDebugOverlay::Cross3D( start, 24, 255, 255, 255, false, 30 );
+ NDebugOverlay::Line( trace.startpos, trace.endpos, 0, 255, 0, false, 30 );
+ }
+
+ if ( trace.fraction != 1.0 )
+ {
+ // if inside the object, just go opposite the direction
+ if ( trace.startsolid )
+ {
+ trace.plane.normal = -dir;
+ }
+ CBaseEntity *pEnt = trace.m_pEnt;
+
+ IPhysicsObject *pPhysics = pEnt->VPhysicsGetObject();
+ //If the entity is valid, hit it
+ if ( ( pEnt != NULL ) && ( pPhysics != NULL ) )
+ {
+ CTakeDamageInfo info;
+ info.SetAttacker( this);
+ info.SetInflictor( this );
+ info.SetDamage( 0 );
+ info.SetDamageForce( vec3_origin );
+ info.SetDamageType( DMG_GENERIC );
+
+ pEnt->DispatchTraceAttack( info, dir, &trace );
+ ApplyMultiDamage();
+
+ //Damage falls off unless specified or the ray's length is infinite
+ float damage = HasSpawnFlags( bitsPHYSIMPACT_NOFALLOFF | bitsPHYSIMPACT_INFINITE_LENGTH ) ?
+ m_damage : (m_damage * (1.0f-trace.fraction));
+
+ if ( HasSpawnFlags( bitsPHYSIMPACT_IGNORE_MASS ) )
+ {
+ damage *= pPhysics->GetMass();
+ }
+
+ if( debug_physimpact.GetBool() )
+ {
+ NDebugOverlay::Line( trace.endpos, trace.endpos + trace.plane.normal * -128, 255, 0, 0, false, 30 );
+ }
+
+ // Legacy entities applied the force along the impact normal, which yielded unpredictable results.
+ if ( !HasSpawnFlags( bitsPHYSIMPACT_IGNORE_NORMAL ) )
+ {
+ dir = -trace.plane.normal;
+ }
+
+ pPhysics->ApplyForceOffset( damage * dir * phys_pushscale.GetFloat(), trace.endpos );
+ }
+ }
+}
+
+
+class CSimplePhysicsBrush : public CBaseEntity
+{
+ DECLARE_CLASS( CSimplePhysicsBrush, CBaseEntity );
+public:
+ void Spawn()
+ {
+ SetModel( STRING( GetModelName() ) );
+ SetMoveType( MOVETYPE_VPHYSICS );
+ SetSolid( SOLID_VPHYSICS );
+ m_takedamage = DAMAGE_EVENTS_ONLY;
+ }
+};
+
+LINK_ENTITY_TO_CLASS( simple_physics_brush, CSimplePhysicsBrush );
+
+class CSimplePhysicsProp : public CBaseProp
+{
+ DECLARE_CLASS( CSimplePhysicsProp, CBaseProp );
+
+public:
+ void Spawn()
+ {
+ BaseClass::Spawn();
+ SetMoveType( MOVETYPE_VPHYSICS );
+ SetSolid( SOLID_VPHYSICS );
+ m_takedamage = DAMAGE_EVENTS_ONLY;
+ }
+
+ int ObjectCaps()
+ {
+ int caps = BaseClass::ObjectCaps() | FCAP_WCEDIT_POSITION;
+
+ if ( CBasePlayer::CanPickupObject( this, 35, 128 ) )
+ {
+ caps |= FCAP_IMPULSE_USE;
+ }
+
+ return caps;
+ }
+
+ void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+ {
+ CBasePlayer *pPlayer = ToBasePlayer( pActivator );
+ if ( pPlayer )
+ {
+ pPlayer->PickupObject( this );
+ }
+ }
+};
+
+LINK_ENTITY_TO_CLASS( simple_physics_prop, CSimplePhysicsProp );
+
+// UNDONE: Is this worth it?, just recreate the object instead? (that happens when this returns false anyway)
+// recreating works, but is more expensive and won't inherit properties (velocity, constraints, etc)
+bool TransferPhysicsObject( CBaseEntity *pFrom, CBaseEntity *pTo, bool wakeUp )
+{
+ IPhysicsObject *pVPhysics = pFrom->VPhysicsGetObject();
+ if ( !pVPhysics || pVPhysics->IsStatic() )
+ return false;
+
+ // clear out the pointer so it won't get deleted
+ pFrom->VPhysicsSwapObject( NULL );
+ // remove any AI behavior bound to it
+ pVPhysics->RemoveShadowController();
+ // transfer to the new owner
+ pTo->VPhysicsSetObject( pVPhysics );
+ pVPhysics->SetGameData( (void *)pTo );
+ pTo->VPhysicsUpdate( pVPhysics );
+
+ // may have been temporarily disabled by the old object
+ pVPhysics->EnableMotion( true );
+ pVPhysics->EnableGravity( true );
+
+ // Update for the new entity solid type
+ pVPhysics->RecheckCollisionFilter();
+ if ( wakeUp )
+ {
+ pVPhysics->Wake();
+ }
+
+ return true;
+}
+
+// UNDONE: Move/rename this function
+static CBaseEntity *CreateSimplePhysicsObject( CBaseEntity *pEntity, bool createAsleep, bool createAsDebris )
+{
+ CBaseEntity *pPhysEntity = NULL;
+ int modelindex = pEntity->GetModelIndex();
+ const model_t *model = modelinfo->GetModel( modelindex );
+ if ( model && modelinfo->GetModelType(model) == mod_brush )
+ {
+ pPhysEntity = CreateEntityByName( "simple_physics_brush" );
+ }
+ else
+ {
+ pPhysEntity = CreateEntityByName( "simple_physics_prop" );
+ }
+
+ pPhysEntity->KeyValue( "model", STRING(pEntity->GetModelName()) );
+ pPhysEntity->SetAbsOrigin( pEntity->GetAbsOrigin() );
+ pPhysEntity->SetAbsAngles( pEntity->GetAbsAngles() );
+ pPhysEntity->Spawn();
+ if ( !TransferPhysicsObject( pEntity, pPhysEntity, !createAsleep ) )
+ {
+ pPhysEntity->VPhysicsInitNormal( SOLID_VPHYSICS, 0, createAsleep );
+ if ( createAsDebris )
+ pPhysEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
+ }
+ return pPhysEntity;
+}
+
+#define SF_CONVERT_ASLEEP 0x0001
+#define SF_CONVERT_AS_DEBRIS 0x0002
+
+class CPhysConvert : public CLogicalEntity
+{
+ DECLARE_CLASS( CPhysConvert, CLogicalEntity );
+
+public:
+ CPhysConvert( void ) : m_flMassOverride( 0.0f ) {};
+ COutputEvent m_OnConvert;
+
+ // Input handlers
+ void InputConvertTarget( inputdata_t &inputdata );
+
+ DECLARE_DATADESC();
+
+private:
+ string_t m_swapModel;
+ float m_flMassOverride;
+};
+
+LINK_ENTITY_TO_CLASS( phys_convert, CPhysConvert );
+
+BEGIN_DATADESC( CPhysConvert )
+
+ DEFINE_KEYFIELD( m_swapModel, FIELD_STRING, "swapmodel" ),
+ DEFINE_KEYFIELD( m_flMassOverride, FIELD_FLOAT, "massoverride" ),
+
+ // Inputs
+ DEFINE_INPUTFUNC( FIELD_VOID, "ConvertTarget", InputConvertTarget ),
+
+ // Outputs
+ DEFINE_OUTPUT( m_OnConvert, "OnConvert"),
+
+END_DATADESC()
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Input handler that converts our target to a physics object.
+//-----------------------------------------------------------------------------
+void CPhysConvert::InputConvertTarget( inputdata_t &inputdata )
+{
+ bool createAsleep = HasSpawnFlags(SF_CONVERT_ASLEEP);
+ bool createAsDebris = HasSpawnFlags(SF_CONVERT_AS_DEBRIS);
+ // Fire output
+ m_OnConvert.FireOutput( inputdata.pActivator, this );
+
+ CBaseEntity *entlist[512];
+ CBaseEntity *pSwap = gEntList.FindEntityByName( NULL, m_swapModel, NULL, inputdata.pActivator, inputdata.pCaller );
+ CBaseEntity *pEntity = NULL;
+
+ int count = 0;
+ while ( (pEntity = gEntList.FindEntityByName( pEntity, m_target, NULL, inputdata.pActivator, inputdata.pCaller )) != NULL )
+ {
+ entlist[count++] = pEntity;
+ if ( count >= ARRAYSIZE(entlist) )
+ break;
+ }
+
+ // if we're swapping to model out, don't loop over more than one object
+ // multiple objects with the same brush model will render, but the dynamic lights
+ // and decals will be shared between the two instances...
+ if ( pSwap && count > 0 )
+ {
+ count = 1;
+ }
+
+ for ( int i = 0; i < count; i++ )
+ {
+ pEntity = entlist[i];
+
+ // don't convert something that is already physics based
+ if ( pEntity->GetMoveType() == MOVETYPE_VPHYSICS )
+ {
+ Msg( "ERROR phys_convert %s ! Already MOVETYPE_VPHYSICS\n", STRING(pEntity->m_iClassname) );
+ continue;
+ }
+
+ UnlinkFromParent( pEntity );
+
+ if ( pSwap )
+ {
+ // we can't reuse this physics object, so kill it
+ pEntity->VPhysicsDestroyObject();
+ pEntity->SetModel( STRING(pSwap->GetModelName()) );
+ }
+
+ // created phys object, now move hierarchy over
+ CBaseEntity *pPhys = CreateSimplePhysicsObject( pEntity, createAsleep, createAsDebris );
+ if ( pPhys )
+ {
+ // Override the mass if specified
+ if ( m_flMassOverride > 0 )
+ {
+ IPhysicsObject *pPhysObj = pPhys->VPhysicsGetObject();
+ if ( pPhysObj )
+ {
+ pPhysObj->SetMass( m_flMassOverride );
+ }
+ }
+
+ pPhys->SetName( pEntity->GetEntityName() );
+ UTIL_TransferPoseParameters( pEntity, pPhys );
+ TransferChildren( pEntity, pPhys );
+ pEntity->AddSolidFlags( FSOLID_NOT_SOLID );
+ pEntity->AddEffects( EF_NODRAW );
+ UTIL_Remove( pEntity );
+ }
+ }
+}
+
+//============================================================================================================
+// PHYS MAGNET
+//============================================================================================================
+#define SF_MAGNET_ASLEEP 0x0001
+#define SF_MAGNET_MOTIONDISABLED 0x0002
+#define SF_MAGNET_SUCK 0x0004
+#define SF_MAGNET_ALLOWROTATION 0x0008
+#define SF_MAGNET_COAST_HACK 0x0010
+
+LINK_ENTITY_TO_CLASS( phys_magnet, CPhysMagnet );
+
+// BUGBUG: This won't work! Right now you can't save physics pointers inside an embedded type!
+BEGIN_SIMPLE_DATADESC( magnetted_objects_t )
+
+ DEFINE_PHYSPTR( pConstraint ),
+ DEFINE_FIELD( hEntity, FIELD_EHANDLE ),
+
+END_DATADESC()
+
+BEGIN_DATADESC( CPhysMagnet )
+ // Outputs
+ DEFINE_OUTPUT( m_OnMagnetAttach, "OnAttach" ),
+ DEFINE_OUTPUT( m_OnMagnetDetach, "OnDetach" ),
+
+ // Keys
+ DEFINE_KEYFIELD( m_massScale, FIELD_FLOAT, "massScale" ),
+ DEFINE_KEYFIELD( m_iszOverrideScript, FIELD_STRING, "overridescript" ),
+ DEFINE_KEYFIELD( m_iMaxObjectsAttached, FIELD_INTEGER, "maxobjects" ),
+ DEFINE_KEYFIELD( m_forceLimit, FIELD_FLOAT, "forcelimit" ),
+ DEFINE_KEYFIELD( m_torqueLimit, FIELD_FLOAT, "torquelimit" ),
+
+ DEFINE_UTLVECTOR( m_MagnettedEntities, FIELD_EMBEDDED ),
+ DEFINE_PHYSPTR( m_pConstraintGroup ),
+
+ DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_bHasHitSomething, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_flTotalMass, FIELD_FLOAT ),
+ DEFINE_FIELD( m_flRadius, FIELD_FLOAT ),
+ DEFINE_FIELD( m_flNextSuckTime, FIELD_FLOAT ),
+
+ // Inputs
+ DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
+
+END_DATADESC()
+
+//-----------------------------------------------------------------------------
+// Purpose: SendProxy that converts the magnet's attached object UtlVector to entindexes
+//-----------------------------------------------------------------------------
+void SendProxy_MagnetAttachedObjectList( const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
+{
+ CPhysMagnet *pMagnet = (CPhysMagnet*)pData;
+
+ // If this assertion fails, then SendProxyArrayLength_MagnetAttachedArray must have failed.
+ Assert( iElement < pMagnet->GetNumAttachedObjects() );
+
+ pOut->m_Int = pMagnet->GetAttachedObject(iElement)->entindex();
+}
+
+
+int SendProxyArrayLength_MagnetAttachedArray( const void *pStruct, int objectID )
+{
+ CPhysMagnet *pMagnet = (CPhysMagnet*)pStruct;
+ return pMagnet->GetNumAttachedObjects();
+}
+
+IMPLEMENT_SERVERCLASS_ST( CPhysMagnet, DT_PhysMagnet )
+
+ // ROBIN: Disabled because we don't need it anymore
+ /*
+ SendPropArray2(
+ SendProxyArrayLength_MagnetAttachedArray,
+ SendPropInt("magnetattached_array_element", 0, 4, 10, SPROP_UNSIGNED, SendProxy_MagnetAttachedObjectList),
+ 128,
+ 0,
+ "magnetattached_array"
+ )
+ */
+
+END_SEND_TABLE()
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CPhysMagnet::CPhysMagnet( void )
+{
+ m_forceLimit = 0;
+ m_torqueLimit = 0;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CPhysMagnet::~CPhysMagnet( void )
+{
+ DetachAll();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysMagnet::Spawn( void )
+{
+ Precache();
+
+ SetMoveType( MOVETYPE_NONE );
+ SetSolid( SOLID_VPHYSICS );
+ SetModel( STRING( GetModelName() ) );
+
+ m_takedamage = DAMAGE_EVENTS_ONLY;
+
+ solid_t tmpSolid;
+ PhysModelParseSolid( tmpSolid, this, GetModelIndex() );
+ if ( m_massScale > 0 )
+ {
+ tmpSolid.params.mass *= m_massScale;
+ }
+ PhysSolidOverride( tmpSolid, m_iszOverrideScript );
+ VPhysicsInitNormal( GetSolid(), GetSolidFlags(), true, &tmpSolid );
+
+ // Wake it up if not asleep
+ if ( !HasSpawnFlags(SF_MAGNET_ASLEEP) )
+ {
+ VPhysicsGetObject()->Wake();
+ }
+
+ if ( HasSpawnFlags(SF_MAGNET_MOTIONDISABLED) )
+ {
+ VPhysicsGetObject()->EnableMotion( false );
+ }
+
+ m_bActive = true;
+ m_pConstraintGroup = NULL;
+ m_flTotalMass = 0;
+ m_flNextSuckTime = 0;
+
+ BaseClass::Spawn();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysMagnet::Precache( void )
+{
+ PrecacheModel( STRING( GetModelName() ) );
+ BaseClass::Precache();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysMagnet::Touch( CBaseEntity *pOther )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysMagnet::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
+{
+ int otherIndex = !index;
+ CBaseEntity *pOther = pEvent->pEntities[otherIndex];
+
+ // Ignore triggers
+ if ( pOther->IsSolidFlagSet( FSOLID_NOT_SOLID ) )
+ return;
+
+ m_bHasHitSomething = true;
+ DoMagnetSuck( pEvent->pEntities[!index] );
+
+ // Don't pickup if we're not active
+ if ( !m_bActive )
+ return;
+
+ // Hit our maximum?
+ if ( m_iMaxObjectsAttached && m_iMaxObjectsAttached <= GetNumAttachedObjects() )
+ return;
+
+ // This is a hack to solve players (Erik) stacking stuff on their jeeps in coast_01
+ // and being screwed when the crane can't pick them up. We need to get rid of the object.
+ if ( HasSpawnFlags( SF_MAGNET_COAST_HACK ) )
+ {
+ // If the other isn't the jeep, we need to get rid of it
+ if ( !FClassnameIs( pOther, "prop_vehicle_jeep" ) )
+ {
+ // If it takes damage, destroy it
+ if ( pOther->m_takedamage != DAMAGE_NO && pOther->m_takedamage != DAMAGE_EVENTS_ONLY )
+ {
+ CTakeDamageInfo info( this, this, pOther->GetHealth(), DMG_GENERIC | DMG_PREVENT_PHYSICS_FORCE );
+ pOther->TakeDamage( info );
+ }
+ else if ( pEvent->pObjects[ otherIndex ]->IsMoveable() )
+ {
+ // Otherwise, we're screwed, so just remove it
+ UTIL_Remove( pOther );
+ }
+ else
+ {
+ Warning( "CPhysMagnet %s:%d blocking magnet\n",
+ pOther->GetClassname(), pOther->entindex() );
+ }
+ return;
+ }
+ }
+
+ // Make sure it's made of metal
+ const surfacedata_t *phit = physprops->GetSurfaceData( pEvent->surfaceProps[otherIndex] );
+ char cTexType = phit->game.material;
+ if ( cTexType != CHAR_TEX_METAL && cTexType != CHAR_TEX_COMPUTER )
+ {
+ // If we don't have a model, we're done. The texture we hit wasn't metal.
+ if ( !pOther->GetBaseAnimating() )
+ return;
+
+ // If we have a model that wants to be metal, even though we hit a non-metal texture, we'll stick to it
+ if ( Q_strncmp( Studio_GetDefaultSurfaceProps( pOther->GetBaseAnimating()->GetModelPtr() ), "metal", 5 ) )
+ return;
+ }
+
+ IPhysicsObject *pPhysics = pOther->VPhysicsGetObject();
+ if ( pPhysics && pOther->GetMoveType() == MOVETYPE_VPHYSICS && pPhysics->IsMoveable() )
+ {
+ // Make sure we haven't already got this sucker on the magnet
+ int iCount = m_MagnettedEntities.Count();
+ for ( int i = 0; i < iCount; i++ )
+ {
+ if ( m_MagnettedEntities[i].hEntity == pOther )
+ return;
+ }
+
+ // We want to cast a long way to ensure our shadow shows up
+ pOther->SetShadowCastDistance( 2048 );
+
+ // Create a constraint between the magnet and this sucker
+ IPhysicsObject *pMagnetPhysObject = VPhysicsGetObject();
+ Assert( pMagnetPhysObject );
+
+ magnetted_objects_t newEntityOnMagnet;
+ newEntityOnMagnet.hEntity = pOther;
+
+ // Use the right constraint
+ if ( HasSpawnFlags( SF_MAGNET_ALLOWROTATION ) )
+ {
+ constraint_ballsocketparams_t ballsocket;
+ ballsocket.Defaults();
+ ballsocket.constraint.Defaults();
+ ballsocket.constraint.forceLimit = lbs2kg(m_forceLimit);
+ ballsocket.constraint.torqueLimit = lbs2kg(m_torqueLimit);
+
+ Vector vecCollisionPoint;
+ pEvent->pInternalData->GetContactPoint( vecCollisionPoint );
+
+ pMagnetPhysObject->WorldToLocal( &ballsocket.constraintPosition[0], vecCollisionPoint );
+ pPhysics->WorldToLocal( &ballsocket.constraintPosition[1], vecCollisionPoint );
+
+ //newEntityOnMagnet.pConstraint = physenv->CreateBallsocketConstraint( pMagnetPhysObject, pPhysics, m_pConstraintGroup, ballsocket );
+ newEntityOnMagnet.pConstraint = physenv->CreateBallsocketConstraint( pMagnetPhysObject, pPhysics, NULL, ballsocket );
+ }
+ else
+ {
+ constraint_fixedparams_t fixed;
+ fixed.Defaults();
+ fixed.InitWithCurrentObjectState( pMagnetPhysObject, pPhysics );
+ fixed.constraint.Defaults();
+ fixed.constraint.forceLimit = lbs2kg(m_forceLimit);
+ fixed.constraint.torqueLimit = lbs2kg(m_torqueLimit);
+
+ // FIXME: Use the magnet's constraint group.
+ //newEntityOnMagnet.pConstraint = physenv->CreateFixedConstraint( pMagnetPhysObject, pPhysics, m_pConstraintGroup, fixed );
+ newEntityOnMagnet.pConstraint = physenv->CreateFixedConstraint( pMagnetPhysObject, pPhysics, NULL, fixed );
+ }
+
+ newEntityOnMagnet.pConstraint->SetGameData( (void *) this );
+ m_MagnettedEntities.AddToTail( newEntityOnMagnet );
+
+ m_flTotalMass += pPhysics->GetMass();
+ }
+
+ DoMagnetSuck( pOther );
+
+ m_OnMagnetAttach.FireOutput( this, this );
+
+ BaseClass::VPhysicsCollision( index, pEvent );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysMagnet::DoMagnetSuck( CBaseEntity *pOther )
+{
+ if ( !HasSpawnFlags( SF_MAGNET_SUCK ) )
+ return;
+
+ if ( !m_bActive )
+ return;
+
+ // Don't repeatedly suck
+ if ( m_flNextSuckTime > gpGlobals->curtime )
+ return;
+
+ // Look for physics objects underneath the magnet and suck them onto it
+ Vector vecCheckPos, vecSuckPoint;
+ VectorTransform( Vector(0,0,-96), EntityToWorldTransform(), vecCheckPos );
+ VectorTransform( Vector(0,0,-64), EntityToWorldTransform(), vecSuckPoint );
+
+ CBaseEntity *pEntities[20];
+ int iNumEntities = UTIL_EntitiesInSphere( pEntities, 20, vecCheckPos, 80.0, 0 );
+ for ( int i = 0; i < iNumEntities; i++ )
+ {
+ CBaseEntity *pEntity = pEntities[i];
+ if ( !pEntity || pEntity == pOther )
+ continue;
+
+ IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
+ if ( pPhys && pEntity->GetMoveType() == MOVETYPE_VPHYSICS && pPhys->GetMass() < 5000 )
+ {
+ // Do we have line of sight to it?
+ trace_t tr;
+ UTIL_TraceLine( GetAbsOrigin(), pEntity->GetAbsOrigin(), MASK_SHOT, this, 0, &tr );
+ if ( tr.fraction == 1.0 || tr.m_pEnt == pEntity )
+ {
+ // Pull it towards the magnet
+ Vector vecVelocity = (vecSuckPoint - pEntity->GetAbsOrigin());
+ VectorNormalize(vecVelocity);
+ vecVelocity *= 5 * pPhys->GetMass();
+ pPhys->AddVelocity( &vecVelocity, NULL );
+ }
+ }
+ }
+
+ m_flNextSuckTime = gpGlobals->curtime + 2.0;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysMagnet::SetConstraintGroup( IPhysicsConstraintGroup *pGroup )
+{
+ m_pConstraintGroup = pGroup;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Make the magnet active
+//-----------------------------------------------------------------------------
+void CPhysMagnet::InputTurnOn( inputdata_t &inputdata )
+{
+ m_bActive = true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Make the magnet inactive. Drop everything it's got hooked on.
+//-----------------------------------------------------------------------------
+void CPhysMagnet::InputTurnOff( inputdata_t &inputdata )
+{
+ m_bActive = false;
+ DetachAll();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Toggle the magnet's active state
+//-----------------------------------------------------------------------------
+void CPhysMagnet::InputToggle( inputdata_t &inputdata )
+{
+ if ( m_bActive )
+ {
+ InputTurnOff( inputdata );
+ }
+ else
+ {
+ InputTurnOn( inputdata );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: One of our magnet constraints broke
+//-----------------------------------------------------------------------------
+void CPhysMagnet::ConstraintBroken( IPhysicsConstraint *pConstraint )
+{
+ // Find the entity that was constrained and release it
+ int iCount = m_MagnettedEntities.Count();
+ for ( int i = 0; i < iCount; i++ )
+ {
+ if ( m_MagnettedEntities[i].hEntity.Get() != NULL && m_MagnettedEntities[i].pConstraint == pConstraint )
+ {
+ IPhysicsObject *pPhysObject = m_MagnettedEntities[i].hEntity->VPhysicsGetObject();
+
+ if( pPhysObject != NULL )
+ {
+ m_flTotalMass -= pPhysObject->GetMass();
+ }
+
+ m_MagnettedEntities.Remove(i);
+ break;
+ }
+ }
+
+ m_OnMagnetDetach.FireOutput( this, this );
+
+ physenv->DestroyConstraint( pConstraint );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysMagnet::DetachAll( void )
+{
+ // Make sure we haven't already got this sucker on the magnet
+ int iCount = m_MagnettedEntities.Count();
+ for ( int i = 0; i < iCount; i++ )
+ {
+ // Delay a couple seconds to reset to the default shadow cast behavior
+ if ( m_MagnettedEntities[i].hEntity )
+ {
+ m_MagnettedEntities[i].hEntity->SetShadowCastDistance( 0, 2.0f );
+ }
+
+ physenv->DestroyConstraint( m_MagnettedEntities[i].pConstraint );
+ }
+
+ m_MagnettedEntities.Purge();
+ m_flTotalMass = 0;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CPhysMagnet::GetNumAttachedObjects( void )
+{
+ return m_MagnettedEntities.Count();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+float CPhysMagnet::GetTotalMassAttachedObjects( void )
+{
+ return m_flTotalMass;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CBaseEntity *CPhysMagnet::GetAttachedObject( int iIndex )
+{
+ Assert( iIndex < GetNumAttachedObjects() );
+
+ return m_MagnettedEntities[iIndex].hEntity;
+}
+
+class CInfoMassCenter : public CPointEntity
+{
+ DECLARE_CLASS( CInfoMassCenter, CPointEntity );
+public:
+ void Spawn( void )
+ {
+ if ( m_target != NULL_STRING )
+ {
+ masscenteroverride_t params;
+ params.SnapToPoint( m_target, GetAbsOrigin() );
+ PhysSetMassCenterOverride( params );
+ UTIL_Remove( this );
+ }
+ }
+};
+LINK_ENTITY_TO_CLASS( info_mass_center, CInfoMassCenter );
+
+// =============================================================
+// point_push
+// =============================================================
+
+class CPointPush : public CPointEntity
+{
+public:
+ DECLARE_CLASS( CPointPush, CPointEntity );
+
+ virtual void Activate( void );
+ void PushThink( void );
+
+ void InputEnable( inputdata_t &inputdata );
+ void InputDisable( inputdata_t &inputdata );
+
+ DECLARE_DATADESC();
+
+private:
+ inline void PushEntity( CBaseEntity *pTarget );
+
+ bool m_bEnabled;
+ float m_flMagnitude;
+ float m_flRadius;
+ float m_flInnerRadius; // Inner radius where the push eminates from (on a sphere)
+};
+
+LINK_ENTITY_TO_CLASS( point_push, CPointPush );
+
+BEGIN_DATADESC( CPointPush )
+
+ DEFINE_THINKFUNC( PushThink ),
+
+ DEFINE_KEYFIELD( m_bEnabled, FIELD_BOOLEAN, "enabled" ),
+ DEFINE_KEYFIELD( m_flMagnitude, FIELD_FLOAT, "magnitude" ),
+ DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),
+ DEFINE_KEYFIELD( m_flInnerRadius,FIELD_FLOAT, "inner_radius" ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
+
+END_DATADESC();
+
+// Spawnflags
+#define SF_PUSH_TEST_LOS 0x0001
+#define SF_PUSH_DIRECTIONAL 0x0002
+#define SF_PUSH_NO_FALLOFF 0x0004
+#define SF_PUSH_PLAYER 0x0008
+#define SF_PUSH_PHYSICS 0x0010
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointPush::Activate( void )
+{
+ if ( m_bEnabled )
+ {
+ SetThink( &CPointPush::PushThink );
+ SetNextThink( gpGlobals->curtime + 0.05f );
+ }
+
+ BaseClass::Activate();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pTarget -
+//-----------------------------------------------------------------------------
+void CPointPush::PushEntity( CBaseEntity *pTarget )
+{
+ Vector vecPushDir;
+
+ if ( HasSpawnFlags( SF_PUSH_DIRECTIONAL ) )
+ {
+ GetVectors( &vecPushDir, NULL, NULL );
+ }
+ else
+ {
+ vecPushDir = ( pTarget->BodyTarget( GetAbsOrigin(), false ) - GetAbsOrigin() );
+ }
+
+ float dist = VectorNormalize( vecPushDir );
+
+ float flFalloff = ( HasSpawnFlags( SF_PUSH_NO_FALLOFF ) ) ? 1.0f : RemapValClamped( dist, m_flRadius, m_flRadius*0.25f, 0.0f, 1.0f );
+
+ switch( pTarget->GetMoveType() )
+ {
+ case MOVETYPE_NONE:
+ case MOVETYPE_PUSH:
+ case MOVETYPE_NOCLIP:
+ break;
+
+ case MOVETYPE_VPHYSICS:
+ {
+ IPhysicsObject *pPhys = pTarget->VPhysicsGetObject();
+ if ( pPhys )
+ {
+ // UNDONE: Assume the velocity is for a 100kg object, scale with mass
+ pPhys->ApplyForceCenter( m_flMagnitude * flFalloff * 100.0f * vecPushDir * pPhys->GetMass() * gpGlobals->frametime );
+ return;
+ }
+ }
+ break;
+
+ case MOVETYPE_STEP:
+ {
+ // NPCs cannot be lifted up properly, they need to move in 2D
+ vecPushDir.z = 0.0f;
+
+ // NOTE: Falls through!
+ }
+
+ default:
+ {
+ Vector vecPush = (m_flMagnitude * vecPushDir * flFalloff);
+ if ( pTarget->GetFlags() & FL_BASEVELOCITY )
+ {
+ vecPush = vecPush + pTarget->GetBaseVelocity();
+ }
+ if ( vecPush.z > 0 && (pTarget->GetFlags() & FL_ONGROUND) )
+ {
+ pTarget->SetGroundEntity( NULL );
+ Vector origin = pTarget->GetAbsOrigin();
+ origin.z += 1.0f;
+ pTarget->SetAbsOrigin( origin );
+ }
+
+ pTarget->SetBaseVelocity( vecPush );
+ pTarget->AddFlag( FL_BASEVELOCITY );
+ }
+ break;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointPush::PushThink( void )
+{
+ // Get a collection of entities in a radius around us
+ CBaseEntity *pEnts[256];
+ int numEnts = UTIL_EntitiesInSphere( pEnts, 256, GetAbsOrigin(), m_flRadius, 0 );
+ for ( int i = 0; i < numEnts; i++ )
+ {
+ // Must be solid
+ if ( pEnts[i]->IsSolid() == false )
+ continue;
+
+ // Cannot be parented (only push parents)
+ if ( pEnts[i]->GetMoveParent() != NULL )
+ continue;
+
+ // Must be moveable
+ if ( pEnts[i]->GetMoveType() != MOVETYPE_VPHYSICS &&
+ pEnts[i]->GetMoveType() != MOVETYPE_WALK &&
+ pEnts[i]->GetMoveType() != MOVETYPE_STEP )
+ continue;
+
+ // If we don't want to push players, don't
+ if ( pEnts[i]->IsPlayer() && HasSpawnFlags( SF_PUSH_PLAYER ) == false )
+ continue;
+
+ // If we don't want to push physics, don't
+ if ( pEnts[i]->GetMoveType() == MOVETYPE_VPHYSICS && HasSpawnFlags( SF_PUSH_PHYSICS ) == false )
+ continue;
+
+ // Test for LOS if asked to
+ if ( HasSpawnFlags( SF_PUSH_TEST_LOS ) )
+ {
+ Vector vecStartPos = GetAbsOrigin();
+ Vector vecEndPos = pEnts[i]->BodyTarget( vecStartPos, false );
+
+ if ( m_flInnerRadius != 0.0f )
+ {
+ // Find a point on our inner radius sphere to begin from
+ Vector vecDirToTarget = ( vecEndPos - vecStartPos );
+ VectorNormalize( vecDirToTarget );
+ vecStartPos = GetAbsOrigin() + ( vecDirToTarget * m_flInnerRadius );
+ }
+
+ trace_t tr;
+ UTIL_TraceLine( vecStartPos,
+ pEnts[i]->BodyTarget( vecStartPos, false ),
+ MASK_SOLID_BRUSHONLY,
+ this,
+ COLLISION_GROUP_NONE,
+ &tr );
+
+ // Shielded
+ if ( tr.fraction < 1.0f && tr.m_pEnt != pEnts[i] )
+ continue;
+ }
+
+ // Push it along
+ PushEntity( pEnts[i] );
+ }
+
+ // Set us up for the next think
+ SetNextThink( gpGlobals->curtime + 0.05f );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointPush::InputEnable( inputdata_t &inputdata )
+{
+ m_bEnabled = true;
+ SetThink( &CPointPush::PushThink );
+ SetNextThink( gpGlobals->curtime + 0.05f );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointPush::InputDisable( inputdata_t &inputdata )
+{
+ m_bEnabled = false;
+ SetThink( NULL );
+ SetNextThink( gpGlobals->curtime );
+}
|