diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/server/physics_impact_damage.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/server/physics_impact_damage.h')
| -rw-r--r-- | sp/src/game/server/physics_impact_damage.h | 132 |
1 files changed, 66 insertions, 66 deletions
diff --git a/sp/src/game/server/physics_impact_damage.h b/sp/src/game/server/physics_impact_damage.h index 40183c75..2bd46a1e 100644 --- a/sp/src/game/server/physics_impact_damage.h +++ b/sp/src/game/server/physics_impact_damage.h @@ -1,66 +1,66 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef PHYSICS_IMPACT_DAMAGE_H
-#define PHYSICS_IMPACT_DAMAGE_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-struct impactentry_t
-{
- float impulse;
- float damage;
-};
-
-// UNDONE: Add a flag to turn off aggregation of mass in object systems (e.g. ragdolls, vehicles)?
-struct impactdamagetable_t
-{
- impactentry_t *linearTable;
- impactentry_t *angularTable;
- int linearCount; // array size of linearTable
- int angularCount; // array size of angularTable
-
- float minSpeedSqr; // minimum squared impact speed for damage
- float minRotSpeedSqr;
- float minMass; // minimum mass to do damage
-
- // filter out reall small objects, set all to zero to disable
- float smallMassMax;
- float smallMassCap;
- float smallMassMinSpeedSqr;
-
- // exaggerate the effects of really large objects, set all to 1 to disable
- float largeMassMin;
- float largeMassScale;
- float largeMassFallingScale; // emphasize downward impacts so that this will kill instead of stress (we have more information here than there)
- float myMinVelocity; // filter out any energy lost by me unless my velocity is greater than this
-};
-
-
-
-extern impactdamagetable_t gDefaultNPCImpactDamageTable;
-extern impactdamagetable_t gDefaultPlayerImpactDamageTable;
-extern impactdamagetable_t gDefaultPlayerVehicleImpactDamageTable;
-
-// NOTE Default uses default NPC table
-float CalculateDefaultPhysicsDamage( int index, gamevcollisionevent_t *pEvent, float energyScale, bool allowStaticDamage, int &damageTypeOut, string_t iszDamageTableName = NULL_STRING, bool bDamageFromHeldObjects = false );
-
-// use passes in the table
-float CalculatePhysicsImpactDamage( int index, gamevcollisionevent_t *pEvent, const impactdamagetable_t &table, float energyScale, bool allowStaticDamage, int &damageTypeOut, bool bDamageFromHeldObjects = false );
-
-struct vphysics_objectstress_t
-{
- float exertedStress;
- float receivedStress;
- bool hasNonStaticStress;
- bool hasLargeObjectContact;
-};
-
-float CalculateObjectStress( IPhysicsObject *pObject, CBaseEntity *pOwnerEntity, vphysics_objectstress_t *pOutput );
-
-#endif // PHYSICS_IMPACT_DAMAGE_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef PHYSICS_IMPACT_DAMAGE_H +#define PHYSICS_IMPACT_DAMAGE_H +#ifdef _WIN32 +#pragma once +#endif + + +struct impactentry_t +{ + float impulse; + float damage; +}; + +// UNDONE: Add a flag to turn off aggregation of mass in object systems (e.g. ragdolls, vehicles)? +struct impactdamagetable_t +{ + impactentry_t *linearTable; + impactentry_t *angularTable; + int linearCount; // array size of linearTable + int angularCount; // array size of angularTable + + float minSpeedSqr; // minimum squared impact speed for damage + float minRotSpeedSqr; + float minMass; // minimum mass to do damage + + // filter out reall small objects, set all to zero to disable + float smallMassMax; + float smallMassCap; + float smallMassMinSpeedSqr; + + // exaggerate the effects of really large objects, set all to 1 to disable + float largeMassMin; + float largeMassScale; + float largeMassFallingScale; // emphasize downward impacts so that this will kill instead of stress (we have more information here than there) + float myMinVelocity; // filter out any energy lost by me unless my velocity is greater than this +}; + + + +extern impactdamagetable_t gDefaultNPCImpactDamageTable; +extern impactdamagetable_t gDefaultPlayerImpactDamageTable; +extern impactdamagetable_t gDefaultPlayerVehicleImpactDamageTable; + +// NOTE Default uses default NPC table +float CalculateDefaultPhysicsDamage( int index, gamevcollisionevent_t *pEvent, float energyScale, bool allowStaticDamage, int &damageTypeOut, string_t iszDamageTableName = NULL_STRING, bool bDamageFromHeldObjects = false ); + +// use passes in the table +float CalculatePhysicsImpactDamage( int index, gamevcollisionevent_t *pEvent, const impactdamagetable_t &table, float energyScale, bool allowStaticDamage, int &damageTypeOut, bool bDamageFromHeldObjects = false ); + +struct vphysics_objectstress_t +{ + float exertedStress; + float receivedStress; + bool hasNonStaticStress; + bool hasLargeObjectContact; +}; + +float CalculateObjectStress( IPhysicsObject *pObject, CBaseEntity *pOwnerEntity, vphysics_objectstress_t *pOutput ); + +#endif // PHYSICS_IMPACT_DAMAGE_H |