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-rw-r--r--mp/src/game/server/CRagdollMagnet.cpp444
1 files changed, 222 insertions, 222 deletions
diff --git a/mp/src/game/server/CRagdollMagnet.cpp b/mp/src/game/server/CRagdollMagnet.cpp
index 2710a01e..454f7804 100644
--- a/mp/src/game/server/CRagdollMagnet.cpp
+++ b/mp/src/game/server/CRagdollMagnet.cpp
@@ -1,222 +1,222 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-#include "cbase.h"
-#include "game.h"
-#include "CRagdollMagnet.h"
-#include "cplane.h"
-
-ConVar ai_debug_ragdoll_magnets( "ai_debug_ragdoll_magnets", "0");
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-LINK_ENTITY_TO_CLASS( phys_ragdollmagnet, CRagdollMagnet );
-BEGIN_DATADESC( CRagdollMagnet )
- DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "radius" ),
- DEFINE_KEYFIELD( m_force, FIELD_FLOAT, "force" ),
- DEFINE_KEYFIELD( m_axis, FIELD_VECTOR, "axis" ),
- DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
-
- DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
- DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
-
-END_DATADESC()
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &inputdata -
-//-----------------------------------------------------------------------------
-void CRagdollMagnet::InputEnable( inputdata_t &inputdata )
-{
- Enable( true );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &inputdata -
-//-----------------------------------------------------------------------------
-void CRagdollMagnet::InputDisable( inputdata_t &inputdata )
-{
- Enable( false );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Find the ragdoll magnet entity that should pull this entity's ragdoll
-// Input : *pNPC - the npc that's dying
-// Output : CRagdollMagnet - the magnet that's best to use.
-//
-// NOTES:
-//
-// The nearest ragdoll magnet pulls me in IF:
-// - Present
-// - I'm within the magnet's RADIUS
-// - LATER: There is clear line of sight from my center to the magnet
-// - LATER: I'm not flagged to ignore ragdoll magnets
-// - LATER: The magnet is not turned OFF
-//-----------------------------------------------------------------------------
-CRagdollMagnet *CRagdollMagnet::FindBestMagnet( CBaseEntity *pNPC )
-{
- CRagdollMagnet *pMagnet = NULL;
- CRagdollMagnet *pBestMagnet;
-
- float flClosestDist;
-
- // Assume we won't find one.
- pBestMagnet = NULL;
- flClosestDist = FLT_MAX;
-
- do
- {
- pMagnet = (CRagdollMagnet *)gEntList.FindEntityByClassname( pMagnet, "phys_ragdollmagnet" );
-
- if( pMagnet && pMagnet->IsEnabled() )
- {
- if( pMagnet->m_target != NULL_STRING )
- {
- // if this magnet has a target, only affect that target!
- if( pNPC->GetEntityName() == pMagnet->m_target )
- {
- return pMagnet;
- }
- else
- {
- continue;
- }
- }
-
- float flDist;
- flDist = pMagnet->DistToPoint( pNPC->WorldSpaceCenter() );
-
- if( flDist < flClosestDist && flDist <= pMagnet->GetRadius() )
- {
- // This is the closest magnet that can pull this npc.
- flClosestDist = flDist;
- pBestMagnet = pMagnet;
- }
- }
-
- } while( pMagnet );
-
- return pBestMagnet;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Get the force that we should add to this NPC's ragdoll.
-// Input : *pNPC -
-// Output : Vector
-//
-// NOTE: This function assumes pNPC is within this magnet's radius.
-//-----------------------------------------------------------------------------
-Vector CRagdollMagnet::GetForceVector( CBaseEntity *pNPC )
-{
- Vector vecForceToApply;
-
- if( IsBarMagnet() )
- {
- CPlane axis;
- Vector vecForceDir;
- Vector vecClosest;
-
- CalcClosestPointOnLineSegment( pNPC->WorldSpaceCenter(), GetAbsOrigin(), m_axis, vecClosest, NULL );
-
- vecForceDir = (vecClosest - pNPC->WorldSpaceCenter() );
- VectorNormalize( vecForceDir );
-
- vecForceToApply = vecForceDir * m_force;
- }
- else
- {
- Vector vecForce;
-
- vecForce = GetAbsOrigin() - pNPC->WorldSpaceCenter();
- VectorNormalize( vecForce );
-
- vecForceToApply = vecForce * m_force;
- }
-
- if( ai_debug_ragdoll_magnets.GetBool() )
- {
- IPhysicsObject *pPhysObject;
-
- pPhysObject = pNPC->VPhysicsGetObject();
-
- if( pPhysObject )
- {
- Msg("Ragdoll magnet adding %f inches/sec to %s\n", m_force/pPhysObject->GetMass(), pNPC->GetClassname() );
- }
- }
-
- return vecForceToApply;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: How far away is this point? This is different for point and bar magnets
-// Input : &vecPoint - the point
-// Output : float - the dist
-//-----------------------------------------------------------------------------
-float CRagdollMagnet::DistToPoint( const Vector &vecPoint )
-{
- if( IsBarMagnet() )
- {
- // I'm a bar magnet, so the point's distance is really the plane constant.
- // A bar magnet is a cylinder who's length is AbsOrigin() to m_axis, and whose
- // diameter is m_radius.
-
- // first we build two planes. The TOP and BOTTOM planes.
- // the idea is that vecPoint must be on the right side of both
- // planes to be affected by this particular magnet.
- // TOP and BOTTOM planes can be visualized as the 'caps' of the cylinder
- // that describes the bar magnet, and they point towards each other.
- // We're making sure vecPoint is between the caps.
- Vector vecAxis;
-
- vecAxis = GetAxisVector();
- VectorNormalize( vecAxis );
-
- CPlane top, bottom;
-
- bottom.InitializePlane( -vecAxis, m_axis );
- top.InitializePlane( vecAxis, GetAbsOrigin() );
-
- if( top.PointInFront( vecPoint ) && bottom.PointInFront( vecPoint ) )
- {
- // This point is between the two caps, so calculate the distance
- // of vecPoint from the axis of the bar magnet
- CPlane axis;
- Vector vecUp;
- Vector vecRight;
-
- // Horizontal and Vertical distances.
- float hDist, vDist;
-
- // Need to get a vector that's right-hand to m_axis
- VectorVectors( vecAxis, vecRight, vecUp );
-
- //CrossProduct( vecAxis, vecUp, vecRight );
- //VectorNormalize( vecRight );
- //VectorNormalize( vecUp );
-
- // Set up the plane to measure horizontal dist.
- axis.InitializePlane( vecRight, GetAbsOrigin() );
- hDist = fabs( axis.PointDist( vecPoint ) );
-
- axis.InitializePlane( vecUp, GetAbsOrigin() );
- vDist = fabs( axis.PointDist( vecPoint ) );
-
- return MAX( hDist, vDist );
- }
- else
- {
- return FLT_MAX;
- }
- }
- else
- {
- // I'm a point magnet. Just return dist
- return ( GetAbsOrigin() - vecPoint ).Length();
- }
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "game.h"
+#include "CRagdollMagnet.h"
+#include "cplane.h"
+
+ConVar ai_debug_ragdoll_magnets( "ai_debug_ragdoll_magnets", "0");
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+LINK_ENTITY_TO_CLASS( phys_ragdollmagnet, CRagdollMagnet );
+BEGIN_DATADESC( CRagdollMagnet )
+ DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "radius" ),
+ DEFINE_KEYFIELD( m_force, FIELD_FLOAT, "force" ),
+ DEFINE_KEYFIELD( m_axis, FIELD_VECTOR, "axis" ),
+ DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
+
+END_DATADESC()
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &inputdata -
+//-----------------------------------------------------------------------------
+void CRagdollMagnet::InputEnable( inputdata_t &inputdata )
+{
+ Enable( true );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &inputdata -
+//-----------------------------------------------------------------------------
+void CRagdollMagnet::InputDisable( inputdata_t &inputdata )
+{
+ Enable( false );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Find the ragdoll magnet entity that should pull this entity's ragdoll
+// Input : *pNPC - the npc that's dying
+// Output : CRagdollMagnet - the magnet that's best to use.
+//
+// NOTES:
+//
+// The nearest ragdoll magnet pulls me in IF:
+// - Present
+// - I'm within the magnet's RADIUS
+// - LATER: There is clear line of sight from my center to the magnet
+// - LATER: I'm not flagged to ignore ragdoll magnets
+// - LATER: The magnet is not turned OFF
+//-----------------------------------------------------------------------------
+CRagdollMagnet *CRagdollMagnet::FindBestMagnet( CBaseEntity *pNPC )
+{
+ CRagdollMagnet *pMagnet = NULL;
+ CRagdollMagnet *pBestMagnet;
+
+ float flClosestDist;
+
+ // Assume we won't find one.
+ pBestMagnet = NULL;
+ flClosestDist = FLT_MAX;
+
+ do
+ {
+ pMagnet = (CRagdollMagnet *)gEntList.FindEntityByClassname( pMagnet, "phys_ragdollmagnet" );
+
+ if( pMagnet && pMagnet->IsEnabled() )
+ {
+ if( pMagnet->m_target != NULL_STRING )
+ {
+ // if this magnet has a target, only affect that target!
+ if( pNPC->GetEntityName() == pMagnet->m_target )
+ {
+ return pMagnet;
+ }
+ else
+ {
+ continue;
+ }
+ }
+
+ float flDist;
+ flDist = pMagnet->DistToPoint( pNPC->WorldSpaceCenter() );
+
+ if( flDist < flClosestDist && flDist <= pMagnet->GetRadius() )
+ {
+ // This is the closest magnet that can pull this npc.
+ flClosestDist = flDist;
+ pBestMagnet = pMagnet;
+ }
+ }
+
+ } while( pMagnet );
+
+ return pBestMagnet;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Get the force that we should add to this NPC's ragdoll.
+// Input : *pNPC -
+// Output : Vector
+//
+// NOTE: This function assumes pNPC is within this magnet's radius.
+//-----------------------------------------------------------------------------
+Vector CRagdollMagnet::GetForceVector( CBaseEntity *pNPC )
+{
+ Vector vecForceToApply;
+
+ if( IsBarMagnet() )
+ {
+ CPlane axis;
+ Vector vecForceDir;
+ Vector vecClosest;
+
+ CalcClosestPointOnLineSegment( pNPC->WorldSpaceCenter(), GetAbsOrigin(), m_axis, vecClosest, NULL );
+
+ vecForceDir = (vecClosest - pNPC->WorldSpaceCenter() );
+ VectorNormalize( vecForceDir );
+
+ vecForceToApply = vecForceDir * m_force;
+ }
+ else
+ {
+ Vector vecForce;
+
+ vecForce = GetAbsOrigin() - pNPC->WorldSpaceCenter();
+ VectorNormalize( vecForce );
+
+ vecForceToApply = vecForce * m_force;
+ }
+
+ if( ai_debug_ragdoll_magnets.GetBool() )
+ {
+ IPhysicsObject *pPhysObject;
+
+ pPhysObject = pNPC->VPhysicsGetObject();
+
+ if( pPhysObject )
+ {
+ Msg("Ragdoll magnet adding %f inches/sec to %s\n", m_force/pPhysObject->GetMass(), pNPC->GetClassname() );
+ }
+ }
+
+ return vecForceToApply;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: How far away is this point? This is different for point and bar magnets
+// Input : &vecPoint - the point
+// Output : float - the dist
+//-----------------------------------------------------------------------------
+float CRagdollMagnet::DistToPoint( const Vector &vecPoint )
+{
+ if( IsBarMagnet() )
+ {
+ // I'm a bar magnet, so the point's distance is really the plane constant.
+ // A bar magnet is a cylinder who's length is AbsOrigin() to m_axis, and whose
+ // diameter is m_radius.
+
+ // first we build two planes. The TOP and BOTTOM planes.
+ // the idea is that vecPoint must be on the right side of both
+ // planes to be affected by this particular magnet.
+ // TOP and BOTTOM planes can be visualized as the 'caps' of the cylinder
+ // that describes the bar magnet, and they point towards each other.
+ // We're making sure vecPoint is between the caps.
+ Vector vecAxis;
+
+ vecAxis = GetAxisVector();
+ VectorNormalize( vecAxis );
+
+ CPlane top, bottom;
+
+ bottom.InitializePlane( -vecAxis, m_axis );
+ top.InitializePlane( vecAxis, GetAbsOrigin() );
+
+ if( top.PointInFront( vecPoint ) && bottom.PointInFront( vecPoint ) )
+ {
+ // This point is between the two caps, so calculate the distance
+ // of vecPoint from the axis of the bar magnet
+ CPlane axis;
+ Vector vecUp;
+ Vector vecRight;
+
+ // Horizontal and Vertical distances.
+ float hDist, vDist;
+
+ // Need to get a vector that's right-hand to m_axis
+ VectorVectors( vecAxis, vecRight, vecUp );
+
+ //CrossProduct( vecAxis, vecUp, vecRight );
+ //VectorNormalize( vecRight );
+ //VectorNormalize( vecUp );
+
+ // Set up the plane to measure horizontal dist.
+ axis.InitializePlane( vecRight, GetAbsOrigin() );
+ hDist = fabs( axis.PointDist( vecPoint ) );
+
+ axis.InitializePlane( vecUp, GetAbsOrigin() );
+ vDist = fabs( axis.PointDist( vecPoint ) );
+
+ return MAX( hDist, vDist );
+ }
+ else
+ {
+ return FLT_MAX;
+ }
+ }
+ else
+ {
+ // I'm a point magnet. Just return dist
+ return ( GetAbsOrigin() - vecPoint ).Length();
+ }
+}