Beispiel #1
0
//-----------------------------------------------------------------------------
// Purpose: Recompute my rendering box
//-----------------------------------------------------------------------------
void C_Strider::ClientThink()
{
	// The reason why this is here, as opposed to in SetObjectCollisionBox,
	// is because of IK. The code below recomputes bones so as to get at the hitboxes,
	// which causes IK to trigger, which causes raycasts against the other entities to occur,
	// which is illegal to do while in the Relink phase.

	ComputeEntitySpaceHitboxSurroundingBox( &m_vecRenderMins, &m_vecRenderMaxs );
	// UNDONE: Disabled this until we can get closer to a final map and tune
#if 0
	// Cut ropes.
	if ( gpGlobals->curtime >= m_flNextRopeCutTime )
	{
		// Blow the bbox out a little.
		Vector vExtendedMins = vecMins - Vector( 50, 50, 50 );
		Vector vExtendedMaxs = vecMaxs + Vector( 50, 50, 50 );

		C_RopeKeyframe *ropes[512];
		int nRopes = C_RopeKeyframe::GetRopesIntersectingAABB( ropes, ARRAYSIZE( ropes ), GetAbsOrigin() + vExtendedMins, GetAbsOrigin() + vExtendedMaxs );
		for ( int i=0; i < nRopes; i++ )
		{
			C_RopeKeyframe *pRope = ropes[i];

			if ( pRope->GetEndEntity() )
			{
				Vector vPos;
				if ( pRope->GetEndPointPos( 1, vPos ) )
				{
					// Detach the endpoint.
					pRope->SetEndEntity( NULL );
					
					// Make some spark effect here..
					g_pEffects->Sparks( vPos );
				}				
			}
		}

		m_flNextRopeCutTime = gpGlobals->curtime + 0.5;
	}
#endif

	// True argument because the origin may have stayed the same, but the size is expected to always change
	g_pClientShadowMgr->AddToDirtyShadowList( this, true );
}
Beispiel #2
0
//-----------------------------------------------------------------------------
// Purpose: Recompute my rendering box
//-----------------------------------------------------------------------------
void C_Strider::ClientThink()
{
	int i;
	Vector vecMins, vecMaxs;
	Vector vecAbsMins, vecAbsMaxs;
	matrix3x4_t worldToStrider, hitboxToStrider;
	Vector vecBoxMins, vecBoxMaxs;
	Vector vecBoxAbsMins, vecBoxAbsMaxs;
	mstudiohitboxset_t *set;
	CBoneCache *pCache = NULL;

	// The reason why this is here, as opposed to in SetObjectCollisionBox,
	// is because of IK. The code below recomputes bones so as to get at the hitboxes,
	// which causes IK to trigger, which causes raycasts against the other entities to occur,
	// which is illegal to do while in the Relink phase.

	CStudioHdr *pStudioHdr = GetModelPtr();
	if (!pStudioHdr)
		goto doneWithComputation;

	set = pStudioHdr->pHitboxSet( m_nHitboxSet );
	if ( !set || !set->numhitboxes )
		goto doneWithComputation;

	pCache = GetBoneCache( pStudioHdr );

	matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
	pCache->ReadCachedBonePointers( hitboxbones, pStudioHdr->numbones() );

	// Compute a box in world space that surrounds this entity
	m_vecRenderMins.Init( FLT_MAX, FLT_MAX, FLT_MAX );
	m_vecRenderMaxs.Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );

	MatrixInvert( EntityToWorldTransform(), worldToStrider );

	for ( i = 0; i < set->numhitboxes; i++ )
	{
		mstudiobbox_t *pbox = set->pHitbox(i);
		ConcatTransforms( worldToStrider, *hitboxbones[pbox->bone], hitboxToStrider );

		TransformAABB( hitboxToStrider, pbox->bbmin, pbox->bbmax, vecBoxMins, vecBoxMaxs );
		VectorMin( m_vecRenderMins, vecBoxMins, m_vecRenderMins );
		VectorMax( m_vecRenderMaxs, vecBoxMaxs, m_vecRenderMaxs );
	}

	// UNDONE: Disabled this until we can get closer to a final map and tune
#if 0
	// Cut ropes.
	if ( gpGlobals->curtime >= m_flNextRopeCutTime )
	{
		// Blow the bbox out a little.
		Vector vExtendedMins = vecMins - Vector( 50, 50, 50 );
		Vector vExtendedMaxs = vecMaxs + Vector( 50, 50, 50 );

		C_RopeKeyframe *ropes[512];
		int nRopes = C_RopeKeyframe::GetRopesIntersectingAABB( ropes, ARRAYSIZE( ropes ), GetAbsOrigin() + vExtendedMins, GetAbsOrigin() + vExtendedMaxs );
		for ( int i=0; i < nRopes; i++ )
		{
			C_RopeKeyframe *pRope = ropes[i];

			if ( pRope->GetEndEntity() )
			{
				Vector vPos;
				if ( pRope->GetEndPointPos( 1, vPos ) )
				{
					// Detach the endpoint.
					pRope->SetEndEntity( NULL );
					
					// Make some spark effect here..
					g_pEffects->Sparks( vPos );
				}				
			}
		}

		m_flNextRopeCutTime = gpGlobals->curtime + 0.5;
	}
#endif

doneWithComputation:	
	// True argument because the origin may have stayed the same, but the size is expected to always change
	g_pClientShadowMgr->AddToDirtyShadowList( this, true );
}