Ejemplo n.º 1
0
void CWeaponHL2MPBase::Materialize( void )
{
	if ( IsEffectActive( EF_NODRAW ) )
	{
		// changing from invisible state to visible.
		EmitSound( "AlyxEmp.Charge" );
		
		RemoveEffects( EF_NODRAW );
		DoMuzzleFlash();
	}

	if ( HasSpawnFlags( SF_NORESPAWN ) == false )
	{
		VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );
		SetMoveType( MOVETYPE_VPHYSICS );

		HL2MPRules()->AddLevelDesignerPlacedObject( this );
	}

	if ( HasSpawnFlags( SF_NORESPAWN ) == false )
	{
		if ( GetOriginalSpawnOrigin() == vec3_origin )
		{
			m_vOriginalSpawnOrigin = GetAbsOrigin();
			m_vOriginalSpawnAngles = GetAbsAngles();
		}
	}

	SetPickupTouch();

	SetThink (NULL);
}
Ejemplo n.º 2
0
//====================================================================================
// WEAPON SPAWNING
//====================================================================================
//-----------------------------------------------------------------------------
// Purpose: Make a weapon visible and tangible
//-----------------------------------------------------------------------------// 
void CBaseCombatWeapon::Materialize( void )
{
	if ( IsEffectActive( EF_NODRAW ) )
	{
		// changing from invisible state to visible.
#ifdef HL2MP
		EmitSound( "AlyxEmp.Charge" );
#else
		EmitSound( "BaseCombatWeapon.WeaponMaterialize" );
#endif
		
		RemoveEffects( EF_NODRAW );
		DoMuzzleFlash();
	}
#ifdef HL2MP
	if ( HasSpawnFlags( SF_NORESPAWN ) == false )
	{
		VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );
		SetMoveType( MOVETYPE_VPHYSICS );

		HL2MPRules()->AddLevelDesignerPlacedObject( this );
	}
#else
	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_TRIGGER );
#endif

	SetPickupTouch();

	SetThink (NULL);
}
Ejemplo n.º 3
0
bool CItem::CreateItemVPhysicsObject( void )
{
	// Create the object in the physics system
	int nSolidFlags = GetSolidFlags() | FSOLID_NOT_STANDABLE;
	if ( !m_bActivateWhenAtRest )
	{
		nSolidFlags |= FSOLID_TRIGGER;
	}

	if ( VPhysicsInitNormal( SOLID_VPHYSICS, nSolidFlags, false ) == NULL )
	{
		SetSolid( SOLID_BBOX );
		AddSolidFlags( nSolidFlags ); 

		// If it's not physical, drop it to the floor
		if (UTIL_DropToFloor(this, MASK_SOLID) == 0)
		{
			Warning( "Item %s fell out of level at %f,%f,%f\n", GetClassname(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z);
			UTIL_Remove( this );
			return false;
		}
	}

	return true;
}
Ejemplo n.º 4
0
void CGEGrenade::Spawn( void )
{
	Precache();
	BaseClass::Spawn();
	SetModel( "models/weapons/grenade/w_grenade.mdl" );
	
	// So NPC's can "see" us
	AddFlag( FL_OBJECT );

	m_takedamage	= DAMAGE_YES;
	m_iHealth		= 1;
	m_bHitSomething = false;
	m_bDroppedOnDeath = false;

	// Default Damages they should be modified by the thrower
	SetDamage( 320 );
	SetDamageRadius( 260 );

	SetSize( -Vector(4,4,4), Vector(4,4,4) );
	SetCollisionGroup( COLLISION_GROUP_MINE );
	
	// Init our physics definition
	VPhysicsInitNormal( SOLID_VPHYSICS, GetSolidFlags() | FSOLID_TRIGGER, false );
	SetMoveType( MOVETYPE_VPHYSICS );

	// Don't think until we have a time to think about!
	SetThink( NULL );

	// Bounce if we hit something!
	SetTouch( &BaseClass::BounceTouch );

	AddSolidFlags( FSOLID_NOT_STANDABLE );
}
Ejemplo n.º 5
0
void CSatchelCharge::Spawn( void )
{
	Precache( );
	SetModel( "models/Weapons/w_slam.mdl" );

	VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );
	SetMoveType( MOVETYPE_VPHYSICS );

	SetCollisionGroup( COLLISION_GROUP_WEAPON );

	UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2));

	SetThink( &CSatchelCharge::SatchelThink );
	SetNextThink( gpGlobals->curtime + 0.1f );

	m_flDamage		= sk_plr_dmg_satchel.GetFloat();
	m_DmgRadius		= sk_satchel_radius.GetFloat();
	m_takedamage	= DAMAGE_YES;
	m_iHealth		= 1;

	SetGravity( UTIL_ScaleForGravity( 560 ) );	// slightly lower gravity
	SetFriction( 1.0 );
	SetSequence( 1 );
	SetDamage( 150 );

	m_bIsAttached			= false;
	m_bInAir				= true;
	m_flNextBounceSoundTime	= 0;

	m_vLastPosition	= vec3_origin;

	m_hGlowSprite = NULL;
	CreateEffects();
}
Ejemplo n.º 6
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CGETKnife::Spawn( void )
{
	Precache();
	BaseClass::Spawn();

	SetModel( "models/weapons/knife/w_tknife.mdl" );
	SetSize( -Vector(8,8,8), Vector(8,8,8) );

	// Init our physics definition
	VPhysicsInitNormal( SOLID_VPHYSICS, GetSolidFlags() | FSOLID_TRIGGER, false );
	SetMoveType( MOVETYPE_VPHYSICS );
	SetCollisionGroup( COLLISION_GROUP_GRENADE );

	// No Air-Drag, lower gravity
	VPhysicsGetObject()->EnableDrag( false );
	SetGravity( UTIL_ScaleForGravity( 540.0f ) );

	m_bInAir = true;
	m_takedamage = DAMAGE_NO;
	AddSolidFlags( FSOLID_NOT_STANDABLE );

	m_flStopFlyingTime = gpGlobals->curtime + 4.5f;

//	const CBaseEntity *host = te->GetSuppressHost();
//	te->SetSuppressHost( NULL );
//	DispatchParticleEffect( "tracer_tknife", PATTACH_POINT_FOLLOW, this, "tip" );
//	te->SetSuppressHost( (CBaseEntity*)host );

	SetTouch( &CGETKnife::DamageTouch );

	SetThink( &CGETKnife::SoundThink );
	SetNextThink( gpGlobals->curtime );
}
Ejemplo n.º 7
0
bool CPhysBox::CreateVPhysics()
{
	solid_t tmpSolid;
	PhysModelParseSolid( tmpSolid, this, GetModelIndex() );
	if ( m_massScale > 0 )
	{
		float mass = tmpSolid.params.mass * m_massScale;
		mass = clamp( mass, 0.5, 1e6 );
		tmpSolid.params.mass = mass;
	}

	PhysSolidOverride( tmpSolid, m_iszOverrideScript );
	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) )
	{
		VPhysicsGetObject()->Wake();
	}

	if ( HasSpawnFlags(SF_PHYSBOX_MOTIONDISABLED) || m_damageToEnableMotion > 0  )
	{
		VPhysicsGetObject()->EnableMotion( false );
	}

	// only send data when physics moves this object
	NetworkStateManualMode( true );

	return true;
}
Ejemplo n.º 8
0
//-----------------------------------------------------------------------------
// Special trigger representation (OBB)
//-----------------------------------------------------------------------------
void CCollisionProperty::WorldSpaceTriggerBounds( Vector *pVecWorldMins, Vector *pVecWorldMaxs ) const
{
	WorldSpaceAABB( pVecWorldMins, pVecWorldMaxs );
	if ( ( GetSolidFlags() & FSOLID_USE_TRIGGER_BOUNDS ) == 0 )
		return;

	// Don't bloat below, we don't want to trigger it with our heads
	pVecWorldMins->x -= m_triggerBloat;
	pVecWorldMins->y -= m_triggerBloat;

	pVecWorldMaxs->x += m_triggerBloat;
	pVecWorldMaxs->y += m_triggerBloat;
	pVecWorldMaxs->z += (float)m_triggerBloat * 0.5f;
}
Ejemplo n.º 9
0
//====================================================================================
// FALL TO GROUND
//====================================================================================
//-----------------------------------------------------------------------------
// Purpose: Setup for the fall
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::FallInit( void )
{
	SetModel( GetWorldModel() );
	VPhysicsDestroyObject();

	if ( !VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ) )
	{
		SetMoveType( MOVETYPE_FLYGRAVITY );
		SetSolid( SOLID_BBOX );
		AddSolidFlags( FSOLID_TRIGGER );
	}
	else
	{
#if !defined( CLIENT_DLL )
		// Constrained start?
		if ( HasSpawnFlags( SF_WEAPON_START_CONSTRAINED ) )
		{
			//Constrain the weapon in place
			IPhysicsObject *pReferenceObject, *pAttachedObject;
			
			pReferenceObject = g_PhysWorldObject;
			pAttachedObject = VPhysicsGetObject();

			if ( pReferenceObject && pAttachedObject )
			{
				constraint_fixedparams_t fixed;
				fixed.Defaults();
				fixed.InitWithCurrentObjectState( pReferenceObject, pAttachedObject );
				
				fixed.constraint.forceLimit	= lbs2kg( 10000 );
				fixed.constraint.torqueLimit = lbs2kg( 10000 );

				m_pConstraint = physenv->CreateFixedConstraint( pReferenceObject, pAttachedObject, NULL, fixed );

				m_pConstraint->SetGameData( (void *) this );
			}
		}
#endif //CLIENT_DLL
	}	

	SetPickupTouch();
	
	SetThink( &CBaseCombatWeapon::FallThink );

	SetNextThink( gpGlobals->curtime + 0.1f );
}
Ejemplo n.º 10
0
void CBaseCombatWeapon::Materialize( void )
{
	if ( IsEffectActive( EF_NODRAW ) )
	{
		RemoveEffects( EF_NODRAW );
//		DoMuzzleFlash();
	}

//	if ( HasSpawnFlags( SF_NORESPAWN ) == false )
//	{
		VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );
		SetMoveType( MOVETYPE_VPHYSICS );
//	}

	SetPickupTouch();

	SetThink (NULL);
}
Ejemplo n.º 11
0
void CTripmineGrenade::Spawn( void )
{
	Precache( );
	// motor
	SetMoveType( MOVETYPE_FLY );
	SetSolid( SOLID_BBOX );
	SetModel( "models/Weapons/w_slam.mdl" );

    IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true );
	pObject->EnableMotion( false );
	SetCollisionGroup( COLLISION_GROUP_WEAPON );

	SetCycle( 0.0f );
	m_nBody			= 3;
	m_flDamage		= sk_plr_dmg_tripmine.GetFloat();
	m_DmgRadius		= sk_tripmine_radius.GetFloat();

	ResetSequenceInfo( );
	m_flPlaybackRate	= 0;
	
	UTIL_SetSize(this, Vector( -4, -4, -2), Vector(4, 4, 2));

	m_flPowerUp = gpGlobals->curtime + 2.0;
	
	SetThink( &CTripmineGrenade::PowerupThink );
	SetNextThink( gpGlobals->curtime + 0.2 );

	m_takedamage		= DAMAGE_YES;

	m_iHealth = 1;

	EmitSound( "TripmineGrenade.Place" );
	SetDamage ( 200 );

	// Tripmine sits at 90 on wall so rotate back to get m_vecDir
	QAngle angles = GetAbsAngles();
	angles.x -= 90;

	AngleVectors( angles, &m_vecDir );
	m_vecEnd = GetAbsOrigin() + m_vecDir * 2048;

	AddEffects( EF_NOSHADOW );
}
Ejemplo n.º 12
0
//-----------------------------------------------------------------------------
// 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 )
	{
		float mass = tmpSolid.params.mass * m_massScale;
		mass = clamp( mass, 0.5, 1e6 );
		tmpSolid.params.mass = mass;
	}
	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();
}
void CHoldout::Spawn( void )
{
#ifdef MFS
if (HL2MPRules()->IsHoldout() == false)
{
return;
}
#endif
	Precache( );
	SetModel( "models/objectives/holdout/holdout.mdl" );

	VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );

	SetCollisionGroup(COLLISION_GROUP_INTERACTIVE);

	//UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2));

	SetUse( &CHoldout::HoldoutUse );
	SetThink( &CHoldout::HoldoutThink );
	SetNextThink( gpGlobals->curtime + 0.1f );

	m_hGlowSprite = NULL;
}
		void Spawn( void )
		{
			Precache();
			BaseClass::Spawn();

			SetModel(ENTITY_MODEL);

			SetMoveType(MOVETYPE_FLYGRAVITY);
			SetSolid(SOLID_BBOX);
			SetBlocksLOS(false);
			AddEFlags(EFL_NO_ROTORWASH_PUSH);

			SetCollisionGroup(COLLISION_GROUP_WEAPON);

			int nSolidFlags = GetSolidFlags() | FSOLID_NOT_STANDABLE | FSOLID_NOT_STANDABLE | FSOLID_TRIGGER | FSOLID_USE_TRIGGER_BOUNDS;

			VPhysicsInitNormal(SOLID_VPHYSICS, nSolidFlags, false);

			CollisionProp()->UseTriggerBounds(true, 64);

			SetUse(&CItemFlashlightBattery::Pickup);

			SetGlow(true);
		};