Ejemplo n.º 1
0
void CWeaponGravityGun::AttachObject( CBaseEntity *pObject, const Vector& start, const Vector &end, float distance )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if( !pOwner )
		return;
	m_hObject = pObject;
	m_useDown = false;
	IPhysicsObject *pPhysics = pObject ? (pObject->VPhysicsGetObject()) : NULL;
	if ( pPhysics && pObject->GetMoveType() == MOVETYPE_VPHYSICS )
	{
		m_distance = distance;

		Vector worldPosition;
		pObject->WorldToEntitySpace( end, &worldPosition );
		m_worldPosition = worldPosition;
		m_gravCallback.AttachEntity( pOwner, pObject, pPhysics, pObject->GetAbsOrigin() );

		m_originalObjectPosition = pObject->GetAbsOrigin();

		pPhysics->Wake();
		PhysSetGameFlags( pPhysics, FVPHYSICS_PLAYER_HELD );

#ifndef CLIENT_DLL
		Pickup_OnPhysGunPickup( pObject, pOwner );
#endif
	}
	else
	{
		m_hObject = NULL;
	}
}
Ejemplo n.º 2
0
void CWeaponGravityGun::AttachObject( CBaseEntity *pObject, const Vector& start, const Vector &end, float distance )
{
	m_hObject = pObject;
	m_useDown = false;
	IPhysicsObject *pPhysics = pObject ? (pObject->VPhysicsGetObject()) : NULL;
	if ( pPhysics && pObject->GetMoveType() == MOVETYPE_VPHYSICS )
	{
		m_distance = distance;

		m_gravCallback.AttachEntity( pObject, pPhysics, end );
		float mass = pPhysics->GetMass();
		Msg( "Object mass: %.2f lbs (%.2f kg)\n", kg2lbs(mass), mass );
		float vel = phys_gunvel.GetFloat();
		if ( mass > phys_gunmass.GetFloat() )
		{
			vel = (vel*phys_gunmass.GetFloat())/mass;
		}
		m_gravCallback.SetMaxVelocity( vel );
//		Msg( "Object mass: %.2f lbs (%.2f kg) %f %f %f\n", kg2lbs(mass), mass, pObject->GetAbsOrigin().x, pObject->GetAbsOrigin().y, pObject->GetAbsOrigin().z );
//		Msg( "ANG: %f %f %f\n", pObject->GetAbsAngles().x, pObject->GetAbsAngles().y, pObject->GetAbsAngles().z );

		m_originalObjectPosition = pObject->GetAbsOrigin();

		m_pelletAttract = -1;
		m_pelletHeld = -1;

		pPhysics->Wake();
		SortPelletsForObject( pObject );
		
		CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
		if( pOwner )
		{
			Pickup_OnPhysGunPickup( pObject, pOwner );
		}
	}
	else
	{
		m_hObject = NULL;
	}
}
Ejemplo n.º 3
0
void CWeaponGravityGun::UpdateObject( void )
{
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	Assert( pPlayer );

	CBaseEntity *pObject = m_hObject;
	if ( !pObject )
		return;

	if ( !m_gravCallback.UpdateObject( pPlayer, pObject ) )
	{
		DetachObject();
		return;
	}
}
Ejemplo n.º 4
0
void CWeaponGravityGun::DetachObject( void )
{
	m_pelletHeld = -1;
	m_pelletAttract = -1;
	m_glueTouching = false;
	SetObjectPelletsColor( 255, 0, 0 );
	m_objectPelletCount = 0;

	if ( m_hObject )
	{
		CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
		Pickup_OnPhysGunDrop( m_hObject, pOwner, DROPPED_BY_CANNON );

		m_gravCallback.DetachEntity();
		m_hObject = NULL;
	}
}
Ejemplo n.º 5
0
void CWeaponGravityGun::DetachObject( void )
{
	if ( m_hObject )
	{
#ifndef CLIENT_DLL
		CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
		Pickup_OnPhysGunDrop( m_hObject, pOwner, DROPPED_BY_CANNON );
#endif

		IPhysicsObject *pPhysics = m_hObject->VPhysicsGetObject();
		if ( pPhysics )
		{
			PhysClearGameFlags( pPhysics, FVPHYSICS_PLAYER_HELD );
		}
		m_gravCallback.DetachEntity();
		m_hObject = NULL;
	}
}
Ejemplo n.º 6
0
void CWeaponGravityGun::DetachObject( void )
{
	if ( m_hObject )
	{
#ifndef CLIENT_DLL
		CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
		Pickup_OnPhysGunDrop( m_hObject, pOwner, DROPPED_BY_CANNON );
#endif

		IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
		int count = m_hObject->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
		for ( int i = 0; i < count; i++ )
		{
			PhysClearGameFlags( pList[i], FVPHYSICS_PLAYER_HELD );
		}
		m_gravCallback.DetachEntity();
		m_hObject = NULL;
		m_physicsBone = 0;
	}
}
Ejemplo n.º 7
0
void CWeaponGravityGun::AttachObject( CBaseEntity *pObject, IPhysicsObject *pPhysics, short physicsbone, const Vector& start, const Vector &end, float distance )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if( !pOwner )
		return;
	m_hObject = pObject;
	m_physicsBone = physicsbone;
	m_useDown = false;
	if ( pPhysics && pObject->GetMoveType() == MOVETYPE_VPHYSICS )
	{
		m_distance = distance;

		Vector worldPosition;
		pPhysics->WorldToLocal( &worldPosition, end );
		m_worldPosition = worldPosition;
		Vector vecOrigin;
		pPhysics->GetPosition( &vecOrigin, NULL );
		m_gravCallback.AttachEntity( pOwner, pObject, pPhysics, physicsbone, vecOrigin );

		m_originalObjectPosition = vecOrigin;

		pPhysics->Wake();
		IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
		int count = pObject->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
		for ( int i = 0; i < count; i++ )
		{
			PhysSetGameFlags( pList[i], FVPHYSICS_PLAYER_HELD );
		}

#ifndef CLIENT_DLL
		Pickup_OnPhysGunPickup( pObject, pOwner );
#endif
	}
	else
	{
		m_hObject = NULL;
		m_physicsBone = 0;
	}
}
Ejemplo n.º 8
0
void CWeaponGravityGun::EffectUpdate( void )
{
	Vector start, angles, forward, right;
	trace_t tr;

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if ( !pOwner )
		return;

	m_viewModelIndex = pOwner->entindex();
	// Make sure I've got a view model
	CBaseViewModel *vm = pOwner->GetViewModel();
	if ( vm )
	{
		m_viewModelIndex = vm->entindex();
	}

	pOwner->EyeVectors( &forward, &right, NULL );

	start = pOwner->Weapon_ShootPosition();
	Vector end = start + forward * 4096;

	UTIL_TraceLine( start, end, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr );
	end = tr.endpos;
	float distance = tr.fraction * 4096;
	if ( tr.fraction != 1 )
	{
		// too close to the player, drop the object
		if ( distance < 36 )
		{
			DetachObject();
			return;
		}
	}

	if ( m_hObject == NULL && tr.DidHitNonWorldEntity() )
	{
		CBaseEntity *pEntity = tr.m_pEnt;
		// inform the object what was hit
		ClearMultiDamage();
		pEntity->DispatchTraceAttack( CTakeDamageInfo( pOwner, pOwner, 0, DMG_PHYSGUN ), forward, &tr );
		ApplyMultiDamage();
		AttachObject( pEntity, start, tr.endpos, distance );
		m_lastYaw = pOwner->EyeAngles().y;
	}

	// Add the incremental player yaw to the target transform
	matrix3x4_t curMatrix, incMatrix, nextMatrix;
	QAngle ang(0.0f, pOwner->EyeAngles().y - m_lastYaw, 0.0f);
	AngleMatrix( m_gravCallback.m_targetRotation, curMatrix );
	AngleMatrix( ang, incMatrix );
	ConcatTransforms( incMatrix, curMatrix, nextMatrix );
	MatrixAngles( nextMatrix, m_gravCallback.m_targetRotation );
	m_lastYaw = pOwner->EyeAngles().y;

	CBaseEntity *pObject = m_hObject;
	if ( pObject )
	{
		if ( m_useDown )
		{
			if ( pOwner->m_afButtonPressed & IN_USE )
			{
				m_useDown = false;
			}
		}
		else 
		{
			if ( pOwner->m_afButtonPressed & IN_USE )
			{
				m_useDown = true;
			}
		}

		if ( m_useDown )
		{
			pOwner->SetPhysicsFlag( PFLAG_DIROVERRIDE, true );
			if ( pOwner->m_nButtons & IN_FORWARD )
			{
				m_distance = UTIL_Approach( 1024, m_distance, gpGlobals->frametime * 100 );
			}
			if ( pOwner->m_nButtons & IN_BACK )
			{
				m_distance = UTIL_Approach( 40, m_distance, gpGlobals->frametime * 100 );
			}
		}

		if ( pOwner->m_nButtons & IN_WEAPON1 )
		{
			m_distance = UTIL_Approach( 1024, m_distance, m_distance * 0.1 );
		}
		if ( pOwner->m_nButtons & IN_WEAPON2 )
		{
			m_distance = UTIL_Approach( 40, m_distance, m_distance * 0.1 );
		}

		// Send the object a physics damage message (0 damage). Some objects interpret this 
		// as something else being in control of their physics temporarily.
		pObject->TakeDamage( CTakeDamageInfo( this, pOwner, 0, DMG_PHYSGUN ) );

		Vector newPosition = start + forward * m_distance;
		// 24 is a little larger than 16 * sqrt(2) (extent of player bbox)
		// HACKHACK: We do this so we can "ignore" the player and the object we're manipulating
		// If we had a filter for tracelines, we could simply filter both ents and start from "start"
		Vector awayfromPlayer = start + forward * 24;

		UTIL_TraceLine( start, awayfromPlayer, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
		if ( tr.fraction == 1 )
		{
			UTIL_TraceLine( awayfromPlayer, newPosition, MASK_SOLID, pObject, COLLISION_GROUP_NONE, &tr );
			Vector dir = tr.endpos - newPosition;
			float distance = VectorNormalize(dir);
			float maxDist = m_gravCallback.m_maxVel * gpGlobals->frametime;
			if ( distance >  maxDist )
			{
				newPosition += dir * maxDist;
		}
		else
		{
			newPosition = tr.endpos;
		}
		}
		else
		{
			newPosition = tr.endpos;
		}

		CreatePelletAttraction( phys_gunglueradius.GetFloat(), pObject );
			
		// If I'm looking more than 20 degrees away from the glue point, then give up
		// This lets the player "gesture" for the glue to let go.
		Vector pelletDir = m_gravCallback.m_worldPosition - start;
		VectorNormalize(pelletDir);
		if ( DotProduct( pelletDir, forward ) < 0.939 )	// 0.939 ~= cos(20deg)
			{
			// lose attach for 2 seconds if you're too far away
			m_glueTime = gpGlobals->curtime + 1;
			}

		if ( m_pelletHeld >= 0 && gpGlobals->curtime > m_glueTime )
		{
			CGravityPellet *pPelletAttract = m_activePellets[m_pelletAttract].pellet;

			g_pEffects->Sparks( pPelletAttract->GetAbsOrigin() );
		}

		m_gravCallback.SetTargetPosition( newPosition );
		Vector dir = (newPosition - pObject->GetLocalOrigin());
		m_movementLength = dir.Length();
	}
	else
	{
		m_gravCallback.SetTargetPosition( end );
	}
	if ( m_pelletHeld >= 0 && gpGlobals->curtime > m_glueTime )
	{
		Vector worldNormal, worldPos;
		GetPelletWorldCoords( m_pelletAttract, &worldPos, &worldNormal );

		m_gravCallback.SetAutoAlign( m_activePellets[m_pelletHeld].localNormal, m_activePellets[m_pelletHeld].pellet->GetLocalOrigin(), worldNormal, worldPos );
	}
	else
	{
		m_gravCallback.ClearAutoAlign();
	}
}
Ejemplo n.º 9
0
void CWeaponGravityGun::EffectUpdate( void )
{
	Vector start, forward, right;
	trace_t tr;

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if ( !pOwner )
		return;

	pOwner->EyeVectors( &forward, &right, NULL );

	start = pOwner->Weapon_ShootPosition();

	TraceLine( &tr );
	Vector end = tr.endpos;
	float distance = tr.fraction * 4096;

	if ( m_hObject == NULL && tr.DidHitNonWorldEntity() )
	{
		CBaseEntity *pEntity = tr.m_pEnt;
		AttachObject( pEntity, GetPhysObjFromPhysicsBone( pEntity, tr.physicsbone ), tr.physicsbone, start, tr.endpos, distance );
	}

	// Add the incremental player yaw to the target transform
	QAngle angles = m_gravCallback.TransformAnglesFromPlayerSpace( m_gravCallback.m_targetRotation, pOwner );

	CBaseEntity *pObject = m_hObject;
	if ( pObject )
	{
		if ( m_useDown )
		{
			if ( pOwner->m_afButtonPressed & IN_USE )
			{
				m_useDown = false;
			}
		}
		else 
		{
			if ( pOwner->m_afButtonPressed & IN_USE )
			{
				m_useDown = true;
			}
		}

		if ( m_useDown )
		{
#ifndef CLIENT_DLL
			pOwner->SetPhysicsFlag( PFLAG_DIROVERRIDE, true );
#endif
			if ( pOwner->m_nButtons & IN_FORWARD )
			{
				m_distance = Approach( 1024, m_distance, gpGlobals->frametime * 100 );
			}
			if ( pOwner->m_nButtons & IN_BACK )
			{
				m_distance = Approach( 40, m_distance, gpGlobals->frametime * 100 );
			}
		}

		if ( pOwner->m_nButtons & IN_WEAPON1 )
		{
			m_distance = Approach( 1024, m_distance, m_distance * 0.1 );
		}
		if ( pOwner->m_nButtons & IN_WEAPON2 )
		{
			m_distance = Approach( 40, m_distance, m_distance * 0.1 );
		}

		IPhysicsObject *pPhys = GetPhysObjFromPhysicsBone( pObject, m_physicsBone );
		if ( pPhys )
		{
			if ( pPhys->IsAsleep() )
			{
				// on the odd chance that it's gone to sleep while under anti-gravity
				pPhys->Wake();
			}

			Vector newPosition = start + forward * m_distance;
			Vector offset;
			pPhys->LocalToWorld( &offset, m_worldPosition );
			Vector vecOrigin;
			pPhys->GetPosition( &vecOrigin, NULL );
			m_gravCallback.SetTargetPosition( newPosition + (vecOrigin - offset), angles );
			Vector dir = (newPosition - pObject->GetLocalOrigin());
			m_movementLength = dir.Length();
		}
	}
	else
	{
		m_targetPosition = end;
		//m_gravCallback.SetTargetPosition( end, m_gravCallback.m_targetRotation );
	}
}
Ejemplo n.º 10
0
void CWeaponGravityGun::EffectUpdate( void )
{
	Vector start, forward, right;
	trace_t tr;

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if ( !pOwner )
		return;

	pOwner->EyeVectors( &forward, &right, NULL );

	start = pOwner->Weapon_ShootPosition();

	TraceLine( &tr );
	Vector end = tr.endpos;
	float distance = tr.fraction * 4096;
	if ( tr.fraction != 1 )
	{
		// too close to the player, drop the object
		if ( distance < 36 )
		{
			DetachObject();
			return;
		}
	}

	if ( m_hObject == NULL && tr.DidHitNonWorldEntity() )
	{
		CBaseEntity *pEntity = tr.m_pEnt;
		AttachObject( pEntity, start, tr.endpos, distance );
		m_lastYaw = pOwner->EyeAngles().y;
	}

	// Add the incremental player yaw to the target transform
	matrix3x4_t curMatrix, incMatrix, nextMatrix;

	AngleMatrix( m_gravCallback.m_targetRotation, curMatrix );
	AngleMatrix( QAngle(0,pOwner->EyeAngles().y - m_lastYaw,0), incMatrix );
	ConcatTransforms( incMatrix, curMatrix, nextMatrix );
	MatrixAngles( nextMatrix, m_gravCallback.m_targetRotation );
	m_lastYaw = pOwner->EyeAngles().y;

	CBaseEntity *pObject = m_hObject;
	if ( pObject )
	{
		if ( m_useDown )
		{
			if ( pOwner->m_afButtonPressed & IN_USE )
			{
				m_useDown = false;
			}
		}
		else 
		{
			if ( pOwner->m_afButtonPressed & IN_USE )
			{
				m_useDown = true;
			}
		}

		if ( m_useDown )
		{
#ifndef CLIENT_DLL
			pOwner->SetPhysicsFlag( PFLAG_DIROVERRIDE, true );
#endif
			if ( pOwner->m_nButtons & IN_FORWARD )
			{
				m_distance = Approach( 1024, m_distance, gpGlobals->frametime * 100 );
			}
			if ( pOwner->m_nButtons & IN_BACK )
			{
				m_distance = Approach( 40, m_distance, gpGlobals->frametime * 100 );
			}
		}

		if ( pOwner->m_nButtons & IN_WEAPON1 )
		{
			m_distance = Approach( 1024, m_distance, m_distance * 0.1 );
#ifdef CLIENT_DLL
			if ( gpGlobals->maxClients > 1 )
			{
				gHUD.m_bSkipClear = false;
			}
#endif
		}
		if ( pOwner->m_nButtons & IN_WEAPON2 )
		{
			m_distance = Approach( 40, m_distance, m_distance * 0.1 );
#ifdef CLIENT_DLL
			if ( gpGlobals->maxClients > 1 )
			{
				gHUD.m_bSkipClear = false;
			}
#endif
		}

		IPhysicsObject *pPhys = pObject->VPhysicsGetObject();
		if ( pPhys && pPhys->IsAsleep() )
		{
			// on the odd chance that it's gone to sleep while under anti-gravity
			pPhys->Wake();
		}

		Vector newPosition = start + forward * m_distance;
		Vector offset;
		pObject->EntityToWorldSpace( m_worldPosition, &offset );
		m_gravCallback.SetTargetPosition( newPosition + (pObject->GetAbsOrigin() - offset), m_gravCallback.m_targetRotation );
		Vector dir = (newPosition - pObject->GetLocalOrigin());
		m_movementLength = dir.Length();
	}
	else
	{
		m_targetPosition = end;
		//m_gravCallback.SetTargetPosition( end, m_gravCallback.m_targetRotation );
	}
}