bool CASWTraceFilterShot::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { Assert( pHandleEntity ); if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt2 ) ) return false; CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity ); // don't collide with other projectiles if ( dynamic_cast<CASW_Flamer_Projectile*>( pEntity ) != NULL ) return false; if ( dynamic_cast<CASW_Extinguisher_Projectile*>( pEntity ) != NULL ) return false; if ( pEntity && pEntity->Classify() == CLASS_ASW_MARINE ) { if ( m_bSkipMarines ) return false; CASW_Marine *pMarine = assert_cast<CASW_Marine*>( pEntity ); if ( m_bSkipRollingMarines && pMarine->GetCurrentMeleeAttack() && pMarine->GetCurrentMeleeAttack()->m_nAttackID == CASW_Melee_System::s_nRollAttackID ) return false; if ( m_bSkipMarinesReflectingProjectiles && pMarine->IsReflectingProjectiles() ) return false; } if ( m_bSkipAliens && pEntity && IsAlienClass( pEntity->Classify() ) ) return false; return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask ); }
//----------------------------------------------------------------------------- // The trace filter! //----------------------------------------------------------------------------- bool CTraceFilterSimple::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { if ( !StandardFilterRules( pHandleEntity, contentsMask ) ) return false; if ( m_pPassEnt ) { if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) ) { return false; } } // Don't test if the game code tells us we should ignore this collision... CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity ); if ( !pEntity ) return false; if ( !pEntity->ShouldCollide( m_collisionGroup, contentsMask ) ) return false; if ( pEntity && !g_pGameRules->ShouldCollide( m_collisionGroup, pEntity->GetCollisionGroup() ) ) return false; if ( m_pExtraShouldHitCheckFunction && (! ( m_pExtraShouldHitCheckFunction( pHandleEntity, contentsMask ) ) ) ) return false; return true; }
bool CTraceFilterSkipTwoEntities::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { Assert( pHandleEntity ); if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt2 ) ) return false; return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask ); }
//----------------------------------------------------------------------------- // Purpose: // Input : *pHandleEntity - // contentsMask - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CASW_Trace_Filter_Door_Crush::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { if ( !StandardFilterRules( pHandleEntity, contentsMask ) ) return false; if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) ) return false; // Don't test if the game code tells us we should ignore this collision... CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity ); if ( pEntity ) { //Msg("%f CASW_Trace_Filter_Door_Crush::ShouldHitEntity %s\n", gpGlobals->curtime, pEntity->GetClassname()); if ( !pEntity->ShouldCollide( m_collisionGroup, contentsMask ) ) return false; if ( !g_pGameRules->ShouldCollide( m_collisionGroup, pEntity->GetCollisionGroup() ) ) return false; if ( pEntity->Classify() == CLASS_ASW_DOOR ) return false; if ( pEntity->m_takedamage == DAMAGE_NO ) return false; // Translate the vehicle into its driver for damage if ( pEntity->GetServerVehicle() != NULL ) { CBaseEntity *pDriver = pEntity->GetServerVehicle()->GetPassenger(); if ( pDriver != NULL ) { pEntity = pDriver; } } Vector attackDir = pEntity->WorldSpaceCenter() - m_dmgInfo->GetAttacker()->WorldSpaceCenter(); VectorNormalize( attackDir ); pEntity->TakeDamage( *m_dmgInfo ); //CalculateMeleeDamageForce( &info, attackDir, info.GetAttacker()->WorldSpaceCenter(), m_flForceScale ); return true; } return false; }
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) ) return false; CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity ); if ( pEntity ) { if ( g_pGameRules->ShouldCollide( m_collisionGroupAlreadyChecked, pEntity->GetCollisionGroup() ) ) return false; if ( g_pGameRules->ShouldCollide( m_newCollisionGroup, pEntity->GetCollisionGroup() ) ) return true; } return false; }
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) ) return false; CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity ); if ( pEntity ) { if ( pEntity == m_pPassEnt2 ) return false; if ( pEntity->GetCollisionGroup() == TF_COLLISIONGROUP_GRENADES ) return false; if ( pEntity->GetCollisionGroup() == TFCOLLISION_GROUP_ROCKETS ) return false; if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ) return false; if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_NONE ) return false; return true; } return true; }
void CGETKnife::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) { // Call the baseclass first so we don't interfere with the normal running of things BaseClass::VPhysicsCollision( index, pEvent ); // Grab what we hit CBaseEntity *pOther = pEvent->pEntities[!index]; if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) ) return; if ( !PassServerEntityFilter( this, pOther) ) return; if ( !g_pGameRules->ShouldCollide( GetCollisionGroup(), pOther->GetCollisionGroup() ) ) return; trace_t tr; CollisionEventToTrace( index, pEvent, tr ); Vector vecAiming = pEvent->preVelocity[index]; VectorNormalize( vecAiming ); if ( pOther->m_takedamage != DAMAGE_NO && (pOther->IsPlayer() || pOther->IsNPC()) ) { ClearMultiDamage(); CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), GetDamage(), DMG_SLASH | DMG_NEVERGIB ); CalculateMeleeDamageForce( &dmgInfo, vecAiming, tr.endpos, TKNIFE_FORCE_SCALE ); dmgInfo.SetDamagePosition( tr.endpos ); if ( this->GetOwnerEntity() && this->GetOwnerEntity()->IsPlayer() ) { CBasePlayer *pPlayer = ToBasePlayer( this->GetOwnerEntity() ); dmgInfo.SetWeapon( pPlayer->Weapon_OwnsThisType( "weapon_throwing_knife" ) ); } pOther->DispatchTraceAttack( dmgInfo, vecAiming, &tr ); ApplyMultiDamage(); PhysCallbackSetVelocity( pEvent->pObjects[index], vec3_origin ); SetTouch( NULL ); SetThink( NULL ); PhysCallbackRemove( this->NetworkProp() ); } else { if ( pOther->IsWorld() ) { // We hit the world, we have to check if this is sky trace_t tr2; Vector origin; pEvent->pInternalData->GetContactPoint( origin ); UTIL_TraceLine( origin, origin + (vecAiming * 4), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr2 ); if ( tr2.surface.flags & SURF_SKY ) { // We hit sky, remove us NOW SetTouch( NULL ); SetThink( NULL ); PhysCallbackRemove( this->NetworkProp() ); return; } } m_bInAir = false; CollisionProp()->UseTriggerBounds( true, 24 ); g_PostSimulationQueue.QueueCall( this, &CBaseEntity::SetOwnerEntity, (CBaseEntity*)NULL ); // const CBaseEntity *host = te->GetSuppressHost(); // te->SetSuppressHost( NULL ); // StopParticleEffects( this ); // te->SetSuppressHost( (CBaseEntity*)host ); SetTouch( &CGETKnife::PickupTouch ); SetThink( &CGETKnife::RemoveThink ); g_PostSimulationQueue.QueueCall(this, &CBaseEntity::SetCollisionGroup, COLLISION_GROUP_DROPPEDWEAPON); SetNextThink( gpGlobals->curtime + 10.0f ); } }
void CGETKnife::DamageTouch( CBaseEntity *pOther ) { if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) ) return; if ( !PassServerEntityFilter( this, pOther) ) return; if ( !g_pGameRules->ShouldCollide( GetCollisionGroup(), pOther->GetCollisionGroup() ) ) return; if (!pOther->IsPlayer() && !pOther->IsNPC()) return; Vector vecAiming; VPhysicsGetObject()->GetVelocity( &vecAiming, NULL ); VectorNormalize( vecAiming ); trace_t tr; UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + (vecAiming * 24), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); // We didn't hit the player again with our damage cast. Do a cast to the player's center to get a proper hit. if (tr.m_pEnt != pOther) { Vector TargetVec = pOther->GetAbsOrigin(); TargetVec.z = min(GetAbsOrigin().z, pOther->EyePosition().z); //Make sure we don't cast over their head. UTIL_TraceLine(GetAbsOrigin(), pOther->GetAbsOrigin(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); } // TEMPORARY DEBUGGING PURPOSES // DebugDrawLine( tr.startpos, tr.endpos, 0, 255, 0, true, 5.0f ); // debugoverlay->AddSweptBoxOverlay( tr.startpos, tr.endpos, CollisionProp()->OBBMins(), CollisionProp()->OBBMaxs(), GetAbsAngles(), 0, 0, 255, 100, 5.0f ); // END TEMPORARY // If our target can take damage and the trace actually hit our target if ( pOther->m_takedamage != DAMAGE_NO && tr.fraction < 1.0f && tr.m_pEnt == pOther ) { ClearMultiDamage(); CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), GetDamage(), DMG_SLASH | DMG_NEVERGIB ); CalculateMeleeDamageForce( &dmgInfo, vecAiming, tr.endpos, TKNIFE_FORCE_SCALE ); dmgInfo.SetDamagePosition( tr.endpos ); if ( this->GetOwnerEntity() && this->GetOwnerEntity()->IsPlayer() ) { CBasePlayer *pPlayer = ToBasePlayer( this->GetOwnerEntity() ); dmgInfo.SetWeapon( pPlayer->Weapon_OwnsThisType( "weapon_knife_throwing" ) ); } pOther->DispatchTraceAttack( dmgInfo, vecAiming, &tr ); ApplyMultiDamage(); SetAbsVelocity( vec3_origin ); SetTouch( NULL ); SetThink( NULL ); PhysCallbackRemove( this->NetworkProp() ); } }