// This function is in replacement of "Touch" since we are using the VPhysics
// and that does not stimulate "Touch" responses if we collide with the world
void CGEGrenade::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->IsWorld() )
	{
		m_bHitSomething = true;

		surfacedata_t *phit = physprops->GetSurfaceData( pEvent->surfaceProps[!index] );
		if ( phit->game.material == 'X' )
		{
			// Game Over, we hit the sky box, remove the rocket from the world (no explosion)
			PhysCallbackRemove( GetNetworkable() );
			return;
		}
	}
}
Exemple #2
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void CRagdollBoogie::DecrementSuppressionCount(CBaseEntity *pTarget)
{
    // Look for other boogies on the ragdoll + kill them
    CBaseEntity *pNext;
    for (CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pNext)
    {
        pNext = pChild->NextMovePeer();
        CRagdollBoogie *pBoogie = dynamic_cast<CRagdollBoogie*>(pChild);
        if (!pBoogie)
            continue;

        if (--pBoogie->m_nSuppressionCount <= 0)
        {
            pBoogie->m_nSuppressionCount = 0;

            float dt = gpGlobals->curtime - pBoogie->m_flStartTime;
            if (dt >= pBoogie->m_flBoogieLength)
            {
                PhysCallbackRemove(pBoogie->NetworkProp());
            }
        }
    }
}
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() );
	}
}