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;
	}
}
void CGrabController::DetachEntity( void )
{
	CBaseEntity *pEntity = GetAttached();
	if ( pEntity )
	{
		IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
		if ( pPhys )
		{
			// on the odd chance that it's gone to sleep while under anti-gravity
			pPhys->Wake();
			pPhys->SetDamping( NULL, &m_saveRotDamping );
			PhysClearGameFlags( pPhys, FVPHYSICS_PLAYER_HELD );
		}
	}
	m_attachedEntity = NULL;
	physenv->DestroyMotionController( m_controller );
	m_controller = NULL;
}
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;
	}
}
Esempio n. 4
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//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::OpenHooks( bool bSilent )
{
	if( !bSilent )
	{
		EmitSound( "NPC_CombineMine.OpenHooks" );
	}

	if( VPhysicsGetObject() )
	{
		// It's possible to not have a valid physics object here, since this function doubles as an initialization function.
		PhysClearGameFlags( VPhysicsGetObject(), FVPHYSICS_CONSTRAINT_STATIC );

		VPhysicsGetObject()->EnableMotion( true );
	}

	SetPoseParameter( m_iAllHooks, BOUNCEBOMB_HOOK_RANGE );

#ifdef _XBOX 
	RemoveEffects( EF_NOSHADOW );
#endif

}
void CGrabController::DetachEntity( bool bClearVelocity )
{
	Assert(!PhysIsInCallback());
	CBaseEntity *pEntity = GetAttached();
	if ( pEntity )
	{
		// Restore the LS blocking state
		pEntity->SetBlocksLOS( m_bCarriedEntityBlocksLOS );
		IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
		int count = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
		for ( int i = 0; i < count; i++ )
		{
			IPhysicsObject *pPhys = pList[i];
			if ( !pPhys )
				continue;

			// on the odd chance that it's gone to sleep while under anti-gravity
			pPhys->EnableDrag( true );
			pPhys->Wake();
			pPhys->SetMass( m_savedMass[i] );
			pPhys->SetDamping( NULL, &m_savedRotDamping[i] );
			PhysClearGameFlags( pPhys, FVPHYSICS_PLAYER_HELD );
			if ( bClearVelocity )
			{
				PhysForceClearVelocity( pPhys );
			}
			else
			{
				ClampPhysicsVelocity( pPhys, player_walkspeed.GetFloat() * 1.5f, 2.0f * 360.0f );
			}

		}
	}

	m_attachedEntity = NULL;
	physenv->DestroyMotionController( m_controller );
	m_controller = NULL;
}
Esempio n. 6
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//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CRagdollProp::ClearFlagsThink( void )
{
	PhysClearGameFlags( VPhysicsGetObject(), FVPHYSICS_WAS_THROWN );
	m_bFirstCollisionAfterLaunch = false;
	SetThink( NULL );
}