void CRagdollLRURetirement::Update( float frametime ) // EPISODIC VERSION { VPROF( "CRagdollLRURetirement::Update" ); // Compress out dead items int i, next; int iMaxRagdollCount = m_iMaxRagdolls; if ( iMaxRagdollCount == -1 ) { iMaxRagdollCount = g_ragdoll_maxcount.GetInt(); } // fade them all for the low violence version if ( g_RagdollLVManager.IsLowViolence() ) { iMaxRagdollCount = 0; } m_iRagdollCount = 0; m_iSimulatedRagdollCount = 0; // First, find ragdolls that are good candidates for deletion because they are not // visible at all, or are in a culled visibility box for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next ) { next = m_LRU.Next(i); CBaseAnimating *pRagdoll = m_LRU[i].Get(); if ( pRagdoll ) { m_iRagdollCount++; IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject(); if (pObject && !pObject->IsAsleep()) { m_iSimulatedRagdollCount++; } if ( m_LRU.Count() > iMaxRagdollCount ) { //Found one, we're done. if ( ShouldRemoveThisRagdoll( pRagdoll ) == true ) { #ifdef CLIENT_DLL pRagdoll->SUB_Remove(); #else pRagdoll->SUB_StartFadeOut( 0 ); #endif m_LRU.Remove(i); return; } } } else { m_LRU.Remove(i); } } ////////////////////////////// /// EPISODIC ALGORITHM /// ////////////////////////////// // If we get here, it means we couldn't find a suitable ragdoll to remove, // so just remove the furthest one. int furthestOne = m_LRU.Head(); float furthestDistSq = 0; #ifdef CLIENT_DLL ACTIVE_SPLITSCREEN_PLAYER_GUARD( 0 ); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); #else CBasePlayer *pPlayer = g_pGameRules->IsMultiplayer() ? NULL : UTIL_GetLocalPlayer(); #endif if (pPlayer && m_LRU.Count() > iMaxRagdollCount) // find the furthest one algorithm { Vector PlayerOrigin = pPlayer->GetAbsOrigin(); // const CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next ) { CBaseAnimating *pRagdoll = m_LRU[i].Get(); next = m_LRU.Next(i); IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject(); if ( pRagdoll && (pRagdoll->GetEffectEntity() || ( pObject && !pObject->IsAsleep()) ) ) continue; if ( pRagdoll ) { // float distToPlayer = (pPlayer->GetAbsOrigin() - pRagdoll->GetAbsOrigin()).LengthSqr(); float distToPlayer = (PlayerOrigin - pRagdoll->GetAbsOrigin()).LengthSqr(); if (distToPlayer > furthestDistSq) { furthestOne = i; furthestDistSq = distToPlayer; } } else // delete bad rags first. { furthestOne = i; break; } } CBaseAnimating *pRemoveRagdoll = m_LRU[ furthestOne ].Get(); #ifdef CLIENT_DLL pRemoveRagdoll->SUB_Remove(); #else pRemoveRagdoll->SUB_StartFadeOut( 0 ); #endif } else // fall back on old-style pick the oldest one algorithm { for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next ) { if ( m_LRU.Count() <= iMaxRagdollCount ) break; next = m_LRU.Next(i); CBaseAnimating *pRagdoll = m_LRU[i].Get(); //Just ignore it until we're done burning/dissolving. IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject(); if ( pRagdoll && (pRagdoll->GetEffectEntity() || ( pObject && !pObject->IsAsleep()) ) ) continue; #ifdef CLIENT_DLL pRagdoll->SUB_Remove(); #else pRagdoll->SUB_StartFadeOut( 0 ); #endif m_LRU.Remove(i); } } }
void CRagdollLRURetirement::Update( float frametime ) // Non-episodic version { VPROF( "CRagdollLRURetirement::Update" ); // Compress out dead items int i, next; int iMaxRagdollCount = m_iMaxRagdolls; if ( iMaxRagdollCount == -1 ) { iMaxRagdollCount = g_ragdoll_maxcount.GetInt(); } // fade them all for the low violence version if ( g_RagdollLVManager.IsLowViolence() ) { iMaxRagdollCount = 0; } m_iRagdollCount = 0; m_iSimulatedRagdollCount = 0; // remove ragdolls with a forced retire time for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next ) { next = m_LRU.Next(i); CBaseAnimating *pRagdoll = m_LRU[i].Get(); //Just ignore it until we're done burning/dissolving. if ( pRagdoll && pRagdoll->GetEffectEntity() ) continue; // ignore if it's not time to force retire this ragdoll if ( m_LRU[i].GetForcedRetireTime() == 0.0f || gpGlobals->curtime < m_LRU[i].GetForcedRetireTime() ) continue; //Msg(" Removing ragdoll %s due to forced retire time of %f (now = %f)\n", pRagdoll->GetModelName(), m_LRU[i].GetForcedRetireTime(), gpGlobals->curtime ); #ifdef CLIENT_DLL pRagdoll->SUB_Remove(); #else pRagdoll->SUB_StartFadeOut( 0 ); #endif m_LRU.Remove(i); } for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next ) { next = m_LRU.Next(i); CBaseAnimating *pRagdoll = m_LRU[i].Get(); if ( pRagdoll ) { m_iRagdollCount++; IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject(); if (pObject && !pObject->IsAsleep()) { m_iSimulatedRagdollCount++; } if ( m_LRU.Count() > iMaxRagdollCount ) { //Found one, we're done. if ( ShouldRemoveThisRagdoll( pRagdoll ) == true ) { #ifdef CLIENT_DLL pRagdoll->SUB_Remove(); #else pRagdoll->SUB_StartFadeOut( 0 ); #endif m_LRU.Remove(i); return; } } } else { m_LRU.Remove(i); } } ////////////////////////////// /// ORIGINAL ALGORITHM /// ////////////////////////////// // not episodic -- this is the original mechanism for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next ) { if ( m_LRU.Count() <= iMaxRagdollCount ) break; next = m_LRU.Next(i); CBaseAnimating *pRagdoll = m_LRU[i].Get(); //Just ignore it until we're done burning/dissolving. if ( pRagdoll && pRagdoll->GetEffectEntity() ) continue; #ifdef CLIENT_DLL pRagdoll->SUB_Remove(); #else pRagdoll->SUB_StartFadeOut( 0 ); #endif m_LRU.Remove(i); } }
//----------------------------------------------------------------------------- // This is called by the base object when it's time to spawn the control panels //----------------------------------------------------------------------------- void CBaseViewModel::SpawnControlPanels() { #if defined( VGUI_CONTROL_PANELS ) char buf[64]; // Destroy existing panels DestroyControlPanels(); CBaseCombatWeapon *weapon = m_hWeapon.Get(); if ( weapon == NULL ) { return; } MDLCACHE_CRITICAL_SECTION(); // FIXME: Deal with dynamically resizing control panels? // If we're attached to an entity, spawn control panels on it instead of use CBaseAnimating *pEntityToSpawnOn = this; char *pOrgLL = "controlpanel%d_ll"; char *pOrgUR = "controlpanel%d_ur"; char *pAttachmentNameLL = pOrgLL; char *pAttachmentNameUR = pOrgUR; /* if ( IsBuiltOnAttachment() ) { pEntityToSpawnOn = dynamic_cast<CBaseAnimating*>((CBaseEntity*)m_hBuiltOnEntity.Get()); if ( pEntityToSpawnOn ) { char sBuildPointLL[64]; char sBuildPointUR[64]; Q_snprintf( sBuildPointLL, sizeof( sBuildPointLL ), "bp%d_controlpanel%%d_ll", m_iBuiltOnPoint ); Q_snprintf( sBuildPointUR, sizeof( sBuildPointUR ), "bp%d_controlpanel%%d_ur", m_iBuiltOnPoint ); pAttachmentNameLL = sBuildPointLL; pAttachmentNameUR = sBuildPointUR; } else { pEntityToSpawnOn = this; } } */ Assert( pEntityToSpawnOn ); // Lookup the attachment point... int nPanel; for ( nPanel = 0; true; ++nPanel ) { Q_snprintf( buf, sizeof( buf ), pAttachmentNameLL, nPanel ); int nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf); if (nLLAttachmentIndex <= 0) { // Try and use my panels then pEntityToSpawnOn = this; Q_snprintf( buf, sizeof( buf ), pOrgLL, nPanel ); nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf); if (nLLAttachmentIndex <= 0) return; } Q_snprintf( buf, sizeof( buf ), pAttachmentNameUR, nPanel ); int nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf); if (nURAttachmentIndex <= 0) { // Try and use my panels then Q_snprintf( buf, sizeof( buf ), pOrgUR, nPanel ); nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf); if (nURAttachmentIndex <= 0) return; } const char *pScreenName; weapon->GetControlPanelInfo( nPanel, pScreenName ); if (!pScreenName) continue; const char *pScreenClassname; weapon->GetControlPanelClassName( nPanel, pScreenClassname ); if ( !pScreenClassname ) continue; // Compute the screen size from the attachment points... matrix3x4_t panelToWorld; pEntityToSpawnOn->GetAttachment( nLLAttachmentIndex, panelToWorld ); matrix3x4_t worldToPanel; MatrixInvert( panelToWorld, worldToPanel ); // Now get the lower right position + transform into panel space Vector lr, lrlocal; pEntityToSpawnOn->GetAttachment( nURAttachmentIndex, panelToWorld ); MatrixGetColumn( panelToWorld, 3, lr ); VectorTransform( lr, worldToPanel, lrlocal ); float flWidth = lrlocal.x; float flHeight = lrlocal.y; CVGuiScreen *pScreen = CreateVGuiScreen( pScreenClassname, pScreenName, pEntityToSpawnOn, this, nLLAttachmentIndex ); pScreen->ChangeTeam( GetTeamNumber() ); pScreen->SetActualSize( flWidth, flHeight ); pScreen->SetActive( false ); pScreen->MakeVisibleOnlyToTeammates( false ); #ifdef INVASION_DLL pScreen->SetOverlayMaterial( SCREEN_OVERLAY_MATERIAL ); #endif pScreen->SetAttachedToViewModel( true ); int nScreen = m_hScreens.AddToTail( ); m_hScreens[nScreen].Set( pScreen ); } #endif }
//----------------------------------------------------------------------------- // Purpose: Called when an entity starts touching us. // Input : pOther - The entity that is touching us. //----------------------------------------------------------------------------- void CTriggerPortalCleanser::StartTouch( CBaseEntity *pOther ) { if ( PassesTriggerFilters(pOther) ) { EHANDLE hOther; hOther = pOther; bool bAdded = false; if ( m_hTouchingEntities.Find( hOther ) == m_hTouchingEntities.InvalidIndex() ) { m_hTouchingEntities.AddToTail( hOther ); bAdded = true; } m_OnStartTouch.FireOutput(pOther, this); if ( bAdded && ( m_hTouchingEntities.Count() == 1 ) ) { // First entity to touch us that passes our filters m_OnStartTouchAll.FireOutput( pOther, this ); } if ( portal_cleanser_debug.GetBool() ) { Msg("%s START-TOUCH: for %s\n", GetDebugName(), pOther->GetDebugName() ); } if ( !pOther->IsPlayer() ) { CBaseAnimating *pAnim = pOther->GetBaseAnimating(); if ( !pAnim ) return; // Can't dissolve twice. if ( pAnim->IsDissolving() ) return; // Force player to drop this object. Pickup_ForcePlayerToDropThisObject( pOther ); if ( !FClassnameIs( pOther, "prop_physics" ) ) { if ( FClassnameIs( pOther, "simple_physics_prop" ) || FClassnameIs( pOther, "simple_physics_brush" ) ) { // simple_physics_prop ? return; } if ( portal_cleanser_debug.GetBool() ) { Msg("%s IS CREATING: simple_physics_prop\n", GetDebugName()); } // Other object needs to be replaced by simple_physics_prop. pOther = CreateSimplePhysicsObject( pOther ); // Dissolve the entity. CBaseAnimating *pAnim = pOther->GetBaseAnimating(); pAnim->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL ); if ( portal_cleanser_debug.GetBool() ) { Msg("%s DISSOLVE SIMPLE PHYSICS: %s\n", GetDebugName(), pOther->GetDebugName() ); } // Outputs m_hActivator = pOther; m_OnDissolve.FireOutput(m_hActivator, this); return; } IPhysicsObject *pPhysics = pOther->VPhysicsGetObject(); if ( pPhysics ) { // Dissolve the entity. pAnim->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL ); if ( portal_cleanser_debug.GetBool() ) { Msg("%s DISSOLVE PHYSICS: %s\n", GetDebugName(), pOther->GetDebugName() ); } // Turn off the gravity for this object. pPhysics->EnableGravity( false ); // Slow down and push up the object. Vector vecVelocity, vecAngular; pPhysics->GetVelocity( &vecVelocity, &vecAngular ); vecVelocity /= 2; vecAngular /= 2; vecVelocity.z += 10; pPhysics->SetVelocity( &vecVelocity, &vecAngular ); // Outputs m_hActivator = pOther; m_OnDissolve.FireOutput(m_hActivator, this); const char *pModelName = STRING( pOther->GetModelName() ); if ( Q_strstr( pModelName, "models/props/metal_box.mdl" ) ) { m_OnDissolveBox.FireOutput(m_hActivator, this); } } } } }
//----------------------------------------------------------------------------- // This is called by the base object when it's time to spawn the control panels //----------------------------------------------------------------------------- void CPlantedC4::SpawnControlPanels() { char buf[64]; // FIXME: Deal with dynamically resizing control panels? // If we're attached to an entity, spawn control panels on it instead of use CBaseAnimating *pEntityToSpawnOn = this; char *pOrgLL = "controlpanel%d_ll"; char *pOrgUR = "controlpanel%d_ur"; char *pAttachmentNameLL = pOrgLL; char *pAttachmentNameUR = pOrgUR; Assert( pEntityToSpawnOn ); // Lookup the attachment point... int nPanel; for ( nPanel = 0; true; ++nPanel ) { Q_snprintf( buf, sizeof( buf ), pAttachmentNameLL, nPanel ); int nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf); if (nLLAttachmentIndex <= 0) { // Try and use my panels then pEntityToSpawnOn = this; Q_snprintf( buf, sizeof( buf ), pOrgLL, nPanel ); nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf); if (nLLAttachmentIndex <= 0) return; } Q_snprintf( buf, sizeof( buf ), pAttachmentNameUR, nPanel ); int nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf); if (nURAttachmentIndex <= 0) { // Try and use my panels then Q_snprintf( buf, sizeof( buf ), pOrgUR, nPanel ); nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf); if (nURAttachmentIndex <= 0) return; } const char *pScreenName; GetControlPanelInfo( nPanel, pScreenName ); if (!pScreenName) continue; const char *pScreenClassname; GetControlPanelClassName( nPanel, pScreenClassname ); if ( !pScreenClassname ) continue; // Compute the screen size from the attachment points... matrix3x4_t panelToWorld; pEntityToSpawnOn->GetAttachment( nLLAttachmentIndex, panelToWorld ); matrix3x4_t worldToPanel; MatrixInvert( panelToWorld, worldToPanel ); // Now get the lower right position + transform into panel space Vector lr, lrlocal; pEntityToSpawnOn->GetAttachment( nURAttachmentIndex, panelToWorld ); MatrixGetColumn( panelToWorld, 3, lr ); VectorTransform( lr, worldToPanel, lrlocal ); float flWidth = lrlocal.x; float flHeight = lrlocal.y; CVGuiScreen *pScreen = CreateVGuiScreen( pScreenClassname, pScreenName, pEntityToSpawnOn, this, nLLAttachmentIndex ); pScreen->ChangeTeam( GetTeamNumber() ); pScreen->SetActualSize( flWidth, flHeight ); pScreen->SetActive( true ); pScreen->MakeVisibleOnlyToTeammates( false ); int nScreen = m_hScreens.AddToTail( ); m_hScreens[nScreen].Set( pScreen ); } }
void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLimit, bool defaultLocation ) { // Check for prop breakable count reset. int nPropCount = props_break_max_pieces_perframe.GetInt(); if ( nPropCount != -1 ) { if ( nFrameNumber != gpGlobals->framecount ) { nPropBreakablesPerFrameCount = 0; nFrameNumber = gpGlobals->framecount; } // Check for max breakable count for the frame. if ( nPropBreakablesPerFrameCount >= nPropCount ) return; } int iMaxBreakCount = bIgnoreGibLimit ? -1 : props_break_max_pieces.GetInt(); if ( iMaxBreakCount != -1 ) { if ( iPrecomputedBreakableCount != -1 ) { iPrecomputedBreakableCount = MIN( iMaxBreakCount, iPrecomputedBreakableCount ); } else { iPrecomputedBreakableCount = iMaxBreakCount; } } #ifdef GAME_DLL // On server limit break model creation if ( !PropBreakableCapEdictsOnCreateAll(modelindex, pPhysics, params, pEntity, iPrecomputedBreakableCount ) ) { DevMsg( "Failed to create PropBreakable: would exceed MAX_EDICTS\n" ); return; } #endif vcollide_t *pCollide = modelinfo->GetVCollide( modelindex ); if ( !pCollide ) return; int nSkin = 0; CBaseEntity *pOwnerEntity = pEntity; CBaseAnimating *pOwnerAnim = NULL; if ( pPhysics ) { pOwnerEntity = static_cast<CBaseEntity *>(pPhysics->GetGameData()); } if ( pOwnerEntity ) { pOwnerAnim = pOwnerEntity->GetBaseAnimating(); if ( pOwnerAnim ) { nSkin = pOwnerAnim->m_nSkin; } } matrix3x4_t localToWorld; CStudioHdr studioHdr; const model_t *model = modelinfo->GetModel( modelindex ); if ( model ) { studioHdr.Init( modelinfo->GetStudiomodel( model ) ); } Vector parentOrigin = vec3_origin; int parentAttachment = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1; if ( parentAttachment > 0 ) { GetAttachmentLocalSpace( &studioHdr, parentAttachment-1, localToWorld ); MatrixGetColumn( localToWorld, 3, parentOrigin ); } else { AngleMatrix( vec3_angle, localToWorld ); } CUtlVector<breakmodel_t> list; BreakModelList( list, modelindex, params.defBurstScale, params.defCollisionGroup ); CUtlVector< CBaseEntity* > spawnedGibs; if ( list.Count() ) { for ( int i = 0; i < list.Count(); i++ ) { int modelIndex = modelinfo->GetModelIndex( list[i].modelName ); if ( modelIndex <= 0 ) continue; // Skip multiplayer pieces that should be spawning on the other dll #ifdef GAME_DLL if ( gpGlobals->maxClients > 1 && breakable_multiplayer.GetBool() ) #else if ( gpGlobals->maxClients > 1 ) #endif { #ifdef GAME_DLL if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_CLIENTSIDE ) continue; #else if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_SERVERSIDE ) continue; #endif if ( !defaultLocation && list[i].mpBreakMode == MULTIPLAYER_BREAK_DEFAULT ) continue; } if ( ( nPropCount != -1 ) && ( nPropBreakablesPerFrameCount > nPropCount ) ) break; if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) ) break; matrix3x4_t matrix; AngleMatrix( params.angles, params.origin, matrix ); CStudioHdr studioHdr; const model_t *model = modelinfo->GetModel( modelIndex ); if ( model ) { studioHdr.Init( modelinfo->GetStudiomodel( model ) ); } // Increment the number of breakable props this frame. ++nPropBreakablesPerFrameCount; const float flModelScale = pOwnerAnim->GetModelScale(); Vector position = vec3_origin; QAngle angles = params.angles; if ( pOwnerAnim && list[i].placementName[0] ) { if ( list[i].placementIsBone ) { int boneIndex = pOwnerAnim->LookupBone( list[i].placementName ); if ( boneIndex >= 0 ) { pOwnerAnim->GetBonePosition( boneIndex, position, angles ); AngleMatrix( angles, position, matrix ); } } else { int attachmentIndex = Studio_FindAttachment( &studioHdr, list[i].placementName ) + 1; if ( attachmentIndex > 0 ) { pOwnerAnim->GetAttachment( attachmentIndex, matrix ); MatrixAngles( matrix, angles ); } } } else { int placementIndex = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1; Vector placementOrigin = parentOrigin; if ( placementIndex > 0 ) { GetAttachmentLocalSpace( &studioHdr, placementIndex-1, localToWorld ); MatrixGetColumn( localToWorld, 3, placementOrigin ); placementOrigin -= parentOrigin; } VectorTransform( list[i].offset - placementOrigin * flModelScale, matrix, position ); } Vector objectVelocity = params.velocity; if (pPhysics) { pPhysics->GetVelocityAtPoint( position, &objectVelocity ); } int nActualSkin = nSkin; if ( nActualSkin > studioHdr.numskinfamilies() ) nActualSkin = 0; CBaseEntity *pBreakable = NULL; #ifdef GAME_DLL if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() ) #endif { pBreakable = BreakModelCreateSingle( pOwnerEntity, &list[i], position, angles, objectVelocity, params.angularVelocity, nActualSkin, params ); } if ( pBreakable ) { spawnedGibs.AddToTail( pBreakable ); #ifdef GAME_DLL if ( GetGibManager() ) { GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() ); } #endif if ( pOwnerEntity && pOwnerEntity->IsEffectActive( EF_NOSHADOW ) ) { pBreakable->AddEffects( EF_NOSHADOW ); } // If burst scale is set, this piece should 'burst' away from // the origin in addition to travelling in the wished velocity. if ( list[i].burstScale != 0.0 ) { Vector vecBurstDir = position - params.origin; // If $autocenter wasn't used, try the center of the piece if ( vecBurstDir == vec3_origin ) { vecBurstDir = pBreakable->WorldSpaceCenter() - params.origin; } VectorNormalize( vecBurstDir ); pBreakable->ApplyAbsVelocityImpulse( vecBurstDir * list[i].burstScale * flModelScale * params.velocityScale * params.burstScale ); } if ( params.randomAngularVelocity > 0.0f ) { AngularImpulse angRandomImpulse = RandomAngularImpulse( -params.randomAngularVelocity, params.randomAngularVelocity ); pBreakable->ApplyLocalAngularVelocityImpulse( angRandomImpulse * params.velocityScale ); } // If this piece is supposed to be motion disabled, disable it if ( list[i].isMotionDisabled ) { IPhysicsObject *pPhysicsObject = pBreakable->VPhysicsGetObject(); if ( pPhysicsObject != NULL ) { pPhysicsObject->EnableMotion( false ); } } } } } // Then see if the propdata specifies any breakable pieces else if ( pEntity ) { IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pEntity); if ( pBreakableInterface && pBreakableInterface->GetBreakableModel() != NULL_STRING && pBreakableInterface->GetBreakableCount() ) { breakmodel_t breakModel; for ( int i = 0; i < pBreakableInterface->GetBreakableCount(); i++ ) { if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) ) break; Q_strncpy( breakModel.modelName, g_PropDataSystem.GetRandomChunkModel(STRING(pBreakableInterface->GetBreakableModel()), pBreakableInterface->GetMaxBreakableSize()), sizeof(breakModel.modelName) ); breakModel.health = 1; breakModel.fadeTime = RandomFloat(5,10); breakModel.fadeMinDist = 0.0f; breakModel.fadeMaxDist = 0.0f; breakModel.burstScale = params.defBurstScale; breakModel.collisionGroup = COLLISION_GROUP_DEBRIS; breakModel.isRagdoll = false; breakModel.isMotionDisabled = false; breakModel.placementName[0] = 0; breakModel.placementIsBone = false; Vector vecObbSize = pEntity->CollisionProp()->OBBSize(); // Find a random point on the plane of the original's two largest axis int smallestAxis = SmallestAxis( vecObbSize ); Vector vecMins(0,0,0); Vector vecMaxs(1,1,1); vecMins[smallestAxis] = 0.5; vecMaxs[smallestAxis] = 0.5; pEntity->CollisionProp()->RandomPointInBounds( vecMins, vecMaxs, &breakModel.offset ); // Push all chunks away from the center Vector vecBurstDir = breakModel.offset - params.origin; VectorNormalize( vecBurstDir ); Vector vecVelocity = vecBurstDir * params.defBurstScale; QAngle vecAngles = pEntity->GetAbsAngles(); int iSkin = pBreakableInterface->GetBreakableSkin(); CBaseEntity *pBreakable = NULL; #ifdef GAME_DLL if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() ) #endif { pBreakable = BreakModelCreateSingle( pOwnerEntity, &breakModel, breakModel.offset, vecAngles, vecVelocity, vec3_origin/*params.angularVelocity*/, iSkin, params ); if ( !pBreakable ) { DevWarning( "PropBreakableCreateAll: Could not create model %s\n", breakModel.modelName ); } } if ( pBreakable ) { #ifdef GAME_DLL if ( GetGibManager() ) { GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() ); } #endif Vector vecBreakableObbSize = pBreakable->CollisionProp()->OBBSize(); // Try to align the gibs along the original axis matrix3x4_t matrix; AngleMatrix( vecAngles, matrix ); AlignBoxes( &matrix, vecObbSize, vecBreakableObbSize ); MatrixAngles( matrix, vecAngles ); if ( pBreakable->VPhysicsGetObject() ) { Vector pos; pBreakable->VPhysicsGetObject()->GetPosition( &pos, NULL ); pBreakable->VPhysicsGetObject()->SetPosition( pos, vecAngles, true ); } pBreakable->SetAbsAngles( vecAngles ); if ( pOwnerEntity->IsEffectActive( EF_NOSHADOW ) ) { pBreakable->AddEffects( EF_NOSHADOW ); } } } } } if ( params.connectingParticleNames.Count() > 0 && spawnedGibs.Count() > 1 ) { const int iGibCount = spawnedGibs.Count(); int iParticlesLeft = iGibCount / 2; int iEntIndex0 = RandomInt( 0, iGibCount - 1 ); while ( iParticlesLeft > 0 ) { iParticlesLeft--; const int iEntIndex1 = ( iEntIndex0 + RandomInt( 1, iGibCount - 1 ) ) % iGibCount; CBaseEntity *pEnt0 = spawnedGibs[ iEntIndex0 ]; CBaseEntity *pEnt1 = spawnedGibs[ iEntIndex1 ]; const int iParticleSystemIndex = RandomInt( 0, params.connectingParticleNames.Count() - 1 ); DispatchParticleEffect( params.connectingParticleNames[ iParticleSystemIndex ], pEnt0, pEnt1 ); iEntIndex0 = ( iEntIndex0 + RandomInt( 1, iGibCount - 1 ) ) % iGibCount; } } }
//----------------------------------------------------------------------------- // Purpose: // Input : &info - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- void CTDP_NPC_CombineS::Event_Killed( const CTakeDamageInfo &info ) { // Don't bother if we've been told not to, or the player has a megaphyscannon /* if ( combine_spawn_health.GetBool() == false || PlayerHasMegaPhysCannon() ) { BaseClass::Event_Killed( info ); return; }*/ CBasePlayer *pPlayer = ToBasePlayer( info.GetAttacker() ); if ( pPlayer != NULL ) { // Elites drop alt-fire ammo, so long as they weren't killed by dissolving. if( IsElite() ) { CBaseEntity *pItem = DropItem( "item_ammo_ar2_altfire", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) ); if ( pItem ) { IPhysicsObject *pObj = pItem->VPhysicsGetObject(); if ( pObj ) { Vector vel = RandomVector( -64.0f, 64.0f ); AngularImpulse angImp = RandomAngularImpulse( -300.0f, 300.0f ); vel[2] = 0.0f; pObj->AddVelocity( &vel, &angImp ); } if( info.GetDamageType() & DMG_DISSOLVE ) { CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(pItem); if( pAnimating ) { pAnimating->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL ); } } } } //CTDPGameRules *pTDPGameRules = static_cast<CTDPGameRules *>(g_pGameRules); // Attempt to drop health /*if ( pTDPGameRules->NPC_ShouldDropHealth( pPlayer ) ) { DropItem( "item_healthvial", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) ); pTDPGameRules->NPC_DroppedHealth(); }*/ // Attempt to drop a grenade /*if ( pTDPGameRules->NPC_ShouldDropGrenade( pPlayer ) ) { DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) ); pTDPGameRules->NPC_DroppedGrenade(); }*/ } BaseClass::Event_Killed( info ); }