コード例 #1
0
ファイル: ProjectileFX.cpp プロジェクト: Arc0re/lithtech
void CProjectileFX::HandleTouch(CollisionInfo *pInfo)
{
	if (!m_pClientDE || !pInfo || !pInfo->m_hObject || !g_pGameClientShell) return;

	 // Let it get out of our bounding box...

	CMoveMgr* pMoveMgr = g_pPlayerMgr->GetMoveMgr();
	if (pMoveMgr)
	{
		// Don't colide with the move mgr object...

		HLOCALOBJ hMoveObj = pMoveMgr->GetObject();
		if (pInfo->m_hObject == hMoveObj) return;

		// Don't colide with the player object...

		HLOCALOBJ hPlayerObj = m_pClientDE->GetClientObject();
		if (pInfo->m_hObject == hPlayerObj) return;
	}


	// See if we want to impact on this object...

    uint32 dwUsrFlags;
	g_pCommonLT->GetObjectFlags(pInfo->m_hObject, OFT_User, dwUsrFlags);
	if (dwUsrFlags & USRFLG_IGNORE_PROJECTILES) return;

    LTBOOL bIsWorld = IsMainWorld(pInfo->m_hObject);

	// Don't impact on non-solid objects...

    uint32 dwFlags;
	g_pCommonLT->GetObjectFlags(pInfo->m_hObject, OFT_Flags, dwFlags);
	if (!bIsWorld && !(dwFlags & FLAG_SOLID)) return;


	// See if we hit the sky...

	if (bIsWorld)
	{
		SurfaceType eType = GetSurfaceType(pInfo->m_hPoly);

		if (eType == ST_SKY)
		{
            m_bWantRemove = LTTRUE;
			return;
		}
		else if (eType == ST_INVISIBLE)
		{
			// Keep going, ignore this object...
			return;
		}
	}

	Detonate(pInfo);
}
コード例 #2
0
ファイル: HeadBobMgr.cpp プロジェクト: rickyharis39/nolf2
void CHeadBobMgr::UpdateHeadBob()
{
	CMoveMgr* pMoveMgr = g_pPlayerMgr->GetMoveMgr();
	if (!pMoveMgr) return;

    LTBOOL bZoomed = g_pPlayerMgr->IsZoomed();

    uint32 dwPlayerFlags = g_pPlayerMgr->GetPlayerFlags();

	// This frame time is used since unlike ClientDE::GetFrameTime() the
	// max value is controlled by the game...

    LTFLOAT fFrameTime = g_pGameClientShell->GetFrameTime();

    LTFLOAT fTime      = g_pLTClient->GetTime();
    LTBOOL bRunning    = (LTBOOL) !!(dwPlayerFlags & BC_CFLG_RUN);
    LTFLOAT fMoveDist  = pMoveMgr->GetVelocity().Mag() * fFrameTime;

    LTBOOL bFootstep = LTFALSE;
	LTBOOL bLeftFoot = LTFALSE;
    LTFLOAT fPace = 0.0f;

	if (pMoveMgr->GetVehicleMgr()->IsVehiclePhysics())
	{
		fPace = MATH_CIRCLE * g_vtVehiclePaceAdjust.GetFloat();
	}
    else if (bRunning)
	{
		fPace = MATH_CIRCLE * g_vtRunPaceAdjust.GetFloat();
	}
	else
	{
		fPace = MATH_CIRCLE * g_vtWalkPaceAdjust.GetFloat();
	}

	// Make sure bob phase and sway phase start at the right values...

	if (m_fBobAmp == 0.0f)
	{
		m_fBobPhase  = 0.0f;
		m_fSwayPhase = 0.0f;
	}
	else  // Normal processing...
	{
		// Bob phase should be between MATH_PI and MATH_CIRCLE so that the
		// sin(m_fBobPhase) is always between -1 and 0...

		m_fBobPhase += (fFrameTime * fPace);

		if (m_fBobPhase > MATH_CIRCLE)
		{
			m_fBobPhase -= MATH_PI;
		}
		else if (m_fBobPhase < MATH_PI)
		{
			m_fBobPhase += MATH_PI;
		}

		m_fSwayPhase += (fFrameTime * fPace);

		if (m_fSwayPhase > MATH_CIRCLE)
		{
			m_fSwayPhase -= MATH_CIRCLE;
		}
	}


	// See if it is time to play a footstep sound...

	if ((m_fSwayPhase > MATH_CIRCLE * 0.25f) &&
		(m_fSwayPhase <= MATH_CIRCLE * 0.75f))
	{
		if (s_bCanDoLeftFootstep)
		{
			bLeftFoot = LTFALSE;
            bFootstep = LTTRUE;
            s_bCanDoLeftFootstep = LTFALSE;
            s_bCanDoRightFootstep = LTTRUE;
		}
	}
	else if (m_fSwayPhase > MATH_CIRCLE * 0.75f)
	{
		if (s_bCanDoRightFootstep)
		{
			bLeftFoot = LTTRUE;
            bFootstep = LTTRUE;
            s_bCanDoLeftFootstep = LTTRUE;
            s_bCanDoRightFootstep = LTFALSE;
		}
	}


    LTBOOL bMoving = LTFALSE;
    LTFLOAT t;

	uint32 dwTestFlags = (BC_CFLG_MOVING); // | BC_CFLG_DUCK);
	if (fMoveDist > 0.1f)
	{
		bMoving = !!(dwPlayerFlags & dwTestFlags);
	}


	// If we're not moving, decay the head bob...

	if (!bMoving)
	{
		s_fBobStartTime = -1.0f;

		if (s_fBobDecayStartTime < 0.0f)
		{
			// Calculate what the current bobamp percent is...

			t = (1.0f - m_fBobAmp / g_vtMaxBobAmp.GetFloat());

			s_fBobDecayStartTime = fTime - (g_vtBobDecayTime.GetFloat() * t);
		}

        LTFLOAT fDur = (fTime - s_fBobDecayStartTime);
		if (fDur <= g_vtBobDecayTime.GetFloat())
		{
			t = fDur / g_vtBobDecayTime.GetFloat();	// 0 to 1
			t = WaveFn_SlowOff(t);
			t = 1.0f - t;				// 1 to 0

			m_fBobAmp = t * g_vtMaxBobAmp.GetFloat();

			if (m_fBobAmp < 0.0f)
			{
				m_fBobAmp = 0.0f;
			}
		}
		else
		{
			m_fBobAmp = 0.0f;
		}
	}
	else  // We're moving...
	{
		s_fBobDecayStartTime = -1.0f;

		// If we just started bobing, ramp up the bob...

		if (s_fBobStartTime < 0.0f)
		{
			// Calculate what the current bobamp percent is...

			t = m_fBobAmp / g_vtMaxBobAmp.GetFloat();

			s_fBobStartTime = fTime - (g_vtBobDecayTime.GetFloat() * t);
		}

        LTFLOAT fDur = (fTime - s_fBobStartTime);
		if (fDur <= g_vtBobDecayTime.GetFloat())
		{
			t = fDur / g_vtBobDecayTime.GetFloat();	// 0 to 1
			t = WaveFn_SlowOn(t);

			m_fBobAmp = t * g_vtMaxBobAmp.GetFloat();

			if (m_fBobAmp > g_vtMaxBobAmp.GetFloat())
			{
				m_fBobAmp = g_vtMaxBobAmp.GetFloat();
			}
		}
		else
		{
			m_fBobAmp = g_vtMaxBobAmp.GetFloat();
		}
	}


	// Update the bob...

	if (!bZoomed)
	{
		m_fBobHeight = g_vtBobV.GetFloat() * m_fBobAmp * (float)sin(m_fBobPhase);
	}


	// Update the weapon model bobbing...

	IClientWeaponBase *pClientWeapon = g_pPlayerMgr->GetCurrentClientWeapon();
	if ( pClientWeapon && !bZoomed )
	{
		LTFLOAT fSwayHeight = g_vtSwayV.GetFloat() * m_fBobAmp * (float)sin(m_fSwayPhase * 2);
		LTFLOAT fSwayWidth  = g_vtSwayH.GetFloat() * m_fBobAmp * (float)sin(m_fSwayPhase - (MATH_PI/3));

		// No weapon bob if vehicle mode...

		if (pMoveMgr->GetVehicleMgr()->IsVehiclePhysics())
		{
			fSwayWidth = fSwayHeight = 0.0f;
		}

		fSwayHeight *= g_vtWeaponSway.GetFloat();
		fSwayWidth *= g_vtWeaponSway.GetFloat();

		pClientWeapon->UpdateBob(fSwayWidth, fSwayHeight);
	}


	// Update the head cant...

	if (!bZoomed && !pMoveMgr->GetVehicleMgr()->IsVehiclePhysics())
	{
		LTFLOAT fRollAdjust = g_vtRollAdjust.GetFloat() * (float)sin(m_fSwayPhase);

		// Turn head bob up/down...

		fRollAdjust *= g_vtHeadBobAdjust.GetFloat();

		if (m_fBobAmp == 0.0f)
		{
			fRollAdjust = 0.0f;
		}

		g_pPlayerMgr->SetRoll(fRollAdjust);
	}


	// Play foot step sounds at the appropriate time...

	if (bMoving && bFootstep)
	{
		CCharacterFX* pCharFX = pMoveMgr->GetCharacterFX();
		if (pCharFX)
		{
			SurfaceType eSurf = pMoveMgr->GetStandingOnSurface();
			eSurf = (eSurf == ST_UNKNOWN ? pCharFX->GetLastSurface() : eSurf);

			LTVector vPos;
			g_pLTClient->GetObjectPos(pMoveMgr->GetObject(), &vPos);
			pCharFX->PlayMovementSound(vPos, eSurf, bLeftFoot);
		}
	}
}