//--------------------------------------------------------- // A different bounce behavior for the citizen-modified mine. Detonates at the top of its apex, // and does not attempt to track enemies. //--------------------------------------------------------- void CBounceBomb::CavernBounceThink() { SetNextThink( gpGlobals->curtime + 0.1 ); StudioFrameAdvance(); IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if ( pPhysicsObject != NULL ) { const float MINE_MAX_JUMP_HEIGHT = 78; // Figure out how much headroom the mine has, and hop to within a few inches of that. trace_t tr; UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, MINE_MAX_JUMP_HEIGHT ), MASK_SHOT, this, COLLISION_GROUP_INTERACTIVE, &tr ); float height; if( tr.m_pEnt && tr.m_pEnt->VPhysicsGetObject() ) { // Physics object resting on me. Jump as hard as allowed to try to knock it away. height = MINE_MAX_JUMP_HEIGHT; } else { height = tr.endpos.z - GetAbsOrigin().z; height -= BOUNCEBOMB_RADIUS; if ( height < 0.1 ) height = 0.1; } float time = sqrt( height / (0.5 * sv_gravity.GetFloat()) ); float velocity = sv_gravity.GetFloat() * time; // or you can just AddVelocity to the object instead of ApplyForce float force = velocity * pPhysicsObject->GetMass(); Vector up; GetVectors( NULL, NULL, &up ); pPhysicsObject->Wake(); pPhysicsObject->ApplyForceCenter( up * force ); if( m_hNearestNPC ) { Vector vecPredict = m_hNearestNPC->GetSmoothedVelocity(); pPhysicsObject->ApplyForceCenter( vecPredict * (pPhysicsObject->GetMass() * 0.65f) ); } pPhysicsObject->ApplyTorqueCenter( AngularImpulse( random->RandomFloat( 15, 40 ), random->RandomFloat( 15, 40 ), random->RandomFloat( 30, 60 ) ) ); EmitSound( "NPC_CombineMine.Hop" ); SetThink( &CBounceBomb::ExplodeThink ); SetNextThink( gpGlobals->curtime + 0.33f ); } }
void C_HL2MPRagdoll::ImpactTrace( trace_t *pTrace, int iDamageType, char *pCustomImpactName ) { IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if( !pPhysicsObject ) return; Vector dir = pTrace->endpos - pTrace->startpos; if ( iDamageType == DMG_BLAST ) { dir *= 4000; // adjust impact strenght // apply force at object mass center pPhysicsObject->ApplyForceCenter( dir ); } else { Vector hitpos; VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos ); VectorNormalize( dir ); dir *= 4000; // adjust impact strenght // apply force where we hit it pPhysicsObject->ApplyForceOffset( dir, hitpos ); // Blood spray! // FX_CS_BloodSpray( hitpos, dir, 10 ); } m_pRagdoll->ResetRagdollSleepAfterTime(); }
void CEnvHeadcrabCanister::TestForCollisionsAgainstWorld( const Vector &vecEndPosition ) { // Splash damage! // Iterate on all entities in the vicinity. float flDamageRadius = m_flDamageRadius; float flDamage = m_flDamage; CBaseEntity *pEntity; for ( CEntitySphereQuery sphere( vecEndPosition, flDamageRadius ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() ) { if ( pEntity == this ) continue; if ( !pEntity->IsSolid() ) continue; // Get distance to object and use it as a scale value. Vector vecSegment; VectorSubtract( pEntity->GetAbsOrigin(), vecEndPosition, vecSegment ); float flDistance = VectorNormalize( vecSegment ); float flFactor = 1.0f / ( flDamageRadius * (INNER_RADIUS_FRACTION - 1) ); flFactor *= flFactor; float flScale = flDistance - flDamageRadius; flScale *= flScale * flFactor; if ( flScale > 1.0f ) { flScale = 1.0f; } // Check for a physics object and apply force! Vector vecForceDir = vecSegment; IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject(); if ( pPhysObject ) { // Send it flying!!! float flMass = PhysGetEntityMass( pEntity ); vecForceDir *= flMass * 750 * flScale; pPhysObject->ApplyForceCenter( vecForceDir ); } if ( pEntity->m_takedamage && ( m_flDamage != 0.0f ) ) { CTakeDamageInfo info( this, this, flDamage * flScale, DMG_BLAST ); CalculateExplosiveDamageForce( &info, vecSegment, pEntity->GetAbsOrigin() ); pEntity->TakeDamage( info ); } if ( pEntity->IsPlayer() && !(static_cast<CBasePlayer*>(pEntity)->IsInAVehicle()) ) { if (vecSegment.z < 0.1f) { vecSegment.z = 0.1f; VectorNormalize( vecSegment ); } float flAmount = SimpleSplineRemapVal( flScale, 0.0f, 1.0f, 250.0f, 1000.0f ); pEntity->ApplyAbsVelocityImpulse( vecSegment * flAmount ); } } }
void CNPC_Zombine::DropGrenade( Vector vDir ) { if ( m_hGrenade == NULL ) return; m_hGrenade->SetParent( NULL ); m_hGrenade->SetOwnerEntity( NULL ); Vector vGunPos; QAngle angles; GetAttachment( "grenade_attachment", vGunPos, angles ); IPhysicsObject *pPhysObj = m_hGrenade->VPhysicsGetObject(); if ( pPhysObj == NULL ) { m_hGrenade->SetMoveType( MOVETYPE_VPHYSICS ); m_hGrenade->SetSolid( SOLID_VPHYSICS ); m_hGrenade->SetCollisionGroup( COLLISION_GROUP_WEAPON ); m_hGrenade->CreateVPhysics(); } if ( pPhysObj ) { pPhysObj->Wake(); pPhysObj->SetPosition( vGunPos, angles, true ); pPhysObj->ApplyForceCenter( vDir * 0.2f ); pPhysObj->RecheckCollisionFilter(); } m_hGrenade = NULL; }
void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( ToBasePlayer(pActivator) == m_pPlayer ) { CBaseEntity *pAttached = m_grabController.GetAttached(); // UNDONE: Use vphysics stress to decide to drop objects // UNDONE: Must fix case of forcing objects into the ground you're standing on (causes stress) before that will work if ( !pAttached || useType == USE_OFF || (m_pPlayer->m_nButtons & IN_ATTACK2) || m_grabController.ComputeError() > 12 ) { Shutdown(); return; } //Adrian: Oops, our object became motion disabled, let go! IPhysicsObject *pPhys = pAttached->VPhysicsGetObject(); if ( pPhys && pPhys->IsMoveable() == false ) { Shutdown(); return; } #if STRESS_TEST vphysics_objectstress_t stress; CalculateObjectStress( pPhys, pAttached, &stress ); if ( stress.exertedStress > 250 ) { Shutdown(); return; } #endif #ifndef PLAYER_DISABLE_THROWING // +ATTACK will throw phys objects if ( m_pPlayer->m_nButtons & IN_ATTACK ) { Shutdown( true ); Vector vecLaunch; m_pPlayer->EyeVectors( &vecLaunch ); // JAY: Scale this with mass because some small objects really go flying float massFactor = clamp( pPhys->GetMass(), 0.5, 15 ); massFactor = RemapVal( massFactor, 0.5, 15, 0.5, 4 ); vecLaunch *= player_throwforce.GetFloat() * massFactor; pPhys->ApplyForceCenter( vecLaunch ); AngularImpulse aVel = RandomAngularImpulse( -10, 10 ) * massFactor; pPhys->ApplyTorqueCenter( aVel ); return; } #endif if ( useType == USE_SET ) { // update position m_grabController.UpdateObject( m_pPlayer, 12 ); } } }
//Actual work code IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ) { C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() ); if ( pEnt == NULL ) return ITERATION_CONTINUE; C_BaseAnimating *pModel = static_cast< C_BaseAnimating * >( pEnt ); if ( pModel == NULL ) return ITERATION_CONTINUE; trace_t tr; enginetrace->ClipRayToEntity( m_rayShot, MASK_SHOT, pModel, &tr ); IPhysicsObject *pPhysicsObject = pModel->VPhysicsGetObject(); if ( pPhysicsObject == NULL ) return ITERATION_CONTINUE; if ( tr.fraction < 1.0 ) { IPhysicsObject *pReference = GetWorldPhysObject(); if ( !pReference || !pPhysicsObject ) return ITERATION_CONTINUE; constraint_ballsocketparams_t ballsocket; ballsocket.Defaults(); Vector Origin; pPhysicsObject->GetPosition( &Origin, NULL ); if ( ( Origin- m_vWorld).Length () < 64 ) { pReference->WorldToLocal( ballsocket.constraintPosition[0], m_vWorld ); pPhysicsObject->WorldToLocal( ballsocket.constraintPosition[1], Origin ); GetBreakParams( ballsocket.constraint ); ballsocket.constraint.torqueLimit = 0; m_pConstraint = physenv->CreateBallsocketConstraint( pReference, pPhysicsObject, NULL, ballsocket ); pPhysicsObject->ApplyForceCenter( Vector(0, 0, 1 ) * 100); return ITERATION_STOP; } else return ITERATION_CONTINUE; } return ITERATION_CONTINUE; }
CBaseEntity *CreateServerRagdoll( CBaseAnimating *pAnimating, int forceBone, const CTakeDamageInfo &info, int collisionGroup ) { SyncAnimatingWithPhysics( pAnimating ); CRagdollProp *pRagdoll = (CRagdollProp *)CBaseEntity::CreateNoSpawn( "prop_ragdoll", pAnimating->GetAbsOrigin(), vec3_angle, NULL ); pRagdoll->CopyAnimationDataFrom( pAnimating ); pRagdoll->InitRagdollAnimation(); matrix3x4_t pBoneToWorld[MAXSTUDIOBONES]; pAnimating->SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING ); // Is this a vehicle / NPC collision? if ( (info.GetDamageType() & DMG_VEHICLE) && pAnimating->MyNPCPointer() ) { // init the ragdoll with no forces pRagdoll->InitRagdoll( vec3_origin, -1, vec3_origin, pBoneToWorld, pBoneToWorld, 0.1, collisionGroup, true ); // apply vehicle forces // Get a list of bones with hitboxes below the plane of impact int boxList[128]; Vector normal(0,0,-1); int count = pAnimating->GetHitboxesFrontside( boxList, ARRAYSIZE(boxList), normal, DotProduct( normal, info.GetDamagePosition() ) ); // distribute force over mass of entire character float massScale = Studio_GetMass(pAnimating->GetModelPtr()); massScale = clamp( massScale, 1, 1e4 ); massScale = 1 / massScale; // distribute the force // BUGBUG: This will hit the same bone twice if it has two hitboxes!!!! ragdoll_t *pRagInfo = pRagdoll->GetRagdoll(); for ( int i = 0; i < count; i++ ) { int physBone = pAnimating->GetPhysicsBone( pAnimating->GetHitboxBone( boxList[i] ) ); IPhysicsObject *pPhysics = pRagInfo->list[physBone].pObject; pPhysics->ApplyForceCenter( info.GetDamageForce() * pPhysics->GetMass() * massScale ); } } else { pRagdoll->InitRagdoll( info.GetDamageForce(), forceBone, info.GetDamagePosition(), pBoneToWorld, pBoneToWorld, 0.1, collisionGroup, true ); } return pRagdoll; }
//----------------------------------------------------------------------------- // Test for impact! //----------------------------------------------------------------------------- void CEnvHeadcrabCanister::TestForCollisionsAgainstEntities( const Vector &vecEndPosition ) { // Debugging!! // NDebugOverlay::Box( GetAbsOrigin(), m_vecMin * 0.5f, m_vecMax * 0.5f, 255, 255, 0, 0, 5 ); // NDebugOverlay::Box( vecEndPosition, m_vecMin, m_vecMax, 255, 0, 0, 0, 5 ); float flRadius = CollisionProp()->BoundingRadius(); Vector vecMins( -flRadius, -flRadius, -flRadius ); Vector vecMaxs( flRadius, flRadius, flRadius ); Ray_t ray; ray.Init( GetAbsOrigin(), vecEndPosition, vecMins, vecMaxs ); CCollideList collideList( &ray, this, MASK_SOLID ); enginetrace->EnumerateEntities( ray, false, &collideList ); float flDamage = m_flDamage; // Now get each entity and react accordinly! for( int iEntity = collideList.m_Entities.Count(); --iEntity >= 0; ) { CBaseEntity *pEntity = collideList.m_Entities[iEntity]; Vector vecForceDir = m_Shared.m_vecDirection; // Check for a physics object and apply force! IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject(); if ( pPhysObject ) { float flMass = PhysGetEntityMass( pEntity ); vecForceDir *= flMass * 750; pPhysObject->ApplyForceCenter( vecForceDir ); } if ( pEntity->m_takedamage && ( m_flDamage != 0.0f ) ) { CTakeDamageInfo info( this, this, flDamage, DMG_BLAST ); CalculateExplosiveDamageForce( &info, vecForceDir, pEntity->GetAbsOrigin() ); pEntity->TakeDamage( info ); } } }
void C_GENPCRagdoll::ImpactTrace( trace_t *pTrace, int iDamageType, char *pCustomImpactName ) { static bool bInTrace = false; if ( bInTrace ) return; IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if( !pPhysicsObject ) return; Vector dir = pTrace->endpos - pTrace->startpos; if ( iDamageType == DMG_BLAST ) { dir *= 4000; // adjust impact strength // apply force at object mass center pPhysicsObject->ApplyForceCenter( dir ); } else { Vector hitpos; VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos ); VectorNormalize( dir ); dir *= 4000; // adjust impact strength // apply force where we hit it pPhysicsObject->ApplyForceOffset( dir, hitpos ); UTIL_BloodDrips( pTrace->endpos, dir, BLOOD_COLOR_RED, 20 ); bInTrace = true; //<-- Prevent infinite recursion! C_BaseEntity::ImpactTrace( pTrace, iDamageType, pCustomImpactName ); bInTrace = false; } m_pRagdoll->ResetRagdollSleepAfterTime(); }
void C_SDKRagdoll::ImpactTrace( trace_t *pTrace, int iDamageType, char *pCustomImpactName ) { // DevMsg("C_SDKRagDoll::ImpactTrace: %i\n", iDamageType); IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if( !pPhysicsObject ) return; Vector dir = pTrace->endpos - pTrace->startpos; if ( iDamageType == DMG_BLAST ) { dir *= 4000; // adjust impact strength // apply force at object mass center pPhysicsObject->ApplyForceCenter( dir ); } else { Vector hitpos; VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos ); VectorNormalize( dir ); // Blood spray! FX_BloodSpray( hitpos, dir, 3, 72, 0, 0, FX_BLOODSPRAY_ALL ); dir *= 4000; // adjust impact strenght // apply force where we hit it pPhysicsObject->ApplyForceOffset( dir, hitpos ); //Tony; throw in some bleeds! - just use a generic value for damage. TraceBleed( 40, dir, pTrace, iDamageType ); } m_pRagdoll->ResetRagdollSleepAfterTime(); }
//========================================================= // SonicAttack //========================================================= void CNPC_Houndeye::SonicAttack ( void ) { EmitSound( "NPC_Houndeye.SonicAttack" ); if (m_pEnergyWave) { UTIL_Remove(m_pEnergyWave); } Vector vFacingDir = EyeDirection3D( ); m_pEnergyWave = (CEnergyWave*)Create( "energy_wave", EyePosition(), GetLocalAngles() ); m_flEndEnergyWaveTime = gpGlobals->curtime + 1; //<<TEMP>> magic m_pEnergyWave->SetAbsVelocity( 100*vFacingDir ); CBaseEntity *pEntity = NULL; // iterate on all entities in the vicinity. for ( CEntitySphereQuery sphere( GetAbsOrigin(), HOUNDEYE_MAX_ATTACK_RADIUS ); pEntity = sphere.GetCurrentEntity(); sphere.NextEntity() ) { if (pEntity->Classify() == CLASS_HOUNDEYE) { continue; } if (pEntity->GetFlags() & FL_NOTARGET) { continue; } IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject(); if ( pEntity->m_takedamage != DAMAGE_NO || pPhysicsObject) { // -------------------------- // Adjust damage by distance // -------------------------- float flDist = (pEntity->WorldSpaceCenter() - GetAbsOrigin()).Length(); float flDamageAdjuster = 1-( flDist / HOUNDEYE_MAX_ATTACK_RADIUS ); // -------------------------- // Adjust damage by direction // -------------------------- Vector forward; AngleVectors( GetAbsAngles(), &forward ); Vector vEntDir = (pEntity->GetAbsOrigin() - GetAbsOrigin()); VectorNormalize(vEntDir); float flDotPr = DotProduct(forward,vEntDir); flDamageAdjuster *= flDotPr; if (flDamageAdjuster < 0) { continue; } // -------------------------- // Adjust damage by visibility // -------------------------- if ( !FVisible( pEntity ) ) { if ( pEntity->IsPlayer() ) { // if this entity is a client, and is not in full view, inflict half damage. We do this so that players still // take the residual damage if they don't totally leave the houndeye's effective radius. We restrict it to clients // so that monsters in other parts of the level don't take the damage and get pissed. flDamageAdjuster *= 0.5; } else if ( !FClassnameIs( pEntity, "func_breakable" ) && !FClassnameIs( pEntity, "func_pushable" ) ) { // do not hurt nonclients through walls, but allow damage to be done to breakables continue; } } // ------------------------------ // Apply the damage // ------------------------------ if (pEntity->m_takedamage != DAMAGE_NO) { CTakeDamageInfo info( this, this, flDamageAdjuster * sk_Houndeye_dmg_blast.GetFloat(), DMG_SONIC | DMG_ALWAYSGIB ); CalculateExplosiveDamageForce( &info, (pEntity->GetAbsOrigin() - GetAbsOrigin()), pEntity->GetAbsOrigin() ); pEntity->TakeDamage( info ); // Throw the player if ( pEntity->IsPlayer() ) { Vector forward; AngleVectors( GetLocalAngles(), &forward ); Vector vecVelocity = pEntity->GetAbsVelocity(); vecVelocity += forward * 250 * flDamageAdjuster; vecVelocity.z = 300 * flDamageAdjuster; pEntity->SetAbsVelocity( vecVelocity ); pEntity->ViewPunch( QAngle(random->RandomInt(-20,20), 0, random->RandomInt(-20,20)) ); } } // ------------------------------ // Apply physics foces // ------------------------------ IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject(); if (pPhysicsObject) { float flForce = flDamageAdjuster * 8000; pPhysicsObject->ApplyForceCenter( (vEntDir+Vector(0,0,0.2)) * flForce ); pPhysicsObject->ApplyTorqueCenter( vEntDir * flForce ); } } } }
void C_PhysPropClientside::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName ) { VPROF( "C_PhysPropClientside::ImpactTrace" ); IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if( !pPhysicsObject ) return; Vector dir = pTrace->endpos - pTrace->startpos; int iDamage = 0; if ( iDamageType == DMG_BLAST ) { iDamage = VectorLength( dir ); dir *= 500; // adjust impact strenght // apply force at object mass center pPhysicsObject->ApplyForceCenter( dir ); } else { Vector hitpos; VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos ); VectorNormalize( dir ); // guess avg damage if ( iDamageType == DMG_BULLET ) { iDamage = 30; } else { iDamage = 50; } dir *= 4000; // adjust impact strenght // apply force where we hit it pPhysicsObject->ApplyForceOffset( dir, hitpos ); // Build the impact data CEffectData data; data.m_vOrigin = pTrace->endpos; data.m_vStart = pTrace->startpos; data.m_nSurfaceProp = pTrace->surface.surfaceProps; data.m_nDamageType = iDamageType; data.m_nHitBox = pTrace->hitbox; data.m_hEntity = GetRefEHandle(); // Send it on its way if ( !pCustomImpactName ) { DispatchEffect( "Impact", data ); } else { DispatchEffect( pCustomImpactName, data ); } } // Clone( dir ); // debug code OnTakeDamage( iDamage ); }
void UpdateVPhysicsObjects() { int nPhysicsObjectInterval = sv_benchmark_numticks.GetInt() / s_nBenchmarkPhysicsObjects; int nNextSpawnTick = m_nLastPhysicsObjectTick + nPhysicsObjectInterval; if ( GetTickOffset() >= nNextSpawnTick ) { m_nLastPhysicsObjectTick = nNextSpawnTick; if ( m_PhysicsObjects.Count() < s_nBenchmarkPhysicsObjects ) { // Find a bot to spawn it from. CUtlVector<CBasePlayer*> curPlayers; for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( pPlayer && (pPlayer->GetFlags() & FL_FAKECLIENT) ) { curPlayers.AddToTail( pPlayer ); } } if ( curPlayers.Count() > 0 && m_PhysicsModelNames.Count() > 0 ) { int iModelName = this->RandomInt( 0, m_PhysicsModelNames.Count() - 1 ); const char *pModelName = m_PhysicsModelNames[iModelName]; int iPlayer = this->RandomInt( 0, curPlayers.Count() - 1 ); Vector vSpawnPos = curPlayers[iPlayer]->EyePosition() + Vector( 0, 0, 50 ); // We'll try 15 locations around the player to spawn this thing. for ( int i=0; i < 15; i++ ) { Vector vOffset( this->RandomFloat( -2000, 2000 ), this->RandomFloat( -2000, 2000 ), 0 ); CPhysicsProp *pProp = CreatePhysicsProp( pModelName, vSpawnPos, vSpawnPos+vOffset, curPlayers[iPlayer], false, "prop_physics_multiplayer" ); if ( pProp ) { m_PhysicsObjects.AddToTail( pProp ); pProp->SetAbsVelocity( Vector( this->RandomFloat(-500,500), this->RandomFloat(-500,500), this->RandomFloat(-500,500) ) ); break; } } } } } // Give them all a boost periodically. int nPhysicsForceInterval = sv_benchmark_numticks.GetInt() / 20; int nNextForceTick = m_nLastPhysicsForceTick + nPhysicsForceInterval; if ( GetTickOffset() >= nNextForceTick ) { m_nLastPhysicsForceTick = nNextForceTick; for ( int i=0; i < m_PhysicsObjects.Count(); i++ ) { CBaseEntity *pEnt = m_PhysicsObjects[i]; if ( pEnt ) { IPhysicsObject *pPhysicsObject = pEnt->VPhysicsGetObject(); if ( pPhysicsObject ) { float flAngImpulse = 300000; float flForce = 500000; AngularImpulse vAngularImpulse( this->RandomFloat(-flAngImpulse,flAngImpulse), this->RandomFloat(-flAngImpulse,flAngImpulse), this->RandomFloat(flAngImpulse,flAngImpulse) ); pPhysicsObject->ApplyForceCenter( Vector( this->RandomFloat(-flForce,flForce), this->RandomFloat(-flForce,flForce), this->RandomFloat(0,flForce) ) ); } } } } }
CBaseEntity *CreateServerRagdoll( CBaseAnimating *pAnimating, int forceBone, const CTakeDamageInfo &info, int collisionGroup, bool bUseLRURetirement ) { SyncAnimatingWithPhysics( pAnimating ); CRagdollProp *pRagdoll = (CRagdollProp *)CBaseEntity::CreateNoSpawn( "prop_ragdoll", pAnimating->GetAbsOrigin(), vec3_angle, NULL ); pRagdoll->CopyAnimationDataFrom( pAnimating ); pRagdoll->SetOwnerEntity( pAnimating ); pRagdoll->InitRagdollAnimation(); matrix3x4_t pBoneToWorld[MAXSTUDIOBONES], pBoneToWorldNext[MAXSTUDIOBONES]; const float dt = 0.1f; // Copy over dissolve state... if ( pAnimating->IsEFlagSet( EFL_NO_DISSOLVE ) ) { pRagdoll->AddEFlags( EFL_NO_DISSOLVE ); } // NOTE: This currently is only necessary to prevent manhacks from // colliding with server ragdolls they kill pRagdoll->SetKiller( info.GetInflictor() ); pRagdoll->SetSourceClassName( pAnimating->GetClassname() ); // NPC_STATE_DEAD npc's will have their COND_IN_PVS cleared, so this needs to force SetupBones to happen unsigned short fPrevFlags = pAnimating->GetBoneCacheFlags(); pAnimating->SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP ); // UNDONE: Extract velocity from bones via animation (like we do on the client) // UNDONE: For now, just move each bone by the total entity velocity if set. pAnimating->SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING ); // Reset previous bone flags pAnimating->ClearBoneCacheFlags( BCF_NO_ANIMATION_SKIP ); pAnimating->SetBoneCacheFlags( fPrevFlags ); memcpy( pBoneToWorldNext, pBoneToWorld, sizeof(pBoneToWorld) ); Vector vel = pAnimating->GetAbsVelocity(); if ( vel.LengthSqr() > 0 ) { int numbones = pAnimating->GetModelPtr()->numbones(); for ( int i = 0; i < numbones; i++ ) { Vector pos; MatrixGetColumn( pBoneToWorldNext[i], 3, pos ); pos += vel * dt; MatrixSetColumn( pos, 3, pBoneToWorldNext[i] ); } } // Is this a vehicle / NPC collision? if ( (info.GetDamageType() & DMG_VEHICLE) && pAnimating->MyNPCPointer() ) { // init the ragdoll with no forces pRagdoll->InitRagdoll( vec3_origin, -1, vec3_origin, pBoneToWorld, pBoneToWorldNext, dt, collisionGroup, true ); // apply vehicle forces // Get a list of bones with hitboxes below the plane of impact int boxList[128]; Vector normal(0,0,-1); int count = pAnimating->GetHitboxesFrontside( boxList, ARRAYSIZE(boxList), normal, DotProduct( normal, info.GetDamagePosition() ) ); // distribute force over mass of entire character float massScale = Studio_GetMass(pAnimating->GetModelPtr()); massScale = clamp( massScale, 1, 1e4 ); massScale = 1 / massScale; // distribute the force // BUGBUG: This will hit the same bone twice if it has two hitboxes!!!! ragdoll_t *pRagInfo = pRagdoll->GetRagdoll(); for ( int i = 0; i < count; i++ ) { int physBone = pAnimating->GetPhysicsBone( pAnimating->GetHitboxBone( boxList[i] ) ); IPhysicsObject *pPhysics = pRagInfo->list[physBone].pObject; pPhysics->ApplyForceCenter( info.GetDamageForce() * pPhysics->GetMass() * massScale ); } } else { pRagdoll->InitRagdoll( info.GetDamageForce(), forceBone, info.GetDamagePosition(), pBoneToWorld, pBoneToWorldNext, dt, collisionGroup, true ); } // Are we dissolving? if ( pAnimating->IsDissolving() ) { pRagdoll->TransferDissolveFrom( pAnimating ); } else if ( bUseLRURetirement ) { pRagdoll->AddSpawnFlags( SF_RAGDOLLPROP_USE_LRU_RETIREMENT ); s_RagdollLRU.MoveToTopOfLRU( pRagdoll ); } // Tracker 22598: If we don't set the OBB mins/maxs to something valid here, then the client will have a zero sized hull // for the ragdoll for one frame until Vphysics updates the real obb bounds after the first simulation frame. Having // a zero sized hull makes the ragdoll think it should be faded/alpha'd to zero for a frame, so you get a blink where // the ragdoll doesn't draw initially. Vector mins, maxs; mins = pAnimating->CollisionProp()->OBBMins(); maxs = pAnimating->CollisionProp()->OBBMaxs(); pRagdoll->CollisionProp()->SetCollisionBounds( mins, maxs ); return pRagdoll; }