//----------------------------------------------------------------------------- // The trace filter! //----------------------------------------------------------------------------- bool CTraceFilterSimple::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { if ( !StandardFilterRules( pHandleEntity, contentsMask ) ) return false; if ( m_pPassEnt ) { if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) ) { return false; } } // Don't test if the game code tells us we should ignore this collision... CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity ); if ( !pEntity ) return false; if ( !pEntity->ShouldCollide( m_collisionGroup, contentsMask ) ) return false; if ( pEntity && !g_pGameRules->ShouldCollide( m_collisionGroup, pEntity->GetCollisionGroup() ) ) return false; if ( m_pExtraShouldHitCheckFunction && (! ( m_pExtraShouldHitCheckFunction( pHandleEntity, contentsMask ) ) ) ) return false; return true; }
//----------------------------------------------------------------------------- // Purpose: // Input : *pHandleEntity - // contentsMask - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CASW_Trace_Filter_Doors::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { if ( !StandardFilterRules( pHandleEntity, contentsMask ) ) return false; // Don't test if the game code tells us we should ignore this collision... CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity ); const CBaseEntity *pEntPass = EntityFromEntityHandle( m_pPassEnt ); // don't hurt ourself if ( pEntPass == pEntity ) return false; if ( !pEntity || pEntity->Classify() != CLASS_ASW_DOOR ) return false; CASW_Door *pDoor = assert_cast<CASW_Door*>( pEntity ); if ( !pDoor ) return false; if ( m_bRequireLockedOrSealed ) { if ( pDoor->GetSealAmount() > 0 || !pDoor->IsAutoOpen() ) { return true; } else { return false; } } return true; }
//----------------------------------------------------------------------------- // Purpose: // Input : *pHandleEntity - // contentsMask - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CASW_Trace_Filter_Door_Crush::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { if ( !StandardFilterRules( pHandleEntity, contentsMask ) ) return false; if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) ) return false; // Don't test if the game code tells us we should ignore this collision... CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity ); if ( pEntity ) { //Msg("%f CASW_Trace_Filter_Door_Crush::ShouldHitEntity %s\n", gpGlobals->curtime, pEntity->GetClassname()); if ( !pEntity->ShouldCollide( m_collisionGroup, contentsMask ) ) return false; if ( !g_pGameRules->ShouldCollide( m_collisionGroup, pEntity->GetCollisionGroup() ) ) return false; if ( pEntity->Classify() == CLASS_ASW_DOOR ) return false; if ( pEntity->m_takedamage == DAMAGE_NO ) return false; // Translate the vehicle into its driver for damage if ( pEntity->GetServerVehicle() != NULL ) { CBaseEntity *pDriver = pEntity->GetServerVehicle()->GetPassenger(); if ( pDriver != NULL ) { pEntity = pDriver; } } Vector attackDir = pEntity->WorldSpaceCenter() - m_dmgInfo->GetAttacker()->WorldSpaceCenter(); VectorNormalize( attackDir ); pEntity->TakeDamage( *m_dmgInfo ); //CalculateMeleeDamageForce( &info, attackDir, info.GetAttacker()->WorldSpaceCenter(), m_flForceScale ); return true; } return false; }