예제 #1
0
void CBlobElement::ModifyVelocityForSurface( float flInterval, float flSpeed )
{
	trace_t tr;
	Vector vecStart = GetAbsOrigin();
	Vector up = Vector( 0, 0, BLOB_TRACE_HEIGHT );

	Vector vecWishedGoal = vecStart + (GetAbsVelocity() * flInterval);

	UTIL_TraceLine( vecStart + up, vecWishedGoal + up, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );

	//NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 0.1f );

	m_bOnWall = false;

	if( tr.fraction == 1.0f )
	{
		UTIL_TraceLine( vecWishedGoal + up, vecWishedGoal - (up * 2.0f), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
		//NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 255, 0, false, 0.1f );
		tr.endpos.z += MOVE_HEIGHT_EPSILON;
	}
	else
	{
		//NDebugOverlay::Cross3D( GetAbsOrigin(), 16, 255, 255, 0, false, 0.025f );

		m_bOnWall = true;

		if( tr.m_pEnt != NULL && !tr.m_pEnt->IsWorld() )
		{
			IPhysicsObject *pPhysics = tr.m_pEnt->VPhysicsGetObject();

			if( pPhysics != NULL )
			{
				Vector vecMassCenter;
				Vector vecMassCenterWorld;

				vecMassCenter = pPhysics->GetMassCenterLocalSpace();
				pPhysics->LocalToWorld( &vecMassCenterWorld, vecMassCenter );

				if( tr.endpos.z > vecMassCenterWorld.z )
				{
					pPhysics->ApplyForceOffset( (-150.0f * m_flRandomEightyPercent) * tr.plane.normal, tr.endpos );
				}
			}
		}
	}

	Vector vecDir = tr.endpos - vecStart;
	VectorNormalize( vecDir );
	SetElementVelocity( vecDir * flSpeed, false );
}
예제 #2
0
void CWeaponGravityGun::EffectUpdate( void )
{
	Vector start, forward, right;
	trace_t tr;

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if ( !pOwner )
		return;

	pOwner->EyeVectors( &forward, &right, NULL );

	start = pOwner->Weapon_ShootPosition();

	TraceLine( &tr );
	Vector end = tr.endpos;
	float distance = tr.fraction * 4096;

	if ( m_hObject == NULL && tr.DidHitNonWorldEntity() )
	{
		CBaseEntity *pEntity = tr.m_pEnt;
		AttachObject( pEntity, GetPhysObjFromPhysicsBone( pEntity, tr.physicsbone ), tr.physicsbone, start, tr.endpos, distance );
	}

	// Add the incremental player yaw to the target transform
	QAngle angles = m_gravCallback.TransformAnglesFromPlayerSpace( m_gravCallback.m_targetRotation, pOwner );

	CBaseEntity *pObject = m_hObject;
	if ( pObject )
	{
		if ( m_useDown )
		{
			if ( pOwner->m_afButtonPressed & IN_USE )
			{
				m_useDown = false;
			}
		}
		else 
		{
			if ( pOwner->m_afButtonPressed & IN_USE )
			{
				m_useDown = true;
			}
		}

		if ( m_useDown )
		{
#ifndef CLIENT_DLL
			pOwner->SetPhysicsFlag( PFLAG_DIROVERRIDE, true );
#endif
			if ( pOwner->m_nButtons & IN_FORWARD )
			{
				m_distance = Approach( 1024, m_distance, gpGlobals->frametime * 100 );
			}
			if ( pOwner->m_nButtons & IN_BACK )
			{
				m_distance = Approach( 40, m_distance, gpGlobals->frametime * 100 );
			}
		}

		if ( pOwner->m_nButtons & IN_WEAPON1 )
		{
			m_distance = Approach( 1024, m_distance, m_distance * 0.1 );
		}
		if ( pOwner->m_nButtons & IN_WEAPON2 )
		{
			m_distance = Approach( 40, m_distance, m_distance * 0.1 );
		}

		IPhysicsObject *pPhys = GetPhysObjFromPhysicsBone( pObject, m_physicsBone );
		if ( pPhys )
		{
			if ( pPhys->IsAsleep() )
			{
				// on the odd chance that it's gone to sleep while under anti-gravity
				pPhys->Wake();
			}

			Vector newPosition = start + forward * m_distance;
			Vector offset;
			pPhys->LocalToWorld( &offset, m_worldPosition );
			Vector vecOrigin;
			pPhys->GetPosition( &vecOrigin, NULL );
			m_gravCallback.SetTargetPosition( newPosition + (vecOrigin - offset), angles );
			Vector dir = (newPosition - pObject->GetLocalOrigin());
			m_movementLength = dir.Length();
		}
	}
	else
	{
		m_targetPosition = end;
		//m_gravCallback.SetTargetPosition( end, m_gravCallback.m_targetRotation );
	}
}