Exemplo n.º 1
0
//---------------------------------------------------------
// 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 );
	}
}
Exemplo n.º 2
0
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();
}
Exemplo n.º 3
0
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 );
		}
	}
}
Exemplo n.º 4
0
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;
}
Exemplo n.º 8
0
//-----------------------------------------------------------------------------
// 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();
}
Exemplo n.º 10
0
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();
}
Exemplo n.º 11
0
//=========================================================
// 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 );
			}
		}
	}
}
Exemplo n.º 12
0
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 );
}
Exemplo n.º 13
0
    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) ) );
                    }
                }
            }
        }
    }
Exemplo n.º 14
0
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;
}