//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pPlayer - 
//			*pObject - 
//-----------------------------------------------------------------------------
void CPlayerPickupController::Init( CBasePlayer *pPlayer, CBaseEntity *pObject )
{
	// Holster player's weapon
	if ( pPlayer->GetActiveWeapon() )
	{
		if ( !pPlayer->GetActiveWeapon()->CanHolster() || !pPlayer->GetActiveWeapon()->Holster() )
		{
			Shutdown();
			return;
		}
	}

	// If the target is debris, convert it to non-debris
	if ( pObject->GetCollisionGroup() == COLLISION_GROUP_DEBRIS )
	{
		// Interactive debris converts back to debris when it comes to rest
		pObject->SetCollisionGroup( COLLISION_GROUP_INTERACTIVE_DEBRIS );
	}

	// done so I'll go across level transitions with the player
	SetParent( pPlayer );
	m_grabController.SetIgnorePitch( true );
	m_grabController.SetAngleAlignment( DOT_30DEGREE );
	m_pPlayer = pPlayer;
	IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
	
	Pickup_OnPhysGunPickup( pObject, m_pPlayer, PICKED_UP_BY_PLAYER );
	
	m_grabController.AttachEntity( pPlayer, pObject, pPhysics, false, vec3_origin, false );
	
	m_pPlayer->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION;
	m_pPlayer->SetUseEntity( this );
}
void CWeaponGravityGun::AttachObject( CBaseEntity *pObject, const Vector& start, const Vector &end, float distance )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if( !pOwner )
		return;
	m_hObject = pObject;
	m_useDown = false;
	IPhysicsObject *pPhysics = pObject ? (pObject->VPhysicsGetObject()) : NULL;
	if ( pPhysics && pObject->GetMoveType() == MOVETYPE_VPHYSICS )
	{
		m_distance = distance;

		Vector worldPosition;
		pObject->WorldToEntitySpace( end, &worldPosition );
		m_worldPosition = worldPosition;
		m_gravCallback.AttachEntity( pOwner, pObject, pPhysics, pObject->GetAbsOrigin() );

		m_originalObjectPosition = pObject->GetAbsOrigin();

		pPhysics->Wake();
		PhysSetGameFlags( pPhysics, FVPHYSICS_PLAYER_HELD );

#ifndef CLIENT_DLL
		Pickup_OnPhysGunPickup( pObject, pOwner );
#endif
	}
	else
	{
		m_hObject = NULL;
	}
}
Пример #3
0
void CWeaponGravityGun::AttachObject( CBaseEntity *pObject, const Vector& start, const Vector &end, float distance )
{
	m_hObject = pObject;
	m_useDown = false;
	IPhysicsObject *pPhysics = pObject ? (pObject->VPhysicsGetObject()) : NULL;
	if ( pPhysics && pObject->GetMoveType() == MOVETYPE_VPHYSICS )
	{
		m_distance = distance;

		m_gravCallback.AttachEntity( pObject, pPhysics, end );
		float mass = pPhysics->GetMass();
		Msg( "Object mass: %.2f lbs (%.2f kg)\n", kg2lbs(mass), mass );
		float vel = phys_gunvel.GetFloat();
		if ( mass > phys_gunmass.GetFloat() )
		{
			vel = (vel*phys_gunmass.GetFloat())/mass;
		}
		m_gravCallback.SetMaxVelocity( vel );
//		Msg( "Object mass: %.2f lbs (%.2f kg) %f %f %f\n", kg2lbs(mass), mass, pObject->GetAbsOrigin().x, pObject->GetAbsOrigin().y, pObject->GetAbsOrigin().z );
//		Msg( "ANG: %f %f %f\n", pObject->GetAbsAngles().x, pObject->GetAbsAngles().y, pObject->GetAbsAngles().z );

		m_originalObjectPosition = pObject->GetAbsOrigin();

		m_pelletAttract = -1;
		m_pelletHeld = -1;

		pPhysics->Wake();
		SortPelletsForObject( pObject );
		
		CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
		if( pOwner )
		{
			Pickup_OnPhysGunPickup( pObject, pOwner );
		}
	}
	else
	{
		m_hObject = NULL;
	}
}
Пример #4
0
void CWeaponGravityGun::AttachObject( CBaseEntity *pObject, IPhysicsObject *pPhysics, short physicsbone, const Vector& start, const Vector &end, float distance )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if( !pOwner )
		return;
	m_hObject = pObject;
	m_physicsBone = physicsbone;
	m_useDown = false;
	if ( pPhysics && pObject->GetMoveType() == MOVETYPE_VPHYSICS )
	{
		m_distance = distance;

		Vector worldPosition;
		pPhysics->WorldToLocal( &worldPosition, end );
		m_worldPosition = worldPosition;
		Vector vecOrigin;
		pPhysics->GetPosition( &vecOrigin, NULL );
		m_gravCallback.AttachEntity( pOwner, pObject, pPhysics, physicsbone, vecOrigin );

		m_originalObjectPosition = vecOrigin;

		pPhysics->Wake();
		IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
		int count = pObject->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
		for ( int i = 0; i < count; i++ )
		{
			PhysSetGameFlags( pList[i], FVPHYSICS_PLAYER_HELD );
		}

#ifndef CLIENT_DLL
		Pickup_OnPhysGunPickup( pObject, pOwner );
#endif
	}
	else
	{
		m_hObject = NULL;
		m_physicsBone = 0;
	}
}