Пример #1
0
void CServerMissionMgr::SetServerSettings(ServerMissionSettings& ServerSettings)
{
	if (!g_vtNetFriendlyFire.IsInitted())
	{
		g_vtNetFriendlyFire.Init(g_pLTServer, "NetFriendlyFire", LTNULL, 1.0f);
	}
	if (!g_vtDifficultyFactorPlayerIncrease.IsInitted())
	{
		g_vtDifficultyFactorPlayerIncrease.Init( g_pLTServer, "DifficultyFactorPlayerIncrease", LTNULL, 0.1f );
	}
	if( !g_vtRunSpeed.IsInitted( ))
	{
		g_vtRunSpeed.Init( g_pLTServer, "RunSpeed", NULL, 1.0f );
	}

	m_ServerSettings = ServerSettings;

	g_vtNetFriendlyFire.SetFloat( ( ServerSettings.m_bFriendlyFire ? 1.0f : 0.0f) );

	if (IsDifficultyGameType())
	{
		g_pGameServerShell->SetDifficulty((GameDifficulty)ServerSettings.m_nMPDifficulty);
		g_pLTServer->CPrint("CServerMissionMgr::StartGame() setting difficulty to %d",ServerSettings.m_nMPDifficulty);
	}
	else
		g_pGameServerShell->SetDifficulty(GD_NORMAL);
	

	g_vtDifficultyFactorPlayerIncrease.SetFloat(ServerSettings.m_fPlayerDiffFactor);

	// Only adjust the runspeed if this is a gametype that allows it.
	if( !IsCoopMultiplayerGameType( ))
		g_vtRunSpeed.SetFloat(  (float)ServerSettings.m_nRunSpeed / 100.0f );
}
Пример #2
0
void CLipstickProx::HandleImpact(HOBJECT hObj)
{
	CGrenade::HandleImpact(hObj);

	if (!g_vtProxGrenadeArmDelay.IsInitted())
	{
        g_vtProxGrenadeArmDelay.Init(g_pLTServer, "ProxArmDelay", LTNULL, -1.0f);
	}

	if (!g_vtProxGrenadeDetonateDelay.IsInitted())
	{
        g_vtProxGrenadeDetonateDelay.Init(g_pLTServer, "ProxDetonateDelay", LTNULL, -1.0f);
	}

	// See if we should stick to the object we just hit...

	SURFACE* pSurf = g_pSurfaceMgr->GetSurface(m_eLastHitSurface);
	if (pSurf)
	{
		// Does this surface support magnatism?  If so, stick...

		if (pSurf->bMagnetic)
		{
			// Need to set velocity to 0.0f but account for stoping vel
			// being added back in...

			CollisionInfo info;
            g_pLTServer->GetLastCollision(&info);

			LTVector vVel(0, 0, 0);
			vVel -= info.m_vStopVel;
			g_pLTServer->SetVelocity(m_hObject, &vVel);

			m_vSurfaceNormal.Init(0, 1, 0);
			m_vSurfaceNormal = info.m_Plane.m_Normal;


			// Turn off gravity, solid, and touch notify....
			// And turn on go-thru-world so it doesn't reflect from the ending position

            uint32 dwFlags = g_pLTServer->GetObjectFlags(m_hObject);
			dwFlags &= ~(FLAG_GRAVITY | FLAG_TOUCH_NOTIFY | FLAG_SOLID);
			dwFlags |= FLAG_GOTHRUWORLD;
            g_pLTServer->SetObjectFlags(m_hObject, dwFlags);


			// Rotate to rest...

			RotateToRest();
		}
	}
}
Пример #3
0
void CLiteObjectMgr::PreStartWorld(bool bSwitchingWorlds)
{
	// Can't do this in the ctor due to g_pLTServer not being valid yet...
	if (!g_ShowLiteObjectInfoTrack.IsInitted())
		g_ShowLiteObjectInfoTrack.Init(g_pLTServer, "ShowLiteObjectInfo", LTNULL, 0.0f);

	// Move the objects into the delete list
	if (m_aDeleteObjects.empty())
		m_aActiveObjects.swap(m_aDeleteObjects);
	else
	{
		m_aDeleteObjects.insert(m_aDeleteObjects.end(), m_aActiveObjects.begin(), m_aActiveObjects.end());
		m_aActiveObjects.swap(TObjectList());
	}
	m_nNumActiveObjects = 0;

	if (m_aDeleteObjects.empty())
		m_aInactiveObjects.swap(m_aDeleteObjects);
	else
	{
		m_aDeleteObjects.insert(m_aDeleteObjects.end(), m_aInactiveObjects.begin(), m_aInactiveObjects.end());
		m_aInactiveObjects.swap(TObjectList());
	}
	m_nNumInactiveObjects = 0;

	// Clear the name map
	m_aNameMap.clear();

	// Clear the initial update list
	m_aInitialUpdateObjects.swap(TObjectList());

	// You're clean, now
	SetDirty(eDirty_All, false);

}
void GameBase::CreateBoundingBox()
{
	if (m_hDimsBox) return;

	if (!g_vtDimsAlpha.IsInitted())
	{
        g_vtDimsAlpha.Init(g_pLTServer, "DimsAlpha", LTNULL, 1.0f);
	}

	ObjectCreateStruct theStruct;
	INIT_OBJECTCREATESTRUCT(theStruct);

    LTVector vPos;
    g_pLTServer->GetObjectPos(m_hObject, &vPos);
	theStruct.m_Pos = vPos;

	SAFE_STRCPY(theStruct.m_Filename, "Models\\1x1_square.abc");
	SAFE_STRCPY(theStruct.m_SkinName, "Models\\1x1_square.dtx");

	theStruct.m_Flags = FLAG_VISIBLE | FLAG_NOLIGHT | FLAG_GOTHRUWORLD;
	theStruct.m_ObjectType = OT_MODEL;

    HCLASS hClass = g_pLTServer->GetClass("BaseClass");
    LPBASECLASS pModel = g_pLTServer->CreateObject(hClass, &theStruct);

	if (pModel)
	{
		m_hDimsBox = pModel->m_hObject;

        LTVector vDims;
        g_pLTServer->GetObjectDims(m_hObject, &vDims);

        LTVector vScale;
		VEC_DIVSCALAR(vScale, vDims, 0.5f);
        g_pLTServer->ScaleObject(m_hDimsBox, &vScale);
	}


    LTVector vOffset;
    LTRotation rOffset;
	vOffset.Init();
    rOffset.Init();

	HATTACHMENT hAttachment;
    LTRESULT dRes = g_pLTServer->CreateAttachment(m_hObject, m_hDimsBox, LTNULL,
											     &vOffset, &rOffset, &hAttachment);
    if (dRes != LT_OK)
	{
        g_pLTServer->RemoveObject(m_hDimsBox);
        m_hDimsBox = LTNULL;
	}

    LTVector vColor = GetBoundingBoxColor();

    g_pLTServer->SetObjectColor(m_hDimsBox, vColor.x, vColor.y, vColor.z, g_vtDimsAlpha.GetFloat());
}
Пример #5
0
void VolumeBrush::InitialUpdate()
{
// TESTING!!!!
	if (!vtRemoveFilters.IsInitted())
	{
		vtRemoveFilters.Init(g_pLTServer, "RemoveFilters", LTNULL, 0.0f);
	}
	if (vtRemoveFilters.GetFloat())
	{
		g_pLTServer->CPrint("Removing Filter: %s", g_pLTServer->GetObjectName(m_hObject));
		g_pLTServer->RemoveObject(m_hObject);
		return;
	}
// TESTING!!!!


	// Tell the client about any special fx (fog)...

	CreateSpecialFXMsg();


	// Save volume brush's initial flags...

    m_dwSaveFlags = g_pLTServer->GetObjectFlags(m_hObject);


    uint32 dwUserFlags = g_pLTServer->GetObjectUserFlags(m_hObject);
	dwUserFlags |= USRFLG_IGNORE_PROJECTILES;
	if (!m_bHidden) dwUserFlags |= USRFLG_VISIBLE;

    g_pLTServer->SetObjectUserFlags(m_hObject, dwUserFlags);


	// Create the surface if necessary.  We only need to do updates if we have
	// a surface (in case somebody decides to move the brush, we need to update
	// the surface's position)...

	if (m_bShowSurface)
	{
		CreateSurface();
        SetNextUpdate(UPDATE_DELTA);
	}


	// Normalize friction (1 = normal, 0 = no friction, 2 = double)...

	if (m_fFriction < 0.0) m_fFriction = 0.0f;
	else if (m_fFriction > 1.0) m_fFriction = 1.0f;


	// Normalize viscosity (1 = no movement, 0 = full movement)...

	if (m_fViscosity < 0.0) m_fViscosity = 0.0f;
	else if (m_fViscosity > 1.0) m_fViscosity = 1.0f;
}
void Intelligence::InitialUpdate()
{

	if (!g_IntelRespawnScale.IsInitted())
	{
        g_IntelRespawnScale.Init(GetServerDE(), "IntelRespawnScale", LTNULL, 1.0f);
	}

 	if (m_bStartHidden)
	{
		SetNextUpdate(0.001f);
	}

	m_bSkipUpdate = m_bMoveToFloor;

	CacheFiles();

}
void CProjectile::Setup(CWeapon* pWeapon, WFireInfo & info)
{
	if (!pWeapon || !info.hFiredFrom || !g_pWeaponMgr) return;

	if (!g_vtInvisibleMaxThickness.IsInitted())
	{
        g_vtInvisibleMaxThickness.Init(g_pLTServer, "InvisibleMaxThickness", LTNULL, 33.0f);
	}
	if (!g_vtNetFriendlyFire.IsInitted())
	{
        g_vtNetFriendlyFire.Init(g_pLTServer, "NetFriendlyFire", LTNULL, 0.0f);
	}

	m_vDir				= info.vPath;
	m_vDir.Norm();

	m_hFiredFrom		= info.hFiredFrom;
	m_nWeaponId			= pWeapon->GetId();
	m_nAmmoId			= pWeapon->GetAmmoId();
	m_fLifeTime			= pWeapon->GetLifeTime();
	m_fInstDamage		= pWeapon->GetInstDamage();
	m_fProgDamage		= pWeapon->GetProgDamage();

	m_pWeaponData		= pWeapon->GetWeaponData();
	if (!m_pWeaponData) return;

	m_pAmmoData			= pWeapon->GetAmmoData();
	if (!m_pAmmoData) return;

	m_eInstDamageType	= m_pAmmoData->eInstDamageType;
	m_eProgDamageType	= m_pAmmoData->eProgDamageType;

	if (info.bOverrideVelocity)
	{
		m_fVelocity = info.fOverrideVelocity;
	}
	else if (info.bAltFire)
	{
        m_fVelocity = (LTFLOAT) (m_pAmmoData->pProjectileFX ? m_pAmmoData->pProjectileFX->nAltVelocity : 0);
	}
	else
	{
        m_fVelocity = (LTFLOAT) (m_pAmmoData->pProjectileFX ? m_pAmmoData->pProjectileFX->nVelocity : 0);
	}

    m_fRange            = (LTFLOAT) m_pWeaponData->nRange;
	m_bSilenced			= !!(pWeapon->GetSilencer());

	AmmoType eAmmoType  = m_pAmmoData->eType;

	m_vFirePos			= info.vFirePos;
	m_vFlashPos			= info.vFlashPos;

	m_bNumCallsToAddImpact = 0;

	// See if we start inside the test object...

	if (!TestInsideObject(info.hTestObj, eAmmoType))
	{
		if (eAmmoType == PROJECTILE)
		{
			DoProjectile();
		}
		else if (eAmmoType == VECTOR)
		{
			DoVector();
		}
		else if (eAmmoType == GADGET)
		{
			; // Do nothing for now
		}
	}
}
Пример #8
0
LTBOOL PickupItem::InitialUpdate()
{
    SetNextUpdate(UPDATE_NEVER);

	if (!g_RespawnScaleTrack.IsInitted())
	{
        g_RespawnScaleTrack.Init(GetServerDE(), "RespawnScale", LTNULL, 1.0f);
	}


	// Set up our user flags...

	g_pCommonLT->SetObjectFlags(m_hObject, OFT_User, m_dwUserFlags, m_dwUserFlags);


	// set a special fx message so that the client knows about the pickup item...
	// (so it can handle bouncing, rotating, and displaying the proper targeting text...)

	CreateSpecialFX();

	g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, m_dwFlags, m_dwFlags);

	// Look for an animation specified in DEdit...

	uint32 dwAni = INVALID_ANI;
	if( !m_sWorldAniName.empty())
	{
		dwAni = g_pLTServer->GetAnimIndex(m_hObject, m_sWorldAniName.c_str());
	}
	
	if (dwAni != INVALID_ANI)
	{
		g_pLTServer->SetModelAnimation(m_hObject, dwAni);
	}
	else
	{
		// If we couldn't find the ani look for the world ani.  ALL PickUps should have a "World" ani...

		dwAni = g_pLTServer->GetAnimIndex( m_hObject, "World" );
		if( dwAni != INVALID_ANI )
		{
			g_pLTServer->SetModelAnimation( m_hObject, dwAni );
		}
	}

	// Set the dims based on the current animation...

    LTVector vDims;
    g_pCommonLT->GetModelAnimUserDims(m_hObject, &vDims, g_pLTServer->GetModelAnimation(m_hObject));

	// Set object dims based on scale value...

    LTVector vNewDims;
	vNewDims.x = m_vScale.x * vDims.x;
	vNewDims.y = m_vScale.y * vDims.y;
	vNewDims.z = m_vScale.z * vDims.z;

    g_pLTServer->ScaleObject(m_hObject, &m_vScale);
	g_pPhysicsLT->SetObjectDims(m_hObject, &vNewDims, 0);

	// Make sure object starts on floor if the gravity flag is set...

	if(m_bMoveToFloor)
	{
		MoveObjectToFloor(m_hObject);
	}

    return LTTRUE;
}
Пример #9
0
void CMusicMgr::Init(const char* szMusicControlFile)
{
	// Start fresh.
	Term( );

	if( !m_pMusicButeMgr )
	{
		m_pMusicButeMgr = new CMusicButeMgr( );
		if( !m_pMusicButeMgr )
			return;

		if( !m_pMusicButeMgr->Init())
			return;
	}

	strcpy(m_szTheme, szMusicControlFile);
	char* pchDot;
	if ( pchDot = strchr(m_szTheme, '.') )
	{
		*pchDot = 0;
	}

    _strlwr(m_szTheme);

	for ( uint32 iMood = 0 ; iMood < kNumMoods ; ++iMood )
	{
		m_acMoods[iMood] = 0;

		for ( uint32 iLevel = 0 ; iLevel < kMaxLevelsPerMood ; iLevel++ )
		{
			char szMood[128];
			sprintf(szMood, "%s%d", s_aszMusicMoods[iMood], iLevel);
			m_aanMoods[iMood][m_acMoods[iMood]] = m_pMusicButeMgr->GetButeMgr( )->GetInt(m_szTheme, szMood, m_aanMoods[iMood][m_acMoods[iMood]]);
			if ( m_pMusicButeMgr->GetButeMgr( )->Success( ))
			{
				m_acMoods[iMood]++;
			}
			else
			{
				break;
			}
		}
	}

	for ( uint32 iEvent = 0 ; iEvent < kNumEvents ; ++iEvent )
	{
		m_acEvents[iEvent] = 0;

		for ( uint32 iMotif = 0 ; iMotif < kMaxMotifsPerEvent ; iMotif++ )
		{
			char szEvent[128];
			sprintf(szEvent, "%s%d", s_aszEvents[iEvent], iMotif);
			m_pMusicButeMgr->GetButeMgr( )->GetString(m_szTheme, szEvent, "", m_aaszEvents[iEvent][m_acEvents[iEvent]], sizeof(m_aaszEvents[iEvent][m_acEvents[iEvent]]));
			if ( m_pMusicButeMgr->GetButeMgr( )->Success( ))
			{
				m_acEvents[iEvent]++;
			}
			else
			{
				break;
			}
		}
	}

	m_afEventChances[eEventPlayerDie]	= (LTFLOAT)m_pMusicButeMgr->GetButeMgr( )->GetDouble("settings", "DieChance");
	m_afEventChances[eEventAIDie]		= (LTFLOAT)m_pMusicButeMgr->GetButeMgr( )->GetDouble("settings", "DieChance");
	m_afEventChances[eEventAIDodge]		= (LTFLOAT)m_pMusicButeMgr->GetButeMgr( )->GetDouble("settings", "DodgeChance");

	m_bInitialized = LTTRUE;

#ifndef _FINAL
	if ( !g_ShowMusicTrack.IsInitted() )
	{
		g_ShowMusicTrack.Init(g_pLTServer, "ShowMusicChange", LTNULL, 0.0f);
	}
#endif

}
Пример #10
0
void Prop::HandleAttachmentImpact( CAttachmentPosition *pAttachPos, const LTVector& vDir )
{
	if( !pAttachPos )
		return;

	// TODO: Init these somewhere else
	if( !s_vtAttachmentMinVel.IsInitted() )
	{
		s_vtAttachmentMinVel.Init( g_pLTServer, "AttachmentMinVel", LTNULL, DEFAULT_ATTACH_MIN_VEL );
	}
	if( !s_vtAttachmentMaxVel.IsInitted() )
	{
		s_vtAttachmentMaxVel.Init( g_pLTServer, "AttachmentMaxVel", LTNULL, DEFAULT_ATTACH_MAX_VEL );
	}
	if( !s_vtAttachmentMinYAdd.IsInitted() )
	{
		s_vtAttachmentMinYAdd.Init( g_pLTServer, "AttachmentMinYAdd", LTNULL, DEFAULT_ATTACH_MIN_YADD );
	}
	if( !s_vtAttachmentMaxYAdd.IsInitted() )
	{
		s_vtAttachmentMaxYAdd.Init( g_pLTServer, "AttachmentMaxYAdd", LTNULL, DEFAULT_ATTACH_MAX_YADD );
	}
	if( !s_vtAttachmentFadeDelay.IsInitted() )
	{
		s_vtAttachmentFadeDelay.Init( g_pLTServer, "AttachmentFadeDelay", LTNULL, DEFAULT_ATTACH_FADE_DELAY );
	}
	if( !s_vtAttachmentFadeDuration.IsInitted() )
	{
		s_vtAttachmentFadeDuration.Init( g_pLTServer, "AttachmentFadeDuration", LTNULL, DEFAULT_ATTACH_FADE_DURATION );
	}
	
	// Set the owner of the attachment...
	
	m_hAttachmentOwner = pAttachPos->GetAttachment()->GetObject();

	uint32 dwFlags = FLAG_POINTCOLLIDE | FLAG_NOSLIDING | FLAG_TOUCH_NOTIFY | FLAG_GRAVITY;
	g_pCommonLT->SetObjectFlags( m_hObject, OFT_Flags, dwFlags, dwFlags | FLAG_GOTHRUWORLD );	

	// Play the world animation so the prop is flat when it comes to rest...

	HMODELANIM	hWorldAnim = INVALID_MODEL_ANIM;
	if( (g_pModelLT->GetAnimIndex( m_hObject, "WORLD", hWorldAnim ) == LT_OK) && (hWorldAnim != INVALID_MODEL_ANIM) )
	{
		g_pModelLT->SetLooping( m_hObject, MAIN_TRACKER, true );
		g_pModelLT->SetCurAnim( m_hObject, MAIN_TRACKER, hWorldAnim );
	}
	

	LTVector vVel = vDir;
	vVel.Normalize();
	vVel *= GetRandom( s_vtAttachmentMinVel.GetFloat(), s_vtAttachmentMaxVel.GetFloat() );
	vVel.y += GetRandom( s_vtAttachmentMinYAdd.GetFloat(), s_vtAttachmentMaxYAdd.GetFloat() );
	
	g_pPhysicsLT->SetVelocity( m_hObject, &vVel );

	// Don't play the touch animation and sounds when recieving a touch notify...

	m_bTouchable = LTFALSE;
	m_bAttachmentShotOff = LTTRUE;

	g_pLTServer->SetBlockingPriority( m_hObject, 0 );
	g_pPhysicsLT->SetForceIgnoreLimit( m_hObject, 0.0f );

	// Give it some rotation...

	float fVal	= MATH_PI;
    float fVal2	= MATH_CIRCLE;
	m_fPitchVel	= GetRandom( -fVal2, fVal2 );
	m_fYawVel	= GetRandom( -fVal2, fVal2 );
	m_fRollVel	= GetRandom( -fVal2, fVal2 );

	m_bRotating	= true;

	SetNextUpdate(UPDATE_NEXT_FRAME);
}
Пример #11
0
void CSpear::HandleImpact(HOBJECT hObj)
{
	if (!g_vtSpearStickPercentage.IsInitted())
	{
        g_vtSpearStickPercentage.Init(g_pLTServer, "SpearStickPercent", LTNULL, 0.9f);
	}

	if (!m_pAmmoData || !m_pAmmoData->pProjectileFX)
	{
		CProjectile::HandleImpact(hObj);
		return;
	}


	CollisionInfo info;
    g_pLTServer->GetLastCollision(&info);

    LTVector vPos, vVel, vCurVel, vP0, vP1;
    g_pLTServer->GetObjectPos(m_hObject, &vPos);

    LTRotation rRot;
    g_pLTServer->GetObjectRotation(m_hObject, &rRot);


	// Should we break the spear?

	enum SpearAction
	{
		eSpearActionBreak,
		eSpearActionStickWorld,
		eSpearActionStickAI,
		eSpearActionStickPlayer,
		eSpearActionStickBody
	};

	SpearAction eSpearAction = eSpearActionBreak;

	// Randomly break even if we could sometimes stick...

	if (GetRandom(0.0, 1.0f) > g_vtSpearStickPercentage.GetFloat())
	{
		eSpearAction = eSpearActionBreak;
	}
	else if (IsMainWorld(hObj))
	{
 		// Calculate where we really hit the world...

		g_pLTServer->GetVelocity(m_hObject, &vVel);

		vP1 = vPos;
        vCurVel = vVel * g_pLTServer->GetFrameTime();
		vP0 = vP1 - vCurVel;
		vP1 += vCurVel;

        LTFLOAT fDot1 = VEC_DOT(info.m_Plane.m_Normal, vP0) - info.m_Plane.m_Dist;
        LTFLOAT fDot2 = VEC_DOT(info.m_Plane.m_Normal, vP1) - info.m_Plane.m_Dist;

		if (fDot1 < 0.0f && fDot2 < 0.0f || fDot1 > 0.0f && fDot2 > 0.0f)
		{
			vPos = vP1;
		}
		else
		{
            LTFLOAT fPercent = -fDot1 / (fDot2 - fDot1);
			VEC_LERP(vPos, vP0, vP1, fPercent);
		}

		// Set our new "real" pos...

        g_pLTServer->SetObjectPos(m_hObject, &vPos);

		eSpearAction = eSpearActionStickWorld;
	}
	else if (IsMoveable(hObj))
	{
		if (IsAI(hObj))
		{
			// Attach to a AI
			eSpearAction = eSpearActionStickAI;
		}
		else if (IsPlayer(hObj))
		{
			// Attach to a Player
			eSpearAction = eSpearActionStickPlayer;
		}
		else if (IsBody(hObj))
		{
			// Attach to a body
 			eSpearAction = eSpearActionStickBody;
		}
		else
		{
			// Could probably come up with a way to attach to moveable
			// non-character objects (like doors), but it is much easier
			// to just break it ;)...

            eSpearAction = eSpearActionBreak;
		}
	}

	// If the surface is too hard, the spear will just break when
	// it hits it...

	SurfaceType eSurf = GetSurfaceType(info);
	SURFACE* pSurf = g_pSurfaceMgr->GetSurface(eSurf);
	if ((eSpearActionBreak == eSpearAction) || ((eSpearActionStickWorld == eSpearAction) && pSurf && pSurf->fHardness > 0.5))
	{
		// Create spear debris...

		DEBRIS* pDebris = g_pDebrisMgr->GetDebris(m_pAmmoData->szName);
		if (pDebris)
		{
			vVel.Norm();
            LTVector vNegVel = -vVel;
            CreatePropDebris(vPos, vNegVel, pDebris->nId);
		}

		CProjectile::HandleImpact(hObj);
		return;
	}

	// Create the Spear powerup...

	char szSpawn[512];
	sprintf(szSpawn, "AmmoBox AmmoType1 %s;AmmoCount1 1;Filename %s;Skin %s",
		m_pAmmoData->szName, m_pAmmoData->pProjectileFX->szModel,
		m_pAmmoData->pProjectileFX->szSkin);

	LTVector vScale = m_pAmmoData->pProjectileFX->vModelScale;

	// Make sure the spear sticks out a little ways...

	vVel.Norm();
	vPos -= (vVel * vScale.z/2.0f);

	if (eSpearActionStickWorld == eSpearAction)
	{
		g_pLTServer->AlignRotation(&rRot, &vVel, LTNULL);
	}

	BaseClass* pClass = SpawnObject(szSpawn, LTVector(-10000,-10000,-10000), rRot);

	if (pClass)
	{
		g_pLTServer->ScaleObject(pClass->m_hObject, &vScale);

		LTVector vDims;
		g_pLTServer->GetObjectDims(pClass->m_hObject, &vDims);
		vDims.x *= vScale.x;
		vDims.y *= vScale.y;
		vDims.z *= vScale.z;

		g_pLTServer->SetObjectDims(pClass->m_hObject, &vDims);

		// We don't want other projectiles to impact on us...

		//uint32 dwUsrFlags = g_pLTServer->GetObjectUserFlags(pClass->m_hObject);
		//dwUsrFlags |= USRFLG_IGNORE_PROJECTILES;
		//g_pLTServer->SetObjectUserFlags(pClass->m_hObject, dwUsrFlags);


		if ( eSpearActionStickAI == eSpearAction || eSpearActionStickPlayer == eSpearAction )
		{
			g_pLTServer->SetObjectUserFlags(pClass->m_hObject, g_pLTServer->GetObjectUserFlags(pClass->m_hObject) & ~USRFLG_GLOW);
			g_pLTServer->SetObjectFlags(pClass->m_hObject, g_pLTServer->GetObjectFlags(pClass->m_hObject) & ~FLAG_TOUCH_NOTIFY);

			if ( eSpearActionStickPlayer == eSpearAction )
			{
				g_pLTServer->SetObjectUserFlags(pClass->m_hObject, g_pLTServer->GetObjectUserFlags(pClass->m_hObject) | USRFLG_ATTACH_HIDE1SHOW3);
			}

			// Attach it to the character

			CCharacter* pCharacter = (CCharacter*)g_pLTServer->HandleToObject(hObj);
			pCharacter->AddSpear(pClass->m_hObject, pCharacter->GetModelNodeLastHit(), rRot);
		}
		else if ( eSpearActionStickBody == eSpearAction )
		{
			g_pLTServer->SetObjectUserFlags(pClass->m_hObject, g_pLTServer->GetObjectUserFlags(pClass->m_hObject) & ~USRFLG_GLOW);
			g_pLTServer->SetObjectFlags(pClass->m_hObject, g_pLTServer->GetObjectFlags(pClass->m_hObject) & ~FLAG_TOUCH_NOTIFY);

			// Attach it to the body

			Body* pBody = (Body*)g_pLTServer->HandleToObject(hObj);
			pBody->AddSpear(pClass->m_hObject, rRot);
		}
		else // ( eSpearActionStickWorld == eSpearAction )
		{
			// Move it to the right position in the world
			g_pLTServer->SetObjectPos(pClass->m_hObject, &vPos);
		}
	}

	CProjectile::HandleImpact(hObj);
}
Пример #12
0
void CGrenade::HandleImpact(HOBJECT hObj)
{
	if (!g_vtGrenadeDampenPercent.IsInitted())
	{
        g_vtGrenadeDampenPercent.Init(g_pLTServer, "GrenadeDampenPercent", LTNULL, DEFAULT_GRENADE_DAMPEN_PERCENT);
	}

	if (!g_vtGrenadeMinVelMag.IsInitted())
	{
        g_vtGrenadeMinVelMag.Init(g_pLTServer, "GrenadeMinVelMag", LTNULL, DEFAULT_GRENADE_MIN_VELOCITY);
	}


    LTVector vVel;
    g_pLTServer->GetVelocity(m_hObject, &vVel);


	// See if we are impacting on liquid...

    LTBOOL bEnteringLiquid = LTFALSE;
    uint16 code;
    if (g_pLTServer->GetContainerCode(hObj, &code))
	{
		if (IsLiquid((ContainerCode)code))
		{
            bEnteringLiquid = LTTRUE;
		}
	}


	CollisionInfo info;
    g_pLTServer->GetLastCollision(&info);


	// Do the bounce, if the object we hit isn't liquid...

	if (!bEnteringLiquid)
	{
		vVel += (info.m_vStopVel * 2.0f);
	}


	// Dampen the grenade's new velocity based on the surface type...

    LTFLOAT fDampenPercent = g_vtGrenadeDampenPercent.GetFloat();

	m_eLastHitSurface = GetSurfaceType(info);
	SURFACE* pSurf = g_pSurfaceMgr->GetSurface(m_eLastHitSurface);
	if (pSurf)
	{
		// Play a bounce sound (based on the surface type) if one isn't
		// already playing...

		if ( ShouldPlayBounceSound(pSurf) )
		{
			// Only play one sound at a time...

			if (m_hBounceSnd)
			{
                g_pLTServer->KillSound(m_hBounceSnd);
                m_hBounceSnd = LTNULL;
			}

            uint32 dwFlags = PLAYSOUND_GETHANDLE | PLAYSOUND_TIME;

			int nVolume	= IsLiquid(m_eContainerCode) ? 50 : 100;

            LTVector vPos;
            g_pLTServer->GetObjectPos(m_hObject, &vPos);

			m_hBounceSnd = g_pServerSoundMgr->PlaySoundFromPos(vPos, (char*)GetBounceSound(pSurf),
				pSurf->fGrenadeSndRadius, SOUNDPRIORITY_MISC_MEDIUM, dwFlags, nVolume);
		}

		fDampenPercent = (1.0f - pSurf->fHardness);
	}

	fDampenPercent = fDampenPercent > 1.0f ? 1.0f : (fDampenPercent < 0.0f ? 0.0f : fDampenPercent);

	vVel *= (1.0f - fDampenPercent);


	// See if we should come to a rest...

    LTVector vTest = vVel;
	vTest.y = 0.0f;

	if (vTest.Mag() < g_vtGrenadeMinVelMag.GetFloat())
	{
		// If we're on the ground (or an object), stop movement...

		CollisionInfo standingInfo;
        g_pLTServer->GetStandingOn(m_hObject, &standingInfo);

		CollisionInfo* pInfo = standingInfo.m_hObject ? &standingInfo : &info;

		if (pInfo->m_hObject)
		{
			// Don't stop on walls...

			if (pInfo->m_Plane.m_Normal.y > 0.75f)
			{
				vVel.Init();

				// Turn off gravity, solid, and touch notify....

                uint32 dwFlags = g_pLTServer->GetObjectFlags(m_hObject);
				dwFlags &= ~(FLAG_GRAVITY | FLAG_TOUCH_NOTIFY | FLAG_SOLID);

                g_pLTServer->SetObjectFlags(m_hObject, dwFlags);

				// Rotate to rest...

				RotateToRest();
			}
		}
	}


	// Reset rotation velocities due to the bounce...

	ResetRotationVel(&vVel, pSurf);


	// We need to subtact this out because the engine will add it back in,
	// kind of a kludge but necessary...

	vVel -= info.m_vStopVel;


    g_pLTServer->SetVelocity(m_hObject, &vVel);

	m_cBounces++;
}