Пример #1
0
namespace mbed_cellular_trace {

typedef struct trace_s {
    void (*mutex_wait_f)(void);
    void (*mutex_release_f)(void);
} trace_t;

static trace_t m_trace = {};

void mutex_wait_function_set(void (*mutex_wait_f)(void))
{
    m_trace.mutex_wait_f = mutex_wait_f;
}

void mutex_release_function_set(void (*mutex_release_f)(void))
{
    m_trace.mutex_release_f = mutex_release_f;
}


void mutex_wait()
{
    if (m_trace.mutex_wait_f) {
        m_trace.mutex_wait_f();
    }
}

void mutex_release()
{
    if (m_trace.mutex_release_f) {
        m_trace.mutex_release_f();
    }
}

} // namespace mbed_cellular_trace
Пример #2
0
//-----------------------------------------------------------------------------
// Purpose: Do not test against hit boxes, but against the bounding box.
//			Much cheaper and we don't really need hitboxes for hl2wars.
//-----------------------------------------------------------------------------
bool CUnitBase::TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
{
#if 1
	if( unit_cheaphitboxtest.GetBool() == false )
		return BaseClass::TestHitboxes( ray, fContentsMask, tr );

	CStudioHdr *pStudioHdr = GetModelPtr( );
	if (!pStudioHdr)
		return false;

	Ray_t ray2 = ray;
	Vector start = GetAbsOrigin() - ray.m_Start;
	ray2.Init(start, start+ray.m_Delta);
	IntersectRayWithBox(ray2, WorldAlignMins(), WorldAlignMaxs(), 0.0f, &tr);

	if ( tr.DidHit() )
	{
		tr.surface.name = "**studio**";
		tr.surface.flags = SURF_HITBOX;
		tr.surface.surfaceProps = VPhysicsGetObject() ? VPhysicsGetObject()->GetMaterialIndex() : 0;
		//NDebugOverlay::SweptBox(ray.m_Start, tr.endpos, -Vector(32, 32, 32), Vector(32, 32, 32), GetAbsAngles(), 255, 0, 0, 255, 1.0f);
		return true;
	}
	return false;
#else
	return BaseClass::TestHitboxes( ray, fContentsMask, tr );
#endif // 0
}
bool CStatueProp::TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
{
	IPhysicsObject *pPhysObject = VPhysicsGetObject();

	if ( pPhysObject )
	{
		Vector vecPosition;
		QAngle vecAngles;
		pPhysObject->GetPosition( &vecPosition, &vecAngles );
		const CPhysCollide *pScaledCollide = pPhysObject->GetCollide();
		physcollision->TraceBox( ray, pScaledCollide, vecPosition, vecAngles, &tr );

		return tr.DidHit();
	}

	return false;
}
Пример #4
0
//-----------------------------------------------------------------------------
// Purpose: Play a sound for an impact. If tr contains a valid hit, use that. 
//			If not, use the passed in origin & surface.
//-----------------------------------------------------------------------------
void PlayImpactSound( CBaseEntity *pEntity, trace_t &tr, Vector &vecServerOrigin, int nServerSurfaceProp )
{
	VPROF( "PlayImpactSound" );
	surfacedata_t *pdata;
	Vector vecOrigin;

	// If the client-side trace hit a different entity than the server, or
	// the server didn't specify a surfaceprop, then use the client-side trace 
	// material if it's valid.
	if ( tr.DidHit() && (pEntity != tr.m_pEnt || nServerSurfaceProp == 0) )
	{
		nServerSurfaceProp = tr.surface.surfaceProps;
	}
	pdata = physprops->GetSurfaceData( nServerSurfaceProp );
	if ( tr.fraction < 1.0 )
	{
		vecOrigin = tr.endpos;
	}
	else
	{
		vecOrigin = vecServerOrigin;
	}

	// Now play the esound
	if ( pdata->sounds.bulletImpact )
	{
		const char *pbulletImpactSoundName = physprops->GetString( pdata->sounds.bulletImpact );
		
		if ( g_pImpactSoundRouteFn )
		{
			g_pImpactSoundRouteFn( pbulletImpactSoundName, vecOrigin );
		}
		else
		{
			CLocalPlayerFilter filter;
			C_BaseEntity::EmitSound( filter, NULL, pbulletImpactSoundName, pdata->soundhandles.bulletImpact, &vecOrigin );
		}

		return;
	}

#ifdef _DEBUG
	Msg("***ERROR: PlayImpactSound() on a surface with 0 bulletImpactCount!\n");
#endif //_DEBUG
}
Пример #5
0
bool C_BasePropDoor::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
{
	if ( !VPhysicsGetObject() )
		return false;

	CStudioHdr *pStudioHdr = GetModelPtr( );
	if (!pStudioHdr)
		return false;

	physcollision->TraceBox( ray, VPhysicsGetObject()->GetCollide(), GetAbsOrigin(), GetAbsAngles(), &trace );

	if ( trace.DidHit() )
	{
		trace.surface.surfaceProps = VPhysicsGetObject()->GetMaterialIndex();
		return true;
	}

	return false;
}
//-----------------------------------------------------------------------------
// Implement this if you want to know when the player collides during OnPlayerMove
//-----------------------------------------------------------------------------
void CTFGameMovementRecon::OnTryPlayerMoveCollision( trace_t &tr )
{
	if ( !m_bPerformingAirMove )
		return;
	
	// Only keep track of world collisions
	if ( tr.DidHitWorld() )
	{
		CTFMoveData *pTFMove = TFMove();
		if ( pTFMove )
		{
			if ( ( pTFMove->ReconData().m_flSuppressionJumpTime == TIME_WALL_INVALID ) &&
				 ( pTFMove->ReconData().m_flSuppressionImpactTime == TIME_WALL_INVALID ) )
			{
				// No walljumps off of mostly horizontal surfaces...
				if ( fabs( tr.plane.normal.z ) > 0.9f )
					return;
			
				// No walljumps off of the same plane as the last one...
				if ( (pTFMove->ReconData().m_flImpactDist == tr.plane.dist) && 
					(VectorsAreEqual(pTFMove->ReconData().m_vecImpactNormal, tr.plane.normal, 1e-2) ) )
				{
					return;
				}

				// If you hit a wall, no double jumps for you
				pTFMove->ReconData().m_nJumpCount = 2;
				
				// Play an impact sound
				MoveHelper()->StartSound( pTFMove->m_vecAbsOrigin, "Recon.WallJump" );

				pTFMove->ReconData().m_vecImpactNormal = tr.plane.normal;
				pTFMove->ReconData().m_flImpactDist = tr.plane.dist;

				pTFMove->ReconData().m_flActiveJumpTime = TIME_WALL_ACTIVATE_JUMP;
				pTFMove->ReconData().m_flSuppressionImpactTime = TIME_WALL_SUPPRESSION_IMPACT;
			}
		}
	}
}
float CWeaponPortalgun::TraceFirePortal( bool bPortal2, const Vector &vTraceStart, const Vector &vDirection, trace_t &tr, Vector &vFinalPosition, QAngle &qFinalAngles, int iPlacedBy, bool bTest /*= false*/ )
{
	CTraceFilterSimpleClassnameList baseFilter( this, COLLISION_GROUP_NONE );
	UTIL_Portal_Trace_Filter( &baseFilter );
	CTraceFilterTranslateClones traceFilterPortalShot( &baseFilter );

	Ray_t rayEyeArea;
	rayEyeArea.Init( vTraceStart + vDirection * 24.0f, vTraceStart + vDirection * -24.0f );

	float fMustBeCloserThan = 2.0f;

	CProp_Portal *pNearPortal = UTIL_Portal_FirstAlongRay( rayEyeArea, fMustBeCloserThan );

	if ( !pNearPortal )
	{
		// Check for portal near and infront of you
		rayEyeArea.Init( vTraceStart + vDirection * -24.0f, vTraceStart + vDirection * 48.0f );

		fMustBeCloserThan = 2.0f;

		pNearPortal = UTIL_Portal_FirstAlongRay( rayEyeArea, fMustBeCloserThan );
	}

	if ( pNearPortal && pNearPortal->IsActivedAndLinked() )
	{
		iPlacedBy = PORTAL_PLACED_BY_PEDESTAL;

		Vector vPortalForward;
		pNearPortal->GetVectors( &vPortalForward, 0, 0 );

		if ( vDirection.Dot( vPortalForward ) < 0.01f )
		{
			// If shooting out of the world, fizzle
			if ( !bTest )
			{
				CProp_Portal *pPortal = CProp_Portal::FindPortal( m_iPortalLinkageGroupID, bPortal2, true );

				pPortal->m_iDelayedFailure = ( ( pNearPortal->m_bIsPortal2 ) ? ( PORTAL_FIZZLE_NEAR_RED ) : ( PORTAL_FIZZLE_NEAR_BLUE ) );
				VectorAngles( vPortalForward, pPortal->m_qDelayedAngles );
				pPortal->m_vDelayedPosition = pNearPortal->GetAbsOrigin();

				vFinalPosition = pPortal->m_vDelayedPosition;
				qFinalAngles = pPortal->m_qDelayedAngles;

				UTIL_TraceLine( vTraceStart - vDirection * 16.0f, vTraceStart + (vDirection * m_fMaxRange1), MASK_SHOT_PORTAL, &traceFilterPortalShot, &tr );

				return PORTAL_ANALOG_SUCCESS_NEAR;
			}

			UTIL_TraceLine( vTraceStart - vDirection * 16.0f, vTraceStart + (vDirection * m_fMaxRange1), MASK_SHOT_PORTAL, &traceFilterPortalShot, &tr );

			return PORTAL_ANALOG_SUCCESS_OVERLAP_LINKED;
		}
	}

	// Trace to see where the portal hit
	UTIL_TraceLine( vTraceStart, vTraceStart + (vDirection * m_fMaxRange1), MASK_SHOT_PORTAL, &traceFilterPortalShot, &tr );

	if ( !tr.DidHit() || tr.startsolid )
	{
		// If it didn't hit anything, fizzle
		if ( !bTest )
		{
			CProp_Portal *pPortal = CProp_Portal::FindPortal( m_iPortalLinkageGroupID, bPortal2, true );

			pPortal->m_iDelayedFailure = PORTAL_FIZZLE_NONE;
			VectorAngles( -vDirection, pPortal->m_qDelayedAngles );
			pPortal->m_vDelayedPosition = tr.endpos;

			vFinalPosition = pPortal->m_vDelayedPosition;
			qFinalAngles = pPortal->m_qDelayedAngles;
		}

		return PORTAL_ANALOG_SUCCESS_PASSTHROUGH_SURFACE;
	}

	// Trace to the surface to see if there's a rotating door in the way
	CBaseEntity *list[1024];

	Ray_t ray;
	ray.Init( vTraceStart, tr.endpos );

	int nCount = UTIL_EntitiesAlongRay( list, 1024, ray, 0 );

	// Loop through all entities along the ray between the gun and the surface
	for ( int i = 0; i < nCount; i++ )
	{
		// If the entity is a rotating door
		if( FClassnameIs( list[i], "prop_door_rotating" ) )
		{
			// Check more precise door collision
			CBasePropDoor *pRotatingDoor = static_cast<CBasePropDoor *>( list[i] );

			Ray_t rayDoor;
			rayDoor.Init( vTraceStart, vTraceStart + (vDirection * m_fMaxRange1) );

			trace_t trDoor;
			pRotatingDoor->TestCollision( rayDoor, 0, trDoor );

			if ( trDoor.DidHit() )
			{
				// There's a door in the way
				tr = trDoor;

				if ( sv_portal_placement_debug.GetBool() )
				{
					Vector vMin;
					Vector vMax;
					Vector vZero = Vector( 0.0f, 0.0f, 0.0f );
					list[ i ]->GetCollideable()->WorldSpaceSurroundingBounds( &vMin, &vMax );
					NDebugOverlay::Box( vZero, vMin, vMax, 0, 255, 0, 128, 0.5f );
				}

				if ( !bTest )
				{
					CProp_Portal *pPortal = CProp_Portal::FindPortal( m_iPortalLinkageGroupID, bPortal2, true );

					pPortal->m_iDelayedFailure = PORTAL_FIZZLE_CANT_FIT;
					VectorAngles( tr.plane.normal, pPortal->m_qDelayedAngles );
					pPortal->m_vDelayedPosition = trDoor.endpos;

					vFinalPosition = pPortal->m_vDelayedPosition;
					qFinalAngles = pPortal->m_qDelayedAngles;
				}

				return PORTAL_ANALOG_SUCCESS_CANT_FIT;
			}
		}
		else if ( FClassnameIs( list[i], "trigger_portal_cleanser" ) )
		{
			CBaseTrigger *pTrigger = static_cast<CBaseTrigger*>( list[i] );

			if ( pTrigger && !pTrigger->m_bDisabled )
			{
				Vector vMin;
				Vector vMax;
				pTrigger->GetCollideable()->WorldSpaceSurroundingBounds( &vMin, &vMax );

				IntersectRayWithBox( ray.m_Start, ray.m_Delta, vMin, vMax, 0.0f, &tr );

				tr.plane.normal = -vDirection;

				if ( !bTest )
				{
					CProp_Portal *pPortal = CProp_Portal::FindPortal( m_iPortalLinkageGroupID, bPortal2, true );

					pPortal->m_iDelayedFailure = PORTAL_FIZZLE_CLEANSER;
					VectorAngles( tr.plane.normal, pPortal->m_qDelayedAngles );
					pPortal->m_vDelayedPosition = tr.endpos;

					vFinalPosition = pPortal->m_vDelayedPosition;
					qFinalAngles = pPortal->m_qDelayedAngles;
				}

				return PORTAL_ANALOG_SUCCESS_CLEANSER;
			}
		}
	}

	Vector vUp( 0.0f, 0.0f, 1.0f );
	if( ( tr.plane.normal.x > -0.001f && tr.plane.normal.x < 0.001f ) && ( tr.plane.normal.y > -0.001f && tr.plane.normal.y < 0.001f ) )
	{
		//plane is a level floor/ceiling
		vUp = vDirection;
	}

	// Check that the placement succeed
	VectorAngles( tr.plane.normal, vUp, qFinalAngles );

	vFinalPosition = tr.endpos;
	return VerifyPortalPlacement( CProp_Portal::FindPortal( m_iPortalLinkageGroupID, bPortal2 ), vFinalPosition, qFinalAngles, iPlacedBy, bTest );
}
Пример #8
0
//Called from PhysicsSimulate() or ReceiveMessage()
bool CDHLProjectile::OnTouch( trace_t &touchtr, bool bDecalOnly /*= false*/, ITraceFilter* pTraceFilter /*= NULL*/ )
{
	//Direction
	Vector vecDir = touchtr.endpos - touchtr.startpos;
	if ( vecDir == vec3_origin ) //Sometimes endpos==startpos so we need to get dir from velocity instead
	{
		#ifdef CLIENT_DLL
			vecDir = GetLocalVelocity();
		#else
			vecDir = m_vecCurVelocity;
		#endif
		VectorNormalize( vecDir );
	}

	CBaseEntity* ent = touchtr.m_pEnt;
	if ( !ent )
		return false;

	if ( touchtr.DidHit() )
	{
		//Never collide with self, shooter, or other projectiles
		if ( ent == this || dynamic_cast<CDHLProjectile*>(ent)
			|| ent == (CBaseEntity*)m_pShooter )
			//|| ( (m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE) && (ent == m_pFiringWeapon) ) ) //Combat knife - don't collide with weapon ent
			return false;

		//Hack: Sometimes hits are registered prematurely (usually to the torso area) with no hitbox.  Pretend nothing happened unless one is found.
		if ( ent->IsPlayer() && touchtr.hitgroup == 0 )
			return false;

		//Check friendly fire
		if ( CheckFriendlyFire( ent ) )
		{
			if ( !bDecalOnly )
			{
				ClearMultiDamage();

				//Do damage
				CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_BULLET  );
				if ( m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE )
				{
					//CalculateMeleeDamageForce( &dmgInfo, vecDir, touchtr.endpos, 0.01f );
					Vector vecForce = vecDir;
					VectorNormalize( vecForce );
					//vecForce *= 10.0f; //Ripped from C_ClientRagdoll::ImpactTrace
					dmgInfo.SetDamageForce( vecForce );

					#ifndef CLIENT_DLL
						if ( IsOnFire() )
						{
							CBaseAnimating* pBAnim = dynamic_cast<CBaseAnimating*>(ent);
							if ( pBAnim )
								pBAnim->Ignite( 10.0f, false );
						}
					#endif
				}
				else
					CalculateBulletDamageForce( &dmgInfo, m_iAmmoType, vecDir, touchtr.endpos, 1.0f );
				dmgInfo.SetDamagePosition( touchtr.endpos );
				ent->DispatchTraceAttack( dmgInfo, vecDir, &touchtr );
				ApplyMultiDamage();
			}

			#ifdef CLIENT_DLL
				if ( ent->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
					return false;

				//Decals and such
				if ( !( touchtr.surface.flags & SURF_SKY ) && !touchtr.allsolid )
				{
					IPredictionSystem::SuppressEvents( false );
					if ( (m_iType == DHL_PROJECTILE_TYPE_BULLET || m_iType == DHL_PROJECTILE_TYPE_PELLET) )
					{
						UTIL_ImpactTrace( &touchtr, DMG_BULLET );
					}
					if ( m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE )
						PlayImpactSound( touchtr.m_pEnt, touchtr, touchtr.endpos, touchtr.surface.surfaceProps );
					IPredictionSystem::SuppressEvents( !prediction->IsFirstTimePredicted() );
				}
			#endif
		}

		if ( pTraceFilter && m_iType != DHL_PROJECTILE_TYPE_COMBATKNIFE )
		{
			PenetrationData_t nPenetrationData = DHLShared::TestPenetration( touchtr, m_pShooter, pTraceFilter, 
				m_iTimesPenetrated, m_flDistanceTravelled, m_iAmmoType );
			if ( nPenetrationData.m_bShouldPenetrate )
			{
				m_flDistanceTravelled += GetLocalOrigin().DistTo( nPenetrationData.m_vecNewBulletPos );
				MoveProjectileToPosition( nPenetrationData.m_vecNewBulletPos );
				m_iTimesPenetrated++;
				return true; //Keep going - but don't do anything else in this frame of PhysicsSimulate()
			}
		}
	
		//We're done unless what we hit was breakable glass
		if ( ent->GetCollisionGroup() != COLLISION_GROUP_BREAKABLE_GLASS )
		{
			#ifdef CLIENT_DLL
				m_bCollided = true;
				AddEffects( EF_NODRAW );
				if ( m_pTrail ) //NULL pointer here sometimes somehow...
					m_pTrail->AddEffects( EF_NODRAW );
			#else
				EntityMessageBegin( this );
					WRITE_BYTE( MSG_NOTIFY_REMOVAL );
				MessageEnd();
				
				if ( touchtr.DidHitWorld() && m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE && !( touchtr.surface.flags & SURF_SKY ) )
				{
					CBaseCombatWeapon* pKnifeEnt = assert_cast<CBaseCombatWeapon*>(CreateEntityByName( "weapon_combatknife" ));
					if ( pKnifeEnt )
					{
						pKnifeEnt->AddSpawnFlags( SF_NORESPAWN ); //Needed for weapon spawn & VPhysics setup to work correctly
						pKnifeEnt->SetAbsOrigin( touchtr.endpos );
						QAngle angles = vec3_angle;
						Vector vecKnifeDir = touchtr.startpos - touchtr.endpos;
						VectorAngles( vecKnifeDir, angles );
						angles[PITCH] -= 15.0f; //Correct for the .mdl being offset a bit
						pKnifeEnt->SetLocalAngles( angles );
						DispatchSpawn( pKnifeEnt );

						//Spawns vphys object and sets it up, essentially a copy of CWeaponHL2MPBase::FallInit()
						pKnifeEnt->VPhysicsDestroyObject();
						//Using SOLID_VPHYSICS instead of SOLID_BBOX (as ordinary weapons do) helps resolve some of the client side collision oddities
						Assert( pKnifeEnt->VPhysicsInitNormal( SOLID_VPHYSICS, FSOLID_NOT_STANDABLE | FSOLID_TRIGGER, true ) );
						pKnifeEnt->SetPickupTouch(); //Sets up automagic removal after time
						IPhysicsObject* pKnifePhys = pKnifeEnt->VPhysicsGetObject();
						if ( pKnifePhys )
						{
							//Knives are solid to bullets...the only way to make them non-solid to bullets is to do SetSolid( SOLID_NONE ) or AddSolidFlags( FSOLID_NOT_SOLID )
							//which breaks the +use pickup even with FSOLID_TRIGGER set.  Let's just call it a feature :)
							pKnifePhys->EnableMotion( false );
							pKnifePhys->EnableCollisions( false );
						}

						if ( IsOnFire() )
							pKnifeEnt->Ignite( 10.0f, false );
					}
				}

				//SetThink( &CDHLProjectile::SUB_Remove );
				//SetNextThink( gpGlobals->curtime + 0.1 );
				//SUB_Remove();
				//SetMoveType( MOVETYPE_NONE );
				m_flRemoveAt = gpGlobals->curtime + 0.1f; //Give the notification message a head start so that the client will have time to react
			#endif
		}
	}
	return true;
}
Пример #9
0
void mutex_release()
{
    if (m_trace.mutex_release_f) {
        m_trace.mutex_release_f();
    }
}
Пример #10
0
void mutex_wait()
{
    if (m_trace.mutex_wait_f) {
        m_trace.mutex_wait_f();
    }
}