mirror of
https://github.com/alliedmodders/hl2sdk.git
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163 lines
6.0 KiB
C++
163 lines
6.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef PHYSICS_PROP_RAGDOLL_H
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#define PHYSICS_PROP_RAGDOLL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ragdoll_shared.h"
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#include "player_pickup.h"
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//-----------------------------------------------------------------------------
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// Purpose: entity class for simple ragdoll physics
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//-----------------------------------------------------------------------------
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// UNDONE: Move this to a private header
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class CRagdollProp : public CBaseAnimating, public CDefaultPlayerPickupVPhysics
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{
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DECLARE_CLASS( CRagdollProp, CBaseAnimating );
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public:
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CRagdollProp( void );
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~CRagdollProp( void );
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virtual void UpdateOnRemove( void );
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void DrawDebugGeometryOverlays();
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void Spawn( void );
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void Precache( void );
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// Disable auto fading under dx7 or when level fades are specified
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void DisableAutoFade();
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int ObjectCaps();
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DECLARE_SERVERCLASS();
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// Don't treat as a live target
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virtual bool IsAlive( void ) { return false; }
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &dir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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virtual bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
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virtual void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
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virtual void SetupBones( matrix3x4_t *pBoneToWorld, int boneMask );
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virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
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virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax );
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virtual int DrawDebugTextOverlays(void);
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// Response system stuff
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virtual IResponseSystem *GetResponseSystem();
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virtual void ModifyOrAppendCriteria( AI_CriteriaSet& set );
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void SetSourceClassName( const char *pClassname );
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// Physics attacker
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virtual CBasePlayer *HasPhysicsAttacker( float dt );
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// locals
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void InitRagdollAnimation( void );
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void InitRagdoll( const Vector &forceVector, int forceBone, const Vector &forcePos, matrix3x4_t *pPrevBones, matrix3x4_t *pBoneToWorld, float dt, int collisionGroup, bool activateRagdoll, bool bWakeRagdoll = true );
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void RecheckCollisionFilter( void );
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void SetDebrisThink();
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void ClearFlagsThink( void );
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inline ragdoll_t *GetRagdoll( void ) { return &m_ragdoll; }
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virtual bool IsRagdoll() { return true; }
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// Damage passing
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virtual void SetDamageEntity( CBaseEntity *pEntity );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual void OnSave( IEntitySaveUtils *pUtils );
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virtual void OnRestore();
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// Purpose: CDefaultPlayerPickupVPhysics
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
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virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
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virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason );
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virtual AngularImpulse PhysGunLaunchAngularImpulse();
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bool HasPhysgunInteraction( const char *pszKeyName, const char *pszValue );
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void HandleFirstCollisionInteractions( int index, gamevcollisionevent_t *pEvent );
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void SetUnragdoll( CBaseAnimating *pOther );
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void SetBlendWeight( float weight ) { m_flBlendWeight = weight; }
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void SetOverlaySequence( Activity activity );
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void FadeOut( float flDelay = 0, float fadeTime = -1 );
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bool IsFading();
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CBaseEntity* GetKiller() { return m_hKiller; }
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void SetKiller( CBaseEntity *pKiller ) { m_hKiller = pKiller; }
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void GetAngleOverrideFromCurrentState( char *pOut, int size );
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void DisableMotion( void );
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// Input/Output
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void InputStartRadgollBoogie( inputdata_t &inputdata );
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void InputEnableMotion( inputdata_t &inputdata );
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void InputDisableMotion( inputdata_t &inputdata );
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void InputTurnOn( inputdata_t &inputdata );
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void InputTurnOff( inputdata_t &inputdata );
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void InputFadeAndRemove( inputdata_t &inputdata );
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DECLARE_DATADESC();
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protected:
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void CalcRagdollSize( void );
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ragdoll_t m_ragdoll;
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private:
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void UpdateNetworkDataFromVPhysics( IPhysicsObject *pPhysics, int index );
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void FadeOutThink();
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bool m_bStartDisabled;
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CNetworkArray( Vector, m_ragPos, RAGDOLL_MAX_ELEMENTS );
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CNetworkArray( QAngle, m_ragAngles, RAGDOLL_MAX_ELEMENTS );
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string_t m_anglesOverrideString;
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typedef CHandle<CBaseAnimating> CBaseAnimatingHandle;
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CNetworkVar( CBaseAnimatingHandle, m_hUnragdoll );
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unsigned int m_lastUpdateTickCount;
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bool m_allAsleep;
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bool m_bFirstCollisionAfterLaunch;
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EHANDLE m_hDamageEntity;
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EHANDLE m_hKiller; // Who killed me?
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CHandle<CBasePlayer> m_hPhysicsAttacker;
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float m_flLastPhysicsInfluenceTime;
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float m_flFadeOutStartTime;
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float m_flFadeTime;
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string_t m_strSourceClassName;
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bool m_bHasBeenPhysgunned;
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// If not 1, then allow underlying sequence to blend in with simulated bone positions
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CNetworkVar( float, m_flBlendWeight );
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CNetworkVar( int, m_nOverlaySequence );
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float m_flDefaultFadeScale;
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Vector m_ragdollMins[RAGDOLL_MAX_ELEMENTS];
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Vector m_ragdollMaxs[RAGDOLL_MAX_ELEMENTS];
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};
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CBaseEntity *CreateServerRagdoll( CBaseAnimating *pAnimating, int forceBone, const CTakeDamageInfo &info, int collisionGroup, bool bUseLRURetirement = false );
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CRagdollProp *CreateServerRagdollAttached( CBaseAnimating *pAnimating, const Vector &vecForce, int forceBone, int collisionGroup, IPhysicsObject *pAttached, CBaseAnimating *pParentEntity, int boneAttach, const Vector &originAttached, int parentBoneAttach, const Vector &boneOrigin );
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void DetachAttachedRagdoll( CBaseEntity *pRagdollIn );
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void DetachAttachedRagdollsForEntity( CBaseEntity *pRagdollParent );
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CBaseAnimating *CreateServerRagdollSubmodel( CBaseAnimating *pOwner, const char *pModelName, const Vector &position, const QAngle &angles, int collisionGroup );
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bool Ragdoll_IsPropRagdoll( CBaseEntity *pEntity );
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void Ragdoll_GetAngleOverrideString( char *pOut, int size, CBaseEntity *pEntity );
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ragdoll_t *Ragdoll_GetRagdoll( CBaseEntity *pEntity );
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#endif // PHYSICS_PROP_RAGDOLL_H
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