Blixibon dc7f20acc8 Mapbase v2.0; bulk commit
- Added custom map compile tools (vbsp, vvis, vrad)
- Changed blink fix (shouldn't change anything in-game)
- Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands
- Added ent_create_aimed, an ent_create equivalent of npc_create_aimed
- Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack
- Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks)
- Made interaction code capable of being dispatched on any entity, not just combat characters
- Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares
- Fixed certain NPCs getting out of the way for the player when they hate them
- Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs
- Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods
- Selectable color for ragdoll boogie/point_ragdollboogie
- Fixed PickupWeaponInstant not firing weapon pickup outputs
- Introduced inputs and keyvalues for "lerping" to math_counter_advanced
- Fixed ClearConsole on logic_console
- logic_convar should now detect client convars correctly
- New NormalizeAngles input on math_vector
- logic_modelinfo LookupActivity input
- math_generate fixed and expanded to be more like math_counter
- Added a WIP game logging system for playtesting maps
- Introduced logic_playerinfo, an entity that can read a player's name or ID
- Fixed some new filters not working with filter_multi
- Added radius pickup spawnflag to func_physbox
- Added "Preserve name" spawnflag to weapons
- Added cc_achievement_debug message for when an achievement doesn't exist
- Made npc_combine_s not speak while in logic_choreographed_scenes
- Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll
- Expanded and cleaned up npc_zombie_custom
- Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game
- Allowed player squad commands to go through +USE-held objects
- Added a bunch of I/O/KV to trigger_waterydeath for better configuration
- Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it
- Adjusted game_convar_mod for MP planning
- Removed the func_precipitation custom particle/splash code for now, as it was causing problems
- Fixed env_global_light not accepting lightcolor
- Added "Additional Buttons" to player_speedmod
- Added save comment to RPC
- Added env_projectedtexture attenuation
- Added scripted_sequence OnPreIdleSequence
- Added OnCrab to zombies
- Added skill_changed game event (may need further testing)
- Added a fix for viewmodels flipping under extreme FOV values
- Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly
- Fixed a very, very, very major shader performance issue
- New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles
- Code improvements for I/O involving angles
- logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls
- Alternate collision/player avoidance spawnflag obsoletion enforcement disabled
- Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue
- Miscellaneous shader formatting adjustments and fixes
- Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 04:20:02 +00:00

250 lines
7.0 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef PHYSOBJ_H
#define PHYSOBJ_H
#ifdef _WIN32
#pragma once
#endif
#ifndef PHYSICS_H
#include "physics.h"
#endif
#include "entityoutput.h"
#include "func_break.h"
#include "player_pickup.h"
// ---------------------------------------------------------------------
//
// CPhysBox -- physically simulated brush rectangular solid
//
// ---------------------------------------------------------------------
// Physbox Spawnflags. Start at 0x01000 to avoid collision with CBreakable's
#define SF_PHYSBOX_ASLEEP 0x01000
#define SF_PHYSBOX_IGNOREUSE 0x02000
#define SF_PHYSBOX_DEBRIS 0x04000
#define SF_PHYSBOX_MOTIONDISABLED 0x08000
#define SF_PHYSBOX_USEPREFERRED 0x10000
#define SF_PHYSBOX_ENABLE_ON_PHYSCANNON 0x20000
#define SF_PHYSBOX_NO_ROTORWASH_PUSH 0x40000 // The rotorwash doesn't push these
#define SF_PHYSBOX_ENABLE_PICKUP_OUTPUT 0x80000
#define SF_PHYSBOX_ALWAYS_PICK_UP 0x100000 // Physcannon can always pick this up, no matter what mass or constraints may apply.
#define SF_PHYSBOX_NEVER_PICK_UP 0x200000 // Physcannon will never be able to pick this up.
#define SF_PHYSBOX_NEVER_PUNT 0x400000 // Physcannon will never be able to punt this object.
#define SF_PHYSBOX_PREVENT_PLAYER_TOUCH_ENABLE 0x800000 // If set, the player will not cause the object to enable its motion when bumped into
#ifdef MAPBASE
#define SF_PHYSBOX_RADIUS_PICKUP 0x1000000 // Allows this object to be picked up in a radius, useful for smaller objects. Based on the prop_physics input
#endif
// UNDONE: Hook collisions into the physics system to generate touch functions and take damage on falls
// UNDONE: Base class PhysBrush
class CPhysBox : public CBreakable
{
DECLARE_CLASS( CPhysBox, CBreakable );
public:
DECLARE_SERVERCLASS();
void Spawn ( void );
bool CreateVPhysics();
void Move( const Vector &force );
virtual int ObjectCaps();
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int DrawDebugTextOverlays(void);
virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
int OnTakeDamage( const CTakeDamageInfo &info );
void EnableMotion( void );
bool CanBePickedUpByPhyscannon();
// IPlayerPickupVPhysics
virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason );
bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer );
virtual QAngle PreferredCarryAngles( void ) { return m_angPreferredCarryAngles; }
// inputs
void InputWake( inputdata_t &inputdata );
void InputSleep( inputdata_t &inputdata );
void InputEnableMotion( inputdata_t &inputdata );
void InputDisableMotion( inputdata_t &inputdata );
void InputForceDrop( inputdata_t &inputdata );
void InputDisableFloating( inputdata_t &inputdata );
#ifdef MAPBASE
void InputSetDebris( inputdata_t &inputdata );
#endif
DECLARE_DATADESC();
protected:
int m_damageType;
float m_massScale;
string_t m_iszOverrideScript;
int m_damageToEnableMotion;
float m_flForceToEnableMotion;
QAngle m_angPreferredCarryAngles;
bool m_bNotSolidToWorld;
// Outputs
COutputEvent m_OnDamaged;
COutputEvent m_OnAwakened;
COutputEvent m_OnMotionEnabled;
COutputEvent m_OnPhysGunPickup;
COutputEvent m_OnPhysGunPunt;
COutputEvent m_OnPhysGunOnlyPickup;
COutputEvent m_OnPhysGunDrop;
COutputEvent m_OnPlayerUse;
CHandle<CBasePlayer> m_hCarryingPlayer; // Player who's carrying us
};
// ---------------------------------------------------------------------
//
// CPhysExplosion -- physically simulated explosion
//
// ---------------------------------------------------------------------
class CPhysExplosion : public CPointEntity
{
public:
DECLARE_CLASS( CPhysExplosion, CPointEntity );
void Spawn ( void );
void Explode( CBaseEntity *pActivator, CBaseEntity *pCaller );
CBaseEntity *FindEntity( CBaseEntity *pEntity, CBaseEntity *pActivator, CBaseEntity *pCaller );
int DrawDebugTextOverlays(void);
// Input handlers
void InputExplode( inputdata_t &inputdata );
#ifdef MAPBASE
void InputExplodeAndRemove( inputdata_t &inputdata );
#endif
DECLARE_DATADESC();
private:
float GetRadius( void );
float m_damage;
float m_radius;
string_t m_targetEntityName;
float m_flInnerRadius;
COutputEvent m_OnPushedPlayer;
};
//==================================================
// CPhysImpact
//==================================================
class CPhysImpact : public CPointEntity
{
public:
DECLARE_CLASS( CPhysImpact, CPointEntity );
void Spawn( void );
//void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Activate( void );
void InputImpact( inputdata_t &inputdata );
DECLARE_DATADESC();
private:
void PointAtEntity( void );
float m_damage;
float m_distance;
string_t m_directionEntityName;
};
//-----------------------------------------------------------------------------
// Purpose: A magnet that creates constraints between itself and anything it touches
//-----------------------------------------------------------------------------
struct magnetted_objects_t
{
IPhysicsConstraint *pConstraint;
EHANDLE hEntity;
DECLARE_SIMPLE_DATADESC();
};
class CPhysMagnet : public CBaseAnimating, public IPhysicsConstraintEvent
{
DECLARE_CLASS( CPhysMagnet, CBaseAnimating );
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
CPhysMagnet();
~CPhysMagnet();
void Spawn( void );
void Precache( void );
void Touch( CBaseEntity *pOther );
void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
#ifdef MAPBASE
bool CanBePickedUpByPhyscannon( void );
#endif
void DoMagnetSuck( CBaseEntity *pOther );
void SetConstraintGroup( IPhysicsConstraintGroup *pGroup );
bool IsOn( void ) { return m_bActive; }
int GetNumAttachedObjects( void );
float GetTotalMassAttachedObjects( void );
CBaseEntity *GetAttachedObject( int iIndex );
// Checking for hitting something
void ResetHasHitSomething( void ) { m_bHasHitSomething = false; }
bool HasHitSomething( void ) { return m_bHasHitSomething; }
// Inputs
void InputToggle( inputdata_t &inputdata );
void InputTurnOn( inputdata_t &inputdata );
void InputTurnOff( inputdata_t &inputdata );
void InputConstraintBroken( inputdata_t &inputdata );
void DetachAll( void );
// IPhysicsConstraintEvent
public:
void ConstraintBroken( IPhysicsConstraint *pConstraint );
protected:
// Outputs
COutputEvent m_OnMagnetAttach;
COutputEvent m_OnMagnetDetach;
// Keys
float m_massScale;
string_t m_iszOverrideScript;
float m_forceLimit;
float m_torqueLimit;
CUtlVector< magnetted_objects_t > m_MagnettedEntities;
IPhysicsConstraintGroup *m_pConstraintGroup;
bool m_bActive;
bool m_bHasHitSomething;
float m_flTotalMass;
float m_flRadius;
float m_flNextSuckTime;
int m_iMaxObjectsAttached;
};
#endif // PHYSOBJ_H