prop_physics_multiplayer: Initial implementation. Developed with the ODE plugin in mind.
This commit is contained in:
parent
c24c8b2435
commit
8e15f04c38
14 changed files with 993 additions and 417 deletions
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@ -32,6 +32,9 @@ Entity_EntityUpdate(float type, float new)
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}
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rend.ReceiveEntity(new, readfloat());
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break;
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case ENT_PHYSICS:
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NSPhysicsEntity_ReadEntity(new);
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break;
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case ENT_MONSTER:
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NSMonster_ReadEntity(new);
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self.customphysics = Empty;
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@ -6,7 +6,6 @@
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baseentity.h
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decals.h
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server/NSOutput.qc
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server/NSPhysicsEntity.qc
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shared/NSVehicle.h
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server/info_null.qc
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server/info_notnull.qc
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@ -1,362 +0,0 @@
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/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#define ODE_MODE 1
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/* all the documented phys vars...*/
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.float geomtype;
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.float friction;
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.float erp;
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.float jointtype;
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.float mass;
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.float bouncefactor;
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.float bouncestop;
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void
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NSPhysicsEntity::PhysicsEnable(void)
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{
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if (physics_supported() == TRUE) {
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SetMovetype(MOVETYPE_PHYSICS);
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SetSolid(SOLID_PHYSICS_BOX + m_iShape);
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physics_enable(this, TRUE);
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} else {
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SetMovetype(MOVETYPE_BOUNCE);
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SetSolid(SOLID_CORPSE);
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}
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m_iEnabled = TRUE;
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}
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void
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NSPhysicsEntity::PhysicsDisable(void)
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{
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if (physics_supported() == TRUE) {
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physics_enable(this, FALSE);
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SetMovetype(MOVETYPE_NONE);
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} else {
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SetMovetype(MOVETYPE_NONE);
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SetSolid(SOLID_BBOX);
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}
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m_iEnabled = FALSE;
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}
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void
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NSPhysicsEntity::SetMass(float val)
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{
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mass = val;
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}
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float
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NSPhysicsEntity::GetMass(void)
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{
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return mass;
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}
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void
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NSPhysicsEntity::SetFriction(float val)
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{
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friction = val;
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}
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float
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NSPhysicsEntity::GetFriction(void)
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{
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return friction;
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}
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void
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NSPhysicsEntity::SetBounceFactor(float val)
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{
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bouncefactor = val;
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}
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float
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NSPhysicsEntity::GetBounceFactor(void)
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{
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return bouncefactor;
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}
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void
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NSPhysicsEntity::SetBounceStop(float val)
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{
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bouncestop = val;
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}
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float
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NSPhysicsEntity::GetBounceStop(void)
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{
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return bouncestop;
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}
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void
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NSPhysicsEntity::SetInertia(float val)
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{
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m_flInertiaScale = val;
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}
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float
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NSPhysicsEntity::GetInertia(void)
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{
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return m_flInertiaScale;
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}
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float
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NSPhysicsEntity::CalculateImpactDamage(int iDamage, int dmgType)
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{
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int filter = 0i;
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/* if we're any of these dmg types, we don't transfer any kinetic energy */
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filter |= (dmgType & DMG_BURN);
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filter |= (dmgType & DMG_ELECTRO);
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filter |= (dmgType & DMG_SOUND);
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filter |= (dmgType & DMG_ENERGYBEAM);
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filter |= (dmgType & DMG_DROWN);
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filter |= (dmgType & DMG_POISON);
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filter |= (dmgType & DMG_RADIATION);
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filter |= (dmgType & DMG_ACID);
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filter |= (dmgType & DMG_ACID);
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filter |= (dmgType & DMG_SLOWFREEZE);
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if (filter == 0i)
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return (float)iDamage * 100;
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else
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return 0.0f;
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}
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void
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NSPhysicsEntity::ApplyForceCenter(vector vecForce)
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{
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if (physics_supported() == TRUE) {
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physics_addforce(this, vecForce, [0,0,0]);
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} else {
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velocity = vecForce;
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}
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}
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void
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NSPhysicsEntity::ApplyForceOffset(vector vecForce, vector vecOffset)
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{
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if (physics_supported() == TRUE) {
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physics_addforce(this, vecForce, vecOffset);
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} else {
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velocity = vecForce;
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}
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}
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void
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NSPhysicsEntity::ApplyTorqueCenter(vector vecTorque)
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{
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if (physics_supported() == TRUE)
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physics_addtorque(this, vecTorque * m_flInertiaScale);
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else {
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avelocity = vecTorque;
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velocity = vecTorque;
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velocity[2] = 96;
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}
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}
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void
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NSPhysicsEntity::TouchThink(void)
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{
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if (!m_iEnabled)
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return;
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if (physics_supported() == FALSE) {
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/* let players collide */
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dimension_solid = 255;
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dimension_hit = 255;
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tracebox(origin, mins, maxs, origin, FALSE, this);
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/* stuck */
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if (trace_startsolid) {
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if (trace_ent.flags & FL_CLIENT) {
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if (trace_ent.absmin[2] < absmax[2]) {
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PhysicsEnable();
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makevectors(vectoangles(origin - trace_ent.origin));
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ApplyTorqueCenter(v_forward * 240);
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} else {
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PhysicsDisable();
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velocity = [0,0,0];
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}
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}
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}
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}
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/* If we barely move, disable the physics simulator */
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if (vlen(velocity) <= 1) {
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if (m_iEnabled) {
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PhysicsDisable();
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velocity = [0,0,0];
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avelocity = [0,0,0];
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}
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if (physics_supported() == FALSE) {
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vector wantangle;
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vector newangle;
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wantangle[0] = (int)((angles[0] + 45) / 90) * 90;
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wantangle[1] = angles[1];
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wantangle[2] = (int)((angles[2] + 45) / 90) * 90;
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makevectors(angles);
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angles = v_forward;
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makevectors(wantangle);
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newangle[0] = Math_Lerp(angles[0], v_forward[0], frametime * 5.0f);
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newangle[1] = Math_Lerp(angles[1], v_forward[1], frametime * 5.0f);
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newangle[2] = Math_Lerp(angles[2], v_forward[2], frametime * 5.0f);
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angles = vectoangles(newangle);
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}
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}
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if (physics_supported() == FALSE) {
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/* don't let players collide */
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dimension_solid = 1;
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dimension_hit = 1;
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}
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/* continue testing next frame */
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nextthink = time;
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effects &= ~EF_NOSHADOW;
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}
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void
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NSPhysicsEntity::touch(void)
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{
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if (trace_ent.flags & FL_CLIENT) {
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if (trace_ent.absmin[2] > absmax[2]) {
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velocity = [0,0,0];
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PhysicsDisable();
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return;
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}
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}
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PhysicsEnable();
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makevectors(vectoangles(origin - other.origin));
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ApplyForceOffset(v_forward * 100, origin - other.origin);
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}
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void
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NSPhysicsEntity::Pain(void)
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{
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float force;
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if (m_iFlags & BPHY_NODMGPUSH)
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return;
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PhysicsEnable();
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makevectors(vectoangles(origin - trace_endpos));
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force = CalculateImpactDamage(g_dmg_iDamage, g_dmg_iFlags);
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if (force > 0.0f)
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ApplyForceOffset(v_forward * force, origin - trace_endpos);
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/* if we don't have prop data, don't consider death */
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if (HasPropData() == false)
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health = 10000;
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}
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void
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NSPhysicsEntity::Death(void)
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{
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Pain();
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super::Death();
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if (takedamage != DAMAGE_YES) {
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takedamage = (DAMAGE_YES);
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}
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health = 1000;
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}
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void
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NSPhysicsEntity::Respawn(void)
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{
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SetMovetype(MOVETYPE_PHYSICS);
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SetSolid(SOLID_PHYSICS_BOX + m_iShape);
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SetModel(GetSpawnModel());
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geomtype = GEOMTYPE_TRIMESH;
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takedamage = DAMAGE_YES;
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#ifndef ODE_MODE
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PhysicsDisable();
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SetFriction(4.0f);
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SetBounceFactor(0.05f);
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SetMass(1.0f);
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#else
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PhysicsDisable();
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SetMass(1.0f);
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SetFriction(1.0f);
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SetBounceFactor(0.1f);
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#endif
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SetOrigin(GetSpawnOrigin());
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if (physics_supported() == FALSE) {
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/* don't let players collide */
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dimension_solid = 1;
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dimension_hit = 1;
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}
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think = TouchThink;
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nextthink = time + 0.1f;
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effects &= ~EF_NOSHADOW;
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if (HasPropData()) {
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health = GetPropData(PROPINFO_HEALTH);
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} else {
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health = 100000;
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}
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}
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void
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NSPhysicsEntity::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "physmodel":
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m_iShape = stoi(strValue);
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if (m_iShape > PHYSM_CYLINDER)
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m_iShape = 0;
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break;
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case "massscale":
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mass = stof(strValue);
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break;
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case "inertiascale":
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m_flInertiaScale = stof(strValue);
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break;
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case "physdamagescale":
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break;
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case "material":
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m_iMaterial = stof(strValue);
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break;
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case "nodamageforces":
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if (strValue == "1")
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m_iFlags |= BPHY_NODMGPUSH;
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break;
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case "Damagetype":
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if (strValue == "1")
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m_iFlags |= BPHY_SHARP;
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break;
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default:
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super::SpawnKey(strKey, strValue);
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break;
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}
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}
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void
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NSPhysicsEntity::NSPhysicsEntity(void)
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{
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mass = 1.0f;
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m_flInertiaScale = 1.0f;
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super::NSSurfacePropEntity();
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cvar_set("physics_ode_iterationsperframe", "1");
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cvar_set("physics_ode_movelimit", "0.1");
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}
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@ -16,48 +16,10 @@
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#include "../shared/baseentity.h"
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#include "NSOutput.h"
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#include "NSPhysicsEntity.h"
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void FX_Spark(vector, vector);
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void FX_BreakModel(int, vector, vector, vector, float);
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/* This is required because people who use Hammer do awful things
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to get their models to update. We get a multitude of juicy
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hacks and symbols that Half-Life's engine strips and now we have to
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replicate this behaviour. Be thankful this is not done in-engine for
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every game/mod ever.
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*/
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string Util_FixModel(string mdl)
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{
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if (!mdl) {
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return "";
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}
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int c = tokenizebyseparator(mdl, "/", "\\ ", "!");
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string newpath = "";
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for (int i = 0; i < c; i++) {
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newpath = sprintf("%s/%s", newpath, argv(i));
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}
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/* Kill the first / */
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newpath = substring(newpath, 1, strlen(newpath)-1);
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/* Now we need to fix \/ because I hate people */
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c = tokenizebyseparator(newpath, "\\/");
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mdl = "";
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for (int i = 0; i < c; i++) {
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mdl = sprintf("%s/%s", mdl, argv(i));
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}
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/* Kill the first / again */
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mdl = substring(mdl, 1, strlen(mdl)-1);
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if (substring(mdl, 0, 1) == "/")
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mdl = substring(mdl, 1, -1);
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return mdl;
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}
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/* Backwards compat */
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class CBaseMonster:NSMonster
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{
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@ -8,6 +8,7 @@ shared/NSTrigger.qc
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shared/NSEntity.qc
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shared/NSRenderableEntity.qc
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shared/NSSurfacePropEntity.qc
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shared/NSPhysicsEntity.qc
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shared/NSBrushTrigger.qc
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shared/NSPointTrigger.qc
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shared/NSVehicle.qc
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@ -28,6 +29,7 @@ shared/func_tankmortar.qc
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shared/trigger_camera.qc
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shared/trigger_gravity.qc
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shared/info_particle_system.qc
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shared/prop_physics_multiplayer.qc
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shared/prop_vehicle_driveable.qc
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shared/prop_rope.qc
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shared/worldspawn.qc
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@ -26,6 +26,11 @@ class NSEntity:NSTrigger
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vector m_vecMins;
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vector m_vecMaxs;
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/* important spawn values */
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vector m_oldOrigin;
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vector m_oldAngle;
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string m_oldModel;
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/* keep track of these variables */
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PREDICTED_VECTOR_N(origin);
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PREDICTED_VECTOR_N(angles);
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@ -61,9 +66,6 @@ class NSEntity:NSTrigger
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#ifdef SERVER
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/* respawn */
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float m_oldSolid;
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vector m_oldOrigin;
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vector m_oldAngle;
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string m_oldModel;
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string m_parent;
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string m_parent_attachment;
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@ -82,10 +84,6 @@ class NSEntity:NSTrigger
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/* some ents need this */
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nonvirtual void(void) RestoreAngles;
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nonvirtual void(void) ClearAngles;
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nonvirtual vector(void) GetSpawnOrigin;
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nonvirtual vector(void) GetSpawnAngles;
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nonvirtual string(void) GetSpawnModel;
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#endif
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/* sets */
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@ -106,6 +104,10 @@ class NSEntity:NSTrigger
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virtual void(float) AddFlags;
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virtual void(float) RemoveFlags;
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/* gets */
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nonvirtual vector(void) GetSpawnOrigin;
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nonvirtual vector(void) GetSpawnAngles;
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nonvirtual string(void) GetSpawnModel;
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virtual float(void) GetScale;
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virtual entity(void) GetOwner;
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virtual vector(void) GetVelocity;
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@ -773,7 +773,6 @@ NSEntity::GetFlags(void)
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}
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#ifdef SERVER
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vector
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NSEntity::GetSpawnOrigin(void)
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{
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@ -790,6 +789,7 @@ NSEntity::GetSpawnModel(void)
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return m_oldModel;
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}
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#ifdef SERVER
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void
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NSEntity::Respawn(void)
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{
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|
@ -1026,10 +1026,7 @@ NSEntity::NSEntity(void)
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super::NSTrigger();
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m_oldAngle = angles;
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m_oldOrigin = origin;
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m_oldSolid = solid;
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m_oldModel = Util_FixModel(model);
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blocked = BlockedHandler;
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touch = TouchHandler;
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@ -1044,4 +1041,8 @@ NSEntity::NSEntity(void)
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#else
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isCSQC = 1;
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#endif
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m_oldAngle = angles;
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m_oldOrigin = origin;
|
||||
m_oldModel = Util_FixModel(model);
|
||||
}
|
||||
|
|
|
@ -29,6 +29,35 @@ enumflags
|
|||
BPHY_SHARP
|
||||
};
|
||||
|
||||
|
||||
enumflags
|
||||
{
|
||||
PHYENT_CHANGED_ORIGIN_X,
|
||||
PHYENT_CHANGED_ORIGIN_Y,
|
||||
PHYENT_CHANGED_ORIGIN_Z,
|
||||
PHYENT_CHANGED_ANGLES_X,
|
||||
PHYENT_CHANGED_ANGLES_Y,
|
||||
PHYENT_CHANGED_ANGLES_Z,
|
||||
PHYENT_CHANGED_MODELINDEX,
|
||||
PHYENT_CHANGED_SIZE,
|
||||
PHYENT_CHANGED_FLAGS,
|
||||
PHYENT_CHANGED_SOLID,
|
||||
PHYENT_CHANGED_FRAME,
|
||||
PHYENT_CHANGED_SKIN,
|
||||
PHYENT_CHANGED_MOVETYPE,
|
||||
PHYENT_CHANGED_EFFECTS,
|
||||
PHYENT_CHANGED_BODY,
|
||||
PHYENT_CHANGED_SCALE,
|
||||
PHYENT_CHANGED_VELOCITY,
|
||||
#ifdef GS_RENDERFX
|
||||
PHYENT_CHANGED_RENDERCOLOR,
|
||||
PHYENT_CHANGED_RENDERAMT,
|
||||
PHYENT_CHANGED_RENDERMODE,
|
||||
#else
|
||||
PHYENT_CHANGED_ALPHA,
|
||||
#endif
|
||||
};
|
||||
|
||||
class NSPhysicsEntity:NSSurfacePropEntity
|
||||
{
|
||||
int m_iEnabled;
|
||||
|
@ -41,10 +70,17 @@ class NSPhysicsEntity:NSSurfacePropEntity
|
|||
|
||||
/* overrides */
|
||||
virtual void(void) Respawn;
|
||||
virtual void(void) touch;
|
||||
virtual void(void) TouchThink;
|
||||
#ifdef SERVER
|
||||
PREDICTED_VECTOR(m_vecNetAngles);
|
||||
|
||||
virtual void(void) Pain;
|
||||
virtual void(void) Death;
|
||||
virtual void(void) EvaluateEntity;
|
||||
virtual float(entity, float) SendEntity;
|
||||
#else
|
||||
virtual void(float, float) ReceiveEntity;
|
||||
#endif
|
||||
virtual void(string, string) SpawnKey;
|
||||
|
||||
virtual void(float) SetMass;
|
739
src/gs-entbase/shared/NSPhysicsEntity.qc
Normal file
739
src/gs-entbase/shared/NSPhysicsEntity.qc
Normal file
|
@ -0,0 +1,739 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
#define ODE_MODE 1
|
||||
|
||||
#ifdef CLIENT
|
||||
bool physics_supported(void)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
|
||||
/* all the documented phys vars...*/
|
||||
.float geomtype;
|
||||
.float friction;
|
||||
.float erp;
|
||||
.float jointtype;
|
||||
.float mass;
|
||||
.float bouncefactor;
|
||||
.float bouncestop;
|
||||
|
||||
#ifdef SERVER
|
||||
void
|
||||
NSPhysicsEntity::EvaluateEntity(void)
|
||||
{
|
||||
#if 0
|
||||
origin[0] = rint(origin[0]);
|
||||
origin[1] = rint(origin[1]);
|
||||
origin[2] = rint(origin[2]);
|
||||
angles[0] = rint(angles[0]);
|
||||
angles[1] = rint(angles[1]);
|
||||
angles[2] = rint(angles[2]);
|
||||
#endif
|
||||
|
||||
if (origin_x != origin_net_x) {
|
||||
SetSendFlags(PHYENT_CHANGED_ORIGIN_X);
|
||||
}
|
||||
if (origin_y != origin_net_y) {
|
||||
SetSendFlags(PHYENT_CHANGED_ORIGIN_Y);
|
||||
}
|
||||
if (origin_z != origin_net_z) {
|
||||
SetSendFlags(PHYENT_CHANGED_ORIGIN_Z);
|
||||
}
|
||||
if (angles_x != angles_net_x) {
|
||||
SetSendFlags(PHYENT_CHANGED_ANGLES_X);
|
||||
}
|
||||
if (angles_y != angles_net_y) {
|
||||
SetSendFlags(PHYENT_CHANGED_ANGLES_Y);
|
||||
}
|
||||
if (angles_z != angles_net_z) {
|
||||
SetSendFlags(PHYENT_CHANGED_ANGLES_Z);
|
||||
}
|
||||
if (ATTR_CHANGED(modelindex)) {
|
||||
SetSendFlags(PHYENT_CHANGED_MODELINDEX);
|
||||
}
|
||||
if (ATTR_CHANGED(solid)) {
|
||||
SetSendFlags(PHYENT_CHANGED_SOLID);
|
||||
}
|
||||
if (ATTR_CHANGED(movetype)) {
|
||||
SetSendFlags(PHYENT_CHANGED_MOVETYPE);
|
||||
}
|
||||
if (ATTR_CHANGED(size)) {
|
||||
SetSendFlags(PHYENT_CHANGED_SIZE);
|
||||
}
|
||||
if (ATTR_CHANGED(frame)) {
|
||||
SetSendFlags(PHYENT_CHANGED_FRAME);
|
||||
}
|
||||
if (ATTR_CHANGED(skin)) {
|
||||
SetSendFlags(PHYENT_CHANGED_SKIN);
|
||||
}
|
||||
if (ATTR_CHANGED(effects)) {
|
||||
SetSendFlags(PHYENT_CHANGED_EFFECTS);
|
||||
}
|
||||
if (ATTR_CHANGED(m_iBody)) {
|
||||
SetSendFlags(PHYENT_CHANGED_BODY);
|
||||
}
|
||||
if (ATTR_CHANGED(scale)) {
|
||||
SetSendFlags(PHYENT_CHANGED_SCALE);
|
||||
}
|
||||
if (ATTR_CHANGED(velocity)) {
|
||||
SetSendFlags(PHYENT_CHANGED_VELOCITY);
|
||||
}
|
||||
|
||||
SAVE_STATE(origin);
|
||||
SAVE_STATE(angles);
|
||||
SAVE_STATE(modelindex);
|
||||
SAVE_STATE(solid);
|
||||
SAVE_STATE(movetype);
|
||||
SAVE_STATE(size);
|
||||
SAVE_STATE(frame);
|
||||
SAVE_STATE(skin);
|
||||
SAVE_STATE(effects);
|
||||
SAVE_STATE(m_iBody);
|
||||
SAVE_STATE(scale);
|
||||
SAVE_STATE(velocity);
|
||||
|
||||
#ifdef GS_RENDERFX
|
||||
if (ATTR_CHANGED(m_iRenderMode)) {
|
||||
SetSendFlags(PHYENT_CHANGED_RENDERMODE);
|
||||
}
|
||||
if (ATTR_CHANGED(m_iRenderFX)) {
|
||||
SetSendFlags(PHYENT_CHANGED_RENDERMODE);
|
||||
}
|
||||
|
||||
if (ATTR_CHANGED(m_vecRenderColor)) {
|
||||
SetSendFlags(PHYENT_CHANGED_RENDERCOLOR);
|
||||
}
|
||||
if (ATTR_CHANGED(m_flRenderAmt)) {
|
||||
SetSendFlags(PHYENT_CHANGED_RENDERAMT);
|
||||
}
|
||||
#else
|
||||
if (ATTR_CHANGED(alpha)) {
|
||||
SetSendFlags(PHYENT_CHANGED_ALPHA);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
float
|
||||
NSPhysicsEntity::SendEntity(entity ePEnt, float fChanged)
|
||||
{
|
||||
if (!modelindex)
|
||||
return (0);
|
||||
|
||||
if (clienttype(ePEnt) != CLIENTTYPE_REAL)
|
||||
return (0);
|
||||
|
||||
WriteByte(MSG_ENTITY, ENT_PHYSICS);
|
||||
|
||||
/* newly popped into the PVS, sadly this is the only hacky way to check
|
||||
* for this right now. convince the engine maintainer to make this more sensible */
|
||||
if (fChanged == 0xFFFFFF) {
|
||||
/* check for defaults. if these are predictable fields, don't even bother
|
||||
* networking them! you're just wasting bandwidth. */
|
||||
if (frame == 0)
|
||||
fChanged &= ~PHYENT_CHANGED_FRAME;
|
||||
if (skin == 0)
|
||||
fChanged &= ~PHYENT_CHANGED_SKIN;
|
||||
if (effects == 0)
|
||||
fChanged &= ~PHYENT_CHANGED_EFFECTS;
|
||||
if (m_iBody == 0)
|
||||
fChanged &= ~PHYENT_CHANGED_BODY;
|
||||
if (scale == 0.0 || scale == 1.0)
|
||||
fChanged &= ~PHYENT_CHANGED_SCALE;
|
||||
if (origin[0] == 0)
|
||||
fChanged &= ~PHYENT_CHANGED_ORIGIN_X;
|
||||
if (origin[1] == 0)
|
||||
fChanged &= ~PHYENT_CHANGED_ORIGIN_Y;
|
||||
if (origin[2] == 0)
|
||||
fChanged &= ~PHYENT_CHANGED_ORIGIN_Z;
|
||||
if (angles[0] == 0)
|
||||
fChanged &= ~PHYENT_CHANGED_ANGLES_X;
|
||||
if (angles[1] == 0)
|
||||
fChanged &= ~PHYENT_CHANGED_ANGLES_Y;
|
||||
if (angles[2] == 0)
|
||||
fChanged &= ~PHYENT_CHANGED_ANGLES_Z;
|
||||
if (velocity == [0,0,0])
|
||||
fChanged &= ~PHYENT_CHANGED_VELOCITY;
|
||||
if (mins == [0,0,0] && maxs == [0,0,0])
|
||||
fChanged &= ~PHYENT_CHANGED_SIZE;
|
||||
if (solid == SOLID_NOT)
|
||||
fChanged &= ~PHYENT_CHANGED_SOLID;
|
||||
if (movetype == MOVETYPE_NONE)
|
||||
fChanged &= ~PHYENT_CHANGED_MOVETYPE;
|
||||
#ifdef GS_RENDERFX
|
||||
if (m_iRenderMode == RM_NORMAL)
|
||||
fChanged &= ~PHYENT_CHANGED_RENDERMODE;
|
||||
#endif
|
||||
}
|
||||
|
||||
/* broadcast how much data is expected to be read */
|
||||
WriteFloat(MSG_ENTITY, fChanged);
|
||||
|
||||
/* really trying to get our moneys worth with 23 bits of mantissa */
|
||||
if (fChanged & PHYENT_CHANGED_ORIGIN_X) {
|
||||
WriteCoord(MSG_ENTITY, origin[0]);
|
||||
}
|
||||
if (fChanged & PHYENT_CHANGED_ORIGIN_Y) {
|
||||
WriteCoord(MSG_ENTITY, origin[1]);
|
||||
}
|
||||
if (fChanged & PHYENT_CHANGED_ORIGIN_Z) {
|
||||
WriteCoord(MSG_ENTITY, origin[2]);
|
||||
}
|
||||
|
||||
if (fChanged & PHYENT_CHANGED_ANGLES_X) {
|
||||
WriteShort(MSG_ENTITY, angles[0] * 32767 / 360);
|
||||
}
|
||||
if (fChanged & PHYENT_CHANGED_ANGLES_Y) {
|
||||
WriteShort(MSG_ENTITY, angles[1] * 32767 / 360);
|
||||
}
|
||||
if (fChanged & PHYENT_CHANGED_ANGLES_Z) {
|
||||
WriteShort(MSG_ENTITY, angles[2] * 32767 / 360);
|
||||
}
|
||||
if (fChanged & PHYENT_CHANGED_MODELINDEX) {
|
||||
WriteShort(MSG_ENTITY, modelindex);
|
||||
}
|
||||
if (fChanged & PHYENT_CHANGED_SOLID) {
|
||||
WriteByte(MSG_ENTITY, solid);
|
||||
}
|
||||
if (fChanged & PHYENT_CHANGED_MOVETYPE) {
|
||||
WriteByte(MSG_ENTITY, movetype);
|
||||
}
|
||||
if (fChanged & PHYENT_CHANGED_SIZE) {
|
||||
WriteCoord(MSG_ENTITY, mins[0]);
|
||||
WriteCoord(MSG_ENTITY, mins[1]);
|
||||
WriteCoord(MSG_ENTITY, mins[2]);
|
||||
WriteCoord(MSG_ENTITY, maxs[0]);
|
||||
WriteCoord(MSG_ENTITY, maxs[1]);
|
||||
WriteCoord(MSG_ENTITY, maxs[2]);
|
||||
}
|
||||
if (fChanged & PHYENT_CHANGED_FRAME) {
|
||||
WriteByte(MSG_ENTITY, frame);
|
||||
WriteByte(MSG_ENTITY, frame1time);
|
||||
}
|
||||
if (fChanged & PHYENT_CHANGED_SKIN) {
|
||||
WriteByte(MSG_ENTITY, skin + 128);
|
||||
}
|
||||
if (fChanged & PHYENT_CHANGED_EFFECTS) {
|
||||
WriteFloat(MSG_ENTITY, effects);
|
||||
}
|
||||
if (fChanged & PHYENT_CHANGED_BODY) {
|
||||
WriteByte(MSG_ENTITY, m_iBody);
|
||||
}
|
||||
if (fChanged & PHYENT_CHANGED_SCALE) {
|
||||
WriteFloat(MSG_ENTITY, scale);
|
||||
}
|
||||
if (fChanged & PHYENT_CHANGED_VELOCITY) {
|
||||
WriteFloat(MSG_ENTITY, velocity[0]);
|
||||
WriteFloat(MSG_ENTITY, velocity[1]);
|
||||
WriteFloat(MSG_ENTITY, velocity[2]);
|
||||
}
|
||||
|
||||
#ifdef GS_RENDERFX
|
||||
if (fChanged & PHYENT_CHANGED_RENDERMODE) {
|
||||
WriteByte(MSG_ENTITY, m_iRenderMode);
|
||||
WriteByte(MSG_ENTITY, m_iRenderFX);
|
||||
}
|
||||
|
||||
if (fChanged & PHYENT_CHANGED_RENDERCOLOR) {
|
||||
WriteFloat(MSG_ENTITY, m_vecRenderColor[0]);
|
||||
WriteFloat(MSG_ENTITY, m_vecRenderColor[1]);
|
||||
WriteFloat(MSG_ENTITY, m_vecRenderColor[2]);
|
||||
WriteFloat(MSG_ENTITY, glowmod[0]);
|
||||
WriteFloat(MSG_ENTITY, glowmod[1]);
|
||||
WriteFloat(MSG_ENTITY, glowmod[2]);
|
||||
}
|
||||
if (fChanged & PHYENT_CHANGED_RENDERAMT) {
|
||||
WriteFloat(MSG_ENTITY, m_flRenderAmt);
|
||||
}
|
||||
#else
|
||||
if (fChanged & PHYENT_CHANGED_ALPHA) {
|
||||
WriteFloat(MSG_ENTITY, alpha);
|
||||
}
|
||||
#endif
|
||||
|
||||
return (1);
|
||||
}
|
||||
#else
|
||||
|
||||
/*
|
||||
============
|
||||
NSPhysicsEntity::ReceiveEntity
|
||||
============
|
||||
*/
|
||||
void
|
||||
NSPhysicsEntity::ReceiveEntity(float flNew, float flChanged)
|
||||
{
|
||||
if (flChanged & PHYENT_CHANGED_ORIGIN_X) {
|
||||
origin[0] = readcoord();
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_ORIGIN_Y) {
|
||||
origin[1] = readcoord();
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_ORIGIN_Z) {
|
||||
origin[2] = readcoord();
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_ANGLES_X) {
|
||||
angles[0] = readshort() / (32767 / 360);
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_ANGLES_Y) {
|
||||
angles[1] = readshort() / (32767 / 360);
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_ANGLES_Z) {
|
||||
angles[2] = readshort() / (32767 / 360);
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_MODELINDEX) {
|
||||
setmodelindex(this, readshort());
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_SOLID) {
|
||||
solid = readbyte();
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_MOVETYPE) {
|
||||
movetype = readbyte();
|
||||
|
||||
if (movetype == MOVETYPE_PHYSICS) {
|
||||
movetype = MOVETYPE_NONE;
|
||||
}
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_SIZE) {
|
||||
mins[0] = readcoord();
|
||||
mins[1] = readcoord();
|
||||
mins[2] = readcoord();
|
||||
maxs[0] = readcoord();
|
||||
maxs[1] = readcoord();
|
||||
maxs[2] = readcoord();
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_FRAME) {
|
||||
frame = readbyte();
|
||||
frame1time =
|
||||
frame2time = readbyte();
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_SKIN) {
|
||||
skin = readbyte() - 128;
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_EFFECTS) {
|
||||
effects = readfloat();
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_BODY) {
|
||||
m_iBody = readbyte();
|
||||
setcustomskin(this, "", sprintf("geomset 0 %i\ngeomset 1 %i\n", m_iBody, m_iBody));
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_SCALE) {
|
||||
scale = readfloat();
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_VELOCITY) {
|
||||
velocity[0] = readfloat();
|
||||
velocity[1] = readfloat();
|
||||
velocity[2] = readfloat();
|
||||
}
|
||||
|
||||
#ifdef GS_RENDERFX
|
||||
if (flChanged & PHYENT_CHANGED_RENDERMODE) {
|
||||
m_iRenderMode = readbyte();
|
||||
m_iRenderFX = readbyte();
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_RENDERCOLOR) {
|
||||
m_vecRenderColor[0] = readfloat();
|
||||
m_vecRenderColor[1] = readfloat();
|
||||
m_vecRenderColor[2] = readfloat();
|
||||
glowmod[0] = readfloat();
|
||||
glowmod[1] = readfloat();
|
||||
glowmod[2] = readfloat();
|
||||
}
|
||||
if (flChanged & PHYENT_CHANGED_RENDERAMT) {
|
||||
m_flRenderAmt = readfloat();
|
||||
}
|
||||
#else
|
||||
if (flChanged & PHYENT_CHANGED_ALPHA) {
|
||||
alpha = readfloat();
|
||||
}
|
||||
#endif
|
||||
|
||||
if (modelindex) {
|
||||
drawmask = MASK_ENGINE;
|
||||
} else {
|
||||
drawmask = 0;
|
||||
}
|
||||
|
||||
if (scale == 0.0)
|
||||
scale = 1.0f;
|
||||
|
||||
if (flChanged & PHYENT_CHANGED_SIZE)
|
||||
setsize(this, mins * scale, maxs * scale);
|
||||
|
||||
setorigin(this, origin);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
void
|
||||
NSPhysicsEntity::PhysicsEnable(void)
|
||||
{
|
||||
if (physics_supported() == TRUE) {
|
||||
SetMovetype(MOVETYPE_PHYSICS);
|
||||
SetSolid(SOLID_PHYSICS_BOX + m_iShape);
|
||||
physics_enable(this, TRUE);
|
||||
} else {
|
||||
SetMovetype(MOVETYPE_BOUNCE);
|
||||
SetSolid(SOLID_CORPSE);
|
||||
}
|
||||
m_iEnabled = TRUE;
|
||||
}
|
||||
|
||||
void
|
||||
NSPhysicsEntity::PhysicsDisable(void)
|
||||
{
|
||||
if (physics_supported() == TRUE) {
|
||||
physics_enable(this, FALSE);
|
||||
SetMovetype(MOVETYPE_NONE);
|
||||
} else {
|
||||
SetMovetype(MOVETYPE_NONE);
|
||||
SetSolid(SOLID_BBOX);
|
||||
}
|
||||
m_iEnabled = FALSE;
|
||||
}
|
||||
|
||||
void
|
||||
NSPhysicsEntity::SetMass(float val)
|
||||
{
|
||||
mass = val;
|
||||
}
|
||||
float
|
||||
NSPhysicsEntity::GetMass(void)
|
||||
{
|
||||
return mass;
|
||||
}
|
||||
|
||||
void
|
||||
NSPhysicsEntity::SetFriction(float val)
|
||||
{
|
||||
friction = val;
|
||||
}
|
||||
float
|
||||
NSPhysicsEntity::GetFriction(void)
|
||||
{
|
||||
return friction;
|
||||
}
|
||||
|
||||
void
|
||||
NSPhysicsEntity::SetBounceFactor(float val)
|
||||
{
|
||||
bouncefactor = val;
|
||||
}
|
||||
float
|
||||
NSPhysicsEntity::GetBounceFactor(void)
|
||||
{
|
||||
return bouncefactor;
|
||||
}
|
||||
|
||||
void
|
||||
NSPhysicsEntity::SetBounceStop(float val)
|
||||
{
|
||||
bouncestop = val;
|
||||
}
|
||||
float
|
||||
NSPhysicsEntity::GetBounceStop(void)
|
||||
{
|
||||
return bouncestop;
|
||||
}
|
||||
|
||||
void
|
||||
NSPhysicsEntity::SetInertia(float val)
|
||||
{
|
||||
m_flInertiaScale = val;
|
||||
}
|
||||
float
|
||||
NSPhysicsEntity::GetInertia(void)
|
||||
{
|
||||
return m_flInertiaScale;
|
||||
}
|
||||
|
||||
float
|
||||
NSPhysicsEntity::CalculateImpactDamage(int iDamage, int dmgType)
|
||||
{
|
||||
int filter = 0i;
|
||||
|
||||
/* if we're any of these dmg types, we don't transfer any kinetic energy */
|
||||
filter |= (dmgType & DMG_BURN);
|
||||
filter |= (dmgType & DMG_ELECTRO);
|
||||
filter |= (dmgType & DMG_SOUND);
|
||||
filter |= (dmgType & DMG_ENERGYBEAM);
|
||||
filter |= (dmgType & DMG_DROWN);
|
||||
filter |= (dmgType & DMG_POISON);
|
||||
filter |= (dmgType & DMG_RADIATION);
|
||||
filter |= (dmgType & DMG_ACID);
|
||||
filter |= (dmgType & DMG_ACID);
|
||||
filter |= (dmgType & DMG_SLOWFREEZE);
|
||||
|
||||
if (filter == 0i)
|
||||
return (float)iDamage * 100;
|
||||
else
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
void
|
||||
NSPhysicsEntity::ApplyForceCenter(vector vecForce)
|
||||
{
|
||||
if (physics_supported() == TRUE) {
|
||||
physics_addforce(this, vecForce, [0,0,0]);
|
||||
} else {
|
||||
velocity = vecForce;
|
||||
}
|
||||
|
||||
/* make sure touch think is called */
|
||||
nextthink = time;
|
||||
}
|
||||
|
||||
void
|
||||
NSPhysicsEntity::ApplyForceOffset(vector vecForce, vector vecOffset)
|
||||
{
|
||||
if (physics_supported() == TRUE) {
|
||||
physics_addforce(this, vecForce, vecOffset);
|
||||
} else {
|
||||
velocity = vecForce;
|
||||
}
|
||||
|
||||
/* make sure touch think is called */
|
||||
nextthink = time;
|
||||
}
|
||||
|
||||
void
|
||||
NSPhysicsEntity::ApplyTorqueCenter(vector vecTorque)
|
||||
{
|
||||
if (physics_supported() == TRUE)
|
||||
physics_addtorque(this, vecTorque * m_flInertiaScale);
|
||||
else {
|
||||
avelocity = vecTorque;
|
||||
velocity = vecTorque;
|
||||
velocity[2] = 96;
|
||||
}
|
||||
|
||||
/* make sure touch think is called */
|
||||
nextthink = time;
|
||||
}
|
||||
|
||||
void
|
||||
NSPhysicsEntity::TouchThink(void)
|
||||
{
|
||||
if (!m_iEnabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (physics_supported() == FALSE) {
|
||||
/* let players collide */
|
||||
dimension_solid = 255;
|
||||
dimension_hit = 255;
|
||||
|
||||
tracebox(origin, mins, maxs, origin, FALSE, this);
|
||||
|
||||
/* stuck */
|
||||
if (trace_startsolid) {
|
||||
if (trace_ent.flags & FL_CLIENT) {
|
||||
if (trace_ent.absmin[2] < absmax[2]) {
|
||||
PhysicsEnable();
|
||||
makevectors(vectoangles(origin - trace_ent.origin));
|
||||
ApplyTorqueCenter(v_forward * 240);
|
||||
} else {
|
||||
PhysicsDisable();
|
||||
velocity = [0,0,0];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* If we barely move, disable the physics simulator */
|
||||
if (vlen(velocity) <= 1) {
|
||||
if (m_iEnabled) {
|
||||
PhysicsDisable();
|
||||
velocity = [0,0,0];
|
||||
avelocity = [0,0,0];
|
||||
}
|
||||
|
||||
if (physics_supported() == FALSE) {
|
||||
vector wantangle;
|
||||
vector newangle;
|
||||
wantangle[0] = (int)((angles[0] + 45) / 90) * 90;
|
||||
wantangle[1] = angles[1];
|
||||
wantangle[2] = (int)((angles[2] + 45) / 90) * 90;
|
||||
|
||||
makevectors(angles);
|
||||
angles = v_forward;
|
||||
makevectors(wantangle);
|
||||
newangle[0] = Math_Lerp(angles[0], v_forward[0], frametime * 5.0f);
|
||||
newangle[1] = Math_Lerp(angles[1], v_forward[1], frametime * 5.0f);
|
||||
newangle[2] = Math_Lerp(angles[2], v_forward[2], frametime * 5.0f);
|
||||
angles = vectoangles(newangle);
|
||||
}
|
||||
}
|
||||
|
||||
if (physics_supported() == FALSE) {
|
||||
/* don't let players collide */
|
||||
dimension_solid = 1;
|
||||
dimension_hit = 1;
|
||||
}
|
||||
|
||||
/* continue testing next frame */
|
||||
nextthink = time;
|
||||
effects &= ~EF_NOSHADOW;
|
||||
}
|
||||
|
||||
#ifdef SERVER
|
||||
void
|
||||
NSPhysicsEntity::Pain(void)
|
||||
{
|
||||
float force;
|
||||
|
||||
if (m_iFlags & BPHY_NODMGPUSH)
|
||||
return;
|
||||
|
||||
PhysicsEnable();
|
||||
|
||||
makevectors(vectoangles(origin - trace_endpos));
|
||||
force = CalculateImpactDamage(g_dmg_iDamage, g_dmg_iFlags);
|
||||
|
||||
if (force > 0.0f)
|
||||
ApplyForceOffset(v_forward * force, origin - trace_endpos);
|
||||
|
||||
/* if we don't have prop data, don't consider death */
|
||||
if (HasPropData() == false)
|
||||
health = 10000;
|
||||
|
||||
/* make sure touch think is called */
|
||||
nextthink = time;
|
||||
}
|
||||
|
||||
void
|
||||
NSPhysicsEntity::Death(void)
|
||||
{
|
||||
Pain();
|
||||
super::Death();
|
||||
|
||||
if (takedamage != DAMAGE_YES) {
|
||||
takedamage = (DAMAGE_YES);
|
||||
}
|
||||
health = 1000;
|
||||
|
||||
/* make sure touch think is called */
|
||||
nextthink = time;
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
NSPhysicsEntity::Respawn(void)
|
||||
{
|
||||
SetMovetype(MOVETYPE_PHYSICS);
|
||||
SetSolid(SOLID_PHYSICS_BOX + m_iShape);
|
||||
SetModel(GetSpawnModel());
|
||||
geomtype = GEOMTYPE_TRIMESH;
|
||||
|
||||
#ifdef SERVER
|
||||
SetTakedamage(DAMAGE_YES);
|
||||
#endif
|
||||
|
||||
#ifndef ODE_MODE
|
||||
PhysicsDisable();
|
||||
SetFriction(4.0f);
|
||||
SetBounceFactor(0.05f);
|
||||
SetMass(1.0f);
|
||||
#else
|
||||
PhysicsDisable();
|
||||
SetMass(1.0f);
|
||||
SetFriction(1.0f);
|
||||
SetBounceFactor(0.1f);
|
||||
#endif
|
||||
|
||||
SetOrigin(GetSpawnOrigin());
|
||||
|
||||
if (physics_supported() == FALSE) {
|
||||
/* don't let players collide */
|
||||
dimension_solid = 1;
|
||||
dimension_hit = 1;
|
||||
}
|
||||
|
||||
think = TouchThink;
|
||||
nextthink = time + 0.1f;
|
||||
|
||||
effects &= ~EF_NOSHADOW;
|
||||
|
||||
#ifdef SERVER
|
||||
if (HasPropData()) {
|
||||
health = GetPropData(PROPINFO_HEALTH);
|
||||
} else {
|
||||
health = 100000;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
NSPhysicsEntity::SpawnKey(string strKey, string strValue)
|
||||
{
|
||||
switch (strKey) {
|
||||
case "physmodel":
|
||||
m_iShape = stoi(strValue);
|
||||
if (m_iShape > PHYSM_CYLINDER)
|
||||
m_iShape = 0;
|
||||
break;
|
||||
case "massscale":
|
||||
mass = stof(strValue);
|
||||
break;
|
||||
case "inertiascale":
|
||||
m_flInertiaScale = stof(strValue);
|
||||
break;
|
||||
case "physdamagescale":
|
||||
break;
|
||||
case "material":
|
||||
m_iMaterial = stof(strValue);
|
||||
break;
|
||||
case "nodamageforces":
|
||||
if (strValue == "1")
|
||||
m_iFlags |= BPHY_NODMGPUSH;
|
||||
break;
|
||||
case "Damagetype":
|
||||
if (strValue == "1")
|
||||
m_iFlags |= BPHY_SHARP;
|
||||
break;
|
||||
default:
|
||||
super::SpawnKey(strKey, strValue);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
NSPhysicsEntity::NSPhysicsEntity(void)
|
||||
{
|
||||
mass = 1.0f;
|
||||
m_flInertiaScale = 1.0f;
|
||||
super::NSSurfacePropEntity();
|
||||
|
||||
cvar_set("physics_ode_iterationsperframe", "1");
|
||||
cvar_set("physics_ode_movelimit", "0.1");
|
||||
}
|
||||
|
||||
#ifdef CLIENT
|
||||
void
|
||||
NSPhysicsEntity_ReadEntity(bool new)
|
||||
{
|
||||
float fl;
|
||||
NSPhysicsEntity rend = (NSPhysicsEntity)self;
|
||||
if (new) {
|
||||
spawnfunc_NSPhysicsEntity();
|
||||
}
|
||||
fl = readfloat();
|
||||
rend.ReceiveEntity(new, fl);
|
||||
|
||||
//print(sprintf("physics ent update: %d %x %d %v\n", self.entnum, fl, self.origin, vlen(self.velocity)));
|
||||
}
|
||||
#endif
|
|
@ -181,9 +181,6 @@ NSRenderableEntity::SendEntity(entity ePEnt, float fChanged)
|
|||
WriteCoord(MSG_ENTITY, origin[2]);
|
||||
}
|
||||
if (fChanged & BASEFL_CHANGED_ANGLES) {
|
||||
/* fix angles and try to avoid a net update next frame */
|
||||
angles = Math_FixDeltaVector(angles);
|
||||
angles_net = angles;
|
||||
WriteShort(MSG_ENTITY, angles[0] * 32767 / 360);
|
||||
WriteShort(MSG_ENTITY, angles[1] * 32767 / 360);
|
||||
WriteShort(MSG_ENTITY, angles[2] * 32767 / 360);
|
||||
|
|
|
@ -22,6 +22,7 @@
|
|||
#include "NSEntity.h"
|
||||
#include "NSRenderableEntity.h"
|
||||
#include "NSSurfacePropEntity.h"
|
||||
#include "NSPhysicsEntity.h"
|
||||
#include "NSBrushTrigger.h"
|
||||
#include "NSPointTrigger.h"
|
||||
#include "NSMonster.h"
|
||||
|
|
158
src/gs-entbase/shared/prop_physics_multiplayer.qc
Normal file
158
src/gs-entbase/shared/prop_physics_multiplayer.qc
Normal file
|
@ -0,0 +1,158 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED prop_physics_multiplayer (0 0 0.8) (-16 -16 -16) (16 16 16) PRPPHYS_ASLEEP
|
||||
Physics prop that is optimised for netplay.
|
||||
It either pushes the player away, or gets pushed away by the player.
|
||||
The simulation can take place on either client or server.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"physicsmode" : Which type of push/simulation model to use. See notes.
|
||||
|
||||
-------- NOTES --------
|
||||
'physicsmode' can be one of three things:
|
||||
1 - push player away
|
||||
2 - get pushed (server-side)
|
||||
3 - get pushed (client-side)
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
|
||||
#ifndef PHYSICS_STATIC
|
||||
#define PRPPHYS_ASLEEP 1
|
||||
|
||||
class prop_physics_multiplayer:NSPhysicsEntity
|
||||
{
|
||||
int m_iPhysicsMode;
|
||||
|
||||
void(void) prop_physics_multiplayer;
|
||||
|
||||
#ifdef CLIENT
|
||||
virtual void(void) Init;
|
||||
#endif
|
||||
virtual void(void) Respawn;
|
||||
virtual void(string, string) SpawnKey;
|
||||
virtual void(entity) Touch;
|
||||
virtual void(void) TouchThink;
|
||||
};
|
||||
|
||||
void
|
||||
prop_physics_multiplayer::TouchThink(void)
|
||||
{
|
||||
PhysicsEnable();
|
||||
super::TouchThink();
|
||||
}
|
||||
|
||||
void
|
||||
prop_physics_multiplayer::Touch(entity eToucher)
|
||||
{
|
||||
/* we want to push our toucher away */
|
||||
if (eToucher && eToucher.flags & FL_CLIENT)
|
||||
if (m_iPhysicsMode == 1) {
|
||||
makevectors(eToucher.origin - origin);
|
||||
eToucher.velocity = v_forward * 256;
|
||||
}
|
||||
|
||||
super::Touch(eToucher);
|
||||
nextthink = time;
|
||||
}
|
||||
|
||||
void
|
||||
prop_physics_multiplayer::Respawn(void)
|
||||
{
|
||||
#ifdef SERVER
|
||||
if (m_iPhysicsMode == 3) {
|
||||
#else
|
||||
if (m_iPhysicsMode != 3) {
|
||||
#endif
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef SERVER
|
||||
dimension_solid = 1;
|
||||
dimension_hit = 1;
|
||||
#endif
|
||||
|
||||
super::Respawn();
|
||||
|
||||
if (HasSpawnFlags(PRPPHYS_ASLEEP))
|
||||
PhysicsDisable();
|
||||
else
|
||||
PhysicsEnable();
|
||||
}
|
||||
|
||||
void
|
||||
prop_physics_multiplayer::SpawnKey(string strKey, string strValue)
|
||||
{
|
||||
switch (strKey) {
|
||||
case "physicsmode":
|
||||
m_iPhysicsMode = stoi(strValue);
|
||||
break;
|
||||
default:
|
||||
NSPhysicsEntity::SpawnKey(strKey, strValue);
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef CLIENT
|
||||
void
|
||||
prop_physics_multiplayer::Init(void)
|
||||
{
|
||||
super::Init();
|
||||
|
||||
m_oldAngle = angles;
|
||||
m_oldOrigin = origin;
|
||||
m_oldModel = Util_FixModel(model);
|
||||
|
||||
Respawn();
|
||||
drawmask = MASK_ENGINE;
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
prop_physics_multiplayer::prop_physics_multiplayer(void)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Init();
|
||||
#else
|
||||
super::NSPhysicsEntity();
|
||||
#endif
|
||||
}
|
||||
|
||||
#else
|
||||
#ifdef SERVER
|
||||
class prop_physics_multiplayer:NSRenderableEntity
|
||||
{
|
||||
void(void) prop_physics_multiplayer;
|
||||
virtual void(void) Respawn;
|
||||
};
|
||||
|
||||
void
|
||||
prop_physics_multiplayer::Respawn(void)
|
||||
{
|
||||
super::Respawn();
|
||||
SetSolid(SOLID_BBOX);
|
||||
}
|
||||
|
||||
void
|
||||
prop_physics_multiplayer::prop_physics_multiplayer(void)
|
||||
{
|
||||
super::NSRenderableEntity();
|
||||
}
|
||||
#endif
|
||||
#endif
|
|
@ -244,4 +244,41 @@ readcmd(string foo)
|
|||
}
|
||||
#else
|
||||
void(string cmd) readcmd = #0:readcmd;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
/* This is required because people who use Hammer do awful things
|
||||
to get their models to update. We get a multitude of juicy
|
||||
hacks and symbols that Half-Life's engine strips and now we have to
|
||||
replicate this behaviour. Be thankful this is not done in-engine for
|
||||
every game/mod ever.
|
||||
*/
|
||||
string Util_FixModel(string mdl)
|
||||
{
|
||||
if (!mdl) {
|
||||
return "";
|
||||
}
|
||||
|
||||
int c = tokenizebyseparator(mdl, "/", "\\ ", "!");
|
||||
string newpath = "";
|
||||
|
||||
for (int i = 0; i < c; i++) {
|
||||
newpath = sprintf("%s/%s", newpath, argv(i));
|
||||
}
|
||||
|
||||
/* Kill the first / */
|
||||
newpath = substring(newpath, 1, strlen(newpath)-1);
|
||||
|
||||
/* Now we need to fix \/ because I hate people */
|
||||
c = tokenizebyseparator(newpath, "\\/");
|
||||
mdl = "";
|
||||
for (int i = 0; i < c; i++) {
|
||||
mdl = sprintf("%s/%s", mdl, argv(i));
|
||||
}
|
||||
/* Kill the first / again */
|
||||
mdl = substring(mdl, 1, strlen(mdl)-1);
|
||||
|
||||
if (substring(mdl, 0, 1) == "/")
|
||||
mdl = substring(mdl, 1, -1);
|
||||
|
||||
return mdl;
|
||||
}
|
|
@ -20,6 +20,7 @@ enum
|
|||
ENT_NONE,
|
||||
ENT_ENTITY,
|
||||
ENT_ENTITYRENDERABLE,
|
||||
ENT_PHYSICS,
|
||||
ENT_MONSTER,
|
||||
ENT_TALKMONSTER,
|
||||
ENT_PLAYER,
|
||||
|
|
Loading…
Reference in a new issue