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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "decals.h"
#include "effect_dispatch_data.h"
#include "model_types.h"
#include "gamestringpool.h"
#include "ammodef.h"
#include "takedamageinfo.h"
#include "shot_manipulator.h"
#include "ai_debug_shared.h"
#include "mapentities_shared.h"
#include "debugoverlay_shared.h"
#include "coordsize.h"
#include "vphysics/performance.h"
#ifdef CLIENT_DLL
#include "c_te_effect_dispatch.h"
#else
#include "te_effect_dispatch.h"
#include "soundent.h"
#include "iservervehicle.h"
#include "player_pickup.h"
#include "waterbullet.h"
#include "func_break.h"
#ifdef HL2MP
#include "te_hl2mp_shotgun_shot.h"
#endif
#include "gamestats.h"
#endif
#ifdef HL2_EPISODIC
ConVar hl2_episodic( "hl2_episodic", "1", FCVAR_REPLICATED );
#else
ConVar hl2_episodic( "hl2_episodic", "0", FCVAR_REPLICATED );
#endif//HL2_EPISODIC
#ifdef PORTAL
#include "prop_portal_shared.h"
#endif
#ifdef TF_DLL
#include "tf_gamerules.h"
#include "tf_weaponbase.h"
#endif // TF_DLL
#include "rumble_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef GAME_DLL
ConVar ent_debugkeys( "ent_debugkeys", "" );
extern bool ParseKeyvalue( void *pObject, typedescription_t *pFields, int iNumFields, const char *szKeyName, const char *szValue );
extern bool ExtractKeyvalue( void *pObject, typedescription_t *pFields, int iNumFields, const char *szKeyName, char *szValue, int iMaxLen );
#endif
bool CBaseEntity::m_bAllowPrecache = false;
// Set default max values for entities based on the existing constants from elsewhere
float k_flMaxEntityPosCoord = MAX_COORD_FLOAT;
float k_flMaxEntityEulerAngle = 360.0 * 1000.0f; // really should be restricted to +/-180, but some code doesn't adhere to this. let's just trap NANs, etc
// Sometimes the resulting computed speeds are legitimately above the original
// constants; use bumped up versions for the downstream validation logic to
// account for this.
float k_flMaxEntitySpeed = k_flMaxVelocity * 2.0f;
float k_flMaxEntitySpinRate = k_flMaxAngularVelocity * 10.0f;
ConVar ai_shot_bias_min( "ai_shot_bias_min", "-1.0", FCVAR_REPLICATED );
ConVar ai_shot_bias_max( "ai_shot_bias_max", "1.0", FCVAR_REPLICATED );
ConVar ai_debug_shoot_positions( "ai_debug_shoot_positions", "0", FCVAR_REPLICATED | FCVAR_CHEAT );
// Utility func to throttle rate at which the "reasonable position" spew goes out
static double s_LastEntityReasonableEmitTime;
bool CheckEmitReasonablePhysicsSpew()
{
// Reported recently?
double now = Plat_FloatTime();
if ( now >= s_LastEntityReasonableEmitTime && now < s_LastEntityReasonableEmitTime + 5.0 )
{
// Already reported recently
return false;
}
// Not reported recently. Report it now
s_LastEntityReasonableEmitTime = now;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Spawn some blood particles
//-----------------------------------------------------------------------------
void SpawnBlood(Vector vecSpot, const Vector &vecDir, int bloodColor, float flDamage)
{
UTIL_BloodDrips( vecSpot, vecDir, bloodColor, (int)flDamage );
}
#if !defined( NO_ENTITY_PREDICTION )
//-----------------------------------------------------------------------------
// The player drives simulation of this entity
//-----------------------------------------------------------------------------
void CBaseEntity::SetPlayerSimulated( CBasePlayer *pOwner )
{
m_bIsPlayerSimulated = true;
pOwner->AddToPlayerSimulationList( this );
m_hPlayerSimulationOwner = pOwner;
}
void CBaseEntity::UnsetPlayerSimulated( void )
{
if ( m_hPlayerSimulationOwner != NULL )
{
m_hPlayerSimulationOwner->RemoveFromPlayerSimulationList( this );
}
m_hPlayerSimulationOwner = NULL;
m_bIsPlayerSimulated = false;
}
#endif
// position of eyes
Vector CBaseEntity::EyePosition( void )
{
return GetAbsOrigin() + GetViewOffset();
}
const QAngle &CBaseEntity::EyeAngles( void )
{
return GetAbsAngles();
}
const QAngle &CBaseEntity::LocalEyeAngles( void )
{
return GetLocalAngles();
}
// position of ears
Vector CBaseEntity::EarPosition( void )
{
return EyePosition();
}
void CBaseEntity::SetViewOffset( const Vector& v )
{
m_vecViewOffset = v;
}
const Vector& CBaseEntity::GetViewOffset() const
{
return m_vecViewOffset;
}
//-----------------------------------------------------------------------------
// center point of entity
//-----------------------------------------------------------------------------
const Vector &CBaseEntity::WorldSpaceCenter( ) const
{
return CollisionProp()->WorldSpaceCenter();
}
#if !defined( CLIENT_DLL )
#define CHANGE_FLAGS(flags,newFlags) { unsigned int old = flags; flags = (newFlags); gEntList.ReportEntityFlagsChanged( this, old, flags ); }
#else
#define CHANGE_FLAGS(flags,newFlags) (flags = (newFlags))
#endif
void CBaseEntity::AddFlag( int flags )
{
CHANGE_FLAGS( m_fFlags, m_fFlags | flags );
}
void CBaseEntity::RemoveFlag( int flagsToRemove )
{
CHANGE_FLAGS( m_fFlags, m_fFlags & ~flagsToRemove );
}
void CBaseEntity::ClearFlags( void )
{
CHANGE_FLAGS( m_fFlags, 0 );
}
void CBaseEntity::ToggleFlag( int flagToToggle )
{
CHANGE_FLAGS( m_fFlags, m_fFlags ^ flagToToggle );
}
void CBaseEntity::SetEffects( int nEffects )
{
if ( nEffects != m_fEffects )
{
#if !defined( CLIENT_DLL )
#ifdef HL2_EPISODIC
// Hack for now, to avoid player emitting radius with his flashlight
if ( !IsPlayer() )
{
if ( (nEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT)) && !(m_fEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT)) )
{
AddEntityToDarknessCheck( this );
}
else if ( !(nEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT)) && (m_fEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT)) )
{
RemoveEntityFromDarknessCheck( this );
}
}
#endif // HL2_EPISODIC
#endif // !CLIENT_DLL
m_fEffects = nEffects;
#ifndef CLIENT_DLL
DispatchUpdateTransmitState();
#else
UpdateVisibility();
#endif
}
}
void CBaseEntity::AddEffects( int nEffects )
{
#if !defined( CLIENT_DLL )
#ifdef HL2_EPISODIC
if ( (nEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT)) && !(m_fEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT)) )
{
// Hack for now, to avoid player emitting radius with his flashlight
if ( !IsPlayer() )
{
AddEntityToDarknessCheck( this );
}
}
#endif // HL2_EPISODIC
#endif // !CLIENT_DLL
m_fEffects |= nEffects;
if ( nEffects & EF_NODRAW)
{
#ifndef CLIENT_DLL
DispatchUpdateTransmitState();
#else
UpdateVisibility();
#endif
}
}
void CBaseEntity::SetBlocksLOS( bool bBlocksLOS )
{
if ( bBlocksLOS )
{
RemoveEFlags( EFL_DONTBLOCKLOS );
}
else
{
AddEFlags( EFL_DONTBLOCKLOS );
}
}
bool CBaseEntity::BlocksLOS( void )
{
return !IsEFlagSet(EFL_DONTBLOCKLOS);
}
void CBaseEntity::SetAIWalkable( bool bBlocksLOS )
{
if ( bBlocksLOS )
{
RemoveEFlags( EFL_DONTWALKON );
}
else
{
AddEFlags( EFL_DONTWALKON );
}
}
bool CBaseEntity::IsAIWalkable( void )
{
return !IsEFlagSet(EFL_DONTWALKON);
}
//-----------------------------------------------------------------------------
// Purpose: Handles keys and outputs from the BSP.
// Input : mapData - Text block of keys and values from the BSP.
//-----------------------------------------------------------------------------
void CBaseEntity::ParseMapData( CEntityMapData *mapData )
{
char keyName[MAPKEY_MAXLENGTH];
char value[MAPKEY_MAXLENGTH];
#ifdef _DEBUG
#ifdef GAME_DLL
ValidateDataDescription();
#endif // GAME_DLL
#endif // _DEBUG
// loop through all keys in the data block and pass the info back into the object
if ( mapData->GetFirstKey(keyName, value) )
{
do
{
KeyValue( keyName, value );
}
while ( mapData->GetNextKey(keyName, value) );
}
}
//-----------------------------------------------------------------------------
// Parse data from a map file
//-----------------------------------------------------------------------------
bool CBaseEntity::KeyValue( const char *szKeyName, const char *szValue )
{
//!! temp hack, until worldcraft is fixed
// strip the # tokens from (duplicate) key names
char *s = (char *)strchr( szKeyName, '#' );
if ( s )
{
*s = '\0';
}
if ( FStrEq( szKeyName, "rendercolor" ) || FStrEq( szKeyName, "rendercolor32" ))
{
color32 tmp;
UTIL_StringToColor32( &tmp, szValue );
SetRenderColor( tmp.r, tmp.g, tmp.b );
// don't copy alpha, legacy support uses renderamt
return true;
}
if ( FStrEq( szKeyName, "renderamt" ) )
{
SetRenderColorA( atoi( szValue ) );
return true;
}
if ( FStrEq( szKeyName, "disableshadows" ))
{
int val = atoi( szValue );
if (val)
{
AddEffects( EF_NOSHADOW );
}
return true;
}
if ( FStrEq( szKeyName, "mins" ))
{
Vector mins;
UTIL_StringToVector( mins.Base(), szValue );
CollisionProp()->SetCollisionBounds( mins, CollisionProp()->OBBMaxs() );
return true;
}
if ( FStrEq( szKeyName, "maxs" ))
{
Vector maxs;
UTIL_StringToVector( maxs.Base(), szValue );
CollisionProp()->SetCollisionBounds( CollisionProp()->OBBMins(), maxs );
return true;
}
if ( FStrEq( szKeyName, "disablereceiveshadows" ))
{
int val = atoi( szValue );
if (val)
{
AddEffects( EF_NORECEIVESHADOW );
}
return true;
}
if ( FStrEq( szKeyName, "nodamageforces" ))
{
int val = atoi( szValue );
if (val)
{
AddEFlags( EFL_NO_DAMAGE_FORCES );
}
return true;
}
// Fix up single angles
if( FStrEq( szKeyName, "angle" ) )
{
static char szBuf[64];
float y = atof( szValue );
if (y >= 0)
{
Q_snprintf( szBuf,sizeof(szBuf), "%f %f %f", GetLocalAngles()[0], y, GetLocalAngles()[2] );
}
else if ((int)y == -1)
{
Q_strncpy( szBuf, "-90 0 0", sizeof(szBuf) );
}
else
{
Q_strncpy( szBuf, "90 0 0", sizeof(szBuf) );
}
// Do this so inherited classes looking for 'angles' don't have to bother with 'angle'
return KeyValue( szKeyName, szBuf );
}
// NOTE: Have to do these separate because they set two values instead of one
if( FStrEq( szKeyName, "angles" ) )
{
QAngle angles;
UTIL_StringToVector( angles.Base(), szValue );
// If you're hitting this assert, it's probably because you're
// calling SetLocalAngles from within a KeyValues method.. use SetAbsAngles instead!
Assert( (GetMoveParent() == NULL) && !IsEFlagSet( EFL_DIRTY_ABSTRANSFORM ) );
SetAbsAngles( angles );
return true;
}
if( FStrEq( szKeyName, "origin" ) )
{
Vector vecOrigin;
UTIL_StringToVector( vecOrigin.Base(), szValue );
// If you're hitting this assert, it's probably because you're
// calling SetLocalOrigin from within a KeyValues method.. use SetAbsOrigin instead!
Assert( (GetMoveParent() == NULL) && !IsEFlagSet( EFL_DIRTY_ABSTRANSFORM ) );
SetAbsOrigin( vecOrigin );
return true;
}
#ifdef GAME_DLL
if ( FStrEq( szKeyName, "targetname" ) )
{
m_iName = AllocPooledString( szValue );
return true;
}
// loop through the data description, and try and place the keys in
if ( !*ent_debugkeys.GetString() )
{
for ( datamap_t *dmap = GetDataDescMap(); dmap != NULL; dmap = dmap->baseMap )
{
if ( ::ParseKeyvalue(this, dmap->dataDesc, dmap->dataNumFields, szKeyName, szValue) )
return true;
}
}
else
{
// debug version - can be used to see what keys have been parsed in
bool printKeyHits = false;
const char *debugName = "";
if ( *ent_debugkeys.GetString() && !Q_stricmp(ent_debugkeys.GetString(), STRING(m_iClassname)) )
{
// Msg( "-- found entity of type %s\n", STRING(m_iClassname) );
printKeyHits = true;
debugName = STRING(m_iClassname);
}
// loop through the data description, and try and place the keys in
for ( datamap_t *dmap = GetDataDescMap(); dmap != NULL; dmap = dmap->baseMap )
{
if ( !printKeyHits && *ent_debugkeys.GetString() && !Q_stricmp(dmap->dataClassName, ent_debugkeys.GetString()) )
{
// Msg( "-- found class of type %s\n", dmap->dataClassName );
printKeyHits = true;
debugName = dmap->dataClassName;
}
if ( ::ParseKeyvalue(this, dmap->dataDesc, dmap->dataNumFields, szKeyName, szValue) )
{
if ( printKeyHits )
Msg( "(%s) key: %-16s value: %s\n", debugName, szKeyName, szValue );
return true;
}
}
if ( printKeyHits )
Msg( "!! (%s) key not handled: \"%s\" \"%s\"\n", STRING(m_iClassname), szKeyName, szValue );
}
#endif
// key hasn't been handled
return false;
}
bool CBaseEntity::KeyValue( const char *szKeyName, float flValue )
{
char string[256];
Q_snprintf(string,sizeof(string), "%f", flValue );
return KeyValue( szKeyName, string );
}
bool CBaseEntity::KeyValue( const char *szKeyName, const Vector &vecValue )
{
char string[256];
Q_snprintf(string,sizeof(string), "%f %f %f", vecValue.x, vecValue.y, vecValue.z );
return KeyValue( szKeyName, string );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CBaseEntity::GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen )
{
if ( FStrEq( szKeyName, "rendercolor" ) || FStrEq( szKeyName, "rendercolor32" ))
{
color32 tmp = GetRenderColor();
Q_snprintf( szValue, iMaxLen, "%d %d %d %d", tmp.r, tmp.g, tmp.b, tmp.a );
return true;
}
if ( FStrEq( szKeyName, "renderamt" ) )
{
color32 tmp = GetRenderColor();
Q_snprintf( szValue, iMaxLen, "%d", tmp.a );
return true;
}
if ( FStrEq( szKeyName, "disableshadows" ))
{
Q_snprintf( szValue, iMaxLen, "%d", IsEffectActive( EF_NOSHADOW ) );
return true;
}
if ( FStrEq( szKeyName, "mins" ))
{
Assert( 0 );
return false;
}
if ( FStrEq( szKeyName, "maxs" ))
{
Assert( 0 );
return false;
}
if ( FStrEq( szKeyName, "disablereceiveshadows" ))
{
Q_snprintf( szValue, iMaxLen, "%d", IsEffectActive( EF_NORECEIVESHADOW ) );
return true;
}
if ( FStrEq( szKeyName, "nodamageforces" ))
{
Q_snprintf( szValue, iMaxLen, "%d", IsEffectActive( EFL_NO_DAMAGE_FORCES ) );
return true;
}
// Fix up single angles
if( FStrEq( szKeyName, "angle" ) )
{
return false;
}
// NOTE: Have to do these separate because they set two values instead of one
if( FStrEq( szKeyName, "angles" ) )
{
QAngle angles = GetAbsAngles();
Q_snprintf( szValue, iMaxLen, "%f %f %f", angles.x, angles.y, angles.z );
return true;
}
if( FStrEq( szKeyName, "origin" ) )
{
Vector vecOrigin = GetAbsOrigin();
Q_snprintf( szValue, iMaxLen, "%f %f %f", vecOrigin.x, vecOrigin.y, vecOrigin.z );
return true;
}
#ifdef GAME_DLL
if ( FStrEq( szKeyName, "targetname" ) )
{
Q_snprintf( szValue, iMaxLen, "%s", STRING( GetEntityName() ) );
return true;
}
if ( FStrEq( szKeyName, "classname" ) )
{
Q_snprintf( szValue, iMaxLen, "%s", GetClassname() );
return true;
}
for ( datamap_t *dmap = GetDataDescMap(); dmap != NULL; dmap = dmap->baseMap )
{
if ( ::ExtractKeyvalue( this, dmap->dataDesc, dmap->dataNumFields, szKeyName, szValue, iMaxLen ) )
return true;
}
#endif
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : collisionGroup -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseEntity::ShouldCollide( int collisionGroup, int contentsMask ) const
{
if ( m_CollisionGroup == COLLISION_GROUP_DEBRIS )
{
if ( ! (contentsMask & CONTENTS_DEBRIS) )
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : seed -
//-----------------------------------------------------------------------------
void CBaseEntity::SetPredictionRandomSeed( const CUserCmd *cmd )
{
if ( !cmd )
{
m_nPredictionRandomSeed = -1;
return;
}
m_nPredictionRandomSeed = ( cmd->random_seed );
}
//------------------------------------------------------------------------------
// Purpose : Base implimentation for entity handling decals
//------------------------------------------------------------------------------
void CBaseEntity::DecalTrace( trace_t *pTrace, char const *decalName )
{
int index = decalsystem->GetDecalIndexForName( decalName );
if ( index < 0 )
return;
Assert( pTrace->m_pEnt );
CBroadcastRecipientFilter filter;
te->Decal( filter, 0.0, &pTrace->endpos, &pTrace->startpos,
pTrace->GetEntityIndex(), pTrace->hitbox, index );
}
//-----------------------------------------------------------------------------
// Purpose: Base handling for impacts against entities
//-----------------------------------------------------------------------------
void CBaseEntity::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
{
VPROF( "CBaseEntity::ImpactTrace" );
Assert( pTrace->m_pEnt );
CBaseEntity *pEntity = pTrace->m_pEnt;
// Build the impact data
CEffectData data;
data.m_vOrigin = pTrace->endpos;
data.m_vStart = pTrace->startpos;
data.m_nSurfaceProp = pTrace->surface.surfaceProps;
data.m_nDamageType = iDamageType;
data.m_nHitBox = pTrace->hitbox;
#ifdef CLIENT_DLL
data.m_hEntity = ClientEntityList().EntIndexToHandle( pEntity->entindex() );
#else
data.m_nEntIndex = pEntity->entindex();
#endif
// Send it on its way
if ( !pCustomImpactName )
{
DispatchEffect( "Impact", data );
}
else
{
DispatchEffect( pCustomImpactName, data );
}
}
//-----------------------------------------------------------------------------
// Purpose: returns the damage decal to use, given a damage type
// Input : bitsDamageType - the damage type
// Output : the index of the damage decal to use
//-----------------------------------------------------------------------------
char const *CBaseEntity::DamageDecal( int bitsDamageType, int gameMaterial )
{
if ( m_nRenderMode == kRenderTransAlpha )
return "";
if ( m_nRenderMode != kRenderNormal && gameMaterial == 'G' )
return "BulletProof";
if ( bitsDamageType == DMG_SLASH )
return "ManhackCut";
// This will get translated at a lower layer based on game material
return "Impact.Concrete";
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseEntity::GetIndexForThinkContext( const char *pszContext )
{
for ( int i = 0; i < m_aThinkFunctions.Size(); i++ )
{
if ( !Q_strncmp( STRING( m_aThinkFunctions[i].m_iszContext ), pszContext, MAX_CONTEXT_LENGTH ) )
return i;
}
return NO_THINK_CONTEXT;
}
//-----------------------------------------------------------------------------
// Purpose: Get a fresh think context for this entity
//-----------------------------------------------------------------------------
int CBaseEntity::RegisterThinkContext( const char *szContext )
{
int iIndex = GetIndexForThinkContext( szContext );
if ( iIndex != NO_THINK_CONTEXT )
return iIndex;
// Make a new think func
thinkfunc_t sNewFunc;
Q_memset( &sNewFunc, 0, sizeof( sNewFunc ) );
sNewFunc.m_pfnThink = NULL;
sNewFunc.m_nNextThinkTick = 0;
sNewFunc.m_iszContext = AllocPooledString(szContext);
// Insert it into our list
return m_aThinkFunctions.AddToTail( sNewFunc );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
BASEPTR CBaseEntity::ThinkSet( BASEPTR func, float thinkTime, const char *szContext )
{
#if !defined( CLIENT_DLL )
#ifdef _DEBUG
#ifdef GNUC
COMPILE_TIME_ASSERT( sizeof(func) == 8 );
#else
COMPILE_TIME_ASSERT( sizeof(func) == 4 );
#endif
#endif
#endif
// Old system?
if ( !szContext )
{
m_pfnThink = func;
#if !defined( CLIENT_DLL )
#ifdef _DEBUG
FunctionCheck( *(reinterpret_cast<void **>(&m_pfnThink)), "BaseThinkFunc" );
#endif
#endif
return m_pfnThink;
}
// Find the think function in our list, and if we couldn't find it, register it
int iIndex = GetIndexForThinkContext( szContext );
if ( iIndex == NO_THINK_CONTEXT )
{
iIndex = RegisterThinkContext( szContext );
}
m_aThinkFunctions[ iIndex ].m_pfnThink = func;
#if !defined( CLIENT_DLL )
#ifdef _DEBUG
FunctionCheck( *(reinterpret_cast<void **>(&m_aThinkFunctions[ iIndex ].m_pfnThink)), szContext );
#endif
#endif
if ( thinkTime != 0 )
{
int thinkTick = ( thinkTime == TICK_NEVER_THINK ) ? TICK_NEVER_THINK : TIME_TO_TICKS( thinkTime );
m_aThinkFunctions[ iIndex ].m_nNextThinkTick = thinkTick;
CheckHasThinkFunction( thinkTick == TICK_NEVER_THINK ? false : true );
}
return func;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseEntity::SetNextThink( float thinkTime, const char *szContext )
{
int thinkTick = ( thinkTime == TICK_NEVER_THINK ) ? TICK_NEVER_THINK : TIME_TO_TICKS( thinkTime );
// Are we currently in a think function with a context?
int iIndex = 0;
if ( !szContext )
{
#ifdef _DEBUG
if ( m_iCurrentThinkContext != NO_THINK_CONTEXT )
{
Msg( "Warning: Setting base think function within think context %s\n", STRING(m_aThinkFunctions[m_iCurrentThinkContext].m_iszContext) );
}
#endif
// Old system
m_nNextThinkTick = thinkTick;
CheckHasThinkFunction( thinkTick == TICK_NEVER_THINK ? false : true );
return;
}
else
{
// Find the think function in our list, and if we couldn't find it, register it
iIndex = GetIndexForThinkContext( szContext );
if ( iIndex == NO_THINK_CONTEXT )
{
iIndex = RegisterThinkContext( szContext );
}
}
// Old system
m_aThinkFunctions[ iIndex ].m_nNextThinkTick = thinkTick;
CheckHasThinkFunction( thinkTick == TICK_NEVER_THINK ? false : true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CBaseEntity::GetNextThink( const char *szContext )
{
// Are we currently in a think function with a context?
int iIndex = 0;
if ( !szContext )
{
#ifdef _DEBUG
if ( m_iCurrentThinkContext != NO_THINK_CONTEXT )
{
Msg( "Warning: Getting base nextthink time within think context %s\n", STRING(m_aThinkFunctions[m_iCurrentThinkContext].m_iszContext) );
}
#endif
if ( m_nNextThinkTick == TICK_NEVER_THINK )
return TICK_NEVER_THINK;
// Old system
return TICK_INTERVAL * (m_nNextThinkTick );
}
else
{
// Find the think function in our list
iIndex = GetIndexForThinkContext( szContext );
}
if ( iIndex == m_aThinkFunctions.InvalidIndex() )
return TICK_NEVER_THINK;
if ( m_aThinkFunctions[ iIndex ].m_nNextThinkTick == TICK_NEVER_THINK )
{
return TICK_NEVER_THINK;
}
return TICK_INTERVAL * (m_aThinkFunctions[ iIndex ].m_nNextThinkTick );
}
int CBaseEntity::GetNextThinkTick( const char *szContext /*= NULL*/ )
{
// Are we currently in a think function with a context?
int iIndex = 0;
if ( !szContext )
{
#ifdef _DEBUG
if ( m_iCurrentThinkContext != NO_THINK_CONTEXT )
{
Msg( "Warning: Getting base nextthink time within think context %s\n", STRING(m_aThinkFunctions[m_iCurrentThinkContext].m_iszContext) );
}
#endif
if ( m_nNextThinkTick == TICK_NEVER_THINK )
return TICK_NEVER_THINK;
// Old system
return m_nNextThinkTick;
}
else
{
// Find the think function in our list
iIndex = GetIndexForThinkContext( szContext );
// Looking up an invalid think context!
Assert( iIndex != -1 );
}
if ( ( iIndex == -1 ) || ( m_aThinkFunctions[ iIndex ].m_nNextThinkTick == TICK_NEVER_THINK ) )
{
return TICK_NEVER_THINK;
}
return m_aThinkFunctions[ iIndex ].m_nNextThinkTick;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CBaseEntity::GetLastThink( const char *szContext )
{
// Are we currently in a think function with a context?
int iIndex = 0;
if ( !szContext )
{
#ifdef _DEBUG
if ( m_iCurrentThinkContext != NO_THINK_CONTEXT )
{
Msg( "Warning: Getting base lastthink time within think context %s\n", STRING(m_aThinkFunctions[m_iCurrentThinkContext].m_iszContext) );
}
#endif
// Old system
return m_nLastThinkTick * TICK_INTERVAL;
}
else
{
// Find the think function in our list
iIndex = GetIndexForThinkContext( szContext );
}
return m_aThinkFunctions[ iIndex ].m_nLastThinkTick * TICK_INTERVAL;
}
int CBaseEntity::GetLastThinkTick( const char *szContext /*= NULL*/ )
{
// Are we currently in a think function with a context?
int iIndex = 0;
if ( !szContext )
{
#ifdef _DEBUG
if ( m_iCurrentThinkContext != NO_THINK_CONTEXT )
{
Msg( "Warning: Getting base lastthink time within think context %s\n", STRING(m_aThinkFunctions[m_iCurrentThinkContext].m_iszContext) );
}
#endif
// Old system
return m_nLastThinkTick;
}
else
{
// Find the think function in our list
iIndex = GetIndexForThinkContext( szContext );
}
return m_aThinkFunctions[ iIndex ].m_nLastThinkTick;
}
bool CBaseEntity::WillThink()
{
if ( m_nNextThinkTick > 0 )
return true;
for ( int i = 0; i < m_aThinkFunctions.Count(); i++ )
{
if ( m_aThinkFunctions[i].m_nNextThinkTick > 0 )
return true;
}
return false;
}
// returns the first tick the entity will run any think function
// returns TICK_NEVER_THINK if no think functions are scheduled
int CBaseEntity::GetFirstThinkTick()
{
int minTick = TICK_NEVER_THINK;
if ( m_nNextThinkTick > 0 )
{
minTick = m_nNextThinkTick;
}
for ( int i = 0; i < m_aThinkFunctions.Count(); i++ )
{
int next = m_aThinkFunctions[i].m_nNextThinkTick;
if ( next > 0 )
{
if ( next < minTick || minTick == TICK_NEVER_THINK )
{
minTick = next;
}
}
}
return minTick;
}
// NOTE: pass in the isThinking hint so we have to search the think functions less
void CBaseEntity::CheckHasThinkFunction( bool isThinking )
{
if ( IsEFlagSet( EFL_NO_THINK_FUNCTION ) && isThinking )
{
RemoveEFlags( EFL_NO_THINK_FUNCTION );
}
else if ( !isThinking && !IsEFlagSet( EFL_NO_THINK_FUNCTION ) && !WillThink() )
{
AddEFlags( EFL_NO_THINK_FUNCTION );
}
#if !defined( CLIENT_DLL )
SimThink_EntityChanged( this );
#endif
}
bool CBaseEntity::WillSimulateGamePhysics()
{
// players always simulate game physics
if ( !IsPlayer() )
{
MoveType_t movetype = GetMoveType();
if ( movetype == MOVETYPE_NONE || movetype == MOVETYPE_VPHYSICS )
return false;
#if !defined( CLIENT_DLL )
// MOVETYPE_PUSH not supported on the client
if ( movetype == MOVETYPE_PUSH && GetMoveDoneTime() <= 0 )
return false;
#endif
}
return true;
}
void CBaseEntity::CheckHasGamePhysicsSimulation()
{
bool isSimulating = WillSimulateGamePhysics();
if ( isSimulating != IsEFlagSet(EFL_NO_GAME_PHYSICS_SIMULATION) )
return;
if ( isSimulating )
{
RemoveEFlags( EFL_NO_GAME_PHYSICS_SIMULATION );
}
else
{
AddEFlags( EFL_NO_GAME_PHYSICS_SIMULATION );
}
#if !defined( CLIENT_DLL )
SimThink_EntityChanged( this );
#endif
}
//-----------------------------------------------------------------------------
// Sets/Gets the next think based on context index
//-----------------------------------------------------------------------------
void CBaseEntity::SetNextThink( int nContextIndex, float thinkTime )
{
int thinkTick = ( thinkTime == TICK_NEVER_THINK ) ? TICK_NEVER_THINK : TIME_TO_TICKS( thinkTime );
if (nContextIndex < 0)
{
SetNextThink( thinkTime );
}
else
{
m_aThinkFunctions[nContextIndex].m_nNextThinkTick = thinkTick;
}
CheckHasThinkFunction( thinkTick == TICK_NEVER_THINK ? false : true );
}
void CBaseEntity::SetLastThink( int nContextIndex, float thinkTime )
{
int thinkTick = ( thinkTime == TICK_NEVER_THINK ) ? TICK_NEVER_THINK : TIME_TO_TICKS( thinkTime );
if (nContextIndex < 0)
{
m_nLastThinkTick = thinkTick;
}
else
{
m_aThinkFunctions[nContextIndex].m_nLastThinkTick = thinkTick;
}
}
float CBaseEntity::GetNextThink( int nContextIndex ) const
{
if (nContextIndex < 0)
return m_nNextThinkTick * TICK_INTERVAL;
return m_aThinkFunctions[nContextIndex].m_nNextThinkTick * TICK_INTERVAL;
}
int CBaseEntity::GetNextThinkTick( int nContextIndex ) const
{
if (nContextIndex < 0)
return m_nNextThinkTick;
return m_aThinkFunctions[nContextIndex].m_nNextThinkTick;
}
int CheckEntityVelocity( Vector &v )
{
float r = k_flMaxEntitySpeed;
if (
v.x > -r && v.x < r &&
v.y > -r && v.y < r &&
v.z > -r && v.z < r)
{
// The usual case. It's totally reasonable
return 1;
}
float speed = v.Length();
if ( speed < k_flMaxEntitySpeed * 100.0f )
{
// Sort of suspicious. Clamp it
v *= k_flMaxEntitySpeed / speed;
return 0;
}
// A terrible, horrible, no good, very bad velocity.
return -1;
}
//-----------------------------------------------------------------------------
// Purpose: My physics object has been updated, react or extract data
//-----------------------------------------------------------------------------
void CBaseEntity::VPhysicsUpdate( IPhysicsObject *pPhysics )
{
switch( GetMoveType() )
{
case MOVETYPE_VPHYSICS:
{
if ( GetMoveParent() )
{
DevWarning("Updating physics on object in hierarchy %s!\n", GetClassname());
return;
}
Vector origin;
QAngle angles;
pPhysics->GetPosition( &origin, &angles );
if ( !IsEntityQAngleReasonable( angles ) )
{
if ( CheckEmitReasonablePhysicsSpew() )
{
Warning( "Ignoring bogus angles (%f,%f,%f) from vphysics! (entity %s)\n", angles.x, angles.y, angles.z, GetDebugName() );
}
angles = vec3_angle;
}
#ifndef CLIENT_DLL
Vector prevOrigin = GetAbsOrigin();
#endif
if ( IsEntityPositionReasonable( origin ) )
{
SetAbsOrigin( origin );
}
else
{
if ( CheckEmitReasonablePhysicsSpew() )
{
Warning( "Ignoring unreasonable position (%f,%f,%f) from vphysics! (entity %s)\n", origin.x, origin.y, origin.z, GetDebugName() );
}
}
for ( int i = 0; i < 3; ++i )
{
angles[ i ] = AngleNormalize( angles[ i ] );
}
SetAbsAngles( angles );
// Interactive debris converts back to debris when it comes to rest
if ( pPhysics->IsAsleep() && GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS )
{
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
}
#ifndef CLIENT_DLL
PhysicsTouchTriggers( &prevOrigin );
PhysicsRelinkChildren(gpGlobals->frametime);
#endif
}
break;
case MOVETYPE_STEP:
break;
case MOVETYPE_PUSH:
#ifndef CLIENT_DLL
VPhysicsUpdatePusher( pPhysics );
#endif
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Init this object's physics as a static
//-----------------------------------------------------------------------------
IPhysicsObject *CBaseEntity::VPhysicsInitStatic( void )
{
if ( !VPhysicsInitSetup() )
return NULL;
#ifndef CLIENT_DLL
// If this entity has a move parent, it needs to be shadow, not static
if ( GetMoveParent() )
{
// must be SOLID_VPHYSICS if in hierarchy to solve collisions correctly
if ( GetSolid() == SOLID_BSP && GetRootMoveParent()->GetSolid() != SOLID_BSP )
{
SetSolid( SOLID_VPHYSICS );
}
return VPhysicsInitShadow( false, false );
}
#endif
// No physics
if ( GetSolid() == SOLID_NONE )
return NULL;
// create a static physics objct
IPhysicsObject *pPhysicsObject = NULL;
if ( GetSolid() == SOLID_BBOX )
{
pPhysicsObject = PhysModelCreateBox( this, WorldAlignMins(), WorldAlignMaxs(), GetAbsOrigin(), true );
}
else
{
pPhysicsObject = PhysModelCreateUnmoveable( this, GetModelIndex(), GetAbsOrigin(), GetAbsAngles() );
}
VPhysicsSetObject( pPhysicsObject );
return pPhysicsObject;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPhysics -
//-----------------------------------------------------------------------------
void CBaseEntity::VPhysicsSetObject( IPhysicsObject *pPhysics )
{
if ( m_pPhysicsObject && pPhysics )
{
Warning( "Overwriting physics object for %s\n", GetClassname() );
}
m_pPhysicsObject = pPhysics;
if ( pPhysics && !m_pPhysicsObject )
{
CollisionRulesChanged();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseEntity::VPhysicsDestroyObject( void )
{
if ( m_pPhysicsObject )
{
#ifndef CLIENT_DLL
PhysRemoveShadow( this );
#endif
PhysDestroyObject( m_pPhysicsObject, this );
m_pPhysicsObject = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseEntity::VPhysicsInitSetup()
{
#ifndef CLIENT_DLL
// don't support logical ents
if ( !edict() || IsMarkedForDeletion() )
return false;
#endif
// If this entity already has a physics object, then it should have been deleted prior to making this call.
Assert(!m_pPhysicsObject);
VPhysicsDestroyObject();
// make sure absorigin / absangles are correct
return true;
}
//-----------------------------------------------------------------------------
// Purpose: This creates a normal vphysics simulated object
// physics alone determines where it goes (gravity, friction, etc)
// and the entity receives updates from vphysics. SetAbsOrigin(), etc do not affect the object!
//-----------------------------------------------------------------------------
IPhysicsObject *CBaseEntity::VPhysicsInitNormal( SolidType_t solidType, int nSolidFlags, bool createAsleep, solid_t *pSolid )
{
if ( !VPhysicsInitSetup() )
return NULL;
// NOTE: This has to occur before PhysModelCreate because that call will
// call back into ShouldCollide(), which uses solidtype for rules.
SetSolid( solidType );
SetSolidFlags( nSolidFlags );
// No physics
if ( solidType == SOLID_NONE )
{
return NULL;
}
// create a normal physics object
IPhysicsObject *pPhysicsObject = PhysModelCreate( this, GetModelIndex(), GetAbsOrigin(), GetAbsAngles(), pSolid );
if ( pPhysicsObject )
{
VPhysicsSetObject( pPhysicsObject );
SetMoveType( MOVETYPE_VPHYSICS );
if ( !createAsleep )
{
pPhysicsObject->Wake();
}
}
return pPhysicsObject;
}
// This creates a vphysics object with a shadow controller that follows the AI
IPhysicsObject *CBaseEntity::VPhysicsInitShadow( bool allowPhysicsMovement, bool allowPhysicsRotation, solid_t *pSolid )
{
if ( !VPhysicsInitSetup() )
return NULL;
// No physics
if ( GetSolid() == SOLID_NONE )
return NULL;
const Vector &origin = GetAbsOrigin();
QAngle angles = GetAbsAngles();
IPhysicsObject *pPhysicsObject = NULL;
if ( GetSolid() == SOLID_BBOX )
{
// adjust these so the game tracing epsilons match the physics minimum separation distance
// this will shrink the vphysics version of the model by the difference in epsilons
float radius = 0.25f - DIST_EPSILON;
Vector mins = WorldAlignMins() + Vector(radius, radius, radius);
Vector maxs = WorldAlignMaxs() - Vector(radius, radius, radius);
pPhysicsObject = PhysModelCreateBox( this, mins, maxs, origin, false );
angles = vec3_angle;
}
else if ( GetSolid() == SOLID_OBB )
{
pPhysicsObject = PhysModelCreateOBB( this, CollisionProp()->OBBMins(), CollisionProp()->OBBMaxs(), origin, angles, false );
}
else
{
pPhysicsObject = PhysModelCreate( this, GetModelIndex(), origin, angles, pSolid );
}
if ( !pPhysicsObject )
return NULL;
VPhysicsSetObject( pPhysicsObject );
// UNDONE: Tune these speeds!!!
pPhysicsObject->SetShadow( 1e4, 1e4, allowPhysicsMovement, allowPhysicsRotation );
pPhysicsObject->UpdateShadow( origin, angles, false, 0 );
return pPhysicsObject;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseEntity::CreateVPhysics()
{
return false;
}
bool CBaseEntity::IsStandable() const
{
if (GetSolidFlags() & FSOLID_NOT_STANDABLE)
return false;
if ( GetSolid() == SOLID_BSP || GetSolid() == SOLID_VPHYSICS || GetSolid() == SOLID_BBOX )
return true;
return IsBSPModel( );
}
bool CBaseEntity::IsBSPModel() const
{
if ( GetSolid() == SOLID_BSP )
return true;
const model_t *model = modelinfo->GetModel( GetModelIndex() );
if ( GetSolid() == SOLID_VPHYSICS && modelinfo->GetModelType( model ) == mod_brush )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Invalidates the abs state of all children
//-----------------------------------------------------------------------------
void CBaseEntity::InvalidatePhysicsRecursive( int nChangeFlags )
{
// Main entry point for dirty flag setting for the 90% case
// 1) If the origin changes, then we have to update abstransform, Shadow projection, PVS, KD-tree,
// client-leaf system.
// 2) If the angles change, then we have to update abstransform, Shadow projection,
// shadow render-to-texture, client-leaf system, and surrounding bounds.
// Children have to additionally update absvelocity, KD-tree, and PVS.
// If the surrounding bounds actually update, when we also need to update the KD-tree and the PVS.
// 3) If it's due to attachment, then all children who are attached to an attachment point
// are assumed to have dirty origin + angles.
// Other stuff:
// 1) Marking the surrounding bounds dirty will automatically mark KD tree + PVS dirty.
int nDirtyFlags = 0;
if ( nChangeFlags & VELOCITY_CHANGED )
{
nDirtyFlags |= EFL_DIRTY_ABSVELOCITY;
}
if ( nChangeFlags & POSITION_CHANGED )
{
nDirtyFlags |= EFL_DIRTY_ABSTRANSFORM;
#ifndef CLIENT_DLL
NetworkProp()->MarkPVSInformationDirty();
#endif
// NOTE: This will also mark shadow projection + client leaf dirty
CollisionProp()->MarkPartitionHandleDirty();
}
// NOTE: This has to be done after velocity + position are changed
// because we change the nChangeFlags for the child entities
if ( nChangeFlags & ANGLES_CHANGED )
{
nDirtyFlags |= EFL_DIRTY_ABSTRANSFORM;
if ( CollisionProp()->DoesRotationInvalidateSurroundingBox() )
{
// NOTE: This will handle the KD-tree, surrounding bounds, PVS
// render-to-texture shadow, shadow projection, and client leaf dirty
CollisionProp()->MarkSurroundingBoundsDirty();
}
else
{
#ifdef CLIENT_DLL
MarkRenderHandleDirty();
g_pClientShadowMgr->AddToDirtyShadowList( this );
g_pClientShadowMgr->MarkRenderToTextureShadowDirty( GetShadowHandle() );
#endif
}
// This is going to be used for all children: children
// have position + velocity changed
nChangeFlags |= POSITION_CHANGED | VELOCITY_CHANGED;
}
AddEFlags( nDirtyFlags );
// Set flags for children
bool bOnlyDueToAttachment = false;
if ( nChangeFlags & ANIMATION_CHANGED )
{
#ifdef CLIENT_DLL
g_pClientShadowMgr->MarkRenderToTextureShadowDirty( GetShadowHandle() );
#endif
// Only set this flag if the only thing that changed us was the animation.
// If position or something else changed us, then we must tell all children.
if ( !( nChangeFlags & (POSITION_CHANGED | VELOCITY_CHANGED | ANGLES_CHANGED) ) )
{
bOnlyDueToAttachment = true;
}
nChangeFlags = POSITION_CHANGED | ANGLES_CHANGED | VELOCITY_CHANGED;
}
for (CBaseEntity *pChild = FirstMoveChild(); pChild; pChild = pChild->NextMovePeer())
{
// If this is due to the parent animating, only invalidate children that are parented to an attachment
// Entities that are following also access attachments points on parents and must be invalidated.
if ( bOnlyDueToAttachment )
{
#ifdef CLIENT_DLL
if ( (pChild->GetParentAttachment() == 0) && !pChild->IsFollowingEntity() )
continue;
#else
if ( pChild->GetParentAttachment() == 0 )
continue;
#endif
}
pChild->InvalidatePhysicsRecursive( nChangeFlags );
}
//
// This code should really be in here, or the bone cache should not be in world space.
// Since the bone transforms are in world space, if we move or rotate the entity, its
// bones should be marked invalid.
//
// As it is, we're near ship, and don't have time to setup a good A/B test of how much
// overhead this fix would add. We've also only got one known case where the lack of
// this fix is screwing us, and I just fixed it, so I'm leaving this commented out for now.
//
// Hopefully, we'll put the bone cache in entity space and remove the need for this fix.
//
//#ifdef CLIENT_DLL
// if ( nChangeFlags & (POSITION_CHANGED | ANGLES_CHANGED | ANIMATION_CHANGED) )
// {
// C_BaseAnimating *pAnim = GetBaseAnimating();
// if ( pAnim )
// pAnim->InvalidateBoneCache();
// }
//#endif
}
//-----------------------------------------------------------------------------
// Returns the highest parent of an entity
//-----------------------------------------------------------------------------
CBaseEntity *CBaseEntity::GetRootMoveParent()
{
CBaseEntity *pEntity = this;
CBaseEntity *pParent = this->GetMoveParent();
while ( pParent )
{
pEntity = pParent;
pParent = pEntity->GetMoveParent();
}
return pEntity;
}
//-----------------------------------------------------------------------------
// Purpose: static method
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseEntity::IsPrecacheAllowed()
{
return m_bAllowPrecache;
}
//-----------------------------------------------------------------------------
// Purpose: static method
// Input : allow -
//-----------------------------------------------------------------------------
void CBaseEntity::SetAllowPrecache( bool allow )
{
m_bAllowPrecache = allow;
}
/*
================
FireBullets
Go to the trouble of combining multiple pellets into a single damage call.
================
*/
#if defined( GAME_DLL )
class CBulletsTraceFilter : public CTraceFilterSimpleList
{
public:
CBulletsTraceFilter( int collisionGroup ) : CTraceFilterSimpleList( collisionGroup ) {}
bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
if ( m_PassEntities.Count() )
{
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
CBaseEntity *pPassEntity = EntityFromEntityHandle( m_PassEntities[0] );
if ( pEntity && pPassEntity && pEntity->GetOwnerEntity() == pPassEntity &&
pPassEntity->IsSolidFlagSet(FSOLID_NOT_SOLID) && pPassEntity->IsSolidFlagSet( FSOLID_CUSTOMBOXTEST ) &&
pPassEntity->IsSolidFlagSet( FSOLID_CUSTOMRAYTEST ) )
{
// It's a bone follower of the entity to ignore (toml 8/3/2007)
return false;
}
}
return CTraceFilterSimpleList::ShouldHitEntity( pHandleEntity, contentsMask );
}
};
#else
typedef CTraceFilterSimpleList CBulletsTraceFilter;
#endif
void CBaseEntity::FireBullets( const FireBulletsInfo_t &info )
{
static int tracerCount;
trace_t tr;
CAmmoDef* pAmmoDef = GetAmmoDef();
int nDamageType = pAmmoDef->DamageType(info.m_iAmmoType);
int nAmmoFlags = pAmmoDef->Flags(info.m_iAmmoType);
bool bDoServerEffects = true;
#if defined( HL2MP ) && defined( GAME_DLL )
bDoServerEffects = false;
#endif
#if defined( GAME_DLL )
if( IsPlayer() )
{
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>(this);
int rumbleEffect = pPlayer->GetActiveWeapon()->GetRumbleEffect();
if( rumbleEffect != RUMBLE_INVALID )
{
if( rumbleEffect == RUMBLE_SHOTGUN_SINGLE )
{
if( info.m_iShots == 12 )
{
// Upgrade to double barrel rumble effect
rumbleEffect = RUMBLE_SHOTGUN_DOUBLE;
}
}
pPlayer->RumbleEffect( rumbleEffect, 0, RUMBLE_FLAG_RESTART );
}
}
#endif// GAME_DLL
int iPlayerDamage = info.m_iPlayerDamage;
if ( iPlayerDamage == 0 )
{
if ( nAmmoFlags & AMMO_INTERPRET_PLRDAMAGE_AS_DAMAGE_TO_PLAYER )
{
iPlayerDamage = pAmmoDef->PlrDamage( info.m_iAmmoType );
}
}
// the default attacker is ourselves
CBaseEntity *pAttacker = info.m_pAttacker ? info.m_pAttacker : this;
// Make sure we don't have a dangling damage target from a recursive call
if ( g_MultiDamage.GetTarget() != NULL )
{
ApplyMultiDamage();
}
ClearMultiDamage();
g_MultiDamage.SetDamageType( nDamageType | DMG_NEVERGIB );
Vector vecDir;
Vector vecEnd;
// Skip multiple entities when tracing
CBulletsTraceFilter traceFilter( COLLISION_GROUP_NONE );
traceFilter.SetPassEntity( this ); // Standard pass entity for THIS so that it can be easily removed from the list after passing through a portal
traceFilter.AddEntityToIgnore( info.m_pAdditionalIgnoreEnt );
#if defined( HL2_EPISODIC ) && defined( GAME_DLL )
// FIXME: We need to emulate this same behavior on the client as well -- jdw
// Also ignore a vehicle we're a passenger in
if ( MyCombatCharacterPointer() != NULL && MyCombatCharacterPointer()->IsInAVehicle() )
{
traceFilter.AddEntityToIgnore( MyCombatCharacterPointer()->GetVehicleEntity() );
}
#endif // SERVER_DLL
bool bUnderwaterBullets = ShouldDrawUnderwaterBulletBubbles();
bool bStartedInWater = false;
if ( bUnderwaterBullets )
{
bStartedInWater = ( enginetrace->GetPointContents( info.m_vecSrc ) & (CONTENTS_WATER|CONTENTS_SLIME) ) != 0;
}
// Prediction is only usable on players
int iSeed = 0;
if ( IsPlayer() )
{
iSeed = CBaseEntity::GetPredictionRandomSeed() & 255;
}
#if defined( HL2MP ) && defined( GAME_DLL )
int iEffectSeed = iSeed;
#endif
//-----------------------------------------------------
// Set up our shot manipulator.
//-----------------------------------------------------
CShotManipulator Manipulator( info.m_vecDirShooting );
bool bDoImpacts = false;
bool bDoTracers = false;
float flCumulativeDamage = 0.0f;
for (int iShot = 0; iShot < info.m_iShots; iShot++)
{
bool bHitWater = false;
bool bHitGlass = false;
// Prediction is only usable on players
if ( IsPlayer() )
{
RandomSeed( iSeed ); // init random system with this seed
}
// If we're firing multiple shots, and the first shot has to be bang on target, ignore spread
if ( iShot == 0 && info.m_iShots > 1 && (info.m_nFlags & FIRE_BULLETS_FIRST_SHOT_ACCURATE) )
{
vecDir = Manipulator.GetShotDirection();
}
else
{
// Don't run the biasing code for the player at the moment.
vecDir = Manipulator.ApplySpread( info.m_vecSpread );
}
vecEnd = info.m_vecSrc + vecDir * info.m_flDistance;
#ifdef PORTAL
CProp_Portal *pShootThroughPortal = NULL;
float fPortalFraction = 2.0f;
#endif
if( IsPlayer() && info.m_iShots > 1 && iShot % 2 )
{
// Half of the shotgun pellets are hulls that make it easier to hit targets with the shotgun.
#ifdef PORTAL
Ray_t rayBullet;
rayBullet.Init( info.m_vecSrc, vecEnd );
pShootThroughPortal = UTIL_Portal_FirstAlongRay( rayBullet, fPortalFraction );
if ( !UTIL_Portal_TraceRay_Bullets( pShootThroughPortal, rayBullet, MASK_SHOT, &traceFilter, &tr ) )
{
pShootThroughPortal = NULL;
}
#else
AI_TraceHull( info.m_vecSrc, vecEnd, Vector( -3, -3, -3 ), Vector( 3, 3, 3 ), MASK_SHOT, &traceFilter, &tr );
#endif //#ifdef PORTAL
}
else
{
#ifdef PORTAL
Ray_t rayBullet;
rayBullet.Init( info.m_vecSrc, vecEnd );
pShootThroughPortal = UTIL_Portal_FirstAlongRay( rayBullet, fPortalFraction );
if ( !UTIL_Portal_TraceRay_Bullets( pShootThroughPortal, rayBullet, MASK_SHOT, &traceFilter, &tr ) )
{
pShootThroughPortal = NULL;
}
#elif TF_DLL
CTraceFilterIgnoreFriendlyCombatItems traceFilterCombatItem( this, COLLISION_GROUP_NONE, GetTeamNumber() );
if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() )
{
CTraceFilterChain traceFilterChain( &traceFilter, &traceFilterCombatItem );
AI_TraceLine(info.m_vecSrc, vecEnd, MASK_SHOT, &traceFilterChain, &tr);
}
else
{
AI_TraceLine(info.m_vecSrc, vecEnd, MASK_SHOT, &traceFilter, &tr);
}
#else
AI_TraceLine(info.m_vecSrc, vecEnd, MASK_SHOT, &traceFilter, &tr);
#endif //#ifdef PORTAL
}
// Tracker 70354/63250: ywb 8/2/07
// Fixes bug where trace from turret with attachment point outside of Vcollide
// starts solid so doesn't hit anything else in the world and the final coord
// is outside of the MAX_COORD_FLOAT range. This cause trying to send the end pos
// of the tracer down to the client with an origin which is out-of-range for networking
if ( tr.startsolid )
{
tr.endpos = tr.startpos;
tr.fraction = 0.0f;
}
// bullet's final direction can be changed by passing through a portal
#ifdef PORTAL
if ( !tr.startsolid )
{
vecDir = tr.endpos - tr.startpos;
VectorNormalize( vecDir );
}
#endif
#ifdef GAME_DLL
if ( ai_debug_shoot_positions.GetBool() )
NDebugOverlay::Line(info.m_vecSrc, vecEnd, 255, 255, 255, false, .1 );
#endif
if ( bStartedInWater )
{
#ifdef GAME_DLL
Vector vBubbleStart = info.m_vecSrc;
Vector vBubbleEnd = tr.endpos;
#ifdef PORTAL
if ( pShootThroughPortal )
{
vBubbleEnd = info.m_vecSrc + ( vecEnd - info.m_vecSrc ) * fPortalFraction;
}
#endif //#ifdef PORTAL
CreateBubbleTrailTracer( vBubbleStart, vBubbleEnd, vecDir );
#ifdef PORTAL
if ( pShootThroughPortal )
{
Vector vTransformedIntersection;
UTIL_Portal_PointTransform( pShootThroughPortal->MatrixThisToLinked(), vBubbleEnd, vTransformedIntersection );
CreateBubbleTrailTracer( vTransformedIntersection, tr.endpos, vecDir );
}
#endif //#ifdef PORTAL
#endif //#ifdef GAME_DLL
bHitWater = true;
}
// Now hit all triggers along the ray that respond to shots...
// Clip the ray to the first collided solid returned from traceline
CTakeDamageInfo triggerInfo( pAttacker, pAttacker, info.m_flDamage, nDamageType );
CalculateBulletDamageForce( &triggerInfo, info.m_iAmmoType, vecDir, tr.endpos );
triggerInfo.ScaleDamageForce( info.m_flDamageForceScale );
triggerInfo.SetAmmoType( info.m_iAmmoType );
#ifdef GAME_DLL
TraceAttackToTriggers( triggerInfo, tr.startpos, tr.endpos, vecDir );
#endif
// Make sure given a valid bullet type
if (info.m_iAmmoType == -1)
{
DevMsg("ERROR: Undefined ammo type!\n");
return;
}
Vector vecTracerDest = tr.endpos;
// do damage, paint decals
if (tr.fraction != 1.0)
{
#ifdef GAME_DLL
UpdateShotStatistics( tr );
// For shots that don't need persistance
int soundEntChannel = ( info.m_nFlags&FIRE_BULLETS_TEMPORARY_DANGER_SOUND ) ? SOUNDENT_CHANNEL_BULLET_IMPACT : SOUNDENT_CHANNEL_UNSPECIFIED;
CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, tr.endpos, 200, 0.5, this, soundEntChannel );
#endif
// See if the bullet ended up underwater + started out of the water
if ( !bHitWater && ( enginetrace->GetPointContents( tr.endpos ) & (CONTENTS_WATER|CONTENTS_SLIME) ) )
{
bHitWater = HandleShotImpactingWater( info, vecEnd, &traceFilter, &vecTracerDest );
}
float flActualDamage = info.m_flDamage;
// If we hit a player, and we have player damage specified, use that instead
// Adrian: Make sure to use the currect value if we hit a vehicle the player is currently driving.
if ( iPlayerDamage )
{
if ( tr.m_pEnt->IsPlayer() )
{
flActualDamage = iPlayerDamage;
}
#ifdef GAME_DLL
else if ( tr.m_pEnt->GetServerVehicle() )
{
if ( tr.m_pEnt->GetServerVehicle()->GetPassenger() && tr.m_pEnt->GetServerVehicle()->GetPassenger()->IsPlayer() )
{
flActualDamage = iPlayerDamage;
}
}
#endif
}
int nActualDamageType = nDamageType;
if ( flActualDamage == 0.0 )
{
flActualDamage = g_pGameRules->GetAmmoDamage( pAttacker, tr.m_pEnt, info.m_iAmmoType );
}
else
{
nActualDamageType = nDamageType | ((flActualDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB );
}
if ( !bHitWater || ((info.m_nFlags & FIRE_BULLETS_DONT_HIT_UNDERWATER) == 0) )
{
// Damage specified by function parameter
CTakeDamageInfo dmgInfo( this, pAttacker, flActualDamage, nActualDamageType );
ModifyFireBulletsDamage( &dmgInfo );
CalculateBulletDamageForce( &dmgInfo, info.m_iAmmoType, vecDir, tr.endpos );
dmgInfo.ScaleDamageForce( info.m_flDamageForceScale );
dmgInfo.SetAmmoType( info.m_iAmmoType );
tr.m_pEnt->DispatchTraceAttack( dmgInfo, vecDir, &tr );
if ( ToBaseCombatCharacter( tr.m_pEnt ) )
{
flCumulativeDamage += dmgInfo.GetDamage();
}
if ( bStartedInWater || !bHitWater || (info.m_nFlags & FIRE_BULLETS_ALLOW_WATER_SURFACE_IMPACTS) )
{
if ( bDoServerEffects == true )
{
DoImpactEffect( tr, nDamageType );
}
else
{
bDoImpacts = true;
}
}
else
{
// We may not impact, but we DO need to affect ragdolls on the client
CEffectData data;
data.m_vStart = tr.startpos;
data.m_vOrigin = tr.endpos;
data.m_nDamageType = nDamageType;
DispatchEffect( "RagdollImpact", data );
}
#ifdef GAME_DLL
if ( nAmmoFlags & AMMO_FORCE_DROP_IF_CARRIED )
{
// Make sure if the player is holding this, he drops it
Pickup_ForcePlayerToDropThisObject( tr.m_pEnt );
}
#endif
}
}
// See if we hit glass
if ( tr.m_pEnt != NULL )
{
#ifdef GAME_DLL
surfacedata_t *psurf = physprops->GetSurfaceData( tr.surface.surfaceProps );
if ( ( psurf != NULL ) && ( psurf->game.material == CHAR_TEX_GLASS ) && ( tr.m_pEnt->ClassMatches( "func_breakable" ) ) )
{
// Query the func_breakable for whether it wants to allow for bullet penetration
if ( tr.m_pEnt->HasSpawnFlags( SF_BREAK_NO_BULLET_PENETRATION ) == false )
{
bHitGlass = true;
}
}
#endif
}
if ( ( info.m_iTracerFreq != 0 ) && ( tracerCount++ % info.m_iTracerFreq ) == 0 && ( bHitGlass == false ) )
{
if ( bDoServerEffects == true )
{
Vector vecTracerSrc = vec3_origin;
ComputeTracerStartPosition( info.m_vecSrc, &vecTracerSrc );
trace_t Tracer;
Tracer = tr;
Tracer.endpos = vecTracerDest;
#ifdef PORTAL
if ( pShootThroughPortal )
{
Tracer.endpos = info.m_vecSrc + ( vecEnd - info.m_vecSrc ) * fPortalFraction;
}
#endif //#ifdef PORTAL
MakeTracer( vecTracerSrc, Tracer, pAmmoDef->TracerType(info.m_iAmmoType) );
#ifdef PORTAL
if ( pShootThroughPortal )
{
Vector vTransformedIntersection;
UTIL_Portal_PointTransform( pShootThroughPortal->MatrixThisToLinked(), Tracer.endpos, vTransformedIntersection );
ComputeTracerStartPosition( vTransformedIntersection, &vecTracerSrc );
Tracer.endpos = vecTracerDest;
MakeTracer( vecTracerSrc, Tracer, pAmmoDef->TracerType(info.m_iAmmoType) );
// Shooting through a portal, the damage direction is translated through the passed-through portal
// so the damage indicator hud animation is correct
Vector vDmgOriginThroughPortal;
UTIL_Portal_PointTransform( pShootThroughPortal->MatrixThisToLinked(), info.m_vecSrc, vDmgOriginThroughPortal );
g_MultiDamage.SetDamagePosition ( vDmgOriginThroughPortal );
}
else
{
g_MultiDamage.SetDamagePosition ( info.m_vecSrc );
}
#endif //#ifdef PORTAL
}
else
{
bDoTracers = true;
}
}
//NOTENOTE: We could expand this to a more general solution for various material penetration types (wood, thin metal, etc)
// See if we should pass through glass
#ifdef GAME_DLL
if ( bHitGlass )
{
HandleShotImpactingGlass( info, tr, vecDir, &traceFilter );
}
#endif
iSeed++;
}
#if defined( HL2MP ) && defined( GAME_DLL )
if ( bDoServerEffects == false )
{
TE_HL2MPFireBullets( entindex(), tr.startpos, info.m_vecDirShooting, info.m_iAmmoType, iEffectSeed, info.m_iShots, info.m_vecSpread.x, bDoTracers, bDoImpacts );
}
#endif
#ifdef GAME_DLL
ApplyMultiDamage();
if ( IsPlayer() && flCumulativeDamage > 0.0f )
{
CBasePlayer *pPlayer = static_cast< CBasePlayer * >( this );
CTakeDamageInfo dmgInfo( this, pAttacker, flCumulativeDamage, nDamageType );
gamestats->Event_WeaponHit( pPlayer, info.m_bPrimaryAttack, pPlayer->GetActiveWeapon()->GetClassname(), dmgInfo );
}
#endif
}
//-----------------------------------------------------------------------------
// Should we draw bubbles underwater?
//-----------------------------------------------------------------------------
bool CBaseEntity::ShouldDrawUnderwaterBulletBubbles()
{
#if defined( HL2_DLL ) && defined( GAME_DLL )
CBaseEntity *pPlayer = ( gpGlobals->maxClients == 1 ) ? UTIL_GetLocalPlayer() : NULL;
return pPlayer && (pPlayer->GetWaterLevel() == 3);
#else
return false;
#endif
}
//-----------------------------------------------------------------------------
// Handle shot entering water
//-----------------------------------------------------------------------------
bool CBaseEntity::HandleShotImpactingWater( const FireBulletsInfo_t &info,
const Vector &vecEnd, ITraceFilter *pTraceFilter, Vector *pVecTracerDest )
{
trace_t waterTrace;
// Trace again with water enabled
AI_TraceLine( info.m_vecSrc, vecEnd, (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME), pTraceFilter, &waterTrace );
// See if this is the point we entered
if ( ( enginetrace->GetPointContents( waterTrace.endpos - Vector(0,0,0.1f) ) & (CONTENTS_WATER|CONTENTS_SLIME) ) == 0 )
return false;
if ( ShouldDrawWaterImpacts() )
{
int nMinSplashSize = GetAmmoDef()->MinSplashSize(info.m_iAmmoType);
int nMaxSplashSize = GetAmmoDef()->MaxSplashSize(info.m_iAmmoType);
CEffectData data;
data.m_vOrigin = waterTrace.endpos;
data.m_vNormal = waterTrace.plane.normal;
data.m_flScale = random->RandomFloat( nMinSplashSize, nMaxSplashSize );
if ( waterTrace.contents & CONTENTS_SLIME )
{
data.m_fFlags |= FX_WATER_IN_SLIME;
}
DispatchEffect( "gunshotsplash", data );
}
#ifdef GAME_DLL
if ( ShouldDrawUnderwaterBulletBubbles() )
{
CWaterBullet *pWaterBullet = ( CWaterBullet * )CreateEntityByName( "waterbullet" );
if ( pWaterBullet )
{
pWaterBullet->Spawn( waterTrace.endpos, info.m_vecDirShooting );
CEffectData tracerData;
tracerData.m_vStart = waterTrace.endpos;
tracerData.m_vOrigin = waterTrace.endpos + info.m_vecDirShooting * 400.0f;
tracerData.m_fFlags = TRACER_TYPE_WATERBULLET;
DispatchEffect( "TracerSound", tracerData );
}
}
#endif
*pVecTracerDest = waterTrace.endpos;
return true;
}
ITraceFilter* CBaseEntity::GetBeamTraceFilter( void )
{
return NULL;
}
void CBaseEntity::DispatchTraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
#ifdef GAME_DLL
// Make sure our damage filter allows the damage.
if ( !PassesDamageFilter( info ))
{
return;
}
#endif
TraceAttack( info, vecDir, ptr, pAccumulator );
}
void CBaseEntity::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
Vector vecOrigin = ptr->endpos - vecDir * 4;
if ( m_takedamage )
{
#ifdef GAME_DLL
if ( pAccumulator )
{
pAccumulator->AccumulateMultiDamage( info, this );
}
else
#endif // GAME_DLL
{
AddMultiDamage( info, this );
}
int blood = BloodColor();
if ( blood != DONT_BLEED )
{
SpawnBlood( vecOrigin, vecDir, blood, info.GetDamage() );// a little surface blood.
TraceBleed( info.GetDamage(), vecDir, ptr, info.GetDamageType() );
}
}
}
//-----------------------------------------------------------------------------
// Allows the shooter to change the impact effect of his bullets
//-----------------------------------------------------------------------------
void CBaseEntity::DoImpactEffect( trace_t &tr, int nDamageType )
{
// give shooter a chance to do a custom impact.
UTIL_ImpactTrace( &tr, nDamageType );
}
//-----------------------------------------------------------------------------
// Computes the tracer start position
//-----------------------------------------------------------------------------
void CBaseEntity::ComputeTracerStartPosition( const Vector &vecShotSrc, Vector *pVecTracerStart )
{
#ifndef HL2MP
if ( g_pGameRules->IsMultiplayer() )
{
// NOTE: we do this because in MakeTracer, we force it to use the attachment position
// in multiplayer, so the results from this function should never actually get used.
pVecTracerStart->Init( 999, 999, 999 );
return;
}
#endif
if ( IsPlayer() )
{
// adjust tracer position for player
Vector forward, right;
CBasePlayer *pPlayer = ToBasePlayer( this );
pPlayer->EyeVectors( &forward, &right, NULL );
*pVecTracerStart = vecShotSrc + Vector ( 0 , 0 , -4 ) + right * 2 + forward * 16;
}
else
{
*pVecTracerStart = vecShotSrc;
CBaseCombatCharacter *pBCC = MyCombatCharacterPointer();
if ( pBCC != NULL )
{
CBaseCombatWeapon *pWeapon = pBCC->GetActiveWeapon();
if ( pWeapon != NULL )
{
Vector vecMuzzle;
QAngle vecMuzzleAngles;
if ( pWeapon->GetAttachment( 1, vecMuzzle, vecMuzzleAngles ) )
{
*pVecTracerStart = vecMuzzle;
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Virtual function allows entities to handle tracer presentation
// as they see fit.
//
// Input : vecTracerSrc - the point at which to start the tracer (not always the
// same spot as the traceline!
//
// tr - the entire trace result for the shot.
//
// Output :
//-----------------------------------------------------------------------------
void CBaseEntity::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
{
const char *pszTracerName = GetTracerType();
Vector vNewSrc = vecTracerSrc;
int iAttachment = GetTracerAttachment();
switch ( iTracerType )
{
case TRACER_LINE:
UTIL_Tracer( vNewSrc, tr.endpos, entindex(), iAttachment, 0.0f, false, pszTracerName );
break;
case TRACER_LINE_AND_WHIZ:
UTIL_Tracer( vNewSrc, tr.endpos, entindex(), iAttachment, 0.0f, true, pszTracerName );
break;
}
}
//-----------------------------------------------------------------------------
// Default tracer attachment
//-----------------------------------------------------------------------------
int CBaseEntity::GetTracerAttachment( void )
{
int iAttachment = TRACER_DONT_USE_ATTACHMENT;
if ( g_pGameRules->IsMultiplayer() )
{
iAttachment = 1;
}
return iAttachment;
}
int CBaseEntity::BloodColor()
{
return DONT_BLEED;
}
void CBaseEntity::TraceBleed( float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType )
{
if ((BloodColor() == DONT_BLEED) || (BloodColor() == BLOOD_COLOR_MECH))
{
return;
}
if (flDamage == 0)
return;
if (! (bitsDamageType & (DMG_CRUSH | DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB | DMG_AIRBOAT)))
return;
// make blood decal on the wall!
trace_t Bloodtr;
Vector vecTraceDir;
float flNoise;
int cCount;
int i;
#ifdef GAME_DLL
if ( !IsAlive() )
{
// dealing with a dead npc.
if ( GetMaxHealth() <= 0 )
{
// no blood decal for a npc that has already decalled its limit.
return;
}
else
{
m_iMaxHealth -= 1;
}
}
#endif
if (flDamage < 10)
{
flNoise = 0.1;
cCount = 1;
}
else if (flDamage < 25)
{
flNoise = 0.2;
cCount = 2;
}
else
{
flNoise = 0.3;
cCount = 4;
}
float flTraceDist = (bitsDamageType & DMG_AIRBOAT) ? 384 : 172;
for ( i = 0 ; i < cCount ; i++ )
{
vecTraceDir = vecDir * -1;// trace in the opposite direction the shot came from (the direction the shot is going)
vecTraceDir.x += random->RandomFloat( -flNoise, flNoise );
vecTraceDir.y += random->RandomFloat( -flNoise, flNoise );
vecTraceDir.z += random->RandomFloat( -flNoise, flNoise );
// Don't bleed on grates.
AI_TraceLine( ptr->endpos, ptr->endpos + vecTraceDir * -flTraceDist, MASK_SOLID_BRUSHONLY & ~CONTENTS_GRATE, this, COLLISION_GROUP_NONE, &Bloodtr);
if ( Bloodtr.fraction != 1.0 )
{
UTIL_BloodDecalTrace( &Bloodtr, BloodColor() );
}
}
}
const char* CBaseEntity::GetTracerType()
{
return NULL;
}
void CBaseEntity::ModifyEmitSoundParams( EmitSound_t &params )
{
#ifdef CLIENT_DLL
if ( GameRules() )
{
params.m_pSoundName = GameRules()->TranslateEffectForVisionFilter( "sounds", params.m_pSoundName );
}
#endif
}
//-----------------------------------------------------------------------------
// These methods encapsulate MOVETYPE_FOLLOW, which became obsolete
//-----------------------------------------------------------------------------
void CBaseEntity::FollowEntity( CBaseEntity *pBaseEntity, bool bBoneMerge )
{
if (pBaseEntity)
{
SetParent( pBaseEntity );
SetMoveType( MOVETYPE_NONE );
if ( bBoneMerge )
AddEffects( EF_BONEMERGE );
AddSolidFlags( FSOLID_NOT_SOLID );
SetLocalOrigin( vec3_origin );
SetLocalAngles( vec3_angle );
}
else
{
StopFollowingEntity();
}
}
void CBaseEntity::SetEffectEntity( CBaseEntity *pEffectEnt )
{
if ( m_hEffectEntity.Get() != pEffectEnt )
{
m_hEffectEntity = pEffectEnt;
}
}
void CBaseEntity::ApplyLocalVelocityImpulse( const Vector &inVecImpulse )
{
// NOTE: Don't have to use GetVelocity here because local values
// are always guaranteed to be correct, unlike abs values which may
// require recomputation
if ( inVecImpulse != vec3_origin )
{
Vector vecImpulse = inVecImpulse;
// Safety check against receive a huge impulse, which can explode physics
switch ( CheckEntityVelocity( vecImpulse ) )
{
case -1:
Warning( "Discarding ApplyLocalVelocityImpulse(%f,%f,%f) on %s\n", vecImpulse.x, vecImpulse.y, vecImpulse.z, GetDebugName() );
Assert( false );
return;
case 0:
if ( CheckEmitReasonablePhysicsSpew() )
{
Warning( "Clamping ApplyLocalVelocityImpulse(%f,%f,%f) on %s\n", inVecImpulse.x, inVecImpulse.y, inVecImpulse.z, GetDebugName() );
}
break;
}
if ( GetMoveType() == MOVETYPE_VPHYSICS )
{
Vector worldVel;
VPhysicsGetObject()->LocalToWorld( &worldVel, vecImpulse );
VPhysicsGetObject()->AddVelocity( &worldVel, NULL );
}
else
{
InvalidatePhysicsRecursive( VELOCITY_CHANGED );
m_vecVelocity += vecImpulse;
}
}
}
void CBaseEntity::ApplyAbsVelocityImpulse( const Vector &inVecImpulse )
{
if ( inVecImpulse != vec3_origin )
{
Vector vecImpulse = inVecImpulse;
// Safety check against receive a huge impulse, which can explode physics
switch ( CheckEntityVelocity( vecImpulse ) )
{
case -1:
Warning( "Discarding ApplyAbsVelocityImpulse(%f,%f,%f) on %s\n", vecImpulse.x, vecImpulse.y, vecImpulse.z, GetDebugName() );
Assert( false );
return;
case 0:
if ( CheckEmitReasonablePhysicsSpew() )
{
Warning( "Clamping ApplyAbsVelocityImpulse(%f,%f,%f) on %s\n", inVecImpulse.x, inVecImpulse.y, inVecImpulse.z, GetDebugName() );
}
break;
}
if ( GetMoveType() == MOVETYPE_VPHYSICS )
{
VPhysicsGetObject()->AddVelocity( &vecImpulse, NULL );
}
else
{
// NOTE: Have to use GetAbsVelocity here to ensure it's the correct value
Vector vecResult;
VectorAdd( GetAbsVelocity(), vecImpulse, vecResult );
SetAbsVelocity( vecResult );
}
}
}
void CBaseEntity::ApplyLocalAngularVelocityImpulse( const AngularImpulse &angImpulse )
{
if (angImpulse != vec3_origin )
{
// Safety check against receive a huge impulse, which can explode physics
if ( !IsEntityAngularVelocityReasonable( angImpulse ) )
{
Warning( "Bad ApplyLocalAngularVelocityImpulse(%f,%f,%f) on %s\n", angImpulse.x, angImpulse.y, angImpulse.z, GetDebugName() );
Assert( false );
return;
}
if ( GetMoveType() == MOVETYPE_VPHYSICS )
{
VPhysicsGetObject()->AddVelocity( NULL, &angImpulse );
}
else
{
QAngle vecResult;
AngularImpulseToQAngle( angImpulse, vecResult );
VectorAdd( GetLocalAngularVelocity(), vecResult, vecResult );
SetLocalAngularVelocity( vecResult );
}
}
}
void CBaseEntity::SetCollisionGroup( int collisionGroup )
{
if ( (int)m_CollisionGroup != collisionGroup )
{
m_CollisionGroup = collisionGroup;
CollisionRulesChanged();
}
}
void CBaseEntity::CollisionRulesChanged()
{
// ivp maintains state based on recent return values from the collision filter, so anything
// that can change the state that a collision filter will return (like m_Solid) needs to call RecheckCollisionFilter.
if ( VPhysicsGetObject() )
{
extern bool PhysIsInCallback();
if ( PhysIsInCallback() )
{
Warning("Changing collision rules within a callback is likely to cause crashes!\n");
Assert(0);
}
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
int count = VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
for ( int i = 0; i < count; i++ )
{
if ( pList[i] != NULL ) //this really shouldn't happen, but it does >_<
pList[i]->RecheckCollisionFilter();
}
}
}
int CBaseEntity::GetWaterType() const
{
int out = 0;
if ( m_nWaterType & 1 )
out |= CONTENTS_WATER;
if ( m_nWaterType & 2 )
out |= CONTENTS_SLIME;
return out;
}
void CBaseEntity::SetWaterType( int nType )
{
m_nWaterType = 0;
if ( nType & CONTENTS_WATER )
m_nWaterType |= 1;
if ( nType & CONTENTS_SLIME )
m_nWaterType |= 2;
}
ConVar sv_alternateticks( "sv_alternateticks", ( IsX360() ) ? "1" : "0", FCVAR_SPONLY, "If set, server only simulates entities on even numbered ticks.\n" );
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseEntity::IsSimulatingOnAlternateTicks()
{
if ( gpGlobals->maxClients != 1 )
{
return false;
}
return sv_alternateticks.GetBool();
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseEntity::IsToolRecording() const
{
#ifndef NO_TOOLFRAMEWORK
return m_bToolRecording;
#else
return false;
#endif
}
#endif