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cool-source-archive/game/client/sdk/basenetworkedragdoll_cl.cpp
Totterynine 4b952b0e4e init
2021-09-13 15:31:53 +05:00

215 lines
5.6 KiB
C++

#include "cbase.h"
#include "basenetworkedragdoll_cl.h"
IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_BaseNetworkedRagdoll, DT_BaseNetworkedRagdoll, CBaseNetworkedRagdoll )
RecvPropVector( RECVINFO(m_vecRagdollOrigin) ),
RecvPropEHandle( RECVINFO( m_hPlayer ) ),
RecvPropInt( RECVINFO( m_nModelIndex ) ),
RecvPropInt( RECVINFO(m_nForceBone) ),
RecvPropVector( RECVINFO(m_vecForce) ),
RecvPropVector( RECVINFO( m_vecRagdollVelocity ) )
END_RECV_TABLE()
LINK_ENTITY_TO_CLASS( networked_ragdoll, C_BaseNetworkedRagdoll );
C_BaseNetworkedRagdoll::~C_BaseNetworkedRagdoll()
{
PhysCleanupFrictionSounds( this );
if ( m_hPlayer )
m_hPlayer->CreateModelInstance();
}
void C_BaseNetworkedRagdoll::Interp_Copy( C_BaseAnimatingOverlay* pSourceEntity )
{
if ( !pSourceEntity )
return;
VarMapping_t* pSrc = pSourceEntity->GetVarMapping();
VarMapping_t* pDest = GetVarMapping();
// Find all the VarMapEntry_t's that represent the same variable.
for ( int i = 0; i < pDest->m_Entries.Count(); i++ )
{
VarMapEntry_t* pDestEntry = &pDest->m_Entries[i];
const char* pszName = pDestEntry->watcher->GetDebugName();
for ( int j=0; j < pSrc->m_Entries.Count(); j++ )
{
VarMapEntry_t* pSrcEntry = &pSrc->m_Entries[j];
if ( !Q_strcmp( pSrcEntry->watcher->GetDebugName(), pszName ) )
{
pDestEntry->watcher->Copy( pSrcEntry->watcher );
break;
}
}
}
}
void C_BaseNetworkedRagdoll::ImpactTrace( trace_t* pTrace, int iDamageType, char* pCustomImpactName )
{
IPhysicsObject* pPhysicsObject = VPhysicsGetObject();
if( !pPhysicsObject )
return;
Vector dir = pTrace->endpos - pTrace->startpos;
if ( iDamageType == DMG_BLAST )
{
dir *= 4000; // adjust impact strenght
// apply force at object mass center
pPhysicsObject->ApplyForceCenter( dir );
}
else
{
Vector hitpos;
VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos );
VectorNormalize( dir );
dir *= 4000; // adjust impact strenght
// apply force where we hit it
pPhysicsObject->ApplyForceOffset( dir, hitpos );
}
m_pRagdoll->ResetRagdollSleepAfterTime();
}
void C_BaseNetworkedRagdoll::CreateRagdoll( void )
{
// First, initialize all our data. If we have the player's entity on our client,
// then we can make ourselves start out exactly where the player is.
C_BasePlayer* pPlayer = dynamic_cast<C_BasePlayer*>( m_hPlayer.Get() );
if ( pPlayer && !pPlayer->IsDormant() )
{
// move my current model instance to the ragdoll's so decals are preserved.
pPlayer->SnatchModelInstance( this );
VarMapping_t* varMap = GetVarMapping();
// Copy all the interpolated vars from the player entity.
// The entity uses the interpolated history to get bone velocity.
bool bRemotePlayer = (pPlayer != C_BasePlayer::GetLocalPlayer());
if ( bRemotePlayer )
{
Interp_Copy( pPlayer );
SetAbsAngles( pPlayer->GetRenderAngles() );
GetRotationInterpolator().Reset();
m_flAnimTime = pPlayer->m_flAnimTime;
SetSequence( pPlayer->GetSequence() );
m_flPlaybackRate = pPlayer->GetPlaybackRate();
}
else
{
// This is the local player, so set them in a default
// pose and slam their velocity, angles and origin
SetAbsOrigin( m_vecRagdollOrigin );
SetAbsAngles( pPlayer->GetRenderAngles() );
SetAbsVelocity( m_vecRagdollVelocity );
int iSeq = pPlayer->GetSequence();
if ( iSeq == -1 )
{
Assert( false ); // missing walk_lower?
iSeq = 0;
}
SetSequence( iSeq ); // walk_lower, basic pose
SetCycle( 0.0 );
Interp_Reset( varMap );
}
}
else
{
// overwrite network origin so later interpolation will
// use this position
SetNetworkOrigin( m_vecRagdollOrigin );
SetAbsOrigin( m_vecRagdollOrigin );
SetAbsVelocity( m_vecRagdollVelocity );
Interp_Reset( GetVarMapping() );
}
SetModelIndex( m_nModelIndex );
// Make us a ragdoll..
m_nRenderFX = kRenderFxRagdoll;
matrix3x4_t boneDelta0[MAXSTUDIOBONES];
matrix3x4_t boneDelta1[MAXSTUDIOBONES];
matrix3x4_t currentBones[MAXSTUDIOBONES];
const float boneDt = 0.05f;
if ( pPlayer && !pPlayer->IsDormant() )
pPlayer->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
else
GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt );
}
void C_BaseNetworkedRagdoll::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
if ( type == DATA_UPDATE_CREATED )
CreateRagdoll();
}
IRagdoll* C_BaseNetworkedRagdoll::GetIRagdoll() const
{
return m_pRagdoll;
}
void C_BaseNetworkedRagdoll::UpdateOnRemove( void )
{
VPhysicsSetObject( NULL );
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose: clear out any face/eye values stored in the material system
//-----------------------------------------------------------------------------
void C_BaseNetworkedRagdoll::SetupWeights( const matrix3x4_t* pBoneToWorld, int nFlexWeightCount, float* pFlexWeights, float* pFlexDelayedWeights )
{
BaseClass::SetupWeights( pBoneToWorld, nFlexWeightCount, pFlexWeights, pFlexDelayedWeights );
static float destweight[128];
static bool bIsInited = false;
CStudioHdr* hdr = GetModelPtr();
if ( !hdr )
return;
int nFlexDescCount = hdr->numflexdesc();
if ( nFlexDescCount )
{
Assert( !pFlexDelayedWeights );
memset( pFlexWeights, 0, nFlexWeightCount* sizeof(float) );
}
if ( m_iEyeAttachment > 0 )
{
matrix3x4_t attToWorld;
if (GetAttachment( m_iEyeAttachment, attToWorld ))
{
Vector local, tmp;
local.Init( 1000.0f, 0.0f, 0.0f );
VectorTransform( local, attToWorld, tmp );
modelrender->SetViewTarget( GetModelPtr(), GetBody(), tmp );
}
}
}