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game/client/ragdoll.h
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133
game/client/ragdoll.h
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef RAGDOLL_H
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#define RAGDOLL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ragdoll_shared.h"
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#define RAGDOLL_VISUALIZE 0
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class C_BaseEntity;
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class CStudioHdr;
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struct mstudiobone_t;
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class Vector;
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class IPhysicsObject;
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class CBoneAccessor;
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abstract_class IRagdoll
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{
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public:
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virtual ~IRagdoll() {}
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virtual void RagdollBone( C_BaseEntity *ent, const mstudiobone_t *pbones, int boneCount, bool *boneSimulated, CBoneAccessor &pBoneToWorld ) = 0;
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virtual const Vector& GetRagdollOrigin( ) = 0;
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virtual void GetRagdollBounds( Vector &mins, Vector &maxs ) = 0;
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virtual int RagdollBoneCount() const = 0;
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virtual IPhysicsObject *GetElement( int elementNum ) = 0;
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virtual void DrawWireframe( void ) = 0;
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virtual void VPhysicsUpdate( IPhysicsObject *pObject ) = 0;
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virtual bool TransformVectorToWorld( int boneIndex, const Vector *vTemp, Vector *vOut ) = 0;
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};
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class CRagdoll : public IRagdoll
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{
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public:
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CRagdoll();
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~CRagdoll( void );
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DECLARE_SIMPLE_DATADESC();
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void Init(
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C_BaseEntity *ent,
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CStudioHdr *pstudiohdr,
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const Vector &forceVector,
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int forceBone,
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const matrix3x4_t *pDeltaBones0,
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const matrix3x4_t *pDeltaBones1,
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const matrix3x4_t *pCurrentBonePosition,
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float boneDt,
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bool bFixedConstraints=false,
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bool bBleedOutOnSleep=true);
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virtual void RagdollBone( C_BaseEntity *ent, const mstudiobone_t *pbones, int boneCount, bool *boneSimulated, CBoneAccessor &pBoneToWorld );
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virtual const Vector& GetRagdollOrigin( );
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virtual void GetRagdollBounds( Vector &theMins, Vector &theMaxs );
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void BuildRagdollBounds( C_BaseEntity *ent );
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virtual IPhysicsObject *GetElement( int elementNum );
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virtual IPhysicsConstraintGroup *GetConstraintGroup() { return m_ragdoll.pGroup; }
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virtual void DrawWireframe();
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virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
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virtual int RagdollBoneCount() const { return m_ragdoll.listCount; }
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virtual bool TransformVectorToWorld( int iBoneIndex, const Vector *vTemp, Vector *vOut );
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void SetInitialBonePosition( CStudioHdr *pstudiohdr, const CBoneAccessor &pDesiredBonePosition );
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bool IsValid() { return m_ragdoll.listCount > 0; }
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bool IsAsleep( void ) const { return m_allAsleep; }
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void ResetRagdollSleepAfterTime( void );
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float GetLastVPhysicsUpdateTime() const { return m_lastUpdate; }
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IPhysicsObject *RagdollPhysicsObject( int i ) { return m_ragdoll.list[ i ].pObject; }
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public:
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void CheckSettleStationaryRagdoll();
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void PhysForceRagdollToSleep();
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void CreateBloodPool();
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private:
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ragdoll_t m_ragdoll;
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Vector m_mins, m_maxs;
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Vector m_origin;
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float m_lastUpdate;
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bool m_allAsleep;
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Vector m_vecLastOrigin;
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float m_flLastOriginChangeTime;
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float m_flAwakeTime;
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bool m_doBleedOut;
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#if RAGDOLL_VISUALIZE
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matrix3x4_t m_savedBone1[MAXSTUDIOBONES];
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matrix3x4_t m_savedBone2[MAXSTUDIOBONES];
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matrix3x4_t m_savedBone3[MAXSTUDIOBONES];
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#endif
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public:
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ragdoll_t *GetRagdoll( void ){ return &m_ragdoll; }
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};
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CRagdoll *CreateRagdoll(
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C_BaseEntity *ent,
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CStudioHdr *pstudiohdr,
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const Vector &forceVector,
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int forceBone,
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const matrix3x4_t *pDeltaBones0,
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const matrix3x4_t *pDeltaBones1,
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const matrix3x4_t *pCurrentBonePosition,
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float boneDt,
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bool bFixedConstraints=false,
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bool bBleedOutOnSleep=true);
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// save this ragdoll's creation as the current tick
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void NoteRagdollCreationTick( C_BaseEntity *pRagdoll );
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// returns true if the ragdoll was created on this tick
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bool WasRagdollCreatedOnCurrentTick( C_BaseEntity *pRagdoll );
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#endif // RAGDOLL_H
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