Alternate Multiplayer Physics
January 2024
Overview
This document describes an alternative multiplayer physics behavior for "prop_physics_multiplayer" objects. The basic idea is to remove direct collision between a player and moving physics objects and push players away from them based on their distance. Once a physics object has settled and isn't moving anymore, the push-away force is removed and the normal collision rules are restored, so players can stand on physics objects. Players don't have a physics shadow anymore, which means they can't move objects just by touching them. They have to press USE to apply a pushing force.
This code sample is not complete, sometimes you have to add new class function declarations or include "obstacle_pushaway.h" in some files. But all additional changes should be obvious. If the files game_shared\obstacle_pushaway.cpp/.h are missing, update your Source SDK code base via Steam.
Instructions
Add to game_shared\obstacle_pushaway.h the following lines and include it in base_player_shared.cpp, c_sdk_player.cpp, sdk_player.cpp.
extern ConVar sv_pushaway_force; extern ConVar sv_pushaway_max_force; void AvoidPushawayProps( CBaseCombatCharacter *pPlayer, CUserCmd *pCmd );
Implement AvoidPushawayProps in game_shared\obstacle_pushaway.cpp and include file in build:
void AvoidPushawayProps( CBaseCombatCharacter *pPlayer, CUserCmd *pCmd )
{
// Figure out what direction we're moving and the extents of the box we're going to sweep
// against physics objects.
Vector currentdir;
Vector rightdir;
AngleVectors( pCmd->viewangles, ¤tdir, &rightdir, NULL );
CBaseEntity *props[512];
#ifdef CLIENT_DLL
int nEnts = GetPushawayEnts( pPlayer, props, ARRAYSIZE( props ), 0.0f, PARTITION_CLIENT_SOLID_EDICTS, NULL );
#else
int nEnts = GetPushawayEnts( pPlayer, props, ARRAYSIZE( props ), 0.0f, PARTITION_ENGINE_SOLID_EDICTS, NULL );
#endif
for ( int i=0; i < nEnts; i++ )
{
// Don't respond to this entity on the client unless it has PHYSICS_MULTIPLAYER_FULL set.
IMultiplayerPhysics *pInterface = dynamic_cast<IMultiplayerPhysics*>( props[i] );
if ( pInterface && pInterface->GetMultiplayerPhysicsMode() != PHYSICS_MULTIPLAYER_SOLID )
continue;
const float minMass = 10.0f; // minimum mass that can push a player back
const float maxMass = 30.0f; // cap at a decently large value
float mass = maxMass;
if ( pInterface )
{
mass = pInterface->GetMass();
}
mass = clamp( mass, minMass, maxMass );
mass = max( mass, 0 );
mass /= maxMass; // bring into a 0..1 range
// Push away from the collision point. The closer our center is to the collision point,
// the harder we push away.
Vector vPushAway = (pPlayer->WorldSpaceCenter() - props[i]->WorldSpaceCenter());
float flDist = VectorNormalize( vPushAway );
flDist = max( flDist, 1 );
float flForce = sv_pushaway_player_force.GetFloat() / flDist * mass;
flForce = min( flForce, sv_pushaway_max_player_force.GetFloat() );
vPushAway *= flForce;
pCmd->forwardmove += vPushAway.Dot( currentdir );
pCmd->sidemove += vPushAway.Dot( rightdir );
}
}
Also in obstacle_pushaway.cpp remove these lines from function PerformObstaclePushaway:
#ifdef GAME_DLL if ( pInterface->IsAsleep() && sv_turbophysics.GetBool() ) continue; #endif
In CSDKGameRules add 2 new rules so players don't get stuck with object in COLLISION_GROUP_PUSHAWAY mode.
bool CSDKGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
{
... // swap froups if necessary
if ( (collisionGroup0 == COLLISION_GROUP_PLAYER || collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT) &&
collisionGroup1 == COLLISION_GROUP_PUSHAWAY )
{
return false;
}
if ( collisionGroup0 == COLLISION_GROUP_DEBRIS && collisionGroup1 == COLLISION_GROUP_PUSHAWAY )
{
// let debris and multiplayer objects collide
return true;
}
... // rest of ShouldCollide
}
Use "prop_physics_multiplayer" in your maps and override their virtual function VPhysicsUpdate:
void CPhysicsPropMultiplayer::VPhysicsUpdate( IPhysicsObject *pPhysics )
{
BaseClass::VPhysicsUpdate( pPhysics );
if ( m_bAwake )
SetCollisionGroup( COLLISION_GROUP_PUSHAWAY );
else
SetCollisionGroup( COLLISION_GROUP_NONE );
}
Remove the physics shadows for players:
void CBasePlayer::InitVCollision( void )
{
return; // don't create a physics player shadow
}
void CBasePlayer::VPhysicsShadowUpdate( IPhysicsObject *pPhysics )
{
return; // player doesn't have a physics shadow
}
Add a new shared function to game_shared/baseplayer_shared.cpp:
void CBasePlayer::AvoidPhysicsProps( CUserCmd *pCmd )
{
// Don't avoid if noclipping or in movetype none
switch ( GetMoveType() )
{
case MOVETYPE_NOCLIP:
case MOVETYPE_NONE:
case MOVETYPE_OBSERVER:
return;
default:
break;
}
if ( GetObserverMode() != OBS_MODE_NONE || !IsAlive() )
return;
AvoidPushawayProps( this, pCmd );
}
This function is called on the server in CSDKPlayerMove::SetupMove:
void CSDKPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
{
player->AvoidPhysicsProps( ucmd );
... // rest of function
}
And on the client in CSDKPrediction::SetupMove:
void CSDKPrediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper,
CMoveData *move )
{
player->AvoidPhysicsProps( ucmd );
// Call the default SetupMove code.
BaseClass::SetupMove( player, ucmd, pHelper, move );
}
Also PushawayThink must be called every 0.05 seconds on both client and server. That's done in Think functions. Here code for the server:
void CSDKPlayer::PushawayThink()
{
// Push physics props out of our way.
PerformObstaclePushaway( this );
SetNextThink( gpGlobals->curtime + 0.05f, "PushawayThink" );
}
void CSDKPlayer::Spawn()
{
...
SetContextThink( &CSKDPlayer::PushawayThink, gpGlobals->curtime + 0.05f, "PushawayThink" );
}
And the same call every 0.05 seconds on the client by overriding virtual function ClientThink:
C_SDKPlayer::C_SDKPlayer()
{
...
m_fNextThinkPushAway = 0.0f; // new float in C_SDKPlayer
}
void C_SDKPlayer::ClientThink()
{
BaseClass::ClientThink();
if ( gpGlobals->curtime >= m_fNextThinkPushAway )
{
PerformObstaclePushaway( this );
m_fNextThinkPushAway = gpGlobals->curtime + 0.05f;
}
}
Finally, let the player push away objects using the USE key
void CSDKPlayer::PlayerUse ( void )
{
... // observer code
// push objects in turbo physics mode
if ( m_nButtons & IN_USE )
{
Vector forward, up;
EyeVectors( &forward, NULL, &up );
trace_t tr;
// Search for objects in a sphere (tests for entities that are not solid, yet still usable)
Vector searchCenter = EyePosition();
UTIL_TraceLine( searchCenter, searchCenter + forward * 96.0f, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
// try the hit entity if there is one, or the ground entity if there isn't.
CBaseEntity *entity = tr.m_pEnt;
if (entity && entity->VPhysicsGetObject() )
{
IPhysicsObject *pObj = entity->VPhysicsGetObject();
Vector vPushAway = (entity->WorldSpaceCenter() - WorldSpaceCenter());
vPushAway.z = 0;
float flDist = VectorNormalize( vPushAway );
flDist = max( flDist, 1 );
float flForce = sv_pushaway_force.GetFloat() / flDist;
flForce = min( flForce, sv_pushaway_max_force.GetFloat() );
pObj->ApplyForceOffset( vPushAway * flForce, WorldSpaceCenter() );
}
}
... // rest of PlayerUse
}