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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A base class that deals with four-wheel vehicles
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_BASE_FOUR_WHEEL_VEHICLE_H
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#define TF_BASE_FOUR_WHEEL_VEHICLE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basetfvehicle.h"
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#include "vphysics/vehicles.h"
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#include "fourwheelvehiclephysics.h"
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#include "tf_vehicleshared.h"
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class CMoveData;
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class CBaseTFFourWheelVehicle : public CBaseTFVehicle
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{
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public:
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DECLARE_CLASS( CBaseTFFourWheelVehicle, CBaseTFVehicle );
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DECLARE_SERVERCLASS();
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public:
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CBaseTFFourWheelVehicle();
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~CBaseTFFourWheelVehicle ();
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// CBaseEntity
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void Spawn();
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void Precache();
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void VPhysicsUpdate( IPhysicsObject *pPhysics );
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void DrawDebugGeometryOverlays();
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int DrawDebugTextOverlays();
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void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
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void BaseFourWheeledVehicleThink();
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void BaseFourWheeledVehicleDeployThink( void );
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// HACK HACK: This is a hack to avoid physics spazzing out on a newly created vehicle with the handbrake
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// set. We create and activate it, but then release the handbrake for a single Think function call and
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// then zero out the controls right then. This seems to stabilize something in the physics simulator.
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void BaseFourWheeledVehicleStopTheRodeoMadnessThink( void );
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virtual bool StartBuilding( CBaseEntity *pPlayer );
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virtual void FinishedBuilding( void );
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virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData );
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virtual void SetPassenger( int nRole, CBasePlayer *pEnt );
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// Powerup handling
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virtual void PowerupStart( int iPowerup, float flAmount, CBaseEntity *pAttacker, CDamageModifier *pDamageModifier );
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virtual void PowerupEnd( int iPowerup );
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// Collision
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
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// Inputs
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void InputThrottle( inputdata_t &inputdata );
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void InputSteering( inputdata_t &inputdata );
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void InputAction( inputdata_t &inputdata );
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void InputTurnOn( inputdata_t &inputdata );
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void InputTurnOff( inputdata_t &inputdata );
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// Boost
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void SetBoostUpgrade( bool bBoostUpgrade );
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bool IsBoostable( void );
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bool IsBoosting( void );
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void StartBoost( void );
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bool IsDeployed( void ) { return ( m_eDeployMode == VEHICLE_MODE_DEPLOYED ); }
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bool IsDeploying( void ) { return ( m_eDeployMode == VEHICLE_MODE_DEPLOYING ); }
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bool IsUndeploying( void ) { return ( m_eDeployMode == VEHICLE_MODE_UNDEPLOYING ); }
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bool InDeployMode( void ) { return ( m_eDeployMode != VEHICLE_MODE_NORMAL ); }
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DECLARE_DATADESC();
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// locals
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protected:
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// engine sounds
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void SoundInit();
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void SoundShutdown();
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void SoundUpdate( const vehicle_operatingparams_t ¶ms, const vehicleparams_t &vehicle );
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void CalcWheelData( vehicleparams_t &vehicle );
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void ResetControls();
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// Deploy
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bool Deploy( void );
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void UnDeploy( void );
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void CancelDeploy( void );
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virtual void OnFinishedDeploy( void );
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virtual void OnFinishedUnDeploy( void );
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private:
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void DriveVehicle( CBasePlayer *pPlayer, CUserCmd *ucmd );
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void PlayerControlInit( CBasePlayer *pPlayer );
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void PlayerControlShutdown();
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void ResetUseKey( CBasePlayer *pPlayer );
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void InitializePoseParameters();
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bool ParseVehicleScript( solid_t &solid, vehicleparams_t &vehicle );
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void EnableMotion( void );
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void DisableMotion( void );
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private:
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CFourWheelVehiclePhysics m_VehiclePhysics;
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COutputEvent m_playerOn;
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COutputEvent m_playerOff;
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COutputEvent m_pressedAttack;
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COutputEvent m_pressedAttack2;
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COutputFloat m_attackaxis;
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COutputFloat m_attack2axis;
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int m_nMovementRole;
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Vector m_savedViewOffset; //[MAX_PASSENGERS];
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float m_flNextEmpSound;
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// Deploy
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CNetworkVar( VehicleModeDeploy_e, m_eDeployMode );
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Activity m_PreDeployActivity;
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// Used for vgui screens on the client.
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CNetworkVar( float, m_flDeployFinishTime );
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CNetworkVar( bool, m_bBoostUpgrade );
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CNetworkVar( int, m_nBoostTimeLeft );
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float m_flNextHitTime;
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};
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#endif // TF_BASE_FOUR_WHEEL_VEHICLE_H
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