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932 lines
29 KiB
C++
932 lines
29 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client side implementation of the airboat.
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//
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// - Dampens motion of driver's view to reduce nausea.
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// - Autocenters driver's view after a period of inactivity.
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// - Controls headlights.
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// - Controls curve parameters for pitch/roll blending.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "c_prop_vehicle.h"
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#include "datacache/imdlcache.h"
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#include "flashlighteffect.h"
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#include "movevars_shared.h"
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#include "ammodef.h"
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#include "SpriteTrail.h"
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#include "beamdraw.h"
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#include "enginesprite.h"
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#include "fx_quad.h"
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#include "fx.h"
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#include "fx_water.h"
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#include "engine/ivdebugoverlay.h"
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#include "view.h"
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#include "clienteffectprecachesystem.h"
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#include "c_basehlplayer.h"
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#include "vgui_controls/Controls.h"
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#include "vgui/ISurface.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar r_AirboatViewBlendTo( "r_AirboatViewBlendTo", "1", FCVAR_CHEAT );
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ConVar r_AirboatViewBlendToScale( "r_AirboatViewBlendToScale", "0.03", FCVAR_CHEAT );
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ConVar r_AirboatViewBlendToTime( "r_AirboatViewBlendToTime", "1.5", FCVAR_CHEAT );
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ConVar cl_draw_airboat_wake( "cl_draw_airboat_wake", "1", FCVAR_CHEAT );
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// Curve parameters for pitch/roll blending.
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// NOTE: Must restart (or create a new airboat) after changing these cvars!
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ConVar r_AirboatRollCurveZero( "r_AirboatRollCurveZero", "90.0", FCVAR_CHEAT ); // Roll less than this is clamped to zero.
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ConVar r_AirboatRollCurveLinear( "r_AirboatRollCurveLinear", "120.0", FCVAR_CHEAT ); // Roll greater than this is mapped directly.
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// Spline in between.
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ConVar r_AirboatPitchCurveZero( "r_AirboatPitchCurveZero", "25.0", FCVAR_CHEAT ); // Pitch less than this is clamped to zero.
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ConVar r_AirboatPitchCurveLinear( "r_AirboatPitchCurveLinear", "60.0", FCVAR_CHEAT ); // Pitch greater than this is mapped directly.
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// Spline in between.
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ConVar airboat_joy_response_move( "airboat_joy_response_move", "1" ); // Quadratic steering response
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#define AIRBOAT_DELTA_LENGTH_MAX 12.0f // 1 foot
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#define AIRBOAT_FRAMETIME_MIN 1e-6
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#define HEADLIGHT_DISTANCE 1000
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#define MAX_WAKE_POINTS 16
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#define WAKE_POINT_MASK (MAX_WAKE_POINTS-1)
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#define WAKE_LIFETIME 0.5f
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//=============================================================================
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//
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// Client-side Airboat Class
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//
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class C_PropAirboat : public C_PropVehicleDriveable
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{
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DECLARE_CLASS( C_PropAirboat, C_PropVehicleDriveable );
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public:
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DECLARE_CLIENTCLASS();
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DECLARE_INTERPOLATION();
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DECLARE_DATADESC();
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C_PropAirboat();
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~C_PropAirboat();
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public:
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// C_BaseEntity
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virtual void Simulate();
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// IClientVehicle
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virtual void UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd );
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virtual void OnEnteredVehicle( C_BasePlayer *pPlayer );
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virtual int GetPrimaryAmmoType() const;
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virtual int GetPrimaryAmmoClip() const;
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virtual bool PrimaryAmmoUsesClips() const;
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virtual int GetPrimaryAmmoCount() const;
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virtual int GetJoystickResponseCurve() const;
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int DrawModel( int flags );
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// Draws crosshair in the forward direction of the boat
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void DrawHudElements( );
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private:
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void DrawPropWake( Vector origin, float speed );
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void DrawPontoonSplash( Vector position, Vector direction, float speed );
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void DrawPontoonWake( Vector startPos, Vector wakeDir, float wakeLength, float speed);
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void DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles );
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void DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime );
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void DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime );
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void ComputePDControllerCoefficients( float *pCoefficientsOut, float flFrequency, float flDampening, float flDeltaTime );
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void UpdateHeadlight( void );
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void UpdateWake( void );
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int DrawWake( void );
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void DrawSegment( const BeamSeg_t &beamSeg, const Vector &vNormal );
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TrailPoint_t *GetTrailPoint( int n )
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{
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int nIndex = (n + m_nFirstStep) & WAKE_POINT_MASK;
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return &m_vecSteps[nIndex];
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}
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private:
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Vector m_vecLastEyePos;
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Vector m_vecLastEyeTarget;
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Vector m_vecEyeSpeed;
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Vector m_vecTargetSpeed;
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float m_flViewAngleDeltaTime;
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bool m_bHeadlightIsOn;
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int m_nAmmoCount;
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CHeadlightEffect *m_pHeadlight;
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int m_nExactWaterLevel;
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TrailPoint_t m_vecSteps[MAX_WAKE_POINTS];
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int m_nFirstStep;
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int m_nStepCount;
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float m_flUpdateTime;
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TimedEvent m_SplashTime;
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CMeshBuilder m_Mesh;
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Vector m_vecPhysVelocity;
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};
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IMPLEMENT_CLIENTCLASS_DT( C_PropAirboat, DT_PropAirboat, CPropAirboat )
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RecvPropBool( RECVINFO( m_bHeadlightIsOn ) ),
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RecvPropInt( RECVINFO( m_nAmmoCount ) ),
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RecvPropInt( RECVINFO( m_nExactWaterLevel ) ),
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RecvPropInt( RECVINFO( m_nWaterLevel ) ),
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RecvPropVector( RECVINFO( m_vecPhysVelocity ) ),
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END_RECV_TABLE()
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BEGIN_DATADESC( C_PropAirboat )
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DEFINE_FIELD( m_vecLastEyePos, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vecLastEyeTarget, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vecEyeSpeed, FIELD_VECTOR ),
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DEFINE_FIELD( m_vecTargetSpeed, FIELD_VECTOR ),
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//DEFINE_FIELD( m_flViewAngleDeltaTime, FIELD_FLOAT ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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C_PropAirboat::C_PropAirboat()
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{
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m_vecEyeSpeed.Init();
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m_flViewAngleDeltaTime = 0.0f;
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m_pHeadlight = NULL;
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m_ViewSmoothingData.flPitchCurveZero = r_AirboatPitchCurveZero.GetFloat();
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m_ViewSmoothingData.flPitchCurveLinear = r_AirboatPitchCurveLinear.GetFloat();
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m_ViewSmoothingData.flRollCurveZero = r_AirboatRollCurveZero.GetFloat();
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m_ViewSmoothingData.flRollCurveLinear = r_AirboatRollCurveLinear.GetFloat();
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m_ViewSmoothingData.rollLockData.flLockInterval = 1.5;
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m_ViewSmoothingData.rollLockData.flUnlockBlendInterval = 1.0;
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m_ViewSmoothingData.pitchLockData.flLockInterval = 1.5;
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m_ViewSmoothingData.pitchLockData.flUnlockBlendInterval = 1.0;
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m_nFirstStep = 0;
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m_nStepCount = 0;
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m_SplashTime.Init( 60 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Deconstructor
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//-----------------------------------------------------------------------------
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C_PropAirboat::~C_PropAirboat()
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{
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if (m_pHeadlight)
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{
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delete m_pHeadlight;
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}
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}
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//-----------------------------------------------------------------------------
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// Draws the ammo for the airboat
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//-----------------------------------------------------------------------------
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int C_PropAirboat::GetPrimaryAmmoType() const
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{
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if ( m_nAmmoCount < 0 )
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return -1;
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int nAmmoType = GetAmmoDef()->Index( "AirboatGun" );
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return nAmmoType;
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}
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int C_PropAirboat::GetPrimaryAmmoCount() const
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{
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return m_nAmmoCount;
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}
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bool C_PropAirboat::PrimaryAmmoUsesClips() const
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{
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return false;
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}
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int C_PropAirboat::GetPrimaryAmmoClip() const
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{
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return -1;
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}
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//-----------------------------------------------------------------------------
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// The airboat prefers a more peppy response curve for joystick control.
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//-----------------------------------------------------------------------------
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int C_PropAirboat::GetJoystickResponseCurve() const
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{
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return airboat_joy_response_move.GetInt();
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}
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//-----------------------------------------------------------------------------
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// Draws crosshair in the forward direction of the boat
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//-----------------------------------------------------------------------------
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void C_PropAirboat::DrawHudElements( )
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{
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BaseClass::DrawHudElements();
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MDLCACHE_CRITICAL_SECTION();
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CHudTexture *pIcon = gHUD.GetIcon( IsX360() ? "crosshair_default" : "plushair" );
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if ( pIcon != NULL )
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{
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float x, y;
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Vector screen;
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int vx, vy, vw, vh;
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vgui::surface()->GetFullscreenViewport( vx, vy, vw, vh );
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float screenWidth = vw;
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float screenHeight = vh;
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x = screenWidth/2;
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y = screenHeight/2;
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int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" );
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Vector vehicleEyeOrigin;
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QAngle vehicleEyeAngles;
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GetAttachment( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
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// Only worry about yaw.
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vehicleEyeAngles.x = vehicleEyeAngles.z = 0.0f;
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Vector vecForward;
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AngleVectors( vehicleEyeAngles, &vecForward );
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VectorMA( vehicleEyeOrigin, 100.0f, vecForward, vehicleEyeOrigin );
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ScreenTransform( vehicleEyeOrigin, screen );
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x += 0.5 * screen[0] * screenWidth + 0.5;
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y -= 0.5 * screen[1] * screenHeight + 0.5;
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x -= pIcon->Width() / 2;
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y -= pIcon->Height() / 2;
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pIcon->DrawSelf( x, y, gHUD.m_clrNormal );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Blend view angles.
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//-----------------------------------------------------------------------------
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void C_PropAirboat::UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd )
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{
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if ( r_AirboatViewBlendTo.GetInt() )
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{
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//
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// Autocenter the view after a period of no mouse movement while throttling.
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//
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bool bResetViewAngleTime = false;
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if ( ( pCmd->mousedx != 0 || pCmd->mousedy != 0 ) || ( fabsf( m_flThrottle ) < 0.01f ) )
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{
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if ( IsX360() )
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{
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// Only reset this if there isn't an autoaim target!
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C_BaseHLPlayer *pLocalHLPlayer = (C_BaseHLPlayer *)pLocalPlayer;
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if ( pLocalHLPlayer )
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{
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// Get the autoaim target.
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CBaseEntity *pTarget = pLocalHLPlayer->m_HL2Local.m_hAutoAimTarget.Get();
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if( !pTarget )
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{
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bResetViewAngleTime = true;
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}
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}
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}
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else
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{
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bResetViewAngleTime = true;
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}
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}
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if( bResetViewAngleTime )
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{
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m_flViewAngleDeltaTime = 0.0f;
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}
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else
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{
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m_flViewAngleDeltaTime += gpGlobals->frametime;
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}
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if ( m_flViewAngleDeltaTime > r_AirboatViewBlendToTime.GetFloat() )
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{
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// Blend the view angles.
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int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" );
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Vector vehicleEyeOrigin;
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QAngle vehicleEyeAngles;
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GetAttachmentLocal( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
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QAngle outAngles;
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InterpolateAngles( pCmd->viewangles, vehicleEyeAngles, outAngles, r_AirboatViewBlendToScale.GetFloat() );
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pCmd->viewangles = outAngles;
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}
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}
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BaseClass::UpdateViewAngles( pLocalPlayer, pCmd );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropAirboat::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles )
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{
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// Get the frametime. (Check to see if enough time has passed to warrent dampening).
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float flFrameTime = gpGlobals->frametime;
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if ( flFrameTime < AIRBOAT_FRAMETIME_MIN )
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{
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vecVehicleEyePos = m_vecLastEyePos;
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DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, 0.0f );
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return;
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}
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// Keep static the sideways motion.
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// Dampen forward/backward motion.
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DampenForwardMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );
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// Blend up/down motion.
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DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );
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}
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//-----------------------------------------------------------------------------
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// Use the controller as follows:
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// speed += ( pCoefficientsOut[0] * ( targetPos - currentPos ) + pCoefficientsOut[1] * ( targetSpeed - currentSpeed ) ) * flDeltaTime;
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//-----------------------------------------------------------------------------
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void C_PropAirboat::ComputePDControllerCoefficients( float *pCoefficientsOut,
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float flFrequency, float flDampening,
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float flDeltaTime )
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{
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float flKs = 9.0f * flFrequency * flFrequency;
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float flKd = 4.5f * flFrequency * flDampening;
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float flScale = 1.0f / ( 1.0f + flKd * flDeltaTime + flKs * flDeltaTime * flDeltaTime );
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pCoefficientsOut[0] = flKs * flScale;
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pCoefficientsOut[1] = ( flKd + flKs * flDeltaTime ) * flScale;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropAirboat::DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime )
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{
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// vecVehicleEyePos = real eye position this frame
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// m_vecLastEyePos = eye position last frame
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// m_vecEyeSpeed = eye speed last frame
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// vecPredEyePos = predicted eye position this frame (assuming no acceleration - it will get that from the pd controller).
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// vecPredEyeSpeed = predicted eye speed
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Vector vecPredEyePos = m_vecLastEyePos + m_vecEyeSpeed * flFrameTime;
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Vector vecPredEyeSpeed = m_vecEyeSpeed;
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// m_vecLastEyeTarget = real eye position last frame (used for speed calculation).
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// Calculate the approximate speed based on the current vehicle eye position and the eye position last frame.
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Vector vecVehicleEyeSpeed = ( vecVehicleEyePos - m_vecLastEyeTarget ) / flFrameTime;
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m_vecLastEyeTarget = vecVehicleEyePos;
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if (vecVehicleEyeSpeed.Length() == 0.0)
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{
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return;
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}
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// Calculate the delta between the predicted eye position and speed and the current eye position and speed.
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Vector vecDeltaSpeed = vecVehicleEyeSpeed - vecPredEyeSpeed;
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Vector vecDeltaPos = vecVehicleEyePos - vecPredEyePos;
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// Forward vector.
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Vector vecForward;
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AngleVectors( vecVehicleEyeAngles, &vecForward );
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float flDeltaLength = vecDeltaPos.Length();
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if ( flDeltaLength > AIRBOAT_DELTA_LENGTH_MAX )
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{
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// Clamp.
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float flDelta = flDeltaLength - AIRBOAT_DELTA_LENGTH_MAX;
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if ( flDelta > 40.0f )
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{
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// This part is a bit of a hack to get rid of large deltas (at level load, etc.).
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m_vecLastEyePos = vecVehicleEyePos;
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m_vecEyeSpeed = vecVehicleEyeSpeed;
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}
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else
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{
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// Position clamp.
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float flRatio = AIRBOAT_DELTA_LENGTH_MAX / flDeltaLength;
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vecDeltaPos *= flRatio;
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Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) );
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vecVehicleEyePos -= vecForwardOffset;
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m_vecLastEyePos = vecVehicleEyePos;
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// Speed clamp.
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vecDeltaSpeed *= flRatio;
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float flCoefficients[2];
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ComputePDControllerCoefficients( flCoefficients, r_AirboatViewDampenFreq.GetFloat(), r_AirboatViewDampenDamp.GetFloat(), flFrameTime );
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m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime );
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}
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}
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else
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{
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// Generate an updated (dampening) speed for use in next frames position prediction.
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float flCoefficients[2];
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ComputePDControllerCoefficients( flCoefficients, r_AirboatViewDampenFreq.GetFloat(), r_AirboatViewDampenDamp.GetFloat(), flFrameTime );
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m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime );
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// Save off data for next frame.
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m_vecLastEyePos = vecPredEyePos;
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// Move eye forward/backward.
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Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) );
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vecVehicleEyePos -= vecForwardOffset;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropAirboat::DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime )
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{
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// Get up vector.
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Vector vecUp;
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AngleVectors( vecVehicleEyeAngles, NULL, NULL, &vecUp );
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vecUp.z = clamp( vecUp.z, 0.0f, vecUp.z );
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vecVehicleEyePos.z += r_AirboatViewZHeight.GetFloat() * vecUp.z;
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// NOTE: Should probably use some damped equation here.
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropAirboat::OnEnteredVehicle( C_BasePlayer *pPlayer )
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{
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int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" );
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Vector vehicleEyeOrigin;
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QAngle vehicleEyeAngles;
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GetAttachment( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
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m_vecLastEyeTarget = vehicleEyeOrigin;
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m_vecLastEyePos = vehicleEyeOrigin;
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m_vecEyeSpeed = vec3_origin;
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}
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//-----------------------------------------------------------------------------
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|
// Purpose:
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|
//-----------------------------------------------------------------------------
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void C_PropAirboat::Simulate()
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|
{
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UpdateHeadlight();
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UpdateWake();
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|
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BaseClass::Simulate();
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|
}
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|
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//-----------------------------------------------------------------------------
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// Purpose: Creates, destroys, and updates the headlight effect as needed.
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//-----------------------------------------------------------------------------
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void C_PropAirboat::UpdateHeadlight()
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{
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if (m_bHeadlightIsOn)
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|
{
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if (!m_pHeadlight)
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|
{
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// Turned on the headlight; create it.
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m_pHeadlight = new CHeadlightEffect();
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|
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|
if (!m_pHeadlight)
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return;
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|
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m_pHeadlight->TurnOn();
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}
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|
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// The headlight is emitted from an attachment point so that it can move
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// as we turn the handlebars.
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int nHeadlightIndex = LookupAttachment( "vehicle_headlight" );
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|
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Vector vecLightPos;
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QAngle angLightDir;
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GetAttachment(nHeadlightIndex, vecLightPos, angLightDir);
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|
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Vector vecLightDir, vecLightRight, vecLightUp;
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AngleVectors( angLightDir, &vecLightDir, &vecLightRight, &vecLightUp );
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|
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// Update the light with the new position and direction.
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m_pHeadlight->UpdateLight( vecLightPos, vecLightDir, vecLightRight, vecLightUp, HEADLIGHT_DISTANCE );
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}
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else if (m_pHeadlight)
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{
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// Turned off the headlight; delete it.
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delete m_pHeadlight;
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m_pHeadlight = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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|
// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropAirboat::UpdateWake( void )
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|
{
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if ( gpGlobals->frametime <= 0.0f )
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return;
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|
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|
// Can't update too quickly
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if ( m_flUpdateTime > gpGlobals->curtime )
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return;
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|
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Vector screenPos = GetRenderOrigin();
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screenPos.z = m_nExactWaterLevel;
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|
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TrailPoint_t *pLast = m_nStepCount ? GetTrailPoint( m_nStepCount-1 ) : NULL;
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if ( ( pLast == NULL ) || ( pLast->m_vecScreenPos.DistToSqr( screenPos ) > 4.0f ) )
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{
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// If we're over our limit, steal the last point and put it up front
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if ( m_nStepCount >= MAX_WAKE_POINTS )
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|
{
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|
--m_nStepCount;
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++m_nFirstStep;
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}
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|
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// Save off its screen position, not its world position
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TrailPoint_t *pNewPoint = GetTrailPoint( m_nStepCount );
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pNewPoint->m_vecScreenPos = screenPos + Vector( 0, 0, 2 );
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pNewPoint->m_flDieTime = gpGlobals->curtime + WAKE_LIFETIME;
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pNewPoint->m_flWidthVariance = random->RandomFloat( -16, 16 );
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if ( pLast )
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{
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pNewPoint->m_flTexCoord = pLast->m_flTexCoord + pLast->m_vecScreenPos.DistTo( screenPos );
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pNewPoint->m_flTexCoord = fmod( pNewPoint->m_flTexCoord, 1 );
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}
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else
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{
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pNewPoint->m_flTexCoord = 0.0f;
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}
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|
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++m_nStepCount;
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}
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|
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// Don't update again for a bit
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m_flUpdateTime = gpGlobals->curtime + ( 0.5f / (float) MAX_WAKE_POINTS );
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}
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|
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &beamSeg -
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|
//-----------------------------------------------------------------------------
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void C_PropAirboat::DrawSegment( const BeamSeg_t &beamSeg, const Vector &vNormal )
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{
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// Build the endpoints.
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Vector vPoint1, vPoint2;
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VectorMA( beamSeg.m_vPos, beamSeg.m_flWidth*0.5f, vNormal, vPoint1 );
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VectorMA( beamSeg.m_vPos, -beamSeg.m_flWidth*0.5f, vNormal, vPoint2 );
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// Specify the points.
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m_Mesh.Position3fv( vPoint1.Base() );
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m_Mesh.Color4f( VectorExpand( beamSeg.m_vColor ), beamSeg.m_flAlpha );
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m_Mesh.TexCoord2f( 0, 0, beamSeg.m_flTexCoord );
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m_Mesh.TexCoord2f( 1, 0, beamSeg.m_flTexCoord );
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m_Mesh.AdvanceVertex();
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|
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m_Mesh.Position3fv( vPoint2.Base() );
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m_Mesh.Color4f( VectorExpand( beamSeg.m_vColor ), beamSeg.m_flAlpha );
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m_Mesh.TexCoord2f( 0, 1, beamSeg.m_flTexCoord );
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|
m_Mesh.TexCoord2f( 1, 1, beamSeg.m_flTexCoord );
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|
m_Mesh.AdvanceVertex();
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|
}
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|
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|
//-----------------------------------------------------------------------------
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|
// Purpose:
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|
// Input : position -
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|
//-----------------------------------------------------------------------------
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|
void C_PropAirboat::DrawPontoonSplash( Vector origin, Vector direction, float speed )
|
|
{
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|
Vector offset;
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|
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|
CSmartPtr<CSplashParticle> pSimple = CSplashParticle::Create( "splish" );
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|
pSimple->SetSortOrigin( origin );
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|
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|
SimpleParticle *pParticle;
|
|
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|
Vector color = Vector( 0.8f, 0.8f, 0.75f );
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|
float colorRamp;
|
|
|
|
float flScale = RemapVal( speed, 64, 256, 0.75f, 1.0f );
|
|
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|
PMaterialHandle hMaterial;
|
|
|
|
float tempDelta = gpGlobals->frametime;
|
|
|
|
while( m_SplashTime.NextEvent( tempDelta ) )
|
|
{
|
|
if ( random->RandomInt( 0, 1 ) )
|
|
{
|
|
hMaterial = ParticleMgr()->GetPMaterial( "effects/splash1" );
|
|
}
|
|
else
|
|
{
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|
hMaterial = ParticleMgr()->GetPMaterial( "effects/splash2" );
|
|
}
|
|
|
|
offset = RandomVector( -8.0f * flScale, 8.0f * flScale );
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|
offset[2] = 0.0f;
|
|
offset += origin;
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|
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|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, offset );
|
|
|
|
if ( pParticle == NULL )
|
|
continue;
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|
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|
pParticle->m_flLifetime = 0.0f;
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|
pParticle->m_flDieTime = 0.25f;
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|
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|
pParticle->m_vecVelocity.Random( -0.4f, 0.4f );
|
|
pParticle->m_vecVelocity += (direction*5.0f+Vector(0,0,1));
|
|
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|
VectorNormalize( pParticle->m_vecVelocity );
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|
|
|
pParticle->m_vecVelocity *= speed + random->RandomFloat( -128.0f, 128.0f );
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|
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|
colorRamp = random->RandomFloat( 0.75f, 1.25f );
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|
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|
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
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|
pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
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|
pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
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|
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|
pParticle->m_uchStartSize = random->RandomFloat( 8, 16 ) * flScale;
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|
pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2;
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|
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|
pParticle->m_uchStartAlpha = 255;
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|
pParticle->m_uchEndAlpha = 0;
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|
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|
pParticle->m_flRoll = random->RandomInt( 0, 360 );
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|
pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
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|
// Input : Vector startPos -
|
|
// wakeDir -
|
|
// wakeLength -
|
|
//-----------------------------------------------------------------------------
|
|
void C_PropAirboat::DrawPontoonWake( Vector startPos, Vector wakeDir, float wakeLength, float speed )
|
|
{
|
|
#define WAKE_STEPS 6
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|
|
|
Vector wakeStep = wakeDir * ( wakeLength / (float) WAKE_STEPS );
|
|
Vector origin;
|
|
float scale;
|
|
|
|
IMaterial *pMaterial = materials->FindMaterial( "effects/splashwake1", NULL, false );
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( 0, 0, 0, pMaterial );
|
|
|
|
CMeshBuilder meshBuilder;
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, WAKE_STEPS );
|
|
|
|
for ( int i = 0; i < WAKE_STEPS; i++ )
|
|
{
|
|
origin = startPos + ( wakeStep * i );
|
|
origin[0] += random->RandomFloat( -4.0f, 4.0f );
|
|
origin[1] += random->RandomFloat( -4.0f, 4.0f );
|
|
origin[2] = m_nExactWaterLevel + 2.0f;
|
|
|
|
float scaleRange = RemapVal( i, 0, WAKE_STEPS-1, 32, 64 );
|
|
scale = scaleRange + ( 8.0f * sin( gpGlobals->curtime * 5 * i ) );
|
|
|
|
float alpha = RemapValClamped( speed, 128, 600, 0.05f, 0.25f );
|
|
float color[4] = { 1.0f, 1.0f, 1.0f, alpha };
|
|
|
|
// Needs to be time based so it'll freeze when the game is frozen
|
|
float yaw = random->RandomFloat( 0, 360 );
|
|
|
|
Vector rRight = ( Vector(1,0,0) * cos( DEG2RAD( yaw ) ) ) - ( Vector(0,1,0) * sin( DEG2RAD( yaw ) ) );
|
|
Vector rUp = ( Vector(1,0,0) * cos( DEG2RAD( yaw+90.0f ) ) ) - ( Vector(0,1,0) * sin( DEG2RAD( yaw+90.0f ) ) );
|
|
|
|
Vector point;
|
|
meshBuilder.Color4fv (color);
|
|
meshBuilder.TexCoord2f (0, 0, 1);
|
|
VectorMA (origin, -scale, rRight, point);
|
|
VectorMA (point, -scale, rUp, point);
|
|
meshBuilder.Position3fv (point.Base());
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4fv (color);
|
|
meshBuilder.TexCoord2f (0, 0, 0);
|
|
VectorMA (origin, scale, rRight, point);
|
|
VectorMA (point, -scale, rUp, point);
|
|
meshBuilder.Position3fv (point.Base());
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4fv (color);
|
|
meshBuilder.TexCoord2f (0, 1, 0);
|
|
VectorMA (origin, scale, rRight, point);
|
|
VectorMA (point, scale, rUp, point);
|
|
meshBuilder.Position3fv (point.Base());
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4fv (color);
|
|
meshBuilder.TexCoord2f (0, 1, 1);
|
|
VectorMA (origin, -scale, rRight, point);
|
|
VectorMA (point, scale, rUp, point);
|
|
meshBuilder.Position3fv (point.Base());
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int C_PropAirboat::DrawWake( void )
|
|
{
|
|
if ( cl_draw_airboat_wake.GetBool() == false )
|
|
return 0;
|
|
|
|
// Make sure we're in water...
|
|
if ( GetWaterLevel() == 0 )
|
|
return 0;
|
|
|
|
//FIXME: For now, we don't draw slime this way
|
|
if ( GetWaterLevel() == 2 )
|
|
return 0;
|
|
|
|
bool bDriven = ( GetPassenger( VEHICLE_ROLE_DRIVER ) != NULL );
|
|
|
|
Vector vehicleDir = m_vecPhysVelocity;
|
|
float vehicleSpeed = VectorNormalize( vehicleDir );
|
|
|
|
Vector vecPontoonFrontLeft;
|
|
Vector vecPontoonFrontRight;
|
|
Vector vecPontoonRearLeft;
|
|
Vector vecPontoonRearRight;
|
|
Vector vecSplashPoint;
|
|
|
|
QAngle fooAngles;
|
|
|
|
//FIXME: This lookup should be cached off
|
|
// Get all attachments
|
|
GetAttachment( LookupAttachment( "raytrace_fl" ), vecPontoonFrontLeft, fooAngles );
|
|
GetAttachment( LookupAttachment( "raytrace_fr" ), vecPontoonFrontRight, fooAngles );
|
|
GetAttachment( LookupAttachment( "raytrace_rl" ), vecPontoonRearLeft, fooAngles );
|
|
GetAttachment( LookupAttachment( "raytrace_rr" ), vecPontoonRearRight, fooAngles );
|
|
GetAttachment( LookupAttachment( "splash_pt" ), vecSplashPoint, fooAngles );
|
|
|
|
// Find the direction of the pontoons
|
|
Vector vecLeftWakeDir = ( vecPontoonRearLeft - vecPontoonFrontLeft );
|
|
Vector vecRightWakeDir = ( vecPontoonRearRight - vecPontoonFrontRight );
|
|
|
|
// Find the pontoon's size
|
|
float flWakeLeftLength = VectorNormalize( vecLeftWakeDir );
|
|
float flWakeRightLength = VectorNormalize( vecRightWakeDir );
|
|
|
|
vecPontoonFrontLeft.z = m_nExactWaterLevel;
|
|
vecPontoonFrontRight.z = m_nExactWaterLevel;
|
|
|
|
if ( bDriven && vehicleSpeed > 128.0f )
|
|
{
|
|
DrawPontoonWake( vecPontoonFrontLeft, vecLeftWakeDir, flWakeLeftLength, vehicleSpeed );
|
|
DrawPontoonWake( vecPontoonFrontRight, vecRightWakeDir, flWakeRightLength, vehicleSpeed );
|
|
|
|
Vector vecSplashDir;
|
|
Vector vForward;
|
|
GetVectors( &vForward, NULL, NULL );
|
|
|
|
if ( m_vecPhysVelocity.x < -64.0f )
|
|
{
|
|
vecSplashDir = vecLeftWakeDir - vForward;
|
|
VectorNormalize( vecSplashDir );
|
|
|
|
// Don't do this if we're going backwards
|
|
if ( m_vecPhysVelocity.y > 0.0f )
|
|
{
|
|
DrawPontoonSplash( vecPontoonFrontLeft + ( vecLeftWakeDir * 1.0f ), vecSplashDir, m_vecPhysVelocity.y );
|
|
}
|
|
}
|
|
else if ( m_vecPhysVelocity.x > 64.0f )
|
|
{
|
|
vecSplashDir = vecRightWakeDir + vForward;
|
|
VectorNormalize( vecSplashDir );
|
|
|
|
// Don't do this if we're going backwards
|
|
if ( m_vecPhysVelocity.y > 0.0f )
|
|
{
|
|
DrawPontoonSplash( vecPontoonFrontRight + ( vecRightWakeDir * 1.0f ), vecSplashDir, m_vecPhysVelocity.y );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Must have at least one point
|
|
if ( m_nStepCount <= 1 )
|
|
return 1;
|
|
|
|
IMaterial *pMaterial = materials->FindMaterial( "effects/splashwake4", 0);
|
|
|
|
//Bind the material
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
|
|
|
|
m_Mesh.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, (m_nStepCount-1) * 2 );
|
|
|
|
TrailPoint_t *pLast = GetTrailPoint( m_nStepCount - 1 );
|
|
|
|
TrailPoint_t currentPoint;
|
|
currentPoint.m_flDieTime = gpGlobals->curtime + 0.5f;
|
|
currentPoint.m_vecScreenPos = GetAbsOrigin();
|
|
currentPoint.m_vecScreenPos[2] = m_nExactWaterLevel + 16;
|
|
currentPoint.m_flTexCoord = pLast->m_flTexCoord + currentPoint.m_vecScreenPos.DistTo(pLast->m_vecScreenPos);
|
|
currentPoint.m_flTexCoord = fmod( currentPoint.m_flTexCoord, 1 );
|
|
currentPoint.m_flWidthVariance = 0.0f;
|
|
|
|
TrailPoint_t *pPrevPoint = NULL;
|
|
|
|
Vector segDir, normal;
|
|
|
|
for ( int i = 0; i <= m_nStepCount; ++i )
|
|
{
|
|
// This makes it so that we're always drawing to the current location
|
|
TrailPoint_t *pPoint = (i != m_nStepCount) ? GetTrailPoint(i) : ¤tPoint;
|
|
|
|
float flLifePerc = RemapValClamped( ( pPoint->m_flDieTime - gpGlobals->curtime ), 0, WAKE_LIFETIME, 0.0f, 1.0f );
|
|
|
|
BeamSeg_t curSeg;
|
|
curSeg.m_vColor.x = curSeg.m_vColor.y = curSeg.m_vColor.z = 1.0f;
|
|
|
|
float flAlphaFade = flLifePerc;
|
|
float alpha = RemapValClamped( fabs( m_vecPhysVelocity.y ), 128, 600, 0.0f, 1.0f );
|
|
|
|
curSeg.m_flAlpha = 0.25f;
|
|
curSeg.m_flAlpha *= flAlphaFade * alpha;
|
|
|
|
curSeg.m_vPos = pPoint->m_vecScreenPos;
|
|
|
|
float widthBase = SimpleSplineRemapVal( fabs( m_vecPhysVelocity.y ), 128, 600, 32, 48 );
|
|
|
|
curSeg.m_flWidth = Lerp( flLifePerc, widthBase*6, widthBase );
|
|
curSeg.m_flWidth += pPoint->m_flWidthVariance;
|
|
|
|
if ( curSeg.m_flWidth < 0.0f )
|
|
{
|
|
curSeg.m_flWidth = 0.0f;
|
|
}
|
|
|
|
curSeg.m_flTexCoord = pPoint->m_flTexCoord;
|
|
|
|
if ( pPrevPoint != NULL )
|
|
{
|
|
segDir = ( pPrevPoint->m_vecScreenPos - pPoint->m_vecScreenPos );
|
|
VectorNormalize( segDir );
|
|
|
|
normal = CrossProduct( segDir, Vector( 0, 0, -1 ) );
|
|
|
|
DrawSegment( curSeg, normal );
|
|
}
|
|
|
|
pPrevPoint = pPoint;
|
|
}
|
|
|
|
m_Mesh.End();
|
|
pMesh->Draw();
|
|
|
|
return 1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : flags -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int C_PropAirboat::DrawModel( int flags )
|
|
{
|
|
if ( BaseClass::DrawModel( flags ) == false )
|
|
return 0;
|
|
|
|
if ( !m_bReadyToDraw )
|
|
return 0;
|
|
|
|
return DrawWake();
|
|
}
|