source-engine/game/server/hl2/vehicle_airboat.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

2102 lines
64 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "vehicle_base.h"
#include "engine/IEngineSound.h"
#include "in_buttons.h"
#include "ammodef.h"
#include "IEffects.h"
#include "beam_shared.h"
#include "weapon_gauss.h"
#include "soundenvelope.h"
#include "decals.h"
#include "soundent.h"
#include "te_effect_dispatch.h"
#include "physics_saverestore.h"
#include "movevars_shared.h"
#include "npc_attackchopper.h"
#include "weapon_rpg.h"
#include "vphysics/constraints.h"
#include "world.h"
#include "rumble_shared.h"
// NVNT for airboat weapon fire
#include "haptics/haptic_utils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar sv_vehicle_autoaim_scale;
#define VEHICLE_HITBOX_DRIVER 1
//
// Body groups.
//
#define AIRBOAT_BODYGROUP_GUN 1
#define AIRBOAT_BODYGROUP_PROP 2
#define AIRBOAT_BODYGROUP_BLUR 3
#define AIRBOAT_LOCK_SPEED 10 // Airboat must be going slower than this for player to enter or exit, in in/sec
#define AIRBOAT_DELTA_LENGTH_MAX 12.0f // 1 foot
#define AIRBOAT_FRAMETIME_MIN 1e-6
#define AIRBOAT_SPLASH_RIPPLE 0
#define AIRBOAT_SPLASH_SPRAY 1
#define AIRBOAT_SPLASH_RIPPLE_SIZE 20.0f
//
// Pose parameters.
//
#define AIRBOAT_GUN_YAW "vehicle_weapon_yaw"
#define AIRBOAT_GUN_PITCH "vehicle_weapon_pitch"
#define AIRBOAT_FRAME_FLEX_LEFT "Frame_Flex_L"
#define AIRBOAT_FRAME_FLEX_RIGHT "Frame_Flex_R"
#define CANNON_MAX_UP_PITCH 60.0f
#define CANNON_MAX_DOWN_PITCH 30.0f
#define CANNON_MAX_RIGHT_YAW 165.0f
#define CANNON_MAX_LEFT_YAW 75.0f
#define CANNON_HEAVY_SHOT_INTERVAL 0.2f
#define CANNON_SHAKE_INTERVAL 1.0f
static ConVar sk_airboat_max_ammo("sk_airboat_max_ammo", "100" );
static ConVar sk_airboat_recharge_rate("sk_airboat_recharge_rate", "15" );
static ConVar sk_airboat_drain_rate("sk_airboat_drain_rate", "10" );
static ConVar hud_airboathint_numentries( "hud_airboathint_numentries", "10", FCVAR_NONE );
static ConVar airboat_fatal_stress( "airboat_fatal_stress", "5000", FCVAR_NONE, "Amount of stress in kg that would kill the airboat driver." );
extern ConVar autoaim_max_dist;
class CPropAirboat : public CPropVehicleDriveable
{
DECLARE_CLASS( CPropAirboat, CPropVehicleDriveable );
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
// CPropVehicle
virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData );
virtual void DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased );
void DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles );
bool ShouldThink() { return true; }
// CBaseEntity
void Think(void);
void Precache( void );
void Spawn( void );
virtual void OnRestore();
virtual void Activate();
virtual void UpdateOnRemove();
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_USE_IN_RADIUS; };
virtual void DoMuzzleFlash( void );
virtual void StopLoopingSounds();
// position to shoot at
virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy );
virtual Vector GetSmoothedVelocity( void );
virtual void EnterVehicle( CBaseCombatCharacter *pPlayer );
virtual bool AllowBlockedExit( CBaseCombatCharacter *pPlayer, int nRole ) { return false; }
virtual void PreExitVehicle( CBaseCombatCharacter *pPlayer, int nRole );
virtual void ExitVehicle( int nRole );
void ComputePDControllerCoefficients( float *pCoefficientsOut, float flFrequency, float flDampening, float flDeltaTime );
void DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime );
void DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime );
virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
virtual int OnTakeDamage( const CTakeDamageInfo &info );
void VPhysicsUpdate( IPhysicsObject *pPhysics );
// Scraping noises for the various things we drive on.
virtual void VPhysicsFriction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit );
bool HeadlightIsOn( void ) { return m_bHeadlightIsOn; }
void HeadlightTurnOn( void );
void HeadlightTurnOff( void );
virtual bool ShouldDrawWaterImpacts( void );
bool ShouldForceExit() { return m_bForcedExit; }
void ClearForcedExit() { m_bForcedExit = false; }
// Input handlers.
void InputWake( inputdata_t &inputdata );
void InputExitVehicle( inputdata_t &inputdata );
void InputEnableGun( inputdata_t &inputdata );
void InputStartRotorWashForces( inputdata_t &inputdata );
void InputStopRotorWashForces( inputdata_t &inputdata );
// Allows the shooter to change the impact effect of his bullets
virtual void DoImpactEffect( trace_t &tr, int nDamageType );
// Airboat passengers do not directly receive damage from blasts or radiation damage
virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info )
{
if ( info.GetDamageType() & DMG_VEHICLE )
return true;
return (info.GetDamageType() & (DMG_RADIATION|DMG_BLAST|DMG_CRUSH) ) == 0;
}
const char *GetTracerType( void );
private:
void CreateAntiFlipConstraint();
void ApplyStressDamage( IPhysicsObject *pPhysics );
float CalculatePhysicsStressDamage( vphysics_objectstress_t *pStressOut, IPhysicsObject *pPhysics );
void CreateDangerSounds( void );
void FireGun( );
void UpdateSplashEffects( void );
void CreateSplash( int nSplashType );
// Purpose: Aim Gun at a target
void AimGunAt( const Vector &endPos, float flInterval );
// Purpose: Returns the direction the gun is currently aiming at
void GetGunAimDirection( Vector *resultDir );
// Recharges the ammo based on speed
void RechargeAmmo();
// Removes the ammo...
void RemoveAmmo( float flAmmoAmount );
// Purpose:
void ComputeAimPoint( Vector *pVecAimPoint );
// Do the right thing for the gun
void UpdateGunState( CUserCmd *ucmd );
// Sound management
void CreateSounds();
void UpdateSound();
void UpdateWeaponSound();
void UpdateEngineSound( CSoundEnvelopeController &controller, float speedRatio );
void UpdateFanSound( CSoundEnvelopeController &controller, float speedRatio );
void UpdateWaterSound( CSoundEnvelopeController &controller, float speedRatio );
void UpdatePropeller();
void UpdateGauge();
void CreatePlayerBlocker();
void DestroyPlayerBlocker();
void EnablePlayerBlocker( bool bEnable );
private:
enum
{
GUN_STATE_IDLE = 0,
GUN_STATE_FIRING,
};
Vector m_vecLastEyePos;
Vector m_vecLastEyeTarget;
Vector m_vecEyeSpeed;
//float m_flHandbrakeTime; // handbrake after the fact to keep vehicles from rolling
//bool m_bInitialHandbrake;
bool m_bForcedExit;
int m_nGunRefAttachment;
int m_nGunBarrelAttachment;
float m_aimYaw;
float m_aimPitch;
float m_flChargeRemainder;
float m_flDrainRemainder;
int m_nGunState;
float m_flNextHeavyShotTime;
float m_flNextGunShakeTime;
CNetworkVar( int, m_nAmmoCount );
CNetworkVar( bool, m_bHeadlightIsOn );
EHANDLE m_hAvoidSphere;
int m_nSplashAttachment;
float m_flPrevThrottle; // Throttle during last think. Used for detecting state changes.
float m_flSpinRate; // Current rate of spin of propeller: 0 = min, 1.0 = max
float m_flTargetSpinRate; // Target rate of spin of propeller: 0 = min, 1.0 = max
float m_flPropTime; // Time to turn on/off the prop.
float m_flBlurTime; // Time to turn on/off the blur.
CSoundPatch *m_pFanSound;
CSoundPatch *m_pFanMaxSpeedSound;
CSoundPatch *m_pEngineSound;
CSoundPatch *m_pWaterFastSound;
CSoundPatch *m_pWaterStoppedSound;
CSoundPatch *m_pGunFiringSound;
float m_flEngineIdleTime; // Time to start playing the engine's idle sound.
float m_flEngineDuckTime; // Time to reduce the volume of the engine's idle sound.
bool m_bFadeOutFan; // Fade out fan sound after cruising at max speed for a while.
int m_nPrevWaterLevel; // Used for detecting transitions into/out of water.
float m_flWaterStoppedPitchTime; // Time to pitch shift the water stopped sound.
float m_flLastImpactEffectTime;
int m_iNumberOfEntries;
IPhysicsConstraint *m_pAntiFlipConstraint; // A ragdoll constraint that prevents us from flipping.
CHandle<CEntityBlocker> m_hPlayerBlocker;
CNetworkVar( Vector, m_vecPhysVelocity );
CNetworkVar( int, m_nExactWaterLevel );
IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_nWaterLevel );
};
IMPLEMENT_SERVERCLASS_ST( CPropAirboat, DT_PropAirboat )
SendPropBool( SENDINFO( m_bHeadlightIsOn ) ),
SendPropInt( SENDINFO( m_nAmmoCount ), 9 ),
SendPropInt( SENDINFO( m_nExactWaterLevel ) ),
SendPropInt( SENDINFO( m_nWaterLevel ) ),
SendPropVector( SENDINFO( m_vecPhysVelocity ) ),
END_SEND_TABLE();
LINK_ENTITY_TO_CLASS( prop_vehicle_airboat, CPropAirboat );
BEGIN_DATADESC( CPropAirboat )
DEFINE_FIELD( m_vecLastEyePos, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecLastEyeTarget, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecEyeSpeed, FIELD_VECTOR ),
// DEFINE_FIELD( m_flHandbrakeTime, FIELD_TIME ),
// DEFINE_FIELD( m_bInitialHandbrake,FIELD_BOOLEAN ),
// DEFINE_FIELD( m_nGunRefAttachment, FIELD_INTEGER ),
// DEFINE_FIELD( m_nGunBarrelAttachment, FIELD_INTEGER ),
DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ),
DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ),
DEFINE_FIELD( m_flChargeRemainder, FIELD_FLOAT ),
DEFINE_FIELD( m_flDrainRemainder, FIELD_FLOAT ),
DEFINE_FIELD( m_nGunState, FIELD_INTEGER ),
DEFINE_FIELD( m_flNextHeavyShotTime, FIELD_TIME ),
DEFINE_FIELD( m_flNextGunShakeTime, FIELD_TIME ),
DEFINE_FIELD( m_nAmmoCount, FIELD_INTEGER ),
DEFINE_FIELD( m_bHeadlightIsOn, FIELD_BOOLEAN ),
DEFINE_FIELD( m_hAvoidSphere, FIELD_EHANDLE ),
// DEFINE_FIELD( m_nSplashAttachment, FIELD_INTEGER ),
DEFINE_FIELD( m_hPlayerBlocker, FIELD_EHANDLE ),
DEFINE_FIELD( m_vecPhysVelocity, FIELD_VECTOR ),
DEFINE_FIELD( m_nExactWaterLevel, FIELD_INTEGER ),
DEFINE_FIELD( m_flPrevThrottle, FIELD_FLOAT ),
DEFINE_FIELD( m_flSpinRate, FIELD_FLOAT ),
DEFINE_FIELD( m_flTargetSpinRate, FIELD_FLOAT ),
DEFINE_FIELD( m_flPropTime, FIELD_TIME ),
DEFINE_FIELD( m_flBlurTime, FIELD_TIME ),
DEFINE_FIELD( m_bForcedExit, FIELD_BOOLEAN ),
DEFINE_SOUNDPATCH( m_pFanSound ),
DEFINE_SOUNDPATCH( m_pFanMaxSpeedSound ),
DEFINE_SOUNDPATCH( m_pEngineSound ),
DEFINE_SOUNDPATCH( m_pWaterFastSound ),
DEFINE_SOUNDPATCH( m_pWaterStoppedSound ),
DEFINE_SOUNDPATCH( m_pGunFiringSound ),
DEFINE_PHYSPTR( m_pAntiFlipConstraint ),
DEFINE_FIELD( m_flEngineIdleTime, FIELD_TIME ),
DEFINE_FIELD( m_flEngineDuckTime, FIELD_TIME ),
DEFINE_FIELD( m_bFadeOutFan, FIELD_BOOLEAN ),
DEFINE_FIELD( m_nPrevWaterLevel, FIELD_INTEGER ),
DEFINE_FIELD( m_flWaterStoppedPitchTime, FIELD_TIME ),
DEFINE_FIELD( m_flLastImpactEffectTime, FIELD_TIME ),
DEFINE_FIELD( m_iNumberOfEntries, FIELD_INTEGER ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "EnableGun", InputEnableGun ),
DEFINE_INPUTFUNC( FIELD_VOID, "StartRotorWashForces", InputStartRotorWashForces ),
DEFINE_INPUTFUNC( FIELD_VOID, "StopRotorWashForces", InputStopRotorWashForces ),
DEFINE_INPUTFUNC( FIELD_VOID, "ExitVehicle", InputExitVehicle ),
DEFINE_INPUTFUNC( FIELD_VOID, "Wake", InputWake ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::Precache( void )
{
BaseClass::Precache();
PrecacheScriptSound( "Airboat_engine_stop" );
PrecacheScriptSound( "Airboat_engine_start" );
PrecacheScriptSound( "Airboat.FireGunHeavy" );
PrecacheScriptSound( "Airboat.FireGunRevDown");
PrecacheScriptSound( "Airboat_engine_idle" );
PrecacheScriptSound( "Airboat_engine_fullthrottle" );
PrecacheScriptSound( "Airboat_fan_idle" );
PrecacheScriptSound( "Airboat_fan_fullthrottle" );
PrecacheScriptSound( "Airboat_water_stopped" );
PrecacheScriptSound( "Airboat_water_fast" );
PrecacheScriptSound( "Airboat_impact_splash" );
PrecacheScriptSound( "Airboat_impact_hard" );
PrecacheScriptSound( "Airboat_headlight_on" );
PrecacheScriptSound( "Airboat_headlight_off" );
PrecacheScriptSound( "Airboat.FireGunLoop" );
PrecacheMaterial( "effects/splashwake1" );
PrecacheMaterial( "effects/splashwake4" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::Spawn( void )
{
m_nAmmoCount = m_bHasGun ? 0 : -1;
m_hAvoidSphere = CreateHelicopterAvoidanceSphere( this, 0, 50.0f, false );
m_flLastImpactEffectTime = -1;
m_iNumberOfEntries = 0;
// Setup vehicle as a ray-cast airboat.
SetVehicleType( VEHICLE_TYPE_AIRBOAT_RAYCAST );
SetCollisionGroup( COLLISION_GROUP_VEHICLE );
BaseClass::Spawn();
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetAnimatedEveryTick( true );
// Handbrake data.
//m_flHandbrakeTime = gpGlobals->curtime + 0.1;
//m_bInitialHandbrake = false;
m_VehiclePhysics.SetHasBrakePedal( false );
m_flMinimumSpeedToEnterExit = AIRBOAT_LOCK_SPEED;
m_takedamage = DAMAGE_EVENTS_ONLY;
SetBodygroup(AIRBOAT_BODYGROUP_GUN, m_bHasGun);
SetBodygroup(AIRBOAT_BODYGROUP_PROP, true);
SetPoseParameter( AIRBOAT_GUN_YAW, 0 );
SetPoseParameter( AIRBOAT_GUN_PITCH, 0 );
SetPoseParameter( AIRBOAT_FRAME_FLEX_LEFT, 0 );
SetPoseParameter( AIRBOAT_FRAME_FLEX_RIGHT, 0 );
m_aimYaw = 0;
m_aimPitch = 0;
m_bUnableToFire = true;
m_nGunState = GUN_STATE_IDLE;
SetPoseParameter( "Steer_Shock", 0.0f );
// Get the physics object so we can adjust the buoyancy.
IPhysicsObject *pPhysAirboat = VPhysicsGetObject();
if ( pPhysAirboat )
{
pPhysAirboat->SetBuoyancyRatio( 0.0f );
PhysSetGameFlags( pPhysAirboat, FVPHYSICS_HEAVY_OBJECT );
}
//CreateAntiFlipConstraint();
}
//-----------------------------------------------------------------------------
// Purpose: Create a ragdoll constraint that prevents us from flipping.
//-----------------------------------------------------------------------------
void CPropAirboat::CreateAntiFlipConstraint()
{
constraint_ragdollparams_t ragdoll;
ragdoll.Defaults();
// Don't prevent the boat from moving, just flipping.
ragdoll.onlyAngularLimits = true;
// Put the ragdoll constraint in the space of the airboat.
SetIdentityMatrix( ragdoll.constraintToAttached );
BuildObjectRelativeXform( g_PhysWorldObject, VPhysicsGetObject(), ragdoll.constraintToReference );
ragdoll.axes[0].minRotation = -100;
ragdoll.axes[0].maxRotation = 100;
ragdoll.axes[1].minRotation = -100;
ragdoll.axes[1].maxRotation = 100;
ragdoll.axes[2].minRotation = -180;
ragdoll.axes[2].maxRotation = 180;
m_pAntiFlipConstraint = physenv->CreateRagdollConstraint( g_PhysWorldObject, VPhysicsGetObject(), NULL, ragdoll );
//NDebugOverlay::Cross3DOriented( ragdoll.constraintToReference, 128, 255, true, 100 );
}
//-----------------------------------------------------------------------------
// Attachment indices
//-----------------------------------------------------------------------------
void CPropAirboat::UpdateOnRemove()
{
BaseClass::UpdateOnRemove();
if ( m_hAvoidSphere )
{
UTIL_Remove( m_hAvoidSphere );
m_hAvoidSphere = NULL;
}
}
//-----------------------------------------------------------------------------
// Attachment indices
//-----------------------------------------------------------------------------
void CPropAirboat::Activate()
{
BaseClass::Activate();
m_nGunRefAttachment = LookupAttachment( "gun" );
m_nGunBarrelAttachment = LookupAttachment( "muzzle" );
m_nSplashAttachment = LookupAttachment( "splash_pt" );
CreateSounds();
CBaseServerVehicle *pServerVehicle = dynamic_cast<CBaseServerVehicle *>(GetServerVehicle());
if ( pServerVehicle )
{
if( pServerVehicle->GetPassenger() )
{
// If a boat comes back from a save game with a driver, make sure the engine rumble starts up.
pServerVehicle->StartEngineRumble();
}
}
//CreatePlayerBlocker();
//EnablePlayerBlocker( true );
}
void CPropAirboat::CreatePlayerBlocker()
{
Assert( m_hPlayerBlocker == NULL );
DestroyPlayerBlocker();
m_hPlayerBlocker = CEntityBlocker::Create( GetAbsOrigin(), Vector( -84, -32, 0 ), Vector( 54, 32, 84 ), this, false );
if ( m_hPlayerBlocker != NULL )
{
m_hPlayerBlocker->SetParent( this );
m_hPlayerBlocker->SetLocalOrigin( vec3_origin );
m_hPlayerBlocker->SetLocalAngles( vec3_angle );
m_hPlayerBlocker->SetCollisionGroup( COLLISION_GROUP_PLAYER );
m_hPlayerBlocker->AddSolidFlags( FSOLID_NOT_SOLID );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::DestroyPlayerBlocker()
{
if ( m_hPlayerBlocker != NULL )
{
UTIL_Remove( m_hPlayerBlocker );
}
m_hPlayerBlocker = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bEnable -
//-----------------------------------------------------------------------------
void CPropAirboat::EnablePlayerBlocker( bool bEnable )
{
if ( m_hPlayerBlocker != NULL )
{
if ( bEnable )
{
m_hPlayerBlocker->RemoveSolidFlags( FSOLID_NOT_SOLID );
}
else
{
m_hPlayerBlocker->AddSolidFlags( FSOLID_NOT_SOLID );
}
}
}
//-----------------------------------------------------------------------------
// Update the weapon sounds
//-----------------------------------------------------------------------------
#define MIN_CHARGE_SOUND 0.4f
#define MIN_PITCH_CHANGE ( MIN_CHARGE_SOUND + ( ( 1.0f - MIN_CHARGE_SOUND ) / 3.0f ) )
#define VOLUME_CHANGE_TIME 0.5f
void CPropAirboat::UpdateWeaponSound()
{
if ( HasGun() )
{
CSoundEnvelopeController *pController = &CSoundEnvelopeController::GetController();
float flVolume = pController->SoundGetVolume( m_pGunFiringSound );
if ( (m_nGunState == GUN_STATE_IDLE) || (m_nAmmoCount == 0) )
{
if ( flVolume != 0.0f )
{
pController->SoundChangeVolume( m_pGunFiringSound, 0.0f, 0.01f );
}
}
else
{
if ( flVolume != 1.0f )
{
pController->SoundChangeVolume( m_pGunFiringSound, 1.0f, 0.01f );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Force the player to exit the vehicle.
//-----------------------------------------------------------------------------
void CPropAirboat::InputExitVehicle( inputdata_t &inputdata )
{
m_bForcedExit = true;
}
//-----------------------------------------------------------------------------
// Purpose: Force the airboat to wake up. This was needed to fix a last-minute
// bug for the XBox -- the airboat didn't fall with the platform
// in d1_canals_10b.
//-----------------------------------------------------------------------------
void CPropAirboat::InputWake( inputdata_t &inputdata )
{
VPhysicsGetObject()->Wake();
}
//-----------------------------------------------------------------------------
// Purpose: Input handler to enable or disable the airboat's mounted gun.
//-----------------------------------------------------------------------------
void CPropAirboat::InputEnableGun( inputdata_t &inputdata )
{
m_bHasGun = inputdata.value.Bool();
SetBodygroup(AIRBOAT_BODYGROUP_GUN, m_bHasGun);
// When enabling the gun, give full ammo
if ( m_bHasGun )
{
m_nAmmoCount = sk_airboat_max_ammo.GetInt();
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler to enable or disable the airboat's mounted gun.
//-----------------------------------------------------------------------------
void CPropAirboat::InputStartRotorWashForces( inputdata_t &inputdata )
{
RemoveEFlags( EFL_NO_ROTORWASH_PUSH );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler to enable or disable the airboat's mounted gun.
//-----------------------------------------------------------------------------
void CPropAirboat::InputStopRotorWashForces( inputdata_t &inputdata )
{
AddEFlags( EFL_NO_ROTORWASH_PUSH );
}
//-----------------------------------------------------------------------------
// Creating vphysics
//-----------------------------------------------------------------------------
void CPropAirboat::OnRestore()
{
BaseClass::OnRestore();
IPhysicsObject *pPhysAirboat = VPhysicsGetObject();
if ( pPhysAirboat )
{
pPhysAirboat->SetBuoyancyRatio( 0.0f );
PhysSetGameFlags( pPhysAirboat, FVPHYSICS_HEAVY_OBJECT );
}
// If the player's in the vehicle, NPCs should ignore it
if ( GetDriver() )
{
SetNavIgnore();
}
}
//-----------------------------------------------------------------------------
// Used for navigation
//-----------------------------------------------------------------------------
void CPropAirboat::EnterVehicle( CBaseCombatCharacter *pPlayer )
{
BaseClass::EnterVehicle( pPlayer );
//EnablePlayerBlocker( false );
// NPCs like manhacks should try to hit us
SetNavIgnore();
// Play the engine start sound.
float flDuration;
EmitSound( "Airboat_engine_start", 0.0, &flDuration );
m_VehiclePhysics.TurnOn();
// Start playing the engine's idle sound as the startup sound finishes.
m_flEngineIdleTime = gpGlobals->curtime + flDuration - 0.1;
}
//-----------------------------------------------------------------------------
// Purpose: Called when exiting, just before playing the exit animation.
//-----------------------------------------------------------------------------
void CPropAirboat::PreExitVehicle( CBaseCombatCharacter *pPlayer, int nRole )
{
if ( HeadlightIsOn() )
{
HeadlightTurnOff();
}
// Stop shooting.
m_nGunState = GUN_STATE_IDLE;
CBaseEntity *pDriver = GetDriver();
CBasePlayer *pPlayerDriver;
if( pDriver && pDriver->IsPlayer() )
{
pPlayerDriver = dynamic_cast<CBasePlayer*>(pDriver);
if( pPlayerDriver )
{
pPlayerDriver->RumbleEffect( RUMBLE_AIRBOAT_GUN, 0, RUMBLE_FLAG_STOP );
}
}
BaseClass::PreExitVehicle( pPlayer, nRole );
}
//-----------------------------------------------------------------------------
// Purpose: Called when exiting, after completing the exit animation.
// Input : iRole -
//-----------------------------------------------------------------------------
void CPropAirboat::ExitVehicle( int nRole )
{
CBaseEntity *pDriver = GetDriver();
//EnablePlayerBlocker( true );
BaseClass::ExitVehicle( nRole );
if (!pDriver)
return;
#if 0
// On ORANGE BOX this is causing a big blank box to show up, which is worse
// than the HUD hint persisting for a little while, so don't do it. (sjb)
// clear the hint
UTIL_HudHintText( pDriver, "" );
#endif
// NPCs like manhacks should try to avoid us again
ClearNavIgnore();
// Play the engine shutoff sound.
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
CPASAttenuationFilter filter( this );
EmitSound_t ep;
ep.m_nChannel = CHAN_BODY;
ep.m_pSoundName = "Airboat_engine_stop";
ep.m_flVolume = controller.SoundGetVolume( m_pEngineSound );
ep.m_SoundLevel = SNDLVL_NORM;
ep.m_nPitch = controller.SoundGetPitch( m_pEngineSound );
EmitSound( filter, entindex(), ep );
m_VehiclePhysics.TurnOff();
// Shut off the airboat sounds.
controller.SoundChangeVolume( m_pEngineSound, 0.0, 0.0 );
controller.SoundChangeVolume( m_pFanSound, 0.0, 0.0 );
controller.SoundChangeVolume( m_pFanMaxSpeedSound, 0.0, 0.0 );
controller.SoundChangeVolume( m_pWaterStoppedSound, 0.0, 0.0 );
controller.SoundChangeVolume( m_pWaterFastSound, 0.0, 0.0 );
controller.SoundChangeVolume( m_pGunFiringSound, 0.0, 0.0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::HeadlightTurnOn( void )
{
EmitSound( "Airboat_headlight_on" );
m_bHeadlightIsOn = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::HeadlightTurnOff( void )
{
EmitSound( "Airboat_headlight_off" );
m_bHeadlightIsOn = false;
}
//-----------------------------------------------------------------------------
// position to shoot at
//-----------------------------------------------------------------------------
Vector CPropAirboat::BodyTarget( const Vector &posSrc, bool bNoisy )
{
Vector vecPosition;
QAngle angles;
if ( GetServerVehicle()->GetPassenger() )
{
// FIXME: Reconcile this with other functions that store a cached version of the results here?
GetServerVehicle()->GetVehicleViewPosition( VEHICLE_ROLE_DRIVER, &vecPosition, &angles );
}
else
{
vecPosition = WorldSpaceCenter();
}
return vecPosition;
}
//-----------------------------------------------------------------------------
// Smoothed velocity
//-----------------------------------------------------------------------------
#define SMOOTHED_MIN_VELOCITY 75.0f
#define SMOOTHED_MAX_VELOCITY 150.0f
Vector CPropAirboat::GetSmoothedVelocity( void )
{
// If we're going too slow, return the forward direction as the velocity
// for NPC prediction purposes
Vector vecSmoothedVelocity = BaseClass::GetSmoothedVelocity();
float flSpeed = vecSmoothedVelocity.Length();
if ( flSpeed >= SMOOTHED_MAX_VELOCITY )
return vecSmoothedVelocity;
Vector vecForward;
GetVectors( &vecForward, NULL, NULL );
vecForward *= MAX( flSpeed, 1.0f );
if ( flSpeed <= SMOOTHED_MIN_VELOCITY )
return vecForward;
float flBlend = SimpleSplineRemapVal( flSpeed, SMOOTHED_MIN_VELOCITY, SMOOTHED_MAX_VELOCITY, 0.0f, 1.0f );
VectorLerp( vecForward, vecSmoothedVelocity, flBlend, vecSmoothedVelocity );
return vecSmoothedVelocity;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
CTakeDamageInfo info = inputInfo;
if ( ptr->hitbox != VEHICLE_HITBOX_DRIVER )
{
if ( inputInfo.GetDamageType() & DMG_BULLET )
{
info.ScaleDamage( 0.0001 );
}
}
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// &vecEnd -
// *pTraceFilter -
// *pVecTracerDest -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPropAirboat::ShouldDrawWaterImpacts( void )
{
// The airboat spits out so much crap that we need to do cheaper versions
// of the impact effects. Also, we need to do less of them.
if ( m_flLastImpactEffectTime >= gpGlobals->curtime )
return false;
m_flLastImpactEffectTime = gpGlobals->curtime + 0.05f;
return true;
}
//-----------------------------------------------------------------------------
// Allows the shooter to change the impact effect of his bullets
//-----------------------------------------------------------------------------
void CPropAirboat::DoImpactEffect( trace_t &tr, int nDamageType )
{
// The airboat spits out so much crap that we need to do cheaper versions
// of the impact effects. Also, we need to do less of them.
if ( m_flLastImpactEffectTime == gpGlobals->curtime )
return;
// Randomly drop out
if ( random->RandomInt( 0, 5 ) )
return;
m_flLastImpactEffectTime = gpGlobals->curtime;
UTIL_ImpactTrace( &tr, nDamageType, "AirboatGunImpact" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPropAirboat::OnTakeDamage( const CTakeDamageInfo &info )
{
// Do scaled up physics damage to the airboat
CTakeDamageInfo physDmg = info;
physDmg.ScaleDamage( 5 );
if ( physDmg.GetDamageType() & DMG_BLAST )
{
physDmg.SetDamageForce( info.GetDamageForce() * 10 );
}
VPhysicsTakeDamage( physDmg );
// Check to do damage to driver
if ( m_hPlayer != NULL )
{
// Don't pass along physics damage
if ( info.GetDamageType() & (DMG_CRUSH|DMG_RADIATION) )
return 0;
// Take the damage (strip out the DMG_BLAST)
CTakeDamageInfo playerDmg = info;
// Mark that we're passing it to the player so the base player accepts the damage
playerDmg.SetDamageType( info.GetDamageType() | DMG_VEHICLE );
// Deal the damage to the passenger
m_hPlayer->TakeDamage( playerDmg );
}
return 0;
}
//-----------------------------------------------------------------------------
// Scraping noises for the various things we drive on.
//-----------------------------------------------------------------------------
void CPropAirboat::VPhysicsFriction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit )
{
// don't make noise for hidden/invisible/sky materials
const surfacedata_t *phit = physprops->GetSurfaceData( surfacePropsHit );
const surfacedata_t *pprops = physprops->GetSurfaceData( surfaceProps );
if ( phit->game.material == 'X' || pprops->game.material == 'X' )
return;
// FIXME: Make different scraping sounds here
float flVolume = 0.3f;
surfacedata_t *psurf = physprops->GetSurfaceData( surfaceProps );
const char *pSoundName = physprops->GetString( psurf->sounds.scrapeRough );
PhysFrictionSound( this, pObject, pSoundName, psurf->soundhandles.scrapeRough, flVolume );
}
//-----------------------------------------------------------------------------
// Purpose: Aim Gun at a target position.
//-----------------------------------------------------------------------------
// This fixes an optimizer bug that was causing targetYaw and targetPitch to
// always be reported as clamped, thus disabling the gun. Ack!
#pragma optimize("", off)
void CPropAirboat::AimGunAt( const Vector &aimPos, float flInterval )
{
matrix3x4_t gunMatrix;
GetAttachment( m_nGunRefAttachment, gunMatrix );
// transform the target position into gun space
Vector localTargetPosition;
VectorITransform( aimPos, gunMatrix, localTargetPosition );
VectorNormalize( localTargetPosition );
m_bUnableToFire = false;
m_vecGunCrosshair = aimPos;
// do a look at in gun space (essentially a delta-lookat)
QAngle localTargetAngles;
VectorAngles( localTargetPosition, localTargetAngles );
// convert to +/- 180 degrees
localTargetAngles.x = UTIL_AngleDiff( localTargetAngles.x, 0 );
localTargetAngles.y = UTIL_AngleDiff( localTargetAngles.y, 0 );
float targetYaw = m_aimYaw + localTargetAngles.y;
float targetPitch = m_aimPitch + localTargetAngles.x;
// Constrain our angles
float newTargetYaw = clamp( targetYaw, -CANNON_MAX_RIGHT_YAW, CANNON_MAX_LEFT_YAW );
float newTargetPitch = clamp( targetPitch, -CANNON_MAX_UP_PITCH, CANNON_MAX_DOWN_PITCH );
// If the angles have been clamped, we're looking outside of our valid range
if ( ( newTargetYaw != targetYaw ) || ( newTargetPitch != targetPitch ) )
{
m_bUnableToFire = true;
}
targetYaw = newTargetYaw;
targetPitch = newTargetPitch;
m_aimYaw = targetYaw;
m_aimPitch = targetPitch;
SetPoseParameter( AIRBOAT_GUN_YAW, m_aimYaw);
SetPoseParameter( AIRBOAT_GUN_PITCH, m_aimPitch );
InvalidateBoneCache();
// read back to avoid drift when hitting limits
// as long as the velocity is less than the delta between the limit and 180, this is fine.
m_aimPitch = GetPoseParameter( AIRBOAT_GUN_PITCH );
m_aimYaw = GetPoseParameter( AIRBOAT_GUN_YAW );
}
#pragma optimize("", on)
//-----------------------------------------------------------------------------
// Removes the ammo...
//-----------------------------------------------------------------------------
void CPropAirboat::RemoveAmmo( float flAmmoAmount )
{
m_flDrainRemainder += flAmmoAmount;
int nAmmoToRemove = (int)m_flDrainRemainder;
m_flDrainRemainder -= nAmmoToRemove;
m_nAmmoCount -= nAmmoToRemove;
if ( m_nAmmoCount < 0 )
{
m_nAmmoCount = 0;
m_flDrainRemainder = 0.0f;
}
}
//-----------------------------------------------------------------------------
// Recharges the ammo...
//-----------------------------------------------------------------------------
void CPropAirboat::RechargeAmmo(void)
{
if ( !m_bHasGun )
{
m_nAmmoCount = -1;
return;
}
int nMaxAmmo = sk_airboat_max_ammo.GetInt();
if ( m_nAmmoCount == nMaxAmmo )
return;
float flRechargeRate = sk_airboat_recharge_rate.GetInt();
float flChargeAmount = flRechargeRate * gpGlobals->frametime;
if ( m_flDrainRemainder != 0.0f )
{
if ( m_flDrainRemainder >= flChargeAmount )
{
m_flDrainRemainder -= flChargeAmount;
return;
}
else
{
flChargeAmount -= m_flDrainRemainder;
m_flDrainRemainder = 0.0f;
}
}
m_flChargeRemainder += flChargeAmount;
int nAmmoToAdd = (int)m_flChargeRemainder;
m_flChargeRemainder -= nAmmoToAdd;
m_nAmmoCount += nAmmoToAdd;
if ( m_nAmmoCount > nMaxAmmo )
{
m_nAmmoCount = nMaxAmmo;
m_flChargeRemainder = 0.0f;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::ComputeAimPoint( Vector *pVecAimPoint )
{
Vector vecEyeDirection;
if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE )
{
// Use autoaim as the eye dir.
autoaim_params_t params;
params.m_fScale = AUTOAIM_SCALE_DEFAULT * sv_vehicle_autoaim_scale.GetFloat();
params.m_fMaxDist = autoaim_max_dist.GetFloat();
m_hPlayer->GetAutoaimVector( params );
vecEyeDirection = params.m_vecAutoAimDir;
}
else
{
m_hPlayer->EyeVectors( &vecEyeDirection, NULL, NULL );
}
Vector vecEndPos;
VectorMA( m_hPlayer->EyePosition(), MAX_TRACE_LENGTH, vecEyeDirection, vecEndPos );
trace_t trace;
UTIL_TraceLine( m_hPlayer->EyePosition(), vecEndPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &trace );
*pVecAimPoint = trace.endpos;
}
//-----------------------------------------------------------------------------
// Purpose: Manages animation and sound state.
//-----------------------------------------------------------------------------
void CPropAirboat::Think(void)
{
BaseClass::Think();
// set handbrake after physics sim settles down
// if ( gpGlobals->curtime < m_flHandbrakeTime )
// {
// SetNextThink( gpGlobals->curtime );
// }
// else if ( !m_bInitialHandbrake ) // after initial timer expires, set the handbrake
// {
// m_bInitialHandbrake = true;
// m_VehiclePhysics.SetHandbrake( true );
// m_VehiclePhysics.Think();
// }
// Find the vertical extents of the boat
Vector startPos, endPos;
CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 1.0f ), &startPos );
CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &endPos );
// Look for water along that volume.
// Make a very vertically thin box and sweep it along the ray.
Vector vecMins = CollisionProp()->OBBMins();
Vector vecMaxs = CollisionProp()->OBBMaxs();
vecMins.z = -0.1f;
vecMaxs.z = 0.1f;
trace_t tr;
UTIL_TraceHull( startPos, endPos, vecMins, vecMaxs, (CONTENTS_WATER|CONTENTS_SLIME), this, COLLISION_GROUP_NONE, &tr );
// If we hit something, then save off the info
if ( tr.fraction != 1.0f )
{
m_nExactWaterLevel = tr.endpos.z;
// Classify what we're in
if ( tr.contents & CONTENTS_SLIME )
{
// We fake this value to mean type, instead of level
SetWaterLevel( 2 );
}
else
{
// This simply signifies water
SetWaterLevel( 1 );
}
}
else
{
// Not in water
SetWaterLevel( 0 );
}
StudioFrameAdvance();
// If the enter or exit animation has finished, tell the server vehicle
if ( IsSequenceFinished() && ( m_bEnterAnimOn || m_bExitAnimOn ) )
{
// The first few time we get into the jeep, print the jeep help
if ( m_iNumberOfEntries < hud_airboathint_numentries.GetInt() && !m_bExitAnimOn )
{
UTIL_HudHintText( m_hPlayer, "#Valve_Hint_BoatKeys" );
m_iNumberOfEntries++;
}
GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, false );
// Start the vehicle's idle animation
ResetSequence(LookupSequence("propeller_spin1"));
ResetClientsideFrame();
}
// FIXME: Slam the crosshair every think -- if we don't do this it disappears randomly, never to return.
if ( ( m_hPlayer.Get() != NULL ) && !( m_bEnterAnimOn || m_bExitAnimOn ) )
{
m_hPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_VEHICLE_CROSSHAIR;
}
// Aim the gun
if ( HasGun() && m_hPlayer.Get() && !m_bEnterAnimOn && !m_bExitAnimOn )
{
Vector vecAimPoint;
ComputeAimPoint( &vecAimPoint );
AimGunAt( vecAimPoint, gpGlobals->frametime );
}
if ( ShouldForceExit() )
{
ClearForcedExit();
m_hPlayer->LeaveVehicle();
}
if ( HasGun() && ( m_nGunState == GUN_STATE_IDLE ) )
{
RechargeAmmo();
}
UpdateSound();
UpdatePropeller();
UpdateGauge();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::UpdatePropeller()
{
if ((m_bExitAnimOn) || (m_bEnterAnimOn))
return;
#define SPIN_RATE_MED 0.2
#define SPIN_RATE_HIGH 0.6
// Determine target spin rate from throttle.
float flTargetSpinRate = m_flThrottle;
if ((flTargetSpinRate == 0) && (m_hPlayer))
{
// Always keep the fan moving a little when we have a driver.
flTargetSpinRate = 0.2;
}
// Save the current spin rate to determine state transitions.
float flPrevSpinRate = m_flSpinRate;
// Determine new spin rate,
if (m_flSpinRate < flTargetSpinRate)
{
if (flTargetSpinRate > 0)
{
m_flSpinRate += gpGlobals->frametime * 1.0;
}
else
{
m_flSpinRate += gpGlobals->frametime * 0.4;
}
if (m_flSpinRate > flTargetSpinRate)
{
m_flSpinRate = flTargetSpinRate;
}
}
else if (m_flSpinRate > flTargetSpinRate)
{
m_flSpinRate -= gpGlobals->frametime * 0.4;
if (m_flSpinRate < flTargetSpinRate)
{
m_flSpinRate = flTargetSpinRate;
}
}
// Update prop & blur based on new spin rate.
if (fabs(m_flSpinRate) > SPIN_RATE_HIGH)
{
if (fabs(flPrevSpinRate) <= SPIN_RATE_HIGH)
{
SetBodygroup(AIRBOAT_BODYGROUP_PROP, false);
SetBodygroup(AIRBOAT_BODYGROUP_BLUR, true);
SetSequence(LookupSequence("propeller_spin1"));
}
}
else if (fabs(m_flSpinRate) > SPIN_RATE_MED)
{
if ((fabs(flPrevSpinRate) <= SPIN_RATE_MED) || (fabs(flPrevSpinRate) > SPIN_RATE_HIGH))
{
SetBodygroup(AIRBOAT_BODYGROUP_PROP, true);
SetBodygroup(AIRBOAT_BODYGROUP_BLUR, true);
SetSequence(LookupSequence("propeller_spin1"));
}
}
else
{
if (fabs(flPrevSpinRate) > SPIN_RATE_MED)
{
SetBodygroup(AIRBOAT_BODYGROUP_PROP, true);
SetBodygroup(AIRBOAT_BODYGROUP_BLUR, false);
SetSequence(LookupSequence("propeller_spin1"));
}
}
SetPlaybackRate( m_flSpinRate );
m_flPrevThrottle = m_flThrottle;
}
//-----------------------------------------------------------------------------
// Purpose: Updates the speedometer.
//-----------------------------------------------------------------------------
void CPropAirboat::UpdateGauge()
{
CFourWheelVehiclePhysics *pPhysics = GetPhysics();
int speed = pPhysics->GetSpeed();
int maxSpeed = pPhysics->GetMaxSpeed();
float speedRatio = clamp( (float)speed / (float)maxSpeed, 0, 1 );
SetPoseParameter( "Gauge", speedRatio );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::CreateSounds()
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
CPASAttenuationFilter filter( this );
if (!m_pEngineSound)
{
m_pEngineSound = controller.SoundCreate( filter, entindex(), "Airboat_engine_idle" );
controller.Play( m_pEngineSound, 0, 100 );
}
if (!m_pFanSound)
{
m_pFanSound = controller.SoundCreate( filter, entindex(), "Airboat_fan_idle" );
controller.Play( m_pFanSound, 0, 100 );
}
if (!m_pFanMaxSpeedSound)
{
m_pFanMaxSpeedSound = controller.SoundCreate( filter, entindex(), "Airboat_fan_fullthrottle" );
controller.Play( m_pFanMaxSpeedSound, 0, 100 );
}
if (!m_pWaterStoppedSound)
{
m_pWaterStoppedSound = controller.SoundCreate( filter, entindex(), "Airboat_water_stopped" );
controller.Play( m_pWaterStoppedSound, 0, 100 );
}
if (!m_pWaterFastSound)
{
m_pWaterFastSound = controller.SoundCreate( filter, entindex(), "Airboat_water_fast" );
controller.Play( m_pWaterFastSound, 0, 100 );
}
if (!m_pGunFiringSound)
{
m_pGunFiringSound = controller.SoundCreate( filter, entindex(), "Airboat.FireGunLoop" );
controller.Play( m_pGunFiringSound, 0, 100 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::StopLoopingSounds()
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundDestroy( m_pEngineSound );
m_pEngineSound = NULL;
controller.SoundDestroy( m_pFanSound );
m_pFanSound = NULL;
controller.SoundDestroy( m_pFanMaxSpeedSound );
m_pFanMaxSpeedSound = NULL;
controller.SoundDestroy( m_pWaterStoppedSound );
m_pWaterStoppedSound = NULL;
controller.SoundDestroy( m_pWaterFastSound );
m_pWaterFastSound = NULL;
controller.SoundDestroy( m_pGunFiringSound );
m_pGunFiringSound = NULL;
BaseClass::StopLoopingSounds();
}
//-----------------------------------------------------------------------------
// Purpose: Manage the state of the engine sound.
//-----------------------------------------------------------------------------
void CPropAirboat::UpdateEngineSound( CSoundEnvelopeController &controller, float speedRatio )
{
#define ENGINE_MIN_VOLUME 0.22
#define ENGINE_MAX_VOLUME 0.62
#define ENGINE_MIN_PITCH 80
#define ENGINE_MAX_PITCH 140
#define ENGINE_DUCK_TIME 4.0
if ( controller.SoundGetVolume(m_pEngineSound ) == 0 )
{
if ( gpGlobals->curtime > m_flEngineIdleTime )
{
// If we've finished playing the engine start sound, start playing the idle sound.
controller.Play( m_pEngineSound, ENGINE_MAX_VOLUME, 100 );
// Ramp down the engine idle sound over time so that we can ramp it back up again based on speed.
controller.SoundChangeVolume( m_pEngineSound, ENGINE_MIN_VOLUME, ENGINE_DUCK_TIME );
controller.SoundChangePitch( m_pEngineSound, ENGINE_MIN_PITCH, ENGINE_DUCK_TIME );
// Reduce the volume of the engine idle sound after our ears get 'used' to it.
m_flEngineDuckTime = gpGlobals->curtime + ENGINE_DUCK_TIME;
}
}
else if ( gpGlobals->curtime > m_flEngineDuckTime )
{
controller.SoundChangeVolume( m_pEngineSound, RemapValClamped(speedRatio, 0, 1.0, ENGINE_MIN_VOLUME, ENGINE_MAX_VOLUME ), 0.0 );
controller.SoundChangePitch( m_pEngineSound, RemapValClamped( speedRatio, 0, 1.0, ENGINE_MIN_PITCH, ENGINE_MAX_PITCH ), 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::UpdateFanSound( CSoundEnvelopeController &controller, float speedRatio )
{
#define FAN_MIN_VOLUME 0.0
#define FAN_MAX_VOLUME 0.82
#define FAN_DUCK_VOLUME 0.22
#define FAN_CHANGE_VOLUME_TIME 1.0 // seconds over which to change the volume
#define FAN_DUCK_TIME 2.0 // seconds over which to duck the fan sound
// Manage the state of the fan sound.
if (speedRatio >= 0.8)
{
// Crossfade between a 'max speed' fan sound and the normal fan sound.
controller.SoundChangeVolume( m_pFanSound, RemapValClamped( speedRatio, 0.8, 1.0, FAN_MAX_VOLUME, FAN_MIN_VOLUME ), FAN_CHANGE_VOLUME_TIME );
controller.SoundChangeVolume( m_pFanMaxSpeedSound, RemapValClamped( speedRatio, 0.8, 1.0, FAN_MIN_VOLUME, FAN_MAX_VOLUME ), FAN_CHANGE_VOLUME_TIME );
if (!m_bFadeOutFan)
{
m_bFadeOutFan = true;
controller.SoundChangeVolume( m_pFanSound, FAN_DUCK_VOLUME, FAN_DUCK_TIME );
}
}
else
{
m_bFadeOutFan = false;
controller.SoundChangeVolume( m_pFanSound, RemapValClamped( fabs(m_flThrottle), 0, 1.0, FAN_MIN_VOLUME, FAN_MAX_VOLUME ), 0.25 );
controller.SoundChangeVolume( m_pFanMaxSpeedSound, 0.0, 0.0 );
}
controller.SoundChangePitch( m_pFanSound, 100 * (fabs(m_flThrottle) + 0.2), 0.25 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::UpdateWaterSound( CSoundEnvelopeController &controller, float speedRatio )
{
int nWaterLevel = GetWaterLevel();
// Manage the state of the water stopped sound (gentle lapping at the pontoons).
if ( nWaterLevel == 0 )
{
controller.SoundChangeVolume(m_pWaterStoppedSound, 0.0, 0.0);
}
else
{
if ( m_nPrevWaterLevel == 0 )
{
Vector vecVelocityWorld;
GetVelocity( &vecVelocityWorld, NULL );
if ( ( fabs( vecVelocityWorld.x ) > 400 ) || ( fabs( vecVelocityWorld.y ) > 400 ) || ( fabs( vecVelocityWorld.z ) > 400 ) )
{
// Landed in the water. Play a splash sound.
EmitSound( "Airboat_impact_splash" );
if ( fabs( vecVelocityWorld.z ) > 200 )
{
// Landed hard in the water. Play a smack sound.
EmitSound( "Airboat_impact_hard" );
}
}
}
if (speedRatio <= 0.1)
{
if (!controller.SoundGetVolume(m_pWaterStoppedSound))
{
// Fade in the water stopped sound over 2 seconds.
controller.SoundChangeVolume(m_pWaterStoppedSound, 1.0, 2.0);
m_flWaterStoppedPitchTime = gpGlobals->curtime + random->RandomFloat(1.0, 3.0);
}
else if (gpGlobals->curtime > m_flWaterStoppedPitchTime)
{
controller.SoundChangeVolume(m_pWaterStoppedSound, random->RandomFloat(0.2, 1.0), random->RandomFloat(1.0, 3.0));
controller.SoundChangePitch(m_pWaterStoppedSound, random->RandomFloat(90, 110), random->RandomFloat(1.0, 3.0));
m_flWaterStoppedPitchTime = gpGlobals->curtime + random->RandomFloat(2.0, 4.0);
}
}
else
{
if (controller.SoundGetVolume(m_pWaterStoppedSound))
{
// Fade out the water stopped sound over 1 second.
controller.SoundChangeVolume(m_pWaterStoppedSound, 0.0, 1.0);
}
}
}
// Manage the state of the water fast sound (water hissing under the pontoons).
if ( nWaterLevel == 0 )
{
controller.SoundChangeVolume(m_pWaterFastSound, 0.0, 0.0);
}
else
{
controller.SoundChangeVolume( m_pWaterFastSound, speedRatio, 0.0 );
}
m_nPrevWaterLevel = nWaterLevel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::UpdateSound()
{
if (!GetDriver())
return;
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
// Sample the data that we need for sounds.
CFourWheelVehiclePhysics *pPhysics = GetPhysics();
int speed = pPhysics->GetSpeed();
int maxSpeed = pPhysics->GetMaxSpeed();
float speedRatio = clamp((float)speed / (float)maxSpeed, 0, 1);
//Msg("speedRatio=%f\n", speedRatio);
UpdateWeaponSound();
UpdateEngineSound( controller, speedRatio );
UpdateFanSound( controller, speedRatio );
UpdateWaterSound( controller, speedRatio );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::UpdateSplashEffects( void )
{
// Splash effects.
CreateSplash( AIRBOAT_SPLASH_RIPPLE );
// CreateSplash( AIRBOAT_SPLASH_SPRAY );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CPropAirboat::GetTracerType( void )
{
if ( gpGlobals->curtime >= m_flNextHeavyShotTime )
return "AirboatGunHeavyTracer";
return "AirboatGunTracer";
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::DoMuzzleFlash( void )
{
CEffectData data;
data.m_nEntIndex = entindex();
data.m_nAttachmentIndex = m_nGunBarrelAttachment;
data.m_flScale = 1.0f;
DispatchEffect( "AirboatMuzzleFlash", data );
BaseClass::DoMuzzleFlash();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#define GUN_WINDUP_TIME 1.5f
// NVNT Convar for airboat gun magnitude
ConVar hap_airboat_gun_mag("hap_airboat_gun_mag", "3", 0);
void CPropAirboat::FireGun( )
{
// Get the gun position.
Vector vecGunPosition;
Vector vecForward;
GetAttachment( m_nGunBarrelAttachment, vecGunPosition, &vecForward );
// NOTE: For the airboat, unable to fire really means the aim is clamped
Vector vecAimPoint;
if ( !m_bUnableToFire )
{
// Trace from eyes and see what we hit.
ComputeAimPoint( &vecAimPoint );
}
else
{
// We hit the clamp; just fire whichever way the gun is facing
VectorMA( vecGunPosition, 1000.0f, vecForward, vecAimPoint );
}
// Get a ray from the gun to the target.
Vector vecRay = vecAimPoint - vecGunPosition;
VectorNormalize( vecRay );
/*
// Get the aiming direction
Vector vecRay;
AngleVectors( vecGunAngles, &vecRay );
VectorNormalize( vecRay );
*/
CAmmoDef *pAmmoDef = GetAmmoDef();
int ammoType = pAmmoDef->Index( "AirboatGun" );
#if defined( WIN32 ) && !defined( _X360 )
// NVNT punch the players haptics by the magnitude cvar each round fired
HapticPunch(m_hPlayer,0,0,hap_airboat_gun_mag.GetFloat());
#endif
FireBulletsInfo_t info;
info.m_vecSrc = vecGunPosition;
info.m_vecDirShooting = vecRay;
info.m_flDistance = 4096;
info.m_iAmmoType = ammoType;
info.m_nFlags = FIRE_BULLETS_TEMPORARY_DANGER_SOUND;
if ( gpGlobals->curtime >= m_flNextHeavyShotTime )
{
info.m_iShots = 1;
info.m_vecSpread = VECTOR_CONE_PRECALCULATED;
info.m_flDamageForceScale = 1000.0f;
}
else
{
info.m_iShots = 2;
info.m_vecSpread = VECTOR_CONE_5DEGREES;
}
FireBullets( info );
CBaseEntity *pDriver = GetDriver();
CBasePlayer *pPlayerDriver;
if( pDriver && pDriver->IsPlayer() )
{
pPlayerDriver = dynamic_cast<CBasePlayer*>(pDriver);
if( pPlayerDriver )
{
pPlayerDriver->RumbleEffect( RUMBLE_AIRBOAT_GUN, 0, RUMBLE_FLAG_LOOP|RUMBLE_FLAG_ONLYONE );
}
}
DoMuzzleFlash();
// NOTE: This must occur after FireBullets
if ( gpGlobals->curtime >= m_flNextHeavyShotTime )
{
m_flNextHeavyShotTime = gpGlobals->curtime + CANNON_HEAVY_SHOT_INTERVAL;
}
if ( gpGlobals->curtime >= m_flNextGunShakeTime )
{
UTIL_ScreenShakeObject( this, WorldSpaceCenter(), 0.2, 250.0, CANNON_SHAKE_INTERVAL, 250, SHAKE_START );
m_flNextGunShakeTime = gpGlobals->curtime + 0.5 * CANNON_SHAKE_INTERVAL;
}
// Specifically kill APC missiles in the cone. But we're going to totally cheat
// because it's hard to hit them when they are close.
// Use the player's eye position as the center of the cone.
if ( !m_hPlayer )
return;
Vector vecEyeDirection, vecEyePosition;
if ( !m_bUnableToFire )
{
if ( IsX360() )
{
GetAttachment( m_nGunBarrelAttachment, vecEyePosition, &vecEyeDirection );
}
else
{
vecEyePosition = m_hPlayer->EyePosition();
m_hPlayer->EyeVectors( &vecEyeDirection, NULL, NULL );
}
}
else
{
vecEyePosition = vecGunPosition;
vecEyeDirection = vecRay;
}
CAPCMissile *pEnt = FindAPCMissileInCone( vecEyePosition, vecEyeDirection, 2.5f );
if ( pEnt && (pEnt->GetHealth() > 0) )
{
CTakeDamageInfo info( this, this, 1, DMG_AIRBOAT );
CalculateBulletDamageForce( &info, ammoType, vecRay, pEnt->WorldSpaceCenter() );
pEnt->TakeDamage( info );
Vector vecVelocity = pEnt->GetAbsVelocity();
// Pick a vector perpendicular to the vecRay which will push it away from the airboat
Vector vecPerp;
CrossProduct( Vector( 0, 0, 1 ), vecRay, vecPerp );
vecPerp.z = 0.0f;
if ( VectorNormalize( vecPerp ) > 1e-3 )
{
Vector vecCurrentDir;
GetVectors( &vecCurrentDir, NULL, NULL );
if ( DotProduct( vecPerp, vecCurrentDir ) > 0.0f )
{
vecPerp *= -1.0f;
}
vecPerp *= random->RandomFloat( 15, 25 );
vecVelocity += vecPerp;
pEnt->SetAbsVelocity( vecVelocity );
// pEnt->DisableGuiding();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#define FIRING_DISCHARGE_RATE (1.0f / 3.0f)
void CPropAirboat::UpdateGunState( CUserCmd *ucmd )
{
bool bStopRumble = false;
if ( ucmd->buttons & IN_ATTACK )
{
if ( m_nGunState == GUN_STATE_IDLE )
{
// AddGestureSequence( LookupSequence( "fire_gun" ) );
m_nGunState = GUN_STATE_FIRING;
}
if ( m_nAmmoCount > 0 )
{
RemoveAmmo( FIRING_DISCHARGE_RATE );
FireGun( );
if ( m_nAmmoCount == 0 )
{
EmitSound( "Airboat.FireGunRevDown" );
bStopRumble = true;
// RemoveAllGestures();
}
}
}
else
{
if ( m_nGunState != GUN_STATE_IDLE )
{
if ( m_nAmmoCount != 0 )
{
EmitSound( "Airboat.FireGunRevDown" );
bStopRumble = true;
// RemoveAllGestures();
}
m_nGunState = GUN_STATE_IDLE;
}
}
if( bStopRumble )
{
CBaseEntity *pDriver = GetDriver();
CBasePlayer *pPlayerDriver;
if( pDriver && pDriver->IsPlayer() )
{
pPlayerDriver = dynamic_cast<CBasePlayer*>(pDriver);
if( pPlayerDriver )
{
pPlayerDriver->RumbleEffect( RUMBLE_AIRBOAT_GUN, 0, RUMBLE_FLAG_STOP );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased )
{
if ( ucmd->impulse == 100 )
{
if (HeadlightIsOn())
{
HeadlightTurnOff();
}
else
{
HeadlightTurnOn();
}
}
// Fire gun.
if ( HasGun() )
{
UpdateGunState( ucmd );
}
m_VehiclePhysics.UpdateDriverControls( ucmd, TICK_INTERVAL );
// Create splashes.
UpdateSplashEffects();
// Save this data.
m_flThrottle = m_VehiclePhysics.GetThrottle();
m_nSpeed = m_VehiclePhysics.GetSpeed();
m_nRPM = m_VehiclePhysics.GetRPM();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// *pMoveData -
//-----------------------------------------------------------------------------
void CPropAirboat::ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData )
{
BaseClass::ProcessMovement( pPlayer, pMoveData );
if ( gpGlobals->frametime != 0 )
{
// Create danger sounds in front of the vehicle.
CreateDangerSounds();
// Play a sound around us to make NPCs pay attention to us
if ( m_VehiclePhysics.GetThrottle() > 0 )
{
CSoundEnt::InsertSound( SOUND_PLAYER_VEHICLE, pPlayer->GetAbsOrigin(), 3500, 0.1f, pPlayer, SOUNDENT_CHANNEL_REPEATED_PHYSICS_DANGER );
}
}
Vector vecVelocityWorld;
GetVelocity( &vecVelocityWorld, NULL );
Vector vecVelocityLocal;
WorldToEntitySpace( GetAbsOrigin() + vecVelocityWorld, &vecVelocityLocal );
m_vecPhysVelocity = vecVelocityLocal;
}
//-----------------------------------------------------------------------------
// Purpose: Create danger sounds in front of the vehicle.
//-----------------------------------------------------------------------------
void CPropAirboat::CreateDangerSounds( void )
{
QAngle vehicleAngles = GetLocalAngles();
Vector vecStart = GetAbsOrigin();
Vector vecDir, vecRight;
GetVectors( &vecDir, &vecRight, NULL );
const float soundDuration = 0.25;
float speed = m_VehiclePhysics.GetHLSpeed();
// Make danger sounds ahead of the vehicle
if ( fabs(speed) > 120 )
{
Vector vecSpot;
float steering = m_VehiclePhysics.GetSteering();
if ( steering != 0 )
{
if ( speed > 0 )
{
vecDir += vecRight * steering * 0.5;
}
else
{
vecDir -= vecRight * steering * 0.5;
}
VectorNormalize(vecDir);
}
const float radius = speed * 0.4;
// 0.7 seconds ahead
vecSpot = vecStart + vecDir * (speed * 0.7f);
CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, radius, soundDuration, this, SOUNDENT_CHANNEL_REPEATED_DANGER );
CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, vecSpot, radius, soundDuration, this, SOUNDENT_CHANNEL_REPEATED_PHYSICS_DANGER );
//NDebugOverlay::Box(vecSpot, Vector(-radius,-radius,-radius),Vector(radius,radius,radius), 255, 0, 255, 0, soundDuration);
#if 0
// put sounds a bit to left and right but slightly closer to vehicle to make
// a "cone" of sound in front of it.
trace_t tr;
vecSpot = vecStart + vecDir * (speed * 0.5f) - vecRight * speed * 0.5;
UTIL_TraceLine( vecStart, vecSpot, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, soundDuration, this, 1 );
vecSpot = vecStart + vecDir * (speed * 0.5f) + vecRight * speed * 0.5;
UTIL_TraceLine( vecStart, vecSpot, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, soundDuration, this, 2);
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles )
{
// Get the frametime. (Check to see if enough time has passed to warrent dampening).
float flFrameTime = gpGlobals->frametime;
if ( flFrameTime < AIRBOAT_FRAMETIME_MIN )
{
vecVehicleEyePos = m_vecLastEyePos;
DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, 0.0f );
return;
}
// Keep static the sideways motion.
// Dampen forward/backward motion.
DampenForwardMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );
// Blend up/down motion.
DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );
}
//-----------------------------------------------------------------------------
// Use the controller as follows:
// speed += ( pCoefficientsOut[0] * ( targetPos - currentPos ) + pCoefficientsOut[1] * ( targetSpeed - currentSpeed ) ) * flDeltaTime;
//-----------------------------------------------------------------------------
void CPropAirboat::ComputePDControllerCoefficients( float *pCoefficientsOut,
float flFrequency, float flDampening,
float flDeltaTime )
{
float flKs = 9.0f * flFrequency * flFrequency;
float flKd = 4.5f * flFrequency * flDampening;
float flScale = 1.0f / ( 1.0f + flKd * flDeltaTime + flKs * flDeltaTime * flDeltaTime );
pCoefficientsOut[0] = flKs * flScale;
pCoefficientsOut[1] = ( flKd + flKs * flDeltaTime ) * flScale;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime )
{
// Get forward vector.
Vector vecForward;
AngleVectors( vecVehicleEyeAngles, &vecForward);
// Simulate the eye position forward based on the data from last frame
// (assumes no acceleration - it will get that from the "spring").
Vector vecCurrentEyePos = m_vecLastEyePos + m_vecEyeSpeed * flFrameTime;
// Calculate target speed based on the current vehicle eye position and the last vehicle eye position and frametime.
Vector vecVehicleEyeSpeed = ( vecVehicleEyePos - m_vecLastEyeTarget ) / flFrameTime;
m_vecLastEyeTarget = vecVehicleEyePos;
// Calculate the speed and position deltas.
Vector vecDeltaSpeed = vecVehicleEyeSpeed - m_vecEyeSpeed;
Vector vecDeltaPos = vecVehicleEyePos - vecCurrentEyePos;
// Clamp.
if ( vecDeltaPos.Length() > AIRBOAT_DELTA_LENGTH_MAX )
{
float flSign = vecForward.Dot( vecVehicleEyeSpeed ) >= 0.0f ? -1.0f : 1.0f;
vecVehicleEyePos += flSign * ( vecForward * AIRBOAT_DELTA_LENGTH_MAX );
m_vecLastEyePos = vecVehicleEyePos;
m_vecEyeSpeed = vecVehicleEyeSpeed;
return;
}
// Generate an updated (dampening) speed for use in next frames position extrapolation.
float flCoefficients[2];
ComputePDControllerCoefficients( flCoefficients, r_AirboatViewDampenFreq.GetFloat(), r_AirboatViewDampenDamp.GetFloat(), flFrameTime );
m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime );
// Save off data for next frame.
m_vecLastEyePos = vecCurrentEyePos;
// Move eye forward/backward.
Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) );
vecVehicleEyePos -= vecForwardOffset;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime )
{
// Get up vector.
Vector vecUp;
AngleVectors( vecVehicleEyeAngles, NULL, NULL, &vecUp );
vecUp.z = clamp( vecUp.z, 0.0f, vecUp.z );
vecVehicleEyePos.z += r_AirboatViewZHeight.GetFloat() * vecUp.z;
// NOTE: Should probably use some damped equation here.
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::CreateSplash( int nSplashType )
{
if ( GetWaterLevel( ) == 0 )
return;
Vector vecSplashPoint;
Vector vecForward, vecUp;
GetAttachment( m_nSplashAttachment, vecSplashPoint, &vecForward, &vecUp, NULL );
CEffectData data;
data.m_fFlags = 0;
data.m_vOrigin = vecSplashPoint;
if ( GetWaterType() & CONTENTS_SLIME )
{
data.m_fFlags |= FX_WATER_IN_SLIME;
}
switch ( nSplashType )
{
case AIRBOAT_SPLASH_SPRAY:
{
Vector vecSplashDir;
vecSplashDir = ( vecForward + vecUp ) * 0.5f;
VectorNormalize( vecSplashDir );
data.m_vNormal = vecSplashDir;
data.m_flScale = 10.0f + random->RandomFloat( 0, 10.0f * 0.25 );
//DispatchEffect( "waterripple", data );
DispatchEffect( "watersplash", data );
}
case AIRBOAT_SPLASH_RIPPLE:
{
/*
Vector vecSplashDir;
vecSplashDir = vecUp;
data.m_vNormal = vecSplashDir;
data.m_flScale = AIRBOAT_SPLASH_RIPPLE_SIZE + random->RandomFloat( 0, AIRBOAT_SPLASH_RIPPLE_SIZE * 0.25 );
DispatchEffect( "waterripple", data );
*/
}
default:
{
return;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Overloaded to calculate stress damage.
//-----------------------------------------------------------------------------
void CPropAirboat::VPhysicsUpdate( IPhysicsObject *pPhysics )
{
BaseClass::VPhysicsUpdate( pPhysics );
if ( airboat_fatal_stress.GetFloat() > 0 )
{
ApplyStressDamage( pPhysics );
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the damage that should be dealt to the driver due to
// stress (vphysics objects exerting pressure on us).
//-----------------------------------------------------------------------------
float CPropAirboat::CalculatePhysicsStressDamage( vphysics_objectstress_t *pStressOut, IPhysicsObject *pPhysics )
{
vphysics_objectstress_t stressOut;
CalculateObjectStress( pPhysics, this, &stressOut );
//if ( ( stressOut.exertedStress > 100 ) || ( stressOut.receivedStress > 100 ) )
// Msg( "stress: %f %d %f\n", stressOut.exertedStress, stressOut.hasNonStaticStress, stressOut.receivedStress );
// Make sure the stress isn't from being stuck inside some static object.
// If we're being crushed by more than the fatal stress amount, kill the driver.
if ( stressOut.hasNonStaticStress && ( stressOut.receivedStress > airboat_fatal_stress.GetFloat() ) )
{
// if stuck, don't do this!
if ( !(pPhysics->GetGameFlags() & FVPHYSICS_PENETRATING) )
{
// Kill the driver!
return 1000;
}
}
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Applies stress damage to the player/driver.
//-----------------------------------------------------------------------------
void CPropAirboat::ApplyStressDamage( IPhysicsObject *pPhysics )
{
vphysics_objectstress_t stressOut;
float damage = CalculatePhysicsStressDamage( &stressOut, pPhysics );
if ( ( damage > 0 ) && ( m_hPlayer != NULL ) )
{
CTakeDamageInfo dmgInfo( GetWorldEntity(), GetWorldEntity(), vec3_origin, vec3_origin, damage, DMG_CRUSH );
dmgInfo.SetDamageForce( Vector( 0, 0, -stressOut.receivedStress * GetCurrentGravity() * gpGlobals->frametime ) );
dmgInfo.SetDamagePosition( GetAbsOrigin() );
m_hPlayer->TakeDamage( dmgInfo );
}
}