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2102 lines
64 KiB
C++
2102 lines
64 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "vehicle_base.h"
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#include "engine/IEngineSound.h"
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#include "in_buttons.h"
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#include "ammodef.h"
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#include "IEffects.h"
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#include "beam_shared.h"
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#include "weapon_gauss.h"
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#include "soundenvelope.h"
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#include "decals.h"
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#include "soundent.h"
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#include "te_effect_dispatch.h"
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#include "physics_saverestore.h"
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#include "movevars_shared.h"
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#include "npc_attackchopper.h"
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#include "weapon_rpg.h"
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#include "vphysics/constraints.h"
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#include "world.h"
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#include "rumble_shared.h"
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// NVNT for airboat weapon fire
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#include "haptics/haptic_utils.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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extern ConVar sv_vehicle_autoaim_scale;
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#define VEHICLE_HITBOX_DRIVER 1
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//
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// Body groups.
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//
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#define AIRBOAT_BODYGROUP_GUN 1
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#define AIRBOAT_BODYGROUP_PROP 2
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#define AIRBOAT_BODYGROUP_BLUR 3
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#define AIRBOAT_LOCK_SPEED 10 // Airboat must be going slower than this for player to enter or exit, in in/sec
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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 AIRBOAT_SPLASH_RIPPLE 0
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#define AIRBOAT_SPLASH_SPRAY 1
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#define AIRBOAT_SPLASH_RIPPLE_SIZE 20.0f
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//
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// Pose parameters.
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//
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#define AIRBOAT_GUN_YAW "vehicle_weapon_yaw"
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#define AIRBOAT_GUN_PITCH "vehicle_weapon_pitch"
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#define AIRBOAT_FRAME_FLEX_LEFT "Frame_Flex_L"
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#define AIRBOAT_FRAME_FLEX_RIGHT "Frame_Flex_R"
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#define CANNON_MAX_UP_PITCH 60.0f
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#define CANNON_MAX_DOWN_PITCH 30.0f
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#define CANNON_MAX_RIGHT_YAW 165.0f
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#define CANNON_MAX_LEFT_YAW 75.0f
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#define CANNON_HEAVY_SHOT_INTERVAL 0.2f
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#define CANNON_SHAKE_INTERVAL 1.0f
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static ConVar sk_airboat_max_ammo("sk_airboat_max_ammo", "100" );
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static ConVar sk_airboat_recharge_rate("sk_airboat_recharge_rate", "15" );
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static ConVar sk_airboat_drain_rate("sk_airboat_drain_rate", "10" );
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static ConVar hud_airboathint_numentries( "hud_airboathint_numentries", "10", FCVAR_NONE );
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static ConVar airboat_fatal_stress( "airboat_fatal_stress", "5000", FCVAR_NONE, "Amount of stress in kg that would kill the airboat driver." );
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extern ConVar autoaim_max_dist;
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class CPropAirboat : public CPropVehicleDriveable
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{
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DECLARE_CLASS( CPropAirboat, CPropVehicleDriveable );
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public:
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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// CPropVehicle
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData );
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virtual void DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased );
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void DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles );
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bool ShouldThink() { return true; }
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// CBaseEntity
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void Think(void);
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void Precache( void );
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void Spawn( void );
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virtual void OnRestore();
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virtual void Activate();
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virtual void UpdateOnRemove();
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_USE_IN_RADIUS; };
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virtual void DoMuzzleFlash( void );
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virtual void StopLoopingSounds();
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// position to shoot at
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virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy );
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virtual Vector GetSmoothedVelocity( void );
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virtual void EnterVehicle( CBaseCombatCharacter *pPlayer );
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virtual bool AllowBlockedExit( CBaseCombatCharacter *pPlayer, int nRole ) { return false; }
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virtual void PreExitVehicle( CBaseCombatCharacter *pPlayer, int nRole );
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virtual void ExitVehicle( int nRole );
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void ComputePDControllerCoefficients( float *pCoefficientsOut, float flFrequency, float flDampening, float flDeltaTime );
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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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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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void VPhysicsUpdate( IPhysicsObject *pPhysics );
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// Scraping noises for the various things we drive on.
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virtual void VPhysicsFriction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit );
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bool HeadlightIsOn( void ) { return m_bHeadlightIsOn; }
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void HeadlightTurnOn( void );
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void HeadlightTurnOff( void );
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virtual bool ShouldDrawWaterImpacts( void );
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bool ShouldForceExit() { return m_bForcedExit; }
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void ClearForcedExit() { m_bForcedExit = false; }
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// Input handlers.
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void InputWake( inputdata_t &inputdata );
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void InputExitVehicle( inputdata_t &inputdata );
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void InputEnableGun( inputdata_t &inputdata );
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void InputStartRotorWashForces( inputdata_t &inputdata );
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void InputStopRotorWashForces( inputdata_t &inputdata );
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// Allows the shooter to change the impact effect of his bullets
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virtual void DoImpactEffect( trace_t &tr, int nDamageType );
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// Airboat passengers do not directly receive damage from blasts or radiation damage
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virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info )
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{
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if ( info.GetDamageType() & DMG_VEHICLE )
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return true;
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return (info.GetDamageType() & (DMG_RADIATION|DMG_BLAST|DMG_CRUSH) ) == 0;
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}
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const char *GetTracerType( void );
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private:
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void CreateAntiFlipConstraint();
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void ApplyStressDamage( IPhysicsObject *pPhysics );
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float CalculatePhysicsStressDamage( vphysics_objectstress_t *pStressOut, IPhysicsObject *pPhysics );
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void CreateDangerSounds( void );
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void FireGun( );
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void UpdateSplashEffects( void );
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void CreateSplash( int nSplashType );
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// Purpose: Aim Gun at a target
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void AimGunAt( const Vector &endPos, float flInterval );
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// Purpose: Returns the direction the gun is currently aiming at
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void GetGunAimDirection( Vector *resultDir );
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// Recharges the ammo based on speed
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void RechargeAmmo();
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// Removes the ammo...
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void RemoveAmmo( float flAmmoAmount );
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// Purpose:
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void ComputeAimPoint( Vector *pVecAimPoint );
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// Do the right thing for the gun
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void UpdateGunState( CUserCmd *ucmd );
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// Sound management
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void CreateSounds();
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void UpdateSound();
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void UpdateWeaponSound();
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void UpdateEngineSound( CSoundEnvelopeController &controller, float speedRatio );
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void UpdateFanSound( CSoundEnvelopeController &controller, float speedRatio );
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void UpdateWaterSound( CSoundEnvelopeController &controller, float speedRatio );
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void UpdatePropeller();
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void UpdateGauge();
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void CreatePlayerBlocker();
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void DestroyPlayerBlocker();
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void EnablePlayerBlocker( bool bEnable );
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private:
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enum
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{
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GUN_STATE_IDLE = 0,
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GUN_STATE_FIRING,
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};
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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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//float m_flHandbrakeTime; // handbrake after the fact to keep vehicles from rolling
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//bool m_bInitialHandbrake;
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bool m_bForcedExit;
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int m_nGunRefAttachment;
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int m_nGunBarrelAttachment;
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float m_aimYaw;
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float m_aimPitch;
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float m_flChargeRemainder;
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float m_flDrainRemainder;
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int m_nGunState;
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float m_flNextHeavyShotTime;
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float m_flNextGunShakeTime;
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CNetworkVar( int, m_nAmmoCount );
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CNetworkVar( bool, m_bHeadlightIsOn );
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EHANDLE m_hAvoidSphere;
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int m_nSplashAttachment;
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float m_flPrevThrottle; // Throttle during last think. Used for detecting state changes.
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float m_flSpinRate; // Current rate of spin of propeller: 0 = min, 1.0 = max
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float m_flTargetSpinRate; // Target rate of spin of propeller: 0 = min, 1.0 = max
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float m_flPropTime; // Time to turn on/off the prop.
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float m_flBlurTime; // Time to turn on/off the blur.
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CSoundPatch *m_pFanSound;
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CSoundPatch *m_pFanMaxSpeedSound;
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CSoundPatch *m_pEngineSound;
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CSoundPatch *m_pWaterFastSound;
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CSoundPatch *m_pWaterStoppedSound;
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CSoundPatch *m_pGunFiringSound;
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float m_flEngineIdleTime; // Time to start playing the engine's idle sound.
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float m_flEngineDuckTime; // Time to reduce the volume of the engine's idle sound.
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bool m_bFadeOutFan; // Fade out fan sound after cruising at max speed for a while.
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int m_nPrevWaterLevel; // Used for detecting transitions into/out of water.
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float m_flWaterStoppedPitchTime; // Time to pitch shift the water stopped sound.
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float m_flLastImpactEffectTime;
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int m_iNumberOfEntries;
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IPhysicsConstraint *m_pAntiFlipConstraint; // A ragdoll constraint that prevents us from flipping.
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CHandle<CEntityBlocker> m_hPlayerBlocker;
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CNetworkVar( Vector, m_vecPhysVelocity );
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CNetworkVar( int, m_nExactWaterLevel );
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IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_nWaterLevel );
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};
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IMPLEMENT_SERVERCLASS_ST( CPropAirboat, DT_PropAirboat )
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SendPropBool( SENDINFO( m_bHeadlightIsOn ) ),
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SendPropInt( SENDINFO( m_nAmmoCount ), 9 ),
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SendPropInt( SENDINFO( m_nExactWaterLevel ) ),
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SendPropInt( SENDINFO( m_nWaterLevel ) ),
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SendPropVector( SENDINFO( m_vecPhysVelocity ) ),
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END_SEND_TABLE();
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LINK_ENTITY_TO_CLASS( prop_vehicle_airboat, CPropAirboat );
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BEGIN_DATADESC( CPropAirboat )
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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_flHandbrakeTime, FIELD_TIME ),
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// DEFINE_FIELD( m_bInitialHandbrake,FIELD_BOOLEAN ),
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// DEFINE_FIELD( m_nGunRefAttachment, FIELD_INTEGER ),
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// DEFINE_FIELD( m_nGunBarrelAttachment, FIELD_INTEGER ),
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DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ),
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DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ),
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DEFINE_FIELD( m_flChargeRemainder, FIELD_FLOAT ),
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DEFINE_FIELD( m_flDrainRemainder, FIELD_FLOAT ),
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DEFINE_FIELD( m_nGunState, FIELD_INTEGER ),
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DEFINE_FIELD( m_flNextHeavyShotTime, FIELD_TIME ),
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DEFINE_FIELD( m_flNextGunShakeTime, FIELD_TIME ),
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DEFINE_FIELD( m_nAmmoCount, FIELD_INTEGER ),
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DEFINE_FIELD( m_bHeadlightIsOn, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hAvoidSphere, FIELD_EHANDLE ),
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// DEFINE_FIELD( m_nSplashAttachment, FIELD_INTEGER ),
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DEFINE_FIELD( m_hPlayerBlocker, FIELD_EHANDLE ),
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DEFINE_FIELD( m_vecPhysVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( m_nExactWaterLevel, FIELD_INTEGER ),
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DEFINE_FIELD( m_flPrevThrottle, FIELD_FLOAT ),
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DEFINE_FIELD( m_flSpinRate, FIELD_FLOAT ),
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DEFINE_FIELD( m_flTargetSpinRate, FIELD_FLOAT ),
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DEFINE_FIELD( m_flPropTime, FIELD_TIME ),
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DEFINE_FIELD( m_flBlurTime, FIELD_TIME ),
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DEFINE_FIELD( m_bForcedExit, FIELD_BOOLEAN ),
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DEFINE_SOUNDPATCH( m_pFanSound ),
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DEFINE_SOUNDPATCH( m_pFanMaxSpeedSound ),
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DEFINE_SOUNDPATCH( m_pEngineSound ),
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DEFINE_SOUNDPATCH( m_pWaterFastSound ),
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DEFINE_SOUNDPATCH( m_pWaterStoppedSound ),
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DEFINE_SOUNDPATCH( m_pGunFiringSound ),
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DEFINE_PHYSPTR( m_pAntiFlipConstraint ),
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DEFINE_FIELD( m_flEngineIdleTime, FIELD_TIME ),
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DEFINE_FIELD( m_flEngineDuckTime, FIELD_TIME ),
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DEFINE_FIELD( m_bFadeOutFan, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_nPrevWaterLevel, FIELD_INTEGER ),
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DEFINE_FIELD( m_flWaterStoppedPitchTime, FIELD_TIME ),
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DEFINE_FIELD( m_flLastImpactEffectTime, FIELD_TIME ),
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DEFINE_FIELD( m_iNumberOfEntries, FIELD_INTEGER ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "EnableGun", InputEnableGun ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StartRotorWashForces", InputStartRotorWashForces ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StopRotorWashForces", InputStopRotorWashForces ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ExitVehicle", InputExitVehicle ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Wake", InputWake ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropAirboat::Precache( void )
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{
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BaseClass::Precache();
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PrecacheScriptSound( "Airboat_engine_stop" );
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PrecacheScriptSound( "Airboat_engine_start" );
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PrecacheScriptSound( "Airboat.FireGunHeavy" );
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PrecacheScriptSound( "Airboat.FireGunRevDown");
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PrecacheScriptSound( "Airboat_engine_idle" );
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PrecacheScriptSound( "Airboat_engine_fullthrottle" );
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PrecacheScriptSound( "Airboat_fan_idle" );
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PrecacheScriptSound( "Airboat_fan_fullthrottle" );
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PrecacheScriptSound( "Airboat_water_stopped" );
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PrecacheScriptSound( "Airboat_water_fast" );
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PrecacheScriptSound( "Airboat_impact_splash" );
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PrecacheScriptSound( "Airboat_impact_hard" );
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PrecacheScriptSound( "Airboat_headlight_on" );
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PrecacheScriptSound( "Airboat_headlight_off" );
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PrecacheScriptSound( "Airboat.FireGunLoop" );
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PrecacheMaterial( "effects/splashwake1" );
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PrecacheMaterial( "effects/splashwake4" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropAirboat::Spawn( void )
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{
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m_nAmmoCount = m_bHasGun ? 0 : -1;
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m_hAvoidSphere = CreateHelicopterAvoidanceSphere( this, 0, 50.0f, false );
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m_flLastImpactEffectTime = -1;
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m_iNumberOfEntries = 0;
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// Setup vehicle as a ray-cast airboat.
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SetVehicleType( VEHICLE_TYPE_AIRBOAT_RAYCAST );
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SetCollisionGroup( COLLISION_GROUP_VEHICLE );
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BaseClass::Spawn();
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetAnimatedEveryTick( true );
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// Handbrake data.
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//m_flHandbrakeTime = gpGlobals->curtime + 0.1;
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//m_bInitialHandbrake = false;
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m_VehiclePhysics.SetHasBrakePedal( false );
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m_flMinimumSpeedToEnterExit = AIRBOAT_LOCK_SPEED;
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m_takedamage = DAMAGE_EVENTS_ONLY;
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SetBodygroup(AIRBOAT_BODYGROUP_GUN, m_bHasGun);
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SetBodygroup(AIRBOAT_BODYGROUP_PROP, true);
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SetPoseParameter( AIRBOAT_GUN_YAW, 0 );
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SetPoseParameter( AIRBOAT_GUN_PITCH, 0 );
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SetPoseParameter( AIRBOAT_FRAME_FLEX_LEFT, 0 );
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SetPoseParameter( AIRBOAT_FRAME_FLEX_RIGHT, 0 );
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m_aimYaw = 0;
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m_aimPitch = 0;
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m_bUnableToFire = true;
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m_nGunState = GUN_STATE_IDLE;
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SetPoseParameter( "Steer_Shock", 0.0f );
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// Get the physics object so we can adjust the buoyancy.
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IPhysicsObject *pPhysAirboat = VPhysicsGetObject();
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if ( pPhysAirboat )
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{
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pPhysAirboat->SetBuoyancyRatio( 0.0f );
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PhysSetGameFlags( pPhysAirboat, FVPHYSICS_HEAVY_OBJECT );
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}
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//CreateAntiFlipConstraint();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create a ragdoll constraint that prevents us from flipping.
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//-----------------------------------------------------------------------------
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void CPropAirboat::CreateAntiFlipConstraint()
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{
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constraint_ragdollparams_t ragdoll;
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ragdoll.Defaults();
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// Don't prevent the boat from moving, just flipping.
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ragdoll.onlyAngularLimits = true;
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// Put the ragdoll constraint in the space of the airboat.
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SetIdentityMatrix( ragdoll.constraintToAttached );
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BuildObjectRelativeXform( g_PhysWorldObject, VPhysicsGetObject(), ragdoll.constraintToReference );
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ragdoll.axes[0].minRotation = -100;
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ragdoll.axes[0].maxRotation = 100;
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ragdoll.axes[1].minRotation = -100;
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ragdoll.axes[1].maxRotation = 100;
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ragdoll.axes[2].minRotation = -180;
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ragdoll.axes[2].maxRotation = 180;
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m_pAntiFlipConstraint = physenv->CreateRagdollConstraint( g_PhysWorldObject, VPhysicsGetObject(), NULL, ragdoll );
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//NDebugOverlay::Cross3DOriented( ragdoll.constraintToReference, 128, 255, true, 100 );
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}
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//-----------------------------------------------------------------------------
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// Attachment indices
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//-----------------------------------------------------------------------------
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void CPropAirboat::UpdateOnRemove()
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{
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BaseClass::UpdateOnRemove();
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if ( m_hAvoidSphere )
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{
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UTIL_Remove( m_hAvoidSphere );
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m_hAvoidSphere = NULL;
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}
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}
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//-----------------------------------------------------------------------------
|
|
// 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 );
|
|
}
|
|
}
|
|
|