mirror of
https://github.com/nillerusr/source-engine.git
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151 lines
5.2 KiB
C++
151 lines
5.2 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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#ifndef VEHICLE_JEEP_EPISODIC_H
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#define VEHICLE_JEEP_EPISODIC_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vehicle_jeep.h"
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#include "ai_basenpc.h"
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#include "hl2_vehicle_radar.h"
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class CParticleSystem;
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class CVehicleCargoTrigger;
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class CSprite;
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#define NUM_WHEEL_EFFECTS 2
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#define NUM_HAZARD_LIGHTS 4
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//=============================================================================
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// Episodic jeep
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class CPropJeepEpisodic : public CPropJeep
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{
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DECLARE_CLASS( CPropJeepEpisodic, CPropJeep );
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DECLARE_SERVERCLASS();
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public:
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CPropJeepEpisodic( void );
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virtual void Spawn( void );
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virtual void Activate( void );
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virtual void Think( void );
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virtual void UpdateOnRemove( void );
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virtual void NPC_FinishedEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion );
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virtual void NPC_FinishedExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion );
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virtual bool NPC_CanEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion );
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virtual bool NPC_CanExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion );
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual void Precache( void );
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virtual void EnterVehicle( CBaseCombatCharacter *pPassenger );
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virtual void ExitVehicle( int nRole );
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virtual bool AllowBlockedExit( CBaseCombatCharacter *pPassenger, int nRole );
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// Passengers take no damage except what we pass them
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virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info )
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{
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if ( GetServerVehicle() && GetServerVehicle()->IsPassengerExiting() )
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return false;
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return ( info.GetDamageType() & DMG_VEHICLE ) != 0;
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}
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virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() | FCAP_NOTIFY_ON_TRANSITION); }
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void SpawnRadarPanel();
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void DestroyRadarPanel();
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int NumRadarContacts() { return m_iNumRadarContacts; }
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void AddPropToCargoHold( CPhysicsProp *pProp );
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virtual CBaseEntity *OnFailedPhysGunPickup( Vector vPhysgunPos );
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virtual void DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased );
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virtual int DrawDebugTextOverlays( void );
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DECLARE_DATADESC();
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protected:
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void HazardBlinkThink( void );
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void CreateHazardLights( void );
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void DestroyHazardLights( void );
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void UpdateCargoEntry( void );
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void ReleasePropFromCargoHold( void );
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void CreateCargoTrigger( void );
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virtual float GetUprightTime( void ) { return 1.0f; }
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virtual float GetUprightStrength( void );
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virtual bool ShouldPuntUseLaunchForces( PhysGunForce_t reason ) { return ( reason == PHYSGUN_FORCE_PUNTED ); }
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virtual void HandleWater( void );
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virtual AngularImpulse PhysGunLaunchAngularImpulse( void );
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virtual Vector PhysGunLaunchVelocity( const Vector &forward, float flMass );
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bool PassengerInTransition( void );
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void SetBusterHopperVisibility(bool visible);
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private:
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void UpdateWheelDust( void );
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void UpdateRadar( bool forceUpdate = false );
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void InputLockEntrance( inputdata_t &data );
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void InputUnlockEntrance( inputdata_t &data );
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void InputLockExit( inputdata_t &data );
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void InputUnlockExit( inputdata_t &data );
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void InputEnableRadar( inputdata_t &data );
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void InputDisableRadar( inputdata_t &data );
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void InputEnableRadarDetectEnemies( inputdata_t &data );
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void InputAddBusterToCargo( inputdata_t &data );
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void InputSetCargoVisibility( inputdata_t &data );
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void InputOutsideTransition( inputdata_t &data );
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void InputDisablePhysGun( inputdata_t &data );
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void InputEnablePhysGun( inputdata_t &data );
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void InputCreateLinkController( inputdata_t &data );
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void InputDestroyLinkController( inputdata_t &data );
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void CreateAvoidanceZone( void );
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bool m_bEntranceLocked;
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bool m_bExitLocked;
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bool m_bAddingCargo;
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bool m_bBlink;
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float m_flCargoStartTime; // Time when the cargo was first added to the vehicle (used for animating into hold)
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float m_flNextAvoidBroadcastTime; // Next time we'll warn entity to move out of us
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COutputEvent m_OnCompanionEnteredVehicle; // Passenger has completed entering the vehicle
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COutputEvent m_OnCompanionExitedVehicle; // Passenger has completed exited the vehicle
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COutputEvent m_OnHostileEnteredVehicle; // Passenger has completed entering the vehicle
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COutputEvent m_OnHostileExitedVehicle; // Passenger has completed exited the vehicle
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CHandle< CParticleSystem > m_hWheelDust[NUM_WHEEL_EFFECTS];
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CHandle< CParticleSystem > m_hWheelWater[NUM_WHEEL_EFFECTS];
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CHandle< CVehicleCargoTrigger > m_hCargoTrigger;
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CHandle< CPhysicsProp > m_hCargoProp;
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CHandle< CSprite > m_hHazardLights[NUM_HAZARD_LIGHTS];
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float m_flNextWaterSound;
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bool m_bRadarEnabled;
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bool m_bRadarDetectsEnemies;
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float m_flNextRadarUpdateTime;
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EHANDLE m_hRadarScreen;
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EHANDLE m_hLinkControllerFront;
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EHANDLE m_hLinkControllerRear;
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bool m_bBusterHopperVisible; // is the hopper assembly visible on the vehicle? please do not set this directly - use the accessor funct.
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CNetworkVar( int, m_iNumRadarContacts );
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CNetworkArray( Vector, m_vecRadarContactPos, RADAR_MAX_CONTACTS );
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CNetworkArray( int, m_iRadarContactType, RADAR_MAX_CONTACTS );
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};
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#endif // VEHICLE_JEEP_EPISODIC_H
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