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1344 lines
44 KiB
C++
1344 lines
44 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: UNDONE: Rename this to prop_vehicle.cpp !!!
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "vcollide_parse.h"
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#include "vehicle_base.h"
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#include "ndebugoverlay.h"
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#include "igamemovement.h"
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#include "soundenvelope.h"
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#include "in_buttons.h"
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#include "npc_vehicledriver.h"
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#include "physics_saverestore.h"
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#include "saverestore_utlvector.h"
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#include "func_break.h"
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#include "physics_impact_damage.h"
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#include "entityblocker.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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#define SF_PROP_VEHICLE_ALWAYSTHINK 0x00000001
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ConVar g_debug_vehiclebase( "g_debug_vehiclebase", "0", FCVAR_CHEAT );
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extern ConVar g_debug_vehicledriver;
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// CFourWheelServerVehicle
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BEGIN_SIMPLE_DATADESC_( CFourWheelServerVehicle, CBaseServerVehicle )
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DEFINE_EMBEDDED( m_ViewSmoothing ),
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END_DATADESC()
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// CPropVehicle
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BEGIN_DATADESC( CPropVehicle )
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DEFINE_EMBEDDED( m_VehiclePhysics ),
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// These are necessary to save here because the 'owner' of these fields must be the prop_vehicle
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DEFINE_PHYSPTR( m_VehiclePhysics.m_pVehicle ),
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DEFINE_PHYSPTR_ARRAY( m_VehiclePhysics.m_pWheels ),
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DEFINE_FIELD( m_nVehicleType, FIELD_INTEGER ),
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// Physics Influence
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DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ),
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#ifdef HL2_EPISODIC
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DEFINE_UTLVECTOR( m_hPhysicsChildren, FIELD_EHANDLE ),
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#endif // HL2_EPISODIC
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// Keys
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DEFINE_KEYFIELD( m_vehicleScript, FIELD_STRING, "VehicleScript" ),
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DEFINE_FIELD( m_vecSmoothedVelocity, FIELD_VECTOR ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_FLOAT, "Throttle", InputThrottle ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "Steer", InputSteering ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "Action", InputAction ),
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DEFINE_INPUTFUNC( FIELD_VOID, "HandBrakeOn", InputHandBrakeOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "HandBrakeOff", InputHandBrakeOff ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( prop_vehicle, CPropVehicle );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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#pragma warning (disable:4355)
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CPropVehicle::CPropVehicle() : m_VehiclePhysics( this )
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{
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SetVehicleType( VEHICLE_TYPE_CAR_WHEELS );
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}
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#pragma warning (default:4355)
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPropVehicle::~CPropVehicle ()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropVehicle::Spawn( )
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{
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CFourWheelServerVehicle *pServerVehicle = dynamic_cast<CFourWheelServerVehicle*>(GetServerVehicle());
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m_VehiclePhysics.SetOuter( this, pServerVehicle );
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// NOTE: The model has to be set before we can spawn vehicle physics
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BaseClass::Spawn();
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SetCollisionGroup( COLLISION_GROUP_VEHICLE );
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m_VehiclePhysics.Spawn();
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if (!m_VehiclePhysics.Initialize( STRING(m_vehicleScript), m_nVehicleType ))
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return;
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SetNextThink( gpGlobals->curtime );
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m_vecSmoothedVelocity.Init();
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}
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// this allows reloading the script variables from disk over an existing vehicle state
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// This is useful for tuning vehicles or updating old saved game formats
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CON_COMMAND(vehicle_flushscript, "Flush and reload all vehicle scripts")
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{
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PhysFlushVehicleScripts();
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for ( CBaseEntity *pEnt = gEntList.FirstEnt(); pEnt != NULL; pEnt = gEntList.NextEnt(pEnt) )
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{
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IServerVehicle *pServerVehicle = pEnt->GetServerVehicle();
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if ( pServerVehicle )
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{
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pServerVehicle->ReloadScript();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Restore
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//-----------------------------------------------------------------------------
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int CPropVehicle::Restore( IRestore &restore )
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{
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CFourWheelServerVehicle *pServerVehicle = dynamic_cast<CFourWheelServerVehicle*>(GetServerVehicle());
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m_VehiclePhysics.SetOuter( this, pServerVehicle );
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return BaseClass::Restore( restore );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Tell the vehicle physics system whenever we teleport, so it can fixup the wheels.
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//-----------------------------------------------------------------------------
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void CPropVehicle::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity )
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{
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matrix3x4_t startMatrixInv;
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MatrixInvert( EntityToWorldTransform(), startMatrixInv );
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BaseClass::Teleport( newPosition, newAngles, newVelocity );
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// Calculate the relative transform of the teleport
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matrix3x4_t xform;
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ConcatTransforms( EntityToWorldTransform(), startMatrixInv, xform );
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m_VehiclePhysics.Teleport( xform );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropVehicle::DrawDebugGeometryOverlays()
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{
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if (m_debugOverlays & OVERLAY_BBOX_BIT)
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{
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m_VehiclePhysics.DrawDebugGeometryOverlays();
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}
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BaseClass::DrawDebugGeometryOverlays();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CPropVehicle::DrawDebugTextOverlays()
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{
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int nOffset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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nOffset = m_VehiclePhysics.DrawDebugTextOverlays( nOffset );
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}
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return nOffset;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBasePlayer *CPropVehicle::HasPhysicsAttacker( float dt )
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{
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if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime)
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{
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return m_hPhysicsAttacker;
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Keep track of physgun influence
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//-----------------------------------------------------------------------------
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void CPropVehicle::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
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{
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m_hPhysicsAttacker = pPhysGunUser;
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m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropVehicle::InputThrottle( inputdata_t &inputdata )
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{
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m_VehiclePhysics.SetThrottle( inputdata.value.Float() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropVehicle::InputSteering( inputdata_t &inputdata )
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{
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m_VehiclePhysics.SetSteering( inputdata.value.Float(), 2*gpGlobals->frametime );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropVehicle::InputAction( inputdata_t &inputdata )
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{
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m_VehiclePhysics.SetAction( inputdata.value.Float() );
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}
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void CPropVehicle::InputHandBrakeOn( inputdata_t &inputdata )
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{
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m_VehiclePhysics.SetHandbrake( true );
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}
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void CPropVehicle::InputHandBrakeOff( inputdata_t &inputdata )
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{
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m_VehiclePhysics.ReleaseHandbrake();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropVehicle::Think()
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{
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m_VehiclePhysics.Think();
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// Derived classes of CPropVehicle have their own code to determine how frequently to think.
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// But the prop_vehicle entity native to this class will only think one time, so this flag
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// was added to allow prop_vehicle to always think without affecting the derived classes.
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if( HasSpawnFlags(SF_PROP_VEHICLE_ALWAYSTHINK) )
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{
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SetNextThink(gpGlobals->curtime);
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}
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}
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#define SMOOTHING_FACTOR 0.9
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropVehicle::VPhysicsUpdate( IPhysicsObject *pPhysics )
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{
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if ( IsMarkedForDeletion() )
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return;
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Vector velocity;
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VPhysicsGetObject()->GetVelocity( &velocity, NULL );
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//Update our smoothed velocity
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m_vecSmoothedVelocity = m_vecSmoothedVelocity * SMOOTHING_FACTOR + velocity * ( 1 - SMOOTHING_FACTOR );
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// must be a wheel
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if (!m_VehiclePhysics.VPhysicsUpdate( pPhysics ))
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return;
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BaseClass::VPhysicsUpdate( pPhysics );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : const Vector
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//-----------------------------------------------------------------------------
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Vector CPropVehicle::GetSmoothedVelocity( void )
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{
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return m_vecSmoothedVelocity;
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}
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//=============================================================================
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#ifdef HL2_EPISODIC
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//-----------------------------------------------------------------------------
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// Purpose: Add an entity to a list which receives physics callbacks from the vehicle
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//-----------------------------------------------------------------------------
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void CPropVehicle::AddPhysicsChild( CBaseEntity *pChild )
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{
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// Don't add something we already have
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if ( m_hPhysicsChildren.Find( pChild ) != m_hPhysicsChildren.InvalidIndex() )
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return ;
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m_hPhysicsChildren.AddToTail( pChild );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Removes entity from physics callback list
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//-----------------------------------------------------------------------------
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void CPropVehicle::RemovePhysicsChild( CBaseEntity *pChild )
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{
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int elemID = m_hPhysicsChildren.Find( pChild );
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if ( m_hPhysicsChildren.IsValidIndex( elemID ) )
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{
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m_hPhysicsChildren.Remove( elemID );
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}
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}
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#endif //HL2_EPISODIC
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//=============================================================================
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//-----------------------------------------------------------------------------
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// Purpose: Player driveable vehicle class
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//-----------------------------------------------------------------------------
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IMPLEMENT_SERVERCLASS_ST(CPropVehicleDriveable, DT_PropVehicleDriveable)
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SendPropEHandle(SENDINFO(m_hPlayer)),
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// SendPropFloat(SENDINFO_DT_NAME(m_controls.throttle, m_throttle), 8, SPROP_ROUNDUP, 0.0f, 1.0f),
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SendPropInt(SENDINFO(m_nSpeed), 8),
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SendPropInt(SENDINFO(m_nRPM), 13),
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SendPropFloat(SENDINFO(m_flThrottle), 0, SPROP_NOSCALE ),
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SendPropInt(SENDINFO(m_nBoostTimeLeft), 8),
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SendPropInt(SENDINFO(m_nHasBoost), 1, SPROP_UNSIGNED),
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SendPropInt(SENDINFO(m_nScannerDisabledWeapons), 1, SPROP_UNSIGNED),
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SendPropInt(SENDINFO(m_nScannerDisabledVehicle), 1, SPROP_UNSIGNED),
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SendPropInt(SENDINFO(m_bEnterAnimOn), 1, SPROP_UNSIGNED ),
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SendPropInt(SENDINFO(m_bExitAnimOn), 1, SPROP_UNSIGNED ),
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SendPropInt(SENDINFO(m_bUnableToFire), 1, SPROP_UNSIGNED ),
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SendPropVector(SENDINFO(m_vecEyeExitEndpoint), -1, SPROP_COORD),
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SendPropBool(SENDINFO(m_bHasGun)),
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SendPropVector(SENDINFO(m_vecGunCrosshair), -1, SPROP_COORD),
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END_SEND_TABLE();
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BEGIN_DATADESC( CPropVehicleDriveable )
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Lock", InputLock ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Unlock", InputUnlock ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
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DEFINE_INPUT( m_bHasGun, FIELD_BOOLEAN, "EnableGun" ),
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// Outputs
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DEFINE_OUTPUT( m_playerOn, "PlayerOn" ),
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DEFINE_OUTPUT( m_playerOff, "PlayerOff" ),
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DEFINE_OUTPUT( m_pressedAttack, "PressedAttack" ),
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DEFINE_OUTPUT( m_pressedAttack2, "PressedAttack2" ),
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DEFINE_OUTPUT( m_attackaxis, "AttackAxis" ),
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DEFINE_OUTPUT( m_attack2axis, "Attack2Axis" ),
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DEFINE_FIELD( m_hPlayer, FIELD_EHANDLE ),
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DEFINE_EMBEDDEDBYREF( m_pServerVehicle ),
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DEFINE_FIELD( m_nSpeed, FIELD_INTEGER ),
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DEFINE_FIELD( m_nRPM, FIELD_INTEGER ),
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DEFINE_FIELD( m_flThrottle, FIELD_FLOAT ),
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DEFINE_FIELD( m_nBoostTimeLeft, FIELD_INTEGER ),
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DEFINE_FIELD( m_nHasBoost, FIELD_INTEGER ),
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DEFINE_FIELD( m_nScannerDisabledWeapons, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_nScannerDisabledVehicle, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bUnableToFire, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_vecEyeExitEndpoint, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vecGunCrosshair, FIELD_VECTOR ),
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DEFINE_FIELD( m_bEngineLocked, FIELD_BOOLEAN ),
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DEFINE_KEYFIELD( m_bLocked, FIELD_BOOLEAN, "VehicleLocked" ),
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DEFINE_FIELD( m_flMinimumSpeedToEnterExit, FIELD_FLOAT ),
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DEFINE_FIELD( m_bEnterAnimOn, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bExitAnimOn, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flTurnOffKeepUpright, FIELD_TIME ),
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//DEFINE_FIELD( m_flNoImpactDamageTime, FIELD_TIME ),
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DEFINE_FIELD( m_hNPCDriver, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hKeepUpright, FIELD_EHANDLE ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( prop_vehicle_driveable, CPropVehicleDriveable );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPropVehicleDriveable::CPropVehicleDriveable( void ) :
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m_pServerVehicle( NULL ),
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m_hKeepUpright( NULL ),
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m_flTurnOffKeepUpright( 0 ),
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m_flNoImpactDamageTime( 0 )
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{
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m_vecEyeExitEndpoint.Init();
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m_vecGunCrosshair.Init();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPropVehicleDriveable::~CPropVehicleDriveable( void )
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{
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DestroyServerVehicle();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropVehicleDriveable::CreateServerVehicle( void )
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{
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// Create our server vehicle
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m_pServerVehicle = new CFourWheelServerVehicle();
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m_pServerVehicle->SetVehicle( this );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropVehicleDriveable::DestroyServerVehicle()
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{
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if ( m_pServerVehicle )
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{
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delete m_pServerVehicle;
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m_pServerVehicle = NULL;
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}
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}
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//------------------------------------------------
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// Precache
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//------------------------------------------------
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void CPropVehicleDriveable::Precache( void )
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{
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BaseClass::Precache();
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// This step is needed because if we're precaching from a templated instance, we'll miss our vehicle
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// script sounds unless we do the parse below. This instance of the vehicle will be nuked when we're actually created.
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if ( m_pServerVehicle == NULL )
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{
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CreateServerVehicle();
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}
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// Load the script file and precache our assets
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if ( m_pServerVehicle )
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{
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m_pServerVehicle->Initialize( STRING( m_vehicleScript ) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropVehicleDriveable::Spawn( void )
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{
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// Has to be created before Spawn is called (since that causes Precache to be called)
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DestroyServerVehicle();
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CreateServerVehicle();
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// Initialize our vehicle via script
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if ( m_pServerVehicle->Initialize( STRING(m_vehicleScript) ) == false )
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{
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Warning( "Vehicle (%s) unable to properly initialize due to script error in (%s)!\n", GetEntityName().ToCStr(), STRING( m_vehicleScript ) );
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SetThink( &CBaseEntity::SUB_Remove );
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SetNextThink( gpGlobals->curtime + 0.1f );
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return;
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}
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BaseClass::Spawn();
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m_flMinimumSpeedToEnterExit = 0;
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m_takedamage = DAMAGE_EVENTS_ONLY;
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m_bEngineLocked = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CPropVehicleDriveable::Restore( IRestore &restore )
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{
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// Has to be created before we can restore
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// and we can't create it in the constructor because it could be
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// overridden by a derived class.
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DestroyServerVehicle();
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CreateServerVehicle();
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int nRetVal = BaseClass::Restore( restore );
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return nRetVal;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Do extra fix-up after restore
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//-----------------------------------------------------------------------------
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void CPropVehicleDriveable::OnRestore( void )
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{
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BaseClass::OnRestore();
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// NOTE: This is necessary to prevent overflow of datatables on level transition
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// since the last exit eyepoint in the last level will have been fixed up
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// based on the level landmarks, resulting in a position that lies outside
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// typical map coordinates. If we're not in the middle of an exit anim, the
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// eye exit endpoint field isn't being used at all.
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if ( !m_bExitAnimOn )
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{
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m_vecEyeExitEndpoint = GetAbsOrigin();
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}
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m_flNoImpactDamageTime = gpGlobals->curtime + 5.0f;
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IServerVehicle *pServerVehicle = GetServerVehicle();
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if ( pServerVehicle != NULL )
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{
|
|
// Restore the passenger information we're holding on to
|
|
pServerVehicle->RestorePassengerInfo();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Vehicles are permanently oriented off angle for vphysics.
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::GetVectors(Vector* pForward, Vector* pRight, Vector* pUp) const
|
|
{
|
|
// This call is necessary to cause m_rgflCoordinateFrame to be recomputed
|
|
const matrix3x4_t &entityToWorld = EntityToWorldTransform();
|
|
|
|
if (pForward != NULL)
|
|
{
|
|
MatrixGetColumn( entityToWorld, 1, *pForward );
|
|
}
|
|
|
|
if (pRight != NULL)
|
|
{
|
|
MatrixGetColumn( entityToWorld, 0, *pRight );
|
|
}
|
|
|
|
if (pUp != NULL)
|
|
{
|
|
MatrixGetColumn( entityToWorld, 2, *pUp );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: AngleVectors equivalent that accounts for the hacked 90 degree rotation of vehicles
|
|
// BUGBUG: VPhysics is hardcoded so that vehicles must face down Y instead of X like everything else
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::VehicleAngleVectors( const QAngle &angles, Vector *pForward, Vector *pRight, Vector *pUp )
|
|
{
|
|
AngleVectors( angles, pRight, pForward, pUp );
|
|
if ( pForward )
|
|
{
|
|
*pForward *= -1;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
ResetUseKey( pPlayer );
|
|
|
|
m_pServerVehicle->HandlePassengerEntry( pPlayer, (value>0) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CPropVehicleDriveable::GetDriver( void )
|
|
{
|
|
if ( m_hNPCDriver )
|
|
return m_hNPCDriver;
|
|
|
|
return m_hPlayer;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::EnterVehicle( CBaseCombatCharacter *pPassenger )
|
|
{
|
|
if ( pPassenger == NULL )
|
|
return;
|
|
|
|
CBasePlayer *pPlayer = ToBasePlayer( pPassenger );
|
|
if ( pPlayer != NULL )
|
|
{
|
|
// Remove any player who may be in the vehicle at the moment
|
|
if ( m_hPlayer )
|
|
{
|
|
ExitVehicle( VEHICLE_ROLE_DRIVER );
|
|
}
|
|
|
|
m_hPlayer = pPlayer;
|
|
m_playerOn.FireOutput( pPlayer, this, 0 );
|
|
|
|
// Don't start the engine if the player's using an entry animation,
|
|
// because we want to start the engine once the animation is done.
|
|
if ( !m_bEnterAnimOn )
|
|
{
|
|
StartEngine();
|
|
}
|
|
|
|
// Start Thinking
|
|
SetNextThink( gpGlobals->curtime );
|
|
|
|
Vector vecViewOffset = m_pServerVehicle->GetSavedViewOffset();
|
|
|
|
// Clear our state
|
|
m_pServerVehicle->InitViewSmoothing( pPlayer->GetAbsOrigin() + vecViewOffset, pPlayer->EyeAngles() );
|
|
|
|
m_VehiclePhysics.GetVehicle()->OnVehicleEnter();
|
|
}
|
|
else
|
|
{
|
|
// NPCs are not yet supported - jdw
|
|
Assert( 0 );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::ExitVehicle( int nRole )
|
|
{
|
|
CBasePlayer *pPlayer = m_hPlayer;
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
m_hPlayer = NULL;
|
|
ResetUseKey( pPlayer );
|
|
|
|
m_playerOff.FireOutput( pPlayer, this, 0 );
|
|
|
|
// clear out the fire buttons
|
|
m_attackaxis.Set( 0, pPlayer, this );
|
|
m_attack2axis.Set( 0, pPlayer, this );
|
|
|
|
m_nSpeed = 0;
|
|
m_flThrottle = 0.0f;
|
|
|
|
StopEngine();
|
|
|
|
m_VehiclePhysics.GetVehicle()->OnVehicleExit();
|
|
|
|
// Clear our state
|
|
m_pServerVehicle->InitViewSmoothing( vec3_origin, vec3_angle );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::ResetUseKey( CBasePlayer *pPlayer )
|
|
{
|
|
pPlayer->m_afButtonPressed &= ~IN_USE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::DriveVehicle( CBasePlayer *pPlayer, CUserCmd *ucmd )
|
|
{
|
|
//Lose control when the player dies
|
|
if ( pPlayer->IsAlive() == false )
|
|
return;
|
|
|
|
DriveVehicle( TICK_INTERVAL, ucmd, pPlayer->m_afButtonPressed, pPlayer->m_afButtonReleased );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased )
|
|
{
|
|
int iButtons = ucmd->buttons;
|
|
|
|
m_VehiclePhysics.UpdateDriverControls( ucmd, flFrameTime );
|
|
|
|
m_nSpeed = m_VehiclePhysics.GetSpeed(); //send speed to client
|
|
m_nRPM = clamp( m_VehiclePhysics.GetRPM(), 0, 4095 );
|
|
m_nBoostTimeLeft = m_VehiclePhysics.BoostTimeLeft();
|
|
m_nHasBoost = m_VehiclePhysics.HasBoost();
|
|
m_flThrottle = m_VehiclePhysics.GetThrottle();
|
|
|
|
m_nScannerDisabledWeapons = false; // off for now, change once we have scanners
|
|
m_nScannerDisabledVehicle = false; // off for now, change once we have scanners
|
|
|
|
//
|
|
// Fire the appropriate outputs based on button pressed events.
|
|
//
|
|
// BUGBUG: m_afButtonPressed is broken - check the player.cpp code!!!
|
|
float attack = 0, attack2 = 0;
|
|
|
|
if ( iButtonsDown & IN_ATTACK )
|
|
{
|
|
m_pressedAttack.FireOutput( this, this, 0 );
|
|
}
|
|
if ( iButtonsDown & IN_ATTACK2 )
|
|
{
|
|
m_pressedAttack2.FireOutput( this, this, 0 );
|
|
}
|
|
|
|
if ( iButtons & IN_ATTACK )
|
|
{
|
|
attack = 1;
|
|
}
|
|
if ( iButtons & IN_ATTACK2 )
|
|
{
|
|
attack2 = 1;
|
|
}
|
|
|
|
m_attackaxis.Set( attack, this, this );
|
|
m_attack2axis.Set( attack2, this, this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tells whether or not the car has been overturned
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CPropVehicleDriveable::IsOverturned( void )
|
|
{
|
|
Vector vUp;
|
|
VehicleAngleVectors( GetAbsAngles(), NULL, NULL, &vUp );
|
|
|
|
float upDot = DotProduct( Vector(0,0,1), vUp );
|
|
|
|
// Tweak this number to adjust what's considered "overturned"
|
|
if ( upDot < 0.0f )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::Think()
|
|
{
|
|
BaseClass::Think();
|
|
|
|
if ( ShouldThink() )
|
|
{
|
|
SetNextThink( gpGlobals->curtime );
|
|
}
|
|
|
|
// If we have an NPC Driver, tell him to drive
|
|
if ( m_hNPCDriver )
|
|
{
|
|
GetServerVehicle()->NPC_DriveVehicle();
|
|
}
|
|
|
|
// Keep thinking while we're waiting to turn off the keep upright
|
|
if ( m_flTurnOffKeepUpright )
|
|
{
|
|
SetNextThink( gpGlobals->curtime );
|
|
|
|
// Time up?
|
|
if ( m_hKeepUpright != NULL && m_flTurnOffKeepUpright < gpGlobals->curtime )
|
|
{
|
|
variant_t emptyVariant;
|
|
m_hKeepUpright->AcceptInput( "TurnOff", this, this, emptyVariant, USE_TOGGLE );
|
|
m_flTurnOffKeepUpright = 0;
|
|
|
|
UTIL_Remove( m_hKeepUpright );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
|
|
{
|
|
// If the engine's not active, prevent driving
|
|
if ( !IsEngineOn() || m_bEngineLocked )
|
|
return;
|
|
|
|
// If the player's entering/exiting the vehicle, prevent movement
|
|
if ( m_bEnterAnimOn || m_bExitAnimOn )
|
|
return;
|
|
|
|
DriveVehicle( player, ucmd );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Prevent the player from entering / exiting the vehicle
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::InputLock( inputdata_t &inputdata )
|
|
{
|
|
m_bLocked = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allow the player to enter / exit the vehicle
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::InputUnlock( inputdata_t &inputdata )
|
|
{
|
|
m_bLocked = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true of the player's allowed to enter the vehicle
|
|
//-----------------------------------------------------------------------------
|
|
bool CPropVehicleDriveable::CanEnterVehicle( CBaseEntity *pEntity )
|
|
{
|
|
// Only drivers are supported
|
|
Assert( pEntity && pEntity->IsPlayer() );
|
|
|
|
// Prevent entering if the vehicle's being driven by an NPC
|
|
if ( GetDriver() && GetDriver() != pEntity )
|
|
return false;
|
|
|
|
// Can't enter if we're upside-down
|
|
if ( IsOverturned() )
|
|
return false;
|
|
|
|
// Prevent entering if the vehicle's locked, or if it's moving too fast.
|
|
return ( !m_bLocked && (m_nSpeed <= m_flMinimumSpeedToEnterExit) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true of the player's allowed to exit the vehicle
|
|
//-----------------------------------------------------------------------------
|
|
bool CPropVehicleDriveable::CanExitVehicle( CBaseEntity *pEntity )
|
|
{
|
|
// Prevent exiting if the vehicle's locked, or if it's moving too fast.
|
|
return ( !m_bEnterAnimOn && !m_bExitAnimOn && !m_bLocked && (m_nSpeed <= m_flMinimumSpeedToEnterExit) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::InputTurnOn( inputdata_t &inputdata )
|
|
{
|
|
m_bEngineLocked = false;
|
|
|
|
StartEngine();
|
|
m_VehiclePhysics.SetDisableEngine( false );
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::InputTurnOff( inputdata_t &inputdata )
|
|
{
|
|
m_bEngineLocked = true;
|
|
|
|
StopEngine();
|
|
m_VehiclePhysics.SetDisableEngine( true );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check to see if the engine is on.
|
|
//-----------------------------------------------------------------------------
|
|
bool CPropVehicleDriveable::IsEngineOn( void )
|
|
{
|
|
return m_VehiclePhysics.IsOn();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Turn on the engine, but only if we're allowed to
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::StartEngine( void )
|
|
{
|
|
if ( m_bEngineLocked )
|
|
{
|
|
m_VehiclePhysics.SetHandbrake( true );
|
|
return;
|
|
}
|
|
|
|
m_VehiclePhysics.TurnOn();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::StopEngine( void )
|
|
{
|
|
m_VehiclePhysics.TurnOff();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: // The player takes damage if he hits something going fast enough
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
|
|
{
|
|
|
|
//=============================================================================
|
|
#ifdef HL2_EPISODIC
|
|
|
|
// Notify all children
|
|
for ( int i = 0; i < m_hPhysicsChildren.Count(); i++ )
|
|
{
|
|
if ( m_hPhysicsChildren[i] == NULL )
|
|
continue;
|
|
|
|
m_hPhysicsChildren[i]->VPhysicsCollision( index, pEvent );
|
|
}
|
|
|
|
#endif // HL2_EPISODIC
|
|
//=============================================================================
|
|
|
|
// Don't care if we don't have a driver
|
|
CBaseCombatCharacter *pDriver = GetDriver() ? GetDriver()->MyCombatCharacterPointer() : NULL;
|
|
if ( !pDriver )
|
|
return;
|
|
|
|
// Make sure we don't keep hitting the same entity
|
|
int otherIndex = !index;
|
|
CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex];
|
|
if ( pEvent->deltaCollisionTime < 0.5 && (pHitEntity == this) )
|
|
return;
|
|
|
|
BaseClass::VPhysicsCollision( index, pEvent );
|
|
|
|
// if this is a bone follower, promote to the owner entity
|
|
if ( pHitEntity->GetOwnerEntity() && (pHitEntity->GetEffects() & EF_NODRAW) )
|
|
{
|
|
CBaseEntity *pOwner = pHitEntity->GetOwnerEntity();
|
|
// no friendly bone follower damage
|
|
// this allows strider legs to damage the player on impact but not d0g for example
|
|
if ( pDriver->IRelationType( pOwner ) == D_LI )
|
|
return;
|
|
}
|
|
|
|
// If we hit hard enough, damage the player
|
|
// Don't take damage from ramming bad guys
|
|
if ( pHitEntity->MyNPCPointer() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Don't take damage from ramming ragdolls
|
|
if ( pEvent->pObjects[otherIndex]->GetGameFlags() & FVPHYSICS_PART_OF_RAGDOLL )
|
|
return;
|
|
|
|
// Ignore func_breakables
|
|
CBreakable *pBreakable = dynamic_cast<CBreakable *>(pHitEntity);
|
|
if ( pBreakable )
|
|
{
|
|
// ROBIN: Do we want to only do this on func_breakables that are about to die?
|
|
//if ( pBreakable->HasSpawnFlags( SF_PHYSICS_BREAK_IMMEDIATELY ) )
|
|
return;
|
|
}
|
|
|
|
// Over our skill's minimum crash level?
|
|
int damageType = 0;
|
|
float flDamage = CalculatePhysicsImpactDamage( index, pEvent, gDefaultPlayerVehicleImpactDamageTable, 1.0, true, damageType );
|
|
if ( flDamage > 0 && m_flNoImpactDamageTime < gpGlobals->curtime )
|
|
{
|
|
Vector damagePos;
|
|
pEvent->pInternalData->GetContactPoint( damagePos );
|
|
Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass();
|
|
CTakeDamageInfo info( this, GetDriver(), damageForce, damagePos, flDamage, (damageType|DMG_VEHICLE) );
|
|
GetDriver()->TakeDamage( info );
|
|
}
|
|
}
|
|
|
|
int CPropVehicleDriveable::VPhysicsGetObjectList( IPhysicsObject **pList, int listMax )
|
|
{
|
|
return GetPhysics()->VPhysicsGetObjectList( pList, listMax );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handle trace attacks from the physcannon
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
|
{
|
|
// If we've just been zapped by the physcannon, try and right ourselves
|
|
if ( info.GetDamageType() & DMG_PHYSGUN )
|
|
{
|
|
float flUprightStrength = GetUprightStrength();
|
|
if ( flUprightStrength )
|
|
{
|
|
// Update our strength value if we already have an upright controller
|
|
if ( m_hKeepUpright )
|
|
{
|
|
variant_t limitVariant;
|
|
limitVariant.SetFloat( flUprightStrength );
|
|
m_hKeepUpright->AcceptInput( "SetAngularLimit", this, this, limitVariant, USE_TOGGLE );
|
|
}
|
|
else
|
|
{
|
|
// If we don't have one, create an upright controller for us
|
|
m_hKeepUpright = CreateKeepUpright( GetAbsOrigin(), vec3_angle, this, GetUprightStrength(), false );
|
|
}
|
|
|
|
Assert( m_hKeepUpright );
|
|
variant_t emptyVariant;
|
|
m_hKeepUpright->AcceptInput( "TurnOn", this, this, emptyVariant, USE_TOGGLE );
|
|
|
|
// Turn off the keepupright after a short time
|
|
m_flTurnOffKeepUpright = gpGlobals->curtime + GetUprightTime();
|
|
SetNextThink( gpGlobals->curtime );
|
|
}
|
|
|
|
#ifdef HL2_EPISODIC
|
|
// Notify all children
|
|
for ( int i = 0; i < m_hPhysicsChildren.Count(); i++ )
|
|
{
|
|
if ( m_hPhysicsChildren[i] == NULL )
|
|
continue;
|
|
|
|
variant_t emptyVariant;
|
|
m_hPhysicsChildren[i]->AcceptInput( "VehiclePunted", info.GetAttacker(), this, emptyVariant, USE_TOGGLE );
|
|
}
|
|
#endif // HL2_EPISODIC
|
|
|
|
}
|
|
|
|
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
|
|
}
|
|
|
|
//=============================================================================
|
|
// Passenger carrier
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pPassenger -
|
|
// bCompanion -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CPropVehicleDriveable::NPC_CanEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion )
|
|
{
|
|
// Always allowed unless a leaf class says otherwise
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pPassenger -
|
|
// bCompanion -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CPropVehicleDriveable::NPC_CanExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion )
|
|
{
|
|
// Always allowed unless a leaf class says otherwise
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pPassenger -
|
|
// bCompanion -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CPropVehicleDriveable::NPC_AddPassenger( CAI_BaseNPC *pPassenger, string_t strRoleName, int nSeatID )
|
|
{
|
|
// Must be allowed to enter
|
|
if ( NPC_CanEnterVehicle( pPassenger, true /*FIXME*/ ) == false )
|
|
return false;
|
|
|
|
IServerVehicle *pVehicleServer = GetServerVehicle();
|
|
if ( pVehicleServer != NULL )
|
|
return pVehicleServer->NPC_AddPassenger( pPassenger, strRoleName, nSeatID );
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pPassenger -
|
|
// bCompanion -
|
|
//-----------------------------------------------------------------------------
|
|
bool CPropVehicleDriveable::NPC_RemovePassenger( CAI_BaseNPC *pPassenger )
|
|
{
|
|
// Must be allowed to exit
|
|
if ( NPC_CanExitVehicle( pPassenger, true /*FIXME*/ ) == false )
|
|
return false;
|
|
|
|
IServerVehicle *pVehicleServer = GetServerVehicle();
|
|
if ( pVehicleServer != NULL )
|
|
return pVehicleServer->NPC_RemovePassenger( pPassenger );
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pVictim -
|
|
// &info -
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleDriveable::Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info )
|
|
{
|
|
CBaseEntity *pDriver = GetDriver();
|
|
if ( pDriver != NULL )
|
|
{
|
|
pDriver->Event_KilledOther( pVictim, info );
|
|
}
|
|
|
|
BaseClass::Event_KilledOther( pVictim, info );
|
|
}
|
|
|
|
//========================================================================================================================================
|
|
// FOUR WHEEL PHYSICS VEHICLE SERVER VEHICLE
|
|
//========================================================================================================================================
|
|
CFourWheelServerVehicle::CFourWheelServerVehicle( void )
|
|
{
|
|
// Setup our smoothing data
|
|
memset( &m_ViewSmoothing, 0, sizeof( m_ViewSmoothing ) );
|
|
|
|
m_ViewSmoothing.bClampEyeAngles = true;
|
|
m_ViewSmoothing.bDampenEyePosition = true;
|
|
m_ViewSmoothing.flPitchCurveZero = PITCH_CURVE_ZERO;
|
|
m_ViewSmoothing.flPitchCurveLinear = PITCH_CURVE_LINEAR;
|
|
m_ViewSmoothing.flRollCurveZero = ROLL_CURVE_ZERO;
|
|
m_ViewSmoothing.flRollCurveLinear = ROLL_CURVE_LINEAR;
|
|
}
|
|
|
|
#ifdef HL2_EPISODIC
|
|
ConVar r_JeepFOV( "r_JeepFOV", "82", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
#else
|
|
ConVar r_JeepFOV( "r_JeepFOV", "90", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
#endif // HL2_EPISODIC
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Setup our view smoothing information
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelServerVehicle::InitViewSmoothing( const Vector &vecOrigin, const QAngle &vecAngles )
|
|
{
|
|
m_ViewSmoothing.bWasRunningAnim = false;
|
|
m_ViewSmoothing.vecOriginSaved = vecOrigin;
|
|
m_ViewSmoothing.vecAnglesSaved = vecAngles;
|
|
m_ViewSmoothing.flFOV = r_JeepFOV.GetFloat();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelServerVehicle::SetVehicle( CBaseEntity *pVehicle )
|
|
{
|
|
ASSERT( dynamic_cast<CPropVehicleDriveable*>(pVehicle) );
|
|
BaseClass::SetVehicle( pVehicle );
|
|
|
|
// Save this for view smoothing
|
|
if ( pVehicle != NULL )
|
|
{
|
|
m_ViewSmoothing.pVehicle = pVehicle->GetBaseAnimating();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Modify the player view/camera while in a vehicle
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*= NULL*/ )
|
|
{
|
|
CBaseEntity *pDriver = GetPassenger( nRole );
|
|
if ( pDriver && pDriver->IsPlayer())
|
|
{
|
|
CBasePlayer *pPlayerDriver = ToBasePlayer( pDriver );
|
|
CPropVehicleDriveable *pVehicle = GetFourWheelVehicle();
|
|
SharedVehicleViewSmoothing( pPlayerDriver,
|
|
pAbsOrigin, pAbsAngles,
|
|
pVehicle->IsEnterAnimOn(), pVehicle->IsExitAnimOn(),
|
|
pVehicle->GetEyeExitEndpoint(),
|
|
&m_ViewSmoothing,
|
|
pFOV );
|
|
}
|
|
else
|
|
{
|
|
// NPCs are not supported
|
|
Assert( 0 );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
const vehicleparams_t *CFourWheelServerVehicle::GetVehicleParams( void )
|
|
{
|
|
return &GetFourWheelVehiclePhysics()->GetVehicleParams();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
const vehicle_operatingparams_t *CFourWheelServerVehicle::GetVehicleOperatingParams( void )
|
|
{
|
|
return &GetFourWheelVehiclePhysics()->GetVehicleOperatingParams();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
const vehicle_controlparams_t *CFourWheelServerVehicle::GetVehicleControlParams( void )
|
|
{
|
|
return &GetFourWheelVehiclePhysics()->GetVehicleControls();
|
|
}
|
|
|
|
IPhysicsVehicleController *CFourWheelServerVehicle::GetVehicleController()
|
|
{
|
|
return GetFourWheelVehiclePhysics()->GetVehicleController();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CPropVehicleDriveable *CFourWheelServerVehicle::GetFourWheelVehicle( void )
|
|
{
|
|
return (CPropVehicleDriveable *)m_pVehicle;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CFourWheelVehiclePhysics *CFourWheelServerVehicle::GetFourWheelVehiclePhysics( void )
|
|
{
|
|
CPropVehicleDriveable *pVehicle = GetFourWheelVehicle();
|
|
return pVehicle->GetPhysics();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CFourWheelServerVehicle::IsVehicleUpright( void )
|
|
{
|
|
return (GetFourWheelVehicle()->IsOverturned() == false);
|
|
}
|
|
|
|
bool CFourWheelServerVehicle::IsVehicleBodyInWater()
|
|
{
|
|
return GetFourWheelVehicle()->IsVehicleBodyInWater();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CFourWheelServerVehicle::IsPassengerEntering( void )
|
|
{
|
|
return GetFourWheelVehicle()->IsEnterAnimOn();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CFourWheelServerVehicle::IsPassengerExiting( void )
|
|
{
|
|
return GetFourWheelVehicle()->IsExitAnimOn();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelServerVehicle::NPC_SetDriver( CNPC_VehicleDriver *pDriver )
|
|
{
|
|
if ( pDriver )
|
|
{
|
|
m_nNPCButtons = 0;
|
|
GetFourWheelVehicle()->m_hNPCDriver = pDriver;
|
|
GetFourWheelVehicle()->StartEngine();
|
|
SetVehicleVolume( 1.0 ); // Vehicles driven by NPCs are louder
|
|
|
|
// Set our owner entity to be the NPC, so it can path check without hitting us
|
|
GetFourWheelVehicle()->SetOwnerEntity( pDriver );
|
|
|
|
// Start Thinking
|
|
GetFourWheelVehicle()->SetNextThink( gpGlobals->curtime );
|
|
}
|
|
else
|
|
{
|
|
GetFourWheelVehicle()->m_hNPCDriver = NULL;
|
|
GetFourWheelVehicle()->StopEngine();
|
|
GetFourWheelVehicle()->SetOwnerEntity( NULL );
|
|
SetVehicleVolume( 0.5 );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelServerVehicle::NPC_DriveVehicle( void )
|
|
{
|
|
|
|
#ifdef HL2_DLL
|
|
if ( g_debug_vehicledriver.GetInt() )
|
|
{
|
|
if ( m_nNPCButtons )
|
|
{
|
|
Vector vecForward, vecRight;
|
|
GetFourWheelVehicle()->GetVectors( &vecForward, &vecRight, NULL );
|
|
if ( m_nNPCButtons & IN_FORWARD )
|
|
{
|
|
NDebugOverlay::Line( GetFourWheelVehicle()->GetAbsOrigin(), GetFourWheelVehicle()->GetAbsOrigin() + vecForward * 200, 0,255,0, true, 0.1 );
|
|
}
|
|
if ( m_nNPCButtons & IN_BACK )
|
|
{
|
|
NDebugOverlay::Line( GetFourWheelVehicle()->GetAbsOrigin(), GetFourWheelVehicle()->GetAbsOrigin() - vecForward * 200, 0,255,0, true, 0.1 );
|
|
}
|
|
if ( m_nNPCButtons & IN_MOVELEFT )
|
|
{
|
|
NDebugOverlay::Line( GetFourWheelVehicle()->GetAbsOrigin(), GetFourWheelVehicle()->GetAbsOrigin() - vecRight * 200 * -m_flTurnDegrees, 0,255,0, true, 0.1 );
|
|
}
|
|
if ( m_nNPCButtons & IN_MOVERIGHT )
|
|
{
|
|
NDebugOverlay::Line( GetFourWheelVehicle()->GetAbsOrigin(), GetFourWheelVehicle()->GetAbsOrigin() + vecRight * 200 * m_flTurnDegrees, 0,255,0, true, 0.1 );
|
|
}
|
|
if ( m_nNPCButtons & IN_JUMP )
|
|
{
|
|
NDebugOverlay::Box( GetFourWheelVehicle()->GetAbsOrigin(), -Vector(20,20,20), Vector(20,20,20), 0,255,0, true, 0.1 );
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
int buttonsChanged = m_nPrevNPCButtons ^ m_nNPCButtons;
|
|
int afButtonPressed = buttonsChanged & m_nNPCButtons; // The changed ones still down are "pressed"
|
|
int afButtonReleased = buttonsChanged & (~m_nNPCButtons); // The ones not down are "released"
|
|
CUserCmd fakeCmd;
|
|
fakeCmd.Reset();
|
|
fakeCmd.buttons = m_nNPCButtons;
|
|
fakeCmd.forwardmove += 200.0f * ( m_nNPCButtons & IN_FORWARD );
|
|
fakeCmd.forwardmove -= 200.0f * ( m_nNPCButtons & IN_BACK );
|
|
fakeCmd.sidemove -= 200.0f * ( m_nNPCButtons & IN_MOVELEFT );
|
|
fakeCmd.sidemove += 200.0f * ( m_nNPCButtons & IN_MOVERIGHT );
|
|
|
|
GetFourWheelVehicle()->DriveVehicle( gpGlobals->frametime, &fakeCmd, afButtonPressed, afButtonReleased );
|
|
m_nPrevNPCButtons = m_nNPCButtons;
|
|
|
|
// NPC's cheat by using analog steering.
|
|
GetFourWheelVehiclePhysics()->SetSteering( m_flTurnDegrees, 0 );
|
|
|
|
// Clear out attack buttons each frame
|
|
m_nNPCButtons &= ~IN_ATTACK;
|
|
m_nNPCButtons &= ~IN_ATTACK2;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : nWheelIndex -
|
|
// &vecPos -
|
|
//-----------------------------------------------------------------------------
|
|
bool CFourWheelServerVehicle::GetWheelContactPoint( int nWheelIndex, Vector &vecPos )
|
|
{
|
|
// Dig through a couple layers to get to our data
|
|
CFourWheelVehiclePhysics *pVehiclePhysics = GetFourWheelVehiclePhysics();
|
|
if ( pVehiclePhysics )
|
|
{
|
|
IPhysicsVehicleController *pVehicleController = pVehiclePhysics->GetVehicle();
|
|
if ( pVehicleController )
|
|
{
|
|
return pVehicleController->GetWheelContactPoint( nWheelIndex, &vecPos, NULL );
|
|
}
|
|
}
|
|
return false;
|
|
}
|