mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
135 lines
4.0 KiB
C++
135 lines
4.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef C_PROP_VEHICLE_H
|
|
#define C_PROP_VEHICLE_H
|
|
#pragma once
|
|
|
|
#include "iclientvehicle.h"
|
|
#include "vehicle_viewblend_shared.h"
|
|
class C_PropVehicleDriveable : public C_BaseAnimating, public IClientVehicle
|
|
{
|
|
|
|
DECLARE_CLASS( C_PropVehicleDriveable, C_BaseAnimating );
|
|
|
|
public:
|
|
|
|
DECLARE_CLIENTCLASS();
|
|
DECLARE_INTERPOLATION();
|
|
DECLARE_DATADESC();
|
|
|
|
C_PropVehicleDriveable();
|
|
~C_PropVehicleDriveable();
|
|
|
|
// IVehicle overrides.
|
|
public:
|
|
|
|
virtual C_BaseCombatCharacter* GetPassenger( int nRole );
|
|
virtual int GetPassengerRole( C_BaseCombatCharacter *pEnt );
|
|
virtual bool IsPassengerUsingStandardWeapons( int nRole = VEHICLE_ROLE_DRIVER ) { return false; }
|
|
virtual void GetVehicleViewPosition( int nRole, Vector *pOrigin, QAngle *pAngles, float *pFOV = NULL );
|
|
|
|
virtual void SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) {}
|
|
virtual void ProcessMovement( C_BasePlayer *pPlayer, CMoveData *pMoveData ) {}
|
|
virtual void FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move ) {}
|
|
|
|
virtual void ItemPostFrame( C_BasePlayer *pPlayer ) {}
|
|
|
|
// IClientVehicle overrides.
|
|
public:
|
|
|
|
virtual void GetVehicleFOV( float &flFOV ) { flFOV = m_flFOV; }
|
|
virtual void DrawHudElements();
|
|
virtual void UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd );
|
|
virtual void DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles );
|
|
virtual void GetVehicleClipPlanes( float &flZNear, float &flZFar ) const;
|
|
|
|
#ifdef HL2_CLIENT_DLL
|
|
virtual int GetPrimaryAmmoType() const { return -1; }
|
|
virtual int GetPrimaryAmmoCount() const { return -1; }
|
|
virtual int GetPrimaryAmmoClip() const { return -1; }
|
|
virtual bool PrimaryAmmoUsesClips() const { return false; }
|
|
#endif
|
|
|
|
virtual bool IsPredicted() const { return false; }
|
|
virtual int GetJoystickResponseCurve() const;
|
|
|
|
// C_BaseEntity overrides.
|
|
public:
|
|
|
|
virtual IClientVehicle* GetClientVehicle() { return this; }
|
|
virtual C_BaseEntity *GetVehicleEnt() { return this; }
|
|
virtual bool IsSelfAnimating() { return false; };
|
|
|
|
virtual void OnPreDataChanged( DataUpdateType_t updateType );
|
|
virtual void OnDataChanged( DataUpdateType_t updateType );
|
|
|
|
// Should this object cast render-to-texture shadows?
|
|
virtual ShadowType_t ShadowCastType();
|
|
|
|
// Mark the shadow as dirty while the vehicle is being driven
|
|
virtual void ClientThink( void );
|
|
|
|
// C_PropVehicleDriveable
|
|
public:
|
|
|
|
bool IsRunningEnterExitAnim( void ) { return m_bEnterAnimOn || m_bExitAnimOn; }
|
|
// NVNT added to check if the vehicle needs to aim
|
|
virtual bool HasGun(void){return m_bHasGun;}
|
|
|
|
protected:
|
|
|
|
virtual void OnEnteredVehicle( C_BaseCombatCharacter *pPassenger );
|
|
// NVNT added to notify haptics system of vehicle exit.
|
|
virtual void OnExitedVehicle( C_BaseCombatCharacter *pPassenger );
|
|
|
|
virtual void RestrictView( float *pYawBounds, float *pPitchBounds, float *pRollBounds, QAngle &vecViewAngles );
|
|
virtual void SetVehicleFOV( float flFOV ) { m_flFOV = flFOV; }
|
|
|
|
protected:
|
|
|
|
CHandle<C_BasePlayer> m_hPlayer;
|
|
int m_nSpeed;
|
|
int m_nRPM;
|
|
float m_flThrottle;
|
|
int m_nBoostTimeLeft;
|
|
int m_nHasBoost;
|
|
int m_nScannerDisabledWeapons;
|
|
int m_nScannerDisabledVehicle;
|
|
|
|
// timers/flags for flashing icons on hud
|
|
int m_iFlashTimer;
|
|
bool m_bLockedDim;
|
|
bool m_bLockedIcon;
|
|
|
|
int m_iScannerWepFlashTimer;
|
|
bool m_bScannerWepDim;
|
|
bool m_bScannerWepIcon;
|
|
|
|
int m_iScannerVehicleFlashTimer;
|
|
bool m_bScannerVehicleDim;
|
|
bool m_bScannerVehicleIcon;
|
|
|
|
float m_flSequenceChangeTime;
|
|
bool m_bEnterAnimOn;
|
|
bool m_bExitAnimOn;
|
|
float m_flFOV;
|
|
|
|
Vector m_vecGunCrosshair;
|
|
CInterpolatedVar<Vector> m_iv_vecGunCrosshair;
|
|
Vector m_vecEyeExitEndpoint;
|
|
bool m_bHasGun;
|
|
bool m_bUnableToFire;
|
|
|
|
// Used to smooth view entry
|
|
CHandle<C_BasePlayer> m_hPrevPlayer;
|
|
|
|
ViewSmoothingData_t m_ViewSmoothingData;
|
|
};
|
|
|
|
|
|
#endif // C_PROP_VEHICLE_H
|