mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 17:43:01 +00:00
736 lines
22 KiB
C++
736 lines
22 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 "npcevent.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 "soundenvelope.h"
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#include "soundent.h"
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#include "physics_saverestore.h"
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#include "vphysics/constraints.h"
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#include "vcollide_parse.h"
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#include "ndebugoverlay.h"
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#include "hl2_player.h"
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#include "props.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 VEHICLE_HITBOX_DRIVER 1
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//
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// Anim events.
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//
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enum
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{
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AE_POD_OPEN = 1, // The pod is now open and can be entered or exited.
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AE_POD_CLOSE = 2, // The pod is now closed and cannot be entered or exited.
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};
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extern ConVar g_debug_vehicledriver;
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class CPropVehiclePrisonerPod;
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// Pod bones that have physics followers
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static const char *pPodFollowerBoneNames[] =
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{
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"base",
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CPrisonerPodServerVehicle : public CBaseServerVehicle
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{
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typedef CBaseServerVehicle BaseClass;
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// IServerVehicle
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public:
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void GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV = NULL );
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virtual void ItemPostFrame( CBasePlayer *pPlayer );
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virtual bool IsPassengerEntering( void ) { return false; } // NOTE: This mimics the scenario HL2 would have seen
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virtual bool IsPassengerExiting( void ) { return false; }
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protected:
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CPropVehiclePrisonerPod *GetPod( void );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CPropVehiclePrisonerPod : public CPhysicsProp, public IDrivableVehicle
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{
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DECLARE_CLASS( CPropVehiclePrisonerPod, CPhysicsProp );
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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CPropVehiclePrisonerPod( void )
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{
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m_ServerVehicle.SetVehicle( this );
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}
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~CPropVehiclePrisonerPod( void )
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{
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}
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// CBaseEntity
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virtual void Precache( void );
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void Spawn( void );
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void Think(void);
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE; };
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual void DrawDebugGeometryOverlays( void );
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virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
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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 PlayerControlInit( CBasePlayer *pPlayer );
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void PlayerControlShutdown( void );
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void ResetUseKey( CBasePlayer *pPlayer );
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virtual bool OverridePropdata() { return true; }
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void GetVectors(Vector* pForward, Vector* pRight, Vector* pUp) const;
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bool ShouldForceExit() { return m_bForcedExit; }
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void ClearForcedExit() { m_bForcedExit = false; }
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// CBaseAnimating
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void HandleAnimEvent( animevent_t *pEvent );
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// Inputs
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void InputEnterVehicleImmediate( inputdata_t &inputdata );
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void InputEnterVehicle( inputdata_t &inputdata );
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void InputExitVehicle( inputdata_t &inputdata );
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void InputLock( inputdata_t &inputdata );
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void InputUnlock( inputdata_t &inputdata );
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void InputOpen( inputdata_t &inputdata );
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void InputClose( inputdata_t &inputdata );
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CNetworkHandle( CBasePlayer, m_hPlayer );
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// IDrivableVehicle
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public:
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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) ) == 0;
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}
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virtual CBaseEntity *GetDriver( void );
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) { return; }
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virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { return; }
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virtual bool CanEnterVehicle( CBaseEntity *pEntity );
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virtual bool CanExitVehicle( CBaseEntity *pEntity );
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virtual void SetVehicleEntryAnim( bool bOn );
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virtual void SetVehicleExitAnim( bool bOn, Vector vecEyeExitEndpoint ) { m_bExitAnimOn = bOn; if ( bOn ) m_vecEyeExitEndpoint = vecEyeExitEndpoint; }
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virtual void EnterVehicle( CBaseCombatCharacter *pPassenger );
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virtual bool AllowBlockedExit( CBaseCombatCharacter *pPassenger, int nRole ) { return true; }
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virtual bool AllowMidairExit( CBaseCombatCharacter *pPassenger, int nRole ) { return true; }
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virtual void PreExitVehicle( CBaseCombatCharacter *pPassenger, int nRole ) {}
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virtual void ExitVehicle( int nRole );
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virtual void ItemPostFrame( CBasePlayer *pPlayer ) {}
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virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) {}
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virtual string_t GetVehicleScriptName() { return m_vehicleScript; }
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// If this is a vehicle, returns the vehicle interface
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virtual IServerVehicle *GetServerVehicle() { return &m_ServerVehicle; }
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protected:
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// Contained IServerVehicle
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CPrisonerPodServerVehicle m_ServerVehicle;
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private:
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// Entering / Exiting
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bool m_bLocked;
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CNetworkVar( bool, m_bEnterAnimOn );
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CNetworkVar( bool, m_bExitAnimOn );
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CNetworkVector( m_vecEyeExitEndpoint );
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bool m_bForcedExit;
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// Vehicle script filename
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string_t m_vehicleScript;
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COutputEvent m_playerOn;
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COutputEvent m_playerOff;
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COutputEvent m_OnOpen;
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COutputEvent m_OnClose;
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};
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LINK_ENTITY_TO_CLASS( prop_vehicle_prisoner_pod, CPropVehiclePrisonerPod );
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BEGIN_DATADESC( CPropVehiclePrisonerPod )
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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, "EnterVehicle", InputEnterVehicle ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnterVehicleImmediate", InputEnterVehicleImmediate ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ExitVehicle", InputExitVehicle ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Open", InputOpen ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Close", InputClose ),
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// Keys
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DEFINE_EMBEDDED( m_ServerVehicle ),
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DEFINE_FIELD( m_hPlayer, FIELD_EHANDLE ),
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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_bForcedExit, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_vecEyeExitEndpoint, FIELD_POSITION_VECTOR ),
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DEFINE_KEYFIELD( m_vehicleScript, FIELD_STRING, "vehiclescript" ),
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DEFINE_KEYFIELD( m_bLocked, FIELD_BOOLEAN, "vehiclelocked" ),
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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_OnOpen, "OnOpen" ),
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DEFINE_OUTPUT( m_OnClose, "OnClose" ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CPropVehiclePrisonerPod, DT_PropVehiclePrisonerPod)
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SendPropEHandle(SENDINFO(m_hPlayer)),
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SendPropBool(SENDINFO(m_bEnterAnimOn)),
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SendPropBool(SENDINFO(m_bExitAnimOn)),
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SendPropVector(SENDINFO(m_vecEyeExitEndpoint), -1, SPROP_COORD),
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END_SEND_TABLE();
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//------------------------------------------------
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// Precache
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//------------------------------------------------
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void CPropVehiclePrisonerPod::Precache( void )
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{
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BaseClass::Precache();
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PrecacheScriptSound( "d3_citadel.pod_open" );
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PrecacheScriptSound( "d3_citadel.pod_close" );
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m_ServerVehicle.Initialize( STRING(m_vehicleScript) );
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}
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//------------------------------------------------
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// Spawn
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//------------------------------------------------
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void CPropVehiclePrisonerPod::Spawn( void )
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{
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Precache();
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SetModel( STRING( GetModelName() ) );
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SetCollisionGroup( COLLISION_GROUP_VEHICLE );
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BaseClass::Spawn();
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m_takedamage = DAMAGE_EVENTS_ONLY;
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SetNextThink( gpGlobals->curtime );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropVehiclePrisonerPod::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
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{
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if ( ptr->hitbox == VEHICLE_HITBOX_DRIVER )
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{
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if ( m_hPlayer != NULL )
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{
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m_hPlayer->TakeDamage( info );
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}
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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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int CPropVehiclePrisonerPod::OnTakeDamage( const CTakeDamageInfo &inputInfo )
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{
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// Do scaled up physics damage to the pod
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CTakeDamageInfo info = inputInfo;
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info.ScaleDamage( 25 );
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// reset the damage
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info.SetDamage( inputInfo.GetDamage() );
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// Check to do damage to prisoner
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if ( m_hPlayer != NULL )
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{
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// Take no damage from physics damages
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if ( info.GetDamageType() & DMG_CRUSH )
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return 0;
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// Take the damage
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m_hPlayer->TakeDamage( info );
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}
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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Vector CPropVehiclePrisonerPod::BodyTarget( const Vector &posSrc, bool bNoisy )
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{
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Vector shotPos;
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matrix3x4_t matrix;
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int eyeAttachmentIndex = LookupAttachment("vehicle_driver_eyes");
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GetAttachment( eyeAttachmentIndex, matrix );
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MatrixGetColumn( matrix, 3, shotPos );
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if ( bNoisy )
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{
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shotPos[0] += random->RandomFloat( -8.0f, 8.0f );
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shotPos[1] += random->RandomFloat( -8.0f, 8.0f );
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shotPos[2] += random->RandomFloat( -8.0f, 8.0f );
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}
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return shotPos;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropVehiclePrisonerPod::Think(void)
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{
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SetNextThink( gpGlobals->curtime + 0.1 );
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if ( GetDriver() )
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{
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BaseClass::Think();
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// If the enter or exit animation has finished, tell the server vehicle
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if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) )
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{
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GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, true );
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}
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}
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StudioFrameAdvance();
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DispatchAnimEvents( this );
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CPropVehiclePrisonerPod::InputOpen( inputdata_t &inputdata )
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{
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int nSequence = LookupSequence( "open" );
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// Set to the desired anim, or default anim if the desired is not present
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if ( nSequence > ACTIVITY_NOT_AVAILABLE )
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{
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SetCycle( 0 );
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m_flAnimTime = gpGlobals->curtime;
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ResetSequence( nSequence );
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ResetClientsideFrame();
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EmitSound( "d3_citadel.pod_open" );
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}
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else
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{
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// Not available try to get default anim
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Msg( "Prisoner pod %s: missing open sequence\n", GetDebugName() );
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SetSequence( 0 );
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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 CPropVehiclePrisonerPod::InputClose( inputdata_t &inputdata )
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{
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// The enter anim closes the pod, so don't do this redundantly!
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if ( m_bLocked || m_bEnterAnimOn )
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return;
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int nSequence = LookupSequence( "close" );
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// Set to the desired anim, or default anim if the desired is not present
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if ( nSequence > ACTIVITY_NOT_AVAILABLE )
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{
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SetCycle( 0 );
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m_flAnimTime = gpGlobals->curtime;
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ResetSequence( nSequence );
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ResetClientsideFrame();
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EmitSound( "d3_citadel.pod_close" );
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}
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else
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{
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// Not available try to get default anim
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Msg( "Prisoner pod %s: missing close sequence\n", GetDebugName() );
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SetSequence( 0 );
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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 CPropVehiclePrisonerPod::HandleAnimEvent( animevent_t *pEvent )
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{
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if ( pEvent->event == AE_POD_OPEN )
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{
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m_OnOpen.FireOutput( this, this );
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m_bLocked = false;
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}
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else if ( pEvent->event == AE_POD_CLOSE )
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{
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m_OnClose.FireOutput( this, this );
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m_bLocked = true;
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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 CPropVehiclePrisonerPod::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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CBasePlayer *pPlayer = ToBasePlayer( pActivator );
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if ( !pPlayer )
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return;
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ResetUseKey( pPlayer );
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GetServerVehicle()->HandlePassengerEntry( pPlayer, (value > 0) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true of the player's allowed to enter / exit the vehicle
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//-----------------------------------------------------------------------------
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bool CPropVehiclePrisonerPod::CanEnterVehicle( CBaseEntity *pEntity )
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{
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// Prevent entering if the vehicle's being driven by an NPC
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if ( GetDriver() && GetDriver() != pEntity )
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return false;
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// Prevent entering if the vehicle's locked
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return !m_bLocked;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true of the player is allowed to exit the vehicle.
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//-----------------------------------------------------------------------------
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bool CPropVehiclePrisonerPod::CanExitVehicle( CBaseEntity *pEntity )
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{
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// Prevent exiting if the vehicle's locked, rotating, or playing an entry/exit anim.
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return ( !m_bLocked && (GetLocalAngularVelocity() == vec3_angle) && !m_bEnterAnimOn && !m_bExitAnimOn );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override base class to add display
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//-----------------------------------------------------------------------------
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void CPropVehiclePrisonerPod::DrawDebugGeometryOverlays(void)
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{
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// Draw if BBOX is on
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if ( m_debugOverlays & OVERLAY_BBOX_BIT )
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{
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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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void CPropVehiclePrisonerPod::EnterVehicle( CBaseCombatCharacter *pPassenger )
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{
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if ( pPassenger == NULL )
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return;
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CBasePlayer *pPlayer = ToBasePlayer( pPassenger );
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if ( pPlayer != NULL )
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{
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// Remove any player who may be in the vehicle at the moment
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if ( m_hPlayer )
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{
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ExitVehicle( VEHICLE_ROLE_DRIVER );
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}
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m_hPlayer = pPlayer;
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m_playerOn.FireOutput( pPlayer, this, 0 );
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m_ServerVehicle.SoundStart();
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}
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else
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{
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// NPCs are not supported yet - jdw
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Assert( 0 );
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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 CPropVehiclePrisonerPod::SetVehicleEntryAnim( bool bOn )
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{
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m_bEnterAnimOn = bOn;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropVehiclePrisonerPod::ExitVehicle( int nRole )
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{
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CBasePlayer *pPlayer = m_hPlayer;
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if ( !pPlayer )
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return;
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m_hPlayer = NULL;
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ResetUseKey( pPlayer );
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m_playerOff.FireOutput( pPlayer, this, 0 );
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m_bEnterAnimOn = false;
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m_ServerVehicle.SoundShutdown( 1.0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropVehiclePrisonerPod::ResetUseKey( CBasePlayer *pPlayer )
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{
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pPlayer->m_afButtonPressed &= ~IN_USE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Vehicles are permanently oriented off angle for vphysics.
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//-----------------------------------------------------------------------------
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void CPropVehiclePrisonerPod::GetVectors(Vector* pForward, Vector* pRight, Vector* pUp) const
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{
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// This call is necessary to cause m_rgflCoordinateFrame to be recomputed
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const matrix3x4_t &entityToWorld = EntityToWorldTransform();
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if (pForward != NULL)
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{
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MatrixGetColumn( entityToWorld, 1, *pForward );
|
|
}
|
|
|
|
if (pRight != NULL)
|
|
{
|
|
MatrixGetColumn( entityToWorld, 0, *pRight );
|
|
}
|
|
|
|
if (pUp != NULL)
|
|
{
|
|
MatrixGetColumn( entityToWorld, 2, *pUp );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CPropVehiclePrisonerPod::GetDriver( void )
|
|
{
|
|
return m_hPlayer;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Prevent the player from entering / exiting the vehicle
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehiclePrisonerPod::InputLock( inputdata_t &inputdata )
|
|
{
|
|
m_bLocked = true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allow the player to enter / exit the vehicle
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehiclePrisonerPod::InputUnlock( inputdata_t &inputdata )
|
|
{
|
|
m_bLocked = false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Force the player to enter the vehicle.
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehiclePrisonerPod::InputEnterVehicle( inputdata_t &inputdata )
|
|
{
|
|
if ( m_bEnterAnimOn )
|
|
return;
|
|
|
|
// Try the activator first & use them if they are a player.
|
|
CBaseCombatCharacter *pPassenger = ToBaseCombatCharacter( inputdata.pActivator );
|
|
if ( pPassenger == NULL )
|
|
{
|
|
// Activator was not a player, just grab the singleplayer player.
|
|
pPassenger = UTIL_PlayerByIndex( 1 );
|
|
if ( pPassenger == NULL )
|
|
return;
|
|
}
|
|
|
|
// FIXME: I hate code like this. I should really add a parameter to HandlePassengerEntry
|
|
// to allow entry into locked vehicles
|
|
bool bWasLocked = m_bLocked;
|
|
m_bLocked = false;
|
|
GetServerVehicle()->HandlePassengerEntry( pPassenger, true );
|
|
m_bLocked = bWasLocked;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehiclePrisonerPod::InputEnterVehicleImmediate( inputdata_t &inputdata )
|
|
{
|
|
if ( m_bEnterAnimOn )
|
|
return;
|
|
|
|
// Try the activator first & use them if they are a player.
|
|
CBaseCombatCharacter *pPassenger = ToBaseCombatCharacter( inputdata.pActivator );
|
|
if ( pPassenger == NULL )
|
|
{
|
|
// Activator was not a player, just grab the singleplayer player.
|
|
pPassenger = UTIL_PlayerByIndex( 1 );
|
|
if ( pPassenger == NULL )
|
|
return;
|
|
}
|
|
|
|
CBasePlayer *pPlayer = ToBasePlayer( pPassenger );
|
|
if ( pPlayer != NULL )
|
|
{
|
|
if ( pPlayer->IsInAVehicle() )
|
|
{
|
|
// Force the player out of whatever vehicle they are in.
|
|
pPlayer->LeaveVehicle();
|
|
}
|
|
|
|
pPlayer->GetInVehicle( GetServerVehicle(), VEHICLE_ROLE_DRIVER );
|
|
}
|
|
else
|
|
{
|
|
// NPCs are not currently supported - jdw
|
|
Assert( 0 );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Force the player to exit the vehicle.
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehiclePrisonerPod::InputExitVehicle( inputdata_t &inputdata )
|
|
{
|
|
m_bForcedExit = true;
|
|
}
|
|
|
|
|
|
//========================================================================================================================================
|
|
// CRANE VEHICLE SERVER VEHICLE
|
|
//========================================================================================================================================
|
|
CPropVehiclePrisonerPod *CPrisonerPodServerVehicle::GetPod( void )
|
|
{
|
|
return (CPropVehiclePrisonerPod *)GetDrivableVehicle();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pPlayer -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrisonerPodServerVehicle::ItemPostFrame( CBasePlayer *player )
|
|
{
|
|
Assert( player == GetDriver() );
|
|
|
|
GetDrivableVehicle()->ItemPostFrame( player );
|
|
|
|
if (( player->m_afButtonPressed & IN_USE ) || GetPod()->ShouldForceExit() )
|
|
{
|
|
GetPod()->ClearForcedExit();
|
|
if ( GetDrivableVehicle()->CanExitVehicle(player) )
|
|
{
|
|
// Let the vehicle try to play the exit animation
|
|
if ( !HandlePassengerExit( player ) && ( player != NULL ) )
|
|
{
|
|
player->PlayUseDenySound();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPrisonerPodServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*= NULL*/ )
|
|
{
|
|
// FIXME: This needs to be reconciled with the other versions of this function!
|
|
Assert( nRole == VEHICLE_ROLE_DRIVER );
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetDrivableVehicle()->GetDriver() );
|
|
Assert( pPlayer );
|
|
|
|
*pAbsAngles = pPlayer->EyeAngles(); // yuck. this is an in/out parameter.
|
|
|
|
float flPitchFactor = 1.0;
|
|
matrix3x4_t vehicleEyePosToWorld;
|
|
Vector vehicleEyeOrigin;
|
|
QAngle vehicleEyeAngles;
|
|
GetPod()->GetAttachment( "vehicle_driver_eyes", vehicleEyeOrigin, vehicleEyeAngles );
|
|
AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld );
|
|
|
|
// Compute the relative rotation between the unperterbed eye attachment + the eye angles
|
|
matrix3x4_t cameraToWorld;
|
|
AngleMatrix( *pAbsAngles, cameraToWorld );
|
|
|
|
matrix3x4_t worldToEyePos;
|
|
MatrixInvert( vehicleEyePosToWorld, worldToEyePos );
|
|
|
|
matrix3x4_t vehicleCameraToEyePos;
|
|
ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );
|
|
|
|
// Now perterb the attachment point
|
|
vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x );
|
|
vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z );
|
|
AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld );
|
|
|
|
// Now treat the relative eye angles as being relative to this new, perterbed view position...
|
|
matrix3x4_t newCameraToWorld;
|
|
ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );
|
|
|
|
// output new view abs angles
|
|
MatrixAngles( newCameraToWorld, *pAbsAngles );
|
|
|
|
// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
|
|
MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );
|
|
}
|