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