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750 lines
22 KiB
C++
750 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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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.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 "npc_vehicledriver.h"
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#include "hl2_player.h"
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#include "explode.h"
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#include "particle_smokegrenade.h"
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#include "te_effect_dispatch.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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class CPropCannon;
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// Crane bones that have physics followers
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static const char *pCannonFollowerBoneNames[] =
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{
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"base",
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"arm",
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"platform",
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};
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#define CANNON_EXTENSION_RATE_MAX 0.01
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#define CANNON_TURN_RATE_MAX 1.2
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#define MAX_CANNON_FLAT_REACH 1400.0
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#define MIN_CANNON_FLAT_REACH 700.0
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#define CANNON_EXTENSION_ACCEL 0.006
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#define CANNON_EXTENSION_DECEL 0.02
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#define CANNON_TURN_ACCEL 0.2
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#define CANNON_DECEL 0.5
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#define CANNON_SLOWRAISE_TIME 5.0
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#define CANNON_PROJECTILE_MODEL "models/props_combine/headcrabcannister01a.mdl"
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ConVar g_cannon_reloadtime( "g_cannon_reloadtime", "3", FCVAR_CHEAT | FCVAR_GAMEDLL );
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ConVar g_cannon_max_traveltime( "g_cannon_max_traveltime", "1.5", FCVAR_CHEAT | FCVAR_GAMEDLL );
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ConVar g_cannon_debug( "g_cannon_debug", "0", FCVAR_CHEAT | FCVAR_GAMEDLL );
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ConVar g_cannon_damageandradius( "g_cannon_damageandradius", "512", FCVAR_CHEAT | FCVAR_GAMEDLL );
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// Turning stats
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enum
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{
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CANNON_TURNING_NOT,
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CANNON_TURNING_LEFT,
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CANNON_TURNING_RIGHT,
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};
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//-----------------------------------------------------------------------------
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// Purpose: Crane vehicle server
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//-----------------------------------------------------------------------------
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class CCannonServerVehicle : 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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protected:
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CPropCannon *GetCannon( void );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CPropCannon : public CBaseProp, public IDrivableVehicle
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{
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DECLARE_CLASS( CPropCannon, CBaseProp );
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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CPropCannon( void )
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{
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m_ServerVehicle.SetVehicle( this );
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}
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//IDrivableVehicle's Pure Virtuals
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virtual CBaseEntity *GetDriver( void );
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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 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 ) { m_bEnterAnimOn = 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 false; }
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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 string_t GetVehicleScriptName() { return m_vehicleScript; }
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virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ) { return false; }
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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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virtual void Precache( void );
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virtual void Spawn( 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 Think( void );
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virtual bool CreateVPhysics( void );
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virtual void UpdateOnRemove( void );
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void DriveCannon( int iDriverButtons, int iButtonsPressed );
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void ResetUseKey( CBasePlayer *pPlayer );
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void InitCannonSpeeds( void );
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void RunCraneMovement( float flTime );
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void LaunchProjectile( void );
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void ProjectileExplosion( void );
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private:
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string_t m_vehicleScript;
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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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CNetworkHandle( CBasePlayer, m_hPlayer );
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COutputEvent m_playerOn;
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COutputEvent m_playerOff;
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int m_iTurning;
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float m_flTurn;
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// Crane arm extension / retraction
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bool m_bExtending;
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float m_flExtension;
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float m_flExtensionRate;
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// Speeds
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float m_flMaxExtensionSpeed;
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float m_flMaxTurnSpeed;
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float m_flExtensionAccel;
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float m_flExtensionDecel;
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float m_flTurnAccel;
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float m_flTurnDecel;
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float m_flFlyTime;
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Vector m_vCrashPoint;
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float m_flNextAttackTime;
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protected:
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// Contained IServerVehicle
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CCannonServerVehicle m_ServerVehicle;
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// Contained Bone Follower manager
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CBoneFollowerManager m_BoneFollowerManager;
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};
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LINK_ENTITY_TO_CLASS( prop_vehicle_cannon, CPropCannon );
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BEGIN_DATADESC( CPropCannon )
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DEFINE_KEYFIELD( m_vehicleScript, FIELD_STRING, "vehiclescript" ),
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DEFINE_OUTPUT( m_playerOn, "PlayerOn" ),
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DEFINE_OUTPUT( m_playerOff, "PlayerOff" ),
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DEFINE_EMBEDDED( m_BoneFollowerManager ),
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DEFINE_FIELD( m_iTurning, FIELD_INTEGER ),
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DEFINE_FIELD( m_flTurn, FIELD_FLOAT ),
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DEFINE_FIELD( m_hPlayer, FIELD_EHANDLE ),
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DEFINE_FIELD( m_bExtending, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flExtension, FIELD_FLOAT ),
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DEFINE_FIELD( m_flExtensionRate, FIELD_FLOAT ),
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DEFINE_FIELD( m_flMaxExtensionSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_flMaxTurnSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_flExtensionAccel, FIELD_FLOAT ),
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DEFINE_FIELD( m_flExtensionDecel, FIELD_FLOAT ),
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DEFINE_FIELD( m_flTurnAccel, FIELD_FLOAT ),
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DEFINE_FIELD( m_flTurnDecel, FIELD_FLOAT ),
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DEFINE_FIELD( m_flFlyTime, FIELD_TIME ),
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DEFINE_FIELD( m_vCrashPoint, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_flNextAttackTime, FIELD_TIME ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CPropCannon, DT_PropCannon)
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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 CPropCannon::Precache( void )
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{
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BaseClass::Precache();
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m_ServerVehicle.Initialize( STRING( m_vehicleScript ) );
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PrecacheModel( CANNON_PROJECTILE_MODEL );
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PrecacheScriptSound( "HeadcrabCanister.LaunchSound" );
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PrecacheScriptSound( "HeadcrabCanister.Explosion" );
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PrecacheScriptSound( "Weapon_Mortar.Incomming" );
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}
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//------------------------------------------------
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// Spawn
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//------------------------------------------------
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void CPropCannon::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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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_SOLID );
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SetMoveType( MOVETYPE_NOCLIP );
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m_takedamage = DAMAGE_EVENTS_ONLY;
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m_takedamage = DAMAGE_EVENTS_ONLY;
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m_flTurn = 0;
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m_flExtension = 0;
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m_flFlyTime = 0.0f;
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m_flNextAttackTime = gpGlobals->curtime;
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InitCannonSpeeds();
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SetPoseParameter( "armextensionpose", m_flExtension );
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CreateVPhysics();
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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 CPropCannon::InitCannonSpeeds( void )
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{
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m_flMaxExtensionSpeed = CANNON_EXTENSION_RATE_MAX * 2;
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m_flMaxTurnSpeed = CANNON_TURN_RATE_MAX * 2;
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m_flExtensionAccel = CANNON_EXTENSION_ACCEL * 2;
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m_flExtensionDecel = CANNON_EXTENSION_DECEL * 2;
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m_flTurnAccel = CANNON_TURN_ACCEL * 2;
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m_flTurnDecel = CANNON_DECEL * 2;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseEntity *CPropCannon::GetDriver( void )
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{
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return m_hPlayer;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropCannon::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 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 CPropCannon::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: Return true of the player's allowed to enter / exit the vehicle
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//-----------------------------------------------------------------------------
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bool CPropCannon::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's allowed to enter / exit the vehicle
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//-----------------------------------------------------------------------------
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bool CPropCannon::CanExitVehicle( CBaseEntity *pEntity )
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{
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// Prevent exiting if the vehicle's locked, or rotating
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// Adrian: Check also if I'm currently jumping in or out.
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return ( !m_bLocked && (GetLocalAngularVelocity() == vec3_angle) && m_bExitAnimOn == false && m_bEnterAnimOn == false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropCannon::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: Pass player movement into the crane's driving system
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//-----------------------------------------------------------------------------
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void CPropCannon::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
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{
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// If the player's entering/exiting the vehicle, prevent movement
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if ( !m_bEnterAnimOn && !m_bExitAnimOn )
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{
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DriveCannon( ucmd->buttons, player->m_afButtonPressed );
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}
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// Run the crane's movement
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RunCraneMovement( gpGlobals->frametime );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Crane rotates around with +left and +right, and extends/retracts
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// the cable with +forward and +back.
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//-----------------------------------------------------------------------------
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void CPropCannon::DriveCannon( int iDriverButtons, int iButtonsPressed )
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{
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bool bWasExtending = m_bExtending;
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// Handle rotation of the crane
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if ( iDriverButtons & IN_MOVELEFT )
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{
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// Try adding some randomness to make it feel shaky?
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float flTurnAdd = m_flTurnAccel;
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// If we're turning back on ourselves, use decel speed
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if ( m_flTurn < 0 )
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{
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flTurnAdd = MAX( flTurnAdd, m_flTurnDecel );
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}
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m_flTurn = UTIL_Approach( m_flMaxTurnSpeed, m_flTurn, flTurnAdd * gpGlobals->frametime );
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m_iTurning = CANNON_TURNING_LEFT;
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}
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else if ( iDriverButtons & IN_MOVERIGHT )
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{
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// Try adding some randomness to make it feel shaky?
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float flTurnAdd = m_flTurnAccel;
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// If we're turning back on ourselves, increase the rate
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if ( m_flTurn > 0 )
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{
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flTurnAdd = MAX( flTurnAdd, m_flTurnDecel );
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}
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m_flTurn = UTIL_Approach( -m_flMaxTurnSpeed, m_flTurn, flTurnAdd * gpGlobals->frametime );
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m_iTurning = CANNON_TURNING_RIGHT;
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}
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else
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{
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m_flTurn = UTIL_Approach( 0, m_flTurn, m_flTurnDecel * gpGlobals->frametime );
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m_iTurning = CANNON_TURNING_NOT;
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}
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SetLocalAngularVelocity( QAngle(0,m_flTurn * 10,0) );
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// Handle extension / retraction of the arm
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if ( iDriverButtons & IN_FORWARD )
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{
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m_flExtensionRate = UTIL_Approach( m_flMaxExtensionSpeed, m_flExtensionRate, m_flExtensionAccel * gpGlobals->frametime );
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m_bExtending = true;
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}
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else if ( iDriverButtons & IN_BACK )
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{
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m_flExtensionRate = UTIL_Approach( -m_flMaxExtensionSpeed, m_flExtensionRate, m_flExtensionAccel * gpGlobals->frametime );
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m_bExtending = true;
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}
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else
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{
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m_flExtensionRate = UTIL_Approach( 0, m_flExtensionRate, m_flExtensionDecel * gpGlobals->frametime );
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m_bExtending = false;
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}
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//Msg("Turn: %f\nExtensionRate: %f\n", m_flTurn, m_flExtensionRate );
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//If we're holding down an attack button, update our state
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if ( iButtonsPressed & (IN_ATTACK | IN_ATTACK2) )
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{
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if ( m_flNextAttackTime <= gpGlobals->curtime )
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{
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LaunchProjectile();
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}
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}
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float flSpeedPercentage = clamp( fabs(m_flTurn) / m_flMaxTurnSpeed, 0, 1 );
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vbs_sound_update_t params;
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params.Defaults();
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params.bThrottleDown = (m_iTurning != CANNON_TURNING_NOT);
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params.flCurrentSpeedFraction = flSpeedPercentage;
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params.flWorldSpaceSpeed = 0;
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m_ServerVehicle.SoundUpdate( params );
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// Play sounds for arm extension / retraction
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if ( m_bExtending && !bWasExtending )
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{
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m_ServerVehicle.StopSound( VS_ENGINE2_STOP );
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m_ServerVehicle.PlaySound( VS_ENGINE2_START );
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}
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else if ( !m_bExtending && bWasExtending )
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{
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m_ServerVehicle.StopSound( VS_ENGINE2_START );
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m_ServerVehicle.PlaySound( VS_ENGINE2_STOP );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pPlayer -
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// *pMoveData -
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//-----------------------------------------------------------------------------
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void CPropCannon::RunCraneMovement( float flTime )
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{
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if ( m_flExtensionRate )
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{
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// Extend / Retract the crane
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m_flExtension = clamp( m_flExtension + (m_flExtensionRate * 10 * flTime), 0, 2 );
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SetPoseParameter( "armextensionpose", m_flExtension );
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StudioFrameAdvance();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *player -
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//-----------------------------------------------------------------------------
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void CPropCannon::ItemPostFrame( CBasePlayer *player )
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{
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}
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void CPropCannon::ProjectileExplosion( void )
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{
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ExplosionCreate( m_vCrashPoint, vec3_angle, NULL, 512, 512, false );
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// do damage
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CTakeDamageInfo info( this, this, g_cannon_damageandradius.GetInt(), DMG_BLAST );
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info.SetDamagePosition( m_vCrashPoint );
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RadiusDamage( info, m_vCrashPoint, g_cannon_damageandradius.GetInt(), CLASS_NONE, NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropCannon::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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}
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if ( GetDriver() )
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{
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BaseClass::Think();
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// play enter animation
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StudioFrameAdvance();
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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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if ( m_bEnterAnimOn )
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{
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// Finished entering, display the hint for using the crane
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//UTIL_HudHintText( m_hPlayer, "#Valve_Hint_CraneKeys" );
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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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else
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{
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// Run the crane's movement
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// RunCraneMovement( 0.1 );
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}
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// Update follower bones
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m_BoneFollowerManager.UpdateBoneFollowers(this);
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if ( m_flFlyTime > 0.0f )
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{
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if ( m_flFlyTime - 1.0f <= gpGlobals->curtime && m_flFlyTime - 0.8f > gpGlobals->curtime)
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{
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CPASAttenuationFilter filter( this );
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EmitSound_t ep;
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ep.m_nChannel = CHAN_STATIC;
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ep.m_pSoundName = "Weapon_Mortar.Incomming";
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ep.m_flVolume = 255;
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ep.m_SoundLevel = SNDLVL_180dB;
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EmitSound( filter, entindex(), ep );
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}
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if ( m_flFlyTime <= gpGlobals->curtime )
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{
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if ( m_vCrashPoint != vec3_origin )
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{
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ProjectileExplosion();
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}
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CEffectData data;
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data.m_vOrigin = m_vCrashPoint;
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data.m_flScale = 512;
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DispatchEffect( "ThumperDust", data );
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m_flFlyTime = 0.0f;
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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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void CPropCannon::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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void CPropCannon::LaunchProjectile( void )
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{
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//ADRIANTODO: Come back to this once we get the right model and remove all the fix ups caused by temp content.
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Vector vTipPos, vTipForward, vTipRight, vUp;
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GetAttachment( "cable_tip", vTipPos, &vTipForward, &vTipRight, &vUp );
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bool bCollided = false;
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bool bInSky = false;
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float gravity = -gpGlobals->frametime * 600;
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Vector vOrigin = vTipPos;
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Vector vVelocity = vTipRight * 2500;
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float flDistance = 0.0f;
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int iFailSafe = 0;
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while ( bCollided == false && iFailSafe < 100000 )
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{
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Vector vOldOrigin = vOrigin;
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vOrigin = vOrigin + vVelocity * gpGlobals->frametime;
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flDistance += (vOrigin - vOldOrigin).Length();
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if ( g_cannon_debug.GetBool() == true )
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{
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NDebugOverlay::Line( vOldOrigin, vOrigin, 0, 255, 0, true, 5 );
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}
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trace_t pm;
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UTIL_TraceLine( vOldOrigin, vOrigin, MASK_SOLID, this, COLLISION_GROUP_NONE, &pm );
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if ( pm.surface.flags & SURF_SKY || pm.allsolid == true )
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{
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bInSky = true;
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iFailSafe++;
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}
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else
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{
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bInSky = false;
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}
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iFailSafe++;
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if ( pm.fraction != 1.0f && bInSky == false )
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{
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bCollided = true;
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vOrigin = pm.endpos;
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if ( g_cannon_debug.GetBool() == true )
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{
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NDebugOverlay::Box( vOrigin, Vector( 256, 256, 256 ), Vector( -256, -256, -256 ), 255, 0, 0, 0, 5 );
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}
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}
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else
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{
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vVelocity[2] += gravity;
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}
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}
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float flTravelTime = flDistance / vVelocity.Length();
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if ( flTravelTime > g_cannon_max_traveltime.GetFloat() )
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{
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flTravelTime = g_cannon_max_traveltime.GetFloat();
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if ( bCollided == false )
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{
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vOrigin = vec3_origin;
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}
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}
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m_flFlyTime = gpGlobals->curtime + flTravelTime;
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m_vCrashPoint = vOrigin;
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m_flNextAttackTime = gpGlobals->curtime + g_cannon_reloadtime.GetFloat();
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EmitSound( "HeadcrabCanister.LaunchSound" );
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UTIL_ScreenShake( GetDriver()->GetAbsOrigin(), 50.0, 150.0, 1.0, 750, SHAKE_START, true );
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}
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//========================================================================================================================================
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// CRANE VEHICLE SERVER VEHICLE
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//========================================================================================================================================
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CPropCannon *CCannonServerVehicle::GetCannon( void )
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{
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return (CPropCannon*)GetDrivableVehicle();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CPropCannon::CreateVPhysics( void )
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{
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BaseClass::CreateVPhysics();
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m_BoneFollowerManager.InitBoneFollowers( this, ARRAYSIZE(pCannonFollowerBoneNames), pCannonFollowerBoneNames );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropCannon::UpdateOnRemove( void )
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{
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m_BoneFollowerManager.DestroyBoneFollowers();
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CCannonServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*= NULL*/ )
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{
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Assert( nRole == VEHICLE_ROLE_DRIVER );
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CBasePlayer *pPlayer = ToBasePlayer( GetDrivableVehicle()->GetDriver() );
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Assert( pPlayer );
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*pAbsAngles = pPlayer->EyeAngles(); // yuck. this is an in/out parameter.
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float flPitchFactor = 1.0;
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matrix3x4_t vehicleEyePosToWorld;
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Vector vehicleEyeOrigin;
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QAngle vehicleEyeAngles;
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GetCannon()->GetAttachment( "vehicle_driver_eyes", vehicleEyeOrigin, vehicleEyeAngles );
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AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld );
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// Compute the relative rotation between the unperterbed eye attachment + the eye angles
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matrix3x4_t cameraToWorld;
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AngleMatrix( *pAbsAngles, cameraToWorld );
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matrix3x4_t worldToEyePos;
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MatrixInvert( vehicleEyePosToWorld, worldToEyePos );
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matrix3x4_t vehicleCameraToEyePos;
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ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );
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// Now perterb the attachment point
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vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x );
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vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z );
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AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld );
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// Now treat the relative eye angles as being relative to this new, perterbed view position...
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matrix3x4_t newCameraToWorld;
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ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );
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// output new view abs angles
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MatrixAngles( newCameraToWorld, *pAbsAngles );
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// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
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MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );
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}
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