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path: root/game/server/hl2/vehicle_prisoner_pod.cpp
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-rw-r--r--game/server/hl2/vehicle_prisoner_pod.cpp735
1 files changed, 735 insertions, 0 deletions
diff --git a/game/server/hl2/vehicle_prisoner_pod.cpp b/game/server/hl2/vehicle_prisoner_pod.cpp
new file mode 100644
index 0000000..1288e08
--- /dev/null
+++ b/game/server/hl2/vehicle_prisoner_pod.cpp
@@ -0,0 +1,735 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "npcevent.h"
+#include "vehicle_base.h"
+#include "engine/IEngineSound.h"
+#include "in_buttons.h"
+#include "soundenvelope.h"
+#include "soundent.h"
+#include "physics_saverestore.h"
+#include "vphysics/constraints.h"
+#include "vcollide_parse.h"
+#include "ndebugoverlay.h"
+#include "hl2_player.h"
+#include "props.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define VEHICLE_HITBOX_DRIVER 1
+
+
+//
+// Anim events.
+//
+enum
+{
+ AE_POD_OPEN = 1, // The pod is now open and can be entered or exited.
+ AE_POD_CLOSE = 2, // The pod is now closed and cannot be entered or exited.
+};
+
+
+extern ConVar g_debug_vehicledriver;
+
+
+class CPropVehiclePrisonerPod;
+
+
+// Pod bones that have physics followers
+static const char *pPodFollowerBoneNames[] =
+{
+ "base",
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CPrisonerPodServerVehicle : public CBaseServerVehicle
+{
+ typedef CBaseServerVehicle BaseClass;
+
+// IServerVehicle
+public:
+ void GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV = NULL );
+ virtual void ItemPostFrame( CBasePlayer *pPlayer );
+
+ virtual bool IsPassengerEntering( void ) { return false; } // NOTE: This mimics the scenario HL2 would have seen
+ virtual bool IsPassengerExiting( void ) { return false; }
+
+protected:
+
+ CPropVehiclePrisonerPod *GetPod( void );
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CPropVehiclePrisonerPod : public CPhysicsProp, public IDrivableVehicle
+{
+ DECLARE_CLASS( CPropVehiclePrisonerPod, CPhysicsProp );
+
+public:
+ DECLARE_DATADESC();
+ DECLARE_SERVERCLASS();
+
+ CPropVehiclePrisonerPod( void )
+ {
+ m_ServerVehicle.SetVehicle( this );
+ }
+
+ ~CPropVehiclePrisonerPod( void )
+ {
+ }
+
+ // CBaseEntity
+ virtual void Precache( void );
+ void Spawn( void );
+ void Think(void);
+ virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE; };
+ virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+ virtual void DrawDebugGeometryOverlays( void );
+
+ virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
+ virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
+ virtual int OnTakeDamage( const CTakeDamageInfo &info );
+
+ void PlayerControlInit( CBasePlayer *pPlayer );
+ void PlayerControlShutdown( void );
+ void ResetUseKey( CBasePlayer *pPlayer );
+
+ virtual bool OverridePropdata() { return true; }
+
+ void GetVectors(Vector* pForward, Vector* pRight, Vector* pUp) const;
+
+ bool ShouldForceExit() { return m_bForcedExit; }
+ void ClearForcedExit() { m_bForcedExit = false; }
+
+ // CBaseAnimating
+ void HandleAnimEvent( animevent_t *pEvent );
+
+ // Inputs
+ void InputEnterVehicleImmediate( inputdata_t &inputdata );
+ void InputEnterVehicle( inputdata_t &inputdata );
+ void InputExitVehicle( inputdata_t &inputdata );
+ void InputLock( inputdata_t &inputdata );
+ void InputUnlock( inputdata_t &inputdata );
+ void InputOpen( inputdata_t &inputdata );
+ void InputClose( inputdata_t &inputdata );
+
+ CNetworkHandle( CBasePlayer, m_hPlayer );
+
+// IDrivableVehicle
+public:
+
+ virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info )
+ {
+ if ( info.GetDamageType() & DMG_VEHICLE )
+ return true;
+
+ return (info.GetDamageType() & (DMG_RADIATION|DMG_BLAST) ) == 0;
+ }
+
+ virtual CBaseEntity *GetDriver( void );
+ virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) { return; }
+ virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { return; }
+ virtual bool CanEnterVehicle( CBaseEntity *pEntity );
+ virtual bool CanExitVehicle( CBaseEntity *pEntity );
+ virtual void SetVehicleEntryAnim( bool bOn );
+ virtual void SetVehicleExitAnim( bool bOn, Vector vecEyeExitEndpoint ) { m_bExitAnimOn = bOn; if ( bOn ) m_vecEyeExitEndpoint = vecEyeExitEndpoint; }
+ virtual void EnterVehicle( CBaseCombatCharacter *pPassenger );
+
+ virtual bool AllowBlockedExit( CBaseCombatCharacter *pPassenger, int nRole ) { return true; }
+ virtual bool AllowMidairExit( CBaseCombatCharacter *pPassenger, int nRole ) { return true; }
+ virtual void PreExitVehicle( CBaseCombatCharacter *pPassenger, int nRole ) {}
+ virtual void ExitVehicle( int nRole );
+
+ virtual void ItemPostFrame( CBasePlayer *pPlayer ) {}
+ virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) {}
+ virtual string_t GetVehicleScriptName() { return m_vehicleScript; }
+
+ // If this is a vehicle, returns the vehicle interface
+ virtual IServerVehicle *GetServerVehicle() { return &m_ServerVehicle; }
+
+protected:
+
+ // Contained IServerVehicle
+ CPrisonerPodServerVehicle m_ServerVehicle;
+
+private:
+
+ // Entering / Exiting
+ bool m_bLocked;
+ CNetworkVar( bool, m_bEnterAnimOn );
+ CNetworkVar( bool, m_bExitAnimOn );
+ CNetworkVector( m_vecEyeExitEndpoint );
+ bool m_bForcedExit;
+
+ // Vehicle script filename
+ string_t m_vehicleScript;
+
+ COutputEvent m_playerOn;
+ COutputEvent m_playerOff;
+ COutputEvent m_OnOpen;
+ COutputEvent m_OnClose;
+};
+
+LINK_ENTITY_TO_CLASS( prop_vehicle_prisoner_pod, CPropVehiclePrisonerPod );
+
+
+BEGIN_DATADESC( CPropVehiclePrisonerPod )
+
+ // Inputs
+ DEFINE_INPUTFUNC( FIELD_VOID, "Lock", InputLock ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Unlock", InputUnlock ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "EnterVehicle", InputEnterVehicle ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "EnterVehicleImmediate", InputEnterVehicleImmediate ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "ExitVehicle", InputExitVehicle ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Open", InputOpen ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Close", InputClose ),
+
+ // Keys
+ DEFINE_EMBEDDED( m_ServerVehicle ),
+
+ DEFINE_FIELD( m_hPlayer, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_bEnterAnimOn, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_bExitAnimOn, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_bForcedExit, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_vecEyeExitEndpoint, FIELD_POSITION_VECTOR ),
+
+ DEFINE_KEYFIELD( m_vehicleScript, FIELD_STRING, "vehiclescript" ),
+ DEFINE_KEYFIELD( m_bLocked, FIELD_BOOLEAN, "vehiclelocked" ),
+
+ DEFINE_OUTPUT( m_playerOn, "PlayerOn" ),
+ DEFINE_OUTPUT( m_playerOff, "PlayerOff" ),
+ DEFINE_OUTPUT( m_OnOpen, "OnOpen" ),
+ DEFINE_OUTPUT( m_OnClose, "OnClose" ),
+
+END_DATADESC()
+
+IMPLEMENT_SERVERCLASS_ST(CPropVehiclePrisonerPod, DT_PropVehiclePrisonerPod)
+ SendPropEHandle(SENDINFO(m_hPlayer)),
+ SendPropBool(SENDINFO(m_bEnterAnimOn)),
+ SendPropBool(SENDINFO(m_bExitAnimOn)),
+ SendPropVector(SENDINFO(m_vecEyeExitEndpoint), -1, SPROP_COORD),
+END_SEND_TABLE();
+
+
+//------------------------------------------------
+// Precache
+//------------------------------------------------
+void CPropVehiclePrisonerPod::Precache( void )
+{
+ BaseClass::Precache();
+
+ PrecacheScriptSound( "d3_citadel.pod_open" );
+ PrecacheScriptSound( "d3_citadel.pod_close" );
+
+ m_ServerVehicle.Initialize( STRING(m_vehicleScript) );
+}
+
+
+//------------------------------------------------
+// Spawn
+//------------------------------------------------
+void CPropVehiclePrisonerPod::Spawn( void )
+{
+ Precache();
+ SetModel( STRING( GetModelName() ) );
+ SetCollisionGroup( COLLISION_GROUP_VEHICLE );
+
+ BaseClass::Spawn();
+
+ m_takedamage = DAMAGE_EVENTS_ONLY;
+
+ SetNextThink( gpGlobals->curtime );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPropVehiclePrisonerPod::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
+{
+ if ( ptr->hitbox == VEHICLE_HITBOX_DRIVER )
+ {
+ if ( m_hPlayer != NULL )
+ {
+ m_hPlayer->TakeDamage( info );
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CPropVehiclePrisonerPod::OnTakeDamage( const CTakeDamageInfo &inputInfo )
+{
+ // Do scaled up physics damage to the pod
+ CTakeDamageInfo info = inputInfo;
+ info.ScaleDamage( 25 );
+
+ // reset the damage
+ info.SetDamage( inputInfo.GetDamage() );
+
+ // Check to do damage to prisoner
+ if ( m_hPlayer != NULL )
+ {
+ // Take no damage from physics damages
+ if ( info.GetDamageType() & DMG_CRUSH )
+ return 0;
+
+ // Take the damage
+ m_hPlayer->TakeDamage( info );
+ }
+
+ return 0;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+Vector CPropVehiclePrisonerPod::BodyTarget( const Vector &posSrc, bool bNoisy )
+{
+ Vector shotPos;
+ matrix3x4_t matrix;
+
+ int eyeAttachmentIndex = LookupAttachment("vehicle_driver_eyes");
+ GetAttachment( eyeAttachmentIndex, matrix );
+ MatrixGetColumn( matrix, 3, shotPos );
+
+ if ( bNoisy )
+ {
+ shotPos[0] += random->RandomFloat( -8.0f, 8.0f );
+ shotPos[1] += random->RandomFloat( -8.0f, 8.0f );
+ shotPos[2] += random->RandomFloat( -8.0f, 8.0f );
+ }
+
+ return shotPos;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPropVehiclePrisonerPod::Think(void)
+{
+ SetNextThink( gpGlobals->curtime + 0.1 );
+
+ if ( GetDriver() )
+ {
+ BaseClass::Think();
+
+ // If the enter or exit animation has finished, tell the server vehicle
+ if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) )
+ {
+ GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, true );
+ }
+ }
+
+ StudioFrameAdvance();
+ DispatchAnimEvents( this );
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CPropVehiclePrisonerPod::InputOpen( inputdata_t &inputdata )
+{
+ int nSequence = LookupSequence( "open" );
+
+ // Set to the desired anim, or default anim if the desired is not present
+ if ( nSequence > ACTIVITY_NOT_AVAILABLE )
+ {
+ SetCycle( 0 );
+ m_flAnimTime = gpGlobals->curtime;
+ ResetSequence( nSequence );
+ ResetClientsideFrame();
+ EmitSound( "d3_citadel.pod_open" );
+ }
+ else
+ {
+ // Not available try to get default anim
+ Msg( "Prisoner pod %s: missing open sequence\n", GetDebugName() );
+ SetSequence( 0 );
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CPropVehiclePrisonerPod::InputClose( inputdata_t &inputdata )
+{
+ // The enter anim closes the pod, so don't do this redundantly!
+ if ( m_bLocked || m_bEnterAnimOn )
+ return;
+
+ int nSequence = LookupSequence( "close" );
+
+ // Set to the desired anim, or default anim if the desired is not present
+ if ( nSequence > ACTIVITY_NOT_AVAILABLE )
+ {
+ SetCycle( 0 );
+ m_flAnimTime = gpGlobals->curtime;
+ ResetSequence( nSequence );
+ ResetClientsideFrame();
+ EmitSound( "d3_citadel.pod_close" );
+ }
+ else
+ {
+ // Not available try to get default anim
+ Msg( "Prisoner pod %s: missing close sequence\n", GetDebugName() );
+ SetSequence( 0 );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPropVehiclePrisonerPod::HandleAnimEvent( animevent_t *pEvent )
+{
+ if ( pEvent->event == AE_POD_OPEN )
+ {
+ m_OnOpen.FireOutput( this, this );
+ m_bLocked = false;
+ }
+ else if ( pEvent->event == AE_POD_CLOSE )
+ {
+ m_OnClose.FireOutput( this, this );
+ m_bLocked = true;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPropVehiclePrisonerPod::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+{
+ CBasePlayer *pPlayer = ToBasePlayer( pActivator );
+ if ( !pPlayer )
+ return;
+
+ ResetUseKey( pPlayer );
+
+ GetServerVehicle()->HandlePassengerEntry( pPlayer, (value > 0) );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Return true of the player's allowed to enter / exit the vehicle
+//-----------------------------------------------------------------------------
+bool CPropVehiclePrisonerPod::CanEnterVehicle( CBaseEntity *pEntity )
+{
+ // Prevent entering if the vehicle's being driven by an NPC
+ if ( GetDriver() && GetDriver() != pEntity )
+ return false;
+
+ // Prevent entering if the vehicle's locked
+ return !m_bLocked;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Return true of the player is allowed to exit the vehicle.
+//-----------------------------------------------------------------------------
+bool CPropVehiclePrisonerPod::CanExitVehicle( CBaseEntity *pEntity )
+{
+ // Prevent exiting if the vehicle's locked, rotating, or playing an entry/exit anim.
+ return ( !m_bLocked && (GetLocalAngularVelocity() == vec3_angle) && !m_bEnterAnimOn && !m_bExitAnimOn );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Override base class to add display
+//-----------------------------------------------------------------------------
+void CPropVehiclePrisonerPod::DrawDebugGeometryOverlays(void)
+{
+ // Draw if BBOX is on
+ if ( m_debugOverlays & OVERLAY_BBOX_BIT )
+ {
+ }
+
+ BaseClass::DrawDebugGeometryOverlays();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPropVehiclePrisonerPod::EnterVehicle( CBaseCombatCharacter *pPassenger )
+{
+ if ( pPassenger == NULL )
+ return;
+
+ CBasePlayer *pPlayer = ToBasePlayer( pPassenger );
+ if ( pPlayer != NULL )
+ {
+ // Remove any player who may be in the vehicle at the moment
+ if ( m_hPlayer )
+ {
+ ExitVehicle( VEHICLE_ROLE_DRIVER );
+ }
+
+ m_hPlayer = pPlayer;
+ m_playerOn.FireOutput( pPlayer, this, 0 );
+
+ m_ServerVehicle.SoundStart();
+ }
+ else
+ {
+ // NPCs are not supported yet - jdw
+ Assert( 0 );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPropVehiclePrisonerPod::SetVehicleEntryAnim( bool bOn )
+{
+ m_bEnterAnimOn = bOn;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPropVehiclePrisonerPod::ExitVehicle( int nRole )
+{
+ CBasePlayer *pPlayer = m_hPlayer;
+ if ( !pPlayer )
+ return;
+
+ m_hPlayer = NULL;
+ ResetUseKey( pPlayer );
+
+ m_playerOff.FireOutput( pPlayer, this, 0 );
+ m_bEnterAnimOn = false;
+
+ m_ServerVehicle.SoundShutdown( 1.0 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPropVehiclePrisonerPod::ResetUseKey( CBasePlayer *pPlayer )
+{
+ pPlayer->m_afButtonPressed &= ~IN_USE;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Vehicles are permanently oriented off angle for vphysics.
+//-----------------------------------------------------------------------------
+void CPropVehiclePrisonerPod::GetVectors(Vector* pForward, Vector* pRight, Vector* pUp) const
+{
+ // This call is necessary to cause m_rgflCoordinateFrame to be recomputed
+ const matrix3x4_t &entityToWorld = EntityToWorldTransform();
+
+ if (pForward != NULL)
+ {
+ MatrixGetColumn( entityToWorld, 1, *pForward );
+ }
+
+ if (pRight != NULL)
+ {
+ MatrixGetColumn( entityToWorld, 0, *pRight );
+ }
+
+ if (pUp != NULL)
+ {
+ MatrixGetColumn( entityToWorld, 2, *pUp );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+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 );
+}