diff options
Diffstat (limited to 'game/server/hl2/vehicle_prisoner_pod.cpp')
| -rw-r--r-- | game/server/hl2/vehicle_prisoner_pod.cpp | 735 |
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 ); +} |