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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl2/vehicle_viewcontroller.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/hl2/vehicle_viewcontroller.cpp')
-rw-r--r--mp/src/game/server/hl2/vehicle_viewcontroller.cpp360
1 files changed, 180 insertions, 180 deletions
diff --git a/mp/src/game/server/hl2/vehicle_viewcontroller.cpp b/mp/src/game/server/hl2/vehicle_viewcontroller.cpp
index 8c3b923e..19e02638 100644
--- a/mp/src/game/server/hl2/vehicle_viewcontroller.cpp
+++ b/mp/src/game/server/hl2/vehicle_viewcontroller.cpp
@@ -1,180 +1,180 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: This is a bastardization of the vehicle code for the choreography
-// group who want to have smooth view lerping code out of a keyframed
-// controlled player viewpoint.
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "vehicle_base.h"
-#include "hl2_player.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-class CPropVehicleViewController : public CPropVehicleDriveable
-{
- DECLARE_CLASS( CPropVehicleViewController, CPropVehicleDriveable );
-public:
- DECLARE_DATADESC();
-
- // CBaseEntity
- void Spawn( void );
- void Think(void);
-
- // CPropVehicle
- virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
- virtual void EnterVehicle( CBasePlayer *pPlayer );
- virtual void ExitVehicle( int nRole );
-
- // Inputs to force the player in/out of the vehicle
- void InputForcePlayerIn( inputdata_t &inputdata );
- void InputForcePlayerOut( inputdata_t &inputdata );
-};
-
-BEGIN_DATADESC( CPropVehicleViewController )
- DEFINE_INPUTFUNC( FIELD_STRING, "ForcePlayerIn", InputForcePlayerIn ),
- DEFINE_INPUTFUNC( FIELD_VOID, "ForcePlayerOut", InputForcePlayerOut ),
-END_DATADESC()
-
-LINK_ENTITY_TO_CLASS( vehicle_viewcontroller, CPropVehicleViewController );
-
-//------------------------------------------------
-// Spawn
-//------------------------------------------------
-void CPropVehicleViewController::Spawn( void )
-{
- BaseClass::Spawn();
- AddSolidFlags( FSOLID_NOT_STANDABLE );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropVehicleViewController::Think(void)
-{
- BaseClass::Think();
-
- SetSimulationTime( gpGlobals->curtime );
- SetNextThink( gpGlobals->curtime );
- SetAnimatedEveryTick( true );
-
- StudioFrameAdvance();
-
- // If the exit anim has finished, move the player to the right spot and stop animating
- if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) )
- {
- // If we're exiting and have had the tau cannon removed, we don't want to reset the animation
- GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, false );
- m_bExitAnimOn = false;
- m_bEnterAnimOn = false;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropVehicleViewController::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
-{
- // Does nothing, because this vehicle doesn't drive
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// NOTE: Doesn't call the base call enter vehicle on purpose!
-//-----------------------------------------------------------------------------
-void CPropVehicleViewController::EnterVehicle( CBasePlayer *pPlayer )
-{
- if ( !pPlayer )
- return;
-
- m_hPlayer = pPlayer;
-
- pPlayer->SetViewOffset( vec3_origin );
- pPlayer->ShowCrosshair( false );
- m_playerOn.FireOutput( pPlayer, this, 0 );
-
- // Start Thinking
- SetNextThink( gpGlobals->curtime );
-
- m_VehiclePhysics.GetVehicle()->OnVehicleEnter();
-
- // Stop the player sprint and flashlight.
- CHL2_Player *pHL2Player = dynamic_cast<CHL2_Player*>( pPlayer );
- if ( pHL2Player )
- {
- if ( pHL2Player->IsSprinting() )
- {
- pHL2Player->StopSprinting();
- }
-
- if ( pHL2Player->FlashlightIsOn() )
- {
- pHL2Player->FlashlightTurnOff();
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropVehicleViewController::ExitVehicle( int nRole )
-{
- BaseClass::ExitVehicle( nRole );
- m_bEnterAnimOn = false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropVehicleViewController::InputForcePlayerIn( inputdata_t &inputdata )
-{
- CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
- if ( !pPlayer )
- return;
-
- ResetUseKey( pPlayer );
-
- // Get the entry animation from the input
- int iEntryAnim = ACTIVITY_NOT_AVAILABLE;
- if ( inputdata.value.StringID() != NULL_STRING )
- {
- iEntryAnim = LookupSequence( inputdata.value.String() );
- if ( iEntryAnim == ACTIVITY_NOT_AVAILABLE )
- {
- Warning("vehicle_viewcontroller %s could not find specified entry animation %s\n", STRING(GetEntityName()), inputdata.value.String() );
- return;
- }
- }
-
- // Make sure we successfully got in the vehicle
- if ( pPlayer->GetInVehicle( GetServerVehicle(), VEHICLE_ROLE_DRIVER ) == false )
- {
- // The player was unable to enter the vehicle and the output has failed
- Assert( 0 );
- return;
- }
-
- // Setup the "enter" vehicle sequence
- SetCycle( 0 );
- m_flAnimTime = gpGlobals->curtime;
- ResetSequence( iEntryAnim );
- ResetClientsideFrame();
- m_bEnterAnimOn = true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropVehicleViewController::InputForcePlayerOut( inputdata_t &inputdata )
-{
- if ( !GetDriver() )
- return;
-
- GetServerVehicle()->HandlePassengerExit( m_hPlayer );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: This is a bastardization of the vehicle code for the choreography
+// group who want to have smooth view lerping code out of a keyframed
+// controlled player viewpoint.
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "vehicle_base.h"
+#include "hl2_player.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CPropVehicleViewController : public CPropVehicleDriveable
+{
+ DECLARE_CLASS( CPropVehicleViewController, CPropVehicleDriveable );
+public:
+ DECLARE_DATADESC();
+
+ // CBaseEntity
+ void Spawn( void );
+ void Think(void);
+
+ // CPropVehicle
+ virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
+ virtual void EnterVehicle( CBasePlayer *pPlayer );
+ virtual void ExitVehicle( int nRole );
+
+ // Inputs to force the player in/out of the vehicle
+ void InputForcePlayerIn( inputdata_t &inputdata );
+ void InputForcePlayerOut( inputdata_t &inputdata );
+};
+
+BEGIN_DATADESC( CPropVehicleViewController )
+ DEFINE_INPUTFUNC( FIELD_STRING, "ForcePlayerIn", InputForcePlayerIn ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "ForcePlayerOut", InputForcePlayerOut ),
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( vehicle_viewcontroller, CPropVehicleViewController );
+
+//------------------------------------------------
+// Spawn
+//------------------------------------------------
+void CPropVehicleViewController::Spawn( void )
+{
+ BaseClass::Spawn();
+ AddSolidFlags( FSOLID_NOT_STANDABLE );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPropVehicleViewController::Think(void)
+{
+ BaseClass::Think();
+
+ SetSimulationTime( gpGlobals->curtime );
+ SetNextThink( gpGlobals->curtime );
+ SetAnimatedEveryTick( true );
+
+ StudioFrameAdvance();
+
+ // If the exit anim has finished, move the player to the right spot and stop animating
+ if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) )
+ {
+ // If we're exiting and have had the tau cannon removed, we don't want to reset the animation
+ GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, false );
+ m_bExitAnimOn = false;
+ m_bEnterAnimOn = false;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPropVehicleViewController::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
+{
+ // Does nothing, because this vehicle doesn't drive
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// NOTE: Doesn't call the base call enter vehicle on purpose!
+//-----------------------------------------------------------------------------
+void CPropVehicleViewController::EnterVehicle( CBasePlayer *pPlayer )
+{
+ if ( !pPlayer )
+ return;
+
+ m_hPlayer = pPlayer;
+
+ pPlayer->SetViewOffset( vec3_origin );
+ pPlayer->ShowCrosshair( false );
+ m_playerOn.FireOutput( pPlayer, this, 0 );
+
+ // Start Thinking
+ SetNextThink( gpGlobals->curtime );
+
+ m_VehiclePhysics.GetVehicle()->OnVehicleEnter();
+
+ // Stop the player sprint and flashlight.
+ CHL2_Player *pHL2Player = dynamic_cast<CHL2_Player*>( pPlayer );
+ if ( pHL2Player )
+ {
+ if ( pHL2Player->IsSprinting() )
+ {
+ pHL2Player->StopSprinting();
+ }
+
+ if ( pHL2Player->FlashlightIsOn() )
+ {
+ pHL2Player->FlashlightTurnOff();
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPropVehicleViewController::ExitVehicle( int nRole )
+{
+ BaseClass::ExitVehicle( nRole );
+ m_bEnterAnimOn = false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPropVehicleViewController::InputForcePlayerIn( inputdata_t &inputdata )
+{
+ CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
+ if ( !pPlayer )
+ return;
+
+ ResetUseKey( pPlayer );
+
+ // Get the entry animation from the input
+ int iEntryAnim = ACTIVITY_NOT_AVAILABLE;
+ if ( inputdata.value.StringID() != NULL_STRING )
+ {
+ iEntryAnim = LookupSequence( inputdata.value.String() );
+ if ( iEntryAnim == ACTIVITY_NOT_AVAILABLE )
+ {
+ Warning("vehicle_viewcontroller %s could not find specified entry animation %s\n", STRING(GetEntityName()), inputdata.value.String() );
+ return;
+ }
+ }
+
+ // Make sure we successfully got in the vehicle
+ if ( pPlayer->GetInVehicle( GetServerVehicle(), VEHICLE_ROLE_DRIVER ) == false )
+ {
+ // The player was unable to enter the vehicle and the output has failed
+ Assert( 0 );
+ return;
+ }
+
+ // Setup the "enter" vehicle sequence
+ SetCycle( 0 );
+ m_flAnimTime = gpGlobals->curtime;
+ ResetSequence( iEntryAnim );
+ ResetClientsideFrame();
+ m_bEnterAnimOn = true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPropVehicleViewController::InputForcePlayerOut( inputdata_t &inputdata )
+{
+ if ( !GetDriver() )
+ return;
+
+ GetServerVehicle()->HandlePassengerExit( m_hPlayer );
+}