diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/server/sdk/sdk_vehicle_jeep.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/server/sdk/sdk_vehicle_jeep.cpp')
| -rw-r--r-- | sp/src/game/server/sdk/sdk_vehicle_jeep.cpp | 3168 |
1 files changed, 1584 insertions, 1584 deletions
diff --git a/sp/src/game/server/sdk/sdk_vehicle_jeep.cpp b/sp/src/game/server/sdk/sdk_vehicle_jeep.cpp index 407363ec..e1617cfd 100644 --- a/sp/src/game/server/sdk/sdk_vehicle_jeep.cpp +++ b/sp/src/game/server/sdk/sdk_vehicle_jeep.cpp @@ -1,1584 +1,1584 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "vehicle_base.h"
-#include "engine/IEngineSound.h"
-#include "in_buttons.h"
-#include "ammodef.h"
-#include "IEffects.h"
-#include "beam_shared.h"
-#include "soundenvelope.h"
-#include "decals.h"
-#include "soundent.h"
-#include "te_effect_dispatch.h"
-#include "ndebugoverlay.h"
-#include "movevars_shared.h"
-#include "bone_setup.h"
-#include "ai_basenpc.h"
-#include "ai_hint.h"
-#include "globalstate.h"
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#define VEHICLE_HITBOX_DRIVER 1
-#define LOCK_SPEED 10
-#define JEEP_GUN_YAW "vehicle_weapon_yaw"
-#define JEEP_GUN_PITCH "vehicle_weapon_pitch"
-#define JEEP_GUN_SPIN "gun_spin"
-#define JEEP_GUN_SPIN_RATE 20
-
-#define CANNON_MAX_UP_PITCH 20
-#define CANNON_MAX_DOWN_PITCH 20
-#define CANNON_MAX_LEFT_YAW 90
-#define CANNON_MAX_RIGHT_YAW 90
-
-#define OVERTURNED_EXIT_WAITTIME 2.0f
-
-#define JEEP_AMMOCRATE_HITGROUP 5
-#define JEEP_WHEEL_COUNT 4
-
-#define JEEP_STEERING_SLOW_ANGLE 50.0f
-#define JEEP_STEERING_FAST_ANGLE 15.0f
-
-#define JEEP_AMMO_CRATE_CLOSE_DELAY 2.0f
-
-#define JEEP_DELTA_LENGTH_MAX 12.0f // 1 foot
-#define JEEP_FRAMETIME_MIN 1e-6
-
-ConVar hud_jeephint_numentries( "hud_jeephint_numentries", "10", FCVAR_NONE );
-ConVar g_jeepexitspeed( "g_jeepexitspeed", "100", FCVAR_CHEAT );
-
-//=============================================================================
-//
-// Jeep water data.
-//
-struct JeepWaterData_t
-{
- bool m_bWheelInWater[JEEP_WHEEL_COUNT];
- bool m_bWheelWasInWater[JEEP_WHEEL_COUNT];
- Vector m_vecWheelContactPoints[JEEP_WHEEL_COUNT];
- float m_flNextRippleTime[JEEP_WHEEL_COUNT];
- bool m_bBodyInWater;
- bool m_bBodyWasInWater;
-
- DECLARE_SIMPLE_DATADESC();
-};
-
-BEGIN_SIMPLE_DATADESC( JeepWaterData_t )
- DEFINE_ARRAY( m_bWheelInWater, FIELD_BOOLEAN, JEEP_WHEEL_COUNT ),
- DEFINE_ARRAY( m_bWheelWasInWater, FIELD_BOOLEAN, JEEP_WHEEL_COUNT ),
- DEFINE_ARRAY( m_vecWheelContactPoints, FIELD_VECTOR, JEEP_WHEEL_COUNT ),
- DEFINE_ARRAY( m_flNextRippleTime, FIELD_TIME, JEEP_WHEEL_COUNT ),
- DEFINE_FIELD( m_bBodyInWater, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bBodyWasInWater, FIELD_BOOLEAN ),
-END_DATADESC()
-
-//-----------------------------------------------------------------------------
-// Purpose: Four wheel physics vehicle server vehicle with weaponry
-//-----------------------------------------------------------------------------
-class CJeepFourWheelServerVehicle : public CFourWheelServerVehicle
-{
- typedef CFourWheelServerVehicle BaseClass;
-// IServerVehicle
-public:
- bool NPC_HasPrimaryWeapon( void ) { return true; }
- void NPC_AimPrimaryWeapon( Vector vecTarget );
- int GetExitAnimToUse( Vector &vecEyeExitEndpoint, bool &bAllPointsBlocked );
-};
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-class CPropJeep : public CPropVehicleDriveable
-{
- DECLARE_CLASS( CPropJeep, CPropVehicleDriveable );
-
-public:
-
- DECLARE_SERVERCLASS();
- DECLARE_DATADESC();
-
- CPropJeep( void );
-
- // CPropVehicle
- virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData );
- virtual void DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased );
- virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
- virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
- virtual void DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles );
- virtual bool AllowBlockedExit( CBasePlayer *pPlayer, int nRole ) { return false; }
- virtual bool CanExitVehicle( CBaseEntity *pEntity );
- virtual bool IsVehicleBodyInWater() { return m_WaterData.m_bBodyInWater; }
-
- // CBaseEntity
- void Think(void);
- void Precache( void );
- void Spawn( void );
- void OnRestore( void );
-
- virtual void CreateServerVehicle( void );
- virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
- virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
- virtual int OnTakeDamage( const CTakeDamageInfo &info );
- virtual void EnterVehicle( CBasePlayer *pPlayer );
- virtual void ExitVehicle( int nRole );
-
- void AimGunAt( Vector *endPos, float flInterval );
- bool TauCannonHasBeenCutOff( void ) { return m_bGunHasBeenCutOff; }
-
- // NPC Driving
- bool NPC_HasPrimaryWeapon( void ) { return true; }
- void NPC_AimPrimaryWeapon( Vector vecTarget );
-
- const char *GetTracerType( void ) { return "AR2Tracer"; }
- void DoImpactEffect( trace_t &tr, int nDamageType );
-
- bool HeadlightIsOn( void ) { return m_bHeadlightIsOn; }
- void HeadlightTurnOn( void ) { m_bHeadlightIsOn = true; }
- void HeadlightTurnOff( void ) { m_bHeadlightIsOn = false; }
-
-private:
-
- void FireCannon( void );
- void ChargeCannon( void );
- void FireChargedCannon( void );
-
- void DrawBeam( const Vector &startPos, const Vector &endPos, float width );
- void StopChargeSound( void );
- void GetCannonAim( Vector *resultDir );
-
- void InitWaterData( void );
- void HandleWater( void );
- bool CheckWater( void );
- void CheckWaterLevel( void );
- void CreateSplash( const Vector &vecPosition );
- void CreateRipple( const Vector &vecPosition );
-
- void UpdateSteeringAngle( void );
- void CreateDangerSounds( void );
-
- void ComputePDControllerCoefficients( float *pCoefficientsOut, float flFrequency, float flDampening, float flDeltaTime );
- void DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime );
- void DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime );
-
- void InputStartRemoveTauCannon( inputdata_t &inputdata );
- void InputFinishRemoveTauCannon( inputdata_t &inputdata );
-
-private:
-
- bool m_bGunHasBeenCutOff;
- float m_flDangerSoundTime;
- int m_nBulletType;
- bool m_bCannonCharging;
- float m_flCannonTime;
- float m_flCannonChargeStartTime;
- Vector m_vecGunOrigin;
- CSoundPatch *m_sndCannonCharge;
- int m_nSpinPos;
- float m_aimYaw;
- float m_aimPitch;
- float m_throttleDisableTime;
- float m_flAmmoCrateCloseTime;
-
- // handbrake after the fact to keep vehicles from rolling
- float m_flHandbrakeTime;
- bool m_bInitialHandbrake;
-
- float m_flOverturnedTime;
-
- Vector m_vecLastEyePos;
- Vector m_vecLastEyeTarget;
- Vector m_vecEyeSpeed;
- Vector m_vecTargetSpeed;
-
- JeepWaterData_t m_WaterData;
-
- int m_iNumberOfEntries;
- int m_nAmmoType;
-
- // Seagull perching
- float m_flPlayerExitedTime; // Time at which the player last left this vehicle
- float m_flLastSawPlayerAt; // Time at which we last saw the player
- EHANDLE m_hLastPlayerInVehicle;
- bool m_bHasPoop;
-
- CNetworkVar( bool, m_bHeadlightIsOn );
-};
-
-BEGIN_DATADESC( CPropJeep )
- DEFINE_FIELD( m_bGunHasBeenCutOff, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_flDangerSoundTime, FIELD_TIME ),
- DEFINE_FIELD( m_nBulletType, FIELD_INTEGER ),
- DEFINE_FIELD( m_bCannonCharging, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_flCannonTime, FIELD_TIME ),
- DEFINE_FIELD( m_flCannonChargeStartTime, FIELD_TIME ),
- DEFINE_FIELD( m_vecGunOrigin, FIELD_POSITION_VECTOR ),
- DEFINE_SOUNDPATCH( m_sndCannonCharge ),
- DEFINE_FIELD( m_nSpinPos, FIELD_INTEGER ),
- DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ),
- DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ),
- DEFINE_FIELD( m_throttleDisableTime, FIELD_TIME ),
- DEFINE_FIELD( m_flHandbrakeTime, FIELD_TIME ),
- DEFINE_FIELD( m_bInitialHandbrake, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_flOverturnedTime, FIELD_TIME ),
- DEFINE_FIELD( m_flAmmoCrateCloseTime, FIELD_FLOAT ),
- DEFINE_FIELD( m_vecLastEyePos, FIELD_POSITION_VECTOR ),
- DEFINE_FIELD( m_vecLastEyeTarget, FIELD_POSITION_VECTOR ),
- DEFINE_FIELD( m_vecEyeSpeed, FIELD_POSITION_VECTOR ),
- DEFINE_FIELD( m_vecTargetSpeed, FIELD_POSITION_VECTOR ),
- DEFINE_FIELD( m_bHeadlightIsOn, FIELD_BOOLEAN ),
- DEFINE_EMBEDDED( m_WaterData ),
-
- DEFINE_FIELD( m_iNumberOfEntries, FIELD_INTEGER ),
- DEFINE_FIELD( m_nAmmoType, FIELD_INTEGER ),
-
- DEFINE_FIELD( m_flPlayerExitedTime, FIELD_TIME ),
- DEFINE_FIELD( m_flLastSawPlayerAt, FIELD_TIME ),
- DEFINE_FIELD( m_hLastPlayerInVehicle, FIELD_EHANDLE ),
- DEFINE_FIELD( m_bHasPoop, FIELD_BOOLEAN ),
-
- DEFINE_INPUTFUNC( FIELD_VOID, "StartRemoveTauCannon", InputStartRemoveTauCannon ),
- DEFINE_INPUTFUNC( FIELD_VOID, "FinishRemoveTauCannon", InputFinishRemoveTauCannon ),
-
-END_DATADESC()
-
-IMPLEMENT_SERVERCLASS_ST( CPropJeep, DT_PropJeep )
- SendPropBool( SENDINFO( m_bHeadlightIsOn ) ),
-END_SEND_TABLE();
-
-LINK_ENTITY_TO_CLASS( prop_vehicle_jeep, CPropJeep );
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CPropJeep::CPropJeep( void )
-{
- m_bHasGun = true;
- m_bGunHasBeenCutOff = false;
- m_bCannonCharging = false;
- m_flCannonChargeStartTime = 0;
- m_flCannonTime = 0;
- m_nBulletType = -1;
- m_flOverturnedTime = 0.0f;
- m_iNumberOfEntries = 0;
-
- m_vecEyeSpeed.Init();
-
- InitWaterData();
-
- m_bUnableToFire = true;
- m_flAmmoCrateCloseTime = 0;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::CreateServerVehicle( void )
-{
- // Create our armed server vehicle
- m_pServerVehicle = new CJeepFourWheelServerVehicle();
- m_pServerVehicle->SetVehicle( this );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::Precache( void )
-{
- UTIL_PrecacheOther( "npc_seagull" );
-
- PrecacheScriptSound( "PropJeep.AmmoClose" );
- PrecacheScriptSound( "PropJeep.FireCannon" );
- PrecacheScriptSound( "PropJeep.FireChargedCannon" );
- PrecacheScriptSound( "PropJeep.AmmoOpen" );
-
- PrecacheScriptSound( "Jeep.GaussCharge" );
-
-// PrecacheModel( GAUSS_BEAM_SPRITE );
-
- BaseClass::Precache();
-}
-
-//------------------------------------------------
-// Spawn
-//------------------------------------------------
-void CPropJeep::Spawn( void )
-{
- // Setup vehicle as a real-wheels car.
- SetVehicleType( VEHICLE_TYPE_CAR_WHEELS );
-
- BaseClass::Spawn();
- m_flHandbrakeTime = gpGlobals->curtime + 0.1;
- m_bInitialHandbrake = false;
-
- m_VehiclePhysics.SetHasBrakePedal( false );
-
- m_flMinimumSpeedToEnterExit = LOCK_SPEED;
-
- m_nBulletType = GetAmmoDef()->Index("GaussEnergy");
-
- if ( m_bHasGun )
- {
- SetBodygroup( 1, true );
- }
- else
- {
- SetBodygroup( 1, false );
- }
-
- // Initialize pose parameters
- SetPoseParameter( JEEP_GUN_YAW, 0 );
- SetPoseParameter( JEEP_GUN_PITCH, 0 );
- m_nSpinPos = 0;
- SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos );
- m_aimYaw = 0;
- m_aimPitch = 0;
-
- AddSolidFlags( FSOLID_NOT_STANDABLE );
-
- CAmmoDef *pAmmoDef = GetAmmoDef();
- m_nAmmoType = pAmmoDef->Index("GaussEnergy");
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &tr -
-// nDamageType -
-//-----------------------------------------------------------------------------
-void CPropJeep::DoImpactEffect( trace_t &tr, int nDamageType )
-{
- //Draw our beam
- DrawBeam( tr.startpos, tr.endpos, 2.4 );
-
- if ( (tr.surface.flags & SURF_SKY) == false )
- {
- CPVSFilter filter( tr.endpos );
- te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 );
-
- UTIL_ImpactTrace( &tr, m_nBulletType );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr )
-{
- CTakeDamageInfo info = inputInfo;
- if ( ptr->hitbox != VEHICLE_HITBOX_DRIVER )
- {
- if ( inputInfo.GetDamageType() & DMG_BULLET )
- {
- info.ScaleDamage( 0.0001 );
- }
- }
-
- BaseClass::TraceAttack( info, vecDir, ptr );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-int CPropJeep::OnTakeDamage( const CTakeDamageInfo &inputInfo )
-{
- //Do scaled up physics damage to the car
- CTakeDamageInfo info = inputInfo;
- info.ScaleDamage( 25 );
-
- // HACKHACK: Scale up grenades until we get a better explosion/pressure damage system
- if ( inputInfo.GetDamageType() & DMG_BLAST )
- {
- info.SetDamageForce( inputInfo.GetDamageForce() * 10 );
- }
- VPhysicsTakeDamage( info );
-
- // reset the damage
- info.SetDamage( inputInfo.GetDamage() );
-
- // small amounts of shock damage disrupt the car, but aren't transferred to the player
- if ( info.GetDamageType() == DMG_SHOCK )
- {
- if ( info.GetDamage() <= 10 )
- {
- // take 10% damage and make the engine stall
- info.ScaleDamage( 0.1 );
- m_throttleDisableTime = gpGlobals->curtime + 2;
- }
- }
-
- //Check to do damage to driver
- if ( GetDriver() )
- {
- //Take no damage from physics damages
- if ( info.GetDamageType() & DMG_CRUSH )
- return 0;
-
- // Take the damage (strip out the DMG_BLAST)
- info.SetDamageType( info.GetDamageType() & (~DMG_BLAST) );
- GetDriver()->TakeDamage( info );
- }
-
- return 0;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-Vector CPropJeep::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: Aim Gun at a target
-//-----------------------------------------------------------------------------
-void CPropJeep::AimGunAt( Vector *endPos, float flInterval )
-{
- Vector aimPos = *endPos;
-
- // See if the gun should be allowed to aim
- if ( IsOverturned() || m_bEngineLocked )
- {
- SetPoseParameter( JEEP_GUN_YAW, 0 );
- SetPoseParameter( JEEP_GUN_PITCH, 0 );
- SetPoseParameter( JEEP_GUN_SPIN, 0 );
- return;
-
- // Make the gun go limp and look "down"
- Vector v_forward, v_up;
- AngleVectors( GetLocalAngles(), NULL, &v_forward, &v_up );
- aimPos = WorldSpaceCenter() + ( v_forward * -32.0f ) - Vector( 0, 0, 128.0f );
- }
-
- matrix3x4_t gunMatrix;
- GetAttachment( LookupAttachment("gun_ref"), gunMatrix );
-
- // transform the enemy into gun space
- Vector localEnemyPosition;
- VectorITransform( aimPos, gunMatrix, localEnemyPosition );
-
- // do a look at in gun space (essentially a delta-lookat)
- QAngle localEnemyAngles;
- VectorAngles( localEnemyPosition, localEnemyAngles );
-
- // convert to +/- 180 degrees
- localEnemyAngles.x = UTIL_AngleDiff( localEnemyAngles.x, 0 );
- localEnemyAngles.y = UTIL_AngleDiff( localEnemyAngles.y, 0 );
-
- float targetYaw = m_aimYaw + localEnemyAngles.y;
- float targetPitch = m_aimPitch + localEnemyAngles.x;
-
- // Constrain our angles
- float newTargetYaw = clamp( targetYaw, -CANNON_MAX_LEFT_YAW, CANNON_MAX_RIGHT_YAW );
- float newTargetPitch = clamp( targetPitch, -CANNON_MAX_DOWN_PITCH, CANNON_MAX_UP_PITCH );
-
- // If the angles have been clamped, we're looking outside of our valid range
- if ( fabs(newTargetYaw-targetYaw) > 1e-4 || fabs(newTargetPitch-targetPitch) > 1e-4 )
- {
- m_bUnableToFire = true;
- }
-
- targetYaw = newTargetYaw;
- targetPitch = newTargetPitch;
-
- // Exponentially approach the target
- float yawSpeed = 8;
- float pitchSpeed = 8;
-
- m_aimYaw = UTIL_Approach( targetYaw, m_aimYaw, yawSpeed );
- m_aimPitch = UTIL_Approach( targetPitch, m_aimPitch, pitchSpeed );
-
- SetPoseParameter( JEEP_GUN_YAW, -m_aimYaw);
- SetPoseParameter( JEEP_GUN_PITCH, -m_aimPitch );
-
- InvalidateBoneCache();
-
- // read back to avoid drift when hitting limits
- // as long as the velocity is less than the delta between the limit and 180, this is fine.
- m_aimPitch = -GetPoseParameter( JEEP_GUN_PITCH );
- m_aimYaw = -GetPoseParameter( JEEP_GUN_YAW );
-
- // Now draw crosshair for actual aiming point
- Vector vecMuzzle, vecMuzzleDir;
- QAngle vecMuzzleAng;
-
- GetAttachment( "Muzzle", vecMuzzle, vecMuzzleAng );
- AngleVectors( vecMuzzleAng, &vecMuzzleDir );
-
- trace_t tr;
- UTIL_TraceLine( vecMuzzle, vecMuzzle + (vecMuzzleDir * MAX_TRACE_LENGTH), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
-
- // see if we hit something, if so, adjust endPos to hit location
- if ( tr.fraction < 1.0 )
- {
- m_vecGunCrosshair = vecMuzzle + ( vecMuzzleDir * MAX_TRACE_LENGTH * tr.fraction );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::InitWaterData( void )
-{
- m_WaterData.m_bBodyInWater = false;
- m_WaterData.m_bBodyWasInWater = false;
-
- for ( int iWheel = 0; iWheel < JEEP_WHEEL_COUNT; ++iWheel )
- {
- m_WaterData.m_bWheelInWater[iWheel] = false;
- m_WaterData.m_bWheelWasInWater[iWheel] = false;
- m_WaterData.m_vecWheelContactPoints[iWheel].Init();
- m_WaterData.m_flNextRippleTime[iWheel] = 0;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::HandleWater( void )
-{
- // Only check the wheels and engine in water if we have a driver (player).
- if ( !GetDriver() )
- return;
-
- // Check to see if we are in water.
- if ( CheckWater() )
- {
- for ( int iWheel = 0; iWheel < JEEP_WHEEL_COUNT; ++iWheel )
- {
- // Create an entry/exit splash!
- if ( m_WaterData.m_bWheelInWater[iWheel] != m_WaterData.m_bWheelWasInWater[iWheel] )
- {
- CreateSplash( m_WaterData.m_vecWheelContactPoints[iWheel] );
- CreateRipple( m_WaterData.m_vecWheelContactPoints[iWheel] );
- }
-
- // Create ripples.
- if ( m_WaterData.m_bWheelInWater[iWheel] && m_WaterData.m_bWheelWasInWater[iWheel] )
- {
- if ( m_WaterData.m_flNextRippleTime[iWheel] < gpGlobals->curtime )
- {
- // Stagger ripple times
- m_WaterData.m_flNextRippleTime[iWheel] = gpGlobals->curtime + RandomFloat( 0.1, 0.3 );
- CreateRipple( m_WaterData.m_vecWheelContactPoints[iWheel] );
- }
- }
- }
- }
-
- // Save of data from last think.
- for ( int iWheel = 0; iWheel < JEEP_WHEEL_COUNT; ++iWheel )
- {
- m_WaterData.m_bWheelWasInWater[iWheel] = m_WaterData.m_bWheelInWater[iWheel];
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CPropJeep::CheckWater( void )
-{
- bool bInWater = false;
-
- // Check all four wheels.
- for ( int iWheel = 0; iWheel < JEEP_WHEEL_COUNT; ++iWheel )
- {
- // Get the current wheel and get its contact point.
- IPhysicsObject *pWheel = m_VehiclePhysics.GetWheel( iWheel );
- if ( !pWheel )
- continue;
-
- // Check to see if we hit water.
- if ( pWheel->GetContactPoint( &m_WaterData.m_vecWheelContactPoints[iWheel], NULL ) )
- {
- m_WaterData.m_bWheelInWater[iWheel] = ( UTIL_PointContents( m_WaterData.m_vecWheelContactPoints[iWheel] ) & MASK_WATER ) ? true : false;
- if ( m_WaterData.m_bWheelInWater[iWheel] )
- {
- bInWater = true;
- }
- }
- }
-
- // Check the body and the BONNET.
- int iEngine = LookupAttachment( "vehicle_engine" );
- Vector vecEnginePoint;
- QAngle vecEngineAngles;
- GetAttachment( iEngine, vecEnginePoint, vecEngineAngles );
-
- m_WaterData.m_bBodyInWater = ( UTIL_PointContents( vecEnginePoint ) & MASK_WATER ) ? true : false;
- if ( m_WaterData.m_bBodyInWater )
- {
- if ( m_bHasPoop )
- {
- RemoveAllDecals();
- m_bHasPoop = false;
- }
-
- if ( !m_VehiclePhysics.IsEngineDisabled() )
- {
- m_VehiclePhysics.SetDisableEngine( true );
- }
- }
- else
- {
- if ( m_VehiclePhysics.IsEngineDisabled() )
- {
- m_VehiclePhysics.SetDisableEngine( false );
- }
- }
-
- if ( bInWater )
- {
- // Check the player's water level.
- CheckWaterLevel();
- }
-
- return bInWater;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::CheckWaterLevel( void )
-{
- CBaseEntity *pEntity = GetDriver();
- if ( pEntity && pEntity->IsPlayer() )
- {
- CBasePlayer *pPlayer = static_cast<CBasePlayer*>( pEntity );
-
- Vector vecAttachPoint;
- QAngle vecAttachAngles;
-
- // Check eyes. (vehicle_driver_eyes point)
- int iAttachment = LookupAttachment( "vehicle_driver_eyes" );
- GetAttachment( iAttachment, vecAttachPoint, vecAttachAngles );
-
- // Add the jeep's Z view offset
- Vector vecUp;
- AngleVectors( vecAttachAngles, NULL, NULL, &vecUp );
- vecUp.z = clamp( vecUp.z, 0.0f, vecUp.z );
- vecAttachPoint.z += r_JeepViewZHeight.GetFloat() * vecUp.z;
-
- bool bEyes = ( UTIL_PointContents( vecAttachPoint ) & MASK_WATER ) ? true : false;
- if ( bEyes )
- {
- pPlayer->SetWaterLevel( WL_Eyes );
- return;
- }
-
- // Check waist. (vehicle_engine point -- see parent function).
- if ( m_WaterData.m_bBodyInWater )
- {
- pPlayer->SetWaterLevel( WL_Waist );
- return;
- }
-
- // Check feet. (vehicle_feet_passenger0 point)
- iAttachment = LookupAttachment( "vehicle_feet_passenger0" );
- GetAttachment( iAttachment, vecAttachPoint, vecAttachAngles );
- bool bFeet = ( UTIL_PointContents( vecAttachPoint ) & MASK_WATER ) ? true : false;
- if ( bFeet )
- {
- pPlayer->SetWaterLevel( WL_Feet );
- return;
- }
-
- // Not in water.
- pPlayer->SetWaterLevel( WL_NotInWater );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::CreateSplash( const Vector &vecPosition )
-{
- // Splash data.
- CEffectData data;
- data.m_fFlags = 0;
- data.m_vOrigin = vecPosition;
- data.m_vNormal.Init( 0.0f, 0.0f, 1.0f );
- VectorAngles( data.m_vNormal, data.m_vAngles );
- data.m_flScale = 10.0f + random->RandomFloat( 0, 2 );
-
- // Create the splash..
- DispatchEffect( "watersplash", data );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::CreateRipple( const Vector &vecPosition )
-{
- // Ripple data.
- CEffectData data;
- data.m_fFlags = 0;
- data.m_vOrigin = vecPosition;
- data.m_vNormal.Init( 0.0f, 0.0f, 1.0f );
- VectorAngles( data.m_vNormal, data.m_vAngles );
- data.m_flScale = 10.0f + random->RandomFloat( 0, 2 );
- if ( GetWaterType() & CONTENTS_SLIME )
- {
- data.m_fFlags |= FX_WATER_IN_SLIME;
- }
-
- // Create the ripple.
- DispatchEffect( "waterripple", data );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::Think(void)
-{
- BaseClass::Think();
-
-/*
- CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
-
- if ( m_bEngineLocked )
- {
- m_bUnableToFire = true;
-
- if ( pPlayer != NULL )
- {
- pPlayer->m_Local.m_iHideHUD |= HIDEHUD_VEHICLE_CROSSHAIR;
- }
- }
- else
- {
- // Start this as false and update it again each frame
- m_bUnableToFire = false;
-
- if ( pPlayer != NULL )
- {
- pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_VEHICLE_CROSSHAIR;
- }
- }
-*/
-
- // Water!?
- HandleWater();
-
- SetSimulationTime( gpGlobals->curtime );
-
- SetNextThink( gpGlobals->curtime );
- SetAnimatedEveryTick( true );
-
- if ( !m_bInitialHandbrake ) // after initial timer expires, set the handbrake
- {
- m_bInitialHandbrake = true;
- m_VehiclePhysics.SetHandbrake( true );
- m_VehiclePhysics.Think();
- }
-
- // Check overturned status.
- if ( !IsOverturned() )
- {
- m_flOverturnedTime = 0.0f;
- }
- else
- {
- m_flOverturnedTime += gpGlobals->frametime;
- }
-
- // spin gun if charging cannon
- //FIXME: Don't bother for E3
- if ( m_bCannonCharging )
- {
- m_nSpinPos += JEEP_GUN_SPIN_RATE;
- SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos );
- }
-
- // Aim gun based on the player view direction.
- if ( m_hPlayer && !m_bExitAnimOn && !m_bEnterAnimOn )
- {
- Vector vecEyeDir, vecEyePos;
- m_hPlayer->EyePositionAndVectors( &vecEyePos, &vecEyeDir, NULL, NULL );
-
- // Trace out from the player's eye point.
- Vector vecEndPos = vecEyePos + ( vecEyeDir * MAX_TRACE_LENGTH );
- trace_t trace;
- UTIL_TraceLine( vecEyePos, vecEndPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &trace );
-
- // See if we hit something, if so, adjust end position to hit location.
- if ( trace.fraction < 1.0 )
- {
- vecEndPos = vecEyePos + ( vecEyeDir * MAX_TRACE_LENGTH * trace.fraction );
- }
-
- //m_vecLookCrosshair = vecEndPos;
- AimGunAt( &vecEndPos, 0.1f );
- }
-
- StudioFrameAdvance();
-
- // If the enter or exit animation has finished, tell the server vehicle
- if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) )
- {
- if ( m_bEnterAnimOn )
- {
- m_VehiclePhysics.ReleaseHandbrake();
- StartEngine();
-
- // HACKHACK: This forces the jeep to play a sound when it gets entered underwater
- if ( m_VehiclePhysics.IsEngineDisabled() )
- {
- CBaseServerVehicle *pServerVehicle = dynamic_cast<CBaseServerVehicle *>(GetServerVehicle());
- if ( pServerVehicle )
- {
- pServerVehicle->SoundStartDisabled();
- }
- }
-
- // The first few time we get into the jeep, print the jeep help
- if ( m_iNumberOfEntries < hud_jeephint_numentries.GetInt() )
- {
- UTIL_HudHintText( m_hPlayer, "#Valve_Hint_JeepKeys" );
- m_iNumberOfEntries++;
- }
- }
-
- // If we're exiting and have had the tau cannon removed, we don't want to reset the animation
- GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, true );
- }
-
- // See if the ammo crate needs to close
- if ( ( m_flAmmoCrateCloseTime < gpGlobals->curtime ) && ( GetSequence() == LookupSequence( "ammo_open" ) ) )
- {
- m_flAnimTime = gpGlobals->curtime;
- m_flPlaybackRate = 0.0;
- SetCycle( 0 );
- ResetSequence( LookupSequence( "ammo_close" ) );
- }
- else if ( ( GetSequence() == LookupSequence( "ammo_close" ) ) && IsSequenceFinished() )
- {
- m_flAnimTime = gpGlobals->curtime;
- m_flPlaybackRate = 0.0;
- SetCycle( 0 );
- ResetSequence( LookupSequence( "idle" ) );
-
- CPASAttenuationFilter sndFilter( this, "PropJeep.AmmoClose" );
- EmitSound( sndFilter, entindex(), "PropJeep.AmmoClose" );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &startPos -
-// &endPos -
-// width -
-// useMuzzle -
-//-----------------------------------------------------------------------------
-void CPropJeep::DrawBeam( const Vector &startPos, const Vector &endPos, float width )
-{
- /*
- //Tracer down the middle
- UTIL_Tracer( startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 6500, false, "GaussTracer" );
-
- //Draw the main beam shaft
- CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, 0.5 );
-
- pBeam->SetStartPos( startPos );
- pBeam->PointEntInit( endPos, this );
- pBeam->SetEndAttachment( LookupAttachment("Muzzle") );
- pBeam->SetWidth( width );
- pBeam->SetEndWidth( 0.05f );
- pBeam->SetBrightness( 255 );
- pBeam->SetColor( 255, 185+random->RandomInt( -16, 16 ), 40 );
- pBeam->RelinkBeam();
- pBeam->LiveForTime( 0.1f );
-
- //Draw electric bolts along shaft
- pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, 3.0f );
-
- pBeam->SetStartPos( startPos );
- pBeam->PointEntInit( endPos, this );
- pBeam->SetEndAttachment( LookupAttachment("Muzzle") );
-
- pBeam->SetBrightness( random->RandomInt( 64, 255 ) );
- pBeam->SetColor( 255, 255, 150+random->RandomInt( 0, 64 ) );
- pBeam->RelinkBeam();
- pBeam->LiveForTime( 0.1f );
- pBeam->SetNoise( 1.6f );
- pBeam->SetEndWidth( 0.1f ); */
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::FireCannon( void )
-{
- //Don't fire again if it's been too soon
- if ( m_flCannonTime > gpGlobals->curtime )
- return;
-
- if ( m_bUnableToFire )
- return;
-
- m_flCannonTime = gpGlobals->curtime + 0.2f;
- m_bCannonCharging = false;
-
- //Find the direction the gun is pointing in
- Vector aimDir;
- GetCannonAim( &aimDir );
-
- FireBulletsInfo_t info( 1, m_vecGunOrigin, aimDir, VECTOR_CONE_1DEGREES, MAX_TRACE_LENGTH, m_nAmmoType );
-
- info.m_nFlags = FIRE_BULLETS_ALLOW_WATER_SURFACE_IMPACTS;
- info.m_pAttacker = m_hPlayer;
-
- FireBullets( info );
-
- // Register a muzzleflash for the AI
- if ( m_hPlayer )
- {
- m_hPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
- }
-
- CPASAttenuationFilter sndFilter( this, "PropJeep.FireCannon" );
- EmitSound( sndFilter, entindex(), "PropJeep.FireCannon" );
-
- // make cylinders of gun spin a bit
- m_nSpinPos += JEEP_GUN_SPIN_RATE;
- //SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos ); //FIXME: Don't bother with this for E3, won't look right
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::FireChargedCannon( void )
-{
-/* bool penetrated = false;
-
- m_bCannonCharging = false;
- m_flCannonTime = gpGlobals->curtime + 0.5f;
-
- StopChargeSound();
-
- CPASAttenuationFilter sndFilter( this, "PropJeep.FireChargedCannon" );
- EmitSound( sndFilter, entindex(), "PropJeep.FireChargedCannon" );
-
- //Find the direction the gun is pointing in
- Vector aimDir;
- GetCannonAim( &aimDir );
-
- Vector endPos = m_vecGunOrigin + ( aimDir * MAX_TRACE_LENGTH );
-
- //Shoot a shot straight out
- trace_t tr;
- UTIL_TraceLine( m_vecGunOrigin, endPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
-
- ClearMultiDamage();
-
- //Find how much damage to do
- float flChargeAmount = ( gpGlobals->curtime - m_flCannonChargeStartTime ) / MAX_GAUSS_CHARGE_TIME;
-
- //Clamp this
- if ( flChargeAmount > 1.0f )
- {
- flChargeAmount = 1.0f;
- }
-
- //Determine the damage amount
- //FIXME: Use ConVars!
- float flDamage = 15 + ( ( 250 - 15 ) * flChargeAmount );
-
- CBaseEntity *pHit = tr.m_pEnt;
-
- //Look for wall penetration
- if ( tr.DidHitWorld() && !(tr.surface.flags & SURF_SKY) )
- {
- //Try wall penetration
- UTIL_ImpactTrace( &tr, m_nBulletType, "ImpactJeep" );
- UTIL_DecalTrace( &tr, "RedGlowFade" );
-
- CPVSFilter filter( tr.endpos );
- te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 );
-
- Vector testPos = tr.endpos + ( aimDir * 48.0f );
-
- UTIL_TraceLine( testPos, tr.endpos, MASK_SHOT, GetDriver(), COLLISION_GROUP_NONE, &tr );
-
- if ( tr.allsolid == false )
- {
- UTIL_DecalTrace( &tr, "RedGlowFade" );
-
- penetrated = true;
- }
- }
- else if ( pHit != NULL )
- {
- CTakeDamageInfo dmgInfo( this, GetDriver(), flDamage, DMG_SHOCK );
- CalculateBulletDamageForce( &dmgInfo, GetAmmoDef()->Index("GaussEnergy"), aimDir, tr.endpos, 1.0f + flChargeAmount * 4.0f );
-
- //Do direct damage to anything in our path
- pHit->DispatchTraceAttack( dmgInfo, aimDir, &tr );
- }
-
- ApplyMultiDamage();
-
- //Kick up an effect
- if ( !(tr.surface.flags & SURF_SKY) )
- {
- UTIL_ImpactTrace( &tr, m_nBulletType, "ImpactJeep" );
-
- //Do a gauss explosion
- CPVSFilter filter( tr.endpos );
- te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 );
- }
-
- //Show the effect
- DrawBeam( m_vecGunOrigin, tr.endpos, 9.6 );
-
- // Register a muzzleflash for the AI
- if ( m_hPlayer )
- {
- m_hPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5f );
- }
-
- //Rock the car
- IPhysicsObject *pObj = VPhysicsGetObject();
-
- if ( pObj != NULL )
- {
- Vector shoveDir = aimDir * -( flDamage * 500.0f );
-
- pObj->ApplyForceOffset( shoveDir, m_vecGunOrigin );
- }
-
- //Do radius damage if we didn't penetrate the wall
- if ( penetrated == true )
- {
- RadiusDamage( CTakeDamageInfo( this, this, flDamage, DMG_SHOCK ), tr.endpos, 200.0f, CLASS_NONE, NULL );
- } */
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::ChargeCannon( void )
-{
- //Don't fire again if it's been too soon
- if ( m_flCannonTime > gpGlobals->curtime )
- return;
-
- //See if we're starting a charge
- if ( m_bCannonCharging == false )
- {
- m_flCannonChargeStartTime = gpGlobals->curtime;
- m_bCannonCharging = true;
-
- //Start charging sound
- CPASAttenuationFilter filter( this );
- m_sndCannonCharge = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "Jeep.GaussCharge", ATTN_NORM );
-
- assert(m_sndCannonCharge!=NULL);
- if ( m_sndCannonCharge != NULL )
- {
- (CSoundEnvelopeController::GetController()).Play( m_sndCannonCharge, 1.0f, 50 );
- (CSoundEnvelopeController::GetController()).SoundChangePitch( m_sndCannonCharge, 250, 3.0f );
- }
-
- return;
- }
-
- //TODO: Add muzzle effect?
-
- //TODO: Check for overcharge and have the weapon simply fire or instead "decharge"?
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::StopChargeSound( void )
-{
- if ( m_sndCannonCharge != NULL )
- {
- (CSoundEnvelopeController::GetController()).SoundFadeOut( m_sndCannonCharge, 0.1f );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Finds the true aiming position of the gun (looks at what player
-// is looking at and adjusts)
-// Input : &resultDir - direction to be calculated
-//-----------------------------------------------------------------------------
-void CPropJeep::GetCannonAim( Vector *resultDir )
-{
- Vector muzzleOrigin;
- QAngle muzzleAngles;
-
- GetAttachment( LookupAttachment("gun_ref"), muzzleOrigin, muzzleAngles );
-
- AngleVectors( muzzleAngles, resultDir );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: If the player uses the jeep while at the back, he gets ammo from the crate instead
-//-----------------------------------------------------------------------------
-void CPropJeep::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
-{
- CBasePlayer *pPlayer = ToBasePlayer( pActivator );
-
- if ( pPlayer == NULL)
- return;
-
- // Find out if the player's looking at our ammocrate hitbox
- Vector vecForward;
- pPlayer->EyeVectors( &vecForward, NULL, NULL );
-
- trace_t tr;
- Vector vecStart = pPlayer->EyePosition();
- UTIL_TraceLine( vecStart, vecStart + vecForward * 1024, MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_HITBOX, pPlayer, COLLISION_GROUP_NONE, &tr );
-
- if ( tr.m_pEnt == this && tr.hitgroup == JEEP_AMMOCRATE_HITGROUP )
- {
- // Player's using the crate.
- // Fill up his SMG ammo.
- pPlayer->GiveAmmo( 300, "SMG1");
-
- if ( ( GetSequence() != LookupSequence( "ammo_open" ) ) && ( GetSequence() != LookupSequence( "ammo_close" ) ) )
- {
- // Open the crate
- m_flAnimTime = gpGlobals->curtime;
- m_flPlaybackRate = 0.0;
- SetCycle( 0 );
- ResetSequence( LookupSequence( "ammo_open" ) );
-
- CPASAttenuationFilter sndFilter( this, "PropJeep.AmmoOpen" );
- EmitSound( sndFilter, entindex(), "PropJeep.AmmoOpen" );
- }
-
- m_flAmmoCrateCloseTime = gpGlobals->curtime + JEEP_AMMO_CRATE_CLOSE_DELAY;
- return;
- }
-
- // Fall back and get in the vehicle instead
- BaseClass::Use( pActivator, pCaller, useType, value );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CPropJeep::CanExitVehicle( CBaseEntity *pEntity )
-{
- return ( !m_bEnterAnimOn && !m_bExitAnimOn && !m_bLocked && (m_nSpeed <= g_jeepexitspeed.GetFloat() ) );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles )
-{
- // Get the frametime. (Check to see if enough time has passed to warrent dampening).
- float flFrameTime = gpGlobals->frametime;
- if ( flFrameTime < JEEP_FRAMETIME_MIN )
- {
- vecVehicleEyePos = m_vecLastEyePos;
- DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, 0.0f );
- return;
- }
-
- // Keep static the sideways motion.
-
- // Dampen forward/backward motion.
- DampenForwardMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );
-
- // Blend up/down motion.
- DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );
-}
-
-//-----------------------------------------------------------------------------
-// Use the controller as follows:
-// speed += ( pCoefficientsOut[0] * ( targetPos - currentPos ) + pCoefficientsOut[1] * ( targetSpeed - currentSpeed ) ) * flDeltaTime;
-//-----------------------------------------------------------------------------
-void CPropJeep::ComputePDControllerCoefficients( float *pCoefficientsOut,
- float flFrequency, float flDampening,
- float flDeltaTime )
-{
- float flKs = 9.0f * flFrequency * flFrequency;
- float flKd = 4.5f * flFrequency * flDampening;
-
- float flScale = 1.0f / ( 1.0f + flKd * flDeltaTime + flKs * flDeltaTime * flDeltaTime );
-
- pCoefficientsOut[0] = flKs * flScale;
- pCoefficientsOut[1] = ( flKd + flKs * flDeltaTime ) * flScale;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime )
-{
- // Get forward vector.
- Vector vecForward;
- AngleVectors( vecVehicleEyeAngles, &vecForward);
-
- // Simulate the eye position forward based on the data from last frame
- // (assumes no acceleration - it will get that from the "spring").
- Vector vecCurrentEyePos = m_vecLastEyePos + m_vecEyeSpeed * flFrameTime;
-
- // Calculate target speed based on the current vehicle eye position and the last vehicle eye position and frametime.
- Vector vecVehicleEyeSpeed = ( vecVehicleEyePos - m_vecLastEyeTarget ) / flFrameTime;
- m_vecLastEyeTarget = vecVehicleEyePos;
-
- // Calculate the speed and position deltas.
- Vector vecDeltaSpeed = vecVehicleEyeSpeed - m_vecEyeSpeed;
- Vector vecDeltaPos = vecVehicleEyePos - vecCurrentEyePos;
-
- // Clamp.
- if ( vecDeltaPos.Length() > JEEP_DELTA_LENGTH_MAX )
- {
- float flSign = vecForward.Dot( vecVehicleEyeSpeed ) >= 0.0f ? -1.0f : 1.0f;
- vecVehicleEyePos += flSign * ( vecForward * JEEP_DELTA_LENGTH_MAX );
- m_vecLastEyePos = vecVehicleEyePos;
- m_vecEyeSpeed = vecVehicleEyeSpeed;
- return;
- }
-
- // Generate an updated (dampening) speed for use in next frames position extrapolation.
- float flCoefficients[2];
- ComputePDControllerCoefficients( flCoefficients, r_JeepViewDampenFreq.GetFloat(), r_JeepViewDampenDamp.GetFloat(), flFrameTime );
- m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime );
-
- // Save off data for next frame.
- m_vecLastEyePos = vecCurrentEyePos;
-
- // Move eye forward/backward.
- Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) );
- vecVehicleEyePos -= vecForwardOffset;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime )
-{
- // Get up vector.
- Vector vecUp;
- AngleVectors( vecVehicleEyeAngles, NULL, NULL, &vecUp );
- vecUp.z = clamp( vecUp.z, 0.0f, vecUp.z );
- vecVehicleEyePos.z += r_JeepViewZHeight.GetFloat() * vecUp.z;
-
- // NOTE: Should probably use some damped equation here.
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
-{
- // If we are overturned and hit any key - leave the vehicle (IN_USE is already handled!).
- if ( m_flOverturnedTime > OVERTURNED_EXIT_WAITTIME )
- {
- if ( (ucmd->buttons & (IN_FORWARD|IN_BACK|IN_MOVELEFT|IN_MOVERIGHT|IN_SPEED|IN_JUMP|IN_ATTACK|IN_ATTACK2) ) && !m_bExitAnimOn )
- {
- // Can't exit yet? We're probably still moving. Swallow the keys.
- if ( !CanExitVehicle(player) )
- return;
-
- if ( !GetServerVehicle()->HandlePassengerExit( m_hPlayer ) && ( m_hPlayer != NULL ) )
- {
- m_hPlayer->PlayUseDenySound();
- }
- return;
- }
- }
-
- // If the throttle is disabled or we're upside-down, don't allow throttling (including turbo)
- CUserCmd tmp;
- if ( ( m_throttleDisableTime > gpGlobals->curtime ) || ( IsOverturned() ) )
- {
- m_bUnableToFire = true;
-
- tmp = (*ucmd);
- tmp.buttons &= ~(IN_FORWARD|IN_BACK|IN_SPEED);
- ucmd = &tmp;
- }
-
- BaseClass::SetupMove( player, ucmd, pHelper, move );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased )
-{
- int iButtons = ucmd->buttons;
-
- //Adrian: No headlights on Superfly.
-/* if ( ucmd->impulse == 100 )
- {
- if (HeadlightIsOn())
- {
- HeadlightTurnOff();
- }
- else
- {
- HeadlightTurnOn();
- }
- }*/
-
- // If we're holding down an attack button, update our state
- if ( IsOverturned() == false )
- {
- if ( iButtons & IN_ATTACK )
- {
- if ( m_bCannonCharging )
- {
- FireChargedCannon();
- }
- else
- {
- FireCannon();
- }
- }
- else if ( iButtons & IN_ATTACK2 )
- {
- ChargeCannon();
- }
- }
-
- // If we've released our secondary button, fire off our cannon
- if ( ( iButtonsReleased & IN_ATTACK2 ) && ( m_bCannonCharging ) )
- {
- FireChargedCannon();
- }
-
- BaseClass::DriveVehicle( flFrameTime, ucmd, iButtonsDown, iButtonsReleased );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pPlayer -
-// *pMoveData -
-//-----------------------------------------------------------------------------
-void CPropJeep::ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData )
-{
- BaseClass::ProcessMovement( pPlayer, pMoveData );
-
- // Update the steering angles based on speed.
- UpdateSteeringAngle();
-
- // Create dangers sounds in front of the vehicle.
- CreateDangerSounds();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::UpdateSteeringAngle( void )
-{
- float flMaxSpeed = m_VehiclePhysics.GetMaxSpeed();
- float flSpeed = m_VehiclePhysics.GetSpeed();
-
- float flRatio = 1.0f - ( flSpeed / flMaxSpeed );
- float flSteeringDegrees = JEEP_STEERING_FAST_ANGLE + ( ( JEEP_STEERING_SLOW_ANGLE - JEEP_STEERING_FAST_ANGLE ) * flRatio );
- flSteeringDegrees = clamp( flSteeringDegrees, JEEP_STEERING_FAST_ANGLE, JEEP_STEERING_SLOW_ANGLE );
- m_VehiclePhysics.SetSteeringDegrees( flSteeringDegrees );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Create danger sounds in front of the vehicle.
-//-----------------------------------------------------------------------------
-void CPropJeep::CreateDangerSounds( void )
-{
- QAngle dummy;
- GetAttachment( "Muzzle", m_vecGunOrigin, dummy );
-
- if ( m_flDangerSoundTime > gpGlobals->curtime )
- return;
-
- QAngle vehicleAngles = GetLocalAngles();
- Vector vecStart = GetAbsOrigin();
- Vector vecDir, vecRight;
-
- GetVectors( &vecDir, &vecRight, NULL );
-
- const float soundDuration = 0.25;
- float speed = m_VehiclePhysics.GetHLSpeed();
- // Make danger sounds ahead of the jeep
- if ( fabs(speed) > 120 )
- {
- Vector vecSpot;
-
- float steering = m_VehiclePhysics.GetSteering();
- if ( steering != 0 )
- {
- if ( speed > 0 )
- {
- vecDir += vecRight * steering * 0.5;
- }
- else
- {
- vecDir -= vecRight * steering * 0.5;
- }
- VectorNormalize(vecDir);
- }
- const float radius = speed * 0.4;
- // 0.3 seconds ahead of the jeep
- vecSpot = vecStart + vecDir * (speed * 0.3f);
- CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, radius, soundDuration, this, 0 );
- CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, vecSpot, radius, soundDuration, this, 1 );
- //NDebugOverlay::Box(vecSpot, Vector(-radius,-radius,-radius),Vector(radius,radius,radius), 255, 0, 255, 0, soundDuration);
-
-#if 0
- trace_t tr;
- // put sounds a bit to left and right but slightly closer to Jeep to make a "cone" of sound
- // in front of it
- vecSpot = vecStart + vecDir * (speed * 0.5f) - vecRight * speed * 0.5;
- UTIL_TraceLine( vecStart, vecSpot, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
- CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, soundDuration, this, 1 );
-
- vecSpot = vecStart + vecDir * (speed * 0.5f) + vecRight * speed * 0.5;
- UTIL_TraceLine( vecStart, vecSpot, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
- CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, soundDuration, this, 2);
-#endif
- }
-
- m_flDangerSoundTime = gpGlobals->curtime + 0.1;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::EnterVehicle( CBasePlayer *pPlayer )
-{
- if ( !pPlayer )
- return;
-
- CheckWater();
- BaseClass::EnterVehicle( pPlayer );
-
- // Start looking for seagulls to land
- m_hLastPlayerInVehicle = m_hPlayer;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::ExitVehicle( int nRole )
-{
- HeadlightTurnOff();
-
- BaseClass::ExitVehicle( nRole );
-
- //If the player has exited, stop charging
- StopChargeSound();
- m_bCannonCharging = false;
-
- // Remember when we last saw the player
- m_flPlayerExitedTime = gpGlobals->curtime;
- m_flLastSawPlayerAt = gpGlobals->curtime;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::InputStartRemoveTauCannon( inputdata_t &inputdata )
-{
- // Start the gun removal animation
- m_flAnimTime = gpGlobals->curtime;
- m_flPlaybackRate = 0.0;
- SetCycle( 0 );
- ResetSequence( LookupSequence( "tau_levitate" ) );
-
- m_bGunHasBeenCutOff = true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::InputFinishRemoveTauCannon( inputdata_t &inputdata )
-{
- // Remove & hide the gun
- SetBodygroup( 1, false );
- m_bHasGun = false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropJeep::OnRestore( void )
-{
- IServerVehicle *pServerVehicle = GetServerVehicle();
- if ( pServerVehicle != NULL )
- {
- // Restore the passenger information we're holding on to
- pServerVehicle->RestorePassengerInfo();
- }
-}
-
-//========================================================================================================================================
-// JEEP FOUR WHEEL PHYSICS VEHICLE SERVER VEHICLE
-//========================================================================================================================================
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CJeepFourWheelServerVehicle::NPC_AimPrimaryWeapon( Vector vecTarget )
-{
- ((CPropJeep*)m_pVehicle)->AimGunAt( &vecTarget, 0.1f );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &vecEyeExitEndpoint -
-// Output : int
-//-----------------------------------------------------------------------------
-int CJeepFourWheelServerVehicle::GetExitAnimToUse( Vector &vecEyeExitEndpoint, bool &bAllPointsBlocked )
-{
- bAllPointsBlocked = false;
-
- if ( !m_bParsedAnimations )
- {
- // Load the entry/exit animations from the vehicle
- ParseEntryExitAnims();
- m_bParsedAnimations = true;
- }
-
- CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>(m_pVehicle);
- // If we don't have the gun anymore, we want to get out using the "gun-less" animation
- if ( pAnimating )
- {
- // HACK: We know the tau-cannon removed exit anim uses the first upright anim's exit details
- trace_t tr;
- Vector vehicleExitOrigin;
- QAngle vehicleExitAngles;
-
- // Ensure the endpoint is clear by dropping a point down from above
- pAnimating->GetAttachment( m_ExitAnimations[0].iAttachment, vehicleExitOrigin, vehicleExitAngles );
- vehicleExitOrigin -= VEC_VIEW;
- Vector vecMove = Vector(0,0,64);
- Vector vecStart = vehicleExitOrigin + vecMove;
- Vector vecEnd = vehicleExitOrigin - vecMove;
- UTIL_TraceHull( vecStart, vecEnd, VEC_HULL_MIN, VEC_HULL_MAX, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr );
-
- Assert( !tr.startsolid && tr.fraction < 1.0 );
- m_vecCurrentExitEndPoint = vecStart + ((vecEnd - vecStart) * tr.fraction);
- vecEyeExitEndpoint = m_vecCurrentExitEndPoint + VEC_VIEW;
- m_iCurrentExitAnim = 0;
- return pAnimating->LookupSequence( "exit_tauremoved" );
- }
-
- return BaseClass::GetExitAnimToUse( vecEyeExitEndpoint, bAllPointsBlocked );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "vehicle_base.h" +#include "engine/IEngineSound.h" +#include "in_buttons.h" +#include "ammodef.h" +#include "IEffects.h" +#include "beam_shared.h" +#include "soundenvelope.h" +#include "decals.h" +#include "soundent.h" +#include "te_effect_dispatch.h" +#include "ndebugoverlay.h" +#include "movevars_shared.h" +#include "bone_setup.h" +#include "ai_basenpc.h" +#include "ai_hint.h" +#include "globalstate.h" +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define VEHICLE_HITBOX_DRIVER 1 +#define LOCK_SPEED 10 +#define JEEP_GUN_YAW "vehicle_weapon_yaw" +#define JEEP_GUN_PITCH "vehicle_weapon_pitch" +#define JEEP_GUN_SPIN "gun_spin" +#define JEEP_GUN_SPIN_RATE 20 + +#define CANNON_MAX_UP_PITCH 20 +#define CANNON_MAX_DOWN_PITCH 20 +#define CANNON_MAX_LEFT_YAW 90 +#define CANNON_MAX_RIGHT_YAW 90 + +#define OVERTURNED_EXIT_WAITTIME 2.0f + +#define JEEP_AMMOCRATE_HITGROUP 5 +#define JEEP_WHEEL_COUNT 4 + +#define JEEP_STEERING_SLOW_ANGLE 50.0f +#define JEEP_STEERING_FAST_ANGLE 15.0f + +#define JEEP_AMMO_CRATE_CLOSE_DELAY 2.0f + +#define JEEP_DELTA_LENGTH_MAX 12.0f // 1 foot +#define JEEP_FRAMETIME_MIN 1e-6 + +ConVar hud_jeephint_numentries( "hud_jeephint_numentries", "10", FCVAR_NONE ); +ConVar g_jeepexitspeed( "g_jeepexitspeed", "100", FCVAR_CHEAT ); + +//============================================================================= +// +// Jeep water data. +// +struct JeepWaterData_t +{ + bool m_bWheelInWater[JEEP_WHEEL_COUNT]; + bool m_bWheelWasInWater[JEEP_WHEEL_COUNT]; + Vector m_vecWheelContactPoints[JEEP_WHEEL_COUNT]; + float m_flNextRippleTime[JEEP_WHEEL_COUNT]; + bool m_bBodyInWater; + bool m_bBodyWasInWater; + + DECLARE_SIMPLE_DATADESC(); +}; + +BEGIN_SIMPLE_DATADESC( JeepWaterData_t ) + DEFINE_ARRAY( m_bWheelInWater, FIELD_BOOLEAN, JEEP_WHEEL_COUNT ), + DEFINE_ARRAY( m_bWheelWasInWater, FIELD_BOOLEAN, JEEP_WHEEL_COUNT ), + DEFINE_ARRAY( m_vecWheelContactPoints, FIELD_VECTOR, JEEP_WHEEL_COUNT ), + DEFINE_ARRAY( m_flNextRippleTime, FIELD_TIME, JEEP_WHEEL_COUNT ), + DEFINE_FIELD( m_bBodyInWater, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bBodyWasInWater, FIELD_BOOLEAN ), +END_DATADESC() + +//----------------------------------------------------------------------------- +// Purpose: Four wheel physics vehicle server vehicle with weaponry +//----------------------------------------------------------------------------- +class CJeepFourWheelServerVehicle : public CFourWheelServerVehicle +{ + typedef CFourWheelServerVehicle BaseClass; +// IServerVehicle +public: + bool NPC_HasPrimaryWeapon( void ) { return true; } + void NPC_AimPrimaryWeapon( Vector vecTarget ); + int GetExitAnimToUse( Vector &vecEyeExitEndpoint, bool &bAllPointsBlocked ); +}; + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +class CPropJeep : public CPropVehicleDriveable +{ + DECLARE_CLASS( CPropJeep, CPropVehicleDriveable ); + +public: + + DECLARE_SERVERCLASS(); + DECLARE_DATADESC(); + + CPropJeep( void ); + + // CPropVehicle + virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ); + virtual void DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased ); + virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ); + virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + virtual void DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles ); + virtual bool AllowBlockedExit( CBasePlayer *pPlayer, int nRole ) { return false; } + virtual bool CanExitVehicle( CBaseEntity *pEntity ); + virtual bool IsVehicleBodyInWater() { return m_WaterData.m_bBodyInWater; } + + // CBaseEntity + void Think(void); + void Precache( void ); + void Spawn( void ); + void OnRestore( void ); + + virtual void CreateServerVehicle( void ); + virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true ); + virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ); + virtual int OnTakeDamage( const CTakeDamageInfo &info ); + virtual void EnterVehicle( CBasePlayer *pPlayer ); + virtual void ExitVehicle( int nRole ); + + void AimGunAt( Vector *endPos, float flInterval ); + bool TauCannonHasBeenCutOff( void ) { return m_bGunHasBeenCutOff; } + + // NPC Driving + bool NPC_HasPrimaryWeapon( void ) { return true; } + void NPC_AimPrimaryWeapon( Vector vecTarget ); + + const char *GetTracerType( void ) { return "AR2Tracer"; } + void DoImpactEffect( trace_t &tr, int nDamageType ); + + bool HeadlightIsOn( void ) { return m_bHeadlightIsOn; } + void HeadlightTurnOn( void ) { m_bHeadlightIsOn = true; } + void HeadlightTurnOff( void ) { m_bHeadlightIsOn = false; } + +private: + + void FireCannon( void ); + void ChargeCannon( void ); + void FireChargedCannon( void ); + + void DrawBeam( const Vector &startPos, const Vector &endPos, float width ); + void StopChargeSound( void ); + void GetCannonAim( Vector *resultDir ); + + void InitWaterData( void ); + void HandleWater( void ); + bool CheckWater( void ); + void CheckWaterLevel( void ); + void CreateSplash( const Vector &vecPosition ); + void CreateRipple( const Vector &vecPosition ); + + void UpdateSteeringAngle( void ); + void CreateDangerSounds( void ); + + void ComputePDControllerCoefficients( float *pCoefficientsOut, float flFrequency, float flDampening, float flDeltaTime ); + void DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime ); + void DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime ); + + void InputStartRemoveTauCannon( inputdata_t &inputdata ); + void InputFinishRemoveTauCannon( inputdata_t &inputdata ); + +private: + + bool m_bGunHasBeenCutOff; + float m_flDangerSoundTime; + int m_nBulletType; + bool m_bCannonCharging; + float m_flCannonTime; + float m_flCannonChargeStartTime; + Vector m_vecGunOrigin; + CSoundPatch *m_sndCannonCharge; + int m_nSpinPos; + float m_aimYaw; + float m_aimPitch; + float m_throttleDisableTime; + float m_flAmmoCrateCloseTime; + + // handbrake after the fact to keep vehicles from rolling + float m_flHandbrakeTime; + bool m_bInitialHandbrake; + + float m_flOverturnedTime; + + Vector m_vecLastEyePos; + Vector m_vecLastEyeTarget; + Vector m_vecEyeSpeed; + Vector m_vecTargetSpeed; + + JeepWaterData_t m_WaterData; + + int m_iNumberOfEntries; + int m_nAmmoType; + + // Seagull perching + float m_flPlayerExitedTime; // Time at which the player last left this vehicle + float m_flLastSawPlayerAt; // Time at which we last saw the player + EHANDLE m_hLastPlayerInVehicle; + bool m_bHasPoop; + + CNetworkVar( bool, m_bHeadlightIsOn ); +}; + +BEGIN_DATADESC( CPropJeep ) + DEFINE_FIELD( m_bGunHasBeenCutOff, FIELD_BOOLEAN ), + DEFINE_FIELD( m_flDangerSoundTime, FIELD_TIME ), + DEFINE_FIELD( m_nBulletType, FIELD_INTEGER ), + DEFINE_FIELD( m_bCannonCharging, FIELD_BOOLEAN ), + DEFINE_FIELD( m_flCannonTime, FIELD_TIME ), + DEFINE_FIELD( m_flCannonChargeStartTime, FIELD_TIME ), + DEFINE_FIELD( m_vecGunOrigin, FIELD_POSITION_VECTOR ), + DEFINE_SOUNDPATCH( m_sndCannonCharge ), + DEFINE_FIELD( m_nSpinPos, FIELD_INTEGER ), + DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ), + DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ), + DEFINE_FIELD( m_throttleDisableTime, FIELD_TIME ), + DEFINE_FIELD( m_flHandbrakeTime, FIELD_TIME ), + DEFINE_FIELD( m_bInitialHandbrake, FIELD_BOOLEAN ), + DEFINE_FIELD( m_flOverturnedTime, FIELD_TIME ), + DEFINE_FIELD( m_flAmmoCrateCloseTime, FIELD_FLOAT ), + DEFINE_FIELD( m_vecLastEyePos, FIELD_POSITION_VECTOR ), + DEFINE_FIELD( m_vecLastEyeTarget, FIELD_POSITION_VECTOR ), + DEFINE_FIELD( m_vecEyeSpeed, FIELD_POSITION_VECTOR ), + DEFINE_FIELD( m_vecTargetSpeed, FIELD_POSITION_VECTOR ), + DEFINE_FIELD( m_bHeadlightIsOn, FIELD_BOOLEAN ), + DEFINE_EMBEDDED( m_WaterData ), + + DEFINE_FIELD( m_iNumberOfEntries, FIELD_INTEGER ), + DEFINE_FIELD( m_nAmmoType, FIELD_INTEGER ), + + DEFINE_FIELD( m_flPlayerExitedTime, FIELD_TIME ), + DEFINE_FIELD( m_flLastSawPlayerAt, FIELD_TIME ), + DEFINE_FIELD( m_hLastPlayerInVehicle, FIELD_EHANDLE ), + DEFINE_FIELD( m_bHasPoop, FIELD_BOOLEAN ), + + DEFINE_INPUTFUNC( FIELD_VOID, "StartRemoveTauCannon", InputStartRemoveTauCannon ), + DEFINE_INPUTFUNC( FIELD_VOID, "FinishRemoveTauCannon", InputFinishRemoveTauCannon ), + +END_DATADESC() + +IMPLEMENT_SERVERCLASS_ST( CPropJeep, DT_PropJeep ) + SendPropBool( SENDINFO( m_bHeadlightIsOn ) ), +END_SEND_TABLE(); + +LINK_ENTITY_TO_CLASS( prop_vehicle_jeep, CPropJeep ); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CPropJeep::CPropJeep( void ) +{ + m_bHasGun = true; + m_bGunHasBeenCutOff = false; + m_bCannonCharging = false; + m_flCannonChargeStartTime = 0; + m_flCannonTime = 0; + m_nBulletType = -1; + m_flOverturnedTime = 0.0f; + m_iNumberOfEntries = 0; + + m_vecEyeSpeed.Init(); + + InitWaterData(); + + m_bUnableToFire = true; + m_flAmmoCrateCloseTime = 0; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::CreateServerVehicle( void ) +{ + // Create our armed server vehicle + m_pServerVehicle = new CJeepFourWheelServerVehicle(); + m_pServerVehicle->SetVehicle( this ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::Precache( void ) +{ + UTIL_PrecacheOther( "npc_seagull" ); + + PrecacheScriptSound( "PropJeep.AmmoClose" ); + PrecacheScriptSound( "PropJeep.FireCannon" ); + PrecacheScriptSound( "PropJeep.FireChargedCannon" ); + PrecacheScriptSound( "PropJeep.AmmoOpen" ); + + PrecacheScriptSound( "Jeep.GaussCharge" ); + +// PrecacheModel( GAUSS_BEAM_SPRITE ); + + BaseClass::Precache(); +} + +//------------------------------------------------ +// Spawn +//------------------------------------------------ +void CPropJeep::Spawn( void ) +{ + // Setup vehicle as a real-wheels car. + SetVehicleType( VEHICLE_TYPE_CAR_WHEELS ); + + BaseClass::Spawn(); + m_flHandbrakeTime = gpGlobals->curtime + 0.1; + m_bInitialHandbrake = false; + + m_VehiclePhysics.SetHasBrakePedal( false ); + + m_flMinimumSpeedToEnterExit = LOCK_SPEED; + + m_nBulletType = GetAmmoDef()->Index("GaussEnergy"); + + if ( m_bHasGun ) + { + SetBodygroup( 1, true ); + } + else + { + SetBodygroup( 1, false ); + } + + // Initialize pose parameters + SetPoseParameter( JEEP_GUN_YAW, 0 ); + SetPoseParameter( JEEP_GUN_PITCH, 0 ); + m_nSpinPos = 0; + SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos ); + m_aimYaw = 0; + m_aimPitch = 0; + + AddSolidFlags( FSOLID_NOT_STANDABLE ); + + CAmmoDef *pAmmoDef = GetAmmoDef(); + m_nAmmoType = pAmmoDef->Index("GaussEnergy"); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &tr - +// nDamageType - +//----------------------------------------------------------------------------- +void CPropJeep::DoImpactEffect( trace_t &tr, int nDamageType ) +{ + //Draw our beam + DrawBeam( tr.startpos, tr.endpos, 2.4 ); + + if ( (tr.surface.flags & SURF_SKY) == false ) + { + CPVSFilter filter( tr.endpos ); + te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); + + UTIL_ImpactTrace( &tr, m_nBulletType ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr ) +{ + CTakeDamageInfo info = inputInfo; + if ( ptr->hitbox != VEHICLE_HITBOX_DRIVER ) + { + if ( inputInfo.GetDamageType() & DMG_BULLET ) + { + info.ScaleDamage( 0.0001 ); + } + } + + BaseClass::TraceAttack( info, vecDir, ptr ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CPropJeep::OnTakeDamage( const CTakeDamageInfo &inputInfo ) +{ + //Do scaled up physics damage to the car + CTakeDamageInfo info = inputInfo; + info.ScaleDamage( 25 ); + + // HACKHACK: Scale up grenades until we get a better explosion/pressure damage system + if ( inputInfo.GetDamageType() & DMG_BLAST ) + { + info.SetDamageForce( inputInfo.GetDamageForce() * 10 ); + } + VPhysicsTakeDamage( info ); + + // reset the damage + info.SetDamage( inputInfo.GetDamage() ); + + // small amounts of shock damage disrupt the car, but aren't transferred to the player + if ( info.GetDamageType() == DMG_SHOCK ) + { + if ( info.GetDamage() <= 10 ) + { + // take 10% damage and make the engine stall + info.ScaleDamage( 0.1 ); + m_throttleDisableTime = gpGlobals->curtime + 2; + } + } + + //Check to do damage to driver + if ( GetDriver() ) + { + //Take no damage from physics damages + if ( info.GetDamageType() & DMG_CRUSH ) + return 0; + + // Take the damage (strip out the DMG_BLAST) + info.SetDamageType( info.GetDamageType() & (~DMG_BLAST) ); + GetDriver()->TakeDamage( info ); + } + + return 0; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +Vector CPropJeep::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: Aim Gun at a target +//----------------------------------------------------------------------------- +void CPropJeep::AimGunAt( Vector *endPos, float flInterval ) +{ + Vector aimPos = *endPos; + + // See if the gun should be allowed to aim + if ( IsOverturned() || m_bEngineLocked ) + { + SetPoseParameter( JEEP_GUN_YAW, 0 ); + SetPoseParameter( JEEP_GUN_PITCH, 0 ); + SetPoseParameter( JEEP_GUN_SPIN, 0 ); + return; + + // Make the gun go limp and look "down" + Vector v_forward, v_up; + AngleVectors( GetLocalAngles(), NULL, &v_forward, &v_up ); + aimPos = WorldSpaceCenter() + ( v_forward * -32.0f ) - Vector( 0, 0, 128.0f ); + } + + matrix3x4_t gunMatrix; + GetAttachment( LookupAttachment("gun_ref"), gunMatrix ); + + // transform the enemy into gun space + Vector localEnemyPosition; + VectorITransform( aimPos, gunMatrix, localEnemyPosition ); + + // do a look at in gun space (essentially a delta-lookat) + QAngle localEnemyAngles; + VectorAngles( localEnemyPosition, localEnemyAngles ); + + // convert to +/- 180 degrees + localEnemyAngles.x = UTIL_AngleDiff( localEnemyAngles.x, 0 ); + localEnemyAngles.y = UTIL_AngleDiff( localEnemyAngles.y, 0 ); + + float targetYaw = m_aimYaw + localEnemyAngles.y; + float targetPitch = m_aimPitch + localEnemyAngles.x; + + // Constrain our angles + float newTargetYaw = clamp( targetYaw, -CANNON_MAX_LEFT_YAW, CANNON_MAX_RIGHT_YAW ); + float newTargetPitch = clamp( targetPitch, -CANNON_MAX_DOWN_PITCH, CANNON_MAX_UP_PITCH ); + + // If the angles have been clamped, we're looking outside of our valid range + if ( fabs(newTargetYaw-targetYaw) > 1e-4 || fabs(newTargetPitch-targetPitch) > 1e-4 ) + { + m_bUnableToFire = true; + } + + targetYaw = newTargetYaw; + targetPitch = newTargetPitch; + + // Exponentially approach the target + float yawSpeed = 8; + float pitchSpeed = 8; + + m_aimYaw = UTIL_Approach( targetYaw, m_aimYaw, yawSpeed ); + m_aimPitch = UTIL_Approach( targetPitch, m_aimPitch, pitchSpeed ); + + SetPoseParameter( JEEP_GUN_YAW, -m_aimYaw); + SetPoseParameter( JEEP_GUN_PITCH, -m_aimPitch ); + + InvalidateBoneCache(); + + // read back to avoid drift when hitting limits + // as long as the velocity is less than the delta between the limit and 180, this is fine. + m_aimPitch = -GetPoseParameter( JEEP_GUN_PITCH ); + m_aimYaw = -GetPoseParameter( JEEP_GUN_YAW ); + + // Now draw crosshair for actual aiming point + Vector vecMuzzle, vecMuzzleDir; + QAngle vecMuzzleAng; + + GetAttachment( "Muzzle", vecMuzzle, vecMuzzleAng ); + AngleVectors( vecMuzzleAng, &vecMuzzleDir ); + + trace_t tr; + UTIL_TraceLine( vecMuzzle, vecMuzzle + (vecMuzzleDir * MAX_TRACE_LENGTH), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + + // see if we hit something, if so, adjust endPos to hit location + if ( tr.fraction < 1.0 ) + { + m_vecGunCrosshair = vecMuzzle + ( vecMuzzleDir * MAX_TRACE_LENGTH * tr.fraction ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::InitWaterData( void ) +{ + m_WaterData.m_bBodyInWater = false; + m_WaterData.m_bBodyWasInWater = false; + + for ( int iWheel = 0; iWheel < JEEP_WHEEL_COUNT; ++iWheel ) + { + m_WaterData.m_bWheelInWater[iWheel] = false; + m_WaterData.m_bWheelWasInWater[iWheel] = false; + m_WaterData.m_vecWheelContactPoints[iWheel].Init(); + m_WaterData.m_flNextRippleTime[iWheel] = 0; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::HandleWater( void ) +{ + // Only check the wheels and engine in water if we have a driver (player). + if ( !GetDriver() ) + return; + + // Check to see if we are in water. + if ( CheckWater() ) + { + for ( int iWheel = 0; iWheel < JEEP_WHEEL_COUNT; ++iWheel ) + { + // Create an entry/exit splash! + if ( m_WaterData.m_bWheelInWater[iWheel] != m_WaterData.m_bWheelWasInWater[iWheel] ) + { + CreateSplash( m_WaterData.m_vecWheelContactPoints[iWheel] ); + CreateRipple( m_WaterData.m_vecWheelContactPoints[iWheel] ); + } + + // Create ripples. + if ( m_WaterData.m_bWheelInWater[iWheel] && m_WaterData.m_bWheelWasInWater[iWheel] ) + { + if ( m_WaterData.m_flNextRippleTime[iWheel] < gpGlobals->curtime ) + { + // Stagger ripple times + m_WaterData.m_flNextRippleTime[iWheel] = gpGlobals->curtime + RandomFloat( 0.1, 0.3 ); + CreateRipple( m_WaterData.m_vecWheelContactPoints[iWheel] ); + } + } + } + } + + // Save of data from last think. + for ( int iWheel = 0; iWheel < JEEP_WHEEL_COUNT; ++iWheel ) + { + m_WaterData.m_bWheelWasInWater[iWheel] = m_WaterData.m_bWheelInWater[iWheel]; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CPropJeep::CheckWater( void ) +{ + bool bInWater = false; + + // Check all four wheels. + for ( int iWheel = 0; iWheel < JEEP_WHEEL_COUNT; ++iWheel ) + { + // Get the current wheel and get its contact point. + IPhysicsObject *pWheel = m_VehiclePhysics.GetWheel( iWheel ); + if ( !pWheel ) + continue; + + // Check to see if we hit water. + if ( pWheel->GetContactPoint( &m_WaterData.m_vecWheelContactPoints[iWheel], NULL ) ) + { + m_WaterData.m_bWheelInWater[iWheel] = ( UTIL_PointContents( m_WaterData.m_vecWheelContactPoints[iWheel] ) & MASK_WATER ) ? true : false; + if ( m_WaterData.m_bWheelInWater[iWheel] ) + { + bInWater = true; + } + } + } + + // Check the body and the BONNET. + int iEngine = LookupAttachment( "vehicle_engine" ); + Vector vecEnginePoint; + QAngle vecEngineAngles; + GetAttachment( iEngine, vecEnginePoint, vecEngineAngles ); + + m_WaterData.m_bBodyInWater = ( UTIL_PointContents( vecEnginePoint ) & MASK_WATER ) ? true : false; + if ( m_WaterData.m_bBodyInWater ) + { + if ( m_bHasPoop ) + { + RemoveAllDecals(); + m_bHasPoop = false; + } + + if ( !m_VehiclePhysics.IsEngineDisabled() ) + { + m_VehiclePhysics.SetDisableEngine( true ); + } + } + else + { + if ( m_VehiclePhysics.IsEngineDisabled() ) + { + m_VehiclePhysics.SetDisableEngine( false ); + } + } + + if ( bInWater ) + { + // Check the player's water level. + CheckWaterLevel(); + } + + return bInWater; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::CheckWaterLevel( void ) +{ + CBaseEntity *pEntity = GetDriver(); + if ( pEntity && pEntity->IsPlayer() ) + { + CBasePlayer *pPlayer = static_cast<CBasePlayer*>( pEntity ); + + Vector vecAttachPoint; + QAngle vecAttachAngles; + + // Check eyes. (vehicle_driver_eyes point) + int iAttachment = LookupAttachment( "vehicle_driver_eyes" ); + GetAttachment( iAttachment, vecAttachPoint, vecAttachAngles ); + + // Add the jeep's Z view offset + Vector vecUp; + AngleVectors( vecAttachAngles, NULL, NULL, &vecUp ); + vecUp.z = clamp( vecUp.z, 0.0f, vecUp.z ); + vecAttachPoint.z += r_JeepViewZHeight.GetFloat() * vecUp.z; + + bool bEyes = ( UTIL_PointContents( vecAttachPoint ) & MASK_WATER ) ? true : false; + if ( bEyes ) + { + pPlayer->SetWaterLevel( WL_Eyes ); + return; + } + + // Check waist. (vehicle_engine point -- see parent function). + if ( m_WaterData.m_bBodyInWater ) + { + pPlayer->SetWaterLevel( WL_Waist ); + return; + } + + // Check feet. (vehicle_feet_passenger0 point) + iAttachment = LookupAttachment( "vehicle_feet_passenger0" ); + GetAttachment( iAttachment, vecAttachPoint, vecAttachAngles ); + bool bFeet = ( UTIL_PointContents( vecAttachPoint ) & MASK_WATER ) ? true : false; + if ( bFeet ) + { + pPlayer->SetWaterLevel( WL_Feet ); + return; + } + + // Not in water. + pPlayer->SetWaterLevel( WL_NotInWater ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::CreateSplash( const Vector &vecPosition ) +{ + // Splash data. + CEffectData data; + data.m_fFlags = 0; + data.m_vOrigin = vecPosition; + data.m_vNormal.Init( 0.0f, 0.0f, 1.0f ); + VectorAngles( data.m_vNormal, data.m_vAngles ); + data.m_flScale = 10.0f + random->RandomFloat( 0, 2 ); + + // Create the splash.. + DispatchEffect( "watersplash", data ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::CreateRipple( const Vector &vecPosition ) +{ + // Ripple data. + CEffectData data; + data.m_fFlags = 0; + data.m_vOrigin = vecPosition; + data.m_vNormal.Init( 0.0f, 0.0f, 1.0f ); + VectorAngles( data.m_vNormal, data.m_vAngles ); + data.m_flScale = 10.0f + random->RandomFloat( 0, 2 ); + if ( GetWaterType() & CONTENTS_SLIME ) + { + data.m_fFlags |= FX_WATER_IN_SLIME; + } + + // Create the ripple. + DispatchEffect( "waterripple", data ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::Think(void) +{ + BaseClass::Think(); + +/* + CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); + + if ( m_bEngineLocked ) + { + m_bUnableToFire = true; + + if ( pPlayer != NULL ) + { + pPlayer->m_Local.m_iHideHUD |= HIDEHUD_VEHICLE_CROSSHAIR; + } + } + else + { + // Start this as false and update it again each frame + m_bUnableToFire = false; + + if ( pPlayer != NULL ) + { + pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_VEHICLE_CROSSHAIR; + } + } +*/ + + // Water!? + HandleWater(); + + SetSimulationTime( gpGlobals->curtime ); + + SetNextThink( gpGlobals->curtime ); + SetAnimatedEveryTick( true ); + + if ( !m_bInitialHandbrake ) // after initial timer expires, set the handbrake + { + m_bInitialHandbrake = true; + m_VehiclePhysics.SetHandbrake( true ); + m_VehiclePhysics.Think(); + } + + // Check overturned status. + if ( !IsOverturned() ) + { + m_flOverturnedTime = 0.0f; + } + else + { + m_flOverturnedTime += gpGlobals->frametime; + } + + // spin gun if charging cannon + //FIXME: Don't bother for E3 + if ( m_bCannonCharging ) + { + m_nSpinPos += JEEP_GUN_SPIN_RATE; + SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos ); + } + + // Aim gun based on the player view direction. + if ( m_hPlayer && !m_bExitAnimOn && !m_bEnterAnimOn ) + { + Vector vecEyeDir, vecEyePos; + m_hPlayer->EyePositionAndVectors( &vecEyePos, &vecEyeDir, NULL, NULL ); + + // Trace out from the player's eye point. + Vector vecEndPos = vecEyePos + ( vecEyeDir * MAX_TRACE_LENGTH ); + trace_t trace; + UTIL_TraceLine( vecEyePos, vecEndPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &trace ); + + // See if we hit something, if so, adjust end position to hit location. + if ( trace.fraction < 1.0 ) + { + vecEndPos = vecEyePos + ( vecEyeDir * MAX_TRACE_LENGTH * trace.fraction ); + } + + //m_vecLookCrosshair = vecEndPos; + AimGunAt( &vecEndPos, 0.1f ); + } + + StudioFrameAdvance(); + + // If the enter or exit animation has finished, tell the server vehicle + if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) ) + { + if ( m_bEnterAnimOn ) + { + m_VehiclePhysics.ReleaseHandbrake(); + StartEngine(); + + // HACKHACK: This forces the jeep to play a sound when it gets entered underwater + if ( m_VehiclePhysics.IsEngineDisabled() ) + { + CBaseServerVehicle *pServerVehicle = dynamic_cast<CBaseServerVehicle *>(GetServerVehicle()); + if ( pServerVehicle ) + { + pServerVehicle->SoundStartDisabled(); + } + } + + // The first few time we get into the jeep, print the jeep help + if ( m_iNumberOfEntries < hud_jeephint_numentries.GetInt() ) + { + UTIL_HudHintText( m_hPlayer, "#Valve_Hint_JeepKeys" ); + m_iNumberOfEntries++; + } + } + + // If we're exiting and have had the tau cannon removed, we don't want to reset the animation + GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, true ); + } + + // See if the ammo crate needs to close + if ( ( m_flAmmoCrateCloseTime < gpGlobals->curtime ) && ( GetSequence() == LookupSequence( "ammo_open" ) ) ) + { + m_flAnimTime = gpGlobals->curtime; + m_flPlaybackRate = 0.0; + SetCycle( 0 ); + ResetSequence( LookupSequence( "ammo_close" ) ); + } + else if ( ( GetSequence() == LookupSequence( "ammo_close" ) ) && IsSequenceFinished() ) + { + m_flAnimTime = gpGlobals->curtime; + m_flPlaybackRate = 0.0; + SetCycle( 0 ); + ResetSequence( LookupSequence( "idle" ) ); + + CPASAttenuationFilter sndFilter( this, "PropJeep.AmmoClose" ); + EmitSound( sndFilter, entindex(), "PropJeep.AmmoClose" ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &startPos - +// &endPos - +// width - +// useMuzzle - +//----------------------------------------------------------------------------- +void CPropJeep::DrawBeam( const Vector &startPos, const Vector &endPos, float width ) +{ + /* + //Tracer down the middle + UTIL_Tracer( startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 6500, false, "GaussTracer" ); + + //Draw the main beam shaft + CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, 0.5 ); + + pBeam->SetStartPos( startPos ); + pBeam->PointEntInit( endPos, this ); + pBeam->SetEndAttachment( LookupAttachment("Muzzle") ); + pBeam->SetWidth( width ); + pBeam->SetEndWidth( 0.05f ); + pBeam->SetBrightness( 255 ); + pBeam->SetColor( 255, 185+random->RandomInt( -16, 16 ), 40 ); + pBeam->RelinkBeam(); + pBeam->LiveForTime( 0.1f ); + + //Draw electric bolts along shaft + pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, 3.0f ); + + pBeam->SetStartPos( startPos ); + pBeam->PointEntInit( endPos, this ); + pBeam->SetEndAttachment( LookupAttachment("Muzzle") ); + + pBeam->SetBrightness( random->RandomInt( 64, 255 ) ); + pBeam->SetColor( 255, 255, 150+random->RandomInt( 0, 64 ) ); + pBeam->RelinkBeam(); + pBeam->LiveForTime( 0.1f ); + pBeam->SetNoise( 1.6f ); + pBeam->SetEndWidth( 0.1f ); */ +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::FireCannon( void ) +{ + //Don't fire again if it's been too soon + if ( m_flCannonTime > gpGlobals->curtime ) + return; + + if ( m_bUnableToFire ) + return; + + m_flCannonTime = gpGlobals->curtime + 0.2f; + m_bCannonCharging = false; + + //Find the direction the gun is pointing in + Vector aimDir; + GetCannonAim( &aimDir ); + + FireBulletsInfo_t info( 1, m_vecGunOrigin, aimDir, VECTOR_CONE_1DEGREES, MAX_TRACE_LENGTH, m_nAmmoType ); + + info.m_nFlags = FIRE_BULLETS_ALLOW_WATER_SURFACE_IMPACTS; + info.m_pAttacker = m_hPlayer; + + FireBullets( info ); + + // Register a muzzleflash for the AI + if ( m_hPlayer ) + { + m_hPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); + } + + CPASAttenuationFilter sndFilter( this, "PropJeep.FireCannon" ); + EmitSound( sndFilter, entindex(), "PropJeep.FireCannon" ); + + // make cylinders of gun spin a bit + m_nSpinPos += JEEP_GUN_SPIN_RATE; + //SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos ); //FIXME: Don't bother with this for E3, won't look right +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::FireChargedCannon( void ) +{ +/* bool penetrated = false; + + m_bCannonCharging = false; + m_flCannonTime = gpGlobals->curtime + 0.5f; + + StopChargeSound(); + + CPASAttenuationFilter sndFilter( this, "PropJeep.FireChargedCannon" ); + EmitSound( sndFilter, entindex(), "PropJeep.FireChargedCannon" ); + + //Find the direction the gun is pointing in + Vector aimDir; + GetCannonAim( &aimDir ); + + Vector endPos = m_vecGunOrigin + ( aimDir * MAX_TRACE_LENGTH ); + + //Shoot a shot straight out + trace_t tr; + UTIL_TraceLine( m_vecGunOrigin, endPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + + ClearMultiDamage(); + + //Find how much damage to do + float flChargeAmount = ( gpGlobals->curtime - m_flCannonChargeStartTime ) / MAX_GAUSS_CHARGE_TIME; + + //Clamp this + if ( flChargeAmount > 1.0f ) + { + flChargeAmount = 1.0f; + } + + //Determine the damage amount + //FIXME: Use ConVars! + float flDamage = 15 + ( ( 250 - 15 ) * flChargeAmount ); + + CBaseEntity *pHit = tr.m_pEnt; + + //Look for wall penetration + if ( tr.DidHitWorld() && !(tr.surface.flags & SURF_SKY) ) + { + //Try wall penetration + UTIL_ImpactTrace( &tr, m_nBulletType, "ImpactJeep" ); + UTIL_DecalTrace( &tr, "RedGlowFade" ); + + CPVSFilter filter( tr.endpos ); + te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); + + Vector testPos = tr.endpos + ( aimDir * 48.0f ); + + UTIL_TraceLine( testPos, tr.endpos, MASK_SHOT, GetDriver(), COLLISION_GROUP_NONE, &tr ); + + if ( tr.allsolid == false ) + { + UTIL_DecalTrace( &tr, "RedGlowFade" ); + + penetrated = true; + } + } + else if ( pHit != NULL ) + { + CTakeDamageInfo dmgInfo( this, GetDriver(), flDamage, DMG_SHOCK ); + CalculateBulletDamageForce( &dmgInfo, GetAmmoDef()->Index("GaussEnergy"), aimDir, tr.endpos, 1.0f + flChargeAmount * 4.0f ); + + //Do direct damage to anything in our path + pHit->DispatchTraceAttack( dmgInfo, aimDir, &tr ); + } + + ApplyMultiDamage(); + + //Kick up an effect + if ( !(tr.surface.flags & SURF_SKY) ) + { + UTIL_ImpactTrace( &tr, m_nBulletType, "ImpactJeep" ); + + //Do a gauss explosion + CPVSFilter filter( tr.endpos ); + te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); + } + + //Show the effect + DrawBeam( m_vecGunOrigin, tr.endpos, 9.6 ); + + // Register a muzzleflash for the AI + if ( m_hPlayer ) + { + m_hPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5f ); + } + + //Rock the car + IPhysicsObject *pObj = VPhysicsGetObject(); + + if ( pObj != NULL ) + { + Vector shoveDir = aimDir * -( flDamage * 500.0f ); + + pObj->ApplyForceOffset( shoveDir, m_vecGunOrigin ); + } + + //Do radius damage if we didn't penetrate the wall + if ( penetrated == true ) + { + RadiusDamage( CTakeDamageInfo( this, this, flDamage, DMG_SHOCK ), tr.endpos, 200.0f, CLASS_NONE, NULL ); + } */ +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::ChargeCannon( void ) +{ + //Don't fire again if it's been too soon + if ( m_flCannonTime > gpGlobals->curtime ) + return; + + //See if we're starting a charge + if ( m_bCannonCharging == false ) + { + m_flCannonChargeStartTime = gpGlobals->curtime; + m_bCannonCharging = true; + + //Start charging sound + CPASAttenuationFilter filter( this ); + m_sndCannonCharge = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "Jeep.GaussCharge", ATTN_NORM ); + + assert(m_sndCannonCharge!=NULL); + if ( m_sndCannonCharge != NULL ) + { + (CSoundEnvelopeController::GetController()).Play( m_sndCannonCharge, 1.0f, 50 ); + (CSoundEnvelopeController::GetController()).SoundChangePitch( m_sndCannonCharge, 250, 3.0f ); + } + + return; + } + + //TODO: Add muzzle effect? + + //TODO: Check for overcharge and have the weapon simply fire or instead "decharge"? +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::StopChargeSound( void ) +{ + if ( m_sndCannonCharge != NULL ) + { + (CSoundEnvelopeController::GetController()).SoundFadeOut( m_sndCannonCharge, 0.1f ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Finds the true aiming position of the gun (looks at what player +// is looking at and adjusts) +// Input : &resultDir - direction to be calculated +//----------------------------------------------------------------------------- +void CPropJeep::GetCannonAim( Vector *resultDir ) +{ + Vector muzzleOrigin; + QAngle muzzleAngles; + + GetAttachment( LookupAttachment("gun_ref"), muzzleOrigin, muzzleAngles ); + + AngleVectors( muzzleAngles, resultDir ); +} + +//----------------------------------------------------------------------------- +// Purpose: If the player uses the jeep while at the back, he gets ammo from the crate instead +//----------------------------------------------------------------------------- +void CPropJeep::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + CBasePlayer *pPlayer = ToBasePlayer( pActivator ); + + if ( pPlayer == NULL) + return; + + // Find out if the player's looking at our ammocrate hitbox + Vector vecForward; + pPlayer->EyeVectors( &vecForward, NULL, NULL ); + + trace_t tr; + Vector vecStart = pPlayer->EyePosition(); + UTIL_TraceLine( vecStart, vecStart + vecForward * 1024, MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_HITBOX, pPlayer, COLLISION_GROUP_NONE, &tr ); + + if ( tr.m_pEnt == this && tr.hitgroup == JEEP_AMMOCRATE_HITGROUP ) + { + // Player's using the crate. + // Fill up his SMG ammo. + pPlayer->GiveAmmo( 300, "SMG1"); + + if ( ( GetSequence() != LookupSequence( "ammo_open" ) ) && ( GetSequence() != LookupSequence( "ammo_close" ) ) ) + { + // Open the crate + m_flAnimTime = gpGlobals->curtime; + m_flPlaybackRate = 0.0; + SetCycle( 0 ); + ResetSequence( LookupSequence( "ammo_open" ) ); + + CPASAttenuationFilter sndFilter( this, "PropJeep.AmmoOpen" ); + EmitSound( sndFilter, entindex(), "PropJeep.AmmoOpen" ); + } + + m_flAmmoCrateCloseTime = gpGlobals->curtime + JEEP_AMMO_CRATE_CLOSE_DELAY; + return; + } + + // Fall back and get in the vehicle instead + BaseClass::Use( pActivator, pCaller, useType, value ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CPropJeep::CanExitVehicle( CBaseEntity *pEntity ) +{ + return ( !m_bEnterAnimOn && !m_bExitAnimOn && !m_bLocked && (m_nSpeed <= g_jeepexitspeed.GetFloat() ) ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles ) +{ + // Get the frametime. (Check to see if enough time has passed to warrent dampening). + float flFrameTime = gpGlobals->frametime; + if ( flFrameTime < JEEP_FRAMETIME_MIN ) + { + vecVehicleEyePos = m_vecLastEyePos; + DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, 0.0f ); + return; + } + + // Keep static the sideways motion. + + // Dampen forward/backward motion. + DampenForwardMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime ); + + // Blend up/down motion. + DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime ); +} + +//----------------------------------------------------------------------------- +// Use the controller as follows: +// speed += ( pCoefficientsOut[0] * ( targetPos - currentPos ) + pCoefficientsOut[1] * ( targetSpeed - currentSpeed ) ) * flDeltaTime; +//----------------------------------------------------------------------------- +void CPropJeep::ComputePDControllerCoefficients( float *pCoefficientsOut, + float flFrequency, float flDampening, + float flDeltaTime ) +{ + float flKs = 9.0f * flFrequency * flFrequency; + float flKd = 4.5f * flFrequency * flDampening; + + float flScale = 1.0f / ( 1.0f + flKd * flDeltaTime + flKs * flDeltaTime * flDeltaTime ); + + pCoefficientsOut[0] = flKs * flScale; + pCoefficientsOut[1] = ( flKd + flKs * flDeltaTime ) * flScale; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime ) +{ + // Get forward vector. + Vector vecForward; + AngleVectors( vecVehicleEyeAngles, &vecForward); + + // Simulate the eye position forward based on the data from last frame + // (assumes no acceleration - it will get that from the "spring"). + Vector vecCurrentEyePos = m_vecLastEyePos + m_vecEyeSpeed * flFrameTime; + + // Calculate target speed based on the current vehicle eye position and the last vehicle eye position and frametime. + Vector vecVehicleEyeSpeed = ( vecVehicleEyePos - m_vecLastEyeTarget ) / flFrameTime; + m_vecLastEyeTarget = vecVehicleEyePos; + + // Calculate the speed and position deltas. + Vector vecDeltaSpeed = vecVehicleEyeSpeed - m_vecEyeSpeed; + Vector vecDeltaPos = vecVehicleEyePos - vecCurrentEyePos; + + // Clamp. + if ( vecDeltaPos.Length() > JEEP_DELTA_LENGTH_MAX ) + { + float flSign = vecForward.Dot( vecVehicleEyeSpeed ) >= 0.0f ? -1.0f : 1.0f; + vecVehicleEyePos += flSign * ( vecForward * JEEP_DELTA_LENGTH_MAX ); + m_vecLastEyePos = vecVehicleEyePos; + m_vecEyeSpeed = vecVehicleEyeSpeed; + return; + } + + // Generate an updated (dampening) speed for use in next frames position extrapolation. + float flCoefficients[2]; + ComputePDControllerCoefficients( flCoefficients, r_JeepViewDampenFreq.GetFloat(), r_JeepViewDampenDamp.GetFloat(), flFrameTime ); + m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime ); + + // Save off data for next frame. + m_vecLastEyePos = vecCurrentEyePos; + + // Move eye forward/backward. + Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) ); + vecVehicleEyePos -= vecForwardOffset; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime ) +{ + // Get up vector. + Vector vecUp; + AngleVectors( vecVehicleEyeAngles, NULL, NULL, &vecUp ); + vecUp.z = clamp( vecUp.z, 0.0f, vecUp.z ); + vecVehicleEyePos.z += r_JeepViewZHeight.GetFloat() * vecUp.z; + + // NOTE: Should probably use some damped equation here. +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) +{ + // If we are overturned and hit any key - leave the vehicle (IN_USE is already handled!). + if ( m_flOverturnedTime > OVERTURNED_EXIT_WAITTIME ) + { + if ( (ucmd->buttons & (IN_FORWARD|IN_BACK|IN_MOVELEFT|IN_MOVERIGHT|IN_SPEED|IN_JUMP|IN_ATTACK|IN_ATTACK2) ) && !m_bExitAnimOn ) + { + // Can't exit yet? We're probably still moving. Swallow the keys. + if ( !CanExitVehicle(player) ) + return; + + if ( !GetServerVehicle()->HandlePassengerExit( m_hPlayer ) && ( m_hPlayer != NULL ) ) + { + m_hPlayer->PlayUseDenySound(); + } + return; + } + } + + // If the throttle is disabled or we're upside-down, don't allow throttling (including turbo) + CUserCmd tmp; + if ( ( m_throttleDisableTime > gpGlobals->curtime ) || ( IsOverturned() ) ) + { + m_bUnableToFire = true; + + tmp = (*ucmd); + tmp.buttons &= ~(IN_FORWARD|IN_BACK|IN_SPEED); + ucmd = &tmp; + } + + BaseClass::SetupMove( player, ucmd, pHelper, move ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased ) +{ + int iButtons = ucmd->buttons; + + //Adrian: No headlights on Superfly. +/* if ( ucmd->impulse == 100 ) + { + if (HeadlightIsOn()) + { + HeadlightTurnOff(); + } + else + { + HeadlightTurnOn(); + } + }*/ + + // If we're holding down an attack button, update our state + if ( IsOverturned() == false ) + { + if ( iButtons & IN_ATTACK ) + { + if ( m_bCannonCharging ) + { + FireChargedCannon(); + } + else + { + FireCannon(); + } + } + else if ( iButtons & IN_ATTACK2 ) + { + ChargeCannon(); + } + } + + // If we've released our secondary button, fire off our cannon + if ( ( iButtonsReleased & IN_ATTACK2 ) && ( m_bCannonCharging ) ) + { + FireChargedCannon(); + } + + BaseClass::DriveVehicle( flFrameTime, ucmd, iButtonsDown, iButtonsReleased ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pPlayer - +// *pMoveData - +//----------------------------------------------------------------------------- +void CPropJeep::ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) +{ + BaseClass::ProcessMovement( pPlayer, pMoveData ); + + // Update the steering angles based on speed. + UpdateSteeringAngle(); + + // Create dangers sounds in front of the vehicle. + CreateDangerSounds(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::UpdateSteeringAngle( void ) +{ + float flMaxSpeed = m_VehiclePhysics.GetMaxSpeed(); + float flSpeed = m_VehiclePhysics.GetSpeed(); + + float flRatio = 1.0f - ( flSpeed / flMaxSpeed ); + float flSteeringDegrees = JEEP_STEERING_FAST_ANGLE + ( ( JEEP_STEERING_SLOW_ANGLE - JEEP_STEERING_FAST_ANGLE ) * flRatio ); + flSteeringDegrees = clamp( flSteeringDegrees, JEEP_STEERING_FAST_ANGLE, JEEP_STEERING_SLOW_ANGLE ); + m_VehiclePhysics.SetSteeringDegrees( flSteeringDegrees ); +} + +//----------------------------------------------------------------------------- +// Purpose: Create danger sounds in front of the vehicle. +//----------------------------------------------------------------------------- +void CPropJeep::CreateDangerSounds( void ) +{ + QAngle dummy; + GetAttachment( "Muzzle", m_vecGunOrigin, dummy ); + + if ( m_flDangerSoundTime > gpGlobals->curtime ) + return; + + QAngle vehicleAngles = GetLocalAngles(); + Vector vecStart = GetAbsOrigin(); + Vector vecDir, vecRight; + + GetVectors( &vecDir, &vecRight, NULL ); + + const float soundDuration = 0.25; + float speed = m_VehiclePhysics.GetHLSpeed(); + // Make danger sounds ahead of the jeep + if ( fabs(speed) > 120 ) + { + Vector vecSpot; + + float steering = m_VehiclePhysics.GetSteering(); + if ( steering != 0 ) + { + if ( speed > 0 ) + { + vecDir += vecRight * steering * 0.5; + } + else + { + vecDir -= vecRight * steering * 0.5; + } + VectorNormalize(vecDir); + } + const float radius = speed * 0.4; + // 0.3 seconds ahead of the jeep + vecSpot = vecStart + vecDir * (speed * 0.3f); + CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, radius, soundDuration, this, 0 ); + CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, vecSpot, radius, soundDuration, this, 1 ); + //NDebugOverlay::Box(vecSpot, Vector(-radius,-radius,-radius),Vector(radius,radius,radius), 255, 0, 255, 0, soundDuration); + +#if 0 + trace_t tr; + // put sounds a bit to left and right but slightly closer to Jeep to make a "cone" of sound + // in front of it + vecSpot = vecStart + vecDir * (speed * 0.5f) - vecRight * speed * 0.5; + UTIL_TraceLine( vecStart, vecSpot, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, soundDuration, this, 1 ); + + vecSpot = vecStart + vecDir * (speed * 0.5f) + vecRight * speed * 0.5; + UTIL_TraceLine( vecStart, vecSpot, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, soundDuration, this, 2); +#endif + } + + m_flDangerSoundTime = gpGlobals->curtime + 0.1; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::EnterVehicle( CBasePlayer *pPlayer ) +{ + if ( !pPlayer ) + return; + + CheckWater(); + BaseClass::EnterVehicle( pPlayer ); + + // Start looking for seagulls to land + m_hLastPlayerInVehicle = m_hPlayer; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::ExitVehicle( int nRole ) +{ + HeadlightTurnOff(); + + BaseClass::ExitVehicle( nRole ); + + //If the player has exited, stop charging + StopChargeSound(); + m_bCannonCharging = false; + + // Remember when we last saw the player + m_flPlayerExitedTime = gpGlobals->curtime; + m_flLastSawPlayerAt = gpGlobals->curtime; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::InputStartRemoveTauCannon( inputdata_t &inputdata ) +{ + // Start the gun removal animation + m_flAnimTime = gpGlobals->curtime; + m_flPlaybackRate = 0.0; + SetCycle( 0 ); + ResetSequence( LookupSequence( "tau_levitate" ) ); + + m_bGunHasBeenCutOff = true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::InputFinishRemoveTauCannon( inputdata_t &inputdata ) +{ + // Remove & hide the gun + SetBodygroup( 1, false ); + m_bHasGun = false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropJeep::OnRestore( void ) +{ + IServerVehicle *pServerVehicle = GetServerVehicle(); + if ( pServerVehicle != NULL ) + { + // Restore the passenger information we're holding on to + pServerVehicle->RestorePassengerInfo(); + } +} + +//======================================================================================================================================== +// JEEP FOUR WHEEL PHYSICS VEHICLE SERVER VEHICLE +//======================================================================================================================================== +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CJeepFourWheelServerVehicle::NPC_AimPrimaryWeapon( Vector vecTarget ) +{ + ((CPropJeep*)m_pVehicle)->AimGunAt( &vecTarget, 0.1f ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &vecEyeExitEndpoint - +// Output : int +//----------------------------------------------------------------------------- +int CJeepFourWheelServerVehicle::GetExitAnimToUse( Vector &vecEyeExitEndpoint, bool &bAllPointsBlocked ) +{ + bAllPointsBlocked = false; + + if ( !m_bParsedAnimations ) + { + // Load the entry/exit animations from the vehicle + ParseEntryExitAnims(); + m_bParsedAnimations = true; + } + + CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>(m_pVehicle); + // If we don't have the gun anymore, we want to get out using the "gun-less" animation + if ( pAnimating ) + { + // HACK: We know the tau-cannon removed exit anim uses the first upright anim's exit details + trace_t tr; + Vector vehicleExitOrigin; + QAngle vehicleExitAngles; + + // Ensure the endpoint is clear by dropping a point down from above + pAnimating->GetAttachment( m_ExitAnimations[0].iAttachment, vehicleExitOrigin, vehicleExitAngles ); + vehicleExitOrigin -= VEC_VIEW; + Vector vecMove = Vector(0,0,64); + Vector vecStart = vehicleExitOrigin + vecMove; + Vector vecEnd = vehicleExitOrigin - vecMove; + UTIL_TraceHull( vecStart, vecEnd, VEC_HULL_MIN, VEC_HULL_MAX, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr ); + + Assert( !tr.startsolid && tr.fraction < 1.0 ); + m_vecCurrentExitEndPoint = vecStart + ((vecEnd - vecStart) * tr.fraction); + vecEyeExitEndpoint = m_vecCurrentExitEndPoint + VEC_VIEW; + m_iCurrentExitAnim = 0; + return pAnimating->LookupSequence( "exit_tauremoved" ); + } + + return BaseClass::GetExitAnimToUse( vecEyeExitEndpoint, bAllPointsBlocked ); +} |