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diff --git a/mp/src/game/server/hl2/vehicle_jeep.cpp b/mp/src/game/server/hl2/vehicle_jeep.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "engine/IEngineSound.h"
+#include "in_buttons.h"
+#include "ammodef.h"
+#include "IEffects.h"
+#include "beam_shared.h"
+#include "weapon_gauss.h"
+#include "soundenvelope.h"
+#include "decals.h"
+#include "soundent.h"
+#include "grenade_ar2.h"
+#include "te_effect_dispatch.h"
+#include "hl2_player.h"
+#include "ndebugoverlay.h"
+#include "movevars_shared.h"
+#include "bone_setup.h"
+#include "ai_basenpc.h"
+#include "ai_hint.h"
+#include "npc_crow.h"
+#include "globalstate.h"
+#include "vehicle_jeep.h"
+#include "eventqueue.h"
+#include "rumble_shared.h"
+// NVNT haptic utils
+#include "haptics/haptic_utils.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_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
+
+// Seagull perching
+const char *g_pJeepThinkContext = "JeepSeagullThink";
+#define JEEP_SEAGULL_THINK_INTERVAL 10.0 // Interval between checks for seagull perches
+#define JEEP_SEAGULL_POOP_INTERVAL 45.0 // Interval between checks for seagull poopage
+#define JEEP_SEAGULL_HIDDEN_TIME 15.0 // Time for which the player must be hidden from the jeep for a seagull to perch
+#define JEEP_SEAGULL_MAX_TIME 60.0 // Time at which a seagull will definately perch on the jeep
+
+ConVar sk_jeep_gauss_damage( "sk_jeep_gauss_damage", "15" );
+ConVar hud_jeephint_numentries( "hud_jeephint_numentries", "10", FCVAR_NONE );
+ConVar g_jeepexitspeed( "g_jeepexitspeed", "100", FCVAR_CHEAT );
+
+extern ConVar autoaim_max_dist;
+extern ConVar sv_vehicle_autoaim_scale;
+
+
+//=============================================================================
+//
+// Jeep water data.
+//
+
+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 );
+};
+
+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_TIME ),
+ 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_hSeagull, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_bHasPoop, FIELD_BOOLEAN ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "ShowHudHint", InputShowHudHint ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "StartRemoveTauCannon", InputStartRemoveTauCannon ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "FinishRemoveTauCannon", InputFinishRemoveTauCannon ),
+
+ DEFINE_THINKFUNC( JeepSeagullThink ),
+END_DATADESC()
+
+IMPLEMENT_SERVERCLASS_ST( CPropJeep, DT_PropJeep )
+ SendPropBool( SENDINFO( m_bHeadlightIsOn ) ),
+END_SEND_TABLE();
+
+// This is overriden for the episodic jeep
+#ifndef HL2_EPISODIC
+LINK_ENTITY_TO_CLASS( prop_vehicle_jeep, CPropJeep );
+#endif
+
+//-----------------------------------------------------------------------------
+// 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_flMinimumSpeedToEnterExit = LOCK_SPEED;
+
+ m_nBulletType = GetAmmoDef()->Index("GaussEnergy");
+
+ CAmmoDef *pAmmoDef = GetAmmoDef();
+ m_nAmmoType = pAmmoDef->Index("GaussEnergy");
+
+ if ( m_bHasGun )
+ {
+ SetBodygroup( 1, true );
+
+ // 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;
+ }
+ else
+ {
+ SetBodygroup( 1, false );
+ }
+
+ AddSolidFlags( FSOLID_NOT_STANDABLE );
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CPropJeep::Activate()
+{
+ BaseClass::Activate();
+
+ CBaseServerVehicle *pServerVehicle = dynamic_cast<CBaseServerVehicle *>(GetServerVehicle());
+ if ( pServerVehicle )
+ {
+ if( pServerVehicle->GetPassenger() )
+ {
+ // If a jeep comes back from a save game with a driver, make sure the engine rumble starts up.
+ pServerVehicle->StartEngineRumble();
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// 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, CDmgAccumulator *pAccumulator )
+{
+ CTakeDamageInfo info = inputInfo;
+ if ( ptr->hitbox != VEHICLE_HITBOX_DRIVER )
+ {
+ if ( inputInfo.GetDamageType() & DMG_BULLET )
+ {
+ info.ScaleDamage( 0.0001 );
+ }
+ }
+
+ BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Modifies the passenger's damage taken through us
+//-----------------------------------------------------------------------------
+float CPropJeep::PassengerDamageModifier( const CTakeDamageInfo &info )
+{
+ if ( info.GetInflictor() && FClassnameIs( info.GetInflictor(), "hunter_flechette" ) )
+ return 0.1f;
+
+ return 1.0f;
+}
+
+//-----------------------------------------------------------------------------
+// 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() )
+ {
+ // Never take crush damage
+ if ( info.GetDamageType() & DMG_CRUSH )
+ return 0;
+
+ // Scale the damage and mark that we're passing it in so the base player accepts the damage
+ info.ScaleDamage( PassengerDamageModifier( info ) );
+ info.SetDamageType( info.GetDamageType() | DMG_VEHICLE );
+
+ // Deal the damage to the passenger
+ 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 || m_bHasGun == false )
+ {
+ 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 if ( m_bHasGun )
+ {
+ // 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_bHasGun && m_hPlayer && !m_bExitAnimOn && !m_bEnterAnimOn )
+ {
+ Vector vecEyeDir, vecEyePos;
+ m_hPlayer->EyePositionAndVectors( &vecEyePos, &vecEyeDir, NULL, NULL );
+
+ if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE )
+ {
+ autoaim_params_t params;
+
+ params.m_fScale = AUTOAIM_SCALE_DEFAULT * sv_vehicle_autoaim_scale.GetFloat();
+ params.m_fMaxDist = autoaim_max_dist.GetFloat();
+ m_hPlayer->GetAutoaimVector( params );
+
+ // Use autoaim as the eye dir if there is an autoaim ent.
+ vecEyeDir = params.m_vecAutoAimDir;
+ }
+
+ // 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() )
+ {
+ g_EventQueue.AddEvent( this, "ShowHudHint", 1.5f, this, this );
+ }
+ }
+
+ if ( hl2_episodic.GetBool() )
+ {
+ // Set its running animation idle
+ if ( m_bEnterAnimOn )
+ {
+ // Idle running
+ int nSequence = SelectWeightedSequence( ACT_IDLE_STIMULATED );
+ if ( nSequence > ACTIVITY_NOT_AVAILABLE )
+ {
+ SetCycle( 0 );
+ m_flAnimTime = gpGlobals->curtime;
+ ResetSequence( nSequence );
+ ResetClientsideFrame();
+ }
+ }
+ }
+
+ // If we're exiting and have had the tau cannon removed, we don't want to reset the animation
+ if ( hl2_episodic.GetBool() )
+ {
+ // Reset on exit anim
+ GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, m_bExitAnimOn );
+ }
+ else
+ {
+ GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, !(m_bExitAnimOn && TauCannonHasBeenCutOff()) );
+ }
+ }
+
+ // 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 );
+
+ int nSequence = SelectWeightedSequence( ACT_IDLE );
+ ResetSequence( nSequence );
+
+ 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 );
+}
+
+// NVNT Convar for jeep cannon magnitude
+ConVar hap_jeep_cannon_mag("hap_jeep_cannon_mag", "10", 0);
+
+//-----------------------------------------------------------------------------
+// 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 );
+
+#if defined( WIN32 ) && !defined( _X360 )
+ // NVNT apply a punch on fire
+ HapticPunch(m_hPlayer,0,0,hap_jeep_cannon_mag.GetFloat());
+#endif
+ 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 );
+ m_hPlayer->RumbleEffect( RUMBLE_PISTOL, 0, RUMBLE_FLAG_RESTART );
+ }
+
+ 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" );
+
+ if( m_hPlayer )
+ {
+ m_hPlayer->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAG_RESTART );
+ }
+
+ //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 );
+
+ if ( m_hPlayer )
+ {
+ m_hPlayer->RumbleEffect( RUMBLE_FLAT_LEFT, (int)(0.1 * 100), RUMBLE_FLAG_RESTART | RUMBLE_FLAG_LOOP | RUMBLE_FLAG_INITIAL_SCALE );
+ }
+
+ 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;
+ }
+ else
+ {
+ float flChargeAmount = ( gpGlobals->curtime - m_flCannonChargeStartTime ) / MAX_GAUSS_CHARGE_TIME;
+ if ( flChargeAmount > 1.0f )
+ {
+ flChargeAmount = 1.0f;
+ }
+
+ float rumble = flChargeAmount * 0.5f;
+
+ if( m_hPlayer )
+ {
+ m_hPlayer->RumbleEffect( RUMBLE_FLAT_LEFT, (int)(rumble * 100), RUMBLE_FLAG_UPDATE_SCALE );
+ }
+ }
+
+ //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 );
+ }
+
+ if( m_hPlayer )
+ {
+ m_hPlayer->RumbleEffect( RUMBLE_FLAT_LEFT, 0, RUMBLE_FLAG_STOP );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// 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();
+ }
+ }*/
+
+ // Only handle the cannon if the vehicle has one
+ if ( m_bHasGun )
+ {
+ // 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 );
+
+ // Create dangers sounds in front of the vehicle.
+ CreateDangerSounds();
+}
+
+//-----------------------------------------------------------------------------
+// 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 * 1.1f);
+ CSoundEnt::InsertSound( SOUND_DANGER | SOUND_CONTEXT_PLAYER_VEHICLE, vecSpot, radius, soundDuration, this, 0 );
+ CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER | SOUND_CONTEXT_PLAYER_VEHICLE, 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 * 0.75f) - 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 * 0.75f) + 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
+ }
+
+ // Make engine sounds even when we're not going fast.
+ CSoundEnt::InsertSound( SOUND_PLAYER | SOUND_CONTEXT_PLAYER_VEHICLE, GetAbsOrigin(), 800, soundDuration, this, 0 );
+
+ m_flDangerSoundTime = gpGlobals->curtime + 0.1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPropJeep::EnterVehicle( CBaseCombatCharacter *pPassenger )
+{
+ CBasePlayer *pPlayer = ToBasePlayer( pPassenger );
+ if ( !pPlayer )
+ return;
+
+ CheckWater();
+ BaseClass::EnterVehicle( pPassenger );
+
+ // Start looking for seagulls to land
+ m_hLastPlayerInVehicle = m_hPlayer;
+ SetContextThink( NULL, 0, g_pJeepThinkContext );
+}
+
+//-----------------------------------------------------------------------------
+// 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;
+
+ if ( GlobalEntity_GetState( "no_seagulls_on_jeep" ) == GLOBAL_OFF )
+ {
+ // Look for fly nodes
+ CHintCriteria hintCriteria;
+ hintCriteria.SetHintType( HINT_CROW_FLYTO_POINT );
+ hintCriteria.AddIncludePosition( GetAbsOrigin(), 4500 );
+ CAI_Hint *pHint = CAI_HintManager::FindHint( GetAbsOrigin(), hintCriteria );
+ if ( pHint )
+ {
+ // Start looking for seagulls to perch on me
+ SetContextThink( &CPropJeep::JeepSeagullThink, gpGlobals->curtime + JEEP_SEAGULL_THINK_INTERVAL, g_pJeepThinkContext );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: See if we should spawn a seagull on the jeep
+//-----------------------------------------------------------------------------
+void CPropJeep::JeepSeagullThink( void )
+{
+ if ( !m_hLastPlayerInVehicle )
+ return;
+
+ CBaseEntity *pBlocker;
+
+ // Do we already have a seagull?
+ if ( m_hSeagull )
+ {
+ CNPC_Seagull *pSeagull = dynamic_cast<CNPC_Seagull *>( m_hSeagull.Get() );
+
+ if ( pSeagull )
+ {
+ // Is he still on us?
+ if ( pSeagull->m_bOnJeep == true )
+ {
+ // Make the existing seagull spawn more poop over time
+ if ( pSeagull->IsAlive() )
+ {
+ AddSeagullPoop( pSeagull->GetAbsOrigin() );
+ }
+
+ SetContextThink( &CPropJeep::JeepSeagullThink, gpGlobals->curtime + JEEP_SEAGULL_POOP_INTERVAL, g_pJeepThinkContext );
+ }
+ else
+ {
+ // Our seagull's moved off us.
+ m_hSeagull = NULL;
+ SetContextThink( &CPropJeep::JeepSeagullThink, gpGlobals->curtime + JEEP_SEAGULL_THINK_INTERVAL, g_pJeepThinkContext );
+ }
+ }
+
+ return;
+ }
+
+ // Only spawn seagulls if we're upright and out of water
+ if ( m_WaterData.m_bBodyInWater || IsOverturned() )
+ {
+ SetContextThink( &CPropJeep::JeepSeagullThink, gpGlobals->curtime + JEEP_SEAGULL_THINK_INTERVAL, g_pJeepThinkContext );
+ return;
+ }
+
+ // Is the player visible?
+ if ( FVisible( m_hLastPlayerInVehicle, MASK_SOLID_BRUSHONLY, &pBlocker ) )
+ {
+ m_flLastSawPlayerAt = gpGlobals->curtime;
+ SetContextThink( &CPropJeep::JeepSeagullThink, gpGlobals->curtime + JEEP_SEAGULL_THINK_INTERVAL, g_pJeepThinkContext );
+ return;
+ }
+
+ // Start checking quickly
+ SetContextThink( &CPropJeep::JeepSeagullThink, gpGlobals->curtime + 0.2, g_pJeepThinkContext );
+
+ // Not taken enough time yet?
+ float flHiddenTime = (gpGlobals->curtime - m_flLastSawPlayerAt);
+ if ( flHiddenTime < JEEP_SEAGULL_HIDDEN_TIME )
+ return;
+
+ // Random chance based upon the time it's taken
+ float flChance = clamp( flHiddenTime / JEEP_SEAGULL_MAX_TIME, 0.0, 1.0 );
+ if ( RandomFloat(0,1) < flChance )
+ {
+ SpawnPerchedSeagull();
+
+ // Don't think for a while
+ SetContextThink( &CPropJeep::JeepSeagullThink, gpGlobals->curtime + JEEP_SEAGULL_POOP_INTERVAL, g_pJeepThinkContext );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPropJeep::SpawnPerchedSeagull( void )
+{
+ // Find a point on the car to sit
+ Vector vecOrigin;
+ QAngle vecAngles;
+ int iAttachment = Studio_FindRandomAttachment( GetModelPtr(), "seagull_perch" );
+ if ( iAttachment == -1 )
+ return;
+
+ // Spawn the seagull
+ GetAttachment( iAttachment+1, vecOrigin, vecAngles );
+ //vecOrigin.z += 16;
+
+ CNPC_Seagull *pSeagull = (CNPC_Seagull*)CBaseEntity::Create("npc_seagull", vecOrigin, vecAngles, NULL );
+
+ if ( !pSeagull )
+ return;
+
+ pSeagull->AddSpawnFlags( SF_NPC_FADE_CORPSE );
+ pSeagull->SetGroundEntity( this );
+ pSeagull->AddFlag( FL_ONGROUND );
+ pSeagull->SetOwnerEntity( this );
+ pSeagull->SetMoveType( MOVETYPE_FLY );
+ pSeagull->m_bOnJeep = true;
+
+ m_hSeagull = pSeagull;
+
+ AddSeagullPoop( vecOrigin );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &vecOrigin -
+//-----------------------------------------------------------------------------
+void CPropJeep::AddSeagullPoop( const Vector &vecOrigin )
+{
+ // Drop some poop decals!
+ int iDecals = RandomInt( 1,2 );
+ for ( int i = 0; i < iDecals; i++ )
+ {
+ Vector vecPoop = vecOrigin;
+
+ // get circular gaussian spread
+ float x, y, z;
+ do
+ {
+ x = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
+ y = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
+ z = x*x+y*y;
+ } while (z > 1);
+ vecPoop += Vector( x * 90, y * 90, 128 );
+
+ trace_t tr;
+ UTIL_TraceLine( vecPoop, vecPoop - Vector(0,0,512), MASK_SHOT, m_hSeagull, COLLISION_GROUP_NONE, &tr );
+ UTIL_DecalTrace( &tr, "BirdPoop" );
+ }
+
+ m_bHasPoop = true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Show people how to drive!
+//-----------------------------------------------------------------------------
+void CPropJeep::InputShowHudHint( inputdata_t &inputdata )
+{
+ CBaseServerVehicle *pServerVehicle = dynamic_cast<CBaseServerVehicle *>(GetServerVehicle());
+ if ( pServerVehicle )
+ {
+ if( pServerVehicle->GetPassenger( VEHICLE_ROLE_DRIVER ) )
+ {
+ UTIL_HudHintText( m_hPlayer, "#Valve_Hint_JeepKeys" );
+ m_iNumberOfEntries++;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// 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;
+}
+
+//========================================================================================================================================
+// 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 && ((CPropJeep*)m_pVehicle)->TauCannonHasBeenCutOff() )
+ {
+ // HACK: We know the tau-cannon removed exit anim uses the first upright anim's exit details
+ trace_t tr;
+
+ // Convert our offset points to worldspace ones
+ Vector vehicleExitOrigin = m_ExitAnimations[0].vecExitPointLocal;
+ QAngle vehicleExitAngles = m_ExitAnimations[0].vecExitAnglesLocal;
+ UTIL_ParentToWorldSpace( pAnimating, vehicleExitOrigin, vehicleExitAngles );
+
+ // Ensure the endpoint is clear by dropping a point down from above
+ 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 );
+}