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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "c_prop_vehicle.h"
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#include "hud.h"
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#include <vgui_controls/Controls.h>
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#include <Color.h>
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#include "view.h"
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#include "engine/IVDebugOverlay.h"
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#include "movevars_shared.h"
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#include "iviewrender.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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int ScreenTransform( const Vector& point, Vector& screen );
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extern ConVar default_fov;
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extern ConVar joy_response_move_vehicle;
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IMPLEMENT_CLIENTCLASS_DT(C_PropVehicleDriveable, DT_PropVehicleDriveable, CPropVehicleDriveable)
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RecvPropEHandle( RECVINFO(m_hPlayer) ),
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RecvPropInt( RECVINFO( m_nSpeed ) ),
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RecvPropInt( RECVINFO( m_nRPM ) ),
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RecvPropFloat( RECVINFO( m_flThrottle ) ),
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RecvPropInt( RECVINFO( m_nBoostTimeLeft ) ),
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RecvPropInt( RECVINFO( m_nHasBoost ) ),
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RecvPropInt( RECVINFO( m_nScannerDisabledWeapons ) ),
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RecvPropInt( RECVINFO( m_nScannerDisabledVehicle ) ),
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RecvPropInt( RECVINFO( m_bEnterAnimOn ) ),
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RecvPropInt( RECVINFO( m_bExitAnimOn ) ),
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RecvPropInt( RECVINFO( m_bUnableToFire ) ),
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RecvPropVector( RECVINFO( m_vecEyeExitEndpoint ) ),
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RecvPropBool( RECVINFO( m_bHasGun ) ),
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RecvPropVector( RECVINFO( m_vecGunCrosshair ) ),
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END_RECV_TABLE()
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BEGIN_DATADESC( C_PropVehicleDriveable )
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DEFINE_EMBEDDED( m_ViewSmoothingData ),
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END_DATADESC()
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ConVar r_VehicleViewClamp( "r_VehicleViewClamp", "1", FCVAR_CHEAT );
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#define ROLL_CURVE_ZERO 20 // roll less than this is clamped to zero
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#define ROLL_CURVE_LINEAR 90 // roll greater than this is copied out
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#define PITCH_CURVE_ZERO 10 // pitch less than this is clamped to zero
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#define PITCH_CURVE_LINEAR 45 // pitch greater than this is copied out
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// spline in between
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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C_PropVehicleDriveable::C_PropVehicleDriveable() :
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m_iv_vecGunCrosshair( "C_PropVehicleDriveable::m_iv_vecGunCrosshair" )
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{
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m_hPrevPlayer = NULL;
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memset( &m_ViewSmoothingData, 0, sizeof( m_ViewSmoothingData ) );
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m_ViewSmoothingData.pVehicle = this;
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m_ViewSmoothingData.bClampEyeAngles = true;
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m_ViewSmoothingData.bDampenEyePosition = true;
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m_ViewSmoothingData.flPitchCurveZero = PITCH_CURVE_ZERO;
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m_ViewSmoothingData.flPitchCurveLinear = PITCH_CURVE_LINEAR;
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m_ViewSmoothingData.flRollCurveZero = ROLL_CURVE_ZERO;
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m_ViewSmoothingData.flRollCurveLinear = ROLL_CURVE_LINEAR;
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m_ViewSmoothingData.flFOV = m_flFOV = default_fov.GetFloat();
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AddVar( &m_vecGunCrosshair, &m_iv_vecGunCrosshair, LATCH_SIMULATION_VAR );
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}
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//-----------------------------------------------------------------------------
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// Purpose: De-constructor
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//-----------------------------------------------------------------------------
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C_PropVehicleDriveable::~C_PropVehicleDriveable()
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{
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}
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//-----------------------------------------------------------------------------
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// By default all driveable vehicles use the curve defined by the convar.
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//-----------------------------------------------------------------------------
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int C_PropVehicleDriveable::GetJoystickResponseCurve() const
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{
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return joy_response_move_vehicle.GetInt();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_BaseCombatCharacter *C_PropVehicleDriveable::GetPassenger( int nRole )
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{
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if ( nRole == VEHICLE_ROLE_DRIVER )
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return m_hPlayer.Get();
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Returns the role of the passenger
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//-----------------------------------------------------------------------------
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int C_PropVehicleDriveable::GetPassengerRole( C_BaseCombatCharacter *pPassenger )
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{
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if ( m_hPlayer.Get() == pPassenger )
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return VEHICLE_ROLE_DRIVER;
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return VEHICLE_ROLE_NONE;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : updateType -
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//-----------------------------------------------------------------------------
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void C_PropVehicleDriveable::OnPreDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnPreDataChanged( updateType );
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m_hPrevPlayer = m_hPlayer;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropVehicleDriveable::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( m_hPlayer && !m_hPrevPlayer )
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{
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OnEnteredVehicle( m_hPlayer );
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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else if ( !m_hPlayer && m_hPrevPlayer )
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{
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// They have just exited the vehicle.
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// Sometimes we never reach the end of our exit anim, such as if the
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// animation doesn't have fadeout 0 specified in the QC, so we fail to
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// catch it in VehicleViewSmoothing. Catch it here instead.
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m_ViewSmoothingData.bWasRunningAnim = false;
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SetNextClientThink( CLIENT_THINK_NEVER );
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}
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}
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//-----------------------------------------------------------------------------
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// Should this object cast render-to-texture shadows?
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//-----------------------------------------------------------------------------
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ShadowType_t C_PropVehicleDriveable::ShadowCastType()
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{
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CStudioHdr *pStudioHdr = GetModelPtr();
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if ( !pStudioHdr )
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return SHADOWS_NONE;
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if ( IsEffectActive(EF_NODRAW | EF_NOSHADOW) )
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return SHADOWS_NONE;
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// Always use render-to-texture. We'll always the dirty bits in our think function
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return SHADOWS_RENDER_TO_TEXTURE;
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}
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//-----------------------------------------------------------------------------
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// Mark the shadow as dirty while the vehicle is being driven
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//-----------------------------------------------------------------------------
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void C_PropVehicleDriveable::ClientThink( void )
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{
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// The vehicle is always dirty owing to pose parameters while it's being driven.
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g_pClientShadowMgr->MarkRenderToTextureShadowDirty( GetShadowHandle() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropVehicleDriveable::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Modify the player view/camera while in a vehicle
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//-----------------------------------------------------------------------------
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void C_PropVehicleDriveable::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*=NULL*/ )
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{
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SharedVehicleViewSmoothing( m_hPlayer,
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pAbsOrigin, pAbsAngles,
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m_bEnterAnimOn, m_bExitAnimOn,
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m_vecEyeExitEndpoint,
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&m_ViewSmoothingData,
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pFOV );
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}
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//-----------------------------------------------------------------------------
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// Futzes with the clip planes
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//-----------------------------------------------------------------------------
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void C_PropVehicleDriveable::GetVehicleClipPlanes( float &flZNear, float &flZFar ) const
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{
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// FIXME: Need something a better long-term, this fixes the buggy.
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flZNear = 6;
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}
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//-----------------------------------------------------------------------------
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// Renders hud elements
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Simply used to return intensity value based upon current timer passed in
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//-----------------------------------------------------------------------------
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int GetFlashColorIntensity( int LowIntensity, int HighIntensity, bool Dimming, int Increment, int Timer )
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{
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if ( Dimming )
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return ( HighIntensity - Timer * Increment );
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else
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return ( LowIntensity + Timer * Increment );
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}
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#define TRIANGULATED_CROSSHAIR 1
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void C_PropVehicleDriveable::DrawHudElements( )
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{
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CHudTexture *pIcon;
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int iIconX, iIconY;
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if (m_bHasGun)
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{
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// draw crosshairs for vehicle gun
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pIcon = HudIcons().GetIcon( "gunhair" );
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if ( pIcon != NULL )
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{
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float x, y;
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Vector screen;
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x = ScreenWidth()/2;
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y = ScreenHeight()/2;
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#if TRIANGULATED_CROSSHAIR
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ScreenTransform( m_vecGunCrosshair, screen );
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x += 0.5 * screen[0] * ScreenWidth() + 0.5;
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y -= 0.5 * screen[1] * ScreenHeight() + 0.5;
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#endif
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x -= pIcon->Width() / 2;
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y -= pIcon->Height() / 2;
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Color clr = ( m_bUnableToFire ) ? GetHud().m_clrCaution : GetHud().m_clrNormal;
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pIcon->DrawSelf( x, y, clr );
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}
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if ( m_nScannerDisabledWeapons )
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{
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// Draw icons for scanners "weps disabled"
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pIcon = HudIcons().GetIcon( "dmg_bio" );
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if ( pIcon )
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{
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iIconY = 467 - pIcon->Height() / 2;
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iIconX = 385;
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if ( !m_bScannerWepIcon )
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{
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pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, 255, 255 ) );
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m_bScannerWepIcon = true;
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m_iScannerWepFlashTimer = 0;
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m_bScannerWepDim = true;
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}
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else
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{
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pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, GetFlashColorIntensity(55, 255, m_bScannerWepDim, 10, m_iScannerWepFlashTimer), 255 ) );
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m_iScannerWepFlashTimer++;
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m_iScannerWepFlashTimer %= 20;
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if(!m_iScannerWepFlashTimer)
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m_bScannerWepDim ^= 1;
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}
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}
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}
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}
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if ( m_nScannerDisabledVehicle )
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{
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// Draw icons for scanners "vehicle disabled"
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pIcon = HudIcons().GetIcon( "dmg_bio" );
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if ( pIcon )
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{
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iIconY = 467 - pIcon->Height() / 2;
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iIconX = 410;
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if ( !m_bScannerVehicleIcon )
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{
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pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, 255, 255 ) );
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m_bScannerVehicleIcon = true;
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m_iScannerVehicleFlashTimer = 0;
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m_bScannerVehicleDim = true;
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}
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else
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{
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pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, GetFlashColorIntensity(55, 255, m_bScannerVehicleDim, 10, m_iScannerVehicleFlashTimer), 255 ) );
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m_iScannerVehicleFlashTimer++;
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m_iScannerVehicleFlashTimer %= 20;
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if(!m_iScannerVehicleFlashTimer)
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m_bScannerVehicleDim ^= 1;
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropVehicleDriveable::RestrictView( float *pYawBounds, float *pPitchBounds,
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float *pRollBounds, QAngle &vecViewAngles )
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{
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int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" );
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Vector vehicleEyeOrigin;
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QAngle vehicleEyeAngles;
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GetAttachmentLocal( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
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// Limit the yaw.
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if ( pYawBounds )
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{
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float flAngleDiff = AngleDiff( vecViewAngles.y, vehicleEyeAngles.y );
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flAngleDiff = clamp( flAngleDiff, pYawBounds[0], pYawBounds[1] );
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vecViewAngles.y = vehicleEyeAngles.y + flAngleDiff;
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}
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// Limit the pitch.
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if ( pPitchBounds )
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{
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float flAngleDiff = AngleDiff( vecViewAngles.x, vehicleEyeAngles.x );
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flAngleDiff = clamp( flAngleDiff, pPitchBounds[0], pPitchBounds[1] );
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vecViewAngles.x = vehicleEyeAngles.x + flAngleDiff;
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}
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// Limit the roll.
|
|
|
|
|
if ( pRollBounds )
|
|
|
|
|
{
|
|
|
|
|
float flAngleDiff = AngleDiff( vecViewAngles.z, vehicleEyeAngles.z );
|
|
|
|
|
flAngleDiff = clamp( flAngleDiff, pRollBounds[0], pRollBounds[1] );
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|
|
|
|
vecViewAngles.z = vehicleEyeAngles.z + flAngleDiff;
|
|
|
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|
}
|
|
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}
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//-----------------------------------------------------------------------------
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// Purpose:
|
|
|
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|
//-----------------------------------------------------------------------------
|
|
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|
void C_PropVehicleDriveable::UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd )
|
|
|
|
|
{
|
|
|
|
|
if ( r_VehicleViewClamp.GetInt() )
|
|
|
|
|
{
|
|
|
|
|
float pitchBounds[2] = { -85.0f, 25.0f };
|
|
|
|
|
RestrictView( NULL, pitchBounds, NULL, pCmd->viewangles );
|
|
|
|
|
}
|
|
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|
|
}
|
|
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|
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|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Purpose:
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
void C_PropVehicleDriveable::OnEnteredVehicle( C_BaseCombatCharacter *pPassenger )
|
|
|
|
|
{
|
|
|
|
|
}
|
|
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|