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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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//=============================================================================//
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#include "cbase.h"
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#include "c_vehicle_jeep.h"
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#include "movevars_shared.h"
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#include "view.h"
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#include "flashlighteffect.h"
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#include "c_baseplayer.h"
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#include "c_te_effect_dispatch.h"
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#include "fx.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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extern ConVar default_fov;
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ConVar r_JeepViewBlendTo( "r_JeepViewBlendTo", "1", FCVAR_CHEAT );
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ConVar r_JeepViewBlendToScale( "r_JeepViewBlendToScale", "0.03", FCVAR_CHEAT );
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ConVar r_JeepViewBlendToTime( "r_JeepViewBlendToTime", "1.5", FCVAR_CHEAT );
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#define JEEP_DELTA_LENGTH_MAX 12.0f // 1 foot
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#define JEEP_FRAMETIME_MIN 1e-6
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#define JEEP_HEADLIGHT_DISTANCE 1000
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IMPLEMENT_CLIENTCLASS_DT( C_PropJeep, DT_PropJeep, CPropJeep )
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RecvPropBool( RECVINFO( m_bHeadlightIsOn ) ),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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C_PropJeep::C_PropJeep()
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{
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m_vecEyeSpeed.Init();
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m_flViewAngleDeltaTime = 0.0f;
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m_pHeadlight = NULL;
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ConVarRef r_JeepFOV( "r_JeepFOV" );
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m_ViewSmoothingData.flFOV = r_JeepFOV.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Deconstructor
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//-----------------------------------------------------------------------------
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C_PropJeep::~C_PropJeep()
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{
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if ( m_pHeadlight )
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{
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delete m_pHeadlight;
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}
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}
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bool C_PropJeep::Simulate( void )
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{
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// The dim light is the flashlight.
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if ( m_bHeadlightIsOn )
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{
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if ( m_pHeadlight == NULL )
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{
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// Turned on the headlight; create it.
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m_pHeadlight = new CHeadlightEffect;
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if ( m_pHeadlight == NULL )
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return true;
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m_pHeadlight->TurnOn();
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}
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QAngle vAngle;
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Vector vVector;
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Vector vecForward, vecRight, vecUp;
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int iAttachment = LookupAttachment( "headlight" );
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if ( iAttachment != -1 )
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{
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GetAttachment( iAttachment, vVector, vAngle );
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AngleVectors( vAngle, &vecForward, &vecRight, &vecUp );
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m_pHeadlight->UpdateLight( vVector, vecForward, vecRight, vecUp, JEEP_HEADLIGHT_DISTANCE );
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}
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}
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else if ( m_pHeadlight )
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{
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// Turned off the flashlight; delete it.
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delete m_pHeadlight;
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m_pHeadlight = NULL;
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}
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BaseClass::Simulate();
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Blend view angles.
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//-----------------------------------------------------------------------------
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void C_PropJeep::UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd )
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{
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if ( r_JeepViewBlendTo.GetInt() )
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{
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// Check to see if the mouse has been touched in a bit or that we are not throttling.
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if ( ( pCmd->mousedx != 0 || pCmd->mousedy != 0 ) || ( fabsf( m_flThrottle ) < 0.01f ) )
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{
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m_flViewAngleDeltaTime = 0.0f;
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}
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else
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{
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m_flViewAngleDeltaTime += gpGlobals->frametime;
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}
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if ( m_flViewAngleDeltaTime > r_JeepViewBlendToTime.GetFloat() )
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{
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// Blend the view angles.
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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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QAngle outAngles;
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InterpolateAngles( pCmd->viewangles, vehicleEyeAngles, outAngles, r_JeepViewBlendToScale.GetFloat() );
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pCmd->viewangles = outAngles;
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}
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}
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BaseClass::UpdateViewAngles( pLocalPlayer, pCmd );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropJeep::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles )
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{
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#ifdef HL2_CLIENT_DLL
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// Get the frametime. (Check to see if enough time has passed to warrent dampening).
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float flFrameTime = gpGlobals->frametime;
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if ( flFrameTime < JEEP_FRAMETIME_MIN )
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{
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vecVehicleEyePos = m_vecLastEyePos;
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DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, 0.0f );
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return;
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}
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// Keep static the sideways motion.
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// Dampen forward/backward motion.
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DampenForwardMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );
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// Blend up/down motion.
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DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Use the controller as follows:
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// speed += ( pCoefficientsOut[0] * ( targetPos - currentPos ) + pCoefficientsOut[1] * ( targetSpeed - currentSpeed ) ) * flDeltaTime;
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//-----------------------------------------------------------------------------
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void C_PropJeep::ComputePDControllerCoefficients( float *pCoefficientsOut,
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float flFrequency, float flDampening,
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float flDeltaTime )
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{
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float flKs = 9.0f * flFrequency * flFrequency;
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float flKd = 4.5f * flFrequency * flDampening;
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float flScale = 1.0f / ( 1.0f + flKd * flDeltaTime + flKs * flDeltaTime * flDeltaTime );
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pCoefficientsOut[0] = flKs * flScale;
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pCoefficientsOut[1] = ( flKd + flKs * flDeltaTime ) * flScale;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropJeep::DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime )
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{
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// vecVehicleEyePos = real eye position this frame
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// m_vecLastEyePos = eye position last frame
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// m_vecEyeSpeed = eye speed last frame
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// vecPredEyePos = predicted eye position this frame (assuming no acceleration - it will get that from the pd controller).
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// vecPredEyeSpeed = predicted eye speed
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Vector vecPredEyePos = m_vecLastEyePos + m_vecEyeSpeed * flFrameTime;
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Vector vecPredEyeSpeed = m_vecEyeSpeed;
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// m_vecLastEyeTarget = real eye position last frame (used for speed calculation).
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// Calculate the approximate speed based on the current vehicle eye position and the eye position last frame.
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Vector vecVehicleEyeSpeed = ( vecVehicleEyePos - m_vecLastEyeTarget ) / flFrameTime;
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m_vecLastEyeTarget = vecVehicleEyePos;
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if (vecVehicleEyeSpeed.Length() == 0.0)
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return;
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// Calculate the delta between the predicted eye position and speed and the current eye position and speed.
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Vector vecDeltaSpeed = vecVehicleEyeSpeed - vecPredEyeSpeed;
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Vector vecDeltaPos = vecVehicleEyePos - vecPredEyePos;
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// Forward vector.
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Vector vecForward;
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AngleVectors( vecVehicleEyeAngles, &vecForward );
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float flDeltaLength = vecDeltaPos.Length();
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if ( flDeltaLength > JEEP_DELTA_LENGTH_MAX )
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{
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// Clamp.
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float flDelta = flDeltaLength - JEEP_DELTA_LENGTH_MAX;
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if ( flDelta > 40.0f )
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{
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// This part is a bit of a hack to get rid of large deltas (at level load, etc.).
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m_vecLastEyePos = vecVehicleEyePos;
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m_vecEyeSpeed = vecVehicleEyeSpeed;
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}
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else
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{
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// Position clamp.
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float flRatio = JEEP_DELTA_LENGTH_MAX / flDeltaLength;
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vecDeltaPos *= flRatio;
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Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) );
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vecVehicleEyePos -= vecForwardOffset;
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m_vecLastEyePos = vecVehicleEyePos;
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// Speed clamp.
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vecDeltaSpeed *= flRatio;
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float flCoefficients[2];
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ComputePDControllerCoefficients( flCoefficients, r_JeepViewDampenFreq.GetFloat(), r_JeepViewDampenDamp.GetFloat(), flFrameTime );
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m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime );
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}
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}
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else
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{
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// Generate an updated (dampening) speed for use in next frames position prediction.
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float flCoefficients[2];
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ComputePDControllerCoefficients( flCoefficients, r_JeepViewDampenFreq.GetFloat(), r_JeepViewDampenDamp.GetFloat(), flFrameTime );
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m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime );
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// Save off data for next frame.
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m_vecLastEyePos = vecPredEyePos;
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// Move eye forward/backward.
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Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) );
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vecVehicleEyePos -= vecForwardOffset;
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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_PropJeep::DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime )
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{
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// Get up vector.
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Vector vecUp;
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AngleVectors( vecVehicleEyeAngles, NULL, NULL, &vecUp );
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vecUp.z = clamp( vecUp.z, 0.0f, vecUp.z );
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vecVehicleEyePos.z += r_JeepViewZHeight.GetFloat() * vecUp.z;
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// NOTE: Should probably use some damped equation here.
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropJeep::OnEnteredVehicle( C_BasePlayer *pPlayer )
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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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GetAttachment( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
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m_vecLastEyeTarget = vehicleEyeOrigin;
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m_vecLastEyePos = vehicleEyeOrigin;
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m_vecEyeSpeed = vec3_origin;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &data -
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//-----------------------------------------------------------------------------
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void WheelDustCallback( const CEffectData &data )
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{
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CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "dust" );
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pSimple->SetSortOrigin( data.m_vOrigin );
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pSimple->SetNearClip( 32, 64 );
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SimpleParticle *pParticle;
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Vector offset;
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//FIXME: Better sampling area
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offset = data.m_vOrigin + ( data.m_vNormal * data.m_flScale );
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//Find area ambient light color and use it to tint smoke
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Vector worldLight = WorldGetLightForPoint( offset, true );
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//Throw puffs
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offset.Random( -(data.m_flScale*16.0f), data.m_flScale*16.0f );
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offset.z = 0.0f;
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offset += data.m_vOrigin + ( data.m_vNormal * data.m_flScale );
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof(SimpleParticle), g_Mat_DustPuff[0], offset );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f );
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pParticle->m_vecVelocity = RandomVector( -1.0f, 1.0f );
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VectorNormalize( pParticle->m_vecVelocity );
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pParticle->m_vecVelocity[2] += random->RandomFloat( 16.0f, 32.0f ) * (data.m_flScale*2.0f);
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int color = random->RandomInt( 100, 150 );
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pParticle->m_uchColor[0] = 16 + ( worldLight[0] * (float) color );
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pParticle->m_uchColor[1] = 8 + ( worldLight[1] * (float) color );
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pParticle->m_uchColor[2] = ( worldLight[2] * (float) color );
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pParticle->m_uchStartAlpha = random->RandomInt( 64.0f*data.m_flScale, 128.0f*data.m_flScale );
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_uchStartSize = random->RandomInt( 16, 24 ) * data.m_flScale;
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pParticle->m_uchEndSize = random->RandomInt( 32, 48 ) * data.m_flScale;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -2.0f, 2.0f );
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}
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}
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DECLARE_CLIENT_EFFECT( WheelDust, WheelDustCallback );
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