You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
181 lines
5.5 KiB
181 lines
5.5 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: This is a bastardization of the vehicle code for the choreography
|
||
|
// group who want to have smooth view lerping code out of a keyframed
|
||
|
// controlled player viewpoint.
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "vehicle_base.h"
|
||
|
#include "hl2_player.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CPropVehicleViewController : public CPropVehicleDriveable
|
||
|
{
|
||
|
DECLARE_CLASS( CPropVehicleViewController, CPropVehicleDriveable );
|
||
|
public:
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
// CBaseEntity
|
||
|
void Spawn( void );
|
||
|
void Think(void);
|
||
|
|
||
|
// CPropVehicle
|
||
|
virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
|
||
|
virtual void EnterVehicle( CBasePlayer *pPlayer );
|
||
|
virtual void ExitVehicle( int nRole );
|
||
|
|
||
|
// Inputs to force the player in/out of the vehicle
|
||
|
void InputForcePlayerIn( inputdata_t &inputdata );
|
||
|
void InputForcePlayerOut( inputdata_t &inputdata );
|
||
|
};
|
||
|
|
||
|
BEGIN_DATADESC( CPropVehicleViewController )
|
||
|
DEFINE_INPUTFUNC( FIELD_STRING, "ForcePlayerIn", InputForcePlayerIn ),
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "ForcePlayerOut", InputForcePlayerOut ),
|
||
|
END_DATADESC()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( vehicle_viewcontroller, CPropVehicleViewController );
|
||
|
|
||
|
//------------------------------------------------
|
||
|
// Spawn
|
||
|
//------------------------------------------------
|
||
|
void CPropVehicleViewController::Spawn( void )
|
||
|
{
|
||
|
BaseClass::Spawn();
|
||
|
AddSolidFlags( FSOLID_NOT_STANDABLE );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropVehicleViewController::Think(void)
|
||
|
{
|
||
|
BaseClass::Think();
|
||
|
|
||
|
SetSimulationTime( gpGlobals->curtime );
|
||
|
SetNextThink( gpGlobals->curtime );
|
||
|
SetAnimatedEveryTick( true );
|
||
|
|
||
|
StudioFrameAdvance();
|
||
|
|
||
|
// If the exit anim has finished, move the player to the right spot and stop animating
|
||
|
if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) )
|
||
|
{
|
||
|
// If we're exiting and have had the tau cannon removed, we don't want to reset the animation
|
||
|
GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, false );
|
||
|
m_bExitAnimOn = false;
|
||
|
m_bEnterAnimOn = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropVehicleViewController::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
|
||
|
{
|
||
|
// Does nothing, because this vehicle doesn't drive
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// NOTE: Doesn't call the base call enter vehicle on purpose!
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropVehicleViewController::EnterVehicle( CBasePlayer *pPlayer )
|
||
|
{
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
m_hPlayer = pPlayer;
|
||
|
|
||
|
pPlayer->SetViewOffset( vec3_origin );
|
||
|
pPlayer->ShowCrosshair( false );
|
||
|
m_playerOn.FireOutput( pPlayer, this, 0 );
|
||
|
|
||
|
// Start Thinking
|
||
|
SetNextThink( gpGlobals->curtime );
|
||
|
|
||
|
m_VehiclePhysics.GetVehicle()->OnVehicleEnter();
|
||
|
|
||
|
// Stop the player sprint and flashlight.
|
||
|
CHL2_Player *pHL2Player = dynamic_cast<CHL2_Player*>( pPlayer );
|
||
|
if ( pHL2Player )
|
||
|
{
|
||
|
if ( pHL2Player->IsSprinting() )
|
||
|
{
|
||
|
pHL2Player->StopSprinting();
|
||
|
}
|
||
|
|
||
|
if ( pHL2Player->FlashlightIsOn() )
|
||
|
{
|
||
|
pHL2Player->FlashlightTurnOff();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropVehicleViewController::ExitVehicle( int nRole )
|
||
|
{
|
||
|
BaseClass::ExitVehicle( nRole );
|
||
|
m_bEnterAnimOn = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropVehicleViewController::InputForcePlayerIn( inputdata_t &inputdata )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
ResetUseKey( pPlayer );
|
||
|
|
||
|
// Get the entry animation from the input
|
||
|
int iEntryAnim = ACTIVITY_NOT_AVAILABLE;
|
||
|
if ( inputdata.value.StringID() != NULL_STRING )
|
||
|
{
|
||
|
iEntryAnim = LookupSequence( inputdata.value.String() );
|
||
|
if ( iEntryAnim == ACTIVITY_NOT_AVAILABLE )
|
||
|
{
|
||
|
Warning("vehicle_viewcontroller %s could not find specified entry animation %s\n", STRING(GetEntityName()), inputdata.value.String() );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Make sure we successfully got in the vehicle
|
||
|
if ( pPlayer->GetInVehicle( GetServerVehicle(), VEHICLE_ROLE_DRIVER ) == false )
|
||
|
{
|
||
|
// The player was unable to enter the vehicle and the output has failed
|
||
|
Assert( 0 );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Setup the "enter" vehicle sequence
|
||
|
SetCycle( 0 );
|
||
|
m_flAnimTime = gpGlobals->curtime;
|
||
|
ResetSequence( iEntryAnim );
|
||
|
ResetClientsideFrame();
|
||
|
m_bEnterAnimOn = true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropVehicleViewController::InputForcePlayerOut( inputdata_t &inputdata )
|
||
|
{
|
||
|
if ( !GetDriver() )
|
||
|
return;
|
||
|
|
||
|
GetServerVehicle()->HandlePassengerExit( m_hPlayer );
|
||
|
}
|