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1765 lines
54 KiB
1765 lines
54 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//
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//=============================================================================
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#include "cbase.h"
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#include "vehicle_jeep_episodic.h"
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#include "collisionutils.h"
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#include "npc_alyx_episodic.h"
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#include "particle_parse.h"
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#include "particle_system.h"
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#include "hl2_player.h"
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#include "in_buttons.h"
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#include "vphysics/friction.h"
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#include "vphysicsupdateai.h"
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#include "physics_npc_solver.h"
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#include "Sprite.h"
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#include "weapon_striderbuster.h"
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#include "npc_strider.h"
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#include "vguiscreen.h"
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#include "hl2_vehicle_radar.h"
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#include "props.h"
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#include "ai_dynamiclink.h"
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extern ConVar phys_upimpactforcescale;
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ConVar jalopy_blocked_exit_max_speed( "jalopy_blocked_exit_max_speed", "50" );
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#define JEEP_AMMOCRATE_HITGROUP 5
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#define JEEP_AMMO_CRATE_CLOSE_DELAY 2.0f
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// Bodygroups
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#define JEEP_RADAR_BODYGROUP 1
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#define JEEP_HOPPER_BODYGROUP 2
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#define JEEP_CARBAR_BODYGROUP 3
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#define RADAR_PANEL_MATERIAL "vgui/screens/radar"
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#define RADAR_PANEL_WRITEZ "engine/writez"
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static const char *s_szHazardSprite = "sprites/light_glow01.vmt";
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enum
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{
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RADAR_MODE_NORMAL = 0,
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RADAR_MODE_STICKY,
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};
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//=========================================================
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//=========================================================
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class CRadarTarget : public CPointEntity
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{
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DECLARE_CLASS( CRadarTarget, CPointEntity );
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public:
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void Spawn();
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bool IsDisabled() { return m_bDisabled; }
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int GetType() { return m_iType; }
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int GetMode() { return m_iMode; }
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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int ObjectCaps();
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private:
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bool m_bDisabled;
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int m_iType;
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int m_iMode;
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public:
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float m_flRadius;
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DECLARE_DATADESC();
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};
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LINK_ENTITY_TO_CLASS( info_radar_target, CRadarTarget );
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BEGIN_DATADESC( CRadarTarget )
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),
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DEFINE_KEYFIELD( m_iType, FIELD_INTEGER, "type" ),
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DEFINE_KEYFIELD( m_iMode, FIELD_INTEGER, "mode" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable",InputDisable ),
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END_DATADESC();
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CRadarTarget::Spawn()
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{
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BaseClass::Spawn();
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AddEffects( EF_NODRAW );
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SetMoveType( MOVETYPE_NONE );
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SetSolid( SOLID_NONE );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CRadarTarget::InputEnable( inputdata_t &inputdata )
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{
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m_bDisabled = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CRadarTarget::InputDisable( inputdata_t &inputdata )
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{
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m_bDisabled = true;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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int CRadarTarget::ObjectCaps()
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{
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return BaseClass::ObjectCaps() | FCAP_ACROSS_TRANSITION;
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}
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//
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// Trigger which detects entities placed in the cargo hold of the jalopy
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//
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class CVehicleCargoTrigger : public CBaseEntity
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{
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DECLARE_CLASS( CVehicleCargoTrigger, CBaseEntity );
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public:
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//
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// Creates a trigger with the specified bounds
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static CVehicleCargoTrigger *Create( const Vector &vecOrigin, const Vector &vecMins, const Vector &vecMaxs, CBaseEntity *pOwner )
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{
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CVehicleCargoTrigger *pTrigger = (CVehicleCargoTrigger *) CreateEntityByName( "trigger_vehicle_cargo" );
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if ( pTrigger == NULL )
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return NULL;
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UTIL_SetOrigin( pTrigger, vecOrigin );
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UTIL_SetSize( pTrigger, vecMins, vecMaxs );
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pTrigger->SetOwnerEntity( pOwner );
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pTrigger->SetParent( pOwner );
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pTrigger->Spawn();
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return pTrigger;
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}
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//
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// Handles the trigger touching its intended quarry
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void CargoTouch( CBaseEntity *pOther )
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{
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// Cannot be ignoring touches
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if ( ( m_hIgnoreEntity == pOther ) || ( m_flIgnoreDuration >= gpGlobals->curtime ) )
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return;
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// Make sure this object is being held by the player
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if ( pOther->VPhysicsGetObject() == NULL || (pOther->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) == false )
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return;
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if ( StriderBuster_NumFlechettesAttached( pOther ) > 0 )
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return;
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AddCargo( pOther );
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}
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bool AddCargo( CBaseEntity *pOther )
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{
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// For now, only bother with strider busters
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if ( (FClassnameIs( pOther, "weapon_striderbuster" ) == false) &&
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(FClassnameIs( pOther, "npc_grenade_magna" ) == false)
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)
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return false;
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// Must be a physics prop
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CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(pOther);
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if ( pOther == NULL )
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return false;
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CPropJeepEpisodic *pJeep = dynamic_cast< CPropJeepEpisodic * >( GetOwnerEntity() );
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if ( pJeep == NULL )
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return false;
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// Make the player release the item
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Pickup_ForcePlayerToDropThisObject( pOther );
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// Stop colliding with things
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pOther->VPhysicsDestroyObject();
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pOther->SetSolidFlags( FSOLID_NOT_SOLID );
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pOther->SetMoveType( MOVETYPE_NONE );
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// Parent the object to our owner
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pOther->SetParent( GetOwnerEntity() );
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// The car now owns the entity
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pJeep->AddPropToCargoHold( pProp );
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// Notify the buster that it's been added to the cargo hold.
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StriderBuster_OnAddToCargoHold( pProp );
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// Stop touching this item
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Disable();
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return true;
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}
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//
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// Setup the entity
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void Spawn( void )
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{
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BaseClass::Spawn();
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SetSolid( SOLID_BBOX );
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SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
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SetTouch( &CVehicleCargoTrigger::CargoTouch );
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}
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void Activate()
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{
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BaseClass::Activate();
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SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID ); // Fixes up old savegames
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}
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//
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// When we've stopped touching this entity, we ignore it
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void EndTouch( CBaseEntity *pOther )
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{
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if ( pOther == m_hIgnoreEntity )
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{
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m_hIgnoreEntity = NULL;
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}
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BaseClass::EndTouch( pOther );
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}
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//
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// Disables the trigger for a set duration
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void IgnoreTouches( CBaseEntity *pIgnoreEntity )
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{
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m_hIgnoreEntity = pIgnoreEntity;
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m_flIgnoreDuration = gpGlobals->curtime + 0.5f;
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}
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void Disable( void )
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{
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SetTouch( NULL );
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}
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void Enable( void )
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{
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SetTouch( &CVehicleCargoTrigger::CargoTouch );
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}
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protected:
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float m_flIgnoreDuration;
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CHandle <CBaseEntity> m_hIgnoreEntity;
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DECLARE_DATADESC();
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};
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LINK_ENTITY_TO_CLASS( trigger_vehicle_cargo, CVehicleCargoTrigger );
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BEGIN_DATADESC( CVehicleCargoTrigger )
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DEFINE_FIELD( m_flIgnoreDuration, FIELD_TIME ),
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DEFINE_FIELD( m_hIgnoreEntity, FIELD_EHANDLE ),
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DEFINE_ENTITYFUNC( CargoTouch ),
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END_DATADESC();
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//
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// Transition reference point for the vehicle
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//
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class CInfoTargetVehicleTransition : public CPointEntity
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{
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public:
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DECLARE_CLASS( CInfoTargetVehicleTransition, CPointEntity );
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void Enable( void ) { m_bDisabled = false; }
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void Disable( void ) { m_bDisabled = true; }
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bool IsDisabled( void ) const { return m_bDisabled; }
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private:
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void InputEnable( inputdata_t &data ) { Enable(); }
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void InputDisable( inputdata_t &data ) { Disable(); }
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bool m_bDisabled;
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DECLARE_DATADESC();
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};
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BEGIN_DATADESC( CInfoTargetVehicleTransition )
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable",InputDisable ),
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END_DATADESC();
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LINK_ENTITY_TO_CLASS( info_target_vehicle_transition, CInfoTargetVehicleTransition );
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//
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// CPropJeepEpisodic
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//
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LINK_ENTITY_TO_CLASS( prop_vehicle_jeep, CPropJeepEpisodic );
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BEGIN_DATADESC( CPropJeepEpisodic )
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DEFINE_FIELD( m_bEntranceLocked, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bExitLocked, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hCargoProp, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hCargoTrigger, FIELD_EHANDLE ),
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DEFINE_FIELD( m_bAddingCargo, FIELD_BOOLEAN ),
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DEFINE_ARRAY( m_hWheelDust, FIELD_EHANDLE, NUM_WHEEL_EFFECTS ),
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DEFINE_ARRAY( m_hWheelWater, FIELD_EHANDLE, NUM_WHEEL_EFFECTS ),
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DEFINE_ARRAY( m_hHazardLights, FIELD_EHANDLE, NUM_HAZARD_LIGHTS ),
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DEFINE_FIELD( m_flCargoStartTime, FIELD_TIME ),
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DEFINE_FIELD( m_bBlink, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bRadarEnabled, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bRadarDetectsEnemies, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hRadarScreen, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hLinkControllerFront, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hLinkControllerRear, FIELD_EHANDLE ),
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DEFINE_KEYFIELD( m_bBusterHopperVisible, FIELD_BOOLEAN, "CargoVisible" ),
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// m_flNextAvoidBroadcastTime
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DEFINE_FIELD( m_flNextWaterSound, FIELD_TIME ),
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DEFINE_FIELD( m_flNextRadarUpdateTime, FIELD_TIME ),
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DEFINE_FIELD( m_iNumRadarContacts, FIELD_INTEGER ),
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DEFINE_ARRAY( m_vecRadarContactPos, FIELD_POSITION_VECTOR, RADAR_MAX_CONTACTS ),
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DEFINE_ARRAY( m_iRadarContactType, FIELD_INTEGER, RADAR_MAX_CONTACTS ),
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DEFINE_THINKFUNC( HazardBlinkThink ),
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DEFINE_OUTPUT( m_OnCompanionEnteredVehicle, "OnCompanionEnteredVehicle" ),
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DEFINE_OUTPUT( m_OnCompanionExitedVehicle, "OnCompanionExitedVehicle" ),
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DEFINE_OUTPUT( m_OnHostileEnteredVehicle, "OnHostileEnteredVehicle" ),
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DEFINE_OUTPUT( m_OnHostileExitedVehicle, "OnHostileExitedVehicle" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "LockEntrance", InputLockEntrance ),
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DEFINE_INPUTFUNC( FIELD_VOID, "UnlockEntrance", InputUnlockEntrance ),
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DEFINE_INPUTFUNC( FIELD_VOID, "LockExit", InputLockExit ),
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DEFINE_INPUTFUNC( FIELD_VOID, "UnlockExit", InputUnlockExit ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableRadar", InputEnableRadar ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableRadar", InputDisableRadar ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableRadarDetectEnemies", InputEnableRadarDetectEnemies ),
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DEFINE_INPUTFUNC( FIELD_VOID, "AddBusterToCargo", InputAddBusterToCargo ),
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DEFINE_INPUTFUNC( FIELD_VOID, "OutsideTransition", InputOutsideTransition ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DisablePhysGun", InputDisablePhysGun ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnablePhysGun", InputEnablePhysGun ),
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DEFINE_INPUTFUNC( FIELD_VOID, "CreateLinkController", InputCreateLinkController ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DestroyLinkController", InputDestroyLinkController ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetCargoHopperVisibility", InputSetCargoVisibility ),
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END_DATADESC();
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IMPLEMENT_SERVERCLASS_ST(CPropJeepEpisodic, DT_CPropJeepEpisodic)
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//CNetworkVar( int, m_iNumRadarContacts );
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SendPropInt( SENDINFO(m_iNumRadarContacts), 8 ),
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//CNetworkArray( Vector, m_vecRadarContactPos, RADAR_MAX_CONTACTS );
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SendPropArray( SendPropVector( SENDINFO_ARRAY(m_vecRadarContactPos), -1, SPROP_COORD), m_vecRadarContactPos ),
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//CNetworkArray( int, m_iRadarContactType, RADAR_MAX_CONTACTS );
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SendPropArray( SendPropInt(SENDINFO_ARRAY(m_iRadarContactType), RADAR_CONTACT_TYPE_BITS ), m_iRadarContactType ),
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END_SEND_TABLE()
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||
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//=============================================================================
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||
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// Episodic jeep
|
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CPropJeepEpisodic::CPropJeepEpisodic( void ) :
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m_bEntranceLocked( false ),
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m_bExitLocked( false ),
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m_bAddingCargo( false ),
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m_flNextAvoidBroadcastTime( 0.0f )
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{
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m_bHasGun = false;
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m_bUnableToFire = true;
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m_bRadarDetectsEnemies = false;
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}
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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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||
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void CPropJeepEpisodic::UpdateOnRemove( void )
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||
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{
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BaseClass::UpdateOnRemove();
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||
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// Kill our wheel dust
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||
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for ( int i = 0; i < NUM_WHEEL_EFFECTS; i++ )
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{
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if ( m_hWheelDust[i] != NULL )
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{
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UTIL_Remove( m_hWheelDust[i] );
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||
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}
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||
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if ( m_hWheelWater[i] != NULL )
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{
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UTIL_Remove( m_hWheelWater[i] );
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||
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}
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||
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}
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||
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||
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DestroyHazardLights();
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||
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}
|
||
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|
||
|
//-----------------------------------------------------------------------------
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||
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// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::Precache( void )
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||
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{
|
||
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PrecacheMaterial( RADAR_PANEL_MATERIAL );
|
||
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PrecacheMaterial( RADAR_PANEL_WRITEZ );
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||
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PrecacheModel( s_szHazardSprite );
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||
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PrecacheScriptSound( "JNK_Radar_Ping_Friendly" );
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||
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PrecacheScriptSound( "Physics.WaterSplash" );
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||
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||
|
PrecacheParticleSystem( "WheelDust" );
|
||
|
PrecacheParticleSystem( "WheelSplash" );
|
||
|
|
||
|
BaseClass::Precache();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pPlayer -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::EnterVehicle( CBaseCombatCharacter *pPassenger )
|
||
|
{
|
||
|
BaseClass::EnterVehicle( pPassenger );
|
||
|
|
||
|
// Turn our hazards off!
|
||
|
DestroyHazardLights();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::Spawn( void )
|
||
|
{
|
||
|
BaseClass::Spawn();
|
||
|
|
||
|
SetBlocksLOS( false );
|
||
|
|
||
|
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
|
||
|
if ( pPlayer != NULL )
|
||
|
{
|
||
|
pPlayer->m_Local.m_iHideHUD |= HIDEHUD_VEHICLE_CROSSHAIR;
|
||
|
}
|
||
|
|
||
|
|
||
|
SetBodygroup( JEEP_HOPPER_BODYGROUP, m_bBusterHopperVisible ? 1 : 0);
|
||
|
CreateCargoTrigger();
|
||
|
|
||
|
// carbar bodygroup is always on
|
||
|
SetBodygroup( JEEP_CARBAR_BODYGROUP, 1 );
|
||
|
|
||
|
m_bRadarDetectsEnemies = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::Activate()
|
||
|
{
|
||
|
m_iNumRadarContacts = 0; // Force first contact tone
|
||
|
BaseClass::Activate();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::NPC_FinishedEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion )
|
||
|
{
|
||
|
// FIXME: This will be moved to the NPCs entering and exiting
|
||
|
// Fire our outputs
|
||
|
if ( bCompanion )
|
||
|
{
|
||
|
m_OnCompanionEnteredVehicle.FireOutput( this, pPassenger );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_OnHostileEnteredVehicle.FireOutput( this, pPassenger );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::NPC_FinishedExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion )
|
||
|
{
|
||
|
// FIXME: This will be moved to the NPCs entering and exiting
|
||
|
// Fire our outputs
|
||
|
if ( bCompanion )
|
||
|
{
|
||
|
m_OnCompanionExitedVehicle.FireOutput( this, pPassenger );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_OnHostileExitedVehicle.FireOutput( this, pPassenger );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pPassenger -
|
||
|
// bCompanion -
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CPropJeepEpisodic::NPC_CanEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion )
|
||
|
{
|
||
|
// Must be unlocked
|
||
|
if ( bCompanion && m_bEntranceLocked )
|
||
|
return false;
|
||
|
|
||
|
return BaseClass::NPC_CanEnterVehicle( pPassenger, bCompanion );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pPassenger -
|
||
|
// bCompanion -
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CPropJeepEpisodic::NPC_CanExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion )
|
||
|
{
|
||
|
// Must be unlocked
|
||
|
if ( bCompanion && m_bExitLocked )
|
||
|
return false;
|
||
|
|
||
|
return BaseClass::NPC_CanExitVehicle( pPassenger, bCompanion );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::InputLockEntrance( inputdata_t &data )
|
||
|
{
|
||
|
m_bEntranceLocked = true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::InputUnlockEntrance( inputdata_t &data )
|
||
|
{
|
||
|
m_bEntranceLocked = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::InputLockExit( inputdata_t &data )
|
||
|
{
|
||
|
m_bExitLocked = true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::InputUnlockExit( inputdata_t &data )
|
||
|
{
|
||
|
m_bExitLocked = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Turn on the Jalopy radar device
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::InputEnableRadar( inputdata_t &data )
|
||
|
{
|
||
|
if( m_bRadarEnabled )
|
||
|
return; // Already enabled
|
||
|
|
||
|
SetBodygroup( JEEP_RADAR_BODYGROUP, 1 );
|
||
|
|
||
|
SpawnRadarPanel();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Turn off the Jalopy radar device
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::InputDisableRadar( inputdata_t &data )
|
||
|
{
|
||
|
if( !m_bRadarEnabled )
|
||
|
return; // Already disabled
|
||
|
|
||
|
SetBodygroup( JEEP_RADAR_BODYGROUP, 0 );
|
||
|
|
||
|
DestroyRadarPanel();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Allow the Jalopy radar to detect Hunters and Striders
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::InputEnableRadarDetectEnemies( inputdata_t &data )
|
||
|
{
|
||
|
m_bRadarDetectsEnemies = true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::InputAddBusterToCargo( inputdata_t &data )
|
||
|
{
|
||
|
if ( m_hCargoProp != NULL)
|
||
|
{
|
||
|
ReleasePropFromCargoHold();
|
||
|
m_hCargoProp = NULL;
|
||
|
}
|
||
|
|
||
|
CBaseEntity *pNewBomb = CreateEntityByName( "weapon_striderbuster" );
|
||
|
if ( pNewBomb )
|
||
|
{
|
||
|
DispatchSpawn( pNewBomb );
|
||
|
pNewBomb->Teleport( &m_hCargoTrigger->GetAbsOrigin(), NULL, NULL );
|
||
|
m_hCargoTrigger->AddCargo( pNewBomb );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CPropJeepEpisodic::PassengerInTransition( void )
|
||
|
{
|
||
|
// FIXME: Big hack - we need a way to bridge this data better
|
||
|
// TODO: Get a list of passengers we can traverse instead
|
||
|
CNPC_Alyx *pAlyx = CNPC_Alyx::GetAlyx();
|
||
|
if ( pAlyx )
|
||
|
{
|
||
|
if ( pAlyx->GetPassengerState() == PASSENGER_STATE_ENTERING ||
|
||
|
pAlyx->GetPassengerState() == PASSENGER_STATE_EXITING )
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Override velocity if our passenger is transitioning or we're upside-down
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Vector CPropJeepEpisodic::PhysGunLaunchVelocity( const Vector &forward, float flMass )
|
||
|
{
|
||
|
// Disallow
|
||
|
if ( PassengerInTransition() )
|
||
|
return vec3_origin;
|
||
|
|
||
|
Vector vecPuntDir = BaseClass::PhysGunLaunchVelocity( forward, flMass );
|
||
|
vecPuntDir.z = 150.0f;
|
||
|
vecPuntDir *= 600.0f;
|
||
|
return vecPuntDir;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Rolls the vehicle when its trying to upright itself from a punt
|
||
|
//-----------------------------------------------------------------------------
|
||
|
AngularImpulse CPropJeepEpisodic::PhysGunLaunchAngularImpulse( void )
|
||
|
{
|
||
|
if ( IsOverturned() )
|
||
|
return AngularImpulse( 0, 300, 0 );
|
||
|
|
||
|
// Don't spin randomly, always spin reliably
|
||
|
return AngularImpulse( 0, 0, 0 );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Get the upright strength based on what state we're in
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CPropJeepEpisodic::GetUprightStrength( void )
|
||
|
{
|
||
|
// Lesser if overturned
|
||
|
if ( IsOverturned() )
|
||
|
return 2.0f;
|
||
|
|
||
|
return 0.0f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::CreateCargoTrigger( void )
|
||
|
{
|
||
|
if ( m_hCargoTrigger != NULL )
|
||
|
return;
|
||
|
|
||
|
int nAttachment = LookupAttachment( "cargo" );
|
||
|
if ( nAttachment )
|
||
|
{
|
||
|
Vector vecAttachOrigin;
|
||
|
Vector vecForward, vecRight, vecUp;
|
||
|
GetAttachment( nAttachment, vecAttachOrigin, &vecForward, &vecRight, &vecUp );
|
||
|
|
||
|
// Approx size of the hold
|
||
|
Vector vecMins( -8.0, -6.0, 0 );
|
||
|
Vector vecMaxs( 8.0, 6.0, 4.0 );
|
||
|
|
||
|
// NDebugOverlay::BoxDirection( vecAttachOrigin, vecMins, vecMaxs, vecForward, 255, 0, 0, 64, 4.0f );
|
||
|
|
||
|
// Create a trigger that lives for a small amount of time
|
||
|
m_hCargoTrigger = CVehicleCargoTrigger::Create( vecAttachOrigin, vecMins, vecMaxs, this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: If the player uses the jeep while at the back, he gets ammo from the crate instead
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
|
{
|
||
|
// Fall back and get in the vehicle instead, skip giving ammo
|
||
|
BaseClass::BaseClass::Use( pActivator, pCaller, useType, value );
|
||
|
}
|
||
|
|
||
|
#define MIN_WHEEL_DUST_SPEED 5
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::UpdateWheelDust( void )
|
||
|
{
|
||
|
// See if this wheel should emit dust
|
||
|
const vehicleparams_t *vehicleData = m_pServerVehicle->GetVehicleParams();
|
||
|
const vehicle_operatingparams_t *carState = m_pServerVehicle->GetVehicleOperatingParams();
|
||
|
bool bAllowDust = vehicleData->steering.dustCloud;
|
||
|
|
||
|
// Car must be active
|
||
|
bool bCarOn = m_VehiclePhysics.IsOn();
|
||
|
|
||
|
// Must be moving quickly enough or skidding along the ground
|
||
|
bool bCreateDust = ( bCarOn &&
|
||
|
bAllowDust &&
|
||
|
( m_VehiclePhysics.GetSpeed() >= MIN_WHEEL_DUST_SPEED || carState->skidSpeed > DEFAULT_SKID_THRESHOLD ) );
|
||
|
|
||
|
// Update our wheel dust
|
||
|
Vector vecPos;
|
||
|
for ( int i = 0; i < NUM_WHEEL_EFFECTS; i++ )
|
||
|
{
|
||
|
m_pServerVehicle->GetWheelContactPoint( i, vecPos );
|
||
|
|
||
|
// Make sure the effect is created
|
||
|
if ( m_hWheelDust[i] == NULL )
|
||
|
{
|
||
|
// Create the dust effect in place
|
||
|
m_hWheelDust[i] = (CParticleSystem *) CreateEntityByName( "info_particle_system" );
|
||
|
if ( m_hWheelDust[i] == NULL )
|
||
|
continue;
|
||
|
|
||
|
// Setup our basic parameters
|
||
|
m_hWheelDust[i]->KeyValue( "start_active", "0" );
|
||
|
m_hWheelDust[i]->KeyValue( "effect_name", "WheelDust" );
|
||
|
m_hWheelDust[i]->SetParent( this );
|
||
|
m_hWheelDust[i]->SetLocalOrigin( vec3_origin );
|
||
|
DispatchSpawn( m_hWheelDust[i] );
|
||
|
if ( gpGlobals->curtime > 0.5f )
|
||
|
m_hWheelDust[i]->Activate();
|
||
|
}
|
||
|
|
||
|
// Make sure the effect is created
|
||
|
if ( m_hWheelWater[i] == NULL )
|
||
|
{
|
||
|
// Create the dust effect in place
|
||
|
m_hWheelWater[i] = (CParticleSystem *) CreateEntityByName( "info_particle_system" );
|
||
|
if ( m_hWheelWater[i] == NULL )
|
||
|
continue;
|
||
|
|
||
|
// Setup our basic parameters
|
||
|
m_hWheelWater[i]->KeyValue( "start_active", "0" );
|
||
|
m_hWheelWater[i]->KeyValue( "effect_name", "WheelSplash" );
|
||
|
m_hWheelWater[i]->SetParent( this );
|
||
|
m_hWheelWater[i]->SetLocalOrigin( vec3_origin );
|
||
|
DispatchSpawn( m_hWheelWater[i] );
|
||
|
if ( gpGlobals->curtime > 0.5f )
|
||
|
m_hWheelWater[i]->Activate();
|
||
|
}
|
||
|
|
||
|
// Turn the dust on or off
|
||
|
if ( bCreateDust )
|
||
|
{
|
||
|
// Angle the dust out away from the wheels
|
||
|
Vector vecForward, vecRight, vecUp;
|
||
|
GetVectors( &vecForward, &vecRight, &vecUp );
|
||
|
|
||
|
const vehicle_controlparams_t *vehicleControls = m_pServerVehicle->GetVehicleControlParams();
|
||
|
float flWheelDir = ( i & 1 ) ? 1.0f : -1.0f;
|
||
|
QAngle vecAngles;
|
||
|
vecForward += vecRight * flWheelDir;
|
||
|
vecForward += vecRight * (vehicleControls->steering*0.5f) * flWheelDir;
|
||
|
vecForward += vecUp;
|
||
|
VectorAngles( vecForward, vecAngles );
|
||
|
|
||
|
// NDebugOverlay::Axis( vecPos, vecAngles, 8.0f, true, 0.1f );
|
||
|
|
||
|
if ( m_WaterData.m_bWheelInWater[i] )
|
||
|
{
|
||
|
m_hWheelDust[i]->StopParticleSystem();
|
||
|
|
||
|
// Set us up in the right position
|
||
|
m_hWheelWater[i]->StartParticleSystem();
|
||
|
m_hWheelWater[i]->SetAbsAngles( vecAngles );
|
||
|
m_hWheelWater[i]->SetAbsOrigin( vecPos + Vector( 0, 0, 8 ) );
|
||
|
|
||
|
if ( m_flNextWaterSound < gpGlobals->curtime )
|
||
|
{
|
||
|
m_flNextWaterSound = gpGlobals->curtime + random->RandomFloat( 0.25f, 1.0f );
|
||
|
EmitSound( "Physics.WaterSplash" );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_hWheelWater[i]->StopParticleSystem();
|
||
|
|
||
|
// Set us up in the right position
|
||
|
m_hWheelDust[i]->StartParticleSystem();
|
||
|
m_hWheelDust[i]->SetAbsAngles( vecAngles );
|
||
|
m_hWheelDust[i]->SetAbsOrigin( vecPos + Vector( 0, 0, 8 ) );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Stop emitting
|
||
|
m_hWheelDust[i]->StopParticleSystem();
|
||
|
m_hWheelWater[i]->StopParticleSystem();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
ConVar jalopy_radar_test_ent( "jalopy_radar_test_ent", "none" );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Search for things that the radar detects, and stick them in the
|
||
|
// UTILVector that gets sent to the client for radar display.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::UpdateRadar( bool forceUpdate )
|
||
|
{
|
||
|
bool bDetectedDog = false;
|
||
|
|
||
|
if( !m_bRadarEnabled )
|
||
|
return;
|
||
|
|
||
|
if( !forceUpdate && gpGlobals->curtime < m_flNextRadarUpdateTime )
|
||
|
return;
|
||
|
|
||
|
// Count the targets on radar. If any more targets come on the radar, we beep.
|
||
|
int m_iNumOldRadarContacts = m_iNumRadarContacts;
|
||
|
|
||
|
m_flNextRadarUpdateTime = gpGlobals->curtime + RADAR_UPDATE_FREQUENCY;
|
||
|
m_iNumRadarContacts = 0;
|
||
|
|
||
|
CBaseEntity *pEnt = gEntList.FirstEnt();
|
||
|
string_t iszRadarTarget = FindPooledString( "info_radar_target" );
|
||
|
string_t iszStriderName = FindPooledString( "npc_strider" );
|
||
|
string_t iszHunterName = FindPooledString( "npc_hunter" );
|
||
|
|
||
|
string_t iszTestName = FindPooledString( jalopy_radar_test_ent.GetString() );
|
||
|
|
||
|
Vector vecJalopyOrigin = WorldSpaceCenter();
|
||
|
|
||
|
while( pEnt != NULL )
|
||
|
{
|
||
|
int type = RADAR_CONTACT_NONE;
|
||
|
|
||
|
if( pEnt->m_iClassname == iszRadarTarget )
|
||
|
{
|
||
|
CRadarTarget *pTarget = dynamic_cast<CRadarTarget*>(pEnt);
|
||
|
|
||
|
if( pTarget != NULL && !pTarget->IsDisabled() )
|
||
|
{
|
||
|
if( pTarget->m_flRadius < 0 || vecJalopyOrigin.DistToSqr(pTarget->GetAbsOrigin()) <= Square(pTarget->m_flRadius) )
|
||
|
{
|
||
|
// This item has been detected.
|
||
|
type = pTarget->GetType();
|
||
|
|
||
|
if( type == RADAR_CONTACT_DOG )
|
||
|
bDetectedDog = true;// used to prevent Alyx talking about the radar (see below)
|
||
|
|
||
|
if( pTarget->GetMode() == RADAR_MODE_STICKY )
|
||
|
{
|
||
|
// This beacon was just detected. Now change the radius to infinite
|
||
|
// so that it will never go off the radar due to distance.
|
||
|
pTarget->m_flRadius = -1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if ( m_bRadarDetectsEnemies )
|
||
|
{
|
||
|
if ( pEnt->m_iClassname == iszStriderName )
|
||
|
{
|
||
|
CNPC_Strider *pStrider = dynamic_cast<CNPC_Strider*>(pEnt);
|
||
|
|
||
|
if( !pStrider || !pStrider->CarriedByDropship() )
|
||
|
{
|
||
|
// Ignore striders which are carried by dropships.
|
||
|
type = RADAR_CONTACT_LARGE_ENEMY;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pEnt->m_iClassname == iszHunterName )
|
||
|
{
|
||
|
type = RADAR_CONTACT_ENEMY;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( type != RADAR_CONTACT_NONE )
|
||
|
{
|
||
|
Vector vecPos = pEnt->WorldSpaceCenter();
|
||
|
|
||
|
m_vecRadarContactPos.Set( m_iNumRadarContacts, vecPos );
|
||
|
m_iRadarContactType.Set( m_iNumRadarContacts, type );
|
||
|
m_iNumRadarContacts++;
|
||
|
|
||
|
if( m_iNumRadarContacts == RADAR_MAX_CONTACTS )
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
pEnt = gEntList.NextEnt(pEnt);
|
||
|
}
|
||
|
|
||
|
if( m_iNumRadarContacts > m_iNumOldRadarContacts )
|
||
|
{
|
||
|
// Play a bleepy sound
|
||
|
if( !bDetectedDog )
|
||
|
{
|
||
|
EmitSound( "JNK_Radar_Ping_Friendly" );
|
||
|
}
|
||
|
|
||
|
//Notify Alyx so she can talk about the radar contact
|
||
|
CNPC_Alyx *pAlyx = CNPC_Alyx::GetAlyx();
|
||
|
|
||
|
if( !bDetectedDog && pAlyx != NULL && pAlyx->GetVehicle() )
|
||
|
{
|
||
|
pAlyx->SpeakIfAllowed( TLK_PASSENGER_NEW_RADAR_CONTACT );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( bDetectedDog )
|
||
|
{
|
||
|
// Update the radar much more frequently when dog is around.
|
||
|
m_flNextRadarUpdateTime = gpGlobals->curtime + RADAR_UPDATE_FREQUENCY_FAST;
|
||
|
}
|
||
|
|
||
|
//Msg("Server detected %d objects\n", m_iNumRadarContacts );
|
||
|
|
||
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
||
|
CSingleUserRecipientFilter filter(pPlayer);
|
||
|
UserMessageBegin( filter, "UpdateJalopyRadar" );
|
||
|
WRITE_BYTE( 0 ); // end marker
|
||
|
MessageEnd(); // send message
|
||
|
}
|
||
|
|
||
|
ConVar jalopy_cargo_anim_time( "jalopy_cargo_anim_time", "1.0" );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::UpdateCargoEntry( void )
|
||
|
{
|
||
|
// Don't bother if we have no prop to move
|
||
|
if ( m_hCargoProp == NULL )
|
||
|
return;
|
||
|
|
||
|
// If we're past our animation point, then we're already done
|
||
|
if ( m_flCargoStartTime + jalopy_cargo_anim_time.GetFloat() < gpGlobals->curtime )
|
||
|
{
|
||
|
// Close the hold immediately if we're finished
|
||
|
if ( m_bAddingCargo )
|
||
|
{
|
||
|
m_flAmmoCrateCloseTime = gpGlobals->curtime;
|
||
|
m_bAddingCargo = false;
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Get our target point
|
||
|
int nAttachment = LookupAttachment( "cargo" );
|
||
|
Vector vecTarget, vecOut;
|
||
|
QAngle vecAngles;
|
||
|
GetAttachmentLocal( nAttachment, vecTarget, vecAngles );
|
||
|
|
||
|
// Find where we are in the blend and bias it for a fast entry and slow ease-out
|
||
|
float flPerc = (jalopy_cargo_anim_time.GetFloat()) ? (( gpGlobals->curtime - m_flCargoStartTime ) / jalopy_cargo_anim_time.GetFloat()) : 1.0f;
|
||
|
flPerc = Bias( flPerc, 0.75f );
|
||
|
VectorLerp( m_hCargoProp->GetLocalOrigin(), vecTarget, flPerc, vecOut );
|
||
|
|
||
|
// Get our target orientation
|
||
|
CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(m_hCargoProp.Get());
|
||
|
if ( pProp == NULL )
|
||
|
return;
|
||
|
|
||
|
// Slerp our quaternions to find where we are this frame
|
||
|
Quaternion qtTarget;
|
||
|
QAngle qa( 0, 90, 0 );
|
||
|
qa += pProp->PreferredCarryAngles();
|
||
|
AngleQuaternion( qa, qtTarget ); // FIXME: Find the real offset to make this sit properly
|
||
|
Quaternion qtCurrent;
|
||
|
AngleQuaternion( pProp->GetLocalAngles(), qtCurrent );
|
||
|
|
||
|
Quaternion qtOut;
|
||
|
QuaternionSlerp( qtCurrent, qtTarget, flPerc, qtOut );
|
||
|
|
||
|
// Put it back to angles
|
||
|
QuaternionAngles( qtOut, vecAngles );
|
||
|
|
||
|
// Finally, take these new position
|
||
|
m_hCargoProp->SetLocalOrigin( vecOut );
|
||
|
m_hCargoProp->SetLocalAngles( vecAngles );
|
||
|
|
||
|
// Push the closing out into the future to make sure we don't try and close at the same time
|
||
|
m_flAmmoCrateCloseTime += gpGlobals->frametime;
|
||
|
}
|
||
|
|
||
|
#define VEHICLE_AVOID_BROADCAST_RATE 0.5f
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: This function isn't really what we want
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::CreateAvoidanceZone( void )
|
||
|
{
|
||
|
if ( m_flNextAvoidBroadcastTime > gpGlobals->curtime )
|
||
|
return;
|
||
|
|
||
|
// Only do this when we're stopped
|
||
|
if ( m_VehiclePhysics.GetSpeed() > 5.0f )
|
||
|
return;
|
||
|
|
||
|
float flHullRadius = CollisionProp()->BoundingRadius2D();
|
||
|
|
||
|
Vector vecPos;
|
||
|
CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.33f, 0.25f ), &vecPos );
|
||
|
CSoundEnt::InsertSound( SOUND_MOVE_AWAY, vecPos, (flHullRadius*0.4f), VEHICLE_AVOID_BROADCAST_RATE, this );
|
||
|
// NDebugOverlay::Sphere( vecPos, vec3_angle, flHullRadius*0.4f, 255, 0, 0, 0, true, VEHICLE_AVOID_BROADCAST_RATE );
|
||
|
|
||
|
CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.66f, 0.25f ), &vecPos );
|
||
|
CSoundEnt::InsertSound( SOUND_MOVE_AWAY, vecPos, (flHullRadius*0.4f), VEHICLE_AVOID_BROADCAST_RATE, this );
|
||
|
// NDebugOverlay::Sphere( vecPos, vec3_angle, flHullRadius*0.4f, 255, 0, 0, 0, true, VEHICLE_AVOID_BROADCAST_RATE );
|
||
|
|
||
|
// Don't broadcast again until these are done
|
||
|
m_flNextAvoidBroadcastTime = gpGlobals->curtime + VEHICLE_AVOID_BROADCAST_RATE;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::Think( void )
|
||
|
{
|
||
|
BaseClass::Think();
|
||
|
|
||
|
// If our passenger is transitioning, then don't let the player drive off
|
||
|
CNPC_Alyx *pAlyx = CNPC_Alyx::GetAlyx();
|
||
|
if ( pAlyx && pAlyx->GetPassengerState() == PASSENGER_STATE_EXITING )
|
||
|
{
|
||
|
m_throttleDisableTime = gpGlobals->curtime + 0.25f;
|
||
|
}
|
||
|
|
||
|
// Update our cargo entering our hold
|
||
|
UpdateCargoEntry();
|
||
|
|
||
|
// See if the wheel dust should be on or off
|
||
|
UpdateWheelDust();
|
||
|
|
||
|
// Update the radar, of course.
|
||
|
UpdateRadar();
|
||
|
|
||
|
if ( m_hCargoTrigger && !m_hCargoProp && !m_hCargoTrigger->m_pfnTouch )
|
||
|
{
|
||
|
m_hCargoTrigger->Enable();
|
||
|
}
|
||
|
|
||
|
CreateAvoidanceZone();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pEntity -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::AddPropToCargoHold( CPhysicsProp *pProp )
|
||
|
{
|
||
|
// The hold must be empty to add something to it
|
||
|
if ( m_hCargoProp != NULL )
|
||
|
{
|
||
|
Assert( 0 );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Take the prop as our cargo
|
||
|
m_hCargoProp = pProp;
|
||
|
m_flCargoStartTime = gpGlobals->curtime;
|
||
|
m_bAddingCargo = true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Drops the cargo from the hold
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::ReleasePropFromCargoHold( void )
|
||
|
{
|
||
|
// Pull the object free!
|
||
|
m_hCargoProp->SetParent( NULL );
|
||
|
m_hCargoProp->CreateVPhysics();
|
||
|
|
||
|
if ( m_hCargoTrigger )
|
||
|
{
|
||
|
m_hCargoTrigger->Enable();
|
||
|
m_hCargoTrigger->IgnoreTouches( m_hCargoProp );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: If the player is trying to pull the cargo out of the hold using the physcannon, let him
|
||
|
// Output : Returns the cargo to pick up, if all the conditions are met
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CBaseEntity *CPropJeepEpisodic::OnFailedPhysGunPickup( Vector vPhysgunPos )
|
||
|
{
|
||
|
// Make sure we're available to open
|
||
|
if ( m_hCargoProp != NULL )
|
||
|
{
|
||
|
// Player's forward direction
|
||
|
Vector vecPlayerForward;
|
||
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
||
|
if ( pPlayer == NULL )
|
||
|
return NULL;
|
||
|
|
||
|
pPlayer->EyeVectors( &vecPlayerForward );
|
||
|
|
||
|
// Origin and facing of the cargo hold
|
||
|
Vector vecCargoOrigin;
|
||
|
Vector vecCargoForward;
|
||
|
GetAttachment( "cargo", vecCargoOrigin, &vecCargoForward );
|
||
|
|
||
|
// Direction from the cargo to the player's position
|
||
|
Vector vecPickupDir = ( vecCargoOrigin - vPhysgunPos );
|
||
|
float flDist = VectorNormalize( vecPickupDir );
|
||
|
|
||
|
// We need to make sure the player's position is within a cone near the opening and that they're also facing the right way
|
||
|
bool bInCargoRange = ( (flDist < (15.0f * 12.0f)) && DotProduct( vecCargoForward, vecPickupDir ) < 0.1f );
|
||
|
bool bFacingCargo = DotProduct( vecPlayerForward, vecPickupDir ) > 0.975f;
|
||
|
|
||
|
// If we're roughly pulling at the item, pick that up
|
||
|
if ( bInCargoRange && bFacingCargo )
|
||
|
{
|
||
|
// Save this for later
|
||
|
CBaseEntity *pCargo = m_hCargoProp;
|
||
|
|
||
|
// Drop the cargo
|
||
|
ReleasePropFromCargoHold();
|
||
|
|
||
|
// Forget the item but pass it back as the object to pick up
|
||
|
m_hCargoProp = NULL;
|
||
|
return pCargo;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return BaseClass::OnFailedPhysGunPickup( vPhysgunPos );
|
||
|
}
|
||
|
|
||
|
// adds a collision solver for any small props that are stuck under the vehicle
|
||
|
static void SolveBlockingProps( CPropJeepEpisodic *pVehicleEntity, IPhysicsObject *pVehiclePhysics )
|
||
|
{
|
||
|
CUtlVector<CBaseEntity *> solveList;
|
||
|
float vehicleMass = pVehiclePhysics->GetMass();
|
||
|
Vector vehicleUp;
|
||
|
pVehicleEntity->GetVectors( NULL, NULL, &vehicleUp );
|
||
|
IPhysicsFrictionSnapshot *pSnapshot = pVehiclePhysics->CreateFrictionSnapshot();
|
||
|
while ( pSnapshot->IsValid() )
|
||
|
{
|
||
|
IPhysicsObject *pOther = pSnapshot->GetObject(1);
|
||
|
float otherMass = pOther->GetMass();
|
||
|
CBaseEntity *pOtherEntity = static_cast<CBaseEntity *>(pOther->GetGameData());
|
||
|
Assert(pOtherEntity);
|
||
|
if ( pOtherEntity && pOtherEntity->GetMoveType() == MOVETYPE_VPHYSICS && pOther->IsMoveable() && (otherMass*4.0f) < vehicleMass )
|
||
|
{
|
||
|
Vector normal;
|
||
|
pSnapshot->GetSurfaceNormal(normal);
|
||
|
// this points down in the car's reference frame, then it's probably trapped under the car
|
||
|
if ( DotProduct(normal, vehicleUp) < -0.9f )
|
||
|
{
|
||
|
Vector point, pointLocal;
|
||
|
pSnapshot->GetContactPoint(point);
|
||
|
VectorITransform( point, pVehicleEntity->EntityToWorldTransform(), pointLocal );
|
||
|
Vector bottomPoint = physcollision->CollideGetExtent( pVehiclePhysics->GetCollide(), vec3_origin, vec3_angle, Vector(0,0,-1) );
|
||
|
// make sure it's under the bottom of the car
|
||
|
float bottomPlane = DotProduct(bottomPoint,vehicleUp)+8; // 8 inches above bottom
|
||
|
if ( DotProduct( pointLocal, vehicleUp ) <= bottomPlane )
|
||
|
{
|
||
|
//Msg("Solved %s\n", pOtherEntity->GetClassname());
|
||
|
if ( solveList.Find(pOtherEntity) < 0 )
|
||
|
{
|
||
|
solveList.AddToTail(pOtherEntity);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
pSnapshot->NextFrictionData();
|
||
|
}
|
||
|
pVehiclePhysics->DestroyFrictionSnapshot( pSnapshot );
|
||
|
if ( solveList.Count() )
|
||
|
{
|
||
|
for ( int i = 0; i < solveList.Count(); i++ )
|
||
|
{
|
||
|
EntityPhysics_CreateSolver( pVehicleEntity, solveList[i], true, 4.0f );
|
||
|
}
|
||
|
pVehiclePhysics->RecheckContactPoints();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void SimpleCollisionResponse( Vector velocityIn, const Vector &normal, float coefficientOfRestitution, Vector *pVelocityOut )
|
||
|
{
|
||
|
Vector Vn = DotProduct(velocityIn,normal) * normal;
|
||
|
Vector Vt = velocityIn - Vn;
|
||
|
*pVelocityOut = Vt - coefficientOfRestitution * Vn;
|
||
|
}
|
||
|
|
||
|
static void KillBlockingEnemyNPCs( CBasePlayer *pPlayer, CBaseEntity *pVehicleEntity, IPhysicsObject *pVehiclePhysics )
|
||
|
{
|
||
|
Vector velocity;
|
||
|
pVehiclePhysics->GetVelocity( &velocity, NULL );
|
||
|
float vehicleMass = pVehiclePhysics->GetMass();
|
||
|
|
||
|
// loop through the contacts and look for enemy NPCs that we're pushing on
|
||
|
CUtlVector<CAI_BaseNPC *> npcList;
|
||
|
CUtlVector<Vector> forceList;
|
||
|
CUtlVector<Vector> contactList;
|
||
|
IPhysicsFrictionSnapshot *pSnapshot = pVehiclePhysics->CreateFrictionSnapshot();
|
||
|
while ( pSnapshot->IsValid() )
|
||
|
{
|
||
|
IPhysicsObject *pOther = pSnapshot->GetObject(1);
|
||
|
float otherMass = pOther->GetMass();
|
||
|
CBaseEntity *pOtherEntity = static_cast<CBaseEntity *>(pOther->GetGameData());
|
||
|
CAI_BaseNPC *pNPC = pOtherEntity ? pOtherEntity->MyNPCPointer() : NULL;
|
||
|
// Is this an enemy NPC with a small enough mass?
|
||
|
if ( pNPC && pPlayer->IRelationType(pNPC) != D_LI && ((otherMass*2.0f) < vehicleMass) )
|
||
|
{
|
||
|
// accumulate the stress force for this NPC in the lsit
|
||
|
float force = pSnapshot->GetNormalForce();
|
||
|
Vector normal;
|
||
|
pSnapshot->GetSurfaceNormal(normal);
|
||
|
normal *= force;
|
||
|
int index = npcList.Find(pNPC);
|
||
|
if ( index < 0 )
|
||
|
{
|
||
|
vphysicsupdateai_t *pUpdate = NULL;
|
||
|
if ( pNPC->VPhysicsGetObject() && pNPC->VPhysicsGetObject()->GetShadowController() && pNPC->GetMoveType() == MOVETYPE_STEP )
|
||
|
{
|
||
|
if ( pNPC->HasDataObjectType(VPHYSICSUPDATEAI) )
|
||
|
{
|
||
|
pUpdate = static_cast<vphysicsupdateai_t *>(pNPC->GetDataObject(VPHYSICSUPDATEAI));
|
||
|
// kill this guy if I've been pushing him for more than half a second and I'm
|
||
|
// still pushing in his direction
|
||
|
if ( (gpGlobals->curtime - pUpdate->startUpdateTime) > 0.5f && DotProduct(velocity,normal) > 0)
|
||
|
{
|
||
|
index = npcList.AddToTail(pNPC);
|
||
|
forceList.AddToTail( normal );
|
||
|
Vector pos;
|
||
|
pSnapshot->GetContactPoint(pos);
|
||
|
contactList.AddToTail(pos);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pUpdate = static_cast<vphysicsupdateai_t *>(pNPC->CreateDataObject( VPHYSICSUPDATEAI ));
|
||
|
pUpdate->startUpdateTime = gpGlobals->curtime;
|
||
|
}
|
||
|
// update based on vphysics for the next second
|
||
|
// this allows the car to push the NPC
|
||
|
pUpdate->stopUpdateTime = gpGlobals->curtime + 1.0f;
|
||
|
float maxAngular;
|
||
|
pNPC->VPhysicsGetObject()->GetShadowController()->GetMaxSpeed( &pUpdate->savedShadowControllerMaxSpeed, &maxAngular );
|
||
|
pNPC->VPhysicsGetObject()->GetShadowController()->MaxSpeed( 1.0f, maxAngular );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
forceList[index] += normal;
|
||
|
}
|
||
|
}
|
||
|
pSnapshot->NextFrictionData();
|
||
|
}
|
||
|
pVehiclePhysics->DestroyFrictionSnapshot( pSnapshot );
|
||
|
// now iterate the list and check each cumulative force against the threshold
|
||
|
if ( npcList.Count() )
|
||
|
{
|
||
|
for ( int i = npcList.Count(); --i >= 0; )
|
||
|
{
|
||
|
Vector damageForce;
|
||
|
npcList[i]->VPhysicsGetObject()->GetVelocity( &damageForce, NULL );
|
||
|
Vector vel;
|
||
|
pVehiclePhysics->GetVelocityAtPoint( contactList[i], &vel );
|
||
|
damageForce -= vel;
|
||
|
Vector normal = forceList[i];
|
||
|
VectorNormalize(normal);
|
||
|
SimpleCollisionResponse( damageForce, normal, 1.0, &damageForce );
|
||
|
damageForce += (normal * 300.0f);
|
||
|
damageForce *= npcList[i]->VPhysicsGetObject()->GetMass();
|
||
|
float len = damageForce.Length();
|
||
|
damageForce.z += len*phys_upimpactforcescale.GetFloat();
|
||
|
Vector vehicleForce = -damageForce;
|
||
|
|
||
|
CTakeDamageInfo dmgInfo( pVehicleEntity, pVehicleEntity, damageForce, contactList[i], 200.0f, DMG_CRUSH|DMG_VEHICLE );
|
||
|
npcList[i]->TakeDamage( dmgInfo );
|
||
|
pVehiclePhysics->ApplyForceOffset( vehicleForce, contactList[i] );
|
||
|
PhysCollisionSound( pVehicleEntity, npcList[i]->VPhysicsGetObject(), CHAN_BODY, pVehiclePhysics->GetMaterialIndex(), npcList[i]->VPhysicsGetObject()->GetMaterialIndex(), gpGlobals->frametime, 200.0f );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CPropJeepEpisodic::DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased )
|
||
|
{
|
||
|
/* The car headlight hurts perf, there's no timer to turn it off automatically,
|
||
|
and we haven't built any gameplay around it.
|
||
|
|
||
|
Furthermore, I don't think I've ever seen a playtester turn it on.
|
||
|
|
||
|
if ( ucmd->impulse == 100 )
|
||
|
{
|
||
|
if (HeadlightIsOn())
|
||
|
{
|
||
|
HeadlightTurnOff();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
HeadlightTurnOn();
|
||
|
}
|
||
|
}*/
|
||
|
|
||
|
if ( ucmd->forwardmove != 0.0f )
|
||
|
{
|
||
|
//Msg("Push V: %.2f, %.2f, %.2f\n", ucmd->forwardmove, carState->engineRPM, carState->speed );
|
||
|
CBasePlayer *pPlayer = ToBasePlayer(GetDriver());
|
||
|
|
||
|
if ( pPlayer && VPhysicsGetObject() )
|
||
|
{
|
||
|
KillBlockingEnemyNPCs( pPlayer, this, VPhysicsGetObject() );
|
||
|
SolveBlockingProps( this, VPhysicsGetObject() );
|
||
|
}
|
||
|
}
|
||
|
BaseClass::DriveVehicle(flFrameTime, ucmd, iButtonsDown, iButtonsReleased);
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::CreateHazardLights( void )
|
||
|
{
|
||
|
static const char *s_szAttach[NUM_HAZARD_LIGHTS] =
|
||
|
{
|
||
|
"rearlight_r",
|
||
|
"rearlight_l",
|
||
|
"headlight_r",
|
||
|
"headlight_l",
|
||
|
};
|
||
|
|
||
|
// Turn on the hazards!
|
||
|
for ( int i = 0; i < NUM_HAZARD_LIGHTS; i++ )
|
||
|
{
|
||
|
if ( m_hHazardLights[i] == NULL )
|
||
|
{
|
||
|
m_hHazardLights[i] = CSprite::SpriteCreate( s_szHazardSprite, GetLocalOrigin(), false );
|
||
|
if ( m_hHazardLights[i] )
|
||
|
{
|
||
|
m_hHazardLights[i]->SetTransparency( kRenderWorldGlow, 255, 220, 40, 255, kRenderFxNoDissipation );
|
||
|
m_hHazardLights[i]->SetAttachment( this, LookupAttachment( s_szAttach[i] ) );
|
||
|
m_hHazardLights[i]->SetGlowProxySize( 2.0f );
|
||
|
m_hHazardLights[i]->TurnOff();
|
||
|
if ( i < 2 )
|
||
|
{
|
||
|
// Rear lights are red
|
||
|
m_hHazardLights[i]->SetColor( 255, 0, 0 );
|
||
|
m_hHazardLights[i]->SetScale( 1.0f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Font lights are white
|
||
|
m_hHazardLights[i]->SetScale( 1.0f );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// We start off
|
||
|
m_bBlink = false;
|
||
|
|
||
|
// Setup our blink
|
||
|
SetContextThink( &CPropJeepEpisodic::HazardBlinkThink, gpGlobals->curtime + 0.1f, "HazardBlink" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::DestroyHazardLights( void )
|
||
|
{
|
||
|
for ( int i = 0; i < NUM_HAZARD_LIGHTS; i++ )
|
||
|
{
|
||
|
if ( m_hHazardLights[i] != NULL )
|
||
|
{
|
||
|
UTIL_Remove( m_hHazardLights[i] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SetContextThink( NULL, gpGlobals->curtime, "HazardBlink" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : nRole -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::ExitVehicle( int nRole )
|
||
|
{
|
||
|
BaseClass::ExitVehicle( nRole );
|
||
|
|
||
|
CreateHazardLights();
|
||
|
}
|
||
|
|
||
|
void CPropJeepEpisodic::SetBusterHopperVisibility(bool visible)
|
||
|
{
|
||
|
// if we're there already do nothing
|
||
|
if (visible == m_bBusterHopperVisible)
|
||
|
return;
|
||
|
|
||
|
SetBodygroup( JEEP_HOPPER_BODYGROUP, visible ? 1 : 0);
|
||
|
m_bBusterHopperVisible = visible;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CPropJeepEpisodic::InputSetCargoVisibility( inputdata_t &data )
|
||
|
{
|
||
|
bool visible = data.value.Bool();
|
||
|
|
||
|
SetBusterHopperVisibility( visible );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// THIS CODE LIFTED RIGHT OUT OF TF2, to defer the pain of making vgui-on-an-entity
|
||
|
// code available to all CBaseAnimating.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::SpawnRadarPanel()
|
||
|
{
|
||
|
// FIXME: Deal with dynamically resizing control panels?
|
||
|
|
||
|
// If we're attached to an entity, spawn control panels on it instead of use
|
||
|
CBaseAnimating *pEntityToSpawnOn = this;
|
||
|
char *pOrgLL = "controlpanel0_ll";
|
||
|
char *pOrgUR = "controlpanel0_ur";
|
||
|
|
||
|
Assert( pEntityToSpawnOn );
|
||
|
|
||
|
// Lookup the attachment point...
|
||
|
int nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(pOrgLL);
|
||
|
|
||
|
if (nLLAttachmentIndex <= 0)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(pOrgUR);
|
||
|
if (nURAttachmentIndex <= 0)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const char *pScreenName = "jalopy_radar_panel";
|
||
|
const char *pScreenClassname = "vgui_screen";
|
||
|
|
||
|
// Compute the screen size from the attachment points...
|
||
|
matrix3x4_t panelToWorld;
|
||
|
pEntityToSpawnOn->GetAttachment( nLLAttachmentIndex, panelToWorld );
|
||
|
|
||
|
matrix3x4_t worldToPanel;
|
||
|
MatrixInvert( panelToWorld, worldToPanel );
|
||
|
|
||
|
// Now get the lower right position + transform into panel space
|
||
|
Vector lr, lrlocal;
|
||
|
pEntityToSpawnOn->GetAttachment( nURAttachmentIndex, panelToWorld );
|
||
|
MatrixGetColumn( panelToWorld, 3, lr );
|
||
|
VectorTransform( lr, worldToPanel, lrlocal );
|
||
|
|
||
|
float flWidth = lrlocal.x;
|
||
|
float flHeight = lrlocal.y;
|
||
|
|
||
|
CVGuiScreen *pScreen = CreateVGuiScreen( pScreenClassname, pScreenName, pEntityToSpawnOn, this, nLLAttachmentIndex );
|
||
|
pScreen->SetActualSize( flWidth, flHeight );
|
||
|
pScreen->SetActive( true );
|
||
|
pScreen->SetOverlayMaterial( RADAR_PANEL_WRITEZ );
|
||
|
pScreen->SetTransparency( true );
|
||
|
|
||
|
m_hRadarScreen.Set( pScreen );
|
||
|
|
||
|
m_bRadarEnabled = true;
|
||
|
m_iNumRadarContacts = 0;
|
||
|
m_flNextRadarUpdateTime = gpGlobals->curtime - 1.0f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::DestroyRadarPanel()
|
||
|
{
|
||
|
Assert( m_hRadarScreen != NULL );
|
||
|
m_hRadarScreen->SUB_Remove();
|
||
|
m_bRadarEnabled = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::HazardBlinkThink( void )
|
||
|
{
|
||
|
if ( m_bBlink )
|
||
|
{
|
||
|
for ( int i = 0; i < NUM_HAZARD_LIGHTS; i++ )
|
||
|
{
|
||
|
if ( m_hHazardLights[i] )
|
||
|
{
|
||
|
m_hHazardLights[i]->SetBrightness( 0, 0.1f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SetContextThink( &CPropJeepEpisodic::HazardBlinkThink, gpGlobals->curtime + 0.25f, "HazardBlink" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for ( int i = 0; i < NUM_HAZARD_LIGHTS; i++ )
|
||
|
{
|
||
|
if ( m_hHazardLights[i] )
|
||
|
{
|
||
|
m_hHazardLights[i]->SetBrightness( 255, 0.1f );
|
||
|
m_hHazardLights[i]->TurnOn();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SetContextThink( &CPropJeepEpisodic::HazardBlinkThink, gpGlobals->curtime + 0.5f, "HazardBlink" );
|
||
|
}
|
||
|
|
||
|
m_bBlink = !m_bBlink;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::HandleWater( void )
|
||
|
{
|
||
|
// Only check the wheels and engine in water if we have a driver (player).
|
||
|
if ( !GetDriver() )
|
||
|
return;
|
||
|
|
||
|
// Update our internal state
|
||
|
CheckWater();
|
||
|
|
||
|
// 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: Report our lock state
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CPropJeepEpisodic::DrawDebugTextOverlays( void )
|
||
|
{
|
||
|
int text_offset = BaseClass::DrawDebugTextOverlays();
|
||
|
|
||
|
if ( m_debugOverlays & OVERLAY_TEXT_BIT )
|
||
|
{
|
||
|
EntityText( text_offset, CFmtStr("Entrance: %s", m_bEntranceLocked ? "Locked" : "Unlocked" ), 0 );
|
||
|
text_offset++;
|
||
|
|
||
|
EntityText( text_offset, CFmtStr("Exit: %s", m_bExitLocked ? "Locked" : "Unlocked" ), 0 );
|
||
|
text_offset++;
|
||
|
}
|
||
|
|
||
|
return text_offset;
|
||
|
}
|
||
|
|
||
|
#define TRANSITION_SEARCH_RADIUS (100*12)
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Teleport the car to a destination that will cause it to transition if it's not going to otherwise
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::InputOutsideTransition( inputdata_t &inputdata )
|
||
|
{
|
||
|
// Teleport into the new map
|
||
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
||
|
Vector vecTeleportPos;
|
||
|
QAngle vecTeleportAngles;
|
||
|
|
||
|
// Get our bounds
|
||
|
Vector vecSurroundMins, vecSurroundMaxs;
|
||
|
CollisionProp()->WorldSpaceSurroundingBounds( &vecSurroundMins, &vecSurroundMaxs );
|
||
|
vecSurroundMins -= WorldSpaceCenter();
|
||
|
vecSurroundMaxs -= WorldSpaceCenter();
|
||
|
|
||
|
Vector vecBestPos;
|
||
|
QAngle vecBestAngles;
|
||
|
|
||
|
CInfoTargetVehicleTransition *pEntity = NULL;
|
||
|
bool bSucceeded = false;
|
||
|
|
||
|
// Find all entities of the correct name and try and sit where they're at
|
||
|
while ( ( pEntity = (CInfoTargetVehicleTransition *) gEntList.FindEntityByClassname( pEntity, "info_target_vehicle_transition" ) ) != NULL )
|
||
|
{
|
||
|
// Must be enabled
|
||
|
if ( pEntity->IsDisabled() )
|
||
|
continue;
|
||
|
|
||
|
// Must be within range
|
||
|
if ( ( pEntity->GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr() > Square( TRANSITION_SEARCH_RADIUS ) )
|
||
|
continue;
|
||
|
|
||
|
vecTeleportPos = pEntity->GetAbsOrigin();
|
||
|
vecTeleportAngles = pEntity->GetAbsAngles() + QAngle( 0, -90, 0 ); // Vehicle is always off by 90 degrees
|
||
|
|
||
|
// Rotate to face the destination angles
|
||
|
Vector vecMins;
|
||
|
Vector vecMaxs;
|
||
|
VectorRotate( vecSurroundMins, vecTeleportAngles, vecMins );
|
||
|
VectorRotate( vecSurroundMaxs, vecTeleportAngles, vecMaxs );
|
||
|
|
||
|
if ( vecMaxs.x < vecMins.x )
|
||
|
V_swap( vecMins.x, vecMaxs.x );
|
||
|
|
||
|
if ( vecMaxs.y < vecMins.y )
|
||
|
V_swap( vecMins.y, vecMaxs.y );
|
||
|
|
||
|
if ( vecMaxs.z < vecMins.z )
|
||
|
V_swap( vecMins.z, vecMaxs.z );
|
||
|
|
||
|
// Move up
|
||
|
vecTeleportPos.z += ( vecMaxs.z - vecMins.z );
|
||
|
|
||
|
trace_t tr;
|
||
|
UTIL_TraceHull( vecTeleportPos, vecTeleportPos - Vector( 0, 0, 128 ), vecMins, vecMaxs, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
||
|
if ( tr.startsolid == false && tr.allsolid == false && tr.fraction < 1.0f )
|
||
|
{
|
||
|
// Store this off
|
||
|
vecBestPos = tr.endpos;
|
||
|
vecBestAngles = vecTeleportAngles;
|
||
|
bSucceeded = true;
|
||
|
|
||
|
// If this point isn't visible, then stop looking and use it
|
||
|
if ( pPlayer->FInViewCone( tr.endpos ) == false )
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// See if we're finished
|
||
|
if ( bSucceeded )
|
||
|
{
|
||
|
Teleport( &vecTeleportPos, &vecTeleportAngles, NULL );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// TODO: We found no valid teleport points, so try to find them dynamically
|
||
|
Warning("No valid vehicle teleport points!\n");
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Stop players punting the car around.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::InputDisablePhysGun( inputdata_t &data )
|
||
|
{
|
||
|
AddEFlags( EFL_NO_PHYSCANNON_INTERACTION );
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Return to normal
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::InputEnablePhysGun( inputdata_t &data )
|
||
|
{
|
||
|
RemoveEFlags( EFL_NO_PHYSCANNON_INTERACTION );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Create and parent two radial node link controllers.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJeepEpisodic::InputCreateLinkController( inputdata_t &data )
|
||
|
{
|
||
|
Vector vecFront, vecRear;
|
||
|
Vector vecWFL, vecWFR; // Front wheels
|
||
|
Vector vecWRL, vecWRR; // Back wheels
|
||
|
|
||
|
GetAttachment( "wheel_fr", vecWFR );
|
||
|
GetAttachment( "wheel_fl", vecWFL );
|
||
|
|
||
|
GetAttachment( "wheel_rr", vecWRR );
|
||
|
GetAttachment( "wheel_rl", vecWRL );
|
||
|
|
||
|
vecFront = (vecWFL + vecWFR) * 0.5f;
|
||
|
vecRear = (vecWRL + vecWRR) * 0.5f;
|
||
|
|
||
|
float flRadius = ( (vecFront - vecRear).Length() ) * 0.6f;
|
||
|
|
||
|
CAI_RadialLinkController *pLinkController = (CAI_RadialLinkController *)CreateEntityByName( "info_radial_link_controller" );
|
||
|
if( pLinkController != NULL && m_hLinkControllerFront.Get() == NULL )
|
||
|
{
|
||
|
pLinkController->m_flRadius = flRadius;
|
||
|
pLinkController->Spawn();
|
||
|
pLinkController->SetAbsOrigin( vecFront );
|
||
|
pLinkController->SetOwnerEntity( this );
|
||
|
pLinkController->SetParent( this );
|
||
|
pLinkController->Activate();
|
||
|
m_hLinkControllerFront.Set( pLinkController );
|
||
|
|
||
|
//NDebugOverlay::Circle( vecFront, Vector(0,1,0), Vector(1,0,0), flRadius, 255, 255, 255, 128, false, 100 );
|
||
|
}
|
||
|
|
||
|
pLinkController = (CAI_RadialLinkController *)CreateEntityByName( "info_radial_link_controller" );
|
||
|
if( pLinkController != NULL && m_hLinkControllerRear.Get() == NULL )
|
||
|
{
|
||
|
pLinkController->m_flRadius = flRadius;
|
||
|
pLinkController->Spawn();
|
||
|
pLinkController->SetAbsOrigin( vecRear );
|
||
|
pLinkController->SetOwnerEntity( this );
|
||
|
pLinkController->SetParent( this );
|
||
|
pLinkController->Activate();
|
||
|
m_hLinkControllerRear.Set( pLinkController );
|
||
|
|
||
|
//NDebugOverlay::Circle( vecRear, Vector(0,1,0), Vector(1,0,0), flRadius, 255, 255, 255, 128, false, 100 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CPropJeepEpisodic::InputDestroyLinkController( inputdata_t &data )
|
||
|
{
|
||
|
if( m_hLinkControllerFront.Get() != NULL )
|
||
|
{
|
||
|
CAI_RadialLinkController *pLinkController = dynamic_cast<CAI_RadialLinkController*>(m_hLinkControllerFront.Get());
|
||
|
if( pLinkController != NULL )
|
||
|
{
|
||
|
pLinkController->ModifyNodeLinks(false);
|
||
|
UTIL_Remove( pLinkController );
|
||
|
m_hLinkControllerFront.Set(NULL);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( m_hLinkControllerRear.Get() != NULL )
|
||
|
{
|
||
|
CAI_RadialLinkController *pLinkController = dynamic_cast<CAI_RadialLinkController*>(m_hLinkControllerRear.Get());
|
||
|
if( pLinkController != NULL )
|
||
|
{
|
||
|
pLinkController->ModifyNodeLinks(false);
|
||
|
UTIL_Remove( pLinkController );
|
||
|
m_hLinkControllerRear.Set(NULL);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CPropJeepEpisodic::AllowBlockedExit( CBaseCombatCharacter *pPassenger, int nRole )
|
||
|
{
|
||
|
// Wait until we've settled down before we resort to blocked exits.
|
||
|
// This keeps us from doing blocked exits in mid-jump, which can cause mayhem like
|
||
|
// sticking the player through player clips or into geometry.
|
||
|
return GetSmoothedVelocity().IsLengthLessThan( jalopy_blocked_exit_max_speed.GetFloat() );
|
||
|
}
|
||
|
|