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552 lines
16 KiB
552 lines
16 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "vehicle_base.h"
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#include "engine/IEngineSound.h"
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#include "in_buttons.h"
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#include "ammodef.h"
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#include "IEffects.h"
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#include "beam_shared.h"
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#include "weapon_gauss.h"
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#include "soundenvelope.h"
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#include "decals.h"
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#include "soundent.h"
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#include "te_effect_dispatch.h"
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#define VEHICLE_HITBOX_DRIVER 1
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#define JETSKI_SHOCK_LENGTH_LONG2 0.35f //
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#define JETSKI_SHOCK_LENGTH_LONG 0.25f // meters (about 12 inches)
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#define JETSKI_SHOCK_LENGTH_REST 0.15f // meters (about 8 inches)
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#define JETSKI_SHOCK_LENGTH_SHORT 0.1f // meters (about 4 inches)
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#define JETSKI_PITCH_AND_ROLL_RATE 0.02f
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#define JETSKI_FRICTION_MIN 0.3f
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#define JETSKI_FRICTION_MAX 0.8f
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#define JETSKI_SPLASH_DISTANCE 40.0f
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#define JETSKI_SPLASH_SPRAY 1
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#define JETSKI_SPLASH_SPRAY_SIZE 2.0f
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#define JETSKI_SPLASH_GURGLE 2
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#define JETSKI_SPLASH_GURGLE_SIZE 8.0f
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#define JETSKI_SPLASH_RIPPLE 3
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#define JETSKI_SPLASH_RIPPLE_SIZE 10.0f
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#define JETSKI_DRAG_NO_THRUST_IN_WATER 10.0f
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#define JETSKI_DRAG_NO_THRUST_ON_WATER 30.0f
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#define JETSKI_DRAG_LEAN_ADD 10.0f
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#define JETSKI_DRAG_IN_REVERSE 10.0f
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#define JETSKI_DRAG_IN_THRUST 5.0f
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#define JETSKI_STEERING_EPS 0.01f
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#define JETSKI_STEERING_IN_PLACE 90.0f
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#define JETSKI_STEERING_NORMAL 45.0f
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#define JETSKI_STEERING_LEAN 60.0f
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#define JETSKI_ROTATE_IN_PLACE_RATIO 0.35f
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class CPropJetski : public CPropVehicleDriveable
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{
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DECLARE_CLASS( CPropJetski, CPropVehicleDriveable );
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DECLARE_DATADESC();
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public:
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// CPropVehicle
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData );
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virtual void DriveVehicle( CBasePlayer *pPlayer, CUserCmd *ucmd );
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virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
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// CBaseEntity
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void Think(void);
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void Precache( void );
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void Spawn( void );
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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private:
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void OnTurn( CUserCmd *ucmd );
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void OnSpeed( CUserCmd *ucmd );
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void UpdateTurnAndSpeed( void );
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void CreateSplash( int nSplashType );
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bool UpdateLean( CUserCmd *ucmd );
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float CalculateFriction( CUserCmd *ucmd );
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float CalculateDrag( CUserCmd *ucmd );
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private:
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float m_flSpringLengthApproach[4]; //
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float m_flFrictionWheels[4];
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float m_flHandbrakeTime; // handbrake after the fact to keep vehicles from rolling
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bool m_bInitialHandbrake;
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float m_springLen[4];
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IPhysicsVehicleController *m_pVehicle;
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};
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LINK_ENTITY_TO_CLASS( prop_vehicle_jetski, CPropJetski );
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CPropJetski )
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DEFINE_AUTO_ARRAY( m_flSpringLengthApproach, FIELD_FLOAT ),
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DEFINE_AUTO_ARRAY( m_flFrictionWheels, FIELD_FLOAT ),
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DEFINE_FIELD( m_flHandbrakeTime, FIELD_TIME ),
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DEFINE_FIELD( m_bInitialHandbrake, FIELD_BOOLEAN ),
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DEFINE_AUTO_ARRAY( m_springLen, FIELD_FLOAT ),
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DEFINE_PHYSPTR( m_pVehicle ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropJetski::Precache( void )
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{
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropJetski::Spawn( void )
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{
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// Setup vehicle as a ray-cast jetski.
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SetVehicleType( VEHICLE_TYPE_JETSKI_RAYCAST );
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BaseClass::Spawn();
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// Handbrake data.
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m_flHandbrakeTime = gpGlobals->curtime + 0.1;
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m_bInitialHandbrake = false;
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m_VehiclePhysics.SetHasBrakePedal( false );
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// Slow reverse.
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m_VehiclePhysics.SetMaxReverseThrottle( -0.3f );
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// Setup vehicle variables.
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m_pVehicle = m_VehiclePhysics.GetVehicle();
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for ( int i = 0; i < 4; i++ )
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{
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m_springLen[i] = JETSKI_SHOCK_LENGTH_REST;
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}
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m_takedamage = DAMAGE_EVENTS_ONLY;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropJetski::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
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{
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if ( ptr->hitbox == VEHICLE_HITBOX_DRIVER )
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{
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if ( m_hPlayer != NULL )
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{
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m_hPlayer->TakeDamage( info );
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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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int CPropJetski::OnTakeDamage( const CTakeDamageInfo &info )
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{
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//Do scaled up physic damage to the car
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CTakeDamageInfo physDmg = info;
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physDmg.ScaleDamage( 25 );
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VPhysicsTakeDamage( physDmg );
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//Check to do damage to driver
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if ( m_hPlayer != NULL )
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{
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//Take no damage from physics damages
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if ( info.GetDamageType() & DMG_CRUSH )
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return 0;
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//Take the damage
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m_hPlayer->TakeDamage( info );
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}
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropJetski::Think(void)
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{
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BaseClass::Think();
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// set handbrake after physics sim settles down
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if ( gpGlobals->curtime < m_flHandbrakeTime )
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{
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SetNextThink( gpGlobals->curtime );
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}
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else if ( !m_bInitialHandbrake ) // after initial timer expires, set the handbrake
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{
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m_bInitialHandbrake = true;
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m_VehiclePhysics.SetHandbrake( true );
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m_VehiclePhysics.Think();
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}
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// play enter animation
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if ( (m_bEnterAnimOn || m_bExitAnimOn) && !IsSequenceFinished() )
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{
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StudioFrameAdvance();
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}
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else if ( IsSequenceFinished() )
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{
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if ( m_bExitAnimOn )
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{
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CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
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if ( pPlayer )
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{
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pPlayer->LeaveVehicle(); // now that sequence is finished, leave car
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Vector vecEyes;
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QAngle vecEyeAng;
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GetAttachment( "vehicle_driver_eyes", vecEyes, vecEyeAng );
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vecEyeAng.x = 0;
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vecEyeAng.z = 0;
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pPlayer->SnapEyeAngles( vecEyeAng );
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}
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m_bExitAnimOn = false;
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}
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int iSequence = SelectWeightedSequence( ACT_IDLE );
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if ( iSequence > ACTIVITY_NOT_AVAILABLE )
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{
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m_flCycle = 0;
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m_flAnimTime = gpGlobals->curtime;
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ResetSequence( iSequence );
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ResetClientsideFrame();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropJetski::OnTurn( CUserCmd *ucmd )
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{
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#if 0
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// Check for lean and adjust the turning radius accordingly.
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if ( ucmd->buttons & IN_JUMP )
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{
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m_VehiclePhysics.SetSteeringDegrees( JETSKI_STEERING_LEAN );
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}
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else
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{
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m_VehiclePhysics.SetSteeringDegrees( JETSKI_STEERING_NORMAL );
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}
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#endif
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float flSteering = m_VehiclePhysics.GetSteering();
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bool bLeft = ( flSteering < -JETSKI_STEERING_EPS );
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bool bRight = ( flSteering > JETSKI_STEERING_EPS );
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float flAbsSteering = fabsf( flSteering );
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float flInvAbsSteering = 1.0f - flAbsSteering;
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// Get the speed and ratio to max speed.
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float flSpeed = m_VehiclePhysics.GetSpeed();
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float flMaxSpeed = m_VehiclePhysics.GetMaxSpeed();
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float flRatio = flSpeed / flMaxSpeed;
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float flScale = 1.0f - flRatio;
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flScale *= 0.95f;
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flScale += 0.05f;
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flAbsSteering *= flScale;
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flInvAbsSteering *= flScale;
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m_flSpringLengthApproach[0] = JETSKI_SHOCK_LENGTH_SHORT; // Front-Left
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m_flSpringLengthApproach[1] = JETSKI_SHOCK_LENGTH_SHORT; // Front-Right
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m_flSpringLengthApproach[2] = JETSKI_SHOCK_LENGTH_SHORT; // Back-Left
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m_flSpringLengthApproach[3] = JETSKI_SHOCK_LENGTH_SHORT; // Back-Right
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return;
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// Roll right.
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if( bRight )
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{
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float flLengthRight = JETSKI_SHOCK_LENGTH_SHORT + ( JETSKI_SHOCK_LENGTH_REST - JETSKI_SHOCK_LENGTH_SHORT ) * flInvAbsSteering;
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float flLengthLeft = JETSKI_SHOCK_LENGTH_REST + ( JETSKI_SHOCK_LENGTH_LONG - JETSKI_SHOCK_LENGTH_REST ) * flAbsSteering;
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m_flSpringLengthApproach[0] = flLengthLeft; // Front-Left
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m_flSpringLengthApproach[1] = flLengthRight; // Front-Right
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m_flSpringLengthApproach[2] = flLengthLeft; // Back-Left
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m_flSpringLengthApproach[3] = flLengthRight; // Back-Right
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}
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// Roll left.
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else if ( bLeft )
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{
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float flLengthRight = JETSKI_SHOCK_LENGTH_REST + ( JETSKI_SHOCK_LENGTH_LONG - JETSKI_SHOCK_LENGTH_REST ) * flAbsSteering;
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float flLengthLeft = JETSKI_SHOCK_LENGTH_SHORT + ( JETSKI_SHOCK_LENGTH_REST - JETSKI_SHOCK_LENGTH_SHORT ) * flInvAbsSteering;
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m_flSpringLengthApproach[0] = flLengthLeft; // Front-Left
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m_flSpringLengthApproach[1] = flLengthRight; // Front-Right
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m_flSpringLengthApproach[2] = flLengthLeft; // Back-Left
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m_flSpringLengthApproach[3] = flLengthRight; // Back-Right
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}
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// Return springs to their normal height
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else
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{
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m_flSpringLengthApproach[0] = JETSKI_SHOCK_LENGTH_REST; // Front-Left
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m_flSpringLengthApproach[1] = JETSKI_SHOCK_LENGTH_REST; // Front-Right
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m_flSpringLengthApproach[2] = JETSKI_SHOCK_LENGTH_REST; // Back-Left
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m_flSpringLengthApproach[3] = JETSKI_SHOCK_LENGTH_REST; // Back-Right
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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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bool CPropJetski::UpdateLean( CUserCmd *ucmd )
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{
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// Are we leaning back?
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if ( ucmd->buttons & IN_JUMP )
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{
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m_pVehicle->SetLeanBack( true );
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return true;
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}
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m_pVehicle->SetLeanBack( false );
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CPropJetski::CalculateFriction( CUserCmd *ucmd )
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{
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// Get the speed and ratio to max speed.
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float flSpeed = m_VehiclePhysics.GetSpeed();
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float flMaxSpeed = m_VehiclePhysics.GetMaxSpeed();
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float flRatio = flSpeed / flMaxSpeed;
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float flFriction = JETSKI_FRICTION_MAX;
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flRatio = 1.0f - ( float )pow( flRatio, 4 );
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flFriction = JETSKI_FRICTION_MIN + ( JETSKI_FRICTION_MAX - JETSKI_FRICTION_MIN ) * flRatio;
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flFriction = clamp( flFriction, JETSKI_FRICTION_MIN, JETSKI_FRICTION_MAX );
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// Debug!
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Msg( "Speed = %f, Friction = %f", flSpeed, flFriction );
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return flFriction;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CPropJetski::CalculateDrag( CUserCmd *ucmd )
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{
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// Get the speed and ratio to max speed.
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float flSpeed = m_VehiclePhysics.GetSpeed();
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float flMaxSpeed = m_VehiclePhysics.GetMaxSpeed();
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float flRatio = flSpeed / flMaxSpeed;
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float flDrag = 0.0f;
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bool bLean = UpdateLean( ucmd );
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#if 0
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if ( bLean )
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{
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flDrag += JETSKI_DRAG_LEAN_ADD;
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}
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float flNormalizedRatio = ( flRatio - 0.4f ) * 1.667f;
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float flSplineRatio = SimpleSpline( flNormalizedRatio );
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flFriction = JETSKI_FRICTION_MAX + ( JETSKI_FRICTION_MIN - JETSKI_FRICTION_MAX ) * flSplineRatio;
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flDrag = JETSKI_DRAG_IN_WATER + ( JETSKI_DRAG_ON_WATER - JETSKI_DRAG_IN_WATER ) * flNormalizedRatio;
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// Leaning backwards.
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if ( bLean )
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{
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flDrag += JETSKI_DRAG_LEAN_ADD;
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}
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}
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#define JETSKI_DRAG_NO_THRUST_IN_WATER 10.0f
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#define JETSKI_DRAG_NO_THRUST_ON_WATER 30.0f
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#define JETSKI_DRAG_LEAN_ADD 10.0f
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#define JETSKI_DRAG_IN_REVERSE 10.0f
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#define JETSKI_DRAG_IN_THRUST 5.0f
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#endif
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// Debug
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Msg( "Drag = %f\n", flDrag );
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return flDrag;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropJetski::OnSpeed( CUserCmd *ucmd )
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{
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// Get the physics object so we can adjust the drag.
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IPhysicsObject *pPhysJetski = VPhysicsGetObject();
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if ( !pPhysJetski )
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return;
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float flFriction = CalculateFriction( ucmd );
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float flDrag = CalculateDrag( ucmd );
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// Update the friction of the jetski "fake wheels."
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for ( int iWheel = 0; iWheel < 4; ++iWheel )
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{
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m_flFrictionWheels[iWheel] = flFriction;
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}
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|
||
|
// Update the Damp coefficient on the jetski.
|
||
|
float flZero = 0.0f;
|
||
|
pPhysJetski->SetDragCoefficient( &flDrag, &flZero );
|
||
|
|
||
|
#if 0
|
||
|
// Splash effects.
|
||
|
if ( flRatio > 0.1f )
|
||
|
{
|
||
|
CreateSplash( JETSKI_SPLASH_RIPPLE );
|
||
|
}
|
||
|
|
||
|
float flRandom = random->RandomFloat( 0.0f, 1.0f );
|
||
|
if ( flRatio > 0.8f && flRandom < 0.15f )
|
||
|
{
|
||
|
CreateSplash( JETSKI_SPLASH_SPRAY );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJetski::UpdateTurnAndSpeed( void )
|
||
|
{
|
||
|
#if 1
|
||
|
// Update springs.
|
||
|
m_springLen[0] = UTIL_Approach( m_flSpringLengthApproach[0], m_springLen[0], JETSKI_PITCH_AND_ROLL_RATE );
|
||
|
m_pVehicle->SetSpringLength( 0, m_springLen[0] );
|
||
|
m_springLen[1] = UTIL_Approach( m_flSpringLengthApproach[1], m_springLen[1], JETSKI_PITCH_AND_ROLL_RATE );
|
||
|
m_pVehicle->SetSpringLength( 1, m_springLen[1] );
|
||
|
m_springLen[2] = UTIL_Approach( m_flSpringLengthApproach[2], m_springLen[2], JETSKI_PITCH_AND_ROLL_RATE );
|
||
|
m_pVehicle->SetSpringLength( 2, m_springLen[2] );
|
||
|
m_springLen[3] = UTIL_Approach( m_flSpringLengthApproach[3], m_springLen[3], JETSKI_PITCH_AND_ROLL_RATE );
|
||
|
m_pVehicle->SetSpringLength( 3, m_springLen[3] );
|
||
|
#endif
|
||
|
|
||
|
// Update wheel frictions.
|
||
|
for ( int iWheel = 0; iWheel < 4; ++iWheel )
|
||
|
{
|
||
|
m_pVehicle->SetWheelFriction( iWheel, m_flFrictionWheels[iWheel] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJetski::DriveVehicle( CBasePlayer *pPlayer, CUserCmd *ucmd )
|
||
|
{
|
||
|
//Lose control when the player dies
|
||
|
if ( pPlayer->IsAlive() == false )
|
||
|
return;
|
||
|
|
||
|
OnTurn( ucmd );
|
||
|
OnSpeed( ucmd );
|
||
|
UpdateTurnAndSpeed();
|
||
|
|
||
|
m_VehiclePhysics.UpdateDriverControls( ucmd, ucmd->frametime );
|
||
|
|
||
|
// Save this data.
|
||
|
m_nSpeed = m_VehiclePhysics.GetSpeed();
|
||
|
m_nRPM = m_VehiclePhysics.GetRPM();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pPlayer -
|
||
|
// *pMoveData -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJetski::ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData )
|
||
|
{
|
||
|
BaseClass::ProcessMovement( pPlayer, pMoveData );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJetski::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
|
||
|
{
|
||
|
DriveVehicle( player, ucmd );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropJetski::CreateSplash( int nSplashType )
|
||
|
{
|
||
|
Vector vecSplashPoint;
|
||
|
QAngle vecSplashAngles;
|
||
|
GetAttachment( "splash_pt", vecSplashPoint, vecSplashAngles );
|
||
|
|
||
|
Vector vecForward, vecUp;
|
||
|
AngleVectors( vecSplashAngles, &vecForward, &vecUp, NULL );
|
||
|
|
||
|
CEffectData data;
|
||
|
data.m_vOrigin = vecSplashPoint;
|
||
|
|
||
|
switch ( nSplashType )
|
||
|
{
|
||
|
case JETSKI_SPLASH_SPRAY:
|
||
|
{
|
||
|
Vector vecSplashDir;
|
||
|
vecSplashDir = ( vecForward + vecUp ) * 0.5f;
|
||
|
VectorNormalize( vecSplashDir );
|
||
|
data.m_vNormal = vecSplashDir;
|
||
|
data.m_flScale = JETSKI_SPLASH_SPRAY_SIZE + random->RandomFloat( 0, JETSKI_SPLASH_SPRAY_SIZE * 0.25 );
|
||
|
DispatchEffect( "waterripple", data );
|
||
|
DispatchEffect( "watersplash", data );
|
||
|
}
|
||
|
case JETSKI_SPLASH_GURGLE:
|
||
|
{
|
||
|
Vector vecSplashDir;
|
||
|
vecSplashDir = vecUp;
|
||
|
data.m_vNormal = vecSplashDir;
|
||
|
|
||
|
data.m_flScale = JETSKI_SPLASH_GURGLE_SIZE + random->RandomFloat( 0, JETSKI_SPLASH_GURGLE_SIZE * 0.25 );
|
||
|
DispatchEffect( "waterripple", data );
|
||
|
DispatchEffect( "watersplash", data );
|
||
|
}
|
||
|
case JETSKI_SPLASH_RIPPLE:
|
||
|
{
|
||
|
Vector vecSplashDir;
|
||
|
vecSplashDir = vecUp;
|
||
|
data.m_vNormal = vecSplashDir;
|
||
|
data.m_flScale = JETSKI_SPLASH_RIPPLE_SIZE + random->RandomFloat( 0, JETSKI_SPLASH_RIPPLE_SIZE * 0.25 );
|
||
|
DispatchEffect( "waterripple", data );
|
||
|
}
|
||
|
default:
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|