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game: restore dropship ability to shoot with rotsting gun

pull/100/head
SanyaSho 2 years ago
parent
commit
ccf0357a51
  1. 22
      game/server/hl2/npc_combinedropship.cpp

22
game/server/hl2/npc_combinedropship.cpp

@ -343,6 +343,8 @@ private:
int m_iMachineGunRefAttachment; int m_iMachineGunRefAttachment;
int m_iAttachmentTroopDeploy; int m_iAttachmentTroopDeploy;
int m_iAttachmentDeployStart; int m_iAttachmentDeployStart;
int m_poseWeapon_Pitch;
int m_poseWeapon_Yaw;
// Sounds // Sounds
CSoundPatch *m_pCannonSound; CSoundPatch *m_pCannonSound;
@ -363,8 +365,7 @@ protected:
// Should the dropship end up having inheritors, their activate may // Should the dropship end up having inheritors, their activate may
// stomp these numbers, in which case you should make these ordinary members // stomp these numbers, in which case you should make these ordinary members
// again. // again.
static int m_poseBody_Accel, m_poseBody_Sway, m_poseCargo_Body_Accel, m_poseCargo_Body_Sway, static int m_poseBody_Accel, m_poseBody_Sway, m_poseCargo_Body_Accel, m_poseCargo_Body_Sway;
m_poseWeapon_Pitch, m_poseWeapon_Yaw;
static bool m_sbStaticPoseParamsLoaded; static bool m_sbStaticPoseParamsLoaded;
virtual void PopulatePoseParameters( void ); virtual void PopulatePoseParameters( void );
}; };
@ -375,13 +376,11 @@ int CNPC_CombineDropship::m_poseBody_Accel = 0;
int CNPC_CombineDropship::m_poseBody_Sway = 0; int CNPC_CombineDropship::m_poseBody_Sway = 0;
int CNPC_CombineDropship::m_poseCargo_Body_Accel = 0; int CNPC_CombineDropship::m_poseCargo_Body_Accel = 0;
int CNPC_CombineDropship::m_poseCargo_Body_Sway = 0; int CNPC_CombineDropship::m_poseCargo_Body_Sway = 0;
int CNPC_CombineDropship::m_poseWeapon_Pitch = 0;
int CNPC_CombineDropship::m_poseWeapon_Yaw = 0;
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Purpose: Cache whatever pose parameters we intend to use // Purpose: Cache whatever pose parameters we intend to use
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void CNPC_CombineDropship::PopulatePoseParameters( void ) void CNPC_CombineDropship::PopulatePoseParameters( void )
{ {
if (!m_sbStaticPoseParamsLoaded) if (!m_sbStaticPoseParamsLoaded)
{ {
@ -389,12 +388,16 @@ void CNPC_CombineDropship::PopulatePoseParameters( void )
m_poseBody_Sway = LookupPoseParameter( "body_sway" ); m_poseBody_Sway = LookupPoseParameter( "body_sway" );
m_poseCargo_Body_Accel = LookupPoseParameter( "cargo_body_accel" ); m_poseCargo_Body_Accel = LookupPoseParameter( "cargo_body_accel" );
m_poseCargo_Body_Sway = LookupPoseParameter( "cargo_body_sway" ); m_poseCargo_Body_Sway = LookupPoseParameter( "cargo_body_sway" );
m_poseWeapon_Pitch = LookupPoseParameter( "weapon_pitch" );
m_poseWeapon_Yaw = LookupPoseParameter( "weapon_yaw" );
m_sbStaticPoseParamsLoaded = true; m_sbStaticPoseParamsLoaded = true;
} }
if( m_hContainer )
{
m_poseWeapon_Pitch = m_hContainer->LookupPoseParameter( "weapon_pitch" );
m_poseWeapon_Yaw = m_hContainer->LookupPoseParameter( "weapon_yaw" );
}
BaseClass::PopulatePoseParameters(); BaseClass::PopulatePoseParameters();
} }
@ -861,6 +864,8 @@ void CNPC_CombineDropship::Spawn( void )
m_iMachineGunRefAttachment = -1; m_iMachineGunRefAttachment = -1;
m_iAttachmentTroopDeploy = -1; m_iAttachmentTroopDeploy = -1;
m_iAttachmentDeployStart = -1; m_iAttachmentDeployStart = -1;
m_poseWeapon_Pitch = -1;
m_poseWeapon_Yaw = -1;
// create the correct bin for the ship to carry // create the correct bin for the ship to carry
switch ( m_iCrateType ) switch ( m_iCrateType )
@ -896,6 +901,9 @@ void CNPC_CombineDropship::Spawn( void )
m_iMachineGunBaseAttachment = m_hContainer->LookupAttachment( "gun_base" ); m_iMachineGunBaseAttachment = m_hContainer->LookupAttachment( "gun_base" );
// NOTE: gun_ref must have the same position as gun_base, but rotates with the gun // NOTE: gun_ref must have the same position as gun_base, but rotates with the gun
m_iMachineGunRefAttachment = m_hContainer->LookupAttachment( "gun_ref" ); m_iMachineGunRefAttachment = m_hContainer->LookupAttachment( "gun_ref" );
m_poseWeapon_Pitch = m_hContainer->LookupPoseParameter( "weapon_pitch" );
m_poseWeapon_Yaw = m_hContainer->LookupPoseParameter( "weapon_yaw" );
} }
break; break;

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