#include "cbase.h" #include "engine/IEngineSound.h" #include "in_buttons.h" #include "ammodef.h" #include "IEffects.h" #include "beam_shared.h" #include "weapon_gauss.h" #include "soundenvelope.h" #include "decals.h" #include "soundent.h" #include "grenade_ar2.h" #include "te_effect_dispatch.h" #include "hl2_player.h" #include "ndebugoverlay.h" #include "movevars_shared.h" #include "bone_setup.h" #include "ai_basenpc.h" #include "ai_hint.h" #include "globalstate.h" #include "asw_jeep.h" #include "asw_dummy_vehicle.h" #include "asw_player.h" #include "asw_marine.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define VEHICLE_HITBOX_DRIVER 1 #define LOCK_SPEED 10 #define JEEP_GUN_YAW "vehicle_weapon_yaw" #define JEEP_GUN_PITCH "vehicle_weapon_pitch" #define JEEP_GUN_SPIN "gun_spin" #define JEEP_GUN_SPIN_RATE 20 #define SF_PROP_VEHICLE_ALWAYSTHINK 0x00000001 #define CANNON_MAX_UP_PITCH 20 #define CANNON_MAX_DOWN_PITCH 20 #define CANNON_MAX_LEFT_YAW 90 #define CANNON_MAX_RIGHT_YAW 90 #define OVERTURNED_EXIT_WAITTIME 2.0f #define JEEP_AMMOCRATE_HITGROUP 5 #define JEEP_STEERING_SLOW_ANGLE 50.0f #define JEEP_STEERING_FAST_ANGLE 15.0f #define JEEP_AMMO_CRATE_CLOSE_DELAY 2.0f #define JEEP_DELTA_LENGTH_MAX 12.0f // 1 foot #define JEEP_FRAMETIME_MIN 1e-6 ConVar asw_sk_jeep_gauss_damage( "asw_sk_jeep_gauss_damage", "15" ); ConVar asw_hud_jeephint_numentries( "asw_hud_jeephint_numentries", "10", FCVAR_NONE ); ConVar asw_g_jeepexitspeed( "asw_g_jeepexitspeed", "100", FCVAR_CHEAT ); //============================================================================= // // Jeep water data. // BEGIN_SIMPLE_DATADESC( ASWJeepWaterData_t ) DEFINE_ARRAY( m_bWheelInWater, FIELD_BOOLEAN, ASW_JEEP_WHEEL_COUNT ), DEFINE_ARRAY( m_bWheelWasInWater, FIELD_BOOLEAN, ASW_JEEP_WHEEL_COUNT ), DEFINE_ARRAY( m_vecWheelContactPoints, FIELD_VECTOR, ASW_JEEP_WHEEL_COUNT ), DEFINE_ARRAY( m_flNextRippleTime, FIELD_TIME, ASW_JEEP_WHEEL_COUNT ), DEFINE_FIELD( m_bBodyInWater, FIELD_BOOLEAN ), DEFINE_FIELD( m_bBodyWasInWater, FIELD_BOOLEAN ), END_DATADESC() //----------------------------------------------------------------------------- // Purpose: Four wheel physics vehicle server vehicle with weaponry //----------------------------------------------------------------------------- class CASWJeepFourWheelServerVehicle : public CFourWheelServerVehicle { typedef CFourWheelServerVehicle BaseClass; // IServerVehicle public: bool NPC_HasPrimaryWeapon( void ) { return true; } void NPC_AimPrimaryWeapon( Vector vecTarget ); int GetExitAnimToUse( Vector &vecEyeExitEndpoint, bool &bAllPointsBlocked ); }; BEGIN_DATADESC( CASW_PropJeep ) DEFINE_FIELD( m_bGunHasBeenCutOff, FIELD_BOOLEAN ), DEFINE_FIELD( m_flDangerSoundTime, FIELD_TIME ), DEFINE_FIELD( m_nBulletType, FIELD_INTEGER ), DEFINE_FIELD( m_bCannonCharging, FIELD_BOOLEAN ), DEFINE_FIELD( m_flCannonTime, FIELD_TIME ), DEFINE_FIELD( m_flCannonChargeStartTime, FIELD_TIME ), DEFINE_FIELD( m_vecGunOrigin, FIELD_POSITION_VECTOR ), DEFINE_SOUNDPATCH( m_sndCannonCharge ), DEFINE_FIELD( m_nSpinPos, FIELD_INTEGER ), DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ), DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ), DEFINE_FIELD( m_throttleDisableTime, FIELD_TIME ), DEFINE_FIELD( m_flHandbrakeTime, FIELD_TIME ), DEFINE_FIELD( m_bInitialHandbrake, FIELD_BOOLEAN ), DEFINE_FIELD( m_flOverturnedTime, FIELD_TIME ), DEFINE_FIELD( m_flAmmoCrateCloseTime, FIELD_FLOAT ), DEFINE_FIELD( m_vecLastEyePos, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_vecLastEyeTarget, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_vecEyeSpeed, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_vecTargetSpeed, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_bHeadlightIsOn, FIELD_BOOLEAN ), DEFINE_EMBEDDED( m_WaterData ), DEFINE_FIELD( m_iNumberOfEntries, FIELD_INTEGER ), DEFINE_FIELD( m_nAmmoType, FIELD_INTEGER ), DEFINE_FIELD( m_flPlayerExitedTime, FIELD_TIME ), DEFINE_FIELD( m_flLastSawPlayerAt, FIELD_TIME ), DEFINE_FIELD( m_hLastPlayerInVehicle, FIELD_EHANDLE ), DEFINE_FIELD( m_hDriver , FIELD_EHANDLE ), DEFINE_INPUTFUNC( FIELD_VOID, "StartRemoveTauCannon", InputStartRemoveTauCannon ), DEFINE_INPUTFUNC( FIELD_VOID, "FinishRemoveTauCannon", InputFinishRemoveTauCannon ), DEFINE_THINKFUNC( DestroyAndReplace ), END_DATADESC() IMPLEMENT_SERVERCLASS_ST( CASW_PropJeep, DT_ASW_PropJeep ) //SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ), //SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ), //SendPropExclude( "DT_BaseAnimating", "m_nSequence" ), //SendPropExclude( "DT_BaseAnimating", "m_nNewSequenceParity" ), //SendPropExclude( "DT_BaseAnimating", "m_nResetEventsParity" ), SendPropEHandle( SENDINFO( m_hDriver ) ), //SendPropExclude( "DT_BaseEntity", "m_angRotation" ), ////SendPropExclude( "DT_BaseEntity", "m_angRotation" ), // asw_playeranimstate and clientside animation takes care of these on the client //SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ), //SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ), SendPropBool( SENDINFO( m_bHeadlightIsOn ) ), END_SEND_TABLE(); // This is overriden for the episodic jeep #ifndef HL2_EPISODIC LINK_ENTITY_TO_CLASS( asw_vehicle_jeep, CASW_PropJeep ); #endif //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CASW_PropJeep::CASW_PropJeep( void ) { m_bHasGun = true; m_bGunHasBeenCutOff = false; m_bCannonCharging = false; m_flCannonChargeStartTime = 0; m_flCannonTime = 0; m_nBulletType = -1; m_flOverturnedTime = 0.0f; m_iNumberOfEntries = 0; m_vecEyeSpeed.Init(); InitWaterData(); m_bUnableToFire = true; m_flAmmoCrateCloseTime = 0; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::CreateServerVehicle( void ) { // Create our armed server vehicle m_pServerVehicle = new CASWJeepFourWheelServerVehicle(); m_pServerVehicle->SetVehicle( this ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::Precache( void ) { PrecacheScriptSound( "PropJeep.AmmoClose" ); PrecacheScriptSound( "PropJeep.FireCannon" ); PrecacheScriptSound( "PropJeep.FireChargedCannon" ); PrecacheScriptSound( "PropJeep.AmmoOpen" ); PrecacheScriptSound( "Jeep.GaussCharge" ); PrecacheModel( GAUSS_BEAM_SPRITE ); BaseClass::Precache(); } //------------------------------------------------ // Spawn //------------------------------------------------ void CASW_PropJeep::Spawn( void ) { // Setup vehicle as a real-wheels car. SetVehicleType( VEHICLE_TYPE_CAR_WHEELS ); BaseClass::Spawn(); m_flHandbrakeTime = gpGlobals->curtime + 0.1; m_bInitialHandbrake = false; m_flMinimumSpeedToEnterExit = LOCK_SPEED; m_nBulletType = GetAmmoDef()->Index("GaussEnergy"); if ( m_bHasGun ) { SetBodygroup( 1, true ); } else { SetBodygroup( 1, false ); } // Initialize pose parameters SetPoseParameter( JEEP_GUN_YAW, 0 ); SetPoseParameter( JEEP_GUN_PITCH, 0 ); m_nSpinPos = 0; SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos ); m_aimYaw = 0; m_aimPitch = 0; AddSolidFlags( FSOLID_NOT_STANDABLE ); CAmmoDef *pAmmoDef = GetAmmoDef(); m_nAmmoType = pAmmoDef->Index("GaussEnergy"); // normal HL2 vehicles don't feel nice in a network game // so destroy ourselves and spawn the serverside component of our custom ASW client authorative vehicle system } void CASW_PropJeep::DestroyAndReplace() { Msg("Replacing normal jeep with a dummy jeep\n"); Vector vecVehicle = GetAbsOrigin(); QAngle angVehicle = GetAbsAngles(); UTIL_Remove(this); CASW_Dummy_Vehicle *pDummy = dynamic_cast(CreateEntityByName("asw_dummy_vehicle")); pDummy->SetAbsOrigin(vecVehicle); pDummy->SetAbsAngles(angVehicle); pDummy->Spawn(); } //----------------------------------------------------------------------------- // Purpose: // Input : &tr - // nDamageType - //----------------------------------------------------------------------------- void CASW_PropJeep::DoImpactEffect( trace_t &tr, int nDamageType ) { //Draw our beam DrawBeam( tr.startpos, tr.endpos, 2.4 ); if ( (tr.surface.flags & SURF_SKY) == false ) { CPVSFilter filter( tr.endpos ); te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); UTIL_ImpactTrace( &tr, m_nBulletType ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr ) { CTakeDamageInfo info = inputInfo; if ( ptr->hitbox != VEHICLE_HITBOX_DRIVER ) { if ( inputInfo.GetDamageType() & DMG_BULLET ) { info.ScaleDamage( 0.0001 ); } } BaseClass::TraceAttack( info, vecDir, ptr ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CASW_PropJeep::OnTakeDamage( const CTakeDamageInfo &inputInfo ) { //Do scaled up physics damage to the car CTakeDamageInfo info = inputInfo; info.ScaleDamage( 25 ); // HACKHACK: Scale up grenades until we get a better explosion/pressure damage system if ( inputInfo.GetDamageType() & DMG_BLAST ) { info.SetDamageForce( inputInfo.GetDamageForce() * 10 ); } VPhysicsTakeDamage( info ); // reset the damage info.SetDamage( inputInfo.GetDamage() ); // small amounts of shock damage disrupt the car, but aren't transferred to the player if ( info.GetDamageType() == DMG_SHOCK ) { if ( info.GetDamage() <= 10 ) { // take 10% damage and make the engine stall info.ScaleDamage( 0.1 ); m_throttleDisableTime = gpGlobals->curtime + 2; } } //Check to do damage to driver if ( GetDriver() ) { //Take no damage from physics damages if ( info.GetDamageType() & DMG_CRUSH ) return 0; // Take the damage (strip out the DMG_BLAST) info.SetDamageType( info.GetDamageType() & (~DMG_BLAST) ); GetDriver()->TakeDamage( info ); } return 0; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- Vector CASW_PropJeep::BodyTarget( const Vector &posSrc, bool bNoisy ) { Vector shotPos; matrix3x4_t matrix; int eyeAttachmentIndex = LookupAttachment("vehicle_driver_eyes"); GetAttachment( eyeAttachmentIndex, matrix ); MatrixGetColumn( matrix, 3, shotPos ); if ( bNoisy ) { shotPos[0] += random->RandomFloat( -8.0f, 8.0f ); shotPos[1] += random->RandomFloat( -8.0f, 8.0f ); shotPos[2] += random->RandomFloat( -8.0f, 8.0f ); } return shotPos; } //----------------------------------------------------------------------------- // Purpose: Aim Gun at a target //----------------------------------------------------------------------------- void CASW_PropJeep::AimGunAt( Vector *endPos, float flInterval ) { Vector aimPos = *endPos; // See if the gun should be allowed to aim if ( IsOverturned() || m_bEngineLocked || m_bHasGun == false ) { SetPoseParameter( JEEP_GUN_YAW, 0 ); SetPoseParameter( JEEP_GUN_PITCH, 0 ); SetPoseParameter( JEEP_GUN_SPIN, 0 ); return; // Make the gun go limp and look "down" Vector v_forward, v_up; AngleVectors( GetLocalAngles(), NULL, &v_forward, &v_up ); aimPos = WorldSpaceCenter() + ( v_forward * -32.0f ) - Vector( 0, 0, 128.0f ); } matrix3x4_t gunMatrix; GetAttachment( LookupAttachment("gun_ref"), gunMatrix ); // transform the enemy into gun space Vector localEnemyPosition; VectorITransform( aimPos, gunMatrix, localEnemyPosition ); // do a look at in gun space (essentially a delta-lookat) QAngle localEnemyAngles; VectorAngles( localEnemyPosition, localEnemyAngles ); // convert to +/- 180 degrees localEnemyAngles.x = UTIL_AngleDiff( localEnemyAngles.x, 0 ); localEnemyAngles.y = UTIL_AngleDiff( localEnemyAngles.y, 0 ); float targetYaw = m_aimYaw + localEnemyAngles.y; float targetPitch = m_aimPitch + localEnemyAngles.x; // Constrain our angles float newTargetYaw = clamp( targetYaw, -CANNON_MAX_LEFT_YAW, CANNON_MAX_RIGHT_YAW ); float newTargetPitch = clamp( targetPitch, -CANNON_MAX_DOWN_PITCH, CANNON_MAX_UP_PITCH ); // If the angles have been clamped, we're looking outside of our valid range if ( fabs(newTargetYaw-targetYaw) > 1e-4 || fabs(newTargetPitch-targetPitch) > 1e-4 ) { m_bUnableToFire = true; } targetYaw = newTargetYaw; targetPitch = newTargetPitch; // Exponentially approach the target float yawSpeed = 8; float pitchSpeed = 8; m_aimYaw = UTIL_Approach( targetYaw, m_aimYaw, yawSpeed ); m_aimPitch = UTIL_Approach( targetPitch, m_aimPitch, pitchSpeed ); SetPoseParameter( JEEP_GUN_YAW, -m_aimYaw); SetPoseParameter( JEEP_GUN_PITCH, -m_aimPitch ); InvalidateBoneCache(); // read back to avoid drift when hitting limits // as long as the velocity is less than the delta between the limit and 180, this is fine. m_aimPitch = -GetPoseParameter( JEEP_GUN_PITCH ); m_aimYaw = -GetPoseParameter( JEEP_GUN_YAW ); // Now draw crosshair for actual aiming point Vector vecMuzzle, vecMuzzleDir; QAngle vecMuzzleAng; GetAttachment( "Muzzle", vecMuzzle, vecMuzzleAng ); AngleVectors( vecMuzzleAng, &vecMuzzleDir ); trace_t tr; UTIL_TraceLine( vecMuzzle, vecMuzzle + (vecMuzzleDir * MAX_TRACE_LENGTH), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); // see if we hit something, if so, adjust endPos to hit location if ( tr.fraction < 1.0 ) { m_vecGunCrosshair = vecMuzzle + ( vecMuzzleDir * MAX_TRACE_LENGTH * tr.fraction ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::InitWaterData( void ) { m_WaterData.m_bBodyInWater = false; m_WaterData.m_bBodyWasInWater = false; for ( int iWheel = 0; iWheel < ASW_JEEP_WHEEL_COUNT; ++iWheel ) { m_WaterData.m_bWheelInWater[iWheel] = false; m_WaterData.m_bWheelWasInWater[iWheel] = false; m_WaterData.m_vecWheelContactPoints[iWheel].Init(); m_WaterData.m_flNextRippleTime[iWheel] = 0; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::HandleWater( void ) { // Only check the wheels and engine in water if we have a driver (player). if ( !GetDriver() ) return; // Check to see if we are in water. if ( CheckWater() ) { for ( int iWheel = 0; iWheel < ASW_JEEP_WHEEL_COUNT; ++iWheel ) { // Create an entry/exit splash! if ( m_WaterData.m_bWheelInWater[iWheel] != m_WaterData.m_bWheelWasInWater[iWheel] ) { CreateSplash( m_WaterData.m_vecWheelContactPoints[iWheel] ); CreateRipple( m_WaterData.m_vecWheelContactPoints[iWheel] ); } // Create ripples. if ( m_WaterData.m_bWheelInWater[iWheel] && m_WaterData.m_bWheelWasInWater[iWheel] ) { if ( m_WaterData.m_flNextRippleTime[iWheel] < gpGlobals->curtime ) { // Stagger ripple times m_WaterData.m_flNextRippleTime[iWheel] = gpGlobals->curtime + RandomFloat( 0.1, 0.3 ); CreateRipple( m_WaterData.m_vecWheelContactPoints[iWheel] ); } } } } // Save of data from last think. for ( int iWheel = 0; iWheel < ASW_JEEP_WHEEL_COUNT; ++iWheel ) { m_WaterData.m_bWheelWasInWater[iWheel] = m_WaterData.m_bWheelInWater[iWheel]; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CASW_PropJeep::CheckWater( void ) { bool bInWater = false; // Check all four wheels. for ( int iWheel = 0; iWheel < ASW_JEEP_WHEEL_COUNT; ++iWheel ) { // Get the current wheel and get its contact point. IPhysicsObject *pWheel = m_VehiclePhysics.GetWheel( iWheel ); if ( !pWheel ) continue; // Check to see if we hit water. if ( pWheel->GetContactPoint( &m_WaterData.m_vecWheelContactPoints[iWheel], NULL ) ) { m_WaterData.m_bWheelInWater[iWheel] = ( UTIL_PointContents( m_WaterData.m_vecWheelContactPoints[iWheel], MASK_WATER ) & MASK_WATER ) ? true : false; if ( m_WaterData.m_bWheelInWater[iWheel] ) { bInWater = true; } } } // Check the body and the BONNET. int iEngine = LookupAttachment( "vehicle_engine" ); Vector vecEnginePoint; QAngle vecEngineAngles; GetAttachment( iEngine, vecEnginePoint, vecEngineAngles ); m_WaterData.m_bBodyInWater = ( UTIL_PointContents( vecEnginePoint, MASK_WATER ) & MASK_WATER ) ? true : false; if ( m_WaterData.m_bBodyInWater ) { if ( !m_VehiclePhysics.IsEngineDisabled() ) { m_VehiclePhysics.SetDisableEngine( true ); } } else { if ( m_VehiclePhysics.IsEngineDisabled() ) { m_VehiclePhysics.SetDisableEngine( false ); } } if ( bInWater ) { // Check the player's water level. CheckWaterLevel(); } return bInWater; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::CheckWaterLevel( void ) { CBaseEntity *pEntity = GetDriver(); if ( pEntity && pEntity->IsPlayer() ) { CBasePlayer *pPlayer = static_cast( pEntity ); Vector vecAttachPoint; QAngle vecAttachAngles; // Check eyes. (vehicle_driver_eyes point) int iAttachment = LookupAttachment( "vehicle_driver_eyes" ); GetAttachment( iAttachment, vecAttachPoint, vecAttachAngles ); // Add the jeep's Z view offset Vector vecUp; AngleVectors( vecAttachAngles, NULL, NULL, &vecUp ); vecUp.z = clamp( vecUp.z, 0.0f, vecUp.z ); vecAttachPoint.z += r_JeepViewZHeight.GetFloat() * vecUp.z; bool bEyes = ( UTIL_PointContents( vecAttachPoint, MASK_WATER ) & MASK_WATER ) ? true : false; if ( bEyes ) { pPlayer->SetWaterLevel( WL_Eyes ); return; } // Check waist. (vehicle_engine point -- see parent function). if ( m_WaterData.m_bBodyInWater ) { pPlayer->SetWaterLevel( WL_Waist ); return; } // Check feet. (vehicle_feet_passenger0 point) iAttachment = LookupAttachment( "vehicle_feet_passenger0" ); GetAttachment( iAttachment, vecAttachPoint, vecAttachAngles ); bool bFeet = ( UTIL_PointContents( vecAttachPoint, MASK_WATER ) & MASK_WATER ) ? true : false; if ( bFeet ) { pPlayer->SetWaterLevel( WL_Feet ); return; } // Not in water. pPlayer->SetWaterLevel( WL_NotInWater ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::CreateSplash( const Vector &vecPosition ) { // Splash data. CEffectData data; data.m_fFlags = 0; data.m_vOrigin = vecPosition; data.m_vNormal.Init( 0.0f, 0.0f, 1.0f ); VectorAngles( data.m_vNormal, data.m_vAngles ); data.m_flScale = 10.0f + random->RandomFloat( 0, 2 ); // Create the splash.. DispatchEffect( "watersplash", data ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::CreateRipple( const Vector &vecPosition ) { // Ripple data. CEffectData data; data.m_fFlags = 0; data.m_vOrigin = vecPosition; data.m_vNormal.Init( 0.0f, 0.0f, 1.0f ); VectorAngles( data.m_vNormal, data.m_vAngles ); data.m_flScale = 10.0f + random->RandomFloat( 0, 2 ); if ( GetWaterType() & CONTENTS_SLIME ) { data.m_fFlags |= FX_WATER_IN_SLIME; } // Create the ripple. DispatchEffect( "waterripple", data ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::Think(void) { if (gpGlobals->maxClients > 1) { DestroyAndReplace(); } else { ThinkTick(); } } void CASW_PropJeep::ThinkTick() { m_VehiclePhysics.Think(); // Derived classes of CPropVehicle have their own code to determine how frequently to think. // But the prop_vehicle entity native to this class will only think one time, so this flag // was added to allow prop_vehicle to always think without affecting the derived classes. if( HasSpawnFlags(SF_PROP_VEHICLE_ALWAYSTHINK) ) { SetNextThink(gpGlobals->curtime); } if ( ShouldThink() ) { SetNextThink( gpGlobals->curtime ); } // If we have an NPC Driver, tell him to drive if ( m_hNPCDriver ) { GetServerVehicle()->NPC_DriveVehicle(); } // Keep thinking while we're waiting to turn off the keep upright if ( m_flTurnOffKeepUpright ) { SetNextThink( gpGlobals->curtime ); // Time up? if ( m_hKeepUpright != NULL && m_flTurnOffKeepUpright < gpGlobals->curtime ) { variant_t emptyVariant; m_hKeepUpright->AcceptInput( "TurnOff", this, this, emptyVariant, USE_TOGGLE ); m_flTurnOffKeepUpright = 0; UTIL_Remove( m_hKeepUpright ); } } /* CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); if ( m_bEngineLocked ) { m_bUnableToFire = true; if ( pPlayer != NULL ) { pPlayer->m_Local.m_iHideHUD |= HIDEHUD_VEHICLE_CROSSHAIR; } } else if ( m_bHasGun ) { // Start this as false and update it again each frame m_bUnableToFire = false; if ( pPlayer != NULL ) { pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_VEHICLE_CROSSHAIR; } }*/ // Water!? HandleWater(); SetSimulationTime( gpGlobals->curtime ); SetNextThink( gpGlobals->curtime ); SetAnimatedEveryTick( true ); if ( !m_bInitialHandbrake ) // after initial timer expires, set the handbrake { m_bInitialHandbrake = true; m_VehiclePhysics.SetHandbrake( true ); m_VehiclePhysics.Think(); } // Check overturned status. if ( !IsOverturned() ) { m_flOverturnedTime = 0.0f; } else { m_flOverturnedTime += gpGlobals->frametime; } // spin gun if charging cannon //FIXME: Don't bother for E3 if ( m_bCannonCharging ) { m_nSpinPos += JEEP_GUN_SPIN_RATE; SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos ); } // Aim gun based on the player view direction. if ( m_hPlayer && !m_bExitAnimOn && !m_bEnterAnimOn ) { Vector vecEyeDir, vecEyePos; m_hPlayer->EyePositionAndVectors( &vecEyePos, &vecEyeDir, NULL, NULL ); // Trace out from the player's eye point. Vector vecEndPos = vecEyePos + ( vecEyeDir * MAX_TRACE_LENGTH ); trace_t trace; UTIL_TraceLine( vecEyePos, vecEndPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &trace ); // See if we hit something, if so, adjust end position to hit location. if ( trace.fraction < 1.0 ) { vecEndPos = vecEyePos + ( vecEyeDir * MAX_TRACE_LENGTH * trace.fraction ); } //m_vecLookCrosshair = vecEndPos; AimGunAt( &vecEndPos, 0.1f ); } StudioFrameAdvance(); // If the enter or exit animation has finished, tell the server vehicle if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) ) { if ( m_bEnterAnimOn ) { m_VehiclePhysics.ReleaseHandbrake(); StartEngine(); // HACKHACK: This forces the jeep to play a sound when it gets entered underwater if ( m_VehiclePhysics.IsEngineDisabled() ) { CBaseServerVehicle *pServerVehicle = dynamic_cast(GetServerVehicle()); if ( pServerVehicle ) { pServerVehicle->SoundStartDisabled(); } } // The first few time we get into the jeep, print the jeep help if ( m_iNumberOfEntries < asw_hud_jeephint_numentries.GetInt() ) { UTIL_HudHintText( m_hPlayer, "#Valve_Hint_JeepKeys" ); m_iNumberOfEntries++; } } // If we're exiting and have had the tau cannon removed, we don't want to reset the animation GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, !(m_bExitAnimOn && TauCannonHasBeenCutOff()) ); } // See if the ammo crate needs to close if ( ( m_flAmmoCrateCloseTime < gpGlobals->curtime ) && ( GetSequence() == LookupSequence( "ammo_open" ) ) ) { m_flAnimTime = gpGlobals->curtime; m_flPlaybackRate = 0.0; SetCycle( 0 ); ResetSequence( LookupSequence( "ammo_close" ) ); } else if ( ( GetSequence() == LookupSequence( "ammo_close" ) ) && IsSequenceFinished() ) { m_flAnimTime = gpGlobals->curtime; m_flPlaybackRate = 0.0; SetCycle( 0 ); ResetSequence( LookupSequence( "idle" ) ); CPASAttenuationFilter sndFilter( this, "PropJeep.AmmoClose" ); EmitSound( sndFilter, entindex(), "PropJeep.AmmoClose" ); } } //----------------------------------------------------------------------------- // Purpose: // Input : &startPos - // &endPos - // width - // useMuzzle - //----------------------------------------------------------------------------- void CASW_PropJeep::DrawBeam( const Vector &startPos, const Vector &endPos, float width ) { //Tracer down the middle UTIL_Tracer( startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 6500, false, "GaussTracer" ); //Draw the main beam shaft CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, 0.5 ); pBeam->SetStartPos( startPos ); pBeam->PointEntInit( endPos, this ); pBeam->SetEndAttachment( LookupAttachment("Muzzle") ); pBeam->SetWidth( width ); pBeam->SetEndWidth( 0.05f ); pBeam->SetBrightness( 255 ); pBeam->SetColor( 255, 185+random->RandomInt( -16, 16 ), 40 ); pBeam->RelinkBeam(); pBeam->LiveForTime( 0.1f ); //Draw electric bolts along shaft pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, 3.0f ); pBeam->SetStartPos( startPos ); pBeam->PointEntInit( endPos, this ); pBeam->SetEndAttachment( LookupAttachment("Muzzle") ); pBeam->SetBrightness( random->RandomInt( 64, 255 ) ); pBeam->SetColor( 255, 255, 150+random->RandomInt( 0, 64 ) ); pBeam->RelinkBeam(); pBeam->LiveForTime( 0.1f ); pBeam->SetNoise( 1.6f ); pBeam->SetEndWidth( 0.1f ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::FireCannon( void ) { //Don't fire again if it's been too soon if ( m_flCannonTime > gpGlobals->curtime ) return; if ( m_bUnableToFire ) return; m_flCannonTime = gpGlobals->curtime + 0.2f; m_bCannonCharging = false; //Find the direction the gun is pointing in Vector aimDir; GetCannonAim( &aimDir ); FireBulletsInfo_t info( 1, m_vecGunOrigin, aimDir, VECTOR_CONE_1DEGREES, MAX_TRACE_LENGTH, m_nAmmoType ); info.m_nFlags = FIRE_BULLETS_ALLOW_WATER_SURFACE_IMPACTS; info.m_pAttacker = m_hPlayer; FireBullets( info ); // Register a muzzleflash for the AI if ( m_hPlayer ) { m_hPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); } CPASAttenuationFilter sndFilter( this, "PropJeep.FireCannon" ); EmitSound( sndFilter, entindex(), "PropJeep.FireCannon" ); // make cylinders of gun spin a bit m_nSpinPos += JEEP_GUN_SPIN_RATE; //SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos ); //FIXME: Don't bother with this for E3, won't look right } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::FireChargedCannon( void ) { bool penetrated = false; m_bCannonCharging = false; m_flCannonTime = gpGlobals->curtime + 0.5f; StopChargeSound(); CPASAttenuationFilter sndFilter( this, "PropJeep.FireChargedCannon" ); EmitSound( sndFilter, entindex(), "PropJeep.FireChargedCannon" ); //Find the direction the gun is pointing in Vector aimDir; GetCannonAim( &aimDir ); Vector endPos = m_vecGunOrigin + ( aimDir * MAX_TRACE_LENGTH ); //Shoot a shot straight out trace_t tr; UTIL_TraceLine( m_vecGunOrigin, endPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); ClearMultiDamage(); //Find how much damage to do float flChargeAmount = ( gpGlobals->curtime - m_flCannonChargeStartTime ) / MAX_GAUSS_CHARGE_TIME; //Clamp this if ( flChargeAmount > 1.0f ) { flChargeAmount = 1.0f; } //Determine the damage amount //FIXME: Use ConVars! float flDamage = 15 + ( ( 250 - 15 ) * flChargeAmount ); CBaseEntity *pHit = tr.m_pEnt; //Look for wall penetration if ( tr.DidHitWorld() && !(tr.surface.flags & SURF_SKY) ) { //Try wall penetration UTIL_ImpactTrace( &tr, m_nBulletType, "ImpactJeep" ); UTIL_DecalTrace( &tr, "RedGlowFade" ); CPVSFilter filter( tr.endpos ); te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); Vector testPos = tr.endpos + ( aimDir * 48.0f ); UTIL_TraceLine( testPos, tr.endpos, MASK_SHOT, GetDriver(), COLLISION_GROUP_NONE, &tr ); if ( tr.allsolid == false ) { UTIL_DecalTrace( &tr, "RedGlowFade" ); penetrated = true; } } else if ( pHit != NULL ) { CTakeDamageInfo dmgInfo( this, GetDriver(), flDamage, DMG_SHOCK ); CalculateBulletDamageForce( &dmgInfo, GetAmmoDef()->Index("GaussEnergy"), aimDir, tr.endpos, 1.0f + flChargeAmount * 4.0f ); //Do direct damage to anything in our path pHit->DispatchTraceAttack( dmgInfo, aimDir, &tr ); } ApplyMultiDamage(); //Kick up an effect if ( !(tr.surface.flags & SURF_SKY) ) { UTIL_ImpactTrace( &tr, m_nBulletType, "ImpactJeep" ); //Do a gauss explosion CPVSFilter filter( tr.endpos ); te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); } //Show the effect DrawBeam( m_vecGunOrigin, tr.endpos, 9.6 ); // Register a muzzleflash for the AI if ( m_hPlayer ) { m_hPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5f ); } //Rock the car IPhysicsObject *pObj = VPhysicsGetObject(); if ( pObj != NULL ) { Vector shoveDir = aimDir * -( flDamage * 500.0f ); pObj->ApplyForceOffset( shoveDir, m_vecGunOrigin ); } //Do radius damage if we didn't penetrate the wall if ( penetrated == true ) { RadiusDamage( CTakeDamageInfo( this, this, flDamage, DMG_SHOCK ), tr.endpos, 200.0f, CLASS_NONE, NULL ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::ChargeCannon( void ) { //Don't fire again if it's been too soon if ( m_flCannonTime > gpGlobals->curtime ) return; //See if we're starting a charge if ( m_bCannonCharging == false ) { m_flCannonChargeStartTime = gpGlobals->curtime; m_bCannonCharging = true; //Start charging sound CPASAttenuationFilter filter( this ); m_sndCannonCharge = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "Jeep.GaussCharge", ATTN_NORM ); assert(m_sndCannonCharge!=NULL); if ( m_sndCannonCharge != NULL ) { (CSoundEnvelopeController::GetController()).Play( m_sndCannonCharge, 1.0f, 50 ); (CSoundEnvelopeController::GetController()).SoundChangePitch( m_sndCannonCharge, 250, 3.0f ); } return; } //TODO: Add muzzle effect? //TODO: Check for overcharge and have the weapon simply fire or instead "decharge"? } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::StopChargeSound( void ) { if ( m_sndCannonCharge != NULL ) { (CSoundEnvelopeController::GetController()).SoundFadeOut( m_sndCannonCharge, 0.1f ); } } //----------------------------------------------------------------------------- // Purpose: Finds the true aiming position of the gun (looks at what player // is looking at and adjusts) // Input : &resultDir - direction to be calculated //----------------------------------------------------------------------------- void CASW_PropJeep::GetCannonAim( Vector *resultDir ) { Vector muzzleOrigin; QAngle muzzleAngles; GetAttachment( LookupAttachment("gun_ref"), muzzleOrigin, muzzleAngles ); AngleVectors( muzzleAngles, resultDir ); } //----------------------------------------------------------------------------- // Purpose: If the player uses the jeep while at the back, he gets ammo from the crate instead //----------------------------------------------------------------------------- void CASW_PropJeep::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBasePlayer *pPlayer = ToBasePlayer( pActivator ); if ( pPlayer == NULL) return; // Find out if the player's looking at our ammocrate hitbox Vector vecForward; pPlayer->EyeVectors( &vecForward, NULL, NULL ); trace_t tr; Vector vecStart = pPlayer->EyePosition(); UTIL_TraceLine( vecStart, vecStart + vecForward * 1024, MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_HITBOX, pPlayer, COLLISION_GROUP_NONE, &tr ); if ( tr.m_pEnt == this && tr.hitgroup == JEEP_AMMOCRATE_HITGROUP ) { // Player's using the crate. // Fill up his SMG ammo. pPlayer->GiveAmmo( 300, "SMG1"); if ( ( GetSequence() != LookupSequence( "ammo_open" ) ) && ( GetSequence() != LookupSequence( "ammo_close" ) ) ) { // Open the crate m_flAnimTime = gpGlobals->curtime; m_flPlaybackRate = 0.0; SetCycle( 0 ); ResetSequence( LookupSequence( "ammo_open" ) ); CPASAttenuationFilter sndFilter( this, "PropJeep.AmmoOpen" ); EmitSound( sndFilter, entindex(), "PropJeep.AmmoOpen" ); } m_flAmmoCrateCloseTime = gpGlobals->curtime + JEEP_AMMO_CRATE_CLOSE_DELAY; return; } // Fall back and get in the vehicle instead BaseClass::Use( pActivator, pCaller, useType, value ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CASW_PropJeep::CanExitVehicle( CBaseEntity *pEntity ) { return ( !m_bEnterAnimOn && !m_bExitAnimOn && !m_bLocked && (m_nSpeed <= asw_g_jeepexitspeed.GetFloat() ) ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles ) { // Get the frametime. (Check to see if enough time has passed to warrent dampening). float flFrameTime = gpGlobals->frametime; if ( flFrameTime < JEEP_FRAMETIME_MIN ) { vecVehicleEyePos = m_vecLastEyePos; DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, 0.0f ); return; } // Keep static the sideways motion. // Dampen forward/backward motion. DampenForwardMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime ); // Blend up/down motion. DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime ); } //----------------------------------------------------------------------------- // Use the controller as follows: // speed += ( pCoefficientsOut[0] * ( targetPos - currentPos ) + pCoefficientsOut[1] * ( targetSpeed - currentSpeed ) ) * flDeltaTime; //----------------------------------------------------------------------------- void CASW_PropJeep::ComputePDControllerCoefficients( float *pCoefficientsOut, float flFrequency, float flDampening, float flDeltaTime ) { float flKs = 9.0f * flFrequency * flFrequency; float flKd = 4.5f * flFrequency * flDampening; float flScale = 1.0f / ( 1.0f + flKd * flDeltaTime + flKs * flDeltaTime * flDeltaTime ); pCoefficientsOut[0] = flKs * flScale; pCoefficientsOut[1] = ( flKd + flKs * flDeltaTime ) * flScale; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime ) { // Get forward vector. Vector vecForward; AngleVectors( vecVehicleEyeAngles, &vecForward); // Simulate the eye position forward based on the data from last frame // (assumes no acceleration - it will get that from the "spring"). Vector vecCurrentEyePos = m_vecLastEyePos + m_vecEyeSpeed * flFrameTime; // Calculate target speed based on the current vehicle eye position and the last vehicle eye position and frametime. Vector vecVehicleEyeSpeed = ( vecVehicleEyePos - m_vecLastEyeTarget ) / flFrameTime; m_vecLastEyeTarget = vecVehicleEyePos; // Calculate the speed and position deltas. Vector vecDeltaSpeed = vecVehicleEyeSpeed - m_vecEyeSpeed; Vector vecDeltaPos = vecVehicleEyePos - vecCurrentEyePos; // Clamp. if ( vecDeltaPos.Length() > JEEP_DELTA_LENGTH_MAX ) { float flSign = vecForward.Dot( vecVehicleEyeSpeed ) >= 0.0f ? -1.0f : 1.0f; vecVehicleEyePos += flSign * ( vecForward * JEEP_DELTA_LENGTH_MAX ); m_vecLastEyePos = vecVehicleEyePos; m_vecEyeSpeed = vecVehicleEyeSpeed; return; } // Generate an updated (dampening) speed for use in next frames position extrapolation. float flCoefficients[2]; ComputePDControllerCoefficients( flCoefficients, r_JeepViewDampenFreq.GetFloat(), r_JeepViewDampenDamp.GetFloat(), flFrameTime ); m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime ); // Save off data for next frame. m_vecLastEyePos = vecCurrentEyePos; // Move eye forward/backward. Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) ); vecVehicleEyePos -= vecForwardOffset; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime ) { // Get up vector. Vector vecUp; AngleVectors( vecVehicleEyeAngles, NULL, NULL, &vecUp ); vecUp.z = clamp( vecUp.z, 0.0f, vecUp.z ); vecVehicleEyePos.z += r_JeepViewZHeight.GetFloat() * vecUp.z; // NOTE: Should probably use some damped equation here. } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { //Msg("SetupMove cnum=%d [S] forward=%f side=%f", ucmd->command_number, ucmd->forwardmove, ucmd->sidemove); // asw comment /* // If we are overturned and hit any key - leave the vehicle (IN_USE is already handled!). if ( m_flOverturnedTime > OVERTURNED_EXIT_WAITTIME ) { if ( (ucmd->buttons & (IN_FORWARD|IN_BACK|IN_MOVELEFT|IN_MOVERIGHT|IN_SPEED|IN_JUMP|IN_ATTACK|IN_ATTACK2) ) && !m_bExitAnimOn ) { // Can't exit yet? We're probably still moving. Swallow the keys. if ( !CanExitVehicle(player) ) return; if ( !GetServerVehicle()->HandlePassengerExit( m_hPlayer ) && ( m_hPlayer != NULL ) ) { m_hPlayer->PlayUseDenySound(); } return; } } */ // If the throttle is disabled or we're upside-down, don't allow throttling (including turbo) CUserCmd tmp; if ( ( m_throttleDisableTime > gpGlobals->curtime ) || ( IsOverturned() ) ) { m_bUnableToFire = true; tmp = (*ucmd); tmp.buttons &= ~(IN_FORWARD|IN_BACK|IN_SPEED); // asw comment, no tampering with buttons at this time //ucmd = &tmp; } BaseClass::SetupMove( player, ucmd, pHelper, move ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased ) { int iButtons = ucmd->buttons; //Adrian: No headlights on Superfly. /* if ( ucmd->impulse == 100 ) { if (HeadlightIsOn()) { HeadlightTurnOff(); } else { HeadlightTurnOn(); } }*/ // Only handle the cannon if the vehicle has one if ( m_bHasGun ) { // If we're holding down an attack button, update our state if ( IsOverturned() == false ) { if ( iButtons & IN_ATTACK ) { if ( m_bCannonCharging ) { FireChargedCannon(); } else { FireCannon(); } } else if ( iButtons & IN_ATTACK2 ) { ChargeCannon(); } } // If we've released our secondary button, fire off our cannon if ( ( iButtonsReleased & IN_ATTACK2 ) && ( m_bCannonCharging ) ) { FireChargedCannon(); } } BaseClass::DriveVehicle( flFrameTime, ucmd, iButtonsDown, iButtonsReleased ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pPlayer - // *pMoveData - //----------------------------------------------------------------------------- void CASW_PropJeep::ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) { //Msg("[S] PreProcess x=%f\t\ty=%f\t\tz=%f\t\tp=%\t\ty=%\t\tr=%\t\tvx=%f\t\tvy=%f\t\tvz=%f\n", //GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z, //GetAbsAngles().x, GetAbsAngles().y, GetAbsAngles().z, //GetAbsVelocity().x, GetAbsVelocity().y, GetAbsVelocity().z); BaseClass::ProcessMovement( pPlayer, pMoveData ); // Update the steering angles based on speed. UpdateSteeringAngle(); // Create dangers sounds in front of the vehicle. CreateDangerSounds(); //ThinkTick(); //Msg("[S] PostProcess x=%f\t\ty=%f\t\tz=%f\t\tp=%\t\ty=%\t\tr=%\t\tvx=%f\t\tvy=%f\t\tvz=%f\n", //GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z, //GetAbsAngles().x, GetAbsAngles().y, GetAbsAngles().z, //GetAbsVelocity().x, GetAbsVelocity().y, GetAbsVelocity().z); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::UpdateSteeringAngle( void ) { float flMaxSpeed = m_VehiclePhysics.GetMaxSpeed(); float flSpeed = m_VehiclePhysics.GetSpeed(); float flRatio = 1.0f - ( flSpeed / flMaxSpeed ); float flSteeringDegrees = JEEP_STEERING_FAST_ANGLE + ( ( JEEP_STEERING_SLOW_ANGLE - JEEP_STEERING_FAST_ANGLE ) * flRatio ); flSteeringDegrees = clamp( flSteeringDegrees, JEEP_STEERING_FAST_ANGLE, JEEP_STEERING_SLOW_ANGLE ); m_VehiclePhysics.SetSteeringDegrees( flSteeringDegrees ); } //----------------------------------------------------------------------------- // Purpose: Create danger sounds in front of the vehicle. //----------------------------------------------------------------------------- void CASW_PropJeep::CreateDangerSounds( void ) { QAngle dummy; GetAttachment( "Muzzle", m_vecGunOrigin, dummy ); if ( m_flDangerSoundTime > gpGlobals->curtime ) return; QAngle vehicleAngles = GetLocalAngles(); Vector vecStart = GetAbsOrigin(); Vector vecDir, vecRight; GetVectors( &vecDir, &vecRight, NULL ); const float soundDuration = 0.25; float speed = m_VehiclePhysics.GetHLSpeed(); // Make danger sounds ahead of the jeep if ( fabs(speed) > 120 ) { Vector vecSpot; float steering = m_VehiclePhysics.GetSteering(); if ( steering != 0 ) { if ( speed > 0 ) { vecDir += vecRight * steering * 0.5; } else { vecDir -= vecRight * steering * 0.5; } VectorNormalize(vecDir); } const float radius = speed * 0.4; // 0.3 seconds ahead of the jeep vecSpot = vecStart + vecDir * (speed * 0.3f); CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, radius, soundDuration, this, 0 ); CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, vecSpot, radius, soundDuration, this, 1 ); //NDebugOverlay::Box(vecSpot, Vector(-radius,-radius,-radius),Vector(radius,radius,radius), 255, 0, 255, 0, soundDuration); #if 0 trace_t tr; // put sounds a bit to left and right but slightly closer to Jeep to make a "cone" of sound // in front of it vecSpot = vecStart + vecDir * (speed * 0.5f) - vecRight * speed * 0.5; UTIL_TraceLine( vecStart, vecSpot, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, soundDuration, this, 1 ); vecSpot = vecStart + vecDir * (speed * 0.5f) + vecRight * speed * 0.5; UTIL_TraceLine( vecStart, vecSpot, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, soundDuration, this, 2); #endif } m_flDangerSoundTime = gpGlobals->curtime + 0.1; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::EnterVehicle( CBasePlayer *pPlayer ) { if ( !pPlayer ) return; CheckWater(); BaseClass::EnterVehicle( pPlayer ); m_hLastPlayerInVehicle = m_hPlayer; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::ExitVehicle( int iRole ) { HeadlightTurnOff(); BaseClass::ExitVehicle(iRole); //If the player has exited, stop charging StopChargeSound(); m_bCannonCharging = false; // Remember when we last saw the player m_flPlayerExitedTime = gpGlobals->curtime; m_flLastSawPlayerAt = gpGlobals->curtime; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::InputStartRemoveTauCannon( inputdata_t &inputdata ) { // Start the gun removal animation m_flAnimTime = gpGlobals->curtime; m_flPlaybackRate = 0.0; SetCycle( 0 ); ResetSequence( LookupSequence( "tau_levitate" ) ); m_bGunHasBeenCutOff = true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::InputFinishRemoveTauCannon( inputdata_t &inputdata ) { // Remove & hide the gun SetBodygroup( 1, false ); m_bHasGun = false; } //======================================================================================================================================== // JEEP FOUR WHEEL PHYSICS VEHICLE SERVER VEHICLE //======================================================================================================================================== //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASWJeepFourWheelServerVehicle::NPC_AimPrimaryWeapon( Vector vecTarget ) { ((CASW_PropJeep*)m_pVehicle)->AimGunAt( &vecTarget, 0.1f ); } //----------------------------------------------------------------------------- // Purpose: // Input : &vecEyeExitEndpoint - // Output : int //----------------------------------------------------------------------------- int CASWJeepFourWheelServerVehicle::GetExitAnimToUse( Vector &vecEyeExitEndpoint, bool &bAllPointsBlocked ) { bAllPointsBlocked = false; if ( !m_bParsedAnimations ) { // Load the entry/exit animations from the vehicle ParseEntryExitAnims(); m_bParsedAnimations = true; } CBaseAnimating *pAnimating = dynamic_cast(m_pVehicle); // If we don't have the gun anymore, we want to get out using the "gun-less" animation if ( pAnimating && ((CASW_PropJeep*)m_pVehicle)->TauCannonHasBeenCutOff() ) { // HACK: We know the tau-cannon removed exit anim uses the first upright anim's exit details trace_t tr; // Convert our offset points to worldspace ones Vector vehicleExitOrigin = m_ExitAnimations[0].vecExitPointLocal; QAngle vehicleExitAngles = m_ExitAnimations[0].vecExitAnglesLocal; UTIL_ParentToWorldSpace( pAnimating, vehicleExitOrigin, vehicleExitAngles ); // Ensure the endpoint is clear by dropping a point down from above vehicleExitOrigin -= VEC_VIEW; Vector vecMove = Vector(0,0,64); Vector vecStart = vehicleExitOrigin + vecMove; Vector vecEnd = vehicleExitOrigin - vecMove; UTIL_TraceHull( vecStart, vecEnd, VEC_HULL_MIN, VEC_HULL_MAX, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr ); Assert( !tr.startsolid && tr.fraction < 1.0 ); m_vecCurrentExitEndPoint = vecStart + ((vecEnd - vecStart) * tr.fraction); vecEyeExitEndpoint = m_vecCurrentExitEndPoint + VEC_VIEW; m_iCurrentExitAnim = 0; return pAnimating->LookupSequence( "exit_tauremoved" ); } return BaseClass::GetExitAnimToUse( vecEyeExitEndpoint, bAllPointsBlocked ); } // implement driver interface CASW_Marine* CASW_PropJeep::ASWGetDriver() { return dynamic_cast(m_hDriver.Get()); } void CASW_PropJeep::ActivateUseIcon( CASW_Marine* pMarine, int nHoldType ) { if ( nHoldType == ASW_USE_HOLD_START ) return; if ( pMarine ) { if ( pMarine->IsInVehicle() ) pMarine->StopDriving(this); else pMarine->StartDriving(this); } } bool CASW_PropJeep::IsUsable(CBaseEntity *pUser) { return (pUser && pUser->GetAbsOrigin().DistTo(GetAbsOrigin()) < ASW_MARINE_USE_RADIUS); // near enough? }