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1558 lines
48 KiB
1558 lines
48 KiB
#include "cbase.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 "grenade_ar2.h" |
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#include "te_effect_dispatch.h" |
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#include "hl2_player.h" |
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#include "ndebugoverlay.h" |
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#include "movevars_shared.h" |
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#include "bone_setup.h" |
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#include "ai_basenpc.h" |
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#include "ai_hint.h" |
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#include "globalstate.h" |
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#include "asw_jeep.h" |
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#include "asw_dummy_vehicle.h" |
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#include "asw_player.h" |
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#include "asw_marine.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#define VEHICLE_HITBOX_DRIVER 1 |
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#define LOCK_SPEED 10 |
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#define JEEP_GUN_YAW "vehicle_weapon_yaw" |
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#define JEEP_GUN_PITCH "vehicle_weapon_pitch" |
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#define JEEP_GUN_SPIN "gun_spin" |
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#define JEEP_GUN_SPIN_RATE 20 |
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#define SF_PROP_VEHICLE_ALWAYSTHINK 0x00000001 |
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#define CANNON_MAX_UP_PITCH 20 |
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#define CANNON_MAX_DOWN_PITCH 20 |
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#define CANNON_MAX_LEFT_YAW 90 |
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#define CANNON_MAX_RIGHT_YAW 90 |
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#define OVERTURNED_EXIT_WAITTIME 2.0f |
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#define JEEP_AMMOCRATE_HITGROUP 5 |
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#define JEEP_STEERING_SLOW_ANGLE 50.0f |
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#define JEEP_STEERING_FAST_ANGLE 15.0f |
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#define JEEP_AMMO_CRATE_CLOSE_DELAY 2.0f |
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#define JEEP_DELTA_LENGTH_MAX 12.0f // 1 foot |
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#define JEEP_FRAMETIME_MIN 1e-6 |
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ConVar asw_sk_jeep_gauss_damage( "asw_sk_jeep_gauss_damage", "15" ); |
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ConVar asw_hud_jeephint_numentries( "asw_hud_jeephint_numentries", "10", FCVAR_NONE ); |
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ConVar asw_g_jeepexitspeed( "asw_g_jeepexitspeed", "100", FCVAR_CHEAT ); |
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//============================================================================= |
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// |
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// Jeep water data. |
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// |
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BEGIN_SIMPLE_DATADESC( ASWJeepWaterData_t ) |
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DEFINE_ARRAY( m_bWheelInWater, FIELD_BOOLEAN, ASW_JEEP_WHEEL_COUNT ), |
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DEFINE_ARRAY( m_bWheelWasInWater, FIELD_BOOLEAN, ASW_JEEP_WHEEL_COUNT ), |
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DEFINE_ARRAY( m_vecWheelContactPoints, FIELD_VECTOR, ASW_JEEP_WHEEL_COUNT ), |
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DEFINE_ARRAY( m_flNextRippleTime, FIELD_TIME, ASW_JEEP_WHEEL_COUNT ), |
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DEFINE_FIELD( m_bBodyInWater, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bBodyWasInWater, FIELD_BOOLEAN ), |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Purpose: Four wheel physics vehicle server vehicle with weaponry |
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//----------------------------------------------------------------------------- |
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class CASWJeepFourWheelServerVehicle : public CFourWheelServerVehicle |
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{ |
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typedef CFourWheelServerVehicle BaseClass; |
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// IServerVehicle |
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public: |
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bool NPC_HasPrimaryWeapon( void ) { return true; } |
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void NPC_AimPrimaryWeapon( Vector vecTarget ); |
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int GetExitAnimToUse( Vector &vecEyeExitEndpoint, bool &bAllPointsBlocked ); |
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}; |
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BEGIN_DATADESC( CASW_PropJeep ) |
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DEFINE_FIELD( m_bGunHasBeenCutOff, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_flDangerSoundTime, FIELD_TIME ), |
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DEFINE_FIELD( m_nBulletType, FIELD_INTEGER ), |
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DEFINE_FIELD( m_bCannonCharging, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_flCannonTime, FIELD_TIME ), |
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DEFINE_FIELD( m_flCannonChargeStartTime, FIELD_TIME ), |
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DEFINE_FIELD( m_vecGunOrigin, FIELD_POSITION_VECTOR ), |
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DEFINE_SOUNDPATCH( m_sndCannonCharge ), |
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DEFINE_FIELD( m_nSpinPos, FIELD_INTEGER ), |
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DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ), |
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DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ), |
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DEFINE_FIELD( m_throttleDisableTime, FIELD_TIME ), |
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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_FIELD( m_flOverturnedTime, FIELD_TIME ), |
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DEFINE_FIELD( m_flAmmoCrateCloseTime, FIELD_FLOAT ), |
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DEFINE_FIELD( m_vecLastEyePos, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_vecLastEyeTarget, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_vecEyeSpeed, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_vecTargetSpeed, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_bHeadlightIsOn, FIELD_BOOLEAN ), |
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DEFINE_EMBEDDED( m_WaterData ), |
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DEFINE_FIELD( m_iNumberOfEntries, FIELD_INTEGER ), |
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DEFINE_FIELD( m_nAmmoType, FIELD_INTEGER ), |
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DEFINE_FIELD( m_flPlayerExitedTime, FIELD_TIME ), |
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DEFINE_FIELD( m_flLastSawPlayerAt, FIELD_TIME ), |
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DEFINE_FIELD( m_hLastPlayerInVehicle, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_hDriver , FIELD_EHANDLE ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "StartRemoveTauCannon", InputStartRemoveTauCannon ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "FinishRemoveTauCannon", InputFinishRemoveTauCannon ), |
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DEFINE_THINKFUNC( DestroyAndReplace ), |
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END_DATADESC() |
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IMPLEMENT_SERVERCLASS_ST( CASW_PropJeep, DT_ASW_PropJeep ) |
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//SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ), |
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//SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ), |
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//SendPropExclude( "DT_BaseAnimating", "m_nSequence" ), |
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//SendPropExclude( "DT_BaseAnimating", "m_nNewSequenceParity" ), |
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//SendPropExclude( "DT_BaseAnimating", "m_nResetEventsParity" ), |
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SendPropEHandle( SENDINFO( m_hDriver ) ), |
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//SendPropExclude( "DT_BaseEntity", "m_angRotation" ), |
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////SendPropExclude( "DT_BaseEntity", "m_angRotation" ), |
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// asw_playeranimstate and clientside animation takes care of these on the client |
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//SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ), |
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//SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ), |
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SendPropBool( SENDINFO( m_bHeadlightIsOn ) ), |
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END_SEND_TABLE(); |
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// This is overriden for the episodic jeep |
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#ifndef HL2_EPISODIC |
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LINK_ENTITY_TO_CLASS( asw_vehicle_jeep, CASW_PropJeep ); |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CASW_PropJeep::CASW_PropJeep( void ) |
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{ |
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m_bHasGun = true; |
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m_bGunHasBeenCutOff = false; |
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m_bCannonCharging = false; |
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m_flCannonChargeStartTime = 0; |
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m_flCannonTime = 0; |
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m_nBulletType = -1; |
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m_flOverturnedTime = 0.0f; |
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m_iNumberOfEntries = 0; |
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m_vecEyeSpeed.Init(); |
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InitWaterData(); |
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m_bUnableToFire = true; |
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m_flAmmoCrateCloseTime = 0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CASW_PropJeep::CreateServerVehicle( void ) |
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{ |
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// Create our armed server vehicle |
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m_pServerVehicle = new CASWJeepFourWheelServerVehicle(); |
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m_pServerVehicle->SetVehicle( this ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CASW_PropJeep::Precache( void ) |
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{ |
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PrecacheScriptSound( "PropJeep.AmmoClose" ); |
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PrecacheScriptSound( "PropJeep.FireCannon" ); |
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PrecacheScriptSound( "PropJeep.FireChargedCannon" ); |
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PrecacheScriptSound( "PropJeep.AmmoOpen" ); |
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PrecacheScriptSound( "Jeep.GaussCharge" ); |
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PrecacheModel( GAUSS_BEAM_SPRITE ); |
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BaseClass::Precache(); |
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} |
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//------------------------------------------------ |
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// Spawn |
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//------------------------------------------------ |
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void CASW_PropJeep::Spawn( void ) |
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{ |
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// Setup vehicle as a real-wheels car. |
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SetVehicleType( VEHICLE_TYPE_CAR_WHEELS ); |
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BaseClass::Spawn(); |
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m_flHandbrakeTime = gpGlobals->curtime + 0.1; |
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m_bInitialHandbrake = false; |
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m_flMinimumSpeedToEnterExit = LOCK_SPEED; |
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m_nBulletType = GetAmmoDef()->Index("GaussEnergy"); |
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if ( m_bHasGun ) |
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{ |
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SetBodygroup( 1, true ); |
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} |
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else |
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{ |
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SetBodygroup( 1, false ); |
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} |
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// Initialize pose parameters |
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SetPoseParameter( JEEP_GUN_YAW, 0 ); |
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SetPoseParameter( JEEP_GUN_PITCH, 0 ); |
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m_nSpinPos = 0; |
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SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos ); |
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m_aimYaw = 0; |
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m_aimPitch = 0; |
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AddSolidFlags( FSOLID_NOT_STANDABLE ); |
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CAmmoDef *pAmmoDef = GetAmmoDef(); |
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m_nAmmoType = pAmmoDef->Index("GaussEnergy"); |
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// normal HL2 vehicles don't feel nice in a network game |
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// so destroy ourselves and spawn the serverside component of our custom ASW client authorative vehicle system |
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} |
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void CASW_PropJeep::DestroyAndReplace() |
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{ |
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Msg("Replacing normal jeep with a dummy jeep\n"); |
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Vector vecVehicle = GetAbsOrigin(); |
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QAngle angVehicle = GetAbsAngles(); |
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UTIL_Remove(this); |
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CASW_Dummy_Vehicle *pDummy = dynamic_cast<CASW_Dummy_Vehicle*>(CreateEntityByName("asw_dummy_vehicle")); |
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pDummy->SetAbsOrigin(vecVehicle); |
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pDummy->SetAbsAngles(angVehicle); |
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pDummy->Spawn(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : &tr - |
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// nDamageType - |
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//----------------------------------------------------------------------------- |
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void CASW_PropJeep::DoImpactEffect( trace_t &tr, int nDamageType ) |
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{ |
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//Draw our beam |
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DrawBeam( tr.startpos, tr.endpos, 2.4 ); |
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if ( (tr.surface.flags & SURF_SKY) == false ) |
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{ |
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CPVSFilter filter( tr.endpos ); |
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te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); |
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UTIL_ImpactTrace( &tr, m_nBulletType ); |
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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 CASW_PropJeep::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr ) |
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{ |
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CTakeDamageInfo info = inputInfo; |
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if ( ptr->hitbox != VEHICLE_HITBOX_DRIVER ) |
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{ |
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if ( inputInfo.GetDamageType() & DMG_BULLET ) |
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{ |
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info.ScaleDamage( 0.0001 ); |
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} |
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} |
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BaseClass::TraceAttack( info, vecDir, ptr ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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int CASW_PropJeep::OnTakeDamage( const CTakeDamageInfo &inputInfo ) |
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{ |
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//Do scaled up physics damage to the car |
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CTakeDamageInfo info = inputInfo; |
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info.ScaleDamage( 25 ); |
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// HACKHACK: Scale up grenades until we get a better explosion/pressure damage system |
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if ( inputInfo.GetDamageType() & DMG_BLAST ) |
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{ |
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info.SetDamageForce( inputInfo.GetDamageForce() * 10 ); |
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} |
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VPhysicsTakeDamage( info ); |
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// reset the damage |
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info.SetDamage( inputInfo.GetDamage() ); |
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// small amounts of shock damage disrupt the car, but aren't transferred to the player |
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if ( info.GetDamageType() == DMG_SHOCK ) |
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{ |
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if ( info.GetDamage() <= 10 ) |
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{ |
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// take 10% damage and make the engine stall |
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info.ScaleDamage( 0.1 ); |
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m_throttleDisableTime = gpGlobals->curtime + 2; |
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} |
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} |
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//Check to do damage to driver |
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if ( GetDriver() ) |
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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 (strip out the DMG_BLAST) |
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info.SetDamageType( info.GetDamageType() & (~DMG_BLAST) ); |
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GetDriver()->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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Vector CASW_PropJeep::BodyTarget( const Vector &posSrc, bool bNoisy ) |
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{ |
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Vector shotPos; |
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matrix3x4_t matrix; |
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int eyeAttachmentIndex = LookupAttachment("vehicle_driver_eyes"); |
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GetAttachment( eyeAttachmentIndex, matrix ); |
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MatrixGetColumn( matrix, 3, shotPos ); |
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if ( bNoisy ) |
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{ |
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shotPos[0] += random->RandomFloat( -8.0f, 8.0f ); |
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shotPos[1] += random->RandomFloat( -8.0f, 8.0f ); |
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shotPos[2] += random->RandomFloat( -8.0f, 8.0f ); |
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} |
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return shotPos; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Aim Gun at a target |
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//----------------------------------------------------------------------------- |
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void CASW_PropJeep::AimGunAt( Vector *endPos, float flInterval ) |
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{ |
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Vector aimPos = *endPos; |
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// See if the gun should be allowed to aim |
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if ( IsOverturned() || m_bEngineLocked || m_bHasGun == false ) |
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{ |
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SetPoseParameter( JEEP_GUN_YAW, 0 ); |
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SetPoseParameter( JEEP_GUN_PITCH, 0 ); |
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SetPoseParameter( JEEP_GUN_SPIN, 0 ); |
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return; |
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// Make the gun go limp and look "down" |
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Vector v_forward, v_up; |
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AngleVectors( GetLocalAngles(), NULL, &v_forward, &v_up ); |
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aimPos = WorldSpaceCenter() + ( v_forward * -32.0f ) - Vector( 0, 0, 128.0f ); |
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} |
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matrix3x4_t gunMatrix; |
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GetAttachment( LookupAttachment("gun_ref"), gunMatrix ); |
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// transform the enemy into gun space |
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Vector localEnemyPosition; |
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VectorITransform( aimPos, gunMatrix, localEnemyPosition ); |
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// do a look at in gun space (essentially a delta-lookat) |
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QAngle localEnemyAngles; |
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VectorAngles( localEnemyPosition, localEnemyAngles ); |
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// convert to +/- 180 degrees |
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localEnemyAngles.x = UTIL_AngleDiff( localEnemyAngles.x, 0 ); |
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localEnemyAngles.y = UTIL_AngleDiff( localEnemyAngles.y, 0 ); |
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float targetYaw = m_aimYaw + localEnemyAngles.y; |
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float targetPitch = m_aimPitch + localEnemyAngles.x; |
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// Constrain our angles |
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float newTargetYaw = clamp( targetYaw, -CANNON_MAX_LEFT_YAW, CANNON_MAX_RIGHT_YAW ); |
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float newTargetPitch = clamp( targetPitch, -CANNON_MAX_DOWN_PITCH, CANNON_MAX_UP_PITCH ); |
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// If the angles have been clamped, we're looking outside of our valid range |
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if ( fabs(newTargetYaw-targetYaw) > 1e-4 || fabs(newTargetPitch-targetPitch) > 1e-4 ) |
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{ |
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m_bUnableToFire = true; |
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} |
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targetYaw = newTargetYaw; |
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targetPitch = newTargetPitch; |
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// Exponentially approach the target |
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float yawSpeed = 8; |
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float pitchSpeed = 8; |
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m_aimYaw = UTIL_Approach( targetYaw, m_aimYaw, yawSpeed ); |
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m_aimPitch = UTIL_Approach( targetPitch, m_aimPitch, pitchSpeed ); |
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SetPoseParameter( JEEP_GUN_YAW, -m_aimYaw); |
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SetPoseParameter( JEEP_GUN_PITCH, -m_aimPitch ); |
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InvalidateBoneCache(); |
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// read back to avoid drift when hitting limits |
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// as long as the velocity is less than the delta between the limit and 180, this is fine. |
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m_aimPitch = -GetPoseParameter( JEEP_GUN_PITCH ); |
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m_aimYaw = -GetPoseParameter( JEEP_GUN_YAW ); |
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// Now draw crosshair for actual aiming point |
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Vector vecMuzzle, vecMuzzleDir; |
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QAngle vecMuzzleAng; |
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GetAttachment( "Muzzle", vecMuzzle, vecMuzzleAng ); |
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AngleVectors( vecMuzzleAng, &vecMuzzleDir ); |
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trace_t tr; |
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UTIL_TraceLine( vecMuzzle, vecMuzzle + (vecMuzzleDir * MAX_TRACE_LENGTH), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); |
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// see if we hit something, if so, adjust endPos to hit location |
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if ( tr.fraction < 1.0 ) |
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{ |
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m_vecGunCrosshair = vecMuzzle + ( vecMuzzleDir * MAX_TRACE_LENGTH * tr.fraction ); |
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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 CASW_PropJeep::InitWaterData( void ) |
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{ |
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m_WaterData.m_bBodyInWater = false; |
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m_WaterData.m_bBodyWasInWater = false; |
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for ( int iWheel = 0; iWheel < ASW_JEEP_WHEEL_COUNT; ++iWheel ) |
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{ |
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m_WaterData.m_bWheelInWater[iWheel] = false; |
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m_WaterData.m_bWheelWasInWater[iWheel] = false; |
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m_WaterData.m_vecWheelContactPoints[iWheel].Init(); |
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m_WaterData.m_flNextRippleTime[iWheel] = 0; |
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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 CASW_PropJeep::HandleWater( void ) |
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{ |
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// Only check the wheels and engine in water if we have a driver (player). |
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if ( !GetDriver() ) |
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return; |
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|
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// Check to see if we are in water. |
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if ( CheckWater() ) |
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{ |
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for ( int iWheel = 0; iWheel < ASW_JEEP_WHEEL_COUNT; ++iWheel ) |
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{ |
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// Create an entry/exit splash! |
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if ( m_WaterData.m_bWheelInWater[iWheel] != m_WaterData.m_bWheelWasInWater[iWheel] ) |
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{ |
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CreateSplash( m_WaterData.m_vecWheelContactPoints[iWheel] ); |
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CreateRipple( m_WaterData.m_vecWheelContactPoints[iWheel] ); |
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} |
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// Create ripples. |
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if ( m_WaterData.m_bWheelInWater[iWheel] && m_WaterData.m_bWheelWasInWater[iWheel] ) |
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{ |
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if ( m_WaterData.m_flNextRippleTime[iWheel] < gpGlobals->curtime ) |
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{ |
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// Stagger ripple times |
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m_WaterData.m_flNextRippleTime[iWheel] = gpGlobals->curtime + RandomFloat( 0.1, 0.3 ); |
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CreateRipple( m_WaterData.m_vecWheelContactPoints[iWheel] ); |
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} |
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} |
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} |
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} |
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|
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// Save of data from last think. |
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for ( int iWheel = 0; iWheel < ASW_JEEP_WHEEL_COUNT; ++iWheel ) |
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{ |
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m_WaterData.m_bWheelWasInWater[iWheel] = m_WaterData.m_bWheelInWater[iWheel]; |
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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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bool CASW_PropJeep::CheckWater( void ) |
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{ |
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bool bInWater = false; |
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|
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// Check all four wheels. |
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for ( int iWheel = 0; iWheel < ASW_JEEP_WHEEL_COUNT; ++iWheel ) |
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{ |
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// Get the current wheel and get its contact point. |
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IPhysicsObject *pWheel = m_VehiclePhysics.GetWheel( iWheel ); |
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if ( !pWheel ) |
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continue; |
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|
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// Check to see if we hit water. |
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if ( pWheel->GetContactPoint( &m_WaterData.m_vecWheelContactPoints[iWheel], NULL ) ) |
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{ |
|
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<CBasePlayer*>( 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<CBaseServerVehicle *>(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<CBaseAnimating *>(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<CASW_Marine*>(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? |
|
} |