Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A moving vehicle that is used as a battering ram
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_vehicle_tank.h"
#include "engine/IEngineSound.h"
#include "VGuiScreen.h"
#include "ammodef.h"
#include "in_buttons.h"
#include "vehicle_mortar_shared.h"
#include "movevars_shared.h"
#include "mortar_round.h"
#include "explode.h"
#include "tf_gamerules.h"
#include "shake.h"
#include "basetempentity.h"
#include "weapon_grenade_rocket.h"
#define TANK_MINS Vector(-30, -50, -10)
#define TANK_MAXS Vector( 30, 50, 55)
#define TANK_MODEL "models/objects/vehicle_tank.mdl"
// N seconds between tank shots.
#define TANK_FIRE_INTERVAL 2
#define TANK_MAX_RANGE 1800
const char *g_pTurretThinkContextName = "TurretThinkContext";
ConVar vehicle_tank_damage( "vehicle_tank_damage","150", FCVAR_NONE, "Tank Rocket damage" );
ConVar vehicle_tank_range( "vehicle_tank_range","1000", FCVAR_NONE, "Tank Rocket range" );
ConVar vehicle_tank_radius( "vehicle_tank_radius","128", FCVAR_NONE, "Tank rocket explosive radius" );
// How fast the turret rotates to where the driver is facing.
#define TURRET_DEGREES_PER_SEC 30
IMPLEMENT_SERVERCLASS_ST( CVehicleTank, DT_VehicleTank )
SendPropAngle( SENDINFO( m_flTurretYaw ), 11 ),
SendPropAngle( SENDINFO( m_flTurretPitch ), 11 ),
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( vehicle_tank, CVehicleTank );
PRECACHE_REGISTER( vehicle_tank );
// CVars
ConVar vehicle_tank_health( "vehicle_tank_health","800", FCVAR_NONE, "Tank health" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CVehicleTank::CVehicleTank()
{
m_flClientYaw = 0;
m_flClientPitch = 0;
m_flTurretYaw = 0;
m_flTurretPitch = 0;
m_flNextFireTime = 0;
UseClientSideAnimation();
}
CVehicleTank::~CVehicleTank()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVehicleTank::Precache()
{
PrecacheModel( TANK_MODEL );
PrecacheVGuiScreen( "screen_vulnerable_point" );
PrecacheScriptSound( "VehicleTank.FireSound" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVehicleTank::Spawn()
{
SetModel( TANK_MODEL );
// This size is used for placement only...
SetSize( TANK_MINS, TANK_MAXS );
m_takedamage = DAMAGE_YES;
m_iHealth = vehicle_tank_health.GetInt();
SetType( OBJ_VEHICLE_TANK );
SetMaxPassengerCount( 3 );
// This can go away when the tank is using a real tank model.
SetActivity( ACT_DEPLOY );
SetContextThink( TurretThink, gpGlobals->curtime, g_pTurretThinkContextName );
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose: Gets info about the control panels
//-----------------------------------------------------------------------------
void CVehicleTank::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
{
//pPanelName = "screen_vehicle_siege_tower";
pPanelName = "screen_vulnerable_point";
}
float MoveAngleTowards( float flAngle, float flTowards, float flRate )
{
// Translate so flTowards is 0, then interpolate towards 0 or 360.
flAngle -= flTowards;
// Move yaw to the client yaw using the shortest path.
flAngle = anglemod( flAngle );
if ( flAngle > 180 )
{
flAngle = MIN( 360, flAngle + flRate );
}
else
{
flAngle = MAX( 0, flAngle - flRate );
}
// Translate back.
flAngle += flTowards;
return flAngle;
}
void CVehicleTank::TurretThink()
{
float flStartYaw = m_flTurretYaw;
float flStartPitch = m_flTurretPitch;
m_flTurretYaw = MoveAngleTowards( m_flTurretYaw, m_flClientYaw, gpGlobals->frametime * TURRET_DEGREES_PER_SEC );
m_flTurretPitch = MoveAngleTowards( m_flTurretPitch, m_flClientPitch, gpGlobals->frametime * TURRET_DEGREES_PER_SEC );
SetBoneController( 0, m_flTurretYaw );
SetBoneController( 1, m_flTurretPitch );
SetContextThink( TurretThink, gpGlobals->curtime, g_pTurretThinkContextName );
}
//-----------------------------------------------------------------------------
// Here's where we deal with weapons
//-----------------------------------------------------------------------------
void CVehicleTank::OnItemPostFrame( CBaseTFPlayer *pDriver )
{
// I can't do anything if I'm not active
if ( !ShouldBeActive() )
return;
// Make sure we're allowed to fire here
if ( !IsReadyToDrive() )
return;
if ( GetPassengerRole( pDriver ) != VEHICLE_ROLE_DRIVER )
return;
if ( pDriver->m_nButtons & IN_ATTACK )
{
// Time to fire?
if ( gpGlobals->curtime >= m_flNextFireTime )
{
Fire();
}
}
else if ( pDriver->m_nButtons & (IN_ATTACK2 | IN_SPEED) )
{
//StartBoost();
BaseClass::OnItemPostFrame( pDriver );
}
}
void CVehicleTank::Fire()
{
// NOTE: this code reverses the steps taken in C_VehicleTank::ClientThink to
// reconstruct the fire direction.
// Build local angles.
QAngle angles;
angles[YAW] = m_flTurretYaw + 90;
angles[PITCH] = -m_flTurretPitch;
angles[ROLL] = 0;
// Convert to a forward vector.
Vector vForward, vLocalForward;
AngleVectors( angles, &vLocalForward );
// Move the vector to world space.
matrix3x4_t tankToWorld;
AngleMatrix( GetAbsAngles(), tankToWorld );
VectorTransform( vLocalForward, tankToWorld, vForward );
Vector vFireOrigin;
QAngle dummy;
GetAttachment( LookupAttachment( "muzzle" ), vFireOrigin, dummy );
// Create the rocket.
CWeaponGrenadeRocket *pRocket = CWeaponGrenadeRocket::Create( vFireOrigin, vForward, vehicle_tank_range.GetFloat(), this );
if ( pRocket )
{
pRocket->SetRealOwner( GetDriverPlayer() );
pRocket->SetDamage( vehicle_tank_damage.GetFloat() );
pRocket->SetDamageRadius( vehicle_tank_radius.GetFloat() );
// Apply a screen shake.
UTIL_ScreenShake( vFireOrigin, 12, 60, 1.5, 512, SHAKE_START, true );
// BOOM!
CPASAttenuationFilter pasAttenuation( this, "VehicleTank.FireSound" );
EmitSound( pasAttenuation, entindex(), "VehicleTank.FireSound" );
}
m_flNextFireTime = gpGlobals->curtime + TANK_FIRE_INTERVAL;
}
bool CVehicleTank::ClientCommand( CBaseTFPlayer *pPlayer, const char *pCmd, ICommandArguments *pArg )
{
ResetDeteriorationTime();
if ( FStrEq( pCmd, "TurretAngles" ) )
{
m_flClientYaw = atof( pArg->Argv(1) );
m_flClientPitch = atof( pArg->Argv(2) );
return true;
}
return BaseClass::ClientCommand( pPlayer, pCmd, pArg );
}
bool CVehicleTank::IsPassengerUsingStandardWeapons( int nRole )
{
return ( nRole != VEHICLE_ROLE_DRIVER );
}