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735 lines
22 KiB
735 lines
22 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "npcevent.h" |
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#include "vehicle_base.h" |
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#include "engine/IEngineSound.h" |
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#include "in_buttons.h" |
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#include "soundenvelope.h" |
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#include "soundent.h" |
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#include "physics_saverestore.h" |
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#include "vphysics/constraints.h" |
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#include "vcollide_parse.h" |
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#include "ndebugoverlay.h" |
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#include "hl2_player.h" |
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#include "props.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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// |
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// Anim events. |
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// |
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enum |
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{ |
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AE_POD_OPEN = 1, // The pod is now open and can be entered or exited. |
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AE_POD_CLOSE = 2, // The pod is now closed and cannot be entered or exited. |
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}; |
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extern ConVar g_debug_vehicledriver; |
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class CPropVehiclePrisonerPod; |
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// Pod bones that have physics followers |
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static const char *pPodFollowerBoneNames[] = |
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{ |
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"base", |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CPrisonerPodServerVehicle : public CBaseServerVehicle |
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{ |
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typedef CBaseServerVehicle BaseClass; |
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// IServerVehicle |
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public: |
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void GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV = NULL ); |
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virtual void ItemPostFrame( CBasePlayer *pPlayer ); |
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virtual bool IsPassengerEntering( void ) { return false; } // NOTE: This mimics the scenario HL2 would have seen |
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virtual bool IsPassengerExiting( void ) { return false; } |
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protected: |
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CPropVehiclePrisonerPod *GetPod( void ); |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CPropVehiclePrisonerPod : public CPhysicsProp, public IDrivableVehicle |
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{ |
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DECLARE_CLASS( CPropVehiclePrisonerPod, CPhysicsProp ); |
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public: |
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DECLARE_DATADESC(); |
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DECLARE_SERVERCLASS(); |
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CPropVehiclePrisonerPod( void ) |
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{ |
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m_ServerVehicle.SetVehicle( this ); |
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} |
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~CPropVehiclePrisonerPod( void ) |
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{ |
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} |
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// CBaseEntity |
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virtual void Precache( void ); |
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void Spawn( void ); |
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void Think(void); |
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE; }; |
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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virtual void DrawDebugGeometryOverlays( void ); |
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virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true ); |
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); |
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virtual int OnTakeDamage( const CTakeDamageInfo &info ); |
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void PlayerControlInit( CBasePlayer *pPlayer ); |
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void PlayerControlShutdown( void ); |
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void ResetUseKey( CBasePlayer *pPlayer ); |
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virtual bool OverridePropdata() { return true; } |
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void GetVectors(Vector* pForward, Vector* pRight, Vector* pUp) const; |
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bool ShouldForceExit() { return m_bForcedExit; } |
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void ClearForcedExit() { m_bForcedExit = false; } |
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// CBaseAnimating |
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void HandleAnimEvent( animevent_t *pEvent ); |
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// Inputs |
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void InputEnterVehicleImmediate( inputdata_t &inputdata ); |
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void InputEnterVehicle( inputdata_t &inputdata ); |
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void InputExitVehicle( inputdata_t &inputdata ); |
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void InputLock( inputdata_t &inputdata ); |
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void InputUnlock( inputdata_t &inputdata ); |
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void InputOpen( inputdata_t &inputdata ); |
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void InputClose( inputdata_t &inputdata ); |
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CNetworkHandle( CBasePlayer, m_hPlayer ); |
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// IDrivableVehicle |
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public: |
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virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ) |
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{ |
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if ( info.GetDamageType() & DMG_VEHICLE ) |
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return true; |
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return (info.GetDamageType() & (DMG_RADIATION|DMG_BLAST) ) == 0; |
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} |
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virtual CBaseEntity *GetDriver( void ); |
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) { return; } |
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virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { return; } |
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virtual bool CanEnterVehicle( CBaseEntity *pEntity ); |
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virtual bool CanExitVehicle( CBaseEntity *pEntity ); |
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virtual void SetVehicleEntryAnim( bool bOn ); |
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virtual void SetVehicleExitAnim( bool bOn, Vector vecEyeExitEndpoint ) { m_bExitAnimOn = bOn; if ( bOn ) m_vecEyeExitEndpoint = vecEyeExitEndpoint; } |
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virtual void EnterVehicle( CBaseCombatCharacter *pPassenger ); |
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virtual bool AllowBlockedExit( CBaseCombatCharacter *pPassenger, int nRole ) { return true; } |
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virtual bool AllowMidairExit( CBaseCombatCharacter *pPassenger, int nRole ) { return true; } |
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virtual void PreExitVehicle( CBaseCombatCharacter *pPassenger, int nRole ) {} |
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virtual void ExitVehicle( int nRole ); |
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virtual void ItemPostFrame( CBasePlayer *pPlayer ) {} |
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virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) {} |
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virtual string_t GetVehicleScriptName() { return m_vehicleScript; } |
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// If this is a vehicle, returns the vehicle interface |
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virtual IServerVehicle *GetServerVehicle() { return &m_ServerVehicle; } |
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protected: |
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// Contained IServerVehicle |
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CPrisonerPodServerVehicle m_ServerVehicle; |
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private: |
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// Entering / Exiting |
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bool m_bLocked; |
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CNetworkVar( bool, m_bEnterAnimOn ); |
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CNetworkVar( bool, m_bExitAnimOn ); |
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CNetworkVector( m_vecEyeExitEndpoint ); |
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bool m_bForcedExit; |
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// Vehicle script filename |
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string_t m_vehicleScript; |
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COutputEvent m_playerOn; |
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COutputEvent m_playerOff; |
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COutputEvent m_OnOpen; |
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COutputEvent m_OnClose; |
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}; |
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LINK_ENTITY_TO_CLASS( prop_vehicle_prisoner_pod, CPropVehiclePrisonerPod ); |
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BEGIN_DATADESC( CPropVehiclePrisonerPod ) |
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// Inputs |
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DEFINE_INPUTFUNC( FIELD_VOID, "Lock", InputLock ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Unlock", InputUnlock ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "EnterVehicle", InputEnterVehicle ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "EnterVehicleImmediate", InputEnterVehicleImmediate ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "ExitVehicle", InputExitVehicle ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Open", InputOpen ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Close", InputClose ), |
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// Keys |
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DEFINE_EMBEDDED( m_ServerVehicle ), |
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DEFINE_FIELD( m_hPlayer, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_bEnterAnimOn, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bExitAnimOn, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bForcedExit, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_vecEyeExitEndpoint, FIELD_POSITION_VECTOR ), |
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DEFINE_KEYFIELD( m_vehicleScript, FIELD_STRING, "vehiclescript" ), |
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DEFINE_KEYFIELD( m_bLocked, FIELD_BOOLEAN, "vehiclelocked" ), |
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DEFINE_OUTPUT( m_playerOn, "PlayerOn" ), |
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DEFINE_OUTPUT( m_playerOff, "PlayerOff" ), |
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DEFINE_OUTPUT( m_OnOpen, "OnOpen" ), |
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DEFINE_OUTPUT( m_OnClose, "OnClose" ), |
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END_DATADESC() |
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IMPLEMENT_SERVERCLASS_ST(CPropVehiclePrisonerPod, DT_PropVehiclePrisonerPod) |
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SendPropEHandle(SENDINFO(m_hPlayer)), |
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SendPropBool(SENDINFO(m_bEnterAnimOn)), |
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SendPropBool(SENDINFO(m_bExitAnimOn)), |
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SendPropVector(SENDINFO(m_vecEyeExitEndpoint), -1, SPROP_COORD), |
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END_SEND_TABLE(); |
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//------------------------------------------------ |
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// Precache |
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//------------------------------------------------ |
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void CPropVehiclePrisonerPod::Precache( void ) |
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{ |
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BaseClass::Precache(); |
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PrecacheScriptSound( "d3_citadel.pod_open" ); |
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PrecacheScriptSound( "d3_citadel.pod_close" ); |
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m_ServerVehicle.Initialize( STRING(m_vehicleScript) ); |
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} |
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//------------------------------------------------ |
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// Spawn |
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//------------------------------------------------ |
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void CPropVehiclePrisonerPod::Spawn( void ) |
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{ |
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Precache(); |
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SetModel( STRING( GetModelName() ) ); |
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SetCollisionGroup( COLLISION_GROUP_VEHICLE ); |
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BaseClass::Spawn(); |
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m_takedamage = DAMAGE_EVENTS_ONLY; |
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SetNextThink( gpGlobals->curtime ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPropVehiclePrisonerPod::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) |
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{ |
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if ( ptr->hitbox == VEHICLE_HITBOX_DRIVER ) |
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{ |
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if ( m_hPlayer != NULL ) |
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{ |
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m_hPlayer->TakeDamage( info ); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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int CPropVehiclePrisonerPod::OnTakeDamage( const CTakeDamageInfo &inputInfo ) |
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{ |
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// Do scaled up physics damage to the pod |
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CTakeDamageInfo info = inputInfo; |
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info.ScaleDamage( 25 ); |
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// reset the damage |
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info.SetDamage( inputInfo.GetDamage() ); |
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// Check to do damage to prisoner |
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if ( m_hPlayer != NULL ) |
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{ |
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// Take no damage from physics damages |
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if ( info.GetDamageType() & DMG_CRUSH ) |
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return 0; |
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// Take the damage |
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m_hPlayer->TakeDamage( info ); |
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} |
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return 0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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Vector CPropVehiclePrisonerPod::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: |
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//----------------------------------------------------------------------------- |
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void CPropVehiclePrisonerPod::Think(void) |
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{ |
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SetNextThink( gpGlobals->curtime + 0.1 ); |
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if ( GetDriver() ) |
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{ |
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BaseClass::Think(); |
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// If the enter or exit animation has finished, tell the server vehicle |
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if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) ) |
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{ |
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GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, true ); |
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} |
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} |
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StudioFrameAdvance(); |
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DispatchAnimEvents( this ); |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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void CPropVehiclePrisonerPod::InputOpen( inputdata_t &inputdata ) |
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{ |
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int nSequence = LookupSequence( "open" ); |
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// Set to the desired anim, or default anim if the desired is not present |
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if ( nSequence > ACTIVITY_NOT_AVAILABLE ) |
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{ |
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SetCycle( 0 ); |
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m_flAnimTime = gpGlobals->curtime; |
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ResetSequence( nSequence ); |
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ResetClientsideFrame(); |
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EmitSound( "d3_citadel.pod_open" ); |
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} |
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else |
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{ |
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// Not available try to get default anim |
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Msg( "Prisoner pod %s: missing open sequence\n", GetDebugName() ); |
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SetSequence( 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 CPropVehiclePrisonerPod::InputClose( inputdata_t &inputdata ) |
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{ |
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// The enter anim closes the pod, so don't do this redundantly! |
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if ( m_bLocked || m_bEnterAnimOn ) |
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return; |
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int nSequence = LookupSequence( "close" ); |
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// Set to the desired anim, or default anim if the desired is not present |
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if ( nSequence > ACTIVITY_NOT_AVAILABLE ) |
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{ |
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SetCycle( 0 ); |
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m_flAnimTime = gpGlobals->curtime; |
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ResetSequence( nSequence ); |
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ResetClientsideFrame(); |
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EmitSound( "d3_citadel.pod_close" ); |
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} |
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else |
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{ |
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// Not available try to get default anim |
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Msg( "Prisoner pod %s: missing close sequence\n", GetDebugName() ); |
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SetSequence( 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 CPropVehiclePrisonerPod::HandleAnimEvent( animevent_t *pEvent ) |
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{ |
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if ( pEvent->event == AE_POD_OPEN ) |
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{ |
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m_OnOpen.FireOutput( this, this ); |
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m_bLocked = false; |
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} |
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else if ( pEvent->event == AE_POD_CLOSE ) |
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{ |
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m_OnClose.FireOutput( this, this ); |
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m_bLocked = true; |
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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 CPropVehiclePrisonerPod::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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CBasePlayer *pPlayer = ToBasePlayer( pActivator ); |
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if ( !pPlayer ) |
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return; |
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ResetUseKey( pPlayer ); |
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GetServerVehicle()->HandlePassengerEntry( pPlayer, (value > 0) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Return true of the player's allowed to enter / exit the vehicle |
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//----------------------------------------------------------------------------- |
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bool CPropVehiclePrisonerPod::CanEnterVehicle( CBaseEntity *pEntity ) |
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{ |
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// Prevent entering if the vehicle's being driven by an NPC |
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if ( GetDriver() && GetDriver() != pEntity ) |
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return false; |
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// Prevent entering if the vehicle's locked |
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return !m_bLocked; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Return true of the player is allowed to exit the vehicle. |
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//----------------------------------------------------------------------------- |
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bool CPropVehiclePrisonerPod::CanExitVehicle( CBaseEntity *pEntity ) |
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{ |
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// Prevent exiting if the vehicle's locked, rotating, or playing an entry/exit anim. |
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return ( !m_bLocked && (GetLocalAngularVelocity() == vec3_angle) && !m_bEnterAnimOn && !m_bExitAnimOn ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Override base class to add display |
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//----------------------------------------------------------------------------- |
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void CPropVehiclePrisonerPod::DrawDebugGeometryOverlays(void) |
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{ |
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// Draw if BBOX is on |
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if ( m_debugOverlays & OVERLAY_BBOX_BIT ) |
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{ |
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} |
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BaseClass::DrawDebugGeometryOverlays(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPropVehiclePrisonerPod::EnterVehicle( CBaseCombatCharacter *pPassenger ) |
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{ |
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if ( pPassenger == NULL ) |
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return; |
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CBasePlayer *pPlayer = ToBasePlayer( pPassenger ); |
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if ( pPlayer != NULL ) |
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{ |
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// Remove any player who may be in the vehicle at the moment |
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if ( m_hPlayer ) |
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{ |
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ExitVehicle( VEHICLE_ROLE_DRIVER ); |
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} |
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m_hPlayer = pPlayer; |
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m_playerOn.FireOutput( pPlayer, this, 0 ); |
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m_ServerVehicle.SoundStart(); |
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} |
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else |
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{ |
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// NPCs are not supported yet - jdw |
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Assert( 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 CPropVehiclePrisonerPod::SetVehicleEntryAnim( bool bOn ) |
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{ |
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m_bEnterAnimOn = bOn; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPropVehiclePrisonerPod::ExitVehicle( int nRole ) |
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{ |
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CBasePlayer *pPlayer = m_hPlayer; |
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if ( !pPlayer ) |
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return; |
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m_hPlayer = NULL; |
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ResetUseKey( pPlayer ); |
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m_playerOff.FireOutput( pPlayer, this, 0 ); |
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m_bEnterAnimOn = false; |
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m_ServerVehicle.SoundShutdown( 1.0 ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPropVehiclePrisonerPod::ResetUseKey( CBasePlayer *pPlayer ) |
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{ |
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pPlayer->m_afButtonPressed &= ~IN_USE; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Vehicles are permanently oriented off angle for vphysics. |
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//----------------------------------------------------------------------------- |
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void CPropVehiclePrisonerPod::GetVectors(Vector* pForward, Vector* pRight, Vector* pUp) const |
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{ |
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// This call is necessary to cause m_rgflCoordinateFrame to be recomputed |
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const matrix3x4_t &entityToWorld = EntityToWorldTransform(); |
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if (pForward != NULL) |
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{ |
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MatrixGetColumn( entityToWorld, 1, *pForward ); |
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} |
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if (pRight != NULL) |
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{ |
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MatrixGetColumn( entityToWorld, 0, *pRight ); |
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} |
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if (pUp != NULL) |
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{ |
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MatrixGetColumn( entityToWorld, 2, *pUp ); |
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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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CBaseEntity *CPropVehiclePrisonerPod::GetDriver( void ) |
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{ |
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return m_hPlayer; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Prevent the player from entering / exiting the vehicle |
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//----------------------------------------------------------------------------- |
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void CPropVehiclePrisonerPod::InputLock( inputdata_t &inputdata ) |
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{ |
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m_bLocked = true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Allow the player to enter / exit the vehicle |
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//----------------------------------------------------------------------------- |
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void CPropVehiclePrisonerPod::InputUnlock( inputdata_t &inputdata ) |
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{ |
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m_bLocked = false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Force the player to enter the vehicle. |
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//----------------------------------------------------------------------------- |
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void CPropVehiclePrisonerPod::InputEnterVehicle( inputdata_t &inputdata ) |
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{ |
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if ( m_bEnterAnimOn ) |
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return; |
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// Try the activator first & use them if they are a player. |
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CBaseCombatCharacter *pPassenger = ToBaseCombatCharacter( inputdata.pActivator ); |
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if ( pPassenger == NULL ) |
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{ |
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// Activator was not a player, just grab the singleplayer player. |
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pPassenger = UTIL_PlayerByIndex( 1 ); |
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if ( pPassenger == NULL ) |
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return; |
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} |
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// FIXME: I hate code like this. I should really add a parameter to HandlePassengerEntry |
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// to allow entry into locked vehicles |
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bool bWasLocked = m_bLocked; |
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m_bLocked = false; |
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GetServerVehicle()->HandlePassengerEntry( pPassenger, true ); |
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m_bLocked = bWasLocked; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : &inputdata - |
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//----------------------------------------------------------------------------- |
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void CPropVehiclePrisonerPod::InputEnterVehicleImmediate( inputdata_t &inputdata ) |
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{ |
|
if ( m_bEnterAnimOn ) |
|
return; |
|
|
|
// Try the activator first & use them if they are a player. |
|
CBaseCombatCharacter *pPassenger = ToBaseCombatCharacter( inputdata.pActivator ); |
|
if ( pPassenger == NULL ) |
|
{ |
|
// Activator was not a player, just grab the singleplayer player. |
|
pPassenger = UTIL_PlayerByIndex( 1 ); |
|
if ( pPassenger == NULL ) |
|
return; |
|
} |
|
|
|
CBasePlayer *pPlayer = ToBasePlayer( pPassenger ); |
|
if ( pPlayer != NULL ) |
|
{ |
|
if ( pPlayer->IsInAVehicle() ) |
|
{ |
|
// Force the player out of whatever vehicle they are in. |
|
pPlayer->LeaveVehicle(); |
|
} |
|
|
|
pPlayer->GetInVehicle( GetServerVehicle(), VEHICLE_ROLE_DRIVER ); |
|
} |
|
else |
|
{ |
|
// NPCs are not currently supported - jdw |
|
Assert( 0 ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Force the player to exit the vehicle. |
|
//----------------------------------------------------------------------------- |
|
void CPropVehiclePrisonerPod::InputExitVehicle( inputdata_t &inputdata ) |
|
{ |
|
m_bForcedExit = true; |
|
} |
|
|
|
|
|
//======================================================================================================================================== |
|
// CRANE VEHICLE SERVER VEHICLE |
|
//======================================================================================================================================== |
|
CPropVehiclePrisonerPod *CPrisonerPodServerVehicle::GetPod( void ) |
|
{ |
|
return (CPropVehiclePrisonerPod *)GetDrivableVehicle(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : pPlayer - |
|
//----------------------------------------------------------------------------- |
|
void CPrisonerPodServerVehicle::ItemPostFrame( CBasePlayer *player ) |
|
{ |
|
Assert( player == GetDriver() ); |
|
|
|
GetDrivableVehicle()->ItemPostFrame( player ); |
|
|
|
if (( player->m_afButtonPressed & IN_USE ) || GetPod()->ShouldForceExit() ) |
|
{ |
|
GetPod()->ClearForcedExit(); |
|
if ( GetDrivableVehicle()->CanExitVehicle(player) ) |
|
{ |
|
// Let the vehicle try to play the exit animation |
|
if ( !HandlePassengerExit( player ) && ( player != NULL ) ) |
|
{ |
|
player->PlayUseDenySound(); |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CPrisonerPodServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*= NULL*/ ) |
|
{ |
|
// FIXME: This needs to be reconciled with the other versions of this function! |
|
Assert( nRole == VEHICLE_ROLE_DRIVER ); |
|
CBasePlayer *pPlayer = ToBasePlayer( GetDrivableVehicle()->GetDriver() ); |
|
Assert( pPlayer ); |
|
|
|
*pAbsAngles = pPlayer->EyeAngles(); // yuck. this is an in/out parameter. |
|
|
|
float flPitchFactor = 1.0; |
|
matrix3x4_t vehicleEyePosToWorld; |
|
Vector vehicleEyeOrigin; |
|
QAngle vehicleEyeAngles; |
|
GetPod()->GetAttachment( "vehicle_driver_eyes", vehicleEyeOrigin, vehicleEyeAngles ); |
|
AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld ); |
|
|
|
// Compute the relative rotation between the unperterbed eye attachment + the eye angles |
|
matrix3x4_t cameraToWorld; |
|
AngleMatrix( *pAbsAngles, cameraToWorld ); |
|
|
|
matrix3x4_t worldToEyePos; |
|
MatrixInvert( vehicleEyePosToWorld, worldToEyePos ); |
|
|
|
matrix3x4_t vehicleCameraToEyePos; |
|
ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos ); |
|
|
|
// Now perterb the attachment point |
|
vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x ); |
|
vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z ); |
|
AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld ); |
|
|
|
// Now treat the relative eye angles as being relative to this new, perterbed view position... |
|
matrix3x4_t newCameraToWorld; |
|
ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld ); |
|
|
|
// output new view abs angles |
|
MatrixAngles( newCameraToWorld, *pAbsAngles ); |
|
|
|
// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics |
|
MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin ); |
|
}
|
|
|