Files
HL2Overcharged/game/server/hl2/vehicle_airboat.cpp
2025-05-21 21:20:08 +03:00

2363 lines
71 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "vehicle_base.h"
#include "engine/IEngineSound.h"
#include "in_buttons.h"
#include "ammodef.h"
#include "IEffects.h"
#include "beam_shared.h"
#include "weapon_gauss.h"
#include "soundenvelope.h"
#include "decals.h"
#include "soundent.h"
#include "te_effect_dispatch.h"
#include "physics_saverestore.h"
#include "movevars_shared.h"
#include "npc_attackchopper.h"
#include "weapon_rpg.h"
#include "vphysics/constraints.h"
#include "world.h"
#include "rumble_shared.h"
#include "OverCharged/Entity_WeaponDetach.h"
// NVNT for airboat weapon fire
#include "haptics/haptic_utils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar sv_vehicle_autoaim_scale;
#define VEHICLE_HITBOX_DRIVER 1
//
// Body groups.
//
#define AIRBOAT_BODYGROUP_GUN 1
#define AIRBOAT_BODYGROUP_PROP 2
#define AIRBOAT_BODYGROUP_BLUR 3
#define AIRBOAT_LOCK_SPEED 10 // Airboat must be going slower than this for player to enter or exit, in in/sec
#define AIRBOAT_DELTA_LENGTH_MAX 12.0f // 1 foot
#define AIRBOAT_FRAMETIME_MIN 1e-6
#define AIRBOAT_SPLASH_RIPPLE 0
#define AIRBOAT_SPLASH_SPRAY 1
#define AIRBOAT_SPLASH_RIPPLE_SIZE 20.0f
//
// Pose parameters.
//
#define AIRBOAT_GUN_YAW "vehicle_weapon_yaw"
#define AIRBOAT_GUN_PITCH "vehicle_weapon_pitch"
#define AIRBOAT_FRAME_FLEX_LEFT "Frame_Flex_L"
#define AIRBOAT_FRAME_FLEX_RIGHT "Frame_Flex_R"
#define CANNON_MAX_UP_PITCH 60.0f
#define CANNON_MAX_DOWN_PITCH 30.0f
#define CANNON_MAX_RIGHT_YAW 165.0f
#define CANNON_MAX_LEFT_YAW 75.0f
#define CANNON_HEAVY_SHOT_INTERVAL 0.2f
#define CANNON_SHAKE_INTERVAL 1.0f
ConVar oc_airboat_checking_sphere_radius("oc_airboat_checking_sphere_radius", "23", FCVAR_ARCHIVE);
ConVar oc_airboat_has_gun("oc_airboat_has_gun", "0");
ConVar sk_airboat_max_ammo("sk_airboat_max_ammo", "100");
ConVar sk_airboat_recharge_rate("sk_airboat_recharge_rate", "15");
ConVar sk_airboat_drain_rate("sk_airboat_drain_rate", "10");
ConVar hud_airboathint_numentries("hud_airboathint_numentries", "10", FCVAR_NONE);
ConVar airboat_fatal_stress("airboat_fatal_stress", "5000", FCVAR_NONE, "Amount of stress in kg that would kill the airboat driver.");
extern ConVar autoaim_max_dist;
// Tree Trigger
/*class CAirboatEntity : public CBaseEntity
{
DECLARE_CLASS(CAirboatEntity, CBaseEntity);
public:
//void Touch(CBaseEntity *pOther);
Vector Min;
Vector Max;
Vector Pos;
static CAirboatEntity *TriggerCreate(CBaseEntity *pOwner, const Vector &position);// , const Vector &min, const Vector &max);
};
LINK_ENTITY_TO_CLASS(airboat_entity, CAirboatEntity);
CAirboatEntity *CAirboatEntity::TriggerCreate(CBaseEntity *pOwner, const Vector &position)//, const Vector &min, const Vector &max)
{
CAirboatEntity *pTrigger = CREATE_ENTITY(CAirboatEntity, "airboat_entity");
pTrigger->SetLocalOrigin(position);
pTrigger->SetCollisionGroup(COLLISION_GROUP_PLAYER);
pTrigger->SetSolid(SOLID_BBOX);
pTrigger->AddSolidFlags(FSOLID_TRIGGER | FSOLID_NOT_SOLID);
pTrigger->SetMoveType(MOVETYPE_NONE);
pTrigger->SetOwnerEntity(pOwner);
UTIL_SetSize(pTrigger, Vector(-13, -13, -13), Vector(13, 13, 13));
NDebugOverlay::Box(position, Vector(-13, -13, -13), Vector(13, 13, 13), 0, 255, 0, true, 10.1f);
//pTrigger->Min = min;
//pTrigger->Max = max;
//pTrigger->Pos = position;
return pTrigger;
}*/
class CPropAirboat : public CPropVehicleDriveable
{
DECLARE_CLASS(CPropAirboat, CPropVehicleDriveable);
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
// CPropVehicle
virtual void ProcessMovement(CBasePlayer *pPlayer, CMoveData *pMoveData);
virtual void DriveVehicle(float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased);
void DampenEyePosition(Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles);
bool ShouldThink() { return true; }
// CBaseEntity
void Think(void);
void Precache(void);
void Spawn(void);
int GetTracerAttachment(void);
virtual void OnRestore();
virtual void Activate();
virtual void UpdateOnRemove();
virtual int ObjectCaps(void) { return BaseClass::ObjectCaps() | FCAP_USE_IN_RADIUS; };
virtual void DoMuzzleFlash(void);
virtual void StopLoopingSounds();
// position to shoot at
virtual Vector BodyTarget(const Vector &posSrc, bool bNoisy);
virtual Vector GetSmoothedVelocity(void);
virtual void EnterVehicle(CBaseCombatCharacter *pPlayer);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
virtual bool AllowBlockedExit(CBaseCombatCharacter *pPlayer, int nRole) { return false; }
virtual void PreExitVehicle(CBaseCombatCharacter *pPlayer, int nRole);
virtual void ExitVehicle(int nRole);
void ComputePDControllerCoefficients(float *pCoefficientsOut, float flFrequency, float flDampening, float flDeltaTime);
void DampenForwardMotion(Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime);
void DampenUpMotion(Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime);
virtual void TraceAttack(const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator);
virtual int OnTakeDamage(const CTakeDamageInfo &info);
void VPhysicsUpdate(IPhysicsObject *pPhysics);
// Scraping noises for the various things we drive on.
virtual void VPhysicsFriction(IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit);
bool HeadlightIsOn(void) { return m_bHeadlightIsOn; }
void HeadlightTurnOn(void);
void HeadlightTurnOff(void);
virtual bool ShouldDrawWaterImpacts(void);
bool ShouldForceExit() { return m_bForcedExit; }
void ClearForcedExit() { m_bForcedExit = false; }
// Input handlers.
void InputWake(inputdata_t &inputdata);
void InputExitVehicle(inputdata_t &inputdata);
void InputEnableGun(inputdata_t &inputdata);
void InputStartRotorWashForces(inputdata_t &inputdata);
void InputStopRotorWashForces(inputdata_t &inputdata);
// Allows the shooter to change the impact effect of his bullets
virtual void DoImpactEffect(trace_t &tr, int nDamageType);
// Airboat passengers do not directly receive damage from blasts or radiation damage
virtual bool PassengerShouldReceiveDamage(CTakeDamageInfo &info)
{
if (info.GetDamageType() & DMG_VEHICLE)
return true;
return (info.GetDamageType() & (DMG_RADIATION | DMG_BLAST | DMG_CRUSH)) == 0;
}
const char *GetTracerType(void);
CBaseCombatWeapon *pWeapon;
CBaseEntity *pDriver;
CBasePlayer *pPlayerDriver;
CBasePlayer *pPlayer;
/*CEntityWeaponDetach *pWDetachA = NULL;
~CPropAirboat()
{
if (pWDetachA)
{
delete pWDetachA;
pWDetachA = NULL;
}
};*/
private:
bool HasTakenAirboatGun;
void CreateAntiFlipConstraint();
void ApplyStressDamage(IPhysicsObject *pPhysics);
float CalculatePhysicsStressDamage(vphysics_objectstress_t *pStressOut, IPhysicsObject *pPhysics);
void CreateDangerSounds(void);
void FireGun();
void UpdateSplashEffects(void);
void CreateSplash(int nSplashType);
// Purpose: Aim Gun at a target
void AimGunAt(const Vector &endPos, float flInterval);
// Purpose: Returns the direction the gun is currently aiming at
void GetGunAimDirection(Vector *resultDir);
// Recharges the ammo based on speed
void RechargeAmmo();
// Removes the ammo...
void RemoveAmmo(float flAmmoAmount);
// Purpose:
void ComputeAimPoint(Vector *pVecAimPoint);
// Do the right thing for the gun
void UpdateGunState(CUserCmd *ucmd);
// Sound management
void CreateSounds();
void UpdateSound();
void UpdateWeaponSound();
void UpdateEngineSound(CSoundEnvelopeController &controller, float speedRatio);
void UpdateFanSound(CSoundEnvelopeController &controller, float speedRatio);
void UpdateWaterSound(CSoundEnvelopeController &controller, float speedRatio);
void UpdatePropeller();
void UpdateGauge();
void CreatePlayerBlocker();
void DestroyPlayerBlocker();
void EnablePlayerBlocker(bool bEnable);
private:
//CAirboatEntity *m_pTrigger;
enum
{
GUN_STATE_IDLE = 0,
GUN_STATE_FIRING,
};
Vector m_vecLastEyePos;
Vector m_vecLastEyeTarget;
Vector m_vecEyeSpeed;
//float m_flHandbrakeTime; // handbrake after the fact to keep vehicles from rolling
//bool m_bInitialHandbrake;
/*bool foundedPlayer;
int count;
bool canTakeOffTheGun;*/
bool m_bForcedExit;
int m_nGunRefAttachment;
int m_nGunBarrelAttachment;
float m_aimYaw;
float m_aimPitch;
float m_flChargeRemainder;
float m_flDrainRemainder;
int m_nGunState;
float m_flNextHeavyShotTime;
float m_flNextGunShakeTime;
bool HasGunS;
bool repeathasgun;
CNetworkVar(int, m_nAmmoCount);
CNetworkVar(bool, m_bHeadlightIsOn);
EHANDLE m_hAvoidSphere;
int m_nSplashAttachment;
float m_flPrevThrottle; // Throttle during last think. Used for detecting state changes.
float m_flSpinRate; // Current rate of spin of propeller: 0 = min, 1.0 = max
float m_flTargetSpinRate; // Target rate of spin of propeller: 0 = min, 1.0 = max
float m_flPropTime; // Time to turn on/off the prop.
float m_flBlurTime; // Time to turn on/off the blur.
CSoundPatch *m_pFanSound;
CSoundPatch *m_pFanMaxSpeedSound;
CSoundPatch *m_pEngineSound;
CSoundPatch *m_pWaterFastSound;
CSoundPatch *m_pWaterStoppedSound;
CSoundPatch *m_pGunFiringSound;
float m_flEngineIdleTime; // Time to start playing the engine's idle sound.
float m_flEngineDuckTime; // Time to reduce the volume of the engine's idle sound.
bool m_bFadeOutFan; // Fade out fan sound after cruising at max speed for a while.
int m_nPrevWaterLevel; // Used for detecting transitions into/out of water.
float m_flWaterStoppedPitchTime; // Time to pitch shift the water stopped sound.
float m_flLastImpactEffectTime;
int m_iNumberOfEntries;
IPhysicsConstraint *m_pAntiFlipConstraint; // A ragdoll constraint that prevents us from flipping.
CHandle<CEntityBlocker> m_hPlayerBlocker;
CNetworkVar(Vector, m_vecPhysVelocity);
CNetworkVar(int, m_nExactWaterLevel);
IMPLEMENT_NETWORK_VAR_FOR_DERIVED(m_nWaterLevel);
};
IMPLEMENT_SERVERCLASS_ST(CPropAirboat, DT_PropAirboat)
SendPropBool(SENDINFO(m_bHeadlightIsOn)),
SendPropInt(SENDINFO(m_nAmmoCount), 9),
SendPropInt(SENDINFO(m_nExactWaterLevel)),
SendPropInt(SENDINFO(m_nWaterLevel)),
SendPropVector(SENDINFO(m_vecPhysVelocity)),
END_SEND_TABLE();
LINK_ENTITY_TO_CLASS(prop_vehicle_airboat, CPropAirboat);
BEGIN_DATADESC(CPropAirboat)
DEFINE_FIELD(m_vecLastEyePos, FIELD_POSITION_VECTOR),
DEFINE_FIELD(m_vecLastEyeTarget, FIELD_POSITION_VECTOR),
DEFINE_FIELD(m_vecEyeSpeed, FIELD_VECTOR),
DEFINE_FIELD(HasTakenAirboatGun, FIELD_BOOLEAN),
DEFINE_FIELD(repeathasgun, FIELD_BOOLEAN),
//DEFINE_FIELD(pWDetachA, FIELD_EHANDLE),
/*DEFINE_FIELD(foundedPlayer, FIELD_BOOLEAN),
DEFINE_FIELD(count, FIELD_INTEGER),
DEFINE_FIELD(canTakeOffTheGun, FIELD_BOOLEAN),*/
// DEFINE_FIELD( m_flHandbrakeTime, FIELD_TIME ),
// DEFINE_FIELD( m_bInitialHandbrake,FIELD_BOOLEAN ),
// DEFINE_FIELD( m_nGunRefAttachment, FIELD_INTEGER ),
// DEFINE_FIELD( m_nGunBarrelAttachment, FIELD_INTEGER ),
DEFINE_FIELD(m_aimYaw, FIELD_FLOAT),
DEFINE_FIELD(m_aimPitch, FIELD_FLOAT),
DEFINE_FIELD(m_flChargeRemainder, FIELD_FLOAT),
DEFINE_FIELD(m_flDrainRemainder, FIELD_FLOAT),
DEFINE_FIELD(m_nGunState, FIELD_INTEGER),
DEFINE_FIELD(m_flNextHeavyShotTime, FIELD_TIME),
DEFINE_FIELD(m_flNextGunShakeTime, FIELD_TIME),
DEFINE_FIELD(m_nAmmoCount, FIELD_INTEGER),
DEFINE_FIELD(m_bHeadlightIsOn, FIELD_BOOLEAN),
DEFINE_FIELD(m_hAvoidSphere, FIELD_EHANDLE),
// DEFINE_FIELD( m_nSplashAttachment, FIELD_INTEGER ),
DEFINE_FIELD(m_hPlayerBlocker, FIELD_EHANDLE),
DEFINE_FIELD(m_vecPhysVelocity, FIELD_VECTOR),
DEFINE_FIELD(m_nExactWaterLevel, FIELD_INTEGER),
DEFINE_FIELD(m_flPrevThrottle, FIELD_FLOAT),
DEFINE_FIELD(m_flSpinRate, FIELD_FLOAT),
DEFINE_FIELD(m_flTargetSpinRate, FIELD_FLOAT),
DEFINE_FIELD(m_flPropTime, FIELD_TIME),
DEFINE_FIELD(m_flBlurTime, FIELD_TIME),
DEFINE_FIELD(m_bForcedExit, FIELD_BOOLEAN),
DEFINE_SOUNDPATCH(m_pFanSound),
DEFINE_SOUNDPATCH(m_pFanMaxSpeedSound),
DEFINE_SOUNDPATCH(m_pEngineSound),
DEFINE_SOUNDPATCH(m_pWaterFastSound),
DEFINE_SOUNDPATCH(m_pWaterStoppedSound),
DEFINE_SOUNDPATCH(m_pGunFiringSound),
DEFINE_PHYSPTR(m_pAntiFlipConstraint),
DEFINE_FIELD(m_flEngineIdleTime, FIELD_TIME),
DEFINE_FIELD(m_flEngineDuckTime, FIELD_TIME),
DEFINE_FIELD(m_bFadeOutFan, FIELD_BOOLEAN),
DEFINE_FIELD(m_nPrevWaterLevel, FIELD_INTEGER),
DEFINE_FIELD(m_flWaterStoppedPitchTime, FIELD_TIME),
DEFINE_FIELD(m_flLastImpactEffectTime, FIELD_TIME),
DEFINE_FIELD(m_iNumberOfEntries, FIELD_INTEGER),
DEFINE_INPUTFUNC(FIELD_BOOLEAN, "EnableGun", InputEnableGun),
DEFINE_INPUTFUNC(FIELD_VOID, "StartRotorWashForces", InputStartRotorWashForces),
DEFINE_INPUTFUNC(FIELD_VOID, "StopRotorWashForces", InputStopRotorWashForces),
DEFINE_INPUTFUNC(FIELD_VOID, "ExitVehicle", InputExitVehicle),
DEFINE_INPUTFUNC(FIELD_VOID, "Wake", InputWake),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::Precache(void)
{
BaseClass::Precache();
PrecacheScriptSound("Airboat_engine_stop");
PrecacheScriptSound("Airboat_engine_start");
PrecacheScriptSound("Airboat.FireGunHeavy");
PrecacheScriptSound("Airboat.FireGunRevDown");
PrecacheScriptSound("Airboat_engine_idle");
PrecacheScriptSound("Airboat_engine_fullthrottle");
PrecacheScriptSound("Airboat_fan_idle");
PrecacheScriptSound("Airboat_fan_fullthrottle");
PrecacheScriptSound("Airboat_water_stopped");
PrecacheScriptSound("Airboat_water_fast");
PrecacheScriptSound("Airboat_impact_splash");
PrecacheScriptSound("Airboat_impact_hard");
PrecacheScriptSound("Airboat_headlight_on");
PrecacheScriptSound("Airboat_headlight_off");
PrecacheScriptSound("Airboat.FireGunLoop");
PrecacheMaterial("effects/splashwake1");
PrecacheMaterial("effects/splashwake4");
PrecacheParticleSystem("abgun_normal2");
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::Spawn(void)
{
if (oc_airboat_has_gun.GetInt())
{
inputdata_t inputdata;
inputdata.value.SetBool(true);
InputEnableGun(inputdata);
}
/*if (pWDetachA == NULL)
{
pWDetachA = new CEntityWeaponDetach(this, "gun", Vector(-13, -13, -13), Vector(13, 13, 13));
pWDetachA->SetOwnerEntity(this);
pWDetachA->FollowEntity(this);
}
else
{
delete pWDetachA;
pWDetachA = new CEntityWeaponDetach(this, "gun", Vector(-13, -13, -13), Vector(13, 13, 13));
pWDetachA->SetOwnerEntity(this);
pWDetachA->FollowEntity(this);
}*/
//if (pWDetachA == NULL)
//pWDetachA = new CEntityWeaponDetach(this, "gun", Vector(-13, -13, -13), Vector(13, 13, 13));
/*if (pWDetachA == NULL)
{
pWDetachA = pWDetachA->entCreate(this, GetAbsOrigin(), Vector(-13, -13, -13), Vector(13, 13, 13));// , Vector(-23, -23, -23), Vector(23, 23, 23));
pWDetachA->SetParent(this);
}*/
/*int attachment1 = LookupAttachment("gun");
Vector vecOrigin2;
GetAttachment(attachment1, vecOrigin2);
Vector triggerPosition, vForward, vRight, vUp;
AngleVectors(GetAbsAngles(), &vForward, &vRight, &vUp);
triggerPosition = GetAbsOrigin() + (vForward * 64) + (vUp * 64);
m_pTrigger = CAirboatEntity::TriggerCreate(this, triggerPosition);// , Vector(-23, -23, -23), Vector(23, 23, 23));
m_pTrigger->SetParent(this->GetDriver());
UTIL_SetSize(m_pTrigger, Vector(-13, -13, -13), Vector(13, 13, 13));*/
m_nAmmoCount = m_bHasGun ? 0 : -1;
m_hAvoidSphere = CreateHelicopterAvoidanceSphere(this, 0, 50.0f, false);
m_flLastImpactEffectTime = -1;
m_iNumberOfEntries = 0;
HasGunS = false;
repeathasgun = m_bHasGun;
// Setup vehicle as a ray-cast airboat.
SetVehicleType(VEHICLE_TYPE_AIRBOAT_RAYCAST);
SetCollisionGroup(COLLISION_GROUP_VEHICLE);
BaseClass::Spawn();
AddSolidFlags(FSOLID_NOT_STANDABLE);
SetAnimatedEveryTick(true);
// Handbrake data.
//m_flHandbrakeTime = gpGlobals->curtime + 0.1;
//m_bInitialHandbrake = false;
m_VehiclePhysics.SetHasBrakePedal(false);
m_flMinimumSpeedToEnterExit = AIRBOAT_LOCK_SPEED;
m_takedamage = DAMAGE_EVENTS_ONLY;
SetBodygroup(AIRBOAT_BODYGROUP_GUN, m_bHasGun);
SetBodygroup(AIRBOAT_BODYGROUP_PROP, true);
SetPoseParameter(AIRBOAT_GUN_YAW, 0);
SetPoseParameter(AIRBOAT_GUN_PITCH, 0);
SetPoseParameter(AIRBOAT_FRAME_FLEX_LEFT, 0);
SetPoseParameter(AIRBOAT_FRAME_FLEX_RIGHT, 0);
m_aimYaw = 0;
m_aimPitch = 0;
m_bUnableToFire = true;
m_nGunState = GUN_STATE_IDLE;
SetPoseParameter("Steer_Shock", 0.0f);
// Get the physics object so we can adjust the buoyancy.
IPhysicsObject *pPhysAirboat = VPhysicsGetObject();
if (pPhysAirboat)
{
pPhysAirboat->SetBuoyancyRatio(0.0f);
PhysSetGameFlags(pPhysAirboat, FVPHYSICS_HEAVY_OBJECT);
}
HasTakenAirboatGun = false;
if (m_bHasGun)
m_bAllowDetach = true;
/*foundedPlayer = false;
count = 0;
canTakeOffTheGun = false;*/
//DoOnceAirboat = true;
//CreateAntiFlipConstraint();
}
//-----------------------------------------------------------------------------
// Purpose: Create a ragdoll constraint that prevents us from flipping.
//-----------------------------------------------------------------------------
void CPropAirboat::CreateAntiFlipConstraint()
{
constraint_ragdollparams_t ragdoll;
ragdoll.Defaults();
// Don't prevent the boat from moving, just flipping.
ragdoll.onlyAngularLimits = true;
// Put the ragdoll constraint in the space of the airboat.
SetIdentityMatrix(ragdoll.constraintToAttached);
BuildObjectRelativeXform(g_PhysWorldObject, VPhysicsGetObject(), ragdoll.constraintToReference);
ragdoll.axes[0].minRotation = -100;
ragdoll.axes[0].maxRotation = 100;
ragdoll.axes[1].minRotation = -100;
ragdoll.axes[1].maxRotation = 100;
ragdoll.axes[2].minRotation = -180;
ragdoll.axes[2].maxRotation = 180;
m_pAntiFlipConstraint = physenv->CreateRagdollConstraint(g_PhysWorldObject, VPhysicsGetObject(), NULL, ragdoll);
//NDebugOverlay::Cross3DOriented( ragdoll.constraintToReference, 128, 255, true, 100 );
}
//-----------------------------------------------------------------------------
// Attachment indices
//-----------------------------------------------------------------------------
void CPropAirboat::UpdateOnRemove()
{
BaseClass::UpdateOnRemove();
if (m_hAvoidSphere)
{
UTIL_Remove(m_hAvoidSphere);
m_hAvoidSphere = NULL;
}
}
//-----------------------------------------------------------------------------
// Attachment indices
//-----------------------------------------------------------------------------
void CPropAirboat::Activate()
{
BaseClass::Activate();
m_nGunRefAttachment = LookupAttachment("gun");
m_nGunBarrelAttachment = LookupAttachment("muzzle");
m_nSplashAttachment = LookupAttachment("splash_pt");
CreateSounds();
CBaseServerVehicle *pServerVehicle = dynamic_cast<CBaseServerVehicle *>(GetServerVehicle());
if (pServerVehicle)
{
if (pServerVehicle->GetPassenger())
{
// If a boat comes back from a save game with a driver, make sure the engine rumble starts up.
pServerVehicle->StartEngineRumble();
}
}
//CreatePlayerBlocker();
//EnablePlayerBlocker( true );
}
void CPropAirboat::CreatePlayerBlocker()
{
Assert(m_hPlayerBlocker == NULL);
DestroyPlayerBlocker();
m_hPlayerBlocker = CEntityBlocker::Create(GetAbsOrigin(), Vector(-84, -32, 0), Vector(54, 32, 84), this, false);
if (m_hPlayerBlocker != NULL)
{
m_hPlayerBlocker->SetParent(this);
m_hPlayerBlocker->SetLocalOrigin(vec3_origin);
m_hPlayerBlocker->SetLocalAngles(vec3_angle);
m_hPlayerBlocker->SetCollisionGroup(COLLISION_GROUP_PLAYER);
m_hPlayerBlocker->AddSolidFlags(FSOLID_NOT_SOLID);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::DestroyPlayerBlocker()
{
if (m_hPlayerBlocker != NULL)
{
UTIL_Remove(m_hPlayerBlocker);
}
m_hPlayerBlocker = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bEnable -
//-----------------------------------------------------------------------------
void CPropAirboat::EnablePlayerBlocker(bool bEnable)
{
if (m_hPlayerBlocker != NULL)
{
if (bEnable)
{
m_hPlayerBlocker->RemoveSolidFlags(FSOLID_NOT_SOLID);
}
else
{
m_hPlayerBlocker->AddSolidFlags(FSOLID_NOT_SOLID);
}
}
}
//-----------------------------------------------------------------------------
// Update the weapon sounds
//-----------------------------------------------------------------------------
#define MIN_CHARGE_SOUND 0.4f
#define MIN_PITCH_CHANGE ( MIN_CHARGE_SOUND + ( ( 1.0f - MIN_CHARGE_SOUND ) / 3.0f ) )
#define VOLUME_CHANGE_TIME 0.5f
void CPropAirboat::UpdateWeaponSound()
{
if (HasGun())
{
CSoundEnvelopeController *pController = &CSoundEnvelopeController::GetController();
float flVolume = pController->SoundGetVolume(m_pGunFiringSound);
if ((m_nGunState == GUN_STATE_IDLE) || (m_nAmmoCount == 0))
{
if (flVolume != 0.0f)
{
pController->SoundChangeVolume(m_pGunFiringSound, 0.0f, 0.01f);
}
}
else
{
if (flVolume != 1.0f)
{
pController->SoundChangeVolume(m_pGunFiringSound, 1.0f, 0.01f);
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Force the player to exit the vehicle.
//-----------------------------------------------------------------------------
void CPropAirboat::InputExitVehicle(inputdata_t &inputdata)
{
m_bForcedExit = true;
}
//-----------------------------------------------------------------------------
// Purpose: Force the airboat to wake up. This was needed to fix a last-minute
// bug for the XBox -- the airboat didn't fall with the platform
// in d1_canals_10b.
//-----------------------------------------------------------------------------
void CPropAirboat::InputWake(inputdata_t &inputdata)
{
VPhysicsGetObject()->Wake();
}
//-----------------------------------------------------------------------------
// Purpose: Input handler to enable or disable the airboat's mounted gun.
//-----------------------------------------------------------------------------
void CPropAirboat::InputEnableGun(inputdata_t &inputdata)
{
m_bHasGun = inputdata.value.Bool();
if (m_bHasGun)
m_bAllowDetach = true;
SetBodygroup(AIRBOAT_BODYGROUP_GUN, m_bHasGun);
repeathasgun = m_bHasGun;
// When enabling the gun, give full ammo
if (m_bHasGun)
{
m_nAmmoCount = sk_airboat_max_ammo.GetInt();
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler to enable or disable the airboat's mounted gun.
//-----------------------------------------------------------------------------
void CPropAirboat::InputStartRotorWashForces(inputdata_t &inputdata)
{
RemoveEFlags(EFL_NO_ROTORWASH_PUSH);
}
//-----------------------------------------------------------------------------
// Purpose: Input handler to enable or disable the airboat's mounted gun.
//-----------------------------------------------------------------------------
void CPropAirboat::InputStopRotorWashForces(inputdata_t &inputdata)
{
AddEFlags(EFL_NO_ROTORWASH_PUSH);
}
//-----------------------------------------------------------------------------
// Creating vphysics
//-----------------------------------------------------------------------------
void CPropAirboat::OnRestore()
{
BaseClass::OnRestore();
IPhysicsObject *pPhysAirboat = VPhysicsGetObject();
if (pPhysAirboat)
{
pPhysAirboat->SetBuoyancyRatio(0.0f);
PhysSetGameFlags(pPhysAirboat, FVPHYSICS_HEAVY_OBJECT);
}
// If the player's in the vehicle, NPCs should ignore it
if (GetDriver())
{
SetNavIgnore();
}
}
//-----------------------------------------------------------------------------
// Used for navigation
//-----------------------------------------------------------------------------
void CPropAirboat::EnterVehicle(CBaseCombatCharacter *pPlayer)
{
BaseClass::EnterVehicle(pPlayer);
//EnablePlayerBlocker( false );
// NPCs like manhacks should try to hit us
SetNavIgnore();
// Play the engine start sound.
float flDuration;
EmitSound("Airboat_engine_start", 0.0, &flDuration);
m_VehiclePhysics.TurnOn();
// Start playing the engine's idle sound as the startup sound finishes.
m_flEngineIdleTime = gpGlobals->curtime + flDuration - 0.1;
}
//-----------------------------------------------------------------------------
// Purpose: Called when exiting, just before playing the exit animation.
//-----------------------------------------------------------------------------
void CPropAirboat::PreExitVehicle(CBaseCombatCharacter *pPlayer, int nRole)
{
if (HeadlightIsOn())
{
HeadlightTurnOff();
}
// Stop shooting.
m_nGunState = GUN_STATE_IDLE;
CBaseEntity *pDriver = GetDriver();
CBasePlayer *pPlayerDriver;
if (pDriver && pDriver->IsPlayer())
{
pPlayerDriver = dynamic_cast<CBasePlayer*>(pDriver);
if (pPlayerDriver)
{
pPlayerDriver->RumbleEffect(RUMBLE_AIRBOAT_GUN, 0, RUMBLE_FLAG_STOP);
}
}
BaseClass::PreExitVehicle(pPlayer, nRole);
}
//-----------------------------------------------------------------------------
// Purpose: Called when exiting, after completing the exit animation.
// Input : iRole -
//-----------------------------------------------------------------------------
void CPropAirboat::ExitVehicle(int nRole)
{
CBaseEntity *pDriver = GetDriver();
//EnablePlayerBlocker( true );
BaseClass::ExitVehicle(nRole);
if (!pDriver)
return;
#if 0
// On ORANGE BOX this is causing a big blank box to show up, which is worse
// than the HUD hint persisting for a little while, so don't do it. (sjb)
// clear the hint
UTIL_HudHintText(pDriver, "");
#endif
// NPCs like manhacks should try to avoid us again
ClearNavIgnore();
// Play the engine shutoff sound.
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
CPASAttenuationFilter filter(this);
EmitSound_t ep;
ep.m_nChannel = CHAN_BODY;
ep.m_pSoundName = "Airboat_engine_stop";
ep.m_flVolume = controller.SoundGetVolume(m_pEngineSound);
ep.m_SoundLevel = SNDLVL_NORM;
ep.m_nPitch = controller.SoundGetPitch(m_pEngineSound);
EmitSound(filter, entindex(), ep);
m_VehiclePhysics.TurnOff();
// Shut off the airboat sounds.
controller.SoundChangeVolume(m_pEngineSound, 0.0, 0.0);
controller.SoundChangeVolume(m_pFanSound, 0.0, 0.0);
controller.SoundChangeVolume(m_pFanMaxSpeedSound, 0.0, 0.0);
controller.SoundChangeVolume(m_pWaterStoppedSound, 0.0, 0.0);
controller.SoundChangeVolume(m_pWaterFastSound, 0.0, 0.0);
controller.SoundChangeVolume(m_pGunFiringSound, 0.0, 0.0);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::HeadlightTurnOn(void)
{
EmitSound("Airboat_headlight_on");
m_bHeadlightIsOn = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::HeadlightTurnOff(void)
{
EmitSound("Airboat_headlight_off");
m_bHeadlightIsOn = false;
}
//-----------------------------------------------------------------------------
// position to shoot at
//-----------------------------------------------------------------------------
Vector CPropAirboat::BodyTarget(const Vector &posSrc, bool bNoisy)
{
Vector vecPosition;
QAngle angles;
if (GetServerVehicle()->GetPassenger())
{
// FIXME: Reconcile this with other functions that store a cached version of the results here?
GetServerVehicle()->GetVehicleViewPosition(VEHICLE_ROLE_DRIVER, &vecPosition, &angles);
}
else
{
vecPosition = WorldSpaceCenter();
}
return vecPosition;
}
//-----------------------------------------------------------------------------
// Smoothed velocity
//-----------------------------------------------------------------------------
#define SMOOTHED_MIN_VELOCITY 75.0f
#define SMOOTHED_MAX_VELOCITY 150.0f
Vector CPropAirboat::GetSmoothedVelocity(void)
{
// If we're going too slow, return the forward direction as the velocity
// for NPC prediction purposes
Vector vecSmoothedVelocity = BaseClass::GetSmoothedVelocity();
float flSpeed = vecSmoothedVelocity.Length();
if (flSpeed >= SMOOTHED_MAX_VELOCITY)
return vecSmoothedVelocity;
Vector vecForward;
GetVectors(&vecForward, NULL, NULL);
vecForward *= MAX(flSpeed, 1.0f);
if (flSpeed <= SMOOTHED_MIN_VELOCITY)
return vecForward;
float flBlend = SimpleSplineRemapVal(flSpeed, SMOOTHED_MIN_VELOCITY, SMOOTHED_MAX_VELOCITY, 0.0f, 1.0f);
VectorLerp(vecForward, vecSmoothedVelocity, flBlend, vecSmoothedVelocity);
return vecSmoothedVelocity;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::TraceAttack(const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator)
{
CTakeDamageInfo info = inputInfo;
if (ptr->hitbox != VEHICLE_HITBOX_DRIVER)
{
if (inputInfo.GetDamageType() & DMG_BULLET)
{
info.ScaleDamage(0.0001);
}
}
BaseClass::TraceAttack(info, vecDir, ptr, pAccumulator);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// &vecEnd -
// *pTraceFilter -
// *pVecTracerDest -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPropAirboat::ShouldDrawWaterImpacts(void)
{
// The airboat spits out so much crap that we need to do cheaper versions
// of the impact effects. Also, we need to do less of them.
if (m_flLastImpactEffectTime >= gpGlobals->curtime)
return false;
m_flLastImpactEffectTime = gpGlobals->curtime + 0.05f;
return true;
}
//-----------------------------------------------------------------------------
// Allows the shooter to change the impact effect of his bullets
//-----------------------------------------------------------------------------
void CPropAirboat::DoImpactEffect(trace_t &tr, int nDamageType)
{
// The airboat spits out so much crap that we need to do cheaper versions
// of the impact effects. Also, we need to do less of them.
if (m_flLastImpactEffectTime == gpGlobals->curtime)
return;
// Randomly drop out
if (random->RandomInt(0, 5))
return;
m_flLastImpactEffectTime = gpGlobals->curtime;
UTIL_ImpactTrace(&tr, nDamageType, "AirboatGunImpact");
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPropAirboat::OnTakeDamage(const CTakeDamageInfo &info)
{
// Do scaled up physics damage to the airboat
CTakeDamageInfo physDmg = info;
physDmg.ScaleDamage(5);
if (physDmg.GetDamageType() & DMG_BLAST)
{
physDmg.SetDamageForce(info.GetDamageForce() * 10);
}
VPhysicsTakeDamage(physDmg);
// Check to do damage to driver
if (m_hPlayer != NULL)
{
// Don't pass along physics damage
if (info.GetDamageType() & (DMG_CRUSH | DMG_RADIATION))
return 0;
// Take the damage (strip out the DMG_BLAST)
CTakeDamageInfo playerDmg = info;
// Mark that we're passing it to the player so the base player accepts the damage
playerDmg.SetDamageType(info.GetDamageType() | DMG_VEHICLE);
// Deal the damage to the passenger
m_hPlayer->TakeDamage(playerDmg);
}
return 0;
}
//-----------------------------------------------------------------------------
// Scraping noises for the various things we drive on.
//-----------------------------------------------------------------------------
void CPropAirboat::VPhysicsFriction(IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit)
{
// don't make noise for hidden/invisible/sky materials
const surfacedata_t *phit = physprops->GetSurfaceData(surfacePropsHit);
const surfacedata_t *pprops = physprops->GetSurfaceData(surfaceProps);
if (phit->game.material == 'X' || pprops->game.material == 'X')
return;
// FIXME: Make different scraping sounds here
float flVolume = 0.3f;
surfacedata_t *psurf = physprops->GetSurfaceData(surfaceProps);
const char *pSoundName = physprops->GetString(psurf->sounds.scrapeRough);
PhysFrictionSound(this, pObject, pSoundName, psurf->soundhandles.scrapeRough, flVolume);
}
//-----------------------------------------------------------------------------
// Purpose: Aim Gun at a target position.
//-----------------------------------------------------------------------------
// This fixes an optimizer bug that was causing targetYaw and targetPitch to
// always be reported as clamped, thus disabling the gun. Ack!
#pragma optimize("", off)
void CPropAirboat::AimGunAt(const Vector &aimPos, float flInterval)
{
matrix3x4_t gunMatrix;
GetAttachment(m_nGunRefAttachment, gunMatrix);
// transform the target position into gun space
Vector localTargetPosition;
VectorITransform(aimPos, gunMatrix, localTargetPosition);
VectorNormalize(localTargetPosition);
m_bUnableToFire = false;
m_vecGunCrosshair = aimPos;
// do a look at in gun space (essentially a delta-lookat)
QAngle localTargetAngles;
VectorAngles(localTargetPosition, localTargetAngles);
// convert to +/- 180 degrees
localTargetAngles.x = UTIL_AngleDiff(localTargetAngles.x, 0);
localTargetAngles.y = UTIL_AngleDiff(localTargetAngles.y, 0);
float targetYaw = m_aimYaw + localTargetAngles.y;
float targetPitch = m_aimPitch + localTargetAngles.x;
// Constrain our angles
float newTargetYaw = clamp(targetYaw, -CANNON_MAX_RIGHT_YAW, CANNON_MAX_LEFT_YAW);
float newTargetPitch = clamp(targetPitch, -CANNON_MAX_UP_PITCH, CANNON_MAX_DOWN_PITCH);
// If the angles have been clamped, we're looking outside of our valid range
if ((newTargetYaw != targetYaw) || (newTargetPitch != targetPitch))
{
m_bUnableToFire = true;
}
targetYaw = newTargetYaw;
targetPitch = newTargetPitch;
m_aimYaw = targetYaw;
m_aimPitch = targetPitch;
SetPoseParameter(AIRBOAT_GUN_YAW, m_aimYaw);
SetPoseParameter(AIRBOAT_GUN_PITCH, m_aimPitch);
InvalidateBoneCache();
// read back to avoid drift when hitting limits
// as long as the velocity is less than the delta between the limit and 180, this is fine.
m_aimPitch = GetPoseParameter(AIRBOAT_GUN_PITCH);
m_aimYaw = GetPoseParameter(AIRBOAT_GUN_YAW);
}
#pragma optimize("", on)
//-----------------------------------------------------------------------------
// Removes the ammo...
//-----------------------------------------------------------------------------
void CPropAirboat::RemoveAmmo(float flAmmoAmount)
{
m_flDrainRemainder += flAmmoAmount;
int nAmmoToRemove = (int)m_flDrainRemainder;
m_flDrainRemainder -= nAmmoToRemove;
m_nAmmoCount -= nAmmoToRemove;
if (m_nAmmoCount < 0)
{
m_nAmmoCount = 0;
m_flDrainRemainder = 0.0f;
}
}
//-----------------------------------------------------------------------------
// Recharges the ammo...
//-----------------------------------------------------------------------------
void CPropAirboat::RechargeAmmo(void)
{
if (!m_bHasGun)
{
m_nAmmoCount = -1;
return;
}
int nMaxAmmo = sk_airboat_max_ammo.GetInt();
if (m_nAmmoCount == nMaxAmmo)
return;
float flRechargeRate = sk_airboat_recharge_rate.GetInt();
float flChargeAmount = flRechargeRate * gpGlobals->frametime;
if (m_flDrainRemainder != 0.0f)
{
if (m_flDrainRemainder >= flChargeAmount)
{
m_flDrainRemainder -= flChargeAmount;
return;
}
else
{
flChargeAmount -= m_flDrainRemainder;
m_flDrainRemainder = 0.0f;
}
}
m_flChargeRemainder += flChargeAmount;
int nAmmoToAdd = (int)m_flChargeRemainder;
m_flChargeRemainder -= nAmmoToAdd;
m_nAmmoCount += nAmmoToAdd;
if (m_nAmmoCount > nMaxAmmo)
{
m_nAmmoCount = nMaxAmmo;
m_flChargeRemainder = 0.0f;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::ComputeAimPoint(Vector *pVecAimPoint)
{
Vector vecEyeDirection;
if (g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE)
{
// Use autoaim as the eye dir.
autoaim_params_t params;
params.m_fScale = AUTOAIM_SCALE_DEFAULT * sv_vehicle_autoaim_scale.GetFloat();
params.m_fMaxDist = autoaim_max_dist.GetFloat();
m_hPlayer->GetAutoaimVector(params);
vecEyeDirection = params.m_vecAutoAimDir;
}
else
{
m_hPlayer->EyeVectors(&vecEyeDirection, NULL, NULL);
}
Vector vecEndPos;
VectorMA(m_hPlayer->EyePosition(), MAX_TRACE_LENGTH, vecEyeDirection, vecEndPos);
trace_t trace;
UTIL_TraceLine(m_hPlayer->EyePosition(), vecEndPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &trace);
*pVecAimPoint = trace.endpos;
}
ConVar oc_test_sphere_x("oc_test_sphere_x", "0");
ConVar oc_test_sphere_y("oc_test_sphere_y", "0");
ConVar oc_test_sphere_z("oc_test_sphere_z", "0");
int count = 0;
//-----------------------------------------------------------------------------
// Purpose: Manages animation and sound state.
//-----------------------------------------------------------------------------
void CPropAirboat::Think(void)
{
BaseClass::Think();
//if (m_bHasGun)
{
/*if (pWDetachA)
{
pWDetachA->SetOwnerEntity(this);
pWDetachA->LegacyThink(this, "weapon_airboatgun", "gun", "Press 'use' button to mount back the cannon", "Press 'use' button to tear off the cannon", oc_airboat_checking_sphere_radius.GetFloat(), HasTakenAirboatGun);
}
else
{
/*if (gEntList.FindEntityByClassname(this, "ent_weapon_detach") != NULL)
delete gEntList.FindEntityByClassname(this, "ent_weapon_detach");*/
//if (gEntList.FindEntityByClassname(this, "ent_weapon_detach") == NULL)
/*{
pWDetachA = new CEntityWeaponDetach(this, "gun", Vector(-13, -13, -13), Vector(13, 13, 13));
}
}*/
}
/*if (m_bAllowDetach)
CheckAttachedGun("gun", oc_airboat_checking_sphere_radius.GetFloat(), true);*/
//if (m_bAllowDetach && CheckAttachedGun("gun", oc_airboat_checking_sphere_radius.GetFloat(), true))
// GunText(oc_airboat_checking_sphere_radius.GetFloat(), m_bHasGun, "Press 'use' button to mount back the cannon", "Press 'use' button to pick up the cannon");
// BJ: Goddamn localisation strings
if (m_bAllowDetach && CheckAttachedGun("gun", oc_airboat_checking_sphere_radius.GetFloat(), true))
GunText(oc_airboat_checking_sphere_radius.GetFloat(), m_bHasGun, "#OVR_MountAirboatGun", "#OVR_DismountAirboatGun");
//Removing decals
if (GetWaterLevel() > 1)
GetBaseAnimating()->RemoveAllDecals();
// Find the vertical extents of the boat
Vector startPos, endPos;
CollisionProp()->NormalizedToWorldSpace(Vector(0.5f, 0.5f, 1.0f), &startPos);
CollisionProp()->NormalizedToWorldSpace(Vector(0.5f, 0.5f, 0.0f), &endPos);
// Look for water along that volume.
// Make a very vertically thin box and sweep it along the ray.
Vector vecMins = CollisionProp()->OBBMins();
Vector vecMaxs = CollisionProp()->OBBMaxs();
vecMins.z = -0.1f;
vecMaxs.z = 0.1f;
trace_t tr;
UTIL_TraceHull(startPos, endPos, vecMins, vecMaxs, (CONTENTS_WATER | CONTENTS_SLIME), this, COLLISION_GROUP_NONE, &tr);
// If we hit something, then save off the info
if (tr.fraction != 1.0f)
{
m_nExactWaterLevel = tr.endpos.z;
// Classify what we're in
if (tr.contents & CONTENTS_SLIME)
{
// We fake this value to mean type, instead of level
SetWaterLevel(2);
}
else
{
// This simply signifies water
SetWaterLevel(1);
}
}
else
{
// Not in water
SetWaterLevel(0);
}
StudioFrameAdvance();
// If the enter or exit animation has finished, tell the server vehicle
if (IsSequenceFinished() && (m_bEnterAnimOn || m_bExitAnimOn))
{
// The first few time we get into the jeep, print the jeep help
if (m_iNumberOfEntries < hud_airboathint_numentries.GetInt() && !m_bExitAnimOn)
{
UTIL_HudHintText(m_hPlayer, "#Valve_Hint_BoatKeys");
m_iNumberOfEntries++;
}
GetServerVehicle()->HandleEntryExitFinish(m_bExitAnimOn, false);
// Start the vehicle's idle animation
ResetSequence(LookupSequence("propeller_spin1"));
ResetClientsideFrame();
}
// FIXME: Slam the crosshair every think -- if we don't do this it disappears randomly, never to return.
if ((m_hPlayer.Get() != NULL) && !(m_bEnterAnimOn || m_bExitAnimOn))
{
//m_hPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_VEHICLE_CROSSHAIR;
}
// Aim the gun
if (HasGun() && m_hPlayer.Get() && !m_bEnterAnimOn && !m_bExitAnimOn)
{
Vector vecAimPoint;
ComputeAimPoint(&vecAimPoint);
AimGunAt(vecAimPoint, gpGlobals->frametime);
}
if (ShouldForceExit())
{
ClearForcedExit();
m_hPlayer->LeaveVehicle();
}
if (HasGun() && (m_nGunState == GUN_STATE_IDLE))
{
RechargeAmmo();
}
UpdateSound();
UpdatePropeller();
UpdateGauge();
}
void CPropAirboat::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
CBasePlayer *pPlayer = ToBasePlayer(pActivator);
if (pPlayer == NULL)
return;
if (!CheckAttachedGun("gun", oc_airboat_checking_sphere_radius.GetFloat(), true))
return BaseClass::Use(pActivator, pCaller, useType, value);
else
m_bCanDetach = m_bAllowDetach;
if (m_bCanDetach)
{
if (pPlayer->GetActiveWeapon())
pPlayer->Weapon_SetLast(pPlayer->GetActiveWeapon());
int attachment = LookupAttachment("gun");
//int tau = LookupAttachment("taucannon");
if ((attachment) && repeathasgun)
{
Vector vecOrigin, vecOrigin2;// = this->WorldSpaceCenter();
QAngle angDir, angDir2;
GetAttachment(attachment, vecOrigin, angDir);
repeathasgun = true;
if (/*pWDetachA != NULL && pWDetachA->canTakeOffTheGun && */(!HasTakenAirboatGun) && !pPlayer->HasNamedPlayerItem("weapon_airboatgun"))
{
pWeapon = pPlayer->GetActiveWeapon();
HasTakenAirboatGun = true;
pPlayer->Weapon_SetLast(pWeapon);
pPlayer->GiveNamedItem("weapon_airboatgun");
SetBodygroup(1, false);
m_bHasGun = false;
EmitSound("Jeep.GaussDeCharge");
//Easy fix
GetBaseAnimating()->RemoveAllDecals();
//m_bGunHasBeenCutOff = true;
//HasGunS = true;
//pPlayer->Weapon_Switch((CBaseCombatWeapon*)pPlayer->GiveNamedItem("weapon_airboatgun"));
HasGunS = false;
return;
}
else if (/*((tr2.endpos.DistTo(vecStart) > 20) && (tr2.endpos.DistTo(vecStart) <= 58 ))*//*pWDetachA != NULL && pWDetachA->canTakeOffTheGun && */(HasTakenAirboatGun) && (FClassnameIs(pPlayer->GetActiveWeapon(), "weapon_airboatgun")))
{
if (cvar->FindVar("oc_weapon_holster")->GetInt())
{
cvar->FindVar("oc_weapon_holster")->SetValue(0);
HasGunS = true;
}
HasTakenAirboatGun = false;
//pPlayer->SwitchToNextBestWeapon(pPlayer->GetActiveWeapon());
UTIL_Remove(pPlayer->GetActiveWeapon());
//pPlayer->Weapon_SlotOccupied(pPlayer->GetActiveWeapon());
//pPlayer->Weapon_GetLast();
SetBodygroup(1, true);
pPlayer->SwitchToNextBestWeapon(pPlayer->Weapon_GetLast());
//if (FClassnameIs(pPlayer->Weapon_GetLast(), "weapon_airboatgun"))
//pPlayer->SwitchToNextBestWeapon(pPlayer->Weapon_GetLast());
/*else
pPlayer->Weapon_Switch(pPlayer->Weapon_GetLast());*/
//(pPlayer->Weapon_GetSlot(0));//random->RandomInt(1, 3)));
m_bHasGun = true;
g_pEffects->Sparks(vecOrigin);
EmitSound("Jeep.GaussReCharge");
//m_bGunHasBeenCutOff = true;
if (HasGunS)
cvar->FindVar("oc_weapon_holster")->SetValue(1);
return;
}
}
}
else
{
// Fall back and get in the vehicle instead, skip giving ammo
return BaseClass::Use(pActivator, pCaller, useType, value);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::UpdatePropeller()
{
if ((m_bExitAnimOn) || (m_bEnterAnimOn))
return;
#define SPIN_RATE_MED 0.2
#define SPIN_RATE_HIGH 0.6
// Determine target spin rate from throttle.
float flTargetSpinRate = m_flThrottle;
if ((flTargetSpinRate == 0) && (m_hPlayer))
{
// Always keep the fan moving a little when we have a driver.
flTargetSpinRate = 0.2;
}
// Save the current spin rate to determine state transitions.
float flPrevSpinRate = m_flSpinRate;
// Determine new spin rate,
if (m_flSpinRate < flTargetSpinRate)
{
if (flTargetSpinRate > 0)
{
m_flSpinRate += gpGlobals->frametime * 1.0;
}
else
{
m_flSpinRate += gpGlobals->frametime * 0.4;
}
if (m_flSpinRate > flTargetSpinRate)
{
m_flSpinRate = flTargetSpinRate;
}
}
else if (m_flSpinRate > flTargetSpinRate)
{
m_flSpinRate -= gpGlobals->frametime * 0.4;
if (m_flSpinRate < flTargetSpinRate)
{
m_flSpinRate = flTargetSpinRate;
}
}
// Update prop & blur based on new spin rate.
if (fabs(m_flSpinRate) > SPIN_RATE_HIGH)
{
if (fabs(flPrevSpinRate) <= SPIN_RATE_HIGH)
{
SetBodygroup(AIRBOAT_BODYGROUP_PROP, false);
SetBodygroup(AIRBOAT_BODYGROUP_BLUR, true);
SetSequence(LookupSequence("propeller_spin1"));
}
}
else if (fabs(m_flSpinRate) > SPIN_RATE_MED)
{
if ((fabs(flPrevSpinRate) <= SPIN_RATE_MED) || (fabs(flPrevSpinRate) > SPIN_RATE_HIGH))
{
SetBodygroup(AIRBOAT_BODYGROUP_PROP, true);
SetBodygroup(AIRBOAT_BODYGROUP_BLUR, true);
SetSequence(LookupSequence("propeller_spin1"));
}
}
else
{
if (fabs(flPrevSpinRate) > SPIN_RATE_MED)
{
SetBodygroup(AIRBOAT_BODYGROUP_PROP, true);
SetBodygroup(AIRBOAT_BODYGROUP_BLUR, false);
SetSequence(LookupSequence("propeller_spin1"));
}
}
SetPlaybackRate(m_flSpinRate);
m_flPrevThrottle = m_flThrottle;
}
//-----------------------------------------------------------------------------
// Purpose: Updates the speedometer.
//-----------------------------------------------------------------------------
void CPropAirboat::UpdateGauge()
{
CFourWheelVehiclePhysics *pPhysics = GetPhysics();
int speed = pPhysics->GetSpeed();
int maxSpeed = pPhysics->GetMaxSpeed();
float speedRatio = clamp((float)speed / (float)maxSpeed, 0, 1);
SetPoseParameter("Gauge", speedRatio);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::CreateSounds()
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
CPASAttenuationFilter filter(this);
if (!m_pEngineSound)
{
m_pEngineSound = controller.SoundCreate(filter, entindex(), "Airboat_engine_idle");
controller.Play(m_pEngineSound, 0, 100);
}
if (!m_pFanSound)
{
m_pFanSound = controller.SoundCreate(filter, entindex(), "Airboat_fan_idle");
controller.Play(m_pFanSound, 0, 100);
}
if (!m_pFanMaxSpeedSound)
{
m_pFanMaxSpeedSound = controller.SoundCreate(filter, entindex(), "Airboat_fan_fullthrottle");
controller.Play(m_pFanMaxSpeedSound, 0, 100);
}
if (!m_pWaterStoppedSound)
{
m_pWaterStoppedSound = controller.SoundCreate(filter, entindex(), "Airboat_water_stopped");
controller.Play(m_pWaterStoppedSound, 0, 100);
}
if (!m_pWaterFastSound)
{
m_pWaterFastSound = controller.SoundCreate(filter, entindex(), "Airboat_water_fast");
controller.Play(m_pWaterFastSound, 0, 100);
}
if (!m_pGunFiringSound)
{
m_pGunFiringSound = controller.SoundCreate(filter, entindex(), "Airboat.FireGunLoop");
controller.Play(m_pGunFiringSound, 0, 100);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::StopLoopingSounds()
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundDestroy(m_pEngineSound);
m_pEngineSound = NULL;
controller.SoundDestroy(m_pFanSound);
m_pFanSound = NULL;
controller.SoundDestroy(m_pFanMaxSpeedSound);
m_pFanMaxSpeedSound = NULL;
controller.SoundDestroy(m_pWaterStoppedSound);
m_pWaterStoppedSound = NULL;
controller.SoundDestroy(m_pWaterFastSound);
m_pWaterFastSound = NULL;
controller.SoundDestroy(m_pGunFiringSound);
m_pGunFiringSound = NULL;
BaseClass::StopLoopingSounds();
}
//-----------------------------------------------------------------------------
// Purpose: Manage the state of the engine sound.
//-----------------------------------------------------------------------------
void CPropAirboat::UpdateEngineSound(CSoundEnvelopeController &controller, float speedRatio)
{
#define ENGINE_MIN_VOLUME 0.22
#define ENGINE_MAX_VOLUME 0.62
#define ENGINE_MIN_PITCH 80
#define ENGINE_MAX_PITCH 140
#define ENGINE_DUCK_TIME 4.0
if (controller.SoundGetVolume(m_pEngineSound) == 0)
{
if (gpGlobals->curtime > m_flEngineIdleTime)
{
// If we've finished playing the engine start sound, start playing the idle sound.
controller.Play(m_pEngineSound, ENGINE_MAX_VOLUME, 100);
// Ramp down the engine idle sound over time so that we can ramp it back up again based on speed.
controller.SoundChangeVolume(m_pEngineSound, ENGINE_MIN_VOLUME, ENGINE_DUCK_TIME);
controller.SoundChangePitch(m_pEngineSound, ENGINE_MIN_PITCH, ENGINE_DUCK_TIME);
// Reduce the volume of the engine idle sound after our ears get 'used' to it.
m_flEngineDuckTime = gpGlobals->curtime + ENGINE_DUCK_TIME;
}
}
else if (gpGlobals->curtime > m_flEngineDuckTime)
{
controller.SoundChangeVolume(m_pEngineSound, RemapValClamped(speedRatio, 0, 1.0, ENGINE_MIN_VOLUME, ENGINE_MAX_VOLUME), 0.0);
controller.SoundChangePitch(m_pEngineSound, RemapValClamped(speedRatio, 0, 1.0, ENGINE_MIN_PITCH, ENGINE_MAX_PITCH), 0);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::UpdateFanSound(CSoundEnvelopeController &controller, float speedRatio)
{
#define FAN_MIN_VOLUME 0.0
#define FAN_MAX_VOLUME 0.82
#define FAN_DUCK_VOLUME 0.22
#define FAN_CHANGE_VOLUME_TIME 1.0 // seconds over which to change the volume
#define FAN_DUCK_TIME 2.0 // seconds over which to duck the fan sound
// Manage the state of the fan sound.
if (speedRatio >= 0.8)
{
// Crossfade between a 'max speed' fan sound and the normal fan sound.
controller.SoundChangeVolume(m_pFanSound, RemapValClamped(speedRatio, 0.8, 1.0, FAN_MAX_VOLUME, FAN_MIN_VOLUME), FAN_CHANGE_VOLUME_TIME);
controller.SoundChangeVolume(m_pFanMaxSpeedSound, RemapValClamped(speedRatio, 0.8, 1.0, FAN_MIN_VOLUME, FAN_MAX_VOLUME), FAN_CHANGE_VOLUME_TIME);
if (!m_bFadeOutFan)
{
m_bFadeOutFan = true;
controller.SoundChangeVolume(m_pFanSound, FAN_DUCK_VOLUME, FAN_DUCK_TIME);
}
}
else
{
m_bFadeOutFan = false;
controller.SoundChangeVolume(m_pFanSound, RemapValClamped(fabs(m_flThrottle), 0, 1.0, FAN_MIN_VOLUME, FAN_MAX_VOLUME), 0.25);
controller.SoundChangeVolume(m_pFanMaxSpeedSound, 0.0, 0.0);
}
controller.SoundChangePitch(m_pFanSound, 100 * (fabs(m_flThrottle) + 0.2), 0.25);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::UpdateWaterSound(CSoundEnvelopeController &controller, float speedRatio)
{
int nWaterLevel = GetWaterLevel();
// Manage the state of the water stopped sound (gentle lapping at the pontoons).
if (nWaterLevel == 0)
{
controller.SoundChangeVolume(m_pWaterStoppedSound, 0.0, 0.0);
}
else
{
if (m_nPrevWaterLevel == 0)
{
Vector vecVelocityWorld;
GetVelocity(&vecVelocityWorld, NULL);
if ((fabs(vecVelocityWorld.x) > 400) || (fabs(vecVelocityWorld.y) > 400) || (fabs(vecVelocityWorld.z) > 400))
{
// Landed in the water. Play a splash sound.
EmitSound("Airboat_impact_splash");
if (fabs(vecVelocityWorld.z) > 200)
{
// Landed hard in the water. Play a smack sound.
EmitSound("Airboat_impact_hard");
}
}
}
if (speedRatio <= 0.1)
{
if (!controller.SoundGetVolume(m_pWaterStoppedSound))
{
// Fade in the water stopped sound over 2 seconds.
controller.SoundChangeVolume(m_pWaterStoppedSound, 1.0, 2.0);
m_flWaterStoppedPitchTime = gpGlobals->curtime + random->RandomFloat(1.0, 3.0);
}
else if (gpGlobals->curtime > m_flWaterStoppedPitchTime)
{
controller.SoundChangeVolume(m_pWaterStoppedSound, random->RandomFloat(0.2, 1.0), random->RandomFloat(1.0, 3.0));
controller.SoundChangePitch(m_pWaterStoppedSound, random->RandomFloat(90, 110), random->RandomFloat(1.0, 3.0));
m_flWaterStoppedPitchTime = gpGlobals->curtime + random->RandomFloat(2.0, 4.0);
}
}
else
{
if (controller.SoundGetVolume(m_pWaterStoppedSound))
{
// Fade out the water stopped sound over 1 second.
controller.SoundChangeVolume(m_pWaterStoppedSound, 0.0, 1.0);
}
}
}
// Manage the state of the water fast sound (water hissing under the pontoons).
if (nWaterLevel == 0)
{
controller.SoundChangeVolume(m_pWaterFastSound, 0.0, 0.0);
}
else
{
controller.SoundChangeVolume(m_pWaterFastSound, speedRatio, 0.0);
}
m_nPrevWaterLevel = nWaterLevel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::UpdateSound()
{
if (!GetDriver())
return;
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
// Sample the data that we need for sounds.
CFourWheelVehiclePhysics *pPhysics = GetPhysics();
int speed = pPhysics->GetSpeed();
int maxSpeed = pPhysics->GetMaxSpeed();
float speedRatio = clamp((float)speed / (float)maxSpeed, 0, 1);
//Msg("speedRatio=%f\n", speedRatio);
UpdateWeaponSound();
UpdateEngineSound(controller, speedRatio);
UpdateFanSound(controller, speedRatio);
UpdateWaterSound(controller, speedRatio);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::UpdateSplashEffects(void)
{
// Splash effects.
CreateSplash(AIRBOAT_SPLASH_RIPPLE);
// CreateSplash( AIRBOAT_SPLASH_SPRAY );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CPropAirboat::GetTracerType(void)
{
if (gpGlobals->curtime >= m_flNextHeavyShotTime)
return "AirboatGunHeavyTracer";
return "AirboatGunTracer";
}
int CPropAirboat::GetTracerAttachment(void)
{
int iAttachment = LookupAttachment("muzzle");
if (!iAttachment)
iAttachment = 1;
return iAttachment;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::DoMuzzleFlash(void)
{
/*CEffectData data;
data.m_nEntIndex = entindex();
data.m_nAttachmentIndex = m_nGunBarrelAttachment;
data.m_flScale = 1.0f;
DispatchEffect("AirboatMuzzleFlash", data);*/
BaseClass::DoMuzzleFlash();
if (!cvar->FindVar("oc_particle_muzzleflashes")->GetInt())
{
CEffectData data;
data.m_nAttachmentIndex = 1;
data.m_nEntIndex = this->entindex();
DispatchEffect("AirboatMuzzleFlash", data);
}
else
{
CEffectData data;
data.m_nAttachmentIndex = 1;
data.m_nEntIndex = this->entindex();
DispatchEffect("AirboatGunMuzzleFlashParticle", data);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#define GUN_WINDUP_TIME 1.5f
// NVNT Convar for airboat gun magnitude
ConVar hap_airboat_gun_mag("hap_airboat_gun_mag", "3", 0);
void CPropAirboat::FireGun()
{
// Get the gun position.
Vector vecGunPosition;
Vector vecForward;
GetAttachment(m_nGunBarrelAttachment, vecGunPosition, &vecForward);
// NOTE: For the airboat, unable to fire really means the aim is clamped
Vector vecAimPoint;
if (!m_bUnableToFire)
{
// Trace from eyes and see what we hit.
ComputeAimPoint(&vecAimPoint);
}
else
{
// We hit the clamp; just fire whichever way the gun is facing
VectorMA(vecGunPosition, 1000.0f, vecForward, vecAimPoint);
}
// Get a ray from the gun to the target.
Vector vecRay = vecAimPoint - vecGunPosition;
VectorNormalize(vecRay);
/*
// Get the aiming direction
Vector vecRay;
AngleVectors( vecGunAngles, &vecRay );
VectorNormalize( vecRay );
*/
CAmmoDef *pAmmoDef = GetAmmoDef();
int ammoType = pAmmoDef->Index("AirboatGun");
#if defined( WIN32 ) && !defined( _X360 )
// NVNT punch the players haptics by the magnitude cvar each round fired
HapticPunch(m_hPlayer, 0, 0, hap_airboat_gun_mag.GetFloat());
#endif
FireBulletsInfo_t info;
info.m_vecSrc = vecGunPosition;
info.m_vecDirShooting = vecRay;
info.m_flDistance = 4096;
info.m_iAmmoType = ammoType;
info.m_nFlags = FIRE_BULLETS_TEMPORARY_DANGER_SOUND;
if (gpGlobals->curtime >= m_flNextHeavyShotTime)
{
info.m_iShots = 1;
info.m_vecSpread = VECTOR_CONE_PRECALCULATED;
info.m_flDamageForceScale = 1000.0f;
}
else
{
info.m_iShots = 2;
info.m_vecSpread = VECTOR_CONE_5DEGREES;
}
FireBullets(info);
CBaseEntity *pDriver = GetDriver();
CBasePlayer *pPlayerDriver;
if (pDriver && pDriver->IsPlayer())
{
pPlayerDriver = dynamic_cast<CBasePlayer*>(pDriver);
if (pPlayerDriver)
{
pPlayerDriver->RumbleEffect(RUMBLE_AIRBOAT_GUN, 0, RUMBLE_FLAG_LOOP | RUMBLE_FLAG_ONLYONE);
}
}
/*float Radius;// = 110;
Radius = random->RandomInt(150, 250);
CPASFilter filter(vecGunPosition);
te->DynamicLight(filter, 0.0, &vecGunPosition, 0, random->RandomInt(95, 125), random->RandomInt(155, 195), 3, Radius, random->RandomInt(0.018, 0.23), Radius / 0.5);//OverCharged
DispatchParticleEffect("abgun_normal2", PATTACH_POINT_FOLLOW, this, "muzzle", false);*/
DoMuzzleFlash();
// NOTE: This must occur after FireBullets
if (gpGlobals->curtime >= m_flNextHeavyShotTime)
{
m_flNextHeavyShotTime = gpGlobals->curtime + CANNON_HEAVY_SHOT_INTERVAL;
}
if (gpGlobals->curtime >= m_flNextGunShakeTime)
{
UTIL_ScreenShakeObject(this, WorldSpaceCenter(), 0.2, 250.0, CANNON_SHAKE_INTERVAL, 250, SHAKE_START);
m_flNextGunShakeTime = gpGlobals->curtime + 0.5 * CANNON_SHAKE_INTERVAL;
}
// Specifically kill APC missiles in the cone. But we're going to totally cheat
// because it's hard to hit them when they are close.
// Use the player's eye position as the center of the cone.
if (!m_hPlayer)
return;
Vector vecEyeDirection, vecEyePosition;
if (!m_bUnableToFire)
{
if (IsX360())
{
GetAttachment(m_nGunBarrelAttachment, vecEyePosition, &vecEyeDirection);
}
else
{
vecEyePosition = m_hPlayer->EyePosition();
m_hPlayer->EyeVectors(&vecEyeDirection, NULL, NULL);
}
}
else
{
vecEyePosition = vecGunPosition;
vecEyeDirection = vecRay;
}
CAPCMissile *pEnt = FindAPCMissileInCone(vecEyePosition, vecEyeDirection, 2.5f);
if (pEnt && (pEnt->GetHealth() > 0))
{
CTakeDamageInfo info(this, this, 1, DMG_AIRBOAT);
CalculateBulletDamageForce(&info, ammoType, vecRay, pEnt->WorldSpaceCenter());
pEnt->TakeDamage(info);
Vector vecVelocity = pEnt->GetAbsVelocity();
// Pick a vector perpendicular to the vecRay which will push it away from the airboat
Vector vecPerp;
CrossProduct(Vector(0, 0, 1), vecRay, vecPerp);
vecPerp.z = 0.0f;
if (VectorNormalize(vecPerp) > 1e-3)
{
Vector vecCurrentDir;
GetVectors(&vecCurrentDir, NULL, NULL);
if (DotProduct(vecPerp, vecCurrentDir) > 0.0f)
{
vecPerp *= -1.0f;
}
vecPerp *= random->RandomFloat(15, 25);
vecVelocity += vecPerp;
pEnt->SetAbsVelocity(vecVelocity);
// pEnt->DisableGuiding();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#define FIRING_DISCHARGE_RATE (1.0f / 3.0f)
void CPropAirboat::UpdateGunState(CUserCmd *ucmd)
{
bool bStopRumble = false;
if (ucmd->buttons & IN_ATTACK)
{
if (m_nGunState == GUN_STATE_IDLE)
{
// AddGestureSequence( LookupSequence( "fire_gun" ) );
m_nGunState = GUN_STATE_FIRING;
}
if (m_nAmmoCount > 0)
{
RemoveAmmo(FIRING_DISCHARGE_RATE);
FireGun();
if (m_nAmmoCount == 0)
{
EmitSound("Airboat.FireGunRevDown");
bStopRumble = true;
// RemoveAllGestures();
}
}
}
else
{
if (m_nGunState != GUN_STATE_IDLE)
{
if (m_nAmmoCount != 0)
{
EmitSound("Airboat.FireGunRevDown");
bStopRumble = true;
// RemoveAllGestures();
}
m_nGunState = GUN_STATE_IDLE;
}
}
if (bStopRumble)
{
CBaseEntity *pDriver = GetDriver();
CBasePlayer *pPlayerDriver;
if (pDriver && pDriver->IsPlayer())
{
pPlayerDriver = dynamic_cast<CBasePlayer*>(pDriver);
if (pPlayerDriver)
{
pPlayerDriver->RumbleEffect(RUMBLE_AIRBOAT_GUN, 0, RUMBLE_FLAG_STOP);
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::DriveVehicle(float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased)
{
if (ucmd->impulse == 100)
{
if (HeadlightIsOn())
{
HeadlightTurnOff();
}
else
{
HeadlightTurnOn();
}
}
// Fire gun.
if (HasGun())
{
UpdateGunState(ucmd);
}
m_VehiclePhysics.UpdateDriverControls(ucmd, TICK_INTERVAL);
// Create splashes.
UpdateSplashEffects();
// Save this data.
m_flThrottle = m_VehiclePhysics.GetThrottle();
m_nSpeed = m_VehiclePhysics.GetSpeed();
m_nRPM = m_VehiclePhysics.GetRPM();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// *pMoveData -
//-----------------------------------------------------------------------------
void CPropAirboat::ProcessMovement(CBasePlayer *pPlayer, CMoveData *pMoveData)
{
BaseClass::ProcessMovement(pPlayer, pMoveData);
if (gpGlobals->frametime != 0)
{
// Create danger sounds in front of the vehicle.
CreateDangerSounds();
// Play a sound around us to make NPCs pay attention to us
if (m_VehiclePhysics.GetThrottle() > 0)
{
CSoundEnt::InsertSound(SOUND_PLAYER_VEHICLE, pPlayer->GetAbsOrigin(), 3500, 0.1f, pPlayer, SOUNDENT_CHANNEL_REPEATED_PHYSICS_DANGER);
}
}
Vector vecVelocityWorld;
GetVelocity(&vecVelocityWorld, NULL);
Vector vecVelocityLocal;
WorldToEntitySpace(GetAbsOrigin() + vecVelocityWorld, &vecVelocityLocal);
m_vecPhysVelocity = vecVelocityLocal;
}
//-----------------------------------------------------------------------------
// Purpose: Create danger sounds in front of the vehicle.
//-----------------------------------------------------------------------------
void CPropAirboat::CreateDangerSounds(void)
{
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 vehicle
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;
// 0.7 seconds ahead
vecSpot = vecStart + vecDir * (speed * 0.7f);
CSoundEnt::InsertSound(SOUND_DANGER, vecSpot, radius, soundDuration, this, SOUNDENT_CHANNEL_REPEATED_DANGER);
CSoundEnt::InsertSound(SOUND_PHYSICS_DANGER, vecSpot, radius, soundDuration, this, SOUNDENT_CHANNEL_REPEATED_PHYSICS_DANGER);
//NDebugOverlay::Box(vecSpot, Vector(-radius,-radius,-radius),Vector(radius,radius,radius), 255, 0, 255, 0, soundDuration);
#if 0
// put sounds a bit to left and right but slightly closer to vehicle to make
// a "cone" of sound in front of it.
trace_t tr;
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
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::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 < AIRBOAT_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 CPropAirboat::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 CPropAirboat::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() > AIRBOAT_DELTA_LENGTH_MAX)
{
float flSign = vecForward.Dot(vecVehicleEyeSpeed) >= 0.0f ? -1.0f : 1.0f;
vecVehicleEyePos += flSign * (vecForward * AIRBOAT_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_AirboatViewDampenFreq.GetFloat(), r_AirboatViewDampenDamp.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 CPropAirboat::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_AirboatViewZHeight.GetFloat() * vecUp.z;
// NOTE: Should probably use some damped equation here.
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAirboat::CreateSplash(int nSplashType)
{
if (GetWaterLevel() == 0)
return;
Vector vecSplashPoint;
Vector vecForward, vecUp;
GetAttachment(m_nSplashAttachment, vecSplashPoint, &vecForward, &vecUp, NULL);
CEffectData data;
data.m_fFlags = 0;
data.m_vOrigin = vecSplashPoint;
if (GetWaterType() & CONTENTS_SLIME)
{
data.m_fFlags |= FX_WATER_IN_SLIME;
}
switch (nSplashType)
{
case AIRBOAT_SPLASH_SPRAY:
{
Vector vecSplashDir;
vecSplashDir = (vecForward + vecUp) * 0.5f;
VectorNormalize(vecSplashDir);
data.m_vNormal = vecSplashDir;
data.m_flScale = 10.0f + random->RandomFloat(0, 10.0f * 0.25);
//DispatchEffect( "waterripple", data );
DispatchEffect("watersplash", data);
}
case AIRBOAT_SPLASH_RIPPLE:
{
/*
Vector vecSplashDir;
vecSplashDir = vecUp;
data.m_vNormal = vecSplashDir;
data.m_flScale = AIRBOAT_SPLASH_RIPPLE_SIZE + random->RandomFloat( 0, AIRBOAT_SPLASH_RIPPLE_SIZE * 0.25 );
DispatchEffect( "waterripple", data );
*/
}
default:
{
return;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Overloaded to calculate stress damage.
//-----------------------------------------------------------------------------
void CPropAirboat::VPhysicsUpdate(IPhysicsObject *pPhysics)
{
BaseClass::VPhysicsUpdate(pPhysics);
if (airboat_fatal_stress.GetFloat() > 0)
{
ApplyStressDamage(pPhysics);
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the damage that should be dealt to the driver due to
// stress (vphysics objects exerting pressure on us).
//-----------------------------------------------------------------------------
float CPropAirboat::CalculatePhysicsStressDamage(vphysics_objectstress_t *pStressOut, IPhysicsObject *pPhysics)
{
vphysics_objectstress_t stressOut;
CalculateObjectStress(pPhysics, this, &stressOut);
//if ( ( stressOut.exertedStress > 100 ) || ( stressOut.receivedStress > 100 ) )
// Msg( "stress: %f %d %f\n", stressOut.exertedStress, stressOut.hasNonStaticStress, stressOut.receivedStress );
// Make sure the stress isn't from being stuck inside some static object.
// If we're being crushed by more than the fatal stress amount, kill the driver.
if (stressOut.hasNonStaticStress && (stressOut.receivedStress > airboat_fatal_stress.GetFloat()))
{
// if stuck, don't do this!
if (!(pPhysics->GetGameFlags() & FVPHYSICS_PENETRATING))
{
// Kill the driver!
return 1000;
}
}
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Applies stress damage to the player/driver.
//-----------------------------------------------------------------------------
void CPropAirboat::ApplyStressDamage(IPhysicsObject *pPhysics)
{
vphysics_objectstress_t stressOut;
float damage = CalculatePhysicsStressDamage(&stressOut, pPhysics);
if ((damage > 0) && (m_hPlayer != NULL))
{
CTakeDamageInfo dmgInfo(GetWorldEntity(), GetWorldEntity(), vec3_origin, vec3_origin, damage, DMG_CRUSH);
dmgInfo.SetDamageForce(Vector(0, 0, -stressOut.receivedStress * GetCurrentGravity() * gpGlobals->frametime));
dmgInfo.SetDamagePosition(GetAbsOrigin());
m_hPlayer->TakeDamage(dmgInfo);
}
}