mirror of
https://github.com/Gigaslav/HL2Overcharged.git
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2176 lines
65 KiB
C++
2176 lines
65 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "engine/IEngineSound.h"
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#include "in_buttons.h"
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#include "ammodef.h"
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#include "IEffects.h"
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#include "beam_shared.h"
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#include "weapon_gauss.h"
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#include "soundenvelope.h"
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#include "decals.h"
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#include "soundent.h"
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#include "grenade_ar2.h"
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#include "te_effect_dispatch.h"
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#include "hl2_player.h"
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#include "ndebugoverlay.h"
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#include "movevars_shared.h"
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#include "bone_setup.h"
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#include "ai_basenpc.h"
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#include "ai_hint.h"
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#include "npc_crow.h"
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#include "globalstate.h"
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#include "vehicle_jeep.h"
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#include "eventqueue.h"
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#include "rumble_shared.h"
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#include "OverCharged/weapon_tau.h"
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#include "OverCharged/ShotgunBullet.h"
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// NVNT haptic utils
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#include "haptics/haptic_utils.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define VEHICLE_HITBOX_DRIVER 1
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#define LOCK_SPEED 10
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#define JEEP_GUN_YAW "vehicle_weapon_yaw"
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#define JEEP_GUN_PITCH "vehicle_weapon_pitch"
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#define JEEP_GUN_SPIN "gun_spin"
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#define JEEP_GUN_SPIN_RATE 20
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#define CANNON_MAX_UP_PITCH 20
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#define CANNON_MAX_DOWN_PITCH 20
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#define CANNON_MAX_LEFT_YAW 90
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#define CANNON_MAX_RIGHT_YAW 90
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#define OVERTURNED_EXIT_WAITTIME 2.0f
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#define JEEP_AMMOCRATE_HITGROUP 5
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#define JEEP_STEERING_SLOW_ANGLE 50.0f
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#define JEEP_STEERING_FAST_ANGLE 15.0f
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#define JEEP_AMMO_CRATE_CLOSE_DELAY 2.0f
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#define JEEP_DELTA_LENGTH_MAX 12.0f // 1 foot
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#define JEEP_FRAMETIME_MIN 1e-6
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// Seagull perching
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const char *g_pJeepThinkContext = "JeepSeagullThink";
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#define JEEP_SEAGULL_THINK_INTERVAL 10.0 // Interval between checks for seagull perches
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#define JEEP_SEAGULL_POOP_INTERVAL 45.0 // Interval between checks for seagull poopage
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#define JEEP_SEAGULL_HIDDEN_TIME 15.0 // Time for which the player must be hidden from the jeep for a seagull to perch
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#define JEEP_SEAGULL_MAX_TIME 60.0 // Time at which a seagull will definately perch on the jeep
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ConVar oc_jeep_checking_sphere_radius("oc_jeep_checking_sphere_radius", "23", FCVAR_ARCHIVE);
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ConVar sk_jeep_gauss_damage("sk_jeep_gauss_damage", "15");
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ConVar hud_jeephint_numentries("hud_jeephint_numentries", "10", FCVAR_NONE);
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ConVar g_jeepexitspeed("g_jeepexitspeed", "100", FCVAR_CHEAT);
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extern ConVar autoaim_max_dist;
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extern ConVar sv_vehicle_autoaim_scale;
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/*class CJeepEntity : public CBaseEntity
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{
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DECLARE_CLASS(CJeepEntity, CBaseEntity);
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public:
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CJeepEntity *TriggerCreate(CBaseEntity *pOwner, const Vector &position);// , const Vector &min, const Vector &max);
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};
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LINK_ENTITY_TO_CLASS(jeep_entity, CJeepEntity);
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CJeepEntity *CJeepEntity::TriggerCreate(CBaseEntity *pOwner, const Vector &position)//, const Vector &min, const Vector &max)
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{
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CJeepEntity *pTrigger = CREATE_ENTITY(CJeepEntity, "jeep_entity");
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pTrigger->SetLocalOrigin(position);
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pTrigger->SetCollisionGroup(COLLISION_GROUP_PLAYER);
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pTrigger->SetSolid(SOLID_BBOX);
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pTrigger->AddSolidFlags(FSOLID_TRIGGER | FSOLID_NOT_SOLID);
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pTrigger->SetMoveType(MOVETYPE_NONE);
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pTrigger->SetOwnerEntity(pOwner);
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UTIL_SetSize(pTrigger, Vector(-10, -10, -10), Vector(10, 10, 10));
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NDebugOverlay::Box(position, Vector(-10, -10, -10), Vector(10, 10, 10), 0, 255, 0, true, 10.1f);
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return pTrigger;
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}
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CJeepEntity *m_jpTrigger;*/
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//=============================================================================
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//
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// Jeep water data.
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//
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BEGIN_SIMPLE_DATADESC(JeepWaterData_t)
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DEFINE_ARRAY(m_bWheelInWater, FIELD_BOOLEAN, JEEP_WHEEL_COUNT),
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DEFINE_ARRAY(m_bWheelWasInWater, FIELD_BOOLEAN, JEEP_WHEEL_COUNT),
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DEFINE_ARRAY(m_vecWheelContactPoints, FIELD_VECTOR, JEEP_WHEEL_COUNT),
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DEFINE_ARRAY(m_flNextRippleTime, FIELD_TIME, JEEP_WHEEL_COUNT),
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DEFINE_FIELD(m_bBodyInWater, FIELD_BOOLEAN),
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DEFINE_FIELD(m_bBodyWasInWater, FIELD_BOOLEAN),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Four wheel physics vehicle server vehicle with weaponry
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//-----------------------------------------------------------------------------
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class CJeepFourWheelServerVehicle : public CFourWheelServerVehicle
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{
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typedef CFourWheelServerVehicle BaseClass;
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// IServerVehicle
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public:
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bool NPC_HasPrimaryWeapon(void) { return true; }
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void NPC_AimPrimaryWeapon(Vector vecTarget);
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int GetExitAnimToUse(Vector &vecEyeExitEndpoint, bool &bAllPointsBlocked);
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};
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BEGIN_DATADESC(CPropJeep)
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/*DEFINE_FIELD(jfoundedPlayer, FIELD_BOOLEAN),
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DEFINE_FIELD(jcount, FIELD_INTEGER),
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DEFINE_FIELD(jcanTakeOffTheGun, FIELD_BOOLEAN),*/
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DEFINE_FIELD(m_flNextSoundTime, FIELD_TIME),
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DEFINE_FIELD(m_flNextZapTime, FIELD_TIME),
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DEFINE_FIELD(minZap, FIELD_FLOAT),
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DEFINE_FIELD(maxZap, FIELD_FLOAT),
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DEFINE_FIELD(blockSoundThink, FIELD_BOOLEAN),
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DEFINE_FIELD(HasTakenGauss, FIELD_BOOLEAN),
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DEFINE_FIELD(m_bGunHasBeenCutOff, FIELD_BOOLEAN),
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DEFINE_FIELD(m_flDangerSoundTime, FIELD_TIME),
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DEFINE_FIELD(m_nBulletType, FIELD_INTEGER),
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DEFINE_FIELD(m_bCannonCharging, FIELD_BOOLEAN),
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DEFINE_FIELD(m_flCannonTime, FIELD_TIME),
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DEFINE_FIELD(m_flCannonChargeStartTime, FIELD_TIME),
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DEFINE_FIELD(m_vecGunOrigin, FIELD_POSITION_VECTOR),
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DEFINE_SOUNDPATCH(m_sndCannonCharge),
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DEFINE_FIELD(m_nSpinPos, FIELD_INTEGER),
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DEFINE_FIELD(m_aimYaw, FIELD_FLOAT),
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DEFINE_FIELD(m_aimPitch, FIELD_FLOAT),
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DEFINE_FIELD(m_throttleDisableTime, FIELD_TIME),
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DEFINE_FIELD(m_flHandbrakeTime, FIELD_TIME),
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DEFINE_FIELD(m_bInitialHandbrake, FIELD_BOOLEAN),
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DEFINE_FIELD(m_flOverturnedTime, FIELD_TIME),
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DEFINE_FIELD(m_flAmmoCrateCloseTime, FIELD_TIME),
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DEFINE_FIELD(m_vecLastEyePos, FIELD_POSITION_VECTOR),
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DEFINE_FIELD(m_vecLastEyeTarget, FIELD_POSITION_VECTOR),
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DEFINE_FIELD(m_vecEyeSpeed, FIELD_POSITION_VECTOR),
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DEFINE_FIELD(m_vecTargetSpeed, FIELD_POSITION_VECTOR),
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DEFINE_FIELD(m_bHeadlightIsOn, FIELD_BOOLEAN),
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DEFINE_EMBEDDED(m_WaterData),
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DEFINE_FIELD(m_iNumberOfEntries, FIELD_INTEGER),
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DEFINE_FIELD(m_nAmmoType, FIELD_INTEGER),
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DEFINE_FIELD(m_flPlayerExitedTime, FIELD_TIME),
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DEFINE_FIELD(m_flLastSawPlayerAt, FIELD_TIME),
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DEFINE_FIELD(m_hLastPlayerInVehicle, FIELD_EHANDLE),
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DEFINE_FIELD(m_hSeagull, FIELD_EHANDLE),
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DEFINE_FIELD(m_bHasPoop, FIELD_BOOLEAN),
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DEFINE_INPUTFUNC(FIELD_VOID, "ShowHudHint", InputShowHudHint),
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DEFINE_INPUTFUNC(FIELD_VOID, "StartRemoveTauCannon", InputStartRemoveTauCannon),
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DEFINE_INPUTFUNC(FIELD_VOID, "FinishRemoveTauCannon", InputFinishRemoveTauCannon),
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DEFINE_THINKFUNC(JeepSeagullThink),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CPropJeep, DT_PropJeep)
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SendPropBool(SENDINFO(m_bHeadlightIsOn)),
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END_SEND_TABLE();
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// This is overriden for the episodic jeep
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#ifndef HL2_EPISODIC
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LINK_ENTITY_TO_CLASS(prop_vehicle_jeep, CPropJeep);
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPropJeep::CPropJeep(void)
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{
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m_bHasGun = true;
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m_bGunHasBeenCutOff = false;
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m_bCannonCharging = false;
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m_flCannonChargeStartTime = 0;
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m_flCannonTime = 0;
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m_nBulletType = -1;
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m_flOverturnedTime = 0.0f;
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m_iNumberOfEntries = 0;
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m_vecEyeSpeed.Init();
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InitWaterData();
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m_bUnableToFire = true;
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m_flAmmoCrateCloseTime = 0;
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HasTakenGauss = false;
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m_flNextSoundTime = 0;
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m_flNextZapTime = 0;
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minZap = 0.f;
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maxZap = 0.f;
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blockSoundThink = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropJeep::CreateServerVehicle(void)
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{
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// Create our armed server vehicle
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m_pServerVehicle = new CJeepFourWheelServerVehicle();
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m_pServerVehicle->SetVehicle(this);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropJeep::Precache(void)
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{
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UTIL_PrecacheOther("npc_seagull");
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PrecacheScriptSound("PropJeep.AmmoClose");
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PrecacheScriptSound("PropJeep.FireCannon");
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PrecacheScriptSound("PropJeep.FireChargedCannon");
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PrecacheScriptSound("PropJeep.AmmoOpen");
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PrecacheScriptSound("Weapon_MegaPhysCannon.ChargeZap");
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PrecacheScriptSound("Weapon_Gauss.Special1");
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PrecacheScriptSound("Weapon_Gauss.Special2");
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PrecacheScriptSound("Weapon_Gauss.Special3");
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PrecacheScriptSound("Jeep.GaussCharge");
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PrecacheScriptSound("Jeep.GaussReCharge");
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PrecacheScriptSound("Jeep.GaussDeCharge");
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PrecacheScriptSound("Airboat_headlight_on");
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PrecacheScriptSound("Airboat_headlight_off");
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PrecacheModel(GAUSS_BEAM_SPRITE);
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PrecacheParticleSystem("gauss_zap_vehicle");
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PrecacheParticleSystem("gauss_charge_jeep");
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PrecacheParticleSystem("gauss_normal2_vehicle");
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BaseClass::Precache();
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}
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//------------------------------------------------
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// Spawn
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//------------------------------------------------
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void CPropJeep::Spawn(void)
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{
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// Setup vehicle as a real-wheels car.
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SetVehicleType(VEHICLE_TYPE_CAR_WHEELS);
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BaseClass::Spawn();
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m_flHandbrakeTime = gpGlobals->curtime + 0.1;
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m_bInitialHandbrake = false;
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m_flMinimumSpeedToEnterExit = LOCK_SPEED;
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m_nBulletType = GetAmmoDef()->Index("GaussEnergy");
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CAmmoDef *pAmmoDef = GetAmmoDef();
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m_nAmmoType = pAmmoDef->Index("GaussEnergy");
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if (Q_strstr(STRING(GetModelName()), "buggy.mdl"))
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{
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m_bHasGun = true;
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m_bAllowDetach = true;
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}
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if (m_bHasGun)
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{
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SetBodygroup(1, true);
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// Initialize pose parameters
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SetPoseParameter(JEEP_GUN_YAW, 0);
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SetPoseParameter(JEEP_GUN_PITCH, 0);
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m_nSpinPos = 0;
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SetPoseParameter(JEEP_GUN_SPIN, m_nSpinPos);
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m_aimYaw = 0;
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m_aimPitch = 0;
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}
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else
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{
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SetBodygroup(1, false);
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}
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AddSolidFlags(FSOLID_NOT_STANDABLE);
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m_bAllowDetach = true;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CPropJeep::Activate()
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{
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BaseClass::Activate();
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CBaseServerVehicle *pServerVehicle = dynamic_cast<CBaseServerVehicle *>(GetServerVehicle());
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if (pServerVehicle)
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{
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if (pServerVehicle->GetPassenger())
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{
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// If a jeep comes back from a save game with a driver, make sure the engine rumble starts up.
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pServerVehicle->StartEngineRumble();
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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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// Input : &tr -
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// nDamageType -
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//-----------------------------------------------------------------------------
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void CPropJeep::DoImpactEffect(trace_t &tr, int nDamageType)
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{
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//Draw our beam
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DrawBeam(tr.startpos, tr.endpos, 1);
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if ((tr.surface.flags & SURF_SKY) == false)
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{
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CPVSFilter filter(tr.endpos);
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te->GaussExplosion(filter, 0.0f, tr.endpos, tr.plane.normal, 0);
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UTIL_ImpactTrace(&tr, m_nBulletType);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropJeep::TraceAttack(const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator)
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{
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CTakeDamageInfo info = inputInfo;
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if (ptr->hitbox != VEHICLE_HITBOX_DRIVER)
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{
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if (inputInfo.GetDamageType() & DMG_BULLET)
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{
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info.ScaleDamage(0.0001);
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}
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}
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BaseClass::TraceAttack(info, vecDir, ptr, pAccumulator);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Modifies the passenger's damage taken through us
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//-----------------------------------------------------------------------------
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float CPropJeep::PassengerDamageModifier(const CTakeDamageInfo &info)
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{
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if (info.GetInflictor() && FClassnameIs(info.GetInflictor(), "hunter_flechette"))
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return 0.1f;
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return 1.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CPropJeep::OnTakeDamage(const CTakeDamageInfo &inputInfo)
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{
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//Do scaled up physics damage to the car
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CTakeDamageInfo info = inputInfo;
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info.ScaleDamage(25);
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// HACKHACK: Scale up grenades until we get a better explosion/pressure damage system
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if (inputInfo.GetDamageType() & DMG_BLAST)
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{
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info.SetDamageForce(inputInfo.GetDamageForce() * 10);
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}
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VPhysicsTakeDamage(info);
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// reset the damage
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info.SetDamage(inputInfo.GetDamage());
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// small amounts of shock damage disrupt the car, but aren't transferred to the player
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if (info.GetDamageType() == DMG_SHOCK)
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{
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if (info.GetDamage() <= 10)
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{
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// take 10% damage and make the engine stall
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info.ScaleDamage(0.1);
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m_throttleDisableTime = gpGlobals->curtime + 2;
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}
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}
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//Check to do damage to driver
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if (GetDriver())
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{
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// Never take crush damage
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if (info.GetDamageType() & DMG_CRUSH)
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return 0;
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// Scale the damage and mark that we're passing it in so the base player accepts the damage
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info.ScaleDamage(PassengerDamageModifier(info));
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info.SetDamageType(info.GetDamageType() | DMG_VEHICLE);
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// Deal the damage to the passenger
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GetDriver()->TakeDamage(info);
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}
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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Vector CPropJeep::BodyTarget(const Vector &posSrc, bool bNoisy)
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{
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Vector shotPos;
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matrix3x4_t matrix;
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int eyeAttachmentIndex = LookupAttachment("vehicle_driver_eyes");
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GetAttachment(eyeAttachmentIndex, matrix);
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MatrixGetColumn(matrix, 3, shotPos);
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if (bNoisy)
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{
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shotPos[0] += random->RandomFloat(-8.0f, 8.0f);
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shotPos[1] += random->RandomFloat(-8.0f, 8.0f);
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shotPos[2] += random->RandomFloat(-8.0f, 8.0f);
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}
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return shotPos;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Aim Gun at a target
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//-----------------------------------------------------------------------------
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void CPropJeep::AimGunAt(Vector *endPos, float flInterval)
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{
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Vector aimPos = *endPos;
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// See if the gun should be allowed to aim
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if (IsOverturned() || m_bEngineLocked || m_bHasGun == false)
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{
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SetPoseParameter(JEEP_GUN_YAW, 0);
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SetPoseParameter(JEEP_GUN_PITCH, 0);
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SetPoseParameter(JEEP_GUN_SPIN, 0);
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return;
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// Make the gun go limp and look "down"
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Vector v_forward, v_up;
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AngleVectors(GetLocalAngles(), NULL, &v_forward, &v_up);
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aimPos = WorldSpaceCenter() + (v_forward * -32.0f) - Vector(0, 0, 128.0f);
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}
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matrix3x4_t gunMatrix;
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GetAttachment(LookupAttachment("gun_ref"), gunMatrix);//2,3
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// transform the enemy into gun space
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Vector localEnemyPosition;
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VectorITransform(aimPos, gunMatrix, localEnemyPosition);
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// do a look at in gun space (essentially a delta-lookat)
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QAngle localEnemyAngles;
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VectorAngles(localEnemyPosition, localEnemyAngles);
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// convert to +/- 180 degrees
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localEnemyAngles.x = UTIL_AngleDiff(localEnemyAngles.x, 0);
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|
localEnemyAngles.y = UTIL_AngleDiff(localEnemyAngles.y, 0);
|
|
|
|
float targetYaw = m_aimYaw + localEnemyAngles.y;
|
|
float targetPitch = m_aimPitch + localEnemyAngles.x;
|
|
|
|
// Constrain our angles
|
|
float newTargetYaw = clamp(targetYaw, -CANNON_MAX_LEFT_YAW, CANNON_MAX_RIGHT_YAW);
|
|
float newTargetPitch = clamp(targetPitch, -CANNON_MAX_DOWN_PITCH, CANNON_MAX_UP_PITCH);
|
|
|
|
// If the angles have been clamped, we're looking outside of our valid range
|
|
if (fabs(newTargetYaw - targetYaw) > 1e-4 || fabs(newTargetPitch - targetPitch) > 1e-4)
|
|
{
|
|
m_bUnableToFire = true;
|
|
}
|
|
|
|
targetYaw = newTargetYaw;
|
|
targetPitch = newTargetPitch;
|
|
|
|
// Exponentially approach the target
|
|
float yawSpeed = 8;
|
|
float pitchSpeed = 8;
|
|
|
|
m_aimYaw = UTIL_Approach(targetYaw, m_aimYaw, yawSpeed);
|
|
m_aimPitch = UTIL_Approach(targetPitch, m_aimPitch, pitchSpeed);
|
|
|
|
|
|
SetPoseParameter(JEEP_GUN_YAW, -m_aimYaw);
|
|
SetPoseParameter(JEEP_GUN_PITCH, -m_aimPitch);
|
|
|
|
|
|
InvalidateBoneCache();
|
|
|
|
// read back to avoid drift when hitting limits
|
|
// as long as the velocity is less than the delta between the limit and 180, this is fine.
|
|
m_aimPitch = -GetPoseParameter(JEEP_GUN_PITCH);
|
|
m_aimYaw = -GetPoseParameter(JEEP_GUN_YAW);
|
|
|
|
// Now draw crosshair for actual aiming point
|
|
Vector vecMuzzle, vecMuzzleDir;
|
|
QAngle vecMuzzleAng;
|
|
|
|
GetAttachment("Muzzle", vecMuzzle, vecMuzzleAng);//29
|
|
AngleVectors(vecMuzzleAng, &vecMuzzleDir);
|
|
|
|
trace_t tr;
|
|
UTIL_TraceLine(vecMuzzle, vecMuzzle + (vecMuzzleDir * MAX_TRACE_LENGTH), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
|
|
|
|
// see if we hit something, if so, adjust endPos to hit location
|
|
if (tr.fraction < 1.0)
|
|
{
|
|
m_vecGunCrosshair = vecMuzzle + (vecMuzzleDir * MAX_TRACE_LENGTH * tr.fraction);
|
|
}
|
|
|
|
|
|
/*Vector Gun;
|
|
QAngle Muz;
|
|
int tau2 = LookupAttachment("gun_ref");
|
|
this->GetAttachment(tau2, Gun, Muz);
|
|
CShotgunBullet *pBolt1 = CShotgunBullet::BoltCreate(vecOrigin, pPlayer->EyeAngles());// , pOwner);
|
|
//pBolt1->SetLocalVelocity((info.m_vecDirShooting + pPlayer->GetActiveWeapon()->GetBulletSpread()) * 300000);
|
|
pBolt1->Spawn();
|
|
|
|
pBolt1->SetParent(this, attachment);*/
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::InitWaterData(void)
|
|
{
|
|
m_WaterData.m_bBodyInWater = false;
|
|
m_WaterData.m_bBodyWasInWater = false;
|
|
|
|
for (int iWheel = 0; iWheel < JEEP_WHEEL_COUNT; ++iWheel)
|
|
{
|
|
m_WaterData.m_bWheelInWater[iWheel] = false;
|
|
m_WaterData.m_bWheelWasInWater[iWheel] = false;
|
|
m_WaterData.m_vecWheelContactPoints[iWheel].Init();
|
|
m_WaterData.m_flNextRippleTime[iWheel] = 0;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::HandleWater(void)
|
|
{
|
|
// Only check the wheels and engine in water if we have a driver (player).
|
|
if (!GetDriver())
|
|
return;
|
|
|
|
// Check to see if we are in water.
|
|
if (CheckWater())
|
|
{
|
|
for (int iWheel = 0; iWheel < JEEP_WHEEL_COUNT; ++iWheel)
|
|
{
|
|
// Create an entry/exit splash!
|
|
if (m_WaterData.m_bWheelInWater[iWheel] != m_WaterData.m_bWheelWasInWater[iWheel])
|
|
{
|
|
CreateSplash(m_WaterData.m_vecWheelContactPoints[iWheel]);
|
|
CreateRipple(m_WaterData.m_vecWheelContactPoints[iWheel]);
|
|
}
|
|
|
|
// Create ripples.
|
|
if (m_WaterData.m_bWheelInWater[iWheel] && m_WaterData.m_bWheelWasInWater[iWheel])
|
|
{
|
|
if (m_WaterData.m_flNextRippleTime[iWheel] < gpGlobals->curtime)
|
|
{
|
|
// Stagger ripple times
|
|
m_WaterData.m_flNextRippleTime[iWheel] = gpGlobals->curtime + RandomFloat(0.1, 0.3);
|
|
CreateRipple(m_WaterData.m_vecWheelContactPoints[iWheel]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Save of data from last think.
|
|
for (int iWheel = 0; iWheel < JEEP_WHEEL_COUNT; ++iWheel)
|
|
{
|
|
m_WaterData.m_bWheelWasInWater[iWheel] = m_WaterData.m_bWheelInWater[iWheel];
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CPropJeep::CheckWater(void)
|
|
{
|
|
bool bInWater = false;
|
|
|
|
// Check all four wheels.
|
|
for (int iWheel = 0; iWheel < JEEP_WHEEL_COUNT; ++iWheel)
|
|
{
|
|
// Get the current wheel and get its contact point.
|
|
IPhysicsObject *pWheel = m_VehiclePhysics.GetWheel(iWheel);
|
|
if (!pWheel)
|
|
continue;
|
|
|
|
// Check to see if we hit water.
|
|
if (pWheel->GetContactPoint(&m_WaterData.m_vecWheelContactPoints[iWheel], NULL))
|
|
{
|
|
m_WaterData.m_bWheelInWater[iWheel] = (UTIL_PointContents(m_WaterData.m_vecWheelContactPoints[iWheel]) & MASK_WATER) ? true : false;
|
|
if (m_WaterData.m_bWheelInWater[iWheel])
|
|
{
|
|
bInWater = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check the body and the BONNET.
|
|
int iEngine = LookupAttachment("vehicle_engine");
|
|
Vector vecEnginePoint;
|
|
QAngle vecEngineAngles;
|
|
GetAttachment(iEngine, vecEnginePoint, vecEngineAngles);
|
|
|
|
m_WaterData.m_bBodyInWater = (UTIL_PointContents(vecEnginePoint) & MASK_WATER) ? true : false;
|
|
if (m_WaterData.m_bBodyInWater)
|
|
{
|
|
if (m_bHasPoop)
|
|
{
|
|
RemoveAllDecals();
|
|
m_bHasPoop = false;
|
|
}
|
|
|
|
if (!m_VehiclePhysics.IsEngineDisabled())
|
|
{
|
|
m_VehiclePhysics.SetDisableEngine(true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (m_VehiclePhysics.IsEngineDisabled())
|
|
{
|
|
m_VehiclePhysics.SetDisableEngine(false);
|
|
}
|
|
}
|
|
|
|
if (bInWater)
|
|
{
|
|
// Check the player's water level.
|
|
CheckWaterLevel();
|
|
}
|
|
|
|
return bInWater;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::CheckWaterLevel(void)
|
|
{
|
|
CBaseEntity *pEntity = GetDriver();
|
|
if (pEntity && pEntity->IsPlayer())
|
|
{
|
|
CBasePlayer *pPlayer = static_cast<CBasePlayer*>(pEntity);
|
|
|
|
Vector vecAttachPoint;
|
|
QAngle vecAttachAngles;
|
|
|
|
// Check eyes. (vehicle_driver_eyes point)
|
|
int iAttachment = LookupAttachment("vehicle_driver_eyes");
|
|
GetAttachment(iAttachment, vecAttachPoint, vecAttachAngles);
|
|
|
|
// Add the jeep's Z view offset
|
|
Vector vecUp;
|
|
AngleVectors(vecAttachAngles, NULL, NULL, &vecUp);
|
|
vecUp.z = clamp(vecUp.z, 0.0f, vecUp.z);
|
|
vecAttachPoint.z += r_JeepViewZHeight.GetFloat() * vecUp.z;
|
|
|
|
bool bEyes = (UTIL_PointContents(vecAttachPoint) & MASK_WATER) ? true : false;
|
|
if (bEyes)
|
|
{
|
|
pPlayer->SetWaterLevel(WL_Eyes);
|
|
return;
|
|
}
|
|
|
|
// Check waist. (vehicle_engine point -- see parent function).
|
|
if (m_WaterData.m_bBodyInWater)
|
|
{
|
|
pPlayer->SetWaterLevel(WL_Waist);
|
|
return;
|
|
}
|
|
|
|
// Check feet. (vehicle_feet_passenger0 point)
|
|
iAttachment = LookupAttachment("vehicle_feet_passenger0");
|
|
GetAttachment(iAttachment, vecAttachPoint, vecAttachAngles);
|
|
bool bFeet = (UTIL_PointContents(vecAttachPoint) & MASK_WATER) ? true : false;
|
|
if (bFeet)
|
|
{
|
|
pPlayer->SetWaterLevel(WL_Feet);
|
|
return;
|
|
}
|
|
|
|
// Not in water.
|
|
pPlayer->SetWaterLevel(WL_NotInWater);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::CreateSplash(const Vector &vecPosition)
|
|
{
|
|
// Splash data.
|
|
CEffectData data;
|
|
data.m_fFlags = 0;
|
|
data.m_vOrigin = vecPosition;
|
|
data.m_vNormal.Init(0.0f, 0.0f, 1.0f);
|
|
VectorAngles(data.m_vNormal, data.m_vAngles);
|
|
data.m_flScale = 10.0f + random->RandomFloat(0, 2);
|
|
|
|
// Create the splash..
|
|
DispatchEffect("watersplash", data);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::CreateRipple(const Vector &vecPosition)
|
|
{
|
|
// Ripple data.
|
|
CEffectData data;
|
|
data.m_fFlags = 0;
|
|
data.m_vOrigin = vecPosition;
|
|
data.m_vNormal.Init(0.0f, 0.0f, 1.0f);
|
|
VectorAngles(data.m_vNormal, data.m_vAngles);
|
|
data.m_flScale = 10.0f + random->RandomFloat(0, 2);
|
|
if (GetWaterType() & CONTENTS_SLIME)
|
|
{
|
|
data.m_fFlags |= FX_WATER_IN_SLIME;
|
|
}
|
|
|
|
// Create the ripple.
|
|
DispatchEffect("waterripple", data);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::Think(void)
|
|
{
|
|
BaseClass::Think();
|
|
|
|
#ifndef HP2_EPISODIC
|
|
|
|
|
|
//if (m_bAllowDetach && CheckAttachedGun("taucannon", oc_jeep_checking_sphere_radius.GetFloat(), true))
|
|
// GunText(oc_jeep_checking_sphere_radius.GetFloat(), m_bHasGun, "Press 'use' button to mount back the tau cannon", "Press 'use' button to pick up the tau cannon");
|
|
|
|
// BJ: Goddamn localisation strings
|
|
if (m_bAllowDetach && CheckAttachedGun("taucannon", oc_jeep_checking_sphere_radius.GetFloat(), true))
|
|
GunText(oc_jeep_checking_sphere_radius.GetFloat(), m_bHasGun, "#OVR_MountTau", "#OVR_DismountTau");
|
|
|
|
/*if (pWDetach != NULL)
|
|
{
|
|
pWDetach->SetOwnerEntity(this);
|
|
|
|
pWDetach->LegacyThink(this, "weapon_gauss", "taucannon", "Press 'use' button to mount back the tau cannon", "Press 'use' button to tear off the tau cannon", oc_jeep_checking_sphere_radius.GetFloat(), HasTakenGauss);
|
|
}
|
|
else
|
|
{
|
|
{
|
|
pWDetach = new CEntityWeaponDetach(this, "taucannon", Vector(-10, -10, -10), Vector(10, 10, 10));
|
|
}
|
|
}*/
|
|
|
|
#endif
|
|
|
|
if (blockSoundThink && gpGlobals->curtime > m_flNextSoundTime)
|
|
{
|
|
int rndm = random->RandomInt(0, 7);
|
|
|
|
if (rndm > 0)
|
|
RandomZap(true);
|
|
|
|
blockSoundThink = false;
|
|
}
|
|
|
|
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
|
|
|
|
int attachment = LookupAttachment("Muzzle");
|
|
if (attachment)
|
|
{
|
|
if (m_bEngineLocked)
|
|
{
|
|
m_bUnableToFire = true;
|
|
|
|
if (pPlayer != NULL)
|
|
{
|
|
//pPlayer->m_Local.m_iHideHUD |= HIDEHUD_VEHICLE_CROSSHAIR;
|
|
}
|
|
}
|
|
else if (m_bHasGun)
|
|
{
|
|
// Start this as false and update it again each frame
|
|
m_bUnableToFire = false;
|
|
|
|
if (pPlayer != NULL)
|
|
{
|
|
/*if (attachment)
|
|
pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_VEHICLE_CROSSHAIR;
|
|
else
|
|
pPlayer->m_Local.m_iHideHUD |= HIDEHUD_VEHICLE_CROSSHAIR;*/
|
|
}
|
|
}
|
|
}
|
|
else if (!attachment)
|
|
{
|
|
if (pPlayer != NULL)
|
|
{
|
|
//pPlayer->m_Local.m_iHideHUD |= HIDEHUD_VEHICLE_CROSSHAIR;
|
|
}
|
|
}
|
|
|
|
// Water!?
|
|
HandleWater();
|
|
|
|
SetSimulationTime(gpGlobals->curtime);
|
|
|
|
SetNextThink(gpGlobals->curtime);
|
|
SetAnimatedEveryTick(true);
|
|
|
|
if (!m_bInitialHandbrake) // after initial timer expires, set the handbrake
|
|
{
|
|
m_bInitialHandbrake = true;
|
|
m_VehiclePhysics.SetHandbrake(true);
|
|
m_VehiclePhysics.Think();
|
|
}
|
|
|
|
// Check overturned status.
|
|
if (!IsOverturned())
|
|
{
|
|
m_flOverturnedTime = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
m_flOverturnedTime += gpGlobals->frametime;
|
|
}
|
|
|
|
// spin gun if charging cannon
|
|
//FIXME: Don't bother for E3
|
|
if (m_bCannonCharging)
|
|
{
|
|
m_nSpinPos += JEEP_GUN_SPIN_RATE;
|
|
SetPoseParameter(JEEP_GUN_SPIN, m_nSpinPos);
|
|
//DevMsg("JEEP_GUN_SPIN: %.2f \n", m_nSpinPos);
|
|
}
|
|
|
|
// Aim gun based on the player view direction.
|
|
if (m_bHasGun && m_hPlayer && !m_bExitAnimOn && !m_bEnterAnimOn)
|
|
{
|
|
Vector vecEyeDir, vecEyePos;
|
|
m_hPlayer->EyePositionAndVectors(&vecEyePos, &vecEyeDir, NULL, NULL);
|
|
|
|
if (g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE)
|
|
{
|
|
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);
|
|
|
|
// Use autoaim as the eye dir if there is an autoaim ent.
|
|
vecEyeDir = params.m_vecAutoAimDir;
|
|
}
|
|
|
|
// Trace out from the player's eye point.
|
|
Vector vecEndPos = vecEyePos + (vecEyeDir * MAX_TRACE_LENGTH);
|
|
trace_t trace;
|
|
UTIL_TraceLine(vecEyePos, vecEndPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &trace);
|
|
|
|
// See if we hit something, if so, adjust end position to hit location.
|
|
if (trace.fraction < 1.0)
|
|
{
|
|
vecEndPos = vecEyePos + (vecEyeDir * MAX_TRACE_LENGTH * trace.fraction);
|
|
}
|
|
|
|
//m_vecLookCrosshair = vecEndPos;
|
|
AimGunAt(&vecEndPos, 0.1f);
|
|
}
|
|
|
|
StudioFrameAdvance();
|
|
|
|
// If the enter or exit animation has finished, tell the server vehicle
|
|
if (IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn))
|
|
{
|
|
if (m_bEnterAnimOn)
|
|
{
|
|
m_VehiclePhysics.ReleaseHandbrake();
|
|
StartEngine();
|
|
|
|
// HACKHACK: This forces the jeep to play a sound when it gets entered underwater
|
|
if (m_VehiclePhysics.IsEngineDisabled())
|
|
{
|
|
CBaseServerVehicle *pServerVehicle = dynamic_cast<CBaseServerVehicle *>(GetServerVehicle());
|
|
if (pServerVehicle)
|
|
{
|
|
pServerVehicle->SoundStartDisabled();
|
|
}
|
|
}
|
|
|
|
// The first few time we get into the jeep, print the jeep help
|
|
if (m_iNumberOfEntries < hud_jeephint_numentries.GetInt())
|
|
{
|
|
g_EventQueue.AddEvent(this, "ShowHudHint", 1.5f, this, this);
|
|
}
|
|
}
|
|
|
|
if (hl2_episodic.GetBool())
|
|
{
|
|
// Set its running animation idle
|
|
if (m_bEnterAnimOn)
|
|
{
|
|
// Idle running
|
|
int nSequence = SelectWeightedSequence(ACT_IDLE_STIMULATED);
|
|
if (nSequence > ACTIVITY_NOT_AVAILABLE)
|
|
{
|
|
SetCycle(0);
|
|
m_flAnimTime = gpGlobals->curtime;
|
|
ResetSequence(nSequence);
|
|
ResetClientsideFrame();
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we're exiting and have had the tau cannon removed, we don't want to reset the animation
|
|
if (hl2_episodic.GetBool())
|
|
{
|
|
// Reset on exit anim
|
|
GetServerVehicle()->HandleEntryExitFinish(m_bExitAnimOn, m_bExitAnimOn);
|
|
}
|
|
else
|
|
{
|
|
GetServerVehicle()->HandleEntryExitFinish(m_bExitAnimOn, !(m_bExitAnimOn && TauCannonHasBeenCutOff()));
|
|
}
|
|
}
|
|
|
|
// See if the ammo crate needs to close
|
|
if ((m_flAmmoCrateCloseTime < gpGlobals->curtime) && (GetSequence() == LookupSequence("ammo_open")))
|
|
{
|
|
m_flAnimTime = gpGlobals->curtime;
|
|
m_flPlaybackRate = 0.0;
|
|
SetCycle(0);
|
|
ResetSequence(LookupSequence("ammo_close"));
|
|
}
|
|
else if ((GetSequence() == LookupSequence("ammo_close")) && IsSequenceFinished())
|
|
{
|
|
m_flAnimTime = gpGlobals->curtime;
|
|
m_flPlaybackRate = 0.0;
|
|
SetCycle(0);
|
|
|
|
int nSequence = SelectWeightedSequence(ACT_IDLE);
|
|
ResetSequence(nSequence);
|
|
|
|
CPASAttenuationFilter sndFilter(this, "PropJeep.AmmoClose");
|
|
EmitSound(sndFilter, entindex(), "PropJeep.AmmoClose");
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &startPos -
|
|
// &endPos -
|
|
// width -
|
|
// useMuzzle -
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::DrawBeam(const Vector &startPos, const Vector &endPos, float width)
|
|
{
|
|
//Tracer down the middle
|
|
//UTIL_Tracer(startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 6500, false, "GaussTracer");
|
|
/*if (cvar->FindVar("oc_particle_tracers")->GetInt())
|
|
UTIL_ParticleTracer("weapon_tracer_gauss", startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 1);//OverCharged
|
|
else
|
|
UTIL_Tracer(startPos, endPos, entindex(), TRACER_DONT_USE_ATTACHMENT, 6000.0f, true, "GaussTracer");*/
|
|
//Draw the main beam shaft
|
|
|
|
int attachment = LookupAttachment("Muzzle");
|
|
if (attachment)
|
|
{
|
|
if (!cvar->FindVar("oc_particle_muzzleflashes")->GetInt())
|
|
{
|
|
CEffectData data;
|
|
data.m_nAttachmentIndex = attachment;
|
|
data.m_nEntIndex = this->entindex();
|
|
data.m_fFlags = 2;
|
|
DispatchEffect("MuzzleFlash", data);
|
|
}
|
|
else
|
|
{
|
|
DispatchParticleEffect("gauss_normal2_vehicle", PATTACH_POINT_FOLLOW, this, attachment, true);//OverCharged
|
|
|
|
//DispatchParticleEffect("gauss_normal", PATTACH_POINT_FOLLOW, this, attachment, false);//OverCharged
|
|
//DispatchParticleEffect("gauss_vehicle", PATTACH_POINT_FOLLOW, this, attachment, false);//OverCharged
|
|
}
|
|
|
|
}
|
|
/*CPASFilter filter(m_vecGunOrigin);
|
|
te->DynamicLight(filter, 0.0, &m_vecGunOrigin, random->RandomInt(225, 255), random->RandomInt(195, 155), random->RandomInt(195, 155), 4, 310, random->RandomInt(0.013, 0.13), 0);*/
|
|
|
|
CEffectData data;
|
|
data.m_vOrigin = m_vecGunOrigin;
|
|
DispatchEffect("GaussLight", data);
|
|
|
|
float life = cvar->FindVar("oc_weapon_gauss_beam_life")->GetFloat();
|
|
|
|
CBeam *pBeam = CBeam::BeamCreate(GAUSS_BEAM_SPRITE, width);
|
|
|
|
pBeam->SetStartPos(startPos);
|
|
pBeam->PointEntInit(endPos, this);
|
|
pBeam->SetEndAttachment(LookupAttachment("Muzzle"));
|
|
pBeam->SetWidth(width);
|
|
pBeam->SetEndWidth(width);
|
|
pBeam->SetBrightness(255);
|
|
pBeam->SetColor(255, 185 + random->RandomInt(-16, 16), 40);
|
|
pBeam->RelinkBeam();
|
|
pBeam->LiveForTime(life);
|
|
|
|
m_flNextSoundTime = gpGlobals->curtime + random->RandomFloat(0.5f, 1.1f);
|
|
blockSoundThink = true;
|
|
|
|
//Draw electric bolts along shaft
|
|
pBeam = CBeam::BeamCreate(GAUSS_BEAM_SPRITE, 3.0f);
|
|
|
|
pBeam->SetStartPos(startPos);
|
|
pBeam->PointEntInit(endPos, this);
|
|
pBeam->SetEndAttachment(LookupAttachment("Muzzle"));
|
|
|
|
pBeam->SetBrightness(random->RandomInt(64, 255));
|
|
pBeam->SetColor(255, 255, 150 + random->RandomInt(0, 64));
|
|
pBeam->RelinkBeam();
|
|
pBeam->LiveForTime(0.1f);
|
|
pBeam->SetNoise(1.6f);
|
|
pBeam->SetEndWidth(0.1f);
|
|
}
|
|
|
|
// NVNT Convar for jeep cannon magnitude
|
|
ConVar hap_jeep_cannon_mag("hap_jeep_cannon_mag", "10", 0);
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::FireCannon(void)
|
|
{
|
|
int attachment = LookupAttachment("Muzzle");
|
|
if (!attachment)
|
|
return;
|
|
|
|
//Don't fire again if it's been too soon
|
|
if (m_flCannonTime > gpGlobals->curtime)
|
|
return;
|
|
|
|
if (m_bUnableToFire)
|
|
return;
|
|
|
|
m_flCannonTime = gpGlobals->curtime + 0.2f;
|
|
m_bCannonCharging = false;
|
|
|
|
//Find the direction the gun is pointing in
|
|
Vector aimDir;
|
|
GetCannonAim(&aimDir);
|
|
|
|
#if defined( WIN32 ) && !defined( _X360 )
|
|
// NVNT apply a punch on fire
|
|
HapticPunch(m_hPlayer, 0, 0, hap_jeep_cannon_mag.GetFloat());
|
|
#endif
|
|
FireBulletsInfo_t info(1, m_vecGunOrigin, aimDir, VECTOR_CONE_1DEGREES, MAX_TRACE_LENGTH, m_nAmmoType);
|
|
|
|
info.m_nFlags = FIRE_BULLETS_ALLOW_WATER_SURFACE_IMPACTS;
|
|
info.m_pAttacker = m_hPlayer;
|
|
|
|
FireBulletsVehicle(info);
|
|
|
|
//Find the direction the gun is pointing in
|
|
/*GetCannonAim(&aimDir);
|
|
|
|
Vector endPos = m_vecGunOrigin + (aimDir * MAX_TRACE_LENGTH);
|
|
m_vecGunOrigin.z += 50.0f;
|
|
//Shoot a shot straight out
|
|
trace_t tr;
|
|
UTIL_TraceLine(m_vecGunOrigin, endPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
|
|
//Show the effect
|
|
DrawBeam(m_vecGunOrigin, tr.endpos, 2.6);*/
|
|
|
|
|
|
// Register a muzzleflash for the AI
|
|
if (m_hPlayer)
|
|
{
|
|
m_hPlayer->SetMuzzleFlashTime(gpGlobals->curtime + 0.5);
|
|
m_hPlayer->RumbleEffect(RUMBLE_PISTOL, 0, RUMBLE_FLAG_RESTART);
|
|
}
|
|
|
|
CPASAttenuationFilter sndFilter(this, "PropJeep.FireCannon");
|
|
EmitSound(sndFilter, entindex(), "PropJeep.FireCannon");
|
|
|
|
//EmitSound("Weapon_Gauss.Special2");
|
|
|
|
/*if (!cvar->FindVar("oc_particle_muzzleflashes")->GetInt())
|
|
{
|
|
CEffectData data;
|
|
data.m_nAttachmentIndex = attachment;
|
|
data.m_nEntIndex = this->entindex();
|
|
data.m_fFlags = 2;
|
|
DispatchEffect("MuzzleFlash", data);
|
|
}
|
|
else
|
|
{
|
|
DispatchParticleEffect("gauss_normal", PATTACH_POINT_FOLLOW, this, attachment, false);//OverCharged
|
|
DispatchParticleEffect("gauss_vehicle", PATTACH_POINT_FOLLOW, this, attachment, false);//OverCharged
|
|
}
|
|
|
|
|
|
CPASFilter filter(m_vecGunOrigin);
|
|
te->DynamicLight(filter, 0.0, &m_vecGunOrigin, random->RandomInt(225, 255), random->RandomInt(195, 155), random->RandomInt(195, 155), 4, 310, random->RandomInt(0.013, 0.13), 0);*/
|
|
|
|
//DispatchParticleEffect("gauss_sparks01", PATTACH_POINT_FOLLOW, this, attachment, false);//OverCharged
|
|
//DispatchParticleEffect("muzzle_sparks01", PATTACH_POINT_FOLLOW, this, attachment, false);//OverCharged
|
|
//DispatchParticleEffect("gauss_zap01", PATTACH_POINT_FOLLOW, this, attachment, false);//OverCharged
|
|
|
|
// make cylinders of gun spin a bit
|
|
m_nSpinPos += JEEP_GUN_SPIN_RATE;
|
|
//SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos ); //FIXME: Don't bother with this for E3, won't look right
|
|
}
|
|
|
|
bool DoOnce = true;
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::FireChargedCannon(void)
|
|
{
|
|
int attachment = LookupAttachment("Muzzle");
|
|
if (!attachment)
|
|
return;
|
|
DoOnce = true;
|
|
bool penetrated = false;
|
|
|
|
m_bCannonCharging = false;
|
|
m_flCannonTime = gpGlobals->curtime + 0.5f;
|
|
|
|
StopChargeSound();
|
|
|
|
CPASAttenuationFilter sndFilter(this, "PropJeep.FireChargedCannon");
|
|
EmitSound(sndFilter, entindex(), "PropJeep.FireChargedCannon");
|
|
/*if (!cvar->FindVar("oc_particle_muzzleflashes")->GetInt())
|
|
{
|
|
CEffectData data;
|
|
data.m_nAttachmentIndex = attachment;
|
|
data.m_nEntIndex = this->entindex();
|
|
data.m_fFlags = 2;
|
|
DispatchEffect("MuzzleFlash", data);
|
|
}
|
|
else
|
|
{
|
|
DispatchParticleEffect("gauss_normal2", PATTACH_POINT_FOLLOW, this, attachment, false);//OverCharged
|
|
DispatchParticleEffect("gauss_vehicle2", PATTACH_POINT_FOLLOW, this, attachment, true);//OverCharged
|
|
}*/
|
|
if (m_hPlayer)
|
|
{
|
|
m_hPlayer->RumbleEffect(RUMBLE_357, 0, RUMBLE_FLAG_RESTART);
|
|
}
|
|
|
|
//Find the direction the gun is pointing in
|
|
Vector aimDir;
|
|
GetCannonAim(&aimDir);
|
|
|
|
Vector endPos = m_vecGunOrigin + (aimDir * MAX_TRACE_LENGTH);
|
|
|
|
//Shoot a shot straight out
|
|
trace_t tr;
|
|
UTIL_TraceLine(m_vecGunOrigin, endPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
|
|
|
|
/*CPASFilter filter(m_vecGunOrigin);
|
|
te->DynamicLight(filter, 0.0, &m_vecGunOrigin, random->RandomInt(225, 255), random->RandomInt(195, 155), random->RandomInt(195, 155), 4, 310, random->RandomInt(0.013, 0.13), 70);*/
|
|
|
|
CEffectData data;
|
|
data.m_vOrigin = m_vecGunOrigin;
|
|
DispatchEffect("GaussLight", data);
|
|
|
|
ClearMultiDamage();
|
|
|
|
//Find how much damage to do
|
|
float flChargeAmount = (gpGlobals->curtime - m_flCannonChargeStartTime) / MAX_GAUSS_CHARGE_TIME;
|
|
|
|
//Clamp this
|
|
if (flChargeAmount > 1.0f)
|
|
{
|
|
flChargeAmount = 1.0f;
|
|
}
|
|
|
|
//Determine the damage amount
|
|
//FIXME: Use ConVars!
|
|
float flDamage = 15 + ((250 - 15) * flChargeAmount);
|
|
|
|
CBaseEntity *pHit = tr.m_pEnt;
|
|
|
|
//Look for wall penetration
|
|
if (tr.DidHitWorld() && !(tr.surface.flags & SURF_SKY))
|
|
{
|
|
//Try wall penetration
|
|
UTIL_ImpactTrace(&tr, m_nBulletType, "ImpactJeep");
|
|
UTIL_DecalTrace(&tr, "RedGlowFade");
|
|
|
|
CPVSFilter filter(tr.endpos);
|
|
te->GaussExplosion(filter, 0.0f, tr.endpos, tr.plane.normal, 0);
|
|
|
|
Vector testPos = tr.endpos + (aimDir * 48.0f);
|
|
|
|
UTIL_TraceLine(testPos, tr.endpos, MASK_SHOT, GetDriver(), COLLISION_GROUP_NONE, &tr);
|
|
|
|
if (tr.allsolid == false)
|
|
{
|
|
UTIL_DecalTrace(&tr, "RedGlowFade");
|
|
|
|
penetrated = true;
|
|
}
|
|
}
|
|
else if (pHit != NULL)
|
|
{
|
|
CTakeDamageInfo dmgInfo(this, GetDriver(), flDamage, DMG_SHOCK);
|
|
CalculateBulletDamageForce(&dmgInfo, GetAmmoDef()->Index("GaussEnergy"), aimDir, tr.endpos, 1.0f + flChargeAmount * 4.0f);
|
|
|
|
//Do direct damage to anything in our path
|
|
pHit->DispatchTraceAttack(dmgInfo, aimDir, &tr);
|
|
}
|
|
|
|
ApplyMultiDamage();
|
|
|
|
//Kick up an effect
|
|
if (!(tr.surface.flags & SURF_SKY))
|
|
{
|
|
UTIL_ImpactTrace(&tr, m_nBulletType, "ImpactJeep");
|
|
|
|
//Do a gauss explosion
|
|
CPVSFilter filter(tr.endpos);
|
|
te->GaussExplosion(filter, 0.0f, tr.endpos, tr.plane.normal, 0);
|
|
}
|
|
|
|
//Show the effect
|
|
DrawBeam(m_vecGunOrigin, tr.endpos, 1.5);
|
|
|
|
// Register a muzzleflash for the AI
|
|
if (m_hPlayer)
|
|
{
|
|
m_hPlayer->SetMuzzleFlashTime(gpGlobals->curtime + 0.5f);
|
|
}
|
|
|
|
//Rock the car
|
|
IPhysicsObject *pObj = VPhysicsGetObject();
|
|
|
|
if (pObj != NULL)
|
|
{
|
|
Vector shoveDir = aimDir * -(flDamage * 500.0f);
|
|
|
|
pObj->ApplyForceOffset(shoveDir, m_vecGunOrigin);
|
|
}
|
|
|
|
//Do radius damage if we didn't penetrate the wall
|
|
if (penetrated == true)
|
|
{
|
|
RadiusDamage(CTakeDamageInfo(this, this, flDamage, DMG_SHOCK), tr.endpos, 200.0f, CLASS_NONE, NULL);
|
|
}
|
|
}
|
|
|
|
void CPropJeep::RandomZap(bool hardSound)
|
|
{
|
|
int attachment = LookupAttachment("Muzzle");
|
|
if (attachment)
|
|
{
|
|
DispatchParticleEffect("gauss_zap_vehicle", PATTACH_POINT_FOLLOW, this, attachment, false);
|
|
}
|
|
|
|
if (!hardSound)
|
|
EmitSound("Weapon_MegaPhysCannon.ChargeZap");
|
|
else
|
|
EmitSound("Weapon_Gauss.Special2");
|
|
|
|
//WeaponSound(soundType);
|
|
|
|
CEffectData data;
|
|
|
|
data.m_nEntIndex = this->entindex();
|
|
|
|
if (attachment)
|
|
{
|
|
data.m_nAttachmentIndex = attachment;
|
|
}
|
|
|
|
DispatchEffect("GaussWeaponLight", data);
|
|
|
|
m_flNextZapTime = gpGlobals->curtime + random->RandomFloat(minZap, maxZap);
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::ChargeCannon(void)
|
|
{
|
|
int attachment = LookupAttachment("Muzzle");
|
|
if (!attachment)
|
|
return;
|
|
|
|
if (gpGlobals->curtime > m_flNextZapTime)
|
|
RandomZap();
|
|
|
|
|
|
|
|
/*CPASFilter filter(m_vecGunOrigin);
|
|
te->DynamicLight(filter, 0.0, &m_vecGunOrigin, random->RandomInt(225, 255), random->RandomInt(195, 155), random->RandomInt(195, 155), 1, 310, random->RandomInt(0.019, 0.23), 50);//OverCharged
|
|
*/
|
|
//Don't fire again if it's been too soon
|
|
if (m_flCannonTime > gpGlobals->curtime)
|
|
return;
|
|
|
|
//See if we're starting a charge
|
|
if (m_bCannonCharging == false)
|
|
{
|
|
if (cvar->FindVar("oc_particle_misc")->GetInt())
|
|
DispatchParticleEffect("gauss_charge_jeep", PATTACH_POINT_FOLLOW, this, attachment, false);//OverCharged
|
|
|
|
m_flCannonChargeStartTime = gpGlobals->curtime;
|
|
m_bCannonCharging = true;
|
|
|
|
minZap = 0.3f;
|
|
maxZap = 1.0f;
|
|
m_flNextZapTime = gpGlobals->curtime + random->RandomFloat(minZap, maxZap);
|
|
|
|
//Start charging sound
|
|
CPASAttenuationFilter filter(this);
|
|
m_sndCannonCharge = (CSoundEnvelopeController::GetController()).SoundCreate(filter, entindex(), CHAN_STATIC, "Jeep.GaussCharge", ATTN_NORM);
|
|
|
|
if (m_hPlayer)
|
|
{
|
|
m_hPlayer->RumbleEffect(RUMBLE_FLAT_LEFT, (int)(0.1 * 100), RUMBLE_FLAG_RESTART | RUMBLE_FLAG_LOOP | RUMBLE_FLAG_INITIAL_SCALE);
|
|
}
|
|
|
|
assert(m_sndCannonCharge != NULL);
|
|
if (m_sndCannonCharge != NULL)
|
|
{
|
|
(CSoundEnvelopeController::GetController()).Play(m_sndCannonCharge, 1.0f, 50);
|
|
(CSoundEnvelopeController::GetController()).SoundChangePitch(m_sndCannonCharge, 250, 3.0f);
|
|
}
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
float flChargeAmount = (gpGlobals->curtime - m_flCannonChargeStartTime) / MAX_GAUSS_CHARGE_TIME;
|
|
if (flChargeAmount > 1.0f)
|
|
{
|
|
flChargeAmount = 1.0f;
|
|
}
|
|
|
|
float rumble = flChargeAmount * 0.5f;
|
|
|
|
if (m_hPlayer)
|
|
{
|
|
m_hPlayer->RumbleEffect(RUMBLE_FLAT_LEFT, (int)(rumble * 100), RUMBLE_FLAG_UPDATE_SCALE);
|
|
}
|
|
}
|
|
|
|
//TODO: Add muzzle effect?
|
|
|
|
//TODO: Check for overcharge and have the weapon simply fire or instead "decharge"?
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::StopChargeSound(void)
|
|
{
|
|
if (m_sndCannonCharge != NULL)
|
|
{
|
|
(CSoundEnvelopeController::GetController()).SoundFadeOut(m_sndCannonCharge, 0.1f);
|
|
}
|
|
|
|
if (m_hPlayer)
|
|
{
|
|
m_hPlayer->RumbleEffect(RUMBLE_FLAT_LEFT, 0, RUMBLE_FLAG_STOP);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Finds the true aiming position of the gun (looks at what player
|
|
// is looking at and adjusts)
|
|
// Input : &resultDir - direction to be calculated
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::GetCannonAim(Vector *resultDir)
|
|
{
|
|
Vector muzzleOrigin;
|
|
QAngle muzzleAngles;
|
|
|
|
GetAttachment(LookupAttachment("gun_ref"), muzzleOrigin, muzzleAngles);
|
|
|
|
AngleVectors(muzzleAngles, resultDir);
|
|
}
|
|
|
|
void CPropJeep::UseAmmoCrate(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer(pActivator);
|
|
|
|
if (pPlayer == NULL)
|
|
return;
|
|
|
|
// Find out if the player's looking at our ammocrate hitbox
|
|
Vector vecForward;
|
|
pPlayer->EyeVectors(&vecForward, NULL, NULL);
|
|
|
|
trace_t tr;
|
|
Vector vecStart = pPlayer->EyePosition();
|
|
UTIL_TraceLine(vecStart, vecStart + vecForward * 1024, MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_HITBOX, pPlayer, COLLISION_GROUP_NONE, &tr);
|
|
|
|
if (tr.m_pEnt == this && tr.hitgroup == JEEP_AMMOCRATE_HITGROUP)
|
|
{
|
|
// Player's using the crate.
|
|
// Fill up his SMG ammo.
|
|
pPlayer->GiveAmmo(300, "SMG1");
|
|
|
|
if ((GetSequence() != LookupSequence("ammo_open")) && (GetSequence() != LookupSequence("ammo_close")))
|
|
{
|
|
// Open the crate
|
|
m_flAnimTime = gpGlobals->curtime;
|
|
m_flPlaybackRate = 0.0;
|
|
SetCycle(0);
|
|
ResetSequence(LookupSequence("ammo_open"));
|
|
|
|
CPASAttenuationFilter sndFilter(this, "PropJeep.AmmoOpen");
|
|
EmitSound(sndFilter, entindex(), "PropJeep.AmmoOpen");
|
|
}
|
|
|
|
m_flAmmoCrateCloseTime = gpGlobals->curtime + JEEP_AMMO_CRATE_CLOSE_DELAY;
|
|
return;
|
|
}
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: If the player uses the jeep while at the back, he gets ammo from the crate instead
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer(pActivator);
|
|
|
|
if (pPlayer == NULL)
|
|
return;
|
|
|
|
if (!CheckAttachedGun("taucannon", oc_jeep_checking_sphere_radius.GetFloat(), true))
|
|
{
|
|
if (Q_strstr(STRING(GetModelName()), "buggy.mdl"))
|
|
UseAmmoCrate(pActivator, pCaller, useType, value);
|
|
|
|
return BaseClass::Use(pActivator, pCaller, useType, value);
|
|
}
|
|
else
|
|
m_bCanDetach = m_bAllowDetach;
|
|
|
|
if (Q_strstr(STRING(GetModelName()), "buggy.mdl"))
|
|
UseAmmoCrate(pActivator, pCaller, useType, value);
|
|
|
|
#ifndef HP2_EPISODIC
|
|
|
|
if (m_bCanDetach)
|
|
{
|
|
if (pPlayer->GetActiveWeapon())
|
|
pPlayer->Weapon_SetLast(pPlayer->GetActiveWeapon());
|
|
|
|
int attachment = LookupAttachment("Muzzle");
|
|
int tau = LookupAttachment("taucannon");
|
|
if (attachment)
|
|
{
|
|
// Find out if the player's looking at our ammocrate hitbox
|
|
Vector vecForward;
|
|
pPlayer->EyeVectors(&vecForward, NULL, NULL);
|
|
|
|
trace_t tr;
|
|
trace_t tr2;
|
|
|
|
Vector vecOrigin, vecOrigin2;// = this->WorldSpaceCenter();
|
|
QAngle angDir, angDir2;
|
|
|
|
Vector vecStart = pPlayer->EyePosition();
|
|
UTIL_TraceLine(vecStart, vecStart + vecForward * 1024, MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_HITBOX, pPlayer, COLLISION_GROUP_NONE, &tr);
|
|
|
|
this->GetAttachment(attachment, vecOrigin, angDir);
|
|
UTIL_TraceLine(vecStart, vecOrigin, MASK_ALL, pPlayer, COLLISION_GROUP_NONE, &tr2);
|
|
this->GetAttachment(tau, vecOrigin2, angDir2);
|
|
|
|
|
|
/*if (tr.m_pEnt == this && tr.hitgroup == JEEP_AMMOCRATE_HITGROUP)
|
|
{
|
|
pPlayer->GiveAmmo(300, "SMG1");
|
|
|
|
if ((GetSequence() != LookupSequence("ammo_open")) && (GetSequence() != LookupSequence("ammo_close")))
|
|
{
|
|
// Open the crate
|
|
m_flAnimTime = gpGlobals->curtime;
|
|
m_flPlaybackRate = 0.0;
|
|
SetCycle(0);
|
|
ResetSequence(LookupSequence("ammo_open"));
|
|
|
|
CPASAttenuationFilter sndFilter(this, "PropJeep.AmmoOpen");
|
|
EmitSound(sndFilter, entindex(), "PropJeep.AmmoOpen");
|
|
}
|
|
|
|
m_flAmmoCrateCloseTime = gpGlobals->curtime + JEEP_AMMO_CRATE_CLOSE_DELAY;
|
|
return;
|
|
}*/
|
|
|
|
CWeaponTau *pTau = static_cast<CWeaponTau*>(pPlayer->HasNamedPlayerItem("weapon_tau"));
|
|
|
|
/*if (pTau)
|
|
{
|
|
if (!pTau->HasAnyAmmo())
|
|
}*/
|
|
|
|
|
|
if (!HasTakenGauss && !pPlayer->HasNamedPlayerItem("weapon_tau"))
|
|
{
|
|
HasTakenGauss = true;
|
|
pPlayer->Weapon_SetLast(pPlayer->GetActiveWeapon());
|
|
pPlayer->GiveNamedItem("weapon_tau");
|
|
|
|
SetBodygroup(1, false);
|
|
m_bHasGun = false;
|
|
|
|
EmitSound("Jeep.GaussDeCharge");
|
|
|
|
//Easy fix
|
|
GetBaseAnimating()->RemoveAllDecals();
|
|
|
|
return;
|
|
}
|
|
else if (HasTakenGauss && pTau)//FClassnameIs(pPlayer->GetActiveWeapon(), "weapon_tau"))
|
|
{
|
|
HasTakenGauss = false;
|
|
UTIL_Remove(pTau);
|
|
//bool bRemove = pPlayer->RemoveWeapon((CBaseCombatWeapon*)pTau);
|
|
|
|
SetBodygroup(1, true);
|
|
m_bHasGun = true;
|
|
if (FClassnameIs(pPlayer->Weapon_GetLast(), "weapon_tau"))
|
|
pPlayer->SwitchToNextBestWeapon(pPlayer->Weapon_GetLast());
|
|
else
|
|
pPlayer->Weapon_Switch(pPlayer->Weapon_GetLast());
|
|
|
|
EmitSound("Jeep.GaussReCharge");
|
|
|
|
g_pEffects->Sparks(vecOrigin2);
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return BaseClass::Use(pActivator, pCaller, useType, value);
|
|
}
|
|
/*if (pWDetach != NULL && !pWDetach->canTakeOffTheGun)
|
|
{
|
|
// Fall back and get in the vehicle instead
|
|
BaseClass::Use(pActivator, pCaller, useType, value);
|
|
}*/
|
|
#endif
|
|
|
|
BaseClass::Use(pActivator, pCaller, useType, value);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CPropJeep::CanExitVehicle(CBaseEntity *pEntity)
|
|
{
|
|
return (!m_bEnterAnimOn && !m_bExitAnimOn && !m_bLocked && (m_nSpeed <= g_jeepexitspeed.GetFloat()));
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::DampenEyePosition(Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles)
|
|
{
|
|
// Get the frametime. (Check to see if enough time has passed to warrent dampening).
|
|
float flFrameTime = gpGlobals->frametime;
|
|
if (flFrameTime < JEEP_FRAMETIME_MIN)
|
|
{
|
|
vecVehicleEyePos = m_vecLastEyePos;
|
|
DampenUpMotion(vecVehicleEyePos, vecVehicleEyeAngles, 0.0f);
|
|
return;
|
|
}
|
|
|
|
// Keep static the sideways motion.
|
|
|
|
// Dampen forward/backward motion.
|
|
DampenForwardMotion(vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime);
|
|
|
|
// Blend up/down motion.
|
|
DampenUpMotion(vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Use the controller as follows:
|
|
// speed += ( pCoefficientsOut[0] * ( targetPos - currentPos ) + pCoefficientsOut[1] * ( targetSpeed - currentSpeed ) ) * flDeltaTime;
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::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 CPropJeep::DampenForwardMotion(Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime)
|
|
{
|
|
// Get forward vector.
|
|
Vector vecForward;
|
|
AngleVectors(vecVehicleEyeAngles, &vecForward);
|
|
|
|
// Simulate the eye position forward based on the data from last frame
|
|
// (assumes no acceleration - it will get that from the "spring").
|
|
Vector vecCurrentEyePos = m_vecLastEyePos + m_vecEyeSpeed * flFrameTime;
|
|
|
|
// Calculate target speed based on the current vehicle eye position and the last vehicle eye position and frametime.
|
|
Vector vecVehicleEyeSpeed = (vecVehicleEyePos - m_vecLastEyeTarget) / flFrameTime;
|
|
m_vecLastEyeTarget = vecVehicleEyePos;
|
|
|
|
// Calculate the speed and position deltas.
|
|
Vector vecDeltaSpeed = vecVehicleEyeSpeed - m_vecEyeSpeed;
|
|
Vector vecDeltaPos = vecVehicleEyePos - vecCurrentEyePos;
|
|
|
|
// Clamp.
|
|
if (vecDeltaPos.Length() > JEEP_DELTA_LENGTH_MAX)
|
|
{
|
|
float flSign = vecForward.Dot(vecVehicleEyeSpeed) >= 0.0f ? -1.0f : 1.0f;
|
|
vecVehicleEyePos += flSign * (vecForward * JEEP_DELTA_LENGTH_MAX);
|
|
m_vecLastEyePos = vecVehicleEyePos;
|
|
m_vecEyeSpeed = vecVehicleEyeSpeed;
|
|
return;
|
|
}
|
|
|
|
// Generate an updated (dampening) speed for use in next frames position extrapolation.
|
|
float flCoefficients[2];
|
|
ComputePDControllerCoefficients(flCoefficients, r_JeepViewDampenFreq.GetFloat(), r_JeepViewDampenDamp.GetFloat(), flFrameTime);
|
|
m_vecEyeSpeed += ((flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed) * flFrameTime);
|
|
|
|
// Save off data for next frame.
|
|
m_vecLastEyePos = vecCurrentEyePos;
|
|
|
|
// Move eye forward/backward.
|
|
Vector vecForwardOffset = vecForward * (vecForward.Dot(vecDeltaPos));
|
|
vecVehicleEyePos -= vecForwardOffset;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::DampenUpMotion(Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime)
|
|
{
|
|
// Get up vector.
|
|
Vector vecUp;
|
|
AngleVectors(vecVehicleEyeAngles, NULL, NULL, &vecUp);
|
|
vecUp.z = clamp(vecUp.z, 0.0f, vecUp.z);
|
|
vecVehicleEyePos.z += r_JeepViewZHeight.GetFloat() * vecUp.z;
|
|
|
|
// NOTE: Should probably use some damped equation here.
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::SetupMove(CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move)
|
|
{
|
|
// If we are overturned and hit any key - leave the vehicle (IN_USE is already handled!).
|
|
if (m_flOverturnedTime > OVERTURNED_EXIT_WAITTIME)
|
|
{
|
|
if ((ucmd->buttons & (IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT | IN_SPEED | IN_JUMP | IN_ATTACK | IN_ATTACK2)) && !m_bExitAnimOn)
|
|
{
|
|
// Can't exit yet? We're probably still moving. Swallow the keys.
|
|
if (!CanExitVehicle(player))
|
|
return;
|
|
|
|
if (!GetServerVehicle()->HandlePassengerExit(m_hPlayer) && (m_hPlayer != NULL))
|
|
{
|
|
m_hPlayer->PlayUseDenySound();
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
// If the throttle is disabled or we're upside-down, don't allow throttling (including turbo)
|
|
CUserCmd tmp;
|
|
if ((m_throttleDisableTime > gpGlobals->curtime) || (IsOverturned()))
|
|
{
|
|
m_bUnableToFire = true;
|
|
|
|
tmp = (*ucmd);
|
|
tmp.buttons &= ~(IN_FORWARD | IN_BACK | IN_SPEED);
|
|
ucmd = &tmp;
|
|
}
|
|
|
|
BaseClass::SetupMove(player, ucmd, pHelper, move);
|
|
}
|
|
|
|
void CPropJeep::HeadlightTurnOn(void)
|
|
{
|
|
//EmitSound("Airboat_headlight_on");
|
|
|
|
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
|
|
if (pPlayer)
|
|
{
|
|
CSingleUserRecipientFilter filter(pPlayer);
|
|
EmitSound(filter, pPlayer->entindex(), "Airboat_headlight_on");
|
|
}
|
|
|
|
m_bHeadlightIsOn = true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::HeadlightTurnOff(void)
|
|
{
|
|
//EmitSound("Airboat_headlight_off");
|
|
|
|
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
|
|
if (pPlayer)
|
|
{
|
|
CSingleUserRecipientFilter filter(pPlayer);
|
|
EmitSound(filter, pPlayer->entindex(), "Airboat_headlight_off");
|
|
}
|
|
|
|
m_bHeadlightIsOn = false;
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::DriveVehicle(float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased)
|
|
{
|
|
int iButtons = ucmd->buttons;
|
|
|
|
if (FStrEq(STRING(GetModelName()), "models/buggy.mdl"))
|
|
{
|
|
if (ucmd->impulse == 100)
|
|
{
|
|
if (HeadlightIsOn())
|
|
{
|
|
HeadlightTurnOff();
|
|
}
|
|
else
|
|
{
|
|
HeadlightTurnOn();
|
|
}
|
|
}
|
|
}
|
|
|
|
int attachment = LookupAttachment("Muzzle");
|
|
|
|
// Only handle the cannon if the vehicle has one
|
|
if (m_bHasGun)
|
|
{
|
|
// If we're holding down an attack button, update our state
|
|
if (IsOverturned() == false)
|
|
{
|
|
if (iButtons & IN_ATTACK)
|
|
{
|
|
if (m_bCannonCharging)
|
|
{
|
|
FireChargedCannon();
|
|
}
|
|
else
|
|
{
|
|
if (attachment)
|
|
{
|
|
FireCannon();
|
|
|
|
m_nSpinPos += JEEP_GUN_SPIN_RATE;
|
|
SetPoseParameter(JEEP_GUN_SPIN, m_nSpinPos);
|
|
}
|
|
}
|
|
}
|
|
else if (iButtons & IN_ATTACK2)
|
|
{
|
|
if (attachment)
|
|
ChargeCannon();
|
|
}
|
|
}
|
|
|
|
// If we've released our secondary button, fire off our cannon
|
|
if ((iButtonsReleased & IN_ATTACK2) && (m_bCannonCharging))
|
|
{
|
|
if (attachment)
|
|
FireChargedCannon();
|
|
}
|
|
}
|
|
|
|
BaseClass::DriveVehicle(flFrameTime, ucmd, iButtonsDown, iButtonsReleased);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pPlayer -
|
|
// *pMoveData -
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::ProcessMovement(CBasePlayer *pPlayer, CMoveData *pMoveData)
|
|
{
|
|
BaseClass::ProcessMovement(pPlayer, pMoveData);
|
|
|
|
// Create dangers sounds in front of the vehicle.
|
|
CreateDangerSounds();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Create danger sounds in front of the vehicle.
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::CreateDangerSounds(void)
|
|
{
|
|
QAngle dummy;
|
|
GetAttachment("Muzzle", m_vecGunOrigin, dummy);
|
|
|
|
if (m_flDangerSoundTime > gpGlobals->curtime)
|
|
return;
|
|
|
|
QAngle vehicleAngles = GetLocalAngles();
|
|
Vector vecStart = GetAbsOrigin();
|
|
Vector vecDir, vecRight;
|
|
|
|
GetVectors(&vecDir, &vecRight, NULL);
|
|
|
|
const float soundDuration = 0.25;
|
|
float speed = m_VehiclePhysics.GetHLSpeed();
|
|
|
|
// Make danger sounds ahead of the jeep
|
|
if (fabs(speed) > 120)
|
|
{
|
|
Vector vecSpot;
|
|
|
|
float steering = m_VehiclePhysics.GetSteering();
|
|
if (steering != 0)
|
|
{
|
|
if (speed > 0)
|
|
{
|
|
vecDir += vecRight * steering * 0.5;
|
|
}
|
|
else
|
|
{
|
|
vecDir -= vecRight * steering * 0.5;
|
|
}
|
|
VectorNormalize(vecDir);
|
|
}
|
|
const float radius = speed * 0.4;
|
|
|
|
// 0.3 seconds ahead of the jeep
|
|
vecSpot = vecStart + vecDir * (speed * 1.1f);
|
|
CSoundEnt::InsertSound(SOUND_DANGER | SOUND_CONTEXT_PLAYER_VEHICLE, vecSpot, radius, soundDuration, this, 0);
|
|
CSoundEnt::InsertSound(SOUND_PHYSICS_DANGER | SOUND_CONTEXT_PLAYER_VEHICLE, vecSpot, radius, soundDuration, this, 1);
|
|
//NDebugOverlay::Box(vecSpot, Vector(-radius,-radius,-radius),Vector(radius,radius,radius), 255, 0, 255, 0, soundDuration);
|
|
|
|
#if 0
|
|
trace_t tr;
|
|
// put sounds a bit to left and right but slightly closer to Jeep to make a "cone" of sound
|
|
// in front of it
|
|
vecSpot = vecStart + vecDir * (speed * 0.75f) - 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 * 0.75f) + 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
|
|
}
|
|
|
|
// Make engine sounds even when we're not going fast.
|
|
CSoundEnt::InsertSound(SOUND_PLAYER | SOUND_CONTEXT_PLAYER_VEHICLE, GetAbsOrigin(), 800, soundDuration, this, 0);
|
|
|
|
m_flDangerSoundTime = gpGlobals->curtime + 0.1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::EnterVehicle(CBaseCombatCharacter *pPassenger)
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer(pPassenger);
|
|
if (!pPlayer)
|
|
return;
|
|
|
|
CheckWater();
|
|
BaseClass::EnterVehicle(pPassenger);
|
|
|
|
// Start looking for seagulls to land
|
|
m_hLastPlayerInVehicle = m_hPlayer;
|
|
SetContextThink(NULL, 0, g_pJeepThinkContext);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::ExitVehicle(int nRole)
|
|
{
|
|
if (Q_strcmp(STRING(GetModelName()), "models/buggy.mdl") == 0)
|
|
{
|
|
if (HeadlightIsOn())
|
|
HeadlightTurnOff();
|
|
}
|
|
|
|
DoOnce = true;
|
|
|
|
StopParticleEffects(this);
|
|
|
|
BaseClass::ExitVehicle(nRole);
|
|
|
|
//If the player has exited, stop charging
|
|
StopChargeSound();
|
|
m_bCannonCharging = false;
|
|
|
|
// Remember when we last saw the player
|
|
m_flPlayerExitedTime = gpGlobals->curtime;
|
|
m_flLastSawPlayerAt = gpGlobals->curtime;
|
|
|
|
if (GlobalEntity_GetState("no_seagulls_on_jeep") == GLOBAL_OFF)
|
|
{
|
|
// Look for fly nodes
|
|
CHintCriteria hintCriteria;
|
|
hintCriteria.SetHintType(HINT_CROW_FLYTO_POINT);
|
|
hintCriteria.AddIncludePosition(GetAbsOrigin(), 4500);
|
|
CAI_Hint *pHint = CAI_HintManager::FindHint(GetAbsOrigin(), hintCriteria);
|
|
if (pHint)
|
|
{
|
|
// Start looking for seagulls to perch on me
|
|
SetContextThink(&CPropJeep::JeepSeagullThink, gpGlobals->curtime + JEEP_SEAGULL_THINK_INTERVAL, g_pJeepThinkContext);
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: See if we should spawn a seagull on the jeep
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::JeepSeagullThink(void)
|
|
{
|
|
if (!m_hLastPlayerInVehicle)
|
|
return;
|
|
|
|
CBaseEntity *pBlocker;
|
|
|
|
// Do we already have a seagull?
|
|
if (m_hSeagull)
|
|
{
|
|
CNPC_Seagull *pSeagull = dynamic_cast<CNPC_Seagull *>(m_hSeagull.Get());
|
|
|
|
if (pSeagull)
|
|
{
|
|
// Is he still on us?
|
|
if (pSeagull->m_bOnJeep == true)
|
|
{
|
|
// Make the existing seagull spawn more poop over time
|
|
if (pSeagull->IsAlive())
|
|
{
|
|
AddSeagullPoop(pSeagull->GetAbsOrigin());
|
|
}
|
|
|
|
SetContextThink(&CPropJeep::JeepSeagullThink, gpGlobals->curtime + JEEP_SEAGULL_POOP_INTERVAL, g_pJeepThinkContext);
|
|
}
|
|
else
|
|
{
|
|
// Our seagull's moved off us.
|
|
m_hSeagull = NULL;
|
|
SetContextThink(&CPropJeep::JeepSeagullThink, gpGlobals->curtime + JEEP_SEAGULL_THINK_INTERVAL, g_pJeepThinkContext);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Only spawn seagulls if we're upright and out of water
|
|
if (m_WaterData.m_bBodyInWater || IsOverturned())
|
|
{
|
|
SetContextThink(&CPropJeep::JeepSeagullThink, gpGlobals->curtime + JEEP_SEAGULL_THINK_INTERVAL, g_pJeepThinkContext);
|
|
return;
|
|
}
|
|
|
|
// Is the player visible?
|
|
if (FVisible(m_hLastPlayerInVehicle, MASK_SOLID_BRUSHONLY, &pBlocker))
|
|
{
|
|
m_flLastSawPlayerAt = gpGlobals->curtime;
|
|
SetContextThink(&CPropJeep::JeepSeagullThink, gpGlobals->curtime + JEEP_SEAGULL_THINK_INTERVAL, g_pJeepThinkContext);
|
|
return;
|
|
}
|
|
|
|
// Start checking quickly
|
|
SetContextThink(&CPropJeep::JeepSeagullThink, gpGlobals->curtime + 0.2, g_pJeepThinkContext);
|
|
|
|
// Not taken enough time yet?
|
|
float flHiddenTime = (gpGlobals->curtime - m_flLastSawPlayerAt);
|
|
if (flHiddenTime < JEEP_SEAGULL_HIDDEN_TIME)
|
|
return;
|
|
|
|
// Random chance based upon the time it's taken
|
|
float flChance = clamp(flHiddenTime / JEEP_SEAGULL_MAX_TIME, 0.0, 1.0);
|
|
if (RandomFloat(0, 1) < flChance)
|
|
{
|
|
SpawnPerchedSeagull();
|
|
|
|
// Don't think for a while
|
|
SetContextThink(&CPropJeep::JeepSeagullThink, gpGlobals->curtime + JEEP_SEAGULL_POOP_INTERVAL, g_pJeepThinkContext);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::SpawnPerchedSeagull(void)
|
|
{
|
|
// Find a point on the car to sit
|
|
Vector vecOrigin;
|
|
QAngle vecAngles;
|
|
int iAttachment = Studio_FindRandomAttachment(GetModelPtr(), "seagull_perch");
|
|
if (iAttachment == -1)
|
|
return;
|
|
|
|
// Spawn the seagull
|
|
GetAttachment(iAttachment + 1, vecOrigin, vecAngles);
|
|
//vecOrigin.z += 16;
|
|
|
|
CNPC_Seagull *pSeagull = (CNPC_Seagull*)CBaseEntity::Create("npc_seagull", vecOrigin, vecAngles, NULL);
|
|
|
|
if (!pSeagull)
|
|
return;
|
|
|
|
pSeagull->AddSpawnFlags(SF_NPC_FADE_CORPSE);
|
|
pSeagull->SetGroundEntity(this);
|
|
pSeagull->AddFlag(FL_ONGROUND);
|
|
pSeagull->SetOwnerEntity(this);
|
|
pSeagull->SetMoveType(MOVETYPE_FLY);
|
|
pSeagull->m_bOnJeep = true;
|
|
|
|
m_hSeagull = pSeagull;
|
|
|
|
AddSeagullPoop(vecOrigin);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &vecOrigin -
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::AddSeagullPoop(const Vector &vecOrigin)
|
|
{
|
|
// Drop some poop decals!
|
|
int iDecals = RandomInt(1, 2);
|
|
for (int i = 0; i < iDecals; i++)
|
|
{
|
|
Vector vecPoop = vecOrigin;
|
|
|
|
// get circular gaussian spread
|
|
float x, y, z;
|
|
do
|
|
{
|
|
x = random->RandomFloat(-0.5, 0.5) + random->RandomFloat(-0.5, 0.5);
|
|
y = random->RandomFloat(-0.5, 0.5) + random->RandomFloat(-0.5, 0.5);
|
|
z = x*x + y*y;
|
|
} while (z > 1);
|
|
vecPoop += Vector(x * 90, y * 90, 128);
|
|
|
|
trace_t tr;
|
|
UTIL_TraceLine(vecPoop, vecPoop - Vector(0, 0, 512), MASK_SHOT, m_hSeagull, COLLISION_GROUP_NONE, &tr);
|
|
UTIL_DecalTrace(&tr, "BirdPoop");
|
|
}
|
|
|
|
m_bHasPoop = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Show people how to drive!
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::InputShowHudHint(inputdata_t &inputdata)
|
|
{
|
|
CBaseServerVehicle *pServerVehicle = dynamic_cast<CBaseServerVehicle *>(GetServerVehicle());
|
|
if (pServerVehicle)
|
|
{
|
|
if (pServerVehicle->GetPassenger(VEHICLE_ROLE_DRIVER))
|
|
{
|
|
UTIL_HudHintText(m_hPlayer, "#Valve_Hint_JeepKeys");
|
|
m_iNumberOfEntries++;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::InputStartRemoveTauCannon(inputdata_t &inputdata)
|
|
{
|
|
// Start the gun removal animation
|
|
m_flAnimTime = gpGlobals->curtime;
|
|
m_flPlaybackRate = 0.0;
|
|
SetCycle(0);
|
|
ResetSequence(LookupSequence("tau_levitate"));
|
|
|
|
m_bGunHasBeenCutOff = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropJeep::InputFinishRemoveTauCannon(inputdata_t &inputdata)
|
|
{
|
|
// Remove & hide the gun
|
|
SetBodygroup(1, false);
|
|
m_bHasGun = false;
|
|
}
|
|
|
|
//========================================================================================================================================
|
|
// JEEP FOUR WHEEL PHYSICS VEHICLE SERVER VEHICLE
|
|
//========================================================================================================================================
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CJeepFourWheelServerVehicle::NPC_AimPrimaryWeapon(Vector vecTarget)
|
|
{
|
|
((CPropJeep*)m_pVehicle)->AimGunAt(&vecTarget, 0.1f);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &vecEyeExitEndpoint -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CJeepFourWheelServerVehicle::GetExitAnimToUse(Vector &vecEyeExitEndpoint, bool &bAllPointsBlocked)
|
|
{
|
|
bAllPointsBlocked = false;
|
|
|
|
if (!m_bParsedAnimations)
|
|
{
|
|
// Load the entry/exit animations from the vehicle
|
|
ParseEntryExitAnims();
|
|
m_bParsedAnimations = true;
|
|
}
|
|
|
|
CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>(m_pVehicle);
|
|
// If we don't have the gun anymore, we want to get out using the "gun-less" animation
|
|
if (pAnimating && ((CPropJeep*)m_pVehicle)->TauCannonHasBeenCutOff())
|
|
{
|
|
// HACK: We know the tau-cannon removed exit anim uses the first upright anim's exit details
|
|
trace_t tr;
|
|
|
|
// Convert our offset points to worldspace ones
|
|
Vector vehicleExitOrigin = m_ExitAnimations[0].vecExitPointLocal;
|
|
QAngle vehicleExitAngles = m_ExitAnimations[0].vecExitAnglesLocal;
|
|
UTIL_ParentToWorldSpace(pAnimating, vehicleExitOrigin, vehicleExitAngles);
|
|
|
|
// Ensure the endpoint is clear by dropping a point down from above
|
|
vehicleExitOrigin -= VEC_VIEW;
|
|
Vector vecMove = Vector(0, 0, 64);
|
|
Vector vecStart = vehicleExitOrigin + vecMove;
|
|
Vector vecEnd = vehicleExitOrigin - vecMove;
|
|
UTIL_TraceHull(vecStart, vecEnd, VEC_HULL_MIN, VEC_HULL_MAX, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr);
|
|
|
|
Assert(!tr.startsolid && tr.fraction < 1.0);
|
|
m_vecCurrentExitEndPoint = vecStart + ((vecEnd - vecStart) * tr.fraction);
|
|
vecEyeExitEndpoint = m_vecCurrentExitEndPoint + VEC_VIEW;
|
|
m_iCurrentExitAnim = 0;
|
|
return pAnimating->LookupSequence("exit_tauremoved");
|
|
}
|
|
|
|
return BaseClass::GetExitAnimToUse(vecEyeExitEndpoint, bAllPointsBlocked);
|
|
}
|