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1088 lines
34 KiB
1088 lines
34 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "npcevent.h"
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#include "vehicle_base.h"
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#include "engine/IEngineSound.h"
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#include "in_buttons.h"
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#include "soundenvelope.h"
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#include "soundent.h"
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#include "physics_saverestore.h"
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#include "vphysics/constraints.h"
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#include "vcollide_parse.h"
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#include "ndebugoverlay.h"
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#include "player.h"
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#include "props.h"
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#include "vehicle_choreo_generic_shared.h"
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#include "ai_utils.h"
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#if defined ( PORTAL2 )
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#include "portal_player.h"
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#endif
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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 CHOREO_VEHICLE_VIEW_FOV 90
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#define CHOREO_VEHICLE_VIEW_YAW_MIN -60
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#define CHOREO_VEHICLE_VIEW_YAW_MAX 60
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#define CHOREO_VEHICLE_VIEW_PITCH_MIN -90
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#define CHOREO_VEHICLE_VIEW_PITCH_MAX 38
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BEGIN_DATADESC_NO_BASE( vehicleview_t )
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DEFINE_FIELD( bClampEyeAngles, FIELD_BOOLEAN ),
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DEFINE_FIELD( flPitchCurveZero, FIELD_FLOAT ),
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DEFINE_FIELD( flPitchCurveLinear, FIELD_FLOAT ),
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DEFINE_FIELD( flRollCurveZero, FIELD_FLOAT ),
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DEFINE_FIELD( flRollCurveLinear, FIELD_FLOAT ),
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DEFINE_FIELD( flFOV, FIELD_FLOAT ),
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DEFINE_FIELD( flYawMin, FIELD_FLOAT ),
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DEFINE_FIELD( flYawMax, FIELD_FLOAT ),
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DEFINE_FIELD( flPitchMin, FIELD_FLOAT ),
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DEFINE_FIELD( flPitchMax, FIELD_FLOAT ),
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END_DATADESC()
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//
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// Anim events.
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//
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enum
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{
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AE_CHOREO_VEHICLE_OPEN = 1,
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AE_CHOREO_VEHICLE_CLOSE = 2,
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};
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extern ConVar g_debug_vehicledriver;
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class CPropVehicleChoreoGeneric;
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static const char *pChoreoGenericFollowerBoneNames[] =
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{
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"base",
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};
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//-----------------------------------------------------------------------------
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// Purpose: A KeyValues parse for vehicle sound blocks
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//-----------------------------------------------------------------------------
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class CVehicleChoreoViewParser : public IVPhysicsKeyHandler
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{
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public:
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CVehicleChoreoViewParser( void );
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private:
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virtual void ParseKeyValue( void *pData, const char *pKey, const char *pValue );
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virtual void SetDefaults( void *pData );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CChoreoGenericServerVehicle : public CBaseServerVehicle
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{
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DECLARE_SIMPLE_DATADESC();
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typedef CBaseServerVehicle BaseClass;
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// IServerVehicle
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public:
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void GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV = NULL );
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virtual void ItemPostFrame( CBasePlayer *pPlayer );
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virtual bool IsPassengerUsingStandardWeapons( int nRole = VEHICLE_ROLE_DRIVER ) { return m_bPlayerCanShoot; }
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virtual void SetPlayerCanShoot( bool bCanShoot, int nRole = VEHICLE_ROLE_DRIVER );
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protected:
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bool m_bPlayerCanShoot;
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CPropVehicleChoreoGeneric *GetVehicle( void );
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};
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void CChoreoGenericServerVehicle::SetPlayerCanShoot( bool bCanShoot, int nRole /*= VEHICLE_ROLE_DRIVER*/ )
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{
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if ( bCanShoot != m_bPlayerCanShoot )
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{
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SetPassengerWeapon( bCanShoot, GetPassenger( nRole ) );
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m_bPlayerCanShoot = bCanShoot;
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}
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}
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BEGIN_SIMPLE_DATADESC( CChoreoGenericServerVehicle )
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DEFINE_FIELD( m_bPlayerCanShoot, FIELD_BOOLEAN ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CPropVehicleChoreoGeneric : public CDynamicProp, public IDrivableVehicle
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{
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DECLARE_CLASS( CPropVehicleChoreoGeneric, CDynamicProp );
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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CPropVehicleChoreoGeneric( void )
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{
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m_ServerVehicle.SetVehicle( this );
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m_bIgnoreMoveParent = false;
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m_bForcePlayerEyePoint = false;
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}
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~CPropVehicleChoreoGeneric( void )
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{
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}
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// CBaseEntity
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virtual void Precache( void );
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void Spawn( void );
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void Think(void);
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE; };
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual void DrawDebugGeometryOverlays( void );
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virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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void PlayerControlInit( CBasePlayer *pPlayer );
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void PlayerControlShutdown( void );
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void ResetUseKey( CBasePlayer *pPlayer );
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virtual bool OverridePropdata() { return true; }
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bool ParseViewParams( const char *pScriptName );
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void GetVectors(Vector* pForward, Vector* pRight, Vector* pUp) const;
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bool CreateVPhysics()
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{
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SetSolid(SOLID_VPHYSICS);
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SetMoveType(MOVETYPE_NONE);
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return true;
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}
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bool ShouldForceExit() { return m_bForcedExit; }
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void ClearForcedExit() { m_bForcedExit = false; }
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// CBaseAnimating
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void HandleAnimEvent( animevent_t *pEvent );
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// Inputs
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void InputEnterVehicleImmediate( inputdata_t &inputdata );
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void InputEnterVehicle( inputdata_t &inputdata );
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void InputExitVehicle( inputdata_t &inputdata );
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void InputLock( inputdata_t &inputdata );
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void InputUnlock( inputdata_t &inputdata );
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void InputOpen( inputdata_t &inputdata );
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void InputClose( inputdata_t &inputdata );
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void InputViewlock( inputdata_t &inputdata );
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void InputSetCanShoot( inputdata_t &inputdata );
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void InputUseAttachmentEyes( inputdata_t &inputdata );
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void InputSetMaxPitch( inputdata_t &inputdata );
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void InputSetMinPitch( inputdata_t &inputdata );
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void InputSetMaxYaw( inputdata_t &inputdata );
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void InputSetMinYaw( inputdata_t &inputdata );
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bool ShouldIgnoreParent( void ) { return m_bIgnoreMoveParent; }
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// Tuned to match HL2s definition, but this should probably return false in all cases
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virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ) { return (info.GetDamageType() & (DMG_BLAST|DMG_RADIATION)) == 0; }
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CNetworkHandle( CBasePlayer, m_hPlayer );
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CNetworkVarEmbedded( vehicleview_t, m_vehicleView );
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private:
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vehicleview_t m_savedVehicleView; // gets saved out for viewlock/unlock input
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// IDrivableVehicle
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public:
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virtual CBaseEntity *GetDriver( void );
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) { return; }
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virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { return; }
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virtual bool CanEnterVehicle( CBaseEntity *pEntity );
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virtual bool CanExitVehicle( CBaseEntity *pEntity );
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virtual void SetVehicleEntryAnim( bool bOn );
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virtual void SetVehicleExitAnim( bool bOn, Vector vecEyeExitEndpoint ) { m_bExitAnimOn = bOn; if ( bOn ) m_vecEyeExitEndpoint = vecEyeExitEndpoint; }
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virtual void EnterVehicle( CBaseCombatCharacter *pPassenger );
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virtual bool AllowBlockedExit( CBaseCombatCharacter *pPassenger, int nRole ) { return true; }
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virtual bool AllowMidairExit( CBaseCombatCharacter *pPassenger, int nRole ) { return true; }
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virtual void PreExitVehicle( CBaseCombatCharacter *pPassenger, int nRole ) {}
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virtual void ExitVehicle( int nRole );
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virtual void ItemPostFrame( CBasePlayer *pPlayer ) {}
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virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) {}
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virtual string_t GetVehicleScriptName() { return m_vehicleScript; }
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// If this is a vehicle, returns the vehicle interface
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virtual IServerVehicle *GetServerVehicle() { return &m_ServerVehicle; }
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bool ShouldCollide( int collisionGroup, int contentsMask ) const;
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bool m_bForcePlayerEyePoint; // Uses player's eyepoint instead of 'vehicle_driver_eyes' attachment
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protected:
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// Contained IServerVehicle
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CChoreoGenericServerVehicle m_ServerVehicle;
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private:
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// Entering / Exiting
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bool m_bLocked;
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CNetworkVar( bool, m_bEnterAnimOn );
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CNetworkVar( bool, m_bExitAnimOn );
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CNetworkVector( m_vecEyeExitEndpoint );
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bool m_bForcedExit;
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bool m_bIgnoreMoveParent;
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bool m_bIgnorePlayerCollisions;
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bool m_bPlayerCanShoot;
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CNetworkVar( bool, m_bForceEyesToAttachment );
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// Vehicle script filename
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string_t m_vehicleScript;
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COutputEvent m_playerOn;
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COutputEvent m_playerOff;
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COutputEvent m_OnOpen;
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COutputEvent m_OnClose;
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};
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LINK_ENTITY_TO_CLASS( prop_vehicle_choreo_generic, CPropVehicleChoreoGeneric );
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BEGIN_DATADESC( CPropVehicleChoreoGeneric )
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Lock", InputLock ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Unlock", InputUnlock ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnterVehicle", InputEnterVehicle ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnterVehicleImmediate", InputEnterVehicleImmediate ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ExitVehicle", InputExitVehicle ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Open", InputOpen ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Close", InputClose ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "Viewlock", InputViewlock ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetCanShoot", InputSetCanShoot ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "UseAttachmentEyes", InputUseAttachmentEyes ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetCanShoot", InputSetCanShoot ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMaxPitch", InputSetMaxPitch ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMinPitch", InputSetMinPitch ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMaxYaw", InputSetMaxYaw ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMinYaw", InputSetMinYaw ),
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// Keys
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DEFINE_EMBEDDED( m_ServerVehicle ),
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DEFINE_FIELD( m_hPlayer, FIELD_EHANDLE ),
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DEFINE_FIELD( m_bEnterAnimOn, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bExitAnimOn, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bForcedExit, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_vecEyeExitEndpoint, FIELD_POSITION_VECTOR ),
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DEFINE_KEYFIELD( m_vehicleScript, FIELD_STRING, "vehiclescript" ),
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DEFINE_KEYFIELD( m_bLocked, FIELD_BOOLEAN, "vehiclelocked" ),
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DEFINE_KEYFIELD( m_bIgnoreMoveParent, FIELD_BOOLEAN, "ignoremoveparent" ),
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DEFINE_KEYFIELD( m_bIgnorePlayerCollisions, FIELD_BOOLEAN, "ignoreplayer" ),
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DEFINE_KEYFIELD( m_bForcePlayerEyePoint, FIELD_BOOLEAN, "useplayereyes" ),
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DEFINE_KEYFIELD( m_bPlayerCanShoot, FIELD_BOOLEAN, "playercanshoot" ),
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DEFINE_KEYFIELD( m_bForceEyesToAttachment , FIELD_BOOLEAN, "useattachmenteyes" ),
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DEFINE_OUTPUT( m_playerOn, "PlayerOn" ),
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DEFINE_OUTPUT( m_playerOff, "PlayerOff" ),
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DEFINE_OUTPUT( m_OnOpen, "OnOpen" ),
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DEFINE_OUTPUT( m_OnClose, "OnClose" ),
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DEFINE_EMBEDDED( m_vehicleView ),
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DEFINE_EMBEDDED( m_savedVehicleView ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CPropVehicleChoreoGeneric, DT_PropVehicleChoreoGeneric)
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SendPropEHandle(SENDINFO(m_hPlayer)),
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SendPropBool(SENDINFO(m_bEnterAnimOn)),
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SendPropBool(SENDINFO(m_bExitAnimOn)),
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SendPropBool(SENDINFO(m_bForceEyesToAttachment)),
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SendPropVector(SENDINFO(m_vecEyeExitEndpoint), -1, SPROP_COORD),
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SendPropBool( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, bClampEyeAngles ) ),
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SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flPitchCurveZero ) ),
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SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flPitchCurveLinear ) ),
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SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flRollCurveZero ) ),
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SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flRollCurveLinear ) ),
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SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flFOV ) ),
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SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flYawMin ) ),
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SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flYawMax ) ),
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SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flPitchMin ) ),
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SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flPitchMax ) ),
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END_SEND_TABLE();
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bool ShouldVehicleIgnoreEntity( CBaseEntity *pVehicle, CBaseEntity *pCollide )
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{
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if ( pCollide->GetParent() == pVehicle )
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return true;
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CPropVehicleChoreoGeneric *pChoreoVehicle = dynamic_cast <CPropVehicleChoreoGeneric *>( pVehicle );
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if ( pChoreoVehicle == NULL )
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return false;
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if ( pCollide == NULL )
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return false;
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if ( pChoreoVehicle->ShouldIgnoreParent() == false )
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return false;
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if ( pChoreoVehicle->GetMoveParent() == pCollide )
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return true;
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return false;
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}
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//------------------------------------------------
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// Precache
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//------------------------------------------------
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void CPropVehicleChoreoGeneric::Precache( void )
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{
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BaseClass::Precache();
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m_ServerVehicle.Initialize( STRING(m_vehicleScript) );
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m_ServerVehicle.UseLegacyExitChecks( true );
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}
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//------------------------------------------------
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// Spawn
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//------------------------------------------------
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void CPropVehicleChoreoGeneric::Spawn( void )
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{
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Precache();
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SetModel( STRING( GetModelName() ) );
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SetCollisionGroup( COLLISION_GROUP_VEHICLE );
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if ( GetSolid() != SOLID_NONE )
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{
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BaseClass::Spawn();
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}
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m_ServerVehicle.SetPlayerCanShoot( m_bPlayerCanShoot );
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m_takedamage = DAMAGE_EVENTS_ONLY;
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SetNextThink( gpGlobals->curtime );
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ParseViewParams( STRING(m_vehicleScript) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropVehicleChoreoGeneric::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
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{
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if ( ptr->hitbox == VEHICLE_HITBOX_DRIVER )
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{
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if ( m_hPlayer != NULL )
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{
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m_hPlayer->TakeDamage( info );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CPropVehicleChoreoGeneric::OnTakeDamage( const CTakeDamageInfo &inputInfo )
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{
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CTakeDamageInfo info = inputInfo;
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info.ScaleDamage( 25 );
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// reset the damage
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info.SetDamage( inputInfo.GetDamage() );
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// Check to do damage to prisoner
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if ( m_hPlayer != NULL )
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{
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// Take no damage from physics damages
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if ( info.GetDamageType() & DMG_CRUSH )
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return 0;
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// Take the damage
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m_hPlayer->TakeDamage( info );
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}
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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Vector CPropVehicleChoreoGeneric::BodyTarget( const Vector &posSrc, bool bNoisy )
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{
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Vector shotPos;
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int eyeAttachmentIndex = LookupAttachment("vehicle_driver_eyes");
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GetAttachment( eyeAttachmentIndex, shotPos );
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if ( bNoisy )
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{
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shotPos[0] += random->RandomFloat( -8.0f, 8.0f );
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shotPos[1] += random->RandomFloat( -8.0f, 8.0f );
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shotPos[2] += random->RandomFloat( -8.0f, 8.0f );
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}
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return shotPos;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropVehicleChoreoGeneric::Think(void)
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{
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SetNextThink( gpGlobals->curtime + 0.1 );
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if ( GetDriver() )
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{
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BaseClass::Think();
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// If the enter or exit animation has finished, tell the server vehicle
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if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) )
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{
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GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, true );
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}
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#if defined ( PORTAL2 )
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// Hack (possibily temp?) for finale... Make sure the player's body follows somewhat closely to the eye point animation
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// so their shoot position doesn't come from across the world.
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// This could be cleaned up and made an option on a keyvalue if we dont end up solving it a different way.. checking in dirty because we want to this very soon.
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CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>(GetServerVehicle()->GetVehicleEnt());
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if ( pAnimating )
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{
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Vector vSeatOrigin;
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QAngle qSeatAngles;
|
|
if ( GetDriver() && pAnimating->GetAttachment( "vehicle_feet_passenger0", vSeatOrigin, qSeatAngles ) )
|
|
{
|
|
// Set us to that position
|
|
CBaseEntity* pDriver = GetDriver();
|
|
pDriver->SetAbsOrigin( vSeatOrigin );
|
|
pDriver->SetAbsAngles( qSeatAngles );
|
|
}
|
|
|
|
}
|
|
#endif
|
|
}
|
|
|
|
StudioFrameAdvance();
|
|
DispatchAnimEvents( this );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose:
|
|
//------------------------------------------------------------------------------
|
|
void CPropVehicleChoreoGeneric::InputOpen( inputdata_t &inputdata )
|
|
{
|
|
int nSequence = LookupSequence( "open" );
|
|
|
|
// Set to the desired anim, or default anim if the desired is not present
|
|
if ( nSequence > ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
SetCycle( 0 );
|
|
m_flAnimTime = gpGlobals->curtime;
|
|
ResetSequence( nSequence );
|
|
ResetClientsideFrame();
|
|
}
|
|
else
|
|
{
|
|
// Not available try to get default anim
|
|
Msg( "Choreo Generic Vehicle %s: missing open sequence\n", GetDebugName() );
|
|
SetSequence( 0 );
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose:
|
|
//------------------------------------------------------------------------------
|
|
void CPropVehicleChoreoGeneric::InputClose( inputdata_t &inputdata )
|
|
{
|
|
if ( m_bLocked || m_bEnterAnimOn )
|
|
return;
|
|
|
|
int nSequence = LookupSequence( "close" );
|
|
|
|
// Set to the desired anim, or default anim if the desired is not present
|
|
if ( nSequence > ACTIVITY_NOT_AVAILABLE )
|
|
{
|
|
SetCycle( 0 );
|
|
m_flAnimTime = gpGlobals->curtime;
|
|
ResetSequence( nSequence );
|
|
ResetClientsideFrame();
|
|
}
|
|
else
|
|
{
|
|
// Not available try to get default anim
|
|
Msg( "Choreo Generic Vehicle %s: missing close sequence\n", GetDebugName() );
|
|
SetSequence( 0 );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose:
|
|
//------------------------------------------------------------------------------
|
|
void CPropVehicleChoreoGeneric::InputViewlock( inputdata_t &inputdata )
|
|
{
|
|
if (inputdata.value.Bool()) // lock
|
|
{
|
|
if (m_savedVehicleView.flFOV == 0) // not already locked
|
|
{
|
|
m_savedVehicleView = m_vehicleView;
|
|
m_vehicleView.flYawMax = m_vehicleView.flYawMin = m_vehicleView.flPitchMin = m_vehicleView.flPitchMax = 0.0f;
|
|
}
|
|
}
|
|
else
|
|
{ //unlock
|
|
Assert(m_savedVehicleView.flFOV); // is nonzero if something is saved, is zero if nothing was saved.
|
|
if (m_savedVehicleView.flFOV)
|
|
{
|
|
// m_vehicleView = m_savedVehicleView;
|
|
m_savedVehicleView.flFOV = 0;
|
|
|
|
|
|
m_vehicleView.flYawMax.Set( m_savedVehicleView.flYawMax);
|
|
m_vehicleView.flYawMin.Set( m_savedVehicleView.flYawMin);
|
|
m_vehicleView.flPitchMin.Set(m_savedVehicleView.flPitchMin);
|
|
m_vehicleView.flPitchMax.Set(m_savedVehicleView.flPitchMax);
|
|
|
|
/* // note: the straight assignments, as in the lower two lines below, do not call the = overload and thus are never transmitted!
|
|
m_vehicleView.flYawMax = 50; // m_savedVehicleView.flYawMax;
|
|
m_vehicleView.flYawMin = -50; // m_savedVehicleView.flYawMin;
|
|
m_vehicleView.flPitchMin = m_savedVehicleView.flPitchMin;
|
|
m_vehicleView.flPitchMax = m_savedVehicleView.flPitchMax;
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleChoreoGeneric::HandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
int nEvent = pEvent->Event();
|
|
|
|
if ( nEvent == AE_CHOREO_VEHICLE_OPEN )
|
|
{
|
|
m_OnOpen.FireOutput( this, this );
|
|
m_bLocked = false;
|
|
}
|
|
else if ( nEvent == AE_CHOREO_VEHICLE_CLOSE )
|
|
{
|
|
m_OnClose.FireOutput( this, this );
|
|
m_bLocked = true;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleChoreoGeneric::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
ResetUseKey( pPlayer );
|
|
|
|
GetServerVehicle()->HandlePassengerEntry( pPlayer, (value > 0) );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true of the player's allowed to enter / exit the vehicle
|
|
//-----------------------------------------------------------------------------
|
|
bool CPropVehicleChoreoGeneric::CanEnterVehicle( CBaseEntity *pEntity )
|
|
{
|
|
// Prevent entering if the vehicle's being driven by an NPC
|
|
if ( GetDriver() && GetDriver() != pEntity )
|
|
return false;
|
|
|
|
// Prevent entering if the vehicle's locked
|
|
return !m_bLocked;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true of the player is allowed to exit the vehicle.
|
|
//-----------------------------------------------------------------------------
|
|
bool CPropVehicleChoreoGeneric::CanExitVehicle( CBaseEntity *pEntity )
|
|
{
|
|
// Prevent exiting if the vehicle's locked, rotating, or playing an entry/exit anim.
|
|
return ( !m_bLocked && (GetLocalAngularVelocity() == vec3_angle) && !m_bEnterAnimOn && !m_bExitAnimOn );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override base class to add display
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleChoreoGeneric::DrawDebugGeometryOverlays(void)
|
|
{
|
|
// Draw if BBOX is on
|
|
if ( m_debugOverlays & OVERLAY_BBOX_BIT )
|
|
{
|
|
}
|
|
|
|
BaseClass::DrawDebugGeometryOverlays();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleChoreoGeneric::EnterVehicle( CBaseCombatCharacter *pPassenger )
|
|
{
|
|
if ( pPassenger == NULL )
|
|
return;
|
|
|
|
CBasePlayer *pPlayer = ToBasePlayer( pPassenger );
|
|
if ( pPlayer != NULL )
|
|
{
|
|
// Remove any player who may be in the vehicle at the moment
|
|
if ( m_hPlayer )
|
|
{
|
|
ExitVehicle( VEHICLE_ROLE_DRIVER );
|
|
}
|
|
|
|
m_hPlayer = pPlayer;
|
|
m_playerOn.FireOutput( pPlayer, this, 0 );
|
|
|
|
#if defined ( PORTAL2 )
|
|
CPortal_Player *pPortalPlayer = ToPortalPlayer( pPlayer );
|
|
if ( pPortalPlayer && pPortalPlayer->IsZoomed() )
|
|
{
|
|
pPortalPlayer->ZoomOut();
|
|
}
|
|
#endif
|
|
|
|
m_ServerVehicle.SoundStart();
|
|
}
|
|
else
|
|
{
|
|
// NPCs not supported yet - jdw
|
|
Assert( 0 );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleChoreoGeneric::SetVehicleEntryAnim( bool bOn )
|
|
{
|
|
m_bEnterAnimOn = bOn;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleChoreoGeneric::ExitVehicle( int nRole )
|
|
{
|
|
CBasePlayer *pPlayer = m_hPlayer;
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
m_hPlayer = NULL;
|
|
ResetUseKey( pPlayer );
|
|
|
|
m_playerOff.FireOutput( pPlayer, this, 0 );
|
|
m_bEnterAnimOn = false;
|
|
|
|
m_ServerVehicle.SoundShutdown( 1.0 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleChoreoGeneric::ResetUseKey( CBasePlayer *pPlayer )
|
|
{
|
|
pPlayer->m_afButtonPressed &= ~IN_USE;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Vehicles are permanently oriented off angle for vphysics.
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleChoreoGeneric::GetVectors(Vector* pForward, Vector* pRight, Vector* pUp) const
|
|
{
|
|
// This call is necessary to cause m_rgflCoordinateFrame to be recomputed
|
|
const matrix3x4_t &entityToWorld = EntityToWorldTransform();
|
|
|
|
if (pForward != NULL)
|
|
{
|
|
MatrixGetColumn( entityToWorld, 1, *pForward );
|
|
}
|
|
|
|
if (pRight != NULL)
|
|
{
|
|
MatrixGetColumn( entityToWorld, 0, *pRight );
|
|
}
|
|
|
|
if (pUp != NULL)
|
|
{
|
|
MatrixGetColumn( entityToWorld, 2, *pUp );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CPropVehicleChoreoGeneric::GetDriver( void )
|
|
{
|
|
return m_hPlayer;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Prevent the player from entering / exiting the vehicle
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleChoreoGeneric::InputLock( inputdata_t &inputdata )
|
|
{
|
|
m_bLocked = true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allow the player to enter / exit the vehicle
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleChoreoGeneric::InputUnlock( inputdata_t &inputdata )
|
|
{
|
|
m_bLocked = false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Force the player to enter the vehicle.
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleChoreoGeneric::InputEnterVehicle( inputdata_t &inputdata )
|
|
{
|
|
if ( m_bEnterAnimOn )
|
|
return;
|
|
|
|
// Try the activator first & use them if they are a player.
|
|
CBasePlayer *pPlayer = ToBasePlayer( inputdata.pActivator );
|
|
if ( pPlayer == NULL )
|
|
{
|
|
// Activator was not a player, just grab the single-player player.
|
|
pPlayer = AI_GetSinglePlayer();
|
|
if ( pPlayer == NULL )
|
|
return;
|
|
}
|
|
|
|
// Force us to drop anything we're holding
|
|
pPlayer->ForceDropOfCarriedPhysObjects();
|
|
|
|
// FIXME: I hate code like this. I should really add a parameter to HandlePassengerEntry
|
|
// to allow entry into locked vehicles
|
|
bool bWasLocked = m_bLocked;
|
|
m_bLocked = false;
|
|
GetServerVehicle()->HandlePassengerEntry( pPlayer, true );
|
|
m_bLocked = bWasLocked;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleChoreoGeneric::InputEnterVehicleImmediate( inputdata_t &inputdata )
|
|
{
|
|
if ( m_bEnterAnimOn )
|
|
return;
|
|
|
|
// Try the activator first & use them if they are a player.
|
|
CBasePlayer *pPlayer = ToBasePlayer( inputdata.pActivator );
|
|
if ( pPlayer == NULL )
|
|
{
|
|
// Activator was not a player, just grab the singleplayer player.
|
|
pPlayer = AI_GetSinglePlayer();
|
|
if ( pPlayer == NULL )
|
|
return;
|
|
}
|
|
|
|
if ( pPlayer->IsInAVehicle() )
|
|
{
|
|
// Force the player out of whatever vehicle they are in.
|
|
pPlayer->LeaveVehicle();
|
|
}
|
|
|
|
// Force us to drop anything we're holding
|
|
pPlayer->ForceDropOfCarriedPhysObjects();
|
|
|
|
pPlayer->GetInVehicle( GetServerVehicle(), VEHICLE_ROLE_DRIVER );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Force the player to exit the vehicle.
|
|
//-----------------------------------------------------------------------------
|
|
void CPropVehicleChoreoGeneric::InputExitVehicle( inputdata_t &inputdata )
|
|
{
|
|
m_bForcedExit = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Parses the vehicle's script for the vehicle view parameters
|
|
//-----------------------------------------------------------------------------
|
|
bool CPropVehicleChoreoGeneric::ParseViewParams( const char *pScriptName )
|
|
{
|
|
byte *pFile = UTIL_LoadFileForMe( pScriptName, NULL );
|
|
if ( !pFile )
|
|
return false;
|
|
|
|
IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( (char *)pFile );
|
|
CVehicleChoreoViewParser viewParser;
|
|
while ( !pParse->Finished() )
|
|
{
|
|
const char *pBlock = pParse->GetCurrentBlockName();
|
|
if ( !strcmpi( pBlock, "vehicle_view" ) )
|
|
{
|
|
pParse->ParseCustom( &m_vehicleView, &viewParser );
|
|
}
|
|
else
|
|
{
|
|
pParse->SkipBlock();
|
|
}
|
|
}
|
|
physcollision->VPhysicsKeyParserDestroy( pParse );
|
|
UTIL_FreeFile( pFile );
|
|
|
|
Precache();
|
|
|
|
return true;
|
|
}
|
|
|
|
//========================================================================================================================================
|
|
// CRANE VEHICLE SERVER VEHICLE
|
|
//========================================================================================================================================
|
|
CPropVehicleChoreoGeneric *CChoreoGenericServerVehicle::GetVehicle( void )
|
|
{
|
|
return (CPropVehicleChoreoGeneric *)GetDrivableVehicle();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pPlayer -
|
|
//-----------------------------------------------------------------------------
|
|
void CChoreoGenericServerVehicle::ItemPostFrame( CBasePlayer *player )
|
|
{
|
|
Assert( player == GetDriver() );
|
|
|
|
GetDrivableVehicle()->ItemPostFrame( player );
|
|
|
|
if (( player->m_afButtonPressed & IN_USE ) || GetVehicle()->ShouldForceExit() )
|
|
{
|
|
GetVehicle()->ClearForcedExit();
|
|
if ( GetDrivableVehicle()->CanExitVehicle(player) )
|
|
{
|
|
// Let the vehicle try to play the exit animation
|
|
if ( !HandlePassengerExit( player ) && ( player != NULL ) )
|
|
{
|
|
player->PlayUseDenySound();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CChoreoGenericServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*= NULL*/ )
|
|
{
|
|
// FIXME: This needs to be reconciled with the other versions of this function!
|
|
Assert( nRole == VEHICLE_ROLE_DRIVER );
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetDrivableVehicle()->GetDriver() );
|
|
Assert( pPlayer );
|
|
|
|
// Use the player's eyes instead of the attachment point
|
|
if ( GetVehicle()->m_bForcePlayerEyePoint )
|
|
{
|
|
// Call to BaseClass because CBasePlayer::EyePosition calls this function.
|
|
*pAbsOrigin = pPlayer->CBasePlayer::BaseClass::EyePosition();
|
|
*pAbsAngles = pPlayer->CBasePlayer::BaseClass::EyeAngles();
|
|
return;
|
|
}
|
|
|
|
*pAbsAngles = pPlayer->EyeAngles(); // yuck. this is an in/out parameter.
|
|
|
|
float flPitchFactor = 1.0;
|
|
matrix3x4_t vehicleEyePosToWorld;
|
|
Vector vehicleEyeOrigin;
|
|
QAngle vehicleEyeAngles;
|
|
GetVehicle()->GetAttachment( "vehicle_driver_eyes", vehicleEyeOrigin, vehicleEyeAngles );
|
|
AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld );
|
|
|
|
// Compute the relative rotation between the unperterbed eye attachment + the eye angles
|
|
matrix3x4_t cameraToWorld;
|
|
AngleMatrix( *pAbsAngles, cameraToWorld );
|
|
|
|
matrix3x4_t worldToEyePos;
|
|
MatrixInvert( vehicleEyePosToWorld, worldToEyePos );
|
|
|
|
matrix3x4_t vehicleCameraToEyePos;
|
|
ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );
|
|
|
|
// Now perterb the attachment point
|
|
vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x );
|
|
vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z );
|
|
|
|
AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld );
|
|
|
|
// Now treat the relative eye angles as being relative to this new, perterbed view position...
|
|
matrix3x4_t newCameraToWorld;
|
|
ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );
|
|
|
|
// output new view abs angles
|
|
MatrixAngles( newCameraToWorld, *pAbsAngles );
|
|
|
|
// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
|
|
MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );
|
|
}
|
|
|
|
bool CPropVehicleChoreoGeneric::ShouldCollide( int collisionGroup, int contentsMask ) const
|
|
{
|
|
if ( m_bIgnorePlayerCollisions == true )
|
|
{
|
|
if ( collisionGroup == COLLISION_GROUP_PLAYER || collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
|
|
return false;
|
|
}
|
|
|
|
return BaseClass::ShouldCollide( collisionGroup, contentsMask );
|
|
}
|
|
|
|
void CPropVehicleChoreoGeneric::InputSetCanShoot( inputdata_t &inputdata )
|
|
{
|
|
m_bPlayerCanShoot = inputdata.value.Bool();
|
|
m_ServerVehicle.SetPlayerCanShoot( m_bPlayerCanShoot );
|
|
}
|
|
|
|
void CPropVehicleChoreoGeneric::InputUseAttachmentEyes( inputdata_t &inputdata )
|
|
{
|
|
m_bForceEyesToAttachment = inputdata.value.Bool();
|
|
}
|
|
|
|
void CPropVehicleChoreoGeneric::InputSetMaxPitch( inputdata_t &inputdata )
|
|
{
|
|
m_vehicleView.flPitchMax = inputdata.value.Float();
|
|
}
|
|
|
|
void CPropVehicleChoreoGeneric::InputSetMinPitch( inputdata_t &inputdata )
|
|
{
|
|
m_vehicleView.flPitchMin = inputdata.value.Float();
|
|
}
|
|
|
|
void CPropVehicleChoreoGeneric::InputSetMaxYaw( inputdata_t &inputdata )
|
|
{
|
|
m_vehicleView.flYawMax = inputdata.value.Float();
|
|
}
|
|
|
|
void CPropVehicleChoreoGeneric::InputSetMinYaw( inputdata_t &inputdata )
|
|
{
|
|
m_vehicleView.flYawMin = inputdata.value.Float();
|
|
}
|
|
|
|
CVehicleChoreoViewParser::CVehicleChoreoViewParser( void )
|
|
{
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleChoreoViewParser::ParseKeyValue( void *pData, const char *pKey, const char *pValue )
|
|
{
|
|
vehicleview_t *pView = (vehicleview_t *)pData;
|
|
// New gear?
|
|
if ( !strcmpi( pKey, "clamp" ) )
|
|
{
|
|
pView->bClampEyeAngles = !!atoi( pValue );
|
|
}
|
|
else if ( !strcmpi( pKey, "pitchcurvezero" ) )
|
|
{
|
|
pView->flPitchCurveZero = atof( pValue );
|
|
}
|
|
else if ( !strcmpi( pKey, "pitchcurvelinear" ) )
|
|
{
|
|
pView->flPitchCurveLinear = atof( pValue );
|
|
}
|
|
else if ( !strcmpi( pKey, "rollcurvezero" ) )
|
|
{
|
|
pView->flRollCurveZero = atof( pValue );
|
|
}
|
|
else if ( !strcmpi( pKey, "rollcurvelinear" ) )
|
|
{
|
|
pView->flRollCurveLinear = atof( pValue );
|
|
}
|
|
else if ( !strcmpi( pKey, "yawmin" ) )
|
|
{
|
|
pView->flYawMin = atof( pValue );
|
|
}
|
|
else if ( !strcmpi( pKey, "yawmax" ) )
|
|
{
|
|
pView->flYawMax = atof( pValue );
|
|
}
|
|
else if ( !strcmpi( pKey, "pitchmin" ) )
|
|
{
|
|
pView->flPitchMin = atof( pValue );
|
|
}
|
|
else if ( !strcmpi( pKey, "pitchmax" ) )
|
|
{
|
|
pView->flPitchMax = atof( pValue );
|
|
}
|
|
else if ( !strcmpi( pKey, "fov" ) )
|
|
{
|
|
pView->flFOV = atof( pValue );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CVehicleChoreoViewParser::SetDefaults( void *pData )
|
|
{
|
|
vehicleview_t *pView = (vehicleview_t *)pData;
|
|
|
|
pView->bClampEyeAngles = true;
|
|
|
|
pView->flPitchCurveZero = PITCH_CURVE_ZERO;
|
|
pView->flPitchCurveLinear = PITCH_CURVE_LINEAR;
|
|
pView->flRollCurveZero = ROLL_CURVE_ZERO;
|
|
pView->flRollCurveLinear = ROLL_CURVE_LINEAR;
|
|
pView->flFOV = CHOREO_VEHICLE_VIEW_FOV;
|
|
pView->flYawMin = CHOREO_VEHICLE_VIEW_YAW_MIN;
|
|
pView->flYawMax = CHOREO_VEHICLE_VIEW_YAW_MAX;
|
|
pView->flPitchMin = CHOREO_VEHICLE_VIEW_PITCH_MIN;
|
|
pView->flPitchMax = CHOREO_VEHICLE_VIEW_PITCH_MAX;
|
|
|
|
}
|