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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a bastardization of the vehicle code for the choreography
// group who want to have smooth view lerping code out of a keyframed
// controlled player viewpoint.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "vehicle_base.h"
#include "hl2_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CPropVehicleViewController : public CPropVehicleDriveable { DECLARE_CLASS( CPropVehicleViewController, CPropVehicleDriveable ); public: DECLARE_DATADESC();
// CBaseEntity
void Spawn( void ); void Think(void);
// CPropVehicle
virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ); virtual void EnterVehicle( CBasePlayer *pPlayer ); virtual void ExitVehicle( int nRole );
// Inputs to force the player in/out of the vehicle
void InputForcePlayerIn( inputdata_t &inputdata ); void InputForcePlayerOut( inputdata_t &inputdata ); };
BEGIN_DATADESC( CPropVehicleViewController ) DEFINE_INPUTFUNC( FIELD_STRING, "ForcePlayerIn", InputForcePlayerIn ), DEFINE_INPUTFUNC( FIELD_VOID, "ForcePlayerOut", InputForcePlayerOut ), END_DATADESC()
LINK_ENTITY_TO_CLASS( vehicle_viewcontroller, CPropVehicleViewController );
//------------------------------------------------
// Spawn
//------------------------------------------------
void CPropVehicleViewController::Spawn( void ) { BaseClass::Spawn(); AddSolidFlags( FSOLID_NOT_STANDABLE ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleViewController::Think(void) { BaseClass::Think();
SetSimulationTime( gpGlobals->curtime ); SetNextThink( gpGlobals->curtime ); SetAnimatedEveryTick( true );
StudioFrameAdvance();
// If the exit anim has finished, move the player to the right spot and stop animating
if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) ) { // If we're exiting and have had the tau cannon removed, we don't want to reset the animation
GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, false ); m_bExitAnimOn = false; m_bEnterAnimOn = false; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleViewController::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { // Does nothing, because this vehicle doesn't drive
}
//-----------------------------------------------------------------------------
// Purpose:
// NOTE: Doesn't call the base call enter vehicle on purpose!
//-----------------------------------------------------------------------------
void CPropVehicleViewController::EnterVehicle( CBasePlayer *pPlayer ) { if ( !pPlayer ) return;
m_hPlayer = pPlayer;
pPlayer->SetViewOffset( vec3_origin ); pPlayer->ShowCrosshair( false ); m_playerOn.FireOutput( pPlayer, this, 0 );
// Start Thinking
SetNextThink( gpGlobals->curtime );
m_VehiclePhysics.GetVehicle()->OnVehicleEnter();
// Stop the player sprint and flashlight.
CHL2_Player *pHL2Player = dynamic_cast<CHL2_Player*>( pPlayer ); if ( pHL2Player ) { if ( pHL2Player->IsSprinting() ) { pHL2Player->StopSprinting(); }
if ( pHL2Player->FlashlightIsOn() ) { pHL2Player->FlashlightTurnOff(); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleViewController::ExitVehicle( int nRole ) { BaseClass::ExitVehicle( nRole ); m_bEnterAnimOn = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleViewController::InputForcePlayerIn( inputdata_t &inputdata ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(1); if ( !pPlayer ) return;
ResetUseKey( pPlayer );
// Get the entry animation from the input
int iEntryAnim = ACTIVITY_NOT_AVAILABLE; if ( inputdata.value.StringID() != NULL_STRING ) { iEntryAnim = LookupSequence( inputdata.value.String() ); if ( iEntryAnim == ACTIVITY_NOT_AVAILABLE ) { Warning("vehicle_viewcontroller %s could not find specified entry animation %s\n", STRING(GetEntityName()), inputdata.value.String() ); return; } }
// Make sure we successfully got in the vehicle
if ( pPlayer->GetInVehicle( GetServerVehicle(), VEHICLE_ROLE_DRIVER ) == false ) { // The player was unable to enter the vehicle and the output has failed
Assert( 0 ); return; }
// Setup the "enter" vehicle sequence
SetCycle( 0 ); m_flAnimTime = gpGlobals->curtime; ResetSequence( iEntryAnim ); ResetClientsideFrame(); m_bEnterAnimOn = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleViewController::InputForcePlayerOut( inputdata_t &inputdata ) { if ( !GetDriver() ) return;
GetServerVehicle()->HandlePassengerExit( m_hPlayer ); }
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