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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include <vgui_controls/Controls.h>
#include <Color.h>
#include "c_vehicle_crane.h"
#include "view.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
int ScreenTransform( const Vector& point, Vector& screen );
IMPLEMENT_CLIENTCLASS_DT(C_PropCrane, DT_PropCrane, CPropCrane) RecvPropEHandle( RECVINFO(m_hPlayer) ), RecvPropBool( RECVINFO(m_bMagnetOn) ), RecvPropBool( RECVINFO( m_bEnterAnimOn ) ), RecvPropBool( RECVINFO( m_bExitAnimOn ) ), RecvPropVector( RECVINFO( m_vecEyeExitEndpoint ) ), END_RECV_TABLE()
BEGIN_DATADESC( C_PropCrane ) DEFINE_EMBEDDED( m_ViewSmoothingData ), END_DATADESC()
#define ROLL_CURVE_ZERO 5 // roll less than this is clamped to zero
#define ROLL_CURVE_LINEAR 45 // roll greater than this is copied out
#define PITCH_CURVE_ZERO 10 // pitch less than this is clamped to zero
#define PITCH_CURVE_LINEAR 45 // pitch greater than this is copied out
// spline in between
#define CRANE_FOV 75
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_PropCrane::C_PropCrane( void ) { memset( &m_ViewSmoothingData, 0, sizeof( m_ViewSmoothingData ) ); m_ViewSmoothingData.pVehicle = this; m_ViewSmoothingData.flFOV = CRANE_FOV; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void C_PropCrane::PreDataUpdate( DataUpdateType_t updateType ) { BaseClass::PreDataUpdate( updateType );
m_hPrevPlayer = m_hPlayer; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropCrane::PostDataUpdate( DataUpdateType_t updateType ) { BaseClass::PostDataUpdate( updateType );
// Store off the old shadow direction
if ( m_hPlayer && !m_hPrevPlayer ) { m_vecOldShadowDir = g_pClientShadowMgr->GetShadowDirection(); //Vector vecDown = m_vecOldShadowDir - Vector(0,0,0.5);
//VectorNormalize( vecDown );
Vector vecDown = Vector(0,0,-1); g_pClientShadowMgr->SetShadowDirection( vecDown ); } else if ( !m_hPlayer && m_hPrevPlayer ) { g_pClientShadowMgr->SetShadowDirection( m_vecOldShadowDir ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseCombatCharacter *C_PropCrane::GetPassenger( int nRole ) { if ( nRole == VEHICLE_ROLE_DRIVER ) return m_hPlayer.Get();
return NULL; }
//-----------------------------------------------------------------------------
// Returns the role of the passenger
//-----------------------------------------------------------------------------
int C_PropCrane::GetPassengerRole( C_BaseCombatCharacter *pPassenger ) { if ( m_hPlayer.Get() == pPassenger ) return VEHICLE_ROLE_DRIVER;
return VEHICLE_ROLE_NONE; }
//-----------------------------------------------------------------------------
// Purpose: Modify the player view/camera while in a vehicle
//-----------------------------------------------------------------------------
void C_PropCrane::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*=NULL*/ ) { SharedVehicleViewSmoothing( m_hPlayer, pAbsOrigin, pAbsAngles, m_bEnterAnimOn, m_bExitAnimOn, m_vecEyeExitEndpoint, &m_ViewSmoothingData, pFOV ); }
//-----------------------------------------------------------------------------
// Futzes with the clip planes
//-----------------------------------------------------------------------------
void C_PropCrane::GetVehicleClipPlanes( float &flZNear, float &flZFar ) const { // FIXME: Need something a better long-term, this fixes the buggy.
flZNear = 6; }
//-----------------------------------------------------------------------------
// Renders hud elements
//-----------------------------------------------------------------------------
void C_PropCrane::DrawHudElements( ) { }
//-----------------------------------------------------------------------------
// Purpose:
// Input : theMins -
// theMaxs -
//-----------------------------------------------------------------------------
void C_PropCrane::GetRenderBounds( Vector &theMins, Vector &theMaxs ) { // This is kind of hacky:( Add 660.0 to the y coordinate of the bounding box to
// allow for the full extension of the crane arm.
BaseClass::GetRenderBounds( theMins, theMaxs ); theMaxs.y += 660.0f; }
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