//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseTFVehicle::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { // animate + update attachment points #ifdef CLIENT_DLL StudioFrameAdvance(); #else StudioFrameAdvance(); // This calls StudioFrameAdvance, then we use the results from that to determine where to move. DispatchAnimEvents( this ); #endif CTFMoveData *pMoveData = (CTFMoveData*)move; Assert( sizeof(VehicleBaseMoveData_t) <= pMoveData->VehicleDataMaxSize() ); VehicleBaseMoveData_t *pVehicleData = (VehicleBaseMoveData_t*)pMoveData->VehicleData(); pVehicleData->m_pVehicle = this; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CObjectBaseMannedGun::SetupMove( CBasePlayer *pPlayer, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { BaseClass::SetupMove( pPlayer, ucmd, pHelper, move ); CTFMoveData *pMoveData = (CTFMoveData*)move; Assert( sizeof(MannedPlasmagunData_t) <= pMoveData->VehicleDataMaxSize() ); MannedPlasmagunData_t *pVehicleData = (MannedPlasmagunData_t*)pMoveData->VehicleData(); pVehicleData->m_pVehicle = this; pVehicleData->m_flGunYaw = m_flGunYaw; pVehicleData->m_flGunPitch = m_flGunPitch; pVehicleData->m_flBarrelPitch = m_flBarrelPitch; pVehicleData->m_nMoveStyle = m_nMoveStyle; pVehicleData->m_flBarrelHeight = m_flBarrelHeight; pVehicleData->m_nBarrelPivotAttachment = m_nBarrelPivotAttachment; pVehicleData->m_nBarrelAttachment = m_nBarrelAttachment; pVehicleData->m_nStandAttachment = m_nStandAttachment; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CObjectBaseMannedGun::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { BaseClass::FinishMove( player, ucmd, move ); CTFMoveData *pMoveData = (CTFMoveData*)move; Assert( sizeof(MannedPlasmagunData_t) <= pMoveData->VehicleDataMaxSize() ); MannedPlasmagunData_t *pVehicleData = (MannedPlasmagunData_t*)pMoveData->VehicleData(); m_flGunYaw = pVehicleData->m_flGunYaw; m_flGunPitch = pVehicleData->m_flGunPitch; m_flBarrelPitch = pVehicleData->m_flBarrelPitch; // Set the bone state.. SetBoneController( 0, m_flGunYaw ); SetBoneController( 1, m_flGunPitch ); if ( m_nMoveStyle == MOVEMENT_STYLE_BARREL_PIVOT ) { SetBoneController( 2, m_flBarrelPitch ); } NetworkStateChanged(); }