//-----------------------------------------------------------------------------
// 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;
	}
}
Esempio n. 2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CASW_PropJeep::Think(void)
{
	m_VehiclePhysics.Think();

	// Derived classes of CPropVehicle have their own code to determine how frequently to think.
	// But the prop_vehicle entity native to this class will only think one time, so this flag
	// was added to allow prop_vehicle to always think without affecting the derived classes.
	if( HasSpawnFlags(SF_PROP_VEHICLE_ALWAYSTHINK) )
	{
		SetNextThink(gpGlobals->curtime);
	}

	if ( ShouldThink() )
	{
		SetNextThink( gpGlobals->curtime );
	}

	// If we have an NPC Driver, tell him to drive
	if ( m_hNPCDriver )
	{
		GetServerVehicle()->NPC_DriveVehicle();
	}

	// Keep thinking while we're waiting to turn off the keep upright
	if ( m_flTurnOffKeepUpright )
	{
		SetNextThink( gpGlobals->curtime );

		// Time up?
		if ( m_hKeepUpright != NULL && m_flTurnOffKeepUpright < gpGlobals->curtime )
		{
			variant_t emptyVariant;
			m_hKeepUpright->AcceptInput( "TurnOff", this, this, emptyVariant, USE_TOGGLE );
			m_flTurnOffKeepUpright = 0;

			UTIL_Remove( m_hKeepUpright );
		}
	}
	/*
	CBasePlayer	*pPlayer = UTIL_GetLocalPlayer();

	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 )
		{
			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 );
	}

	// Aim gun based on the player view direction.
	if ( m_hPlayer && !m_bExitAnimOn && !m_bEnterAnimOn )
	{
		Vector vecEyeDir, vecEyePos;
		m_hPlayer->EyePositionAndVectors( &vecEyePos, &vecEyeDir, NULL, NULL );

		// 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 < asw_hud_jeephint_numentries.GetInt() )
			{
				UTIL_HudHintText( m_hPlayer, "#Valve_Hint_JeepKeys" );
				m_iNumberOfEntries++;
			}
		}
		
		// If we're exiting and have had the tau cannon removed, we don't want to reset the animation
		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 );
		ResetSequence( LookupSequence( "idle" ) );

		CPASAttenuationFilter sndFilter( this, "PropJeep.AmmoClose" );
		EmitSound( sndFilter, entindex(), "PropJeep.AmmoClose" );
	}
}
Esempio n. 3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPropJeep::Think(void)
{
	BaseClass::Think();

/*
	CBasePlayer	*pPlayer = UTIL_GetLocalPlayer();

	if ( m_bEngineLocked )
	{
		m_bUnableToFire = true;
		
		if ( pPlayer != NULL )
		{
			pPlayer->m_Local.m_iHideHUD |= HIDEHUD_VEHICLE_CROSSHAIR;
		}
	}
	else
	{
		// Start this as false and update it again each frame
		m_bUnableToFire = false;

		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 );
	}

	// Aim gun based on the player view direction.
	if ( m_hPlayer && !m_bExitAnimOn && !m_bEnterAnimOn )
	{
		Vector vecEyeDir, vecEyePos;
		m_hPlayer->EyePositionAndVectors( &vecEyePos, &vecEyeDir, NULL, NULL );

		// 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() )
			{
				UTIL_HudHintText( m_hPlayer, "#Valve_Hint_JeepKeys" );
				m_iNumberOfEntries++;
			}
		}
		
		// If we're exiting and have had the tau cannon removed, we don't want to reset the animation
		GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, true );
	}

	// 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 );
		ResetSequence( LookupSequence( "idle" ) );

		CPASAttenuationFilter sndFilter( this, "PropJeep.AmmoClose" );
		EmitSound( sndFilter, entindex(), "PropJeep.AmmoClose" );
	}
}