//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::Spawn( void ) { // Setup vehicle as a ray-cast airboat. SetVehicleType( VEHICLE_TYPE_AIRBOAT_RAYCAST ); SetCollisionGroup( COLLISION_GROUP_VEHICLE ); BaseClass::Spawn(); // Handbrake data. m_flHandbrakeTime = gpGlobals->curtime + 0.1; m_bInitialHandbrake = false; m_VehiclePhysics.SetHasBrakePedal( false ); // Slow reverse. m_VehiclePhysics.SetMaxReverseThrottle( -0.3f ); // Setup vehicle variables. m_pVehicle = m_VehiclePhysics.GetVehicle(); m_takedamage = DAMAGE_EVENTS_ONLY; // Get the physics object so we can adjust the buoyancy. IPhysicsObject *pPhysAirboat = VPhysicsGetObject(); if ( pPhysAirboat ) { pPhysAirboat->SetBuoyancyRatio( 0.0f ); } }
//------------------------------------------------ // Spawn //------------------------------------------------ void CPropAPC2::Spawn( void ) { SetVehicleType( VEHICLE_TYPE_CAR_WHEELS ); BaseClass::Spawn(); SetBlocksLOS( true ); m_iHealth = m_iMaxHealth = 500; m_iAmmoCount=30; // Balas seguidas que podemos disparar m_iCannonCount=100; // Tanto por cien de cañon. SetCycle( 0 ); m_iMachineGunBurstLeft = MACHINE_GUN_BURST_SIZE; m_iRocketSalvoLeft = ROCKET_SALVO_SIZE; m_fReloadTime=gpGlobals->curtime+0.5f; m_fCannonCharge=gpGlobals->curtime+0.05f; m_nRocketSide = 0; m_lifeState = LIFE_ALIVE; m_bInFiringCone = false; m_flHandbrakeTime = gpGlobals->curtime + 0.1; m_bInitialHandbrake = false; // Reset the gun to a default pose. SetPoseParameter( "vehicle_weapon_pitch", 0 ); SetPoseParameter( "vehicle_weapon_yaw", 90 ); AddSolidFlags( FSOLID_NOT_STANDABLE ); m_vOriginalSpawnOrigin = GetAbsOrigin(); m_vOriginalSpawnAngles = GetAbsAngles(); m_bSpawn=false; CreateAPCLaserDot(); }
//------------------------------------------------ // Spawn //------------------------------------------------ void CASW_PropJeep::Spawn( void ) { // Setup vehicle as a real-wheels car. SetVehicleType( VEHICLE_TYPE_CAR_WHEELS ); BaseClass::Spawn(); m_flHandbrakeTime = gpGlobals->curtime + 0.1; m_bInitialHandbrake = false; m_flMinimumSpeedToEnterExit = LOCK_SPEED; m_nBulletType = GetAmmoDef()->Index("GaussEnergy"); if ( m_bHasGun ) { SetBodygroup( 1, true ); } else { SetBodygroup( 1, false ); } // Initialize pose parameters SetPoseParameter( JEEP_GUN_YAW, 0 ); SetPoseParameter( JEEP_GUN_PITCH, 0 ); m_nSpinPos = 0; SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos ); m_aimYaw = 0; m_aimPitch = 0; AddSolidFlags( FSOLID_NOT_STANDABLE ); CAmmoDef *pAmmoDef = GetAmmoDef(); m_nAmmoType = pAmmoDef->Index("GaussEnergy"); // normal HL2 vehicles don't feel nice in a network game // so destroy ourselves and spawn the serverside component of our custom ASW client authorative vehicle system }
//------------------------------------------------ // Spawn //------------------------------------------------ void CPropJeep::Spawn( void ) { // Setup vehicle as a real-wheels car. SetVehicleType( VEHICLE_TYPE_CAR_WHEELS ); BaseClass::Spawn(); m_flHandbrakeTime = gpGlobals->curtime + 0.1; m_bInitialHandbrake = false; m_VehiclePhysics.SetHasBrakePedal( false ); m_flMinimumSpeedToEnterExit = LOCK_SPEED; m_nBulletType = GetAmmoDef()->Index("GaussEnergy"); if ( m_bHasGun ) { SetBodygroup( 1, true ); } else { SetBodygroup( 1, false ); } // Initialize pose parameters SetPoseParameter( JEEP_GUN_YAW, 0 ); SetPoseParameter( JEEP_GUN_PITCH, 0 ); m_nSpinPos = 0; SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos ); m_aimYaw = 0; m_aimPitch = 0; AddSolidFlags( FSOLID_NOT_STANDABLE ); CAmmoDef *pAmmoDef = GetAmmoDef(); m_nAmmoType = pAmmoDef->Index("GaussEnergy"); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropJetski::Spawn( void ) { // Setup vehicle as a ray-cast jetski. SetVehicleType( VEHICLE_TYPE_JETSKI_RAYCAST ); BaseClass::Spawn(); // Handbrake data. m_flHandbrakeTime = gpGlobals->curtime + 0.1; m_bInitialHandbrake = false; m_VehiclePhysics.SetHasBrakePedal( false ); // Slow reverse. m_VehiclePhysics.SetMaxReverseThrottle( -0.3f ); // Setup vehicle variables. m_pVehicle = m_VehiclePhysics.GetVehicle(); for ( int i = 0; i < 4; i++ ) { m_springLen[i] = JETSKI_SHOCK_LENGTH_REST; } m_takedamage = DAMAGE_EVENTS_ONLY; }
CPropVehicle::CPropVehicle() : m_VehiclePhysics( this ) { SetVehicleType( VEHICLE_TYPE_CAR_WHEELS ); }