//------------------------------------------------ // Precache //------------------------------------------------ void CPropVehicleChoreoGeneric::Precache( void ) { BaseClass::Precache(); m_ServerVehicle.Initialize( STRING(m_vehicleScript) ); m_ServerVehicle.UseLegacyExitChecks( true ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropVehicleChoreoGeneric::EnterVehicle( CBaseCombatCharacter *pPassenger ) { if ( pPassenger == NULL ) return; CBasePlayer *pPlayer = ToBasePlayer( pPassenger ); if ( pPlayer != NULL ) { // Remove any player who may be in the vehicle at the moment if ( m_hPlayer ) { ExitVehicle( VEHICLE_ROLE_DRIVER ); } m_hPlayer = pPlayer; m_playerOn.FireOutput( pPlayer, this, 0 ); m_ServerVehicle.SoundStart(); } else { // NPCs not supported yet - jdw Assert( 0 ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropVehicleChoreoGeneric::ExitVehicle( int nRole ) { CBasePlayer *pPlayer = m_hPlayer; if ( !pPlayer ) return; m_hPlayer = NULL; ResetUseKey( pPlayer ); m_playerOff.FireOutput( pPlayer, this, 0 ); m_bEnterAnimOn = false; m_ServerVehicle.SoundShutdown( 1.0 ); }
//------------------------------------------------ // Precache //------------------------------------------------ void CPropVehicleChoreoGeneric::Precache( void ) { BaseClass::Precache(); m_ServerVehicle.Initialize( STRING(m_vehicleScript) ); }