1459 lines
50 KiB
C++
1459 lines
50 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A moving vehicle that is used as a battering ram
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "fourwheelvehiclephysics.h"
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#include "engine/IEngineSound.h"
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#include "soundenvelope.h"
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#include "in_buttons.h"
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#include "player.h"
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#include "IEffects.h"
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#include "physics_saverestore.h"
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#include "vehicle_base.h"
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#include "isaverestore.h"
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#include "movevars_shared.h"
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#include "te_effect_dispatch.h"
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#include "particle_parse.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define STICK_EXTENTS 400.0f
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#define DUST_SPEED 5 // speed at which dust starts
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#define REAR_AXLE 1 // indexes of axlex
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#define FRONT_AXLE 0
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#define MAX_GUAGE_SPEED 100.0 // 100 mph is max speed shown on guage
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#define BRAKE_MAX_VALUE 1.0f
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#define BRAKE_BACK_FORWARD_SCALAR 2.0f
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ConVar r_vehicleBrakeRate( "r_vehicleBrakeRate", "1.5", FCVAR_CHEAT );
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ConVar xbox_throttlebias("xbox_throttlebias", "100", FCVAR_ARCHIVE );
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ConVar xbox_throttlespoof("xbox_throttlespoof", "200", FCVAR_ARCHIVE );
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ConVar xbox_autothrottle("xbox_autothrottle", "1", FCVAR_ARCHIVE );
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ConVar xbox_steering_deadzone( "xbox_steering_deadzone", "0.0" );
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// remaps an angular variable to a 3 band function:
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// 0 <= t < start : f(t) = 0
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// start <= t <= end : f(t) = end * spline(( t-start) / (end-start) ) // s curve between clamped and linear
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// end < t : f(t) = t
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float RemapAngleRange( float startInterval, float endInterval, float value )
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{
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// Fixup the roll
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value = AngleNormalize( value );
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float absAngle = fabs(value);
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// beneath cutoff?
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if ( absAngle < startInterval )
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{
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value = 0;
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}
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// in spline range?
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else if ( absAngle <= endInterval )
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{
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float newAngle = SimpleSpline( (absAngle - startInterval) / (endInterval-startInterval) ) * endInterval;
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// grab the sign from the initial value
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if ( value < 0 )
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{
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newAngle *= -1;
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}
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value = newAngle;
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}
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// else leave it alone, in linear range
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return value;
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}
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enum vehicle_pose_params
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{
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VEH_FL_WHEEL_HEIGHT=0,
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VEH_FR_WHEEL_HEIGHT,
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VEH_RL_WHEEL_HEIGHT,
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VEH_RR_WHEEL_HEIGHT,
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VEH_FL_WHEEL_SPIN,
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VEH_FR_WHEEL_SPIN,
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VEH_RL_WHEEL_SPIN,
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VEH_RR_WHEEL_SPIN,
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VEH_STEER,
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VEH_ACTION,
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VEH_SPEEDO,
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};
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BEGIN_DATADESC_NO_BASE( CFourWheelVehiclePhysics )
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// These two are reset every time
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// DEFINE_FIELD( m_pOuter, FIELD_EHANDLE ),
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// m_pOuterServerVehicle;
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// Quiet down classcheck
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// DEFINE_FIELD( m_controls, vehicle_controlparams_t ),
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// Controls
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DEFINE_FIELD( m_controls.throttle, FIELD_FLOAT ),
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DEFINE_FIELD( m_controls.steering, FIELD_FLOAT ),
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DEFINE_FIELD( m_controls.brake, FIELD_FLOAT ),
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DEFINE_FIELD( m_controls.boost, FIELD_FLOAT ),
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DEFINE_FIELD( m_controls.handbrake, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_controls.handbrakeLeft, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_controls.handbrakeRight, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_controls.brakepedal, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_controls.bHasBrakePedal, FIELD_BOOLEAN ),
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// This has to be handled by the containing class owing to 'owner' issues
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// DEFINE_PHYSPTR( m_pVehicle ),
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DEFINE_FIELD( m_nSpeed, FIELD_INTEGER ),
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DEFINE_FIELD( m_nLastSpeed, FIELD_INTEGER ),
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DEFINE_FIELD( m_nRPM, FIELD_INTEGER ),
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DEFINE_FIELD( m_fLastBoost, FIELD_FLOAT ),
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DEFINE_FIELD( m_nBoostTimeLeft, FIELD_INTEGER ),
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DEFINE_FIELD( m_nHasBoost, FIELD_INTEGER ),
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DEFINE_FIELD( m_maxThrottle, FIELD_FLOAT ),
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DEFINE_FIELD( m_flMaxRevThrottle, FIELD_FLOAT ),
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DEFINE_FIELD( m_flMaxSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_actionSpeed, FIELD_FLOAT ),
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// This has to be handled by the containing class owing to 'owner' issues
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// DEFINE_PHYSPTR_ARRAY( m_pWheels ),
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DEFINE_FIELD( m_wheelCount, FIELD_INTEGER ),
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DEFINE_ARRAY( m_wheelPosition, FIELD_VECTOR, 4 ),
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DEFINE_ARRAY( m_wheelRotation, FIELD_VECTOR, 4 ),
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DEFINE_ARRAY( m_wheelBaseHeight, FIELD_FLOAT, 4 ),
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DEFINE_ARRAY( m_wheelTotalHeight, FIELD_FLOAT, 4 ),
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DEFINE_ARRAY( m_poseParameters, FIELD_INTEGER, 12 ),
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DEFINE_FIELD( m_actionValue, FIELD_FLOAT ),
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DEFINE_KEYFIELD( m_actionScale, FIELD_FLOAT, "actionScale" ),
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DEFINE_FIELD( m_debugRadius, FIELD_FLOAT ),
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DEFINE_FIELD( m_throttleRate, FIELD_FLOAT ),
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DEFINE_FIELD( m_throttleStartTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_throttleActiveTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_turboTimer, FIELD_FLOAT ),
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DEFINE_FIELD( m_flVehicleVolume, FIELD_FLOAT ),
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DEFINE_FIELD( m_bIsOn, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bLastThrottle, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bLastBoost, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bLastSkid, FIELD_BOOLEAN ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CFourWheelVehiclePhysics::CFourWheelVehiclePhysics( CBaseAnimating *pOuter )
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{
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m_flVehicleVolume = 0.5;
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m_pOuter = NULL;
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m_pOuterServerVehicle = NULL;
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m_flMaxSpeed = 30;
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}
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//-----------------------------------------------------------------------------
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// Destructor
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//-----------------------------------------------------------------------------
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CFourWheelVehiclePhysics::~CFourWheelVehiclePhysics ()
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{
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physenv->DestroyVehicleController( m_pVehicle );
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}
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//-----------------------------------------------------------------------------
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// A couple wrapper methods to perform common operations
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//-----------------------------------------------------------------------------
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inline int CFourWheelVehiclePhysics::LookupPoseParameter( const char *szName )
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{
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return m_pOuter->LookupPoseParameter( szName );
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}
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inline float CFourWheelVehiclePhysics::GetPoseParameter( int iParameter )
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{
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return m_pOuter->GetPoseParameter( iParameter );
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}
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inline float CFourWheelVehiclePhysics::SetPoseParameter( int iParameter, float flValue )
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{
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Assert(IsFinite(flValue));
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return m_pOuter->SetPoseParameter( iParameter, flValue );
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}
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inline bool CFourWheelVehiclePhysics::GetAttachment( const char *szName, Vector &origin, QAngle &angles )
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{
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return m_pOuter->GetAttachment( szName, origin, angles );
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}
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//-----------------------------------------------------------------------------
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// Methods related to spawn
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//-----------------------------------------------------------------------------
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void CFourWheelVehiclePhysics::InitializePoseParameters()
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{
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m_poseParameters[VEH_FL_WHEEL_HEIGHT] = LookupPoseParameter( "vehicle_wheel_fl_height" );
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m_poseParameters[VEH_FR_WHEEL_HEIGHT] = LookupPoseParameter( "vehicle_wheel_fr_height" );
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m_poseParameters[VEH_RL_WHEEL_HEIGHT] = LookupPoseParameter( "vehicle_wheel_rl_height" );
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m_poseParameters[VEH_RR_WHEEL_HEIGHT] = LookupPoseParameter( "vehicle_wheel_rr_height" );
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m_poseParameters[VEH_FL_WHEEL_SPIN] = LookupPoseParameter( "vehicle_wheel_fl_spin" );
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m_poseParameters[VEH_FR_WHEEL_SPIN] = LookupPoseParameter( "vehicle_wheel_fr_spin" );
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m_poseParameters[VEH_RL_WHEEL_SPIN] = LookupPoseParameter( "vehicle_wheel_rl_spin" );
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m_poseParameters[VEH_RR_WHEEL_SPIN] = LookupPoseParameter( "vehicle_wheel_rr_spin" );
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m_poseParameters[VEH_STEER] = LookupPoseParameter( "vehicle_steer" );
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m_poseParameters[VEH_ACTION] = LookupPoseParameter( "vehicle_action" );
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m_poseParameters[VEH_SPEEDO] = LookupPoseParameter( "vehicle_guage" );
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// move the wheels to a neutral position
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SetPoseParameter( m_poseParameters[VEH_SPEEDO], 0 );
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SetPoseParameter( m_poseParameters[VEH_STEER], 0 );
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SetPoseParameter( m_poseParameters[VEH_FL_WHEEL_HEIGHT], 0 );
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SetPoseParameter( m_poseParameters[VEH_FR_WHEEL_HEIGHT], 0 );
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SetPoseParameter( m_poseParameters[VEH_RL_WHEEL_HEIGHT], 0 );
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SetPoseParameter( m_poseParameters[VEH_RR_WHEEL_HEIGHT], 0 );
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m_pOuter->InvalidateBoneCache();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Parses the vehicle's script
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//-----------------------------------------------------------------------------
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bool CFourWheelVehiclePhysics::ParseVehicleScript( const char *pScriptName, solid_t &solid, vehicleparams_t &vehicle)
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{
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// Physics keeps a cache of these to share among spawns of vehicles or flush for debugging
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PhysFindOrAddVehicleScript( pScriptName, &vehicle, NULL );
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m_debugRadius = vehicle.axles[0].wheels.radius;
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CalcWheelData( vehicle );
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PhysModelParseSolid( solid, m_pOuter, m_pOuter->GetModelIndex() );
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// Allow the script to shift the center of mass
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if ( vehicle.body.massCenterOverride != vec3_origin )
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{
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solid.massCenterOverride = vehicle.body.massCenterOverride;
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solid.params.massCenterOverride = &solid.massCenterOverride;
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}
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// allow script to change the mass of the vehicle body
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if ( vehicle.body.massOverride > 0 )
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{
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solid.params.mass = vehicle.body.massOverride;
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}
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return true;
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}
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void CFourWheelVehiclePhysics::CalcWheelData( vehicleparams_t &vehicle )
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{
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const char *pWheelAttachments[4] = { "wheel_fl", "wheel_fr", "wheel_rl", "wheel_rr" };
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Vector left, right;
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QAngle dummy;
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SetPoseParameter( m_poseParameters[VEH_FL_WHEEL_HEIGHT], 0 );
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SetPoseParameter( m_poseParameters[VEH_FR_WHEEL_HEIGHT], 0 );
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SetPoseParameter( m_poseParameters[VEH_RL_WHEEL_HEIGHT], 0 );
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SetPoseParameter( m_poseParameters[VEH_RR_WHEEL_HEIGHT], 0 );
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m_pOuter->InvalidateBoneCache();
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if ( GetAttachment( "wheel_fl", left, dummy ) && GetAttachment( "wheel_fr", right, dummy ) )
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{
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VectorITransform( left, m_pOuter->EntityToWorldTransform(), left );
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VectorITransform( right, m_pOuter->EntityToWorldTransform(), right );
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Vector center = (left + right) * 0.5;
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vehicle.axles[0].offset = center;
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vehicle.axles[0].wheelOffset = right - center;
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// Cache the base height of the wheels in body space
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m_wheelBaseHeight[0] = left.z;
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m_wheelBaseHeight[1] = right.z;
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}
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if ( GetAttachment( "wheel_rl", left, dummy ) && GetAttachment( "wheel_rr", right, dummy ) )
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{
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VectorITransform( left, m_pOuter->EntityToWorldTransform(), left );
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VectorITransform( right, m_pOuter->EntityToWorldTransform(), right );
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Vector center = (left + right) * 0.5;
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vehicle.axles[1].offset = center;
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vehicle.axles[1].wheelOffset = right - center;
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// Cache the base height of the wheels in body space
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m_wheelBaseHeight[2] = left.z;
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m_wheelBaseHeight[3] = right.z;
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}
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SetPoseParameter( m_poseParameters[VEH_FL_WHEEL_HEIGHT], 1 );
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SetPoseParameter( m_poseParameters[VEH_FR_WHEEL_HEIGHT], 1 );
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SetPoseParameter( m_poseParameters[VEH_RL_WHEEL_HEIGHT], 1 );
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SetPoseParameter( m_poseParameters[VEH_RR_WHEEL_HEIGHT], 1 );
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m_pOuter->InvalidateBoneCache();
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if ( GetAttachment( "wheel_fl", left, dummy ) && GetAttachment( "wheel_fr", right, dummy ) )
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{
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VectorITransform( left, m_pOuter->EntityToWorldTransform(), left );
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VectorITransform( right, m_pOuter->EntityToWorldTransform(), right );
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// Cache the height range of the wheels in body space
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m_wheelTotalHeight[0] = m_wheelBaseHeight[0] - left.z;
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m_wheelTotalHeight[1] = m_wheelBaseHeight[1] - right.z;
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vehicle.axles[0].wheels.springAdditionalLength = m_wheelTotalHeight[0];
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}
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if ( GetAttachment( "wheel_rl", left, dummy ) && GetAttachment( "wheel_rr", right, dummy ) )
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{
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VectorITransform( left, m_pOuter->EntityToWorldTransform(), left );
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VectorITransform( right, m_pOuter->EntityToWorldTransform(), right );
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// Cache the height range of the wheels in body space
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m_wheelTotalHeight[2] = m_wheelBaseHeight[0] - left.z;
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m_wheelTotalHeight[3] = m_wheelBaseHeight[1] - right.z;
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vehicle.axles[1].wheels.springAdditionalLength = m_wheelTotalHeight[2];
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}
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for ( int i = 0; i < 4; i++ )
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{
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if ( m_wheelTotalHeight[i] == 0.0f )
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{
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DevWarning("Vehicle %s has invalid wheel attachment for %s - no movement\n", STRING(m_pOuter->GetModelName()), pWheelAttachments[i]);
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m_wheelTotalHeight[i] = 1.0f;
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}
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}
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SetPoseParameter( m_poseParameters[VEH_FL_WHEEL_HEIGHT], 0 );
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SetPoseParameter( m_poseParameters[VEH_FR_WHEEL_HEIGHT], 0 );
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SetPoseParameter( m_poseParameters[VEH_RL_WHEEL_HEIGHT], 0 );
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SetPoseParameter( m_poseParameters[VEH_RR_WHEEL_HEIGHT], 0 );
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m_pOuter->InvalidateBoneCache();
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// Get raytrace offsets if they exist.
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if ( GetAttachment( "raytrace_fl", left, dummy ) && GetAttachment( "raytrace_fr", right, dummy ) )
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{
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VectorITransform( left, m_pOuter->EntityToWorldTransform(), left );
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VectorITransform( right, m_pOuter->EntityToWorldTransform(), right );
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Vector center = ( left + right ) * 0.5;
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vehicle.axles[0].raytraceCenterOffset = center;
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vehicle.axles[0].raytraceOffset = right - center;
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}
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if ( GetAttachment( "raytrace_rl", left, dummy ) && GetAttachment( "raytrace_rr", right, dummy ) )
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{
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VectorITransform( left, m_pOuter->EntityToWorldTransform(), left );
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VectorITransform( right, m_pOuter->EntityToWorldTransform(), right );
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Vector center = ( left + right ) * 0.5;
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vehicle.axles[1].raytraceCenterOffset = center;
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vehicle.axles[1].raytraceOffset = right - center;
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}
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}
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//-----------------------------------------------------------------------------
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// Precaches the effect
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//-----------------------------------------------------------------------------
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void CFourWheelVehiclePhysics::Precache()
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{
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PrecacheEffect( "WheelDust" );
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}
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//-----------------------------------------------------------------------------
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// Spawns the vehicle
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//-----------------------------------------------------------------------------
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void CFourWheelVehiclePhysics::Spawn( )
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{
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Assert( m_pOuter );
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m_actionValue = 0;
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m_actionSpeed = 0;
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m_bIsOn = false;
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m_controls.handbrake = false;
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m_controls.handbrakeLeft = false;
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m_controls.handbrakeRight = false;
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m_controls.bHasBrakePedal = true;
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m_controls.bAnalogSteering = false;
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SetMaxThrottle( 1.0 );
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SetMaxReverseThrottle( -1.0f );
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InitializePoseParameters();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initializes the vehicle physics
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// Called by our outer vehicle in it's Spawn()
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//-----------------------------------------------------------------------------
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bool CFourWheelVehiclePhysics::Initialize( const char *pVehicleScript, unsigned int nVehicleType )
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{
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// Ok, turn on the simulation now
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// FIXME: Disabling collisions here is necessary because we seem to be
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// getting a one-frame collision between the old + new collision models
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if ( m_pOuter->VPhysicsGetObject() )
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{
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m_pOuter->VPhysicsGetObject()->EnableCollisions(false);
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}
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m_pOuter->VPhysicsDestroyObject();
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// Create the vphysics model + teleport it into position
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solid_t solid;
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vehicleparams_t vehicle;
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if (!ParseVehicleScript( pVehicleScript, solid, vehicle ))
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{
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UTIL_Remove(m_pOuter);
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return false;
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}
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// NOTE: this needs to be greater than your max framerate (so zero is still instant)
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m_throttleRate = 10000.0;
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if ( vehicle.engine.throttleTime > 0 )
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{
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m_throttleRate = 1.0 / vehicle.engine.throttleTime;
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}
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m_flMaxSpeed = vehicle.engine.maxSpeed;
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IPhysicsObject *pBody = m_pOuter->VPhysicsInitNormal( SOLID_VPHYSICS, 0, false, &solid );
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PhysSetGameFlags( pBody, FVPHYSICS_NO_SELF_COLLISIONS | FVPHYSICS_MULTIOBJECT_ENTITY );
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m_pVehicle = physenv->CreateVehicleController( pBody, vehicle, nVehicleType, physgametrace );
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m_wheelCount = m_pVehicle->GetWheelCount();
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for ( int i = 0; i < m_wheelCount; i++ )
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{
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m_pWheels[i] = m_pVehicle->GetWheel( i );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Various steering parameters
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//-----------------------------------------------------------------------------
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void CFourWheelVehiclePhysics::SetThrottle( float flThrottle )
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{
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m_controls.throttle = flThrottle;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFourWheelVehiclePhysics::SetMaxThrottle( float flMaxThrottle )
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{
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m_maxThrottle = flMaxThrottle;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFourWheelVehiclePhysics::SetMaxReverseThrottle( float flMaxThrottle )
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{
|
|
m_flMaxRevThrottle = flMaxThrottle;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelVehiclePhysics::SetSteering( float flSteering, float flSteeringRate )
|
|
{
|
|
if ( !flSteeringRate )
|
|
{
|
|
m_controls.steering = flSteering;
|
|
}
|
|
else
|
|
{
|
|
m_controls.steering = Approach( flSteering, m_controls.steering, flSteeringRate );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelVehiclePhysics::SetSteeringDegrees( float flDegrees )
|
|
{
|
|
vehicleparams_t &vehicleParams = m_pVehicle->GetVehicleParamsForChange();
|
|
vehicleParams.steering.degreesSlow = flDegrees;
|
|
vehicleParams.steering.degreesFast = flDegrees;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelVehiclePhysics::SetAction( float flAction )
|
|
{
|
|
m_actionSpeed = flAction;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelVehiclePhysics::TurnOn( )
|
|
{
|
|
if ( IsEngineDisabled() )
|
|
return;
|
|
|
|
if ( !m_bIsOn )
|
|
{
|
|
m_pOuterServerVehicle->SoundStart();
|
|
m_bIsOn = true;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelVehiclePhysics::TurnOff( )
|
|
{
|
|
ResetControls();
|
|
|
|
if ( m_bIsOn )
|
|
{
|
|
m_pOuterServerVehicle->SoundShutdown();
|
|
m_bIsOn = false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelVehiclePhysics::SetBoost( float flBoost )
|
|
{
|
|
if ( !IsEngineDisabled() )
|
|
{
|
|
m_controls.boost = flBoost;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------
|
|
// UpdateBooster - Calls UpdateBooster() in the vphysics
|
|
// code to allow the timer to be updated
|
|
//
|
|
// Returns: false if timer has expired (can use again and
|
|
// can stop think
|
|
// true if timer still running
|
|
//------------------------------------------------------
|
|
bool CFourWheelVehiclePhysics::UpdateBooster( void )
|
|
{
|
|
float retval = m_pVehicle->UpdateBooster(gpGlobals->frametime );
|
|
return ( retval > 0 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelVehiclePhysics::SetHasBrakePedal( bool bHasBrakePedal )
|
|
{
|
|
m_controls.bHasBrakePedal = bHasBrakePedal;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Teleport
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelVehiclePhysics::Teleport( matrix3x4_t& relativeTransform )
|
|
{
|
|
// We basically just have to make sure the wheels are in the right place
|
|
// after teleportation occurs
|
|
|
|
for ( int i = 0; i < m_wheelCount; i++ )
|
|
{
|
|
matrix3x4_t matrix, newMatrix;
|
|
m_pWheels[i]->GetPositionMatrix( &matrix );
|
|
ConcatTransforms( relativeTransform, matrix, newMatrix );
|
|
m_pWheels[i]->SetPositionMatrix( newMatrix, true );
|
|
}
|
|
|
|
// Wake the vehicle back up after a teleport
|
|
if ( m_pOuterServerVehicle && m_pOuterServerVehicle->GetFourWheelVehicle() )
|
|
{
|
|
IPhysicsObject *pObj = m_pOuterServerVehicle->GetFourWheelVehicle()->VPhysicsGetObject();
|
|
if ( pObj )
|
|
{
|
|
pObj->Wake();
|
|
}
|
|
}
|
|
}
|
|
|
|
#if 1
|
|
// For the #if 0 debug code below!
|
|
#define HL2IVP_FACTOR METERS_PER_INCH
|
|
#define IVP2HL(x) (float)(x * (1.0f/HL2IVP_FACTOR))
|
|
#define HL2IVP(x) (double)(x * HL2IVP_FACTOR)
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Debugging methods
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelVehiclePhysics::DrawDebugGeometryOverlays()
|
|
{
|
|
for ( int iWheel = 0; iWheel < m_wheelCount; iWheel++ )
|
|
{
|
|
IPhysicsObject *pWheel = m_pVehicle->GetWheel( iWheel );
|
|
float radius = pWheel->GetSphereRadius();
|
|
|
|
Vector vecPos;
|
|
QAngle vecRot;
|
|
pWheel->GetPosition( &vecPos, &vecRot );
|
|
// draw the physics object position/orientation
|
|
NDebugOverlay::Sphere( vecPos, vecRot, radius, 0, 255, 0, 0, false, 0 );
|
|
// draw the animation position/orientation
|
|
NDebugOverlay::Sphere(m_wheelPosition[iWheel], m_wheelRotation[iWheel], radius, 255, 255, 0, 0, false, 0);
|
|
}
|
|
|
|
// Render vehicle data.
|
|
IPhysicsObject *pBody = m_pOuter->VPhysicsGetObject();
|
|
if ( pBody )
|
|
{
|
|
const vehicleparams_t vehicleParams = m_pVehicle->GetVehicleParams();
|
|
|
|
// Draw a red cube as the "center" of the vehicle.
|
|
Vector vecBodyPosition;
|
|
QAngle angBodyDirection;
|
|
pBody->GetPosition( &vecBodyPosition, &angBodyDirection );
|
|
NDebugOverlay::BoxAngles( vecBodyPosition, Vector( -5, -5, -5 ), Vector( 5, 5, 5 ), angBodyDirection, 255, 0, 0, 0 ,0 );
|
|
|
|
matrix3x4_t matrix;
|
|
AngleMatrix( angBodyDirection, vecBodyPosition, matrix );
|
|
|
|
// Draw green cubes at axle centers.
|
|
Vector vecAxlePositions[2], vecAxlePositionsHL[2];
|
|
vecAxlePositions[0] = vehicleParams.axles[0].offset;
|
|
vecAxlePositions[1] = vehicleParams.axles[1].offset;
|
|
|
|
VectorTransform( vecAxlePositions[0], matrix, vecAxlePositionsHL[0] );
|
|
VectorTransform( vecAxlePositions[1], matrix, vecAxlePositionsHL[1] );
|
|
|
|
NDebugOverlay::BoxAngles( vecAxlePositionsHL[0], Vector( -3, -3, -3 ), Vector( 3, 3, 3 ), angBodyDirection, 0, 255, 0, 0 ,0 );
|
|
NDebugOverlay::BoxAngles( vecAxlePositionsHL[1], Vector( -3, -3, -3 ), Vector( 3, 3, 3 ), angBodyDirection, 0, 255, 0, 0 ,0 );
|
|
|
|
// Draw wheel raycasts in yellow
|
|
vehicle_debugcarsystem_t debugCarSystem;
|
|
m_pVehicle->GetCarSystemDebugData( debugCarSystem );
|
|
for ( int iWheel = 0; iWheel < 4; ++iWheel )
|
|
{
|
|
Vector vecStart, vecEnd, vecImpact;
|
|
|
|
// Hack for now.
|
|
float tmpY = IVP2HL( debugCarSystem.vecWheelRaycasts[iWheel][0].z );
|
|
vecStart.z = -IVP2HL( debugCarSystem.vecWheelRaycasts[iWheel][0].y );
|
|
vecStart.y = tmpY;
|
|
vecStart.x = IVP2HL( debugCarSystem.vecWheelRaycasts[iWheel][0].x );
|
|
|
|
tmpY = IVP2HL( debugCarSystem.vecWheelRaycasts[iWheel][1].z );
|
|
vecEnd.z = -IVP2HL( debugCarSystem.vecWheelRaycasts[iWheel][1].y );
|
|
vecEnd.y = tmpY;
|
|
vecEnd.x = IVP2HL( debugCarSystem.vecWheelRaycasts[iWheel][1].x );
|
|
|
|
tmpY = IVP2HL( debugCarSystem.vecWheelRaycastImpacts[iWheel].z );
|
|
vecImpact.z = -IVP2HL( debugCarSystem.vecWheelRaycastImpacts[iWheel].y );
|
|
vecImpact.y = tmpY;
|
|
vecImpact.x = IVP2HL( debugCarSystem.vecWheelRaycastImpacts[iWheel].x );
|
|
|
|
NDebugOverlay::BoxAngles( vecStart, Vector( -1 , -1, -1 ), Vector( 1, 1, 1 ), angBodyDirection, 0, 255, 0, 0, 0 );
|
|
NDebugOverlay::Line( vecStart, vecEnd, 255, 255, 0, true, 0 );
|
|
NDebugOverlay::BoxAngles( vecEnd, Vector( -1, -1, -1 ), Vector( 1, 1, 1 ), angBodyDirection, 255, 0, 0, 0, 0 );
|
|
|
|
NDebugOverlay::BoxAngles( vecImpact, Vector( -0.5f , -0.5f, -0.5f ), Vector( 0.5f, 0.5f, 0.5f ), angBodyDirection, 0, 0, 255, 0, 0 );
|
|
DebugDrawContactPoints( m_pVehicle->GetWheel(iWheel) );
|
|
}
|
|
}
|
|
}
|
|
|
|
int CFourWheelVehiclePhysics::DrawDebugTextOverlays( int nOffset )
|
|
{
|
|
const vehicle_operatingparams_t ¶ms = m_pVehicle->GetOperatingParams();
|
|
char tempstr[512];
|
|
Q_snprintf( tempstr,sizeof(tempstr), "Speed %.1f T/S/B (%.0f/%.0f/%.1f)", params.speed, m_controls.throttle, m_controls.steering, m_controls.brake );
|
|
m_pOuter->EntityText( nOffset, tempstr, 0 );
|
|
nOffset++;
|
|
Msg( "%s", tempstr );
|
|
|
|
Q_snprintf( tempstr,sizeof(tempstr), "Gear: %d, RPM %4d", params.gear, (int)params.engineRPM );
|
|
m_pOuter->EntityText( nOffset, tempstr, 0 );
|
|
nOffset++;
|
|
Msg( " %s\n", tempstr );
|
|
|
|
return nOffset;
|
|
}
|
|
|
|
//----------------------------------------------------
|
|
// Place dust at vector passed in
|
|
//----------------------------------------------------
|
|
void CFourWheelVehiclePhysics::PlaceWheelDust( int wheelIndex, bool ignoreSpeed )
|
|
{
|
|
// New vehicles handle this deeper into the base class
|
|
if ( hl2_episodic.GetBool() )
|
|
return;
|
|
|
|
// Old dust
|
|
Vector vecPos, vecVel;
|
|
m_pVehicle->GetWheelContactPoint( wheelIndex, &vecPos, NULL );
|
|
|
|
vecVel.Random( -1.0f, 1.0f );
|
|
vecVel.z = random->RandomFloat( 0.3f, 1.0f );
|
|
|
|
VectorNormalize( vecVel );
|
|
|
|
// Higher speeds make larger dust clouds
|
|
float flSize;
|
|
if ( ignoreSpeed )
|
|
{
|
|
flSize = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
flSize = RemapValClamped( m_nSpeed, DUST_SPEED, m_flMaxSpeed, 0.0f, 1.0f );
|
|
}
|
|
|
|
if ( flSize )
|
|
{
|
|
CEffectData data;
|
|
|
|
data.m_vOrigin = vecPos;
|
|
data.m_vNormal = vecVel;
|
|
data.m_flScale = flSize;
|
|
|
|
DispatchEffect( "WheelDust", data );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Frame-based updating
|
|
//-----------------------------------------------------------------------------
|
|
bool CFourWheelVehiclePhysics::Think()
|
|
{
|
|
if (!m_pVehicle)
|
|
return false;
|
|
|
|
// Update sound + physics state
|
|
const vehicle_operatingparams_t &carState = m_pVehicle->GetOperatingParams();
|
|
const vehicleparams_t &vehicleData = m_pVehicle->GetVehicleParams();
|
|
|
|
// Set save data.
|
|
float carSpeed = fabs( INS2MPH( carState.speed ) );
|
|
m_nLastSpeed = m_nSpeed;
|
|
m_nSpeed = ( int )carSpeed;
|
|
m_nRPM = ( int )carState.engineRPM;
|
|
m_nHasBoost = vehicleData.engine.boostDelay; // if we have any boost delay, vehicle has boost ability
|
|
|
|
m_pVehicle->Update( gpGlobals->frametime, m_controls);
|
|
|
|
// boost sounds
|
|
if( IsBoosting() && !m_bLastBoost )
|
|
{
|
|
m_bLastBoost = true;
|
|
m_turboTimer = gpGlobals->curtime + 2.75f; // min duration for turbo sound
|
|
}
|
|
else if( !IsBoosting() && m_bLastBoost )
|
|
{
|
|
if ( gpGlobals->curtime >= m_turboTimer )
|
|
{
|
|
m_bLastBoost = false;
|
|
}
|
|
}
|
|
|
|
m_fLastBoost = carState.boostDelay;
|
|
m_nBoostTimeLeft = carState.boostTimeLeft;
|
|
|
|
// UNDONE: Use skid info from the physics system?
|
|
// Only check wheels if we're not being carried by a dropship
|
|
if ( m_pOuter->VPhysicsGetObject() && !m_pOuter->VPhysicsGetObject()->GetShadowController() )
|
|
{
|
|
const float skidFactor = 0.15f;
|
|
const float minSpeed = DEFAULT_SKID_THRESHOLD / skidFactor;
|
|
// we have to slide at least 15% of our speed at higher speeds to make the skid sound (otherwise it can be too frequent)
|
|
float skidThreshold = m_bLastSkid ? DEFAULT_SKID_THRESHOLD : (carState.speed * 0.15f);
|
|
if ( skidThreshold < DEFAULT_SKID_THRESHOLD )
|
|
{
|
|
// otherwise, ramp in the skid threshold to avoid the sound at really low speeds unless really skidding
|
|
skidThreshold = RemapValClamped( fabs(carState.speed), 0, minSpeed, DEFAULT_SKID_THRESHOLD*8, DEFAULT_SKID_THRESHOLD );
|
|
}
|
|
// check for skidding, if we're skidding, need to play the sound
|
|
if ( carState.skidSpeed > skidThreshold && m_bIsOn )
|
|
{
|
|
if ( !m_bLastSkid ) // only play sound once
|
|
{
|
|
m_bLastSkid = true;
|
|
CPASAttenuationFilter filter( m_pOuter );
|
|
m_pOuterServerVehicle->PlaySound( VS_SKID_FRICTION_NORMAL );
|
|
}
|
|
|
|
// kick up dust from the wheels while skidding
|
|
for ( int i = 0; i < 4; i++ )
|
|
{
|
|
PlaceWheelDust( i, true );
|
|
}
|
|
}
|
|
else if ( m_bLastSkid == true )
|
|
{
|
|
m_bLastSkid = false;
|
|
m_pOuterServerVehicle->StopSound( VS_SKID_FRICTION_NORMAL );
|
|
}
|
|
|
|
// toss dust up from the wheels of the vehicle if we're moving fast enough
|
|
if ( m_nSpeed >= DUST_SPEED && vehicleData.steering.dustCloud && m_bIsOn )
|
|
{
|
|
for ( int i = 0; i < 4; i++ )
|
|
{
|
|
PlaceWheelDust( i );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make the steering wheel match the input, with a little dampening.
|
|
#define STEER_DAMPING 0.8
|
|
float flSteer = GetPoseParameter( m_poseParameters[VEH_STEER] );
|
|
float flPhysicsSteer = carState.steeringAngle / vehicleData.steering.degreesSlow;
|
|
SetPoseParameter( m_poseParameters[VEH_STEER], (STEER_DAMPING * flSteer) + ((1 - STEER_DAMPING) * flPhysicsSteer) );
|
|
|
|
m_actionValue += m_actionSpeed * m_actionScale * gpGlobals->frametime;
|
|
SetPoseParameter( m_poseParameters[VEH_ACTION], m_actionValue );
|
|
|
|
// setup speedometer
|
|
if ( m_bIsOn == true )
|
|
{
|
|
float displaySpeed = m_nSpeed / MAX_GUAGE_SPEED;
|
|
SetPoseParameter( m_poseParameters[VEH_SPEEDO], displaySpeed );
|
|
}
|
|
|
|
return m_bIsOn;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CFourWheelVehiclePhysics::VPhysicsUpdate( IPhysicsObject *pPhysics )
|
|
{
|
|
// must be a wheel
|
|
if ( pPhysics == m_pOuter->VPhysicsGetObject() )
|
|
return true;
|
|
|
|
// This is here so we can make the pose parameters of the wheels
|
|
// reflect their current physics state
|
|
for ( int i = 0; i < m_wheelCount; i++ )
|
|
{
|
|
if ( pPhysics == m_pWheels[i] )
|
|
{
|
|
Vector tmp;
|
|
pPhysics->GetPosition( &m_wheelPosition[i], &m_wheelRotation[i] );
|
|
|
|
// transform the wheel into body space
|
|
VectorITransform( m_wheelPosition[i], m_pOuter->EntityToWorldTransform(), tmp );
|
|
SetPoseParameter( m_poseParameters[VEH_FL_WHEEL_HEIGHT + i], (m_wheelBaseHeight[i] - tmp.z) / m_wheelTotalHeight[i] );
|
|
SetPoseParameter( m_poseParameters[VEH_FL_WHEEL_SPIN + i], -m_wheelRotation[i].z );
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Shared code to compute the vehicle view position
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelVehiclePhysics::GetVehicleViewPosition( const char *pViewAttachment, float flPitchFactor, Vector *pAbsOrigin, QAngle *pAbsAngles )
|
|
{
|
|
matrix3x4_t vehicleEyePosToWorld;
|
|
Vector vehicleEyeOrigin;
|
|
QAngle vehicleEyeAngles;
|
|
GetAttachment( pViewAttachment, vehicleEyeOrigin, vehicleEyeAngles );
|
|
AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld );
|
|
|
|
#ifdef HL2_DLL
|
|
// View dampening.
|
|
if ( r_VehicleViewDampen.GetInt() )
|
|
{
|
|
m_pOuterServerVehicle->GetFourWheelVehicle()->DampenEyePosition( vehicleEyeOrigin, vehicleEyeAngles );
|
|
}
|
|
#endif
|
|
|
|
// Compute the relative rotation between the unperterbed eye attachment + the eye angles
|
|
matrix3x4_t cameraToWorld;
|
|
AngleMatrix( *pAbsAngles, cameraToWorld );
|
|
|
|
matrix3x4_t worldToEyePos;
|
|
MatrixInvert( vehicleEyePosToWorld, worldToEyePos );
|
|
|
|
matrix3x4_t vehicleCameraToEyePos;
|
|
ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );
|
|
|
|
// Now perterb the attachment point
|
|
vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x );
|
|
vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z );
|
|
AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld );
|
|
|
|
// Now treat the relative eye angles as being relative to this new, perterbed view position...
|
|
matrix3x4_t newCameraToWorld;
|
|
ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );
|
|
|
|
// output new view abs angles
|
|
MatrixAngles( newCameraToWorld, *pAbsAngles );
|
|
|
|
// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
|
|
MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Control initialization
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelVehiclePhysics::ResetControls()
|
|
{
|
|
m_controls.handbrake = true;
|
|
m_controls.handbrakeLeft = false;
|
|
m_controls.handbrakeRight = false;
|
|
m_controls.boost = 0;
|
|
m_controls.brake = 0.0f;
|
|
m_controls.throttle = 0;
|
|
m_controls.steering = 0;
|
|
}
|
|
|
|
void CFourWheelVehiclePhysics::ReleaseHandbrake()
|
|
{
|
|
m_controls.handbrake = false;
|
|
}
|
|
|
|
void CFourWheelVehiclePhysics::SetHandbrake( bool bBrake )
|
|
{
|
|
m_controls.handbrake = bBrake;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelVehiclePhysics::EnableMotion( void )
|
|
{
|
|
for( int iWheel = 0; iWheel < m_wheelCount; ++iWheel )
|
|
{
|
|
m_pWheels[iWheel]->EnableMotion( true );
|
|
}
|
|
}
|
|
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|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
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void CFourWheelVehiclePhysics::DisableMotion( void )
|
|
{
|
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Vector vecZero( 0.0f, 0.0f, 0.0f );
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AngularImpulse angNone( 0.0f, 0.0f, 0.0f );
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for( int iWheel = 0; iWheel < m_wheelCount; ++iWheel )
|
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{
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m_pWheels[iWheel]->SetVelocity( &vecZero, &angNone );
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m_pWheels[iWheel]->EnableMotion( false );
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}
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}
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float CFourWheelVehiclePhysics::GetHLSpeed() const
|
|
{
|
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const vehicle_operatingparams_t &carState = m_pVehicle->GetOperatingParams();
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return carState.speed;
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}
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float CFourWheelVehiclePhysics::GetSteering() const
|
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{
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return m_controls.steering;
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}
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float CFourWheelVehiclePhysics::GetSteeringDegrees() const
|
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{
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const vehicleparams_t vehicleParams = m_pVehicle->GetVehicleParams();
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return vehicleParams.steering.degreesSlow;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
|
|
//-----------------------------------------------------------------------------
|
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void CFourWheelVehiclePhysics::SteeringRest( float carSpeed, const vehicleparams_t &vehicleData )
|
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{
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float flSteeringRate = RemapValClamped( carSpeed, vehicleData.steering.speedSlow, vehicleData.steering.speedFast,
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vehicleData.steering.steeringRestRateSlow, vehicleData.steering.steeringRestRateFast );
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m_controls.steering = Approach(0, m_controls.steering, flSteeringRate * gpGlobals->frametime );
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}
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|
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//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
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void CFourWheelVehiclePhysics::SteeringTurn( float carSpeed, const vehicleparams_t &vehicleData, bool bTurnLeft, bool bBrake, bool bThrottle )
|
|
{
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float flTargetSteering = bTurnLeft ? -1.0f : 1.0f;
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// steering speeds are stored in MPH
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float flSteeringRestRate = RemapValClamped( carSpeed, vehicleData.steering.speedSlow, vehicleData.steering.speedFast,
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vehicleData.steering.steeringRestRateSlow, vehicleData.steering.steeringRestRateFast );
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float carSpeedIns = MPH2INS(carSpeed);
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// engine speeds are stored in in/s
|
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if ( carSpeedIns > vehicleData.engine.maxSpeed )
|
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{
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flSteeringRestRate = RemapValClamped( carSpeedIns, vehicleData.engine.maxSpeed, vehicleData.engine.boostMaxSpeed, vehicleData.steering.steeringRestRateFast, vehicleData.steering.steeringRestRateFast*0.5f );
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}
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|
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const vehicle_operatingparams_t &carState = m_pVehicle->GetOperatingParams();
|
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bool bIsBoosting = carState.isTorqueBoosting;
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|
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// if you're recovering from a boost and still going faster than max, use the boost steering values
|
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bool bIsBoostRecover = (carState.boostTimeLeft == 100 || carState.boostTimeLeft == 0) ? false : true;
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float boostMinSpeed = vehicleData.engine.maxSpeed * vehicleData.engine.autobrakeSpeedGain;
|
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if ( !bIsBoosting && bIsBoostRecover && carSpeedIns > boostMinSpeed )
|
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{
|
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bIsBoosting = true;
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}
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|
|
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if ( bIsBoosting )
|
|
{
|
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flSteeringRestRate *= vehicleData.steering.boostSteeringRestRateFactor;
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}
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else if ( bThrottle )
|
|
{
|
|
flSteeringRestRate *= vehicleData.steering.throttleSteeringRestRateFactor;
|
|
}
|
|
|
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float flSteeringRate = RemapValClamped( carSpeed, vehicleData.steering.speedSlow, vehicleData.steering.speedFast,
|
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vehicleData.steering.steeringRateSlow, vehicleData.steering.steeringRateFast );
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|
|
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if ( fabs(flSteeringRate) < flSteeringRestRate )
|
|
{
|
|
if ( Sign(flTargetSteering) != Sign(m_controls.steering) )
|
|
{
|
|
flSteeringRate = flSteeringRestRate;
|
|
}
|
|
}
|
|
if ( bIsBoosting )
|
|
{
|
|
flSteeringRate *= vehicleData.steering.boostSteeringRateFactor;
|
|
}
|
|
else if ( bBrake )
|
|
{
|
|
flSteeringRate *= vehicleData.steering.brakeSteeringRateFactor;
|
|
}
|
|
flSteeringRate *= gpGlobals->frametime;
|
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m_controls.steering = Approach( flTargetSteering, m_controls.steering, flSteeringRate );
|
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m_controls.bAnalogSteering = false;
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|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelVehiclePhysics::SteeringTurnAnalog( float carSpeed, const vehicleparams_t &vehicleData, float sidemove )
|
|
{
|
|
|
|
// OLD Code
|
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#if 0
|
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float flSteeringRate = STEERING_BASE_RATE;
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|
|
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float factor = clamp( fabs( sidemove ) / STICK_EXTENTS, 0.0f, 1.0f );
|
|
|
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factor *= 30;
|
|
flSteeringRate *= log( factor );
|
|
flSteeringRate *= gpGlobals->frametime;
|
|
|
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SetSteering( sidemove < 0.0f ? -1 : 1, flSteeringRate );
|
|
#else
|
|
// This is tested with gamepads with analog sticks. It gives full analog control allowing the player to hold shallow turns.
|
|
float steering = ( sidemove / STICK_EXTENTS );
|
|
|
|
float flSign = ( steering > 0 ) ? 1.0f : -1.0f;
|
|
float flSteerAdj = RemapValClamped( fabs( steering ), xbox_steering_deadzone.GetFloat(), 1.0f, 0.0f, 1.0f );
|
|
|
|
float flSteeringRate = RemapValClamped( carSpeed, vehicleData.steering.speedSlow, vehicleData.steering.speedFast,
|
|
vehicleData.steering.steeringRateSlow, vehicleData.steering.steeringRateFast );
|
|
flSteeringRate *= vehicleData.steering.throttleSteeringRestRateFactor;
|
|
|
|
m_controls.bAnalogSteering = true;
|
|
SetSteering( flSign * flSteerAdj, flSteeringRate * gpGlobals->frametime );
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Methods related to actually driving the vehicle
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelVehiclePhysics::UpdateDriverControls( CUserCmd *cmd, float flFrameTime )
|
|
{
|
|
const float SPEED_THROTTLE_AS_BRAKE = 2.0f;
|
|
int nButtons = cmd->buttons;
|
|
|
|
// Get vehicle data.
|
|
const vehicle_operatingparams_t &carState = m_pVehicle->GetOperatingParams();
|
|
const vehicleparams_t &vehicleData = m_pVehicle->GetVehicleParams();
|
|
|
|
// Get current speed in miles/hour.
|
|
float flCarSign = 0.0f;
|
|
if (carState.speed >= SPEED_THROTTLE_AS_BRAKE)
|
|
{
|
|
flCarSign = 1.0f;
|
|
}
|
|
else if ( carState.speed <= -SPEED_THROTTLE_AS_BRAKE )
|
|
{
|
|
flCarSign = -1.0f;
|
|
}
|
|
float carSpeed = fabs(INS2MPH(carState.speed));
|
|
|
|
// If going forward and turning hard, keep the throttle applied.
|
|
if( xbox_autothrottle.GetBool() && cmd->forwardmove > 0.0f )
|
|
{
|
|
if( carSpeed > GetMaxSpeed() * 0.75 )
|
|
{
|
|
if( fabs(cmd->sidemove) > cmd->forwardmove )
|
|
{
|
|
cmd->forwardmove = STICK_EXTENTS;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Msg("F: %4.1f \tS: %4.1f!\tSTEER: %3.1f\n", cmd->forwardmove, cmd->sidemove, carState.steeringAngle);
|
|
// If changing direction, use default "return to zero" speed to more quickly transition.
|
|
if ( ( nButtons & IN_MOVELEFT ) || ( nButtons & IN_MOVERIGHT ) )
|
|
{
|
|
bool bTurnLeft = ( (nButtons & IN_MOVELEFT) != 0 );
|
|
bool bBrake = ((nButtons & IN_BACK) != 0);
|
|
bool bThrottleDown = ( (nButtons & IN_FORWARD) != 0 ) && !bBrake;
|
|
SteeringTurn( carSpeed, vehicleData, bTurnLeft, bBrake, bThrottleDown );
|
|
}
|
|
else if ( cmd->sidemove != 0.0f )
|
|
{
|
|
SteeringTurnAnalog( carSpeed, vehicleData, cmd->sidemove );
|
|
}
|
|
else
|
|
{
|
|
SteeringRest( carSpeed, vehicleData );
|
|
}
|
|
|
|
// Set vehicle control inputs.
|
|
m_controls.boost = 0;
|
|
m_controls.handbrake = false;
|
|
m_controls.handbrakeLeft = false;
|
|
m_controls.handbrakeRight = false;
|
|
m_controls.brakepedal = false;
|
|
bool bThrottle;
|
|
|
|
//-------------------------------------------------------------------------
|
|
// Analog throttle biasing - This code gives the player a bit of control stick
|
|
// 'slop' in the opposite direction that they are driving. If a player is
|
|
// driving forward and makes a hard turn in which the stick actually goes
|
|
// below neutral (toward reverse), this code continues to propel the car
|
|
// forward unless the player makes a significant motion towards reverse.
|
|
// (The inverse is true when driving in reverse and the stick is moved slightly forward)
|
|
//-------------------------------------------------------------------------
|
|
CBaseEntity *pDriver = m_pOuterServerVehicle->GetDriver();
|
|
CBasePlayer *pPlayerDriver;
|
|
float flBiasThreshold = xbox_throttlebias.GetFloat();
|
|
|
|
if( pDriver && pDriver->IsPlayer() )
|
|
{
|
|
pPlayerDriver = dynamic_cast<CBasePlayer*>(pDriver);
|
|
|
|
if( cmd->forwardmove == 0.0f && (fabs(cmd->sidemove) < 200.0f) )
|
|
{
|
|
// If the stick goes neutral, clear out the bias. When the bias is neutral, it will begin biasing
|
|
// in whichever direction the user next presses the analog stick.
|
|
pPlayerDriver->SetVehicleAnalogControlBias( VEHICLE_ANALOG_BIAS_NONE );
|
|
}
|
|
else if( cmd->forwardmove > 0.0f)
|
|
{
|
|
if( pPlayerDriver->GetVehicleAnalogControlBias() == VEHICLE_ANALOG_BIAS_REVERSE )
|
|
{
|
|
// Player is pushing forward, but the controller is currently biased for reverse driving.
|
|
// Must pass a threshold to be accepted as forward input. Otherwise we just spoof a reduced reverse input
|
|
// to keep the car moving in the direction the player probably expects.
|
|
if( cmd->forwardmove < flBiasThreshold )
|
|
{
|
|
cmd->forwardmove = -xbox_throttlespoof.GetFloat();
|
|
}
|
|
else
|
|
{
|
|
// Passed the threshold. Allow the direction change to occur.
|
|
pPlayerDriver->SetVehicleAnalogControlBias( VEHICLE_ANALOG_BIAS_FORWARD );
|
|
}
|
|
}
|
|
else if( pPlayerDriver->GetVehicleAnalogControlBias() == VEHICLE_ANALOG_BIAS_NONE )
|
|
{
|
|
pPlayerDriver->SetVehicleAnalogControlBias( VEHICLE_ANALOG_BIAS_FORWARD );
|
|
}
|
|
}
|
|
else if( cmd->forwardmove < 0.0f )
|
|
{
|
|
if( pPlayerDriver->GetVehicleAnalogControlBias() == VEHICLE_ANALOG_BIAS_FORWARD )
|
|
{
|
|
// Inverse of above logic
|
|
if( cmd->forwardmove > -flBiasThreshold )
|
|
{
|
|
cmd->forwardmove = xbox_throttlespoof.GetFloat();
|
|
}
|
|
else
|
|
{
|
|
pPlayerDriver->SetVehicleAnalogControlBias( VEHICLE_ANALOG_BIAS_REVERSE );
|
|
}
|
|
}
|
|
else if( pPlayerDriver->GetVehicleAnalogControlBias() == VEHICLE_ANALOG_BIAS_NONE )
|
|
{
|
|
pPlayerDriver->SetVehicleAnalogControlBias( VEHICLE_ANALOG_BIAS_REVERSE );
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================
|
|
// analog control
|
|
//=========================
|
|
if( cmd->forwardmove > 0.0f )
|
|
{
|
|
float flAnalogThrottle = cmd->forwardmove / STICK_EXTENTS;
|
|
|
|
flAnalogThrottle = clamp( flAnalogThrottle, 0.25f, 1.0f );
|
|
|
|
bThrottle = true;
|
|
if ( m_controls.throttle < 0 )
|
|
{
|
|
m_controls.throttle = 0;
|
|
}
|
|
|
|
float flMaxThrottle = MAX( 0.1, m_maxThrottle );
|
|
if ( m_controls.steering != 0 )
|
|
{
|
|
float flThrottleReduce = 0;
|
|
|
|
// ramp this in, don't just start at the slow speed reduction (helps accelerate from a stop)
|
|
if ( carSpeed < vehicleData.steering.speedSlow )
|
|
{
|
|
flThrottleReduce = RemapValClamped( carSpeed, 0, vehicleData.steering.speedSlow,
|
|
0, vehicleData.steering.turnThrottleReduceSlow );
|
|
}
|
|
else
|
|
{
|
|
flThrottleReduce = RemapValClamped( carSpeed, vehicleData.steering.speedSlow, vehicleData.steering.speedFast,
|
|
vehicleData.steering.turnThrottleReduceSlow, vehicleData.steering.turnThrottleReduceFast );
|
|
}
|
|
|
|
float limit = 1.0f - (flThrottleReduce * fabs(m_controls.steering));
|
|
if ( limit < 0 )
|
|
limit = 0;
|
|
flMaxThrottle = MIN( flMaxThrottle, limit );
|
|
}
|
|
|
|
m_controls.throttle = Approach( flMaxThrottle * flAnalogThrottle, m_controls.throttle, flFrameTime * m_throttleRate );
|
|
|
|
// Apply the brake.
|
|
if ( ( flCarSign < 0.0f ) && m_controls.bHasBrakePedal )
|
|
{
|
|
m_controls.brake = Approach( BRAKE_MAX_VALUE, m_controls.brake, flFrameTime * r_vehicleBrakeRate.GetFloat() * BRAKE_BACK_FORWARD_SCALAR );
|
|
m_controls.brakepedal = true;
|
|
m_controls.throttle = 0.0f;
|
|
bThrottle = false;
|
|
}
|
|
else
|
|
{
|
|
m_controls.brake = 0.0f;
|
|
}
|
|
}
|
|
else if( cmd->forwardmove < 0.0f )
|
|
{
|
|
float flAnalogBrake = fabs(cmd->forwardmove / STICK_EXTENTS);
|
|
|
|
flAnalogBrake = clamp( flAnalogBrake, 0.25f, 1.0f );
|
|
|
|
bThrottle = true;
|
|
if ( m_controls.throttle > 0 )
|
|
{
|
|
m_controls.throttle = 0;
|
|
}
|
|
|
|
float flMaxThrottle = MIN( -0.1, m_flMaxRevThrottle );
|
|
m_controls.throttle = Approach( flMaxThrottle * flAnalogBrake, m_controls.throttle, flFrameTime * m_throttleRate );
|
|
|
|
// Apply the brake.
|
|
if ( ( flCarSign > 0.0f ) && m_controls.bHasBrakePedal )
|
|
{
|
|
m_controls.brake = Approach( BRAKE_MAX_VALUE, m_controls.brake, flFrameTime * r_vehicleBrakeRate.GetFloat() );
|
|
m_controls.brakepedal = true;
|
|
m_controls.throttle = 0.0f;
|
|
bThrottle = false;
|
|
}
|
|
else
|
|
{
|
|
m_controls.brake = 0.0f;
|
|
}
|
|
}
|
|
// digital control
|
|
else if ( nButtons & IN_FORWARD )
|
|
{
|
|
bThrottle = true;
|
|
if ( m_controls.throttle < 0 )
|
|
{
|
|
m_controls.throttle = 0;
|
|
}
|
|
|
|
float flMaxThrottle = MAX( 0.1, m_maxThrottle );
|
|
|
|
if ( m_controls.steering != 0 )
|
|
{
|
|
float flThrottleReduce = 0;
|
|
|
|
// ramp this in, don't just start at the slow speed reduction (helps accelerate from a stop)
|
|
if ( carSpeed < vehicleData.steering.speedSlow )
|
|
{
|
|
flThrottleReduce = RemapValClamped( carSpeed, 0, vehicleData.steering.speedSlow,
|
|
0, vehicleData.steering.turnThrottleReduceSlow );
|
|
}
|
|
else
|
|
{
|
|
flThrottleReduce = RemapValClamped( carSpeed, vehicleData.steering.speedSlow, vehicleData.steering.speedFast,
|
|
vehicleData.steering.turnThrottleReduceSlow, vehicleData.steering.turnThrottleReduceFast );
|
|
}
|
|
|
|
float limit = 1.0f - (flThrottleReduce * fabs(m_controls.steering));
|
|
if ( limit < 0 )
|
|
limit = 0;
|
|
flMaxThrottle = MIN( flMaxThrottle, limit );
|
|
}
|
|
|
|
m_controls.throttle = Approach( flMaxThrottle, m_controls.throttle, flFrameTime * m_throttleRate );
|
|
|
|
// Apply the brake.
|
|
if ( ( flCarSign < 0.0f ) && m_controls.bHasBrakePedal )
|
|
{
|
|
m_controls.brake = Approach( BRAKE_MAX_VALUE, m_controls.brake, flFrameTime * r_vehicleBrakeRate.GetFloat() * BRAKE_BACK_FORWARD_SCALAR );
|
|
m_controls.brakepedal = true;
|
|
m_controls.throttle = 0.0f;
|
|
bThrottle = false;
|
|
}
|
|
else
|
|
{
|
|
m_controls.brake = 0.0f;
|
|
}
|
|
}
|
|
else if ( nButtons & IN_BACK )
|
|
{
|
|
bThrottle = true;
|
|
if ( m_controls.throttle > 0 )
|
|
{
|
|
m_controls.throttle = 0;
|
|
}
|
|
|
|
float flMaxThrottle = MIN( -0.1, m_flMaxRevThrottle );
|
|
m_controls.throttle = Approach( flMaxThrottle, m_controls.throttle, flFrameTime * m_throttleRate );
|
|
|
|
// Apply the brake.
|
|
if ( ( flCarSign > 0.0f ) && m_controls.bHasBrakePedal )
|
|
{
|
|
m_controls.brake = Approach( BRAKE_MAX_VALUE, m_controls.brake, flFrameTime * r_vehicleBrakeRate.GetFloat() );
|
|
m_controls.brakepedal = true;
|
|
m_controls.throttle = 0.0f;
|
|
bThrottle = false;
|
|
}
|
|
else
|
|
{
|
|
m_controls.brake = 0.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bThrottle = false;
|
|
m_controls.throttle = 0;
|
|
m_controls.brake = 0.0f;
|
|
}
|
|
|
|
if ( ( nButtons & IN_SPEED ) && !IsEngineDisabled() && bThrottle )
|
|
{
|
|
m_controls.boost = 1.0f;
|
|
}
|
|
|
|
// Using has brakepedal for handbrake as well.
|
|
if ( ( nButtons & IN_JUMP ) && m_controls.bHasBrakePedal )
|
|
{
|
|
m_controls.handbrake = true;
|
|
|
|
if ( cmd->sidemove < -100 )
|
|
{
|
|
m_controls.handbrakeLeft = true;
|
|
}
|
|
else if ( cmd->sidemove > 100 )
|
|
{
|
|
m_controls.handbrakeRight = true;
|
|
}
|
|
|
|
// Prevent playing of the engine revup when we're braking
|
|
bThrottle = false;
|
|
}
|
|
|
|
if ( IsEngineDisabled() )
|
|
{
|
|
m_controls.throttle = 0.0f;
|
|
m_controls.handbrake = true;
|
|
bThrottle = false;
|
|
}
|
|
|
|
// throttle sounds
|
|
// If we dropped a bunch of speed, restart the throttle
|
|
if ( bThrottle && (m_nLastSpeed > m_nSpeed && (m_nLastSpeed - m_nSpeed > 10)) )
|
|
{
|
|
m_bLastThrottle = false;
|
|
}
|
|
|
|
// throttle down now but not before??? (or we're braking)
|
|
if ( !m_controls.handbrake && !m_controls.brakepedal && bThrottle && !m_bLastThrottle )
|
|
{
|
|
m_throttleStartTime = gpGlobals->curtime; // need to track how long throttle is down
|
|
m_bLastThrottle = true;
|
|
}
|
|
// throttle up now but not before??
|
|
else if ( !bThrottle && m_bLastThrottle && IsEngineDisabled() == false )
|
|
{
|
|
m_throttleActiveTime = gpGlobals->curtime - m_throttleStartTime;
|
|
m_bLastThrottle = false;
|
|
}
|
|
|
|
float flSpeedPercentage = clamp( m_nSpeed / m_flMaxSpeed, 0, 1 );
|
|
vbs_sound_update_t params;
|
|
params.Defaults();
|
|
params.bReverse = (m_controls.throttle < 0);
|
|
params.bThrottleDown = bThrottle;
|
|
params.bTurbo = IsBoosting();
|
|
params.bVehicleInWater = m_pOuterServerVehicle->IsVehicleBodyInWater();
|
|
params.flCurrentSpeedFraction = flSpeedPercentage;
|
|
params.flFrameTime = flFrameTime;
|
|
params.flWorldSpaceSpeed = carState.speed;
|
|
m_pOuterServerVehicle->SoundUpdate( params );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CFourWheelVehiclePhysics::IsBoosting( void )
|
|
{
|
|
const vehicleparams_t *pVehicleParams = &m_pVehicle->GetVehicleParams();
|
|
const vehicle_operatingparams_t *pVehicleOperating = &m_pVehicle->GetOperatingParams();
|
|
if ( pVehicleParams && pVehicleOperating )
|
|
{
|
|
if ( ( pVehicleOperating->boostDelay - pVehicleParams->engine.boostDelay ) > 0.0f )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFourWheelVehiclePhysics::SetDisableEngine( bool bDisable )
|
|
{
|
|
// Set the engine state.
|
|
m_pVehicle->SetEngineDisabled( bDisable );
|
|
}
|
|
|
|
static int AddPhysToList( IPhysicsObject **pList, int listMax, int count, IPhysicsObject *pPhys )
|
|
{
|
|
if ( pPhys )
|
|
{
|
|
if ( count < listMax )
|
|
{
|
|
pList[count] = pPhys;
|
|
count++;
|
|
}
|
|
}
|
|
return count;
|
|
}
|
|
|
|
int CFourWheelVehiclePhysics::VPhysicsGetObjectList( IPhysicsObject **pList, int listMax )
|
|
{
|
|
int count = 0;
|
|
// add the body
|
|
count = AddPhysToList( pList, listMax, count, m_pOuter->VPhysicsGetObject() );
|
|
for ( int i = 0; i < 4; i++ )
|
|
{
|
|
count = AddPhysToList( pList, listMax, count, m_pWheels[i] );
|
|
}
|
|
return count;
|
|
}
|