//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef C_PROP_VEHICLE_H #define C_PROP_VEHICLE_H #pragma once #include "iclientvehicle.h" #include "vehicle_viewblend_shared.h" class C_PropVehicleDriveable : public C_BaseAnimating, public IClientVehicle { DECLARE_CLASS( C_PropVehicleDriveable, C_BaseAnimating ); public: DECLARE_CLIENTCLASS(); DECLARE_INTERPOLATION(); DECLARE_DATADESC(); C_PropVehicleDriveable(); ~C_PropVehicleDriveable(); // IVehicle overrides. public: virtual C_BaseCombatCharacter* GetPassenger( int nRole ); virtual int GetPassengerRole( C_BaseCombatCharacter *pEnt ); virtual bool IsPassengerUsingStandardWeapons( int nRole = VEHICLE_ROLE_DRIVER ) { return false; } virtual void GetVehicleViewPosition( int nRole, Vector *pOrigin, QAngle *pAngles, float *pFOV = NULL ); virtual void SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) {} virtual void ProcessMovement( C_BasePlayer *pPlayer, CMoveData *pMoveData ) {} virtual void FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move ) {} virtual void ItemPostFrame( C_BasePlayer *pPlayer ) {} // IClientVehicle overrides. public: virtual void GetVehicleFOV( float &flFOV ) { flFOV = m_flFOV; } virtual void DrawHudElements(); virtual void UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd ); virtual void DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles ); virtual void GetVehicleClipPlanes( float &flZNear, float &flZFar ) const; #ifdef HL2_CLIENT_DLL virtual int GetPrimaryAmmoType() const { return -1; } virtual int GetPrimaryAmmoCount() const { return -1; } virtual int GetPrimaryAmmoClip() const { return -1; } virtual bool PrimaryAmmoUsesClips() const { return false; } #endif virtual bool IsPredicted() const { return false; } virtual int GetJoystickResponseCurve() const; // C_BaseEntity overrides. public: virtual IClientVehicle* GetClientVehicle() { return this; } virtual C_BaseEntity *GetVehicleEnt() { return this; } virtual bool IsSelfAnimating() { return false; }; virtual void OnPreDataChanged( DataUpdateType_t updateType ); virtual void OnDataChanged( DataUpdateType_t updateType ); // Should this object cast render-to-texture shadows? virtual ShadowType_t ShadowCastType(); // Mark the shadow as dirty while the vehicle is being driven virtual void ClientThink( void ); // C_PropVehicleDriveable public: bool IsRunningEnterExitAnim( void ) { return m_bEnterAnimOn || m_bExitAnimOn; } // NVNT added to check if the vehicle needs to aim virtual bool HasGun(void){return m_bHasGun;} protected: virtual void OnEnteredVehicle( C_BaseCombatCharacter *pPassenger ); // NVNT added to notify haptics system of vehicle exit. virtual void OnExitedVehicle( C_BaseCombatCharacter *pPassenger ); virtual void RestrictView( float *pYawBounds, float *pPitchBounds, float *pRollBounds, QAngle &vecViewAngles ); virtual void SetVehicleFOV( float flFOV ) { m_flFOV = flFOV; } protected: CHandle m_hPlayer; int m_nSpeed; int m_nRPM; float m_flThrottle; int m_nBoostTimeLeft; int m_nHasBoost; int m_nScannerDisabledWeapons; int m_nScannerDisabledVehicle; // timers/flags for flashing icons on hud int m_iFlashTimer; bool m_bLockedDim; bool m_bLockedIcon; int m_iScannerWepFlashTimer; bool m_bScannerWepDim; bool m_bScannerWepIcon; int m_iScannerVehicleFlashTimer; bool m_bScannerVehicleDim; bool m_bScannerVehicleIcon; float m_flSequenceChangeTime; bool m_bEnterAnimOn; bool m_bExitAnimOn; float m_flFOV; Vector m_vecGunCrosshair; CInterpolatedVar m_iv_vecGunCrosshair; Vector m_vecEyeExitEndpoint; bool m_bHasGun; bool m_bUnableToFire; // Used to smooth view entry CHandle m_hPrevPlayer; ViewSmoothingData_t m_ViewSmoothingData; }; #endif // C_PROP_VEHICLE_H