hl2_src-leak-2017/src/game/client/episodic/c_vehicle_jeep_episodic.cpp

134 lines
3.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "c_prop_vehicle.h"
#include "c_vehicle_jeep.h"
#include "movevars_shared.h"
#include "view.h"
#include "flashlighteffect.h"
#include "c_baseplayer.h"
#include "c_te_effect_dispatch.h"
#include "hl2_vehicle_radar.h"
#include "usermessages.h"
#include "hud_radar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=============================================================================
//
// Client-side Episodic Jeep (Jalopy) Class
//
class C_PropJeepEpisodic : public C_PropJeep
{
DECLARE_CLASS( C_PropJeepEpisodic, C_PropJeep );
public:
DECLARE_CLIENTCLASS();
public:
C_PropJeepEpisodic();
void OnEnteredVehicle( C_BasePlayer *pPlayer );
void Simulate( void );
public:
int m_iNumRadarContacts;
Vector m_vecRadarContactPos[ RADAR_MAX_CONTACTS ];
int m_iRadarContactType[ RADAR_MAX_CONTACTS ];
};
C_PropJeepEpisodic *g_pJalopy = NULL;
IMPLEMENT_CLIENTCLASS_DT( C_PropJeepEpisodic, DT_CPropJeepEpisodic, CPropJeepEpisodic )
//CNetworkVar( int, m_iNumRadarContacts );
RecvPropInt( RECVINFO(m_iNumRadarContacts) ),
//CNetworkArray( Vector, m_vecRadarContactPos, RADAR_MAX_CONTACTS );
RecvPropArray( RecvPropVector(RECVINFO(m_vecRadarContactPos[0])), m_vecRadarContactPos ),
//CNetworkArray( int, m_iRadarContactType, RADAR_MAX_CONTACTS );
RecvPropArray( RecvPropInt( RECVINFO(m_iRadarContactType[0] ) ), m_iRadarContactType ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void __MsgFunc_UpdateJalopyRadar(bf_read &msg)
{
// Radar code here!
if( !GetHudRadar() )
return;
// Sometimes we update more quickly when we need to track something in high resolution.
// Usually we do not, so default to false.
GetHudRadar()->m_bUseFastUpdate = false;
for( int i = 0 ; i < g_pJalopy->m_iNumRadarContacts ; i++ )
{
if( g_pJalopy->m_iRadarContactType[i] == RADAR_CONTACT_DOG )
{
GetHudRadar()->m_bUseFastUpdate = true;
break;
}
}
float flContactTimeToLive;
if( GetHudRadar()->m_bUseFastUpdate )
{
flContactTimeToLive = RADAR_UPDATE_FREQUENCY_FAST;
}
else
{
flContactTimeToLive = RADAR_UPDATE_FREQUENCY;
}
for( int i = 0 ; i < g_pJalopy->m_iNumRadarContacts ; i++ )
{
GetHudRadar()->AddRadarContact( g_pJalopy->m_vecRadarContactPos[i], g_pJalopy->m_iRadarContactType[i], flContactTimeToLive );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
C_PropJeepEpisodic::C_PropJeepEpisodic()
{
if( g_pJalopy == NULL )
{
usermessages->HookMessage( "UpdateJalopyRadar", __MsgFunc_UpdateJalopyRadar );
}
g_pJalopy = this;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropJeepEpisodic::Simulate( void )
{
// Keep trying to hook to the radar.
if( GetHudRadar() != NULL )
{
// This is not our ideal long-term solution. This will only work if you only have
// one jalopy in a given level. The Jalopy and the Radar Screen are currently both
// assumed to be singletons. This is appropriate for EP2, however. (sjb)
GetHudRadar()->SetVehicle( this );
}
BaseClass::Simulate();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropJeepEpisodic::OnEnteredVehicle( C_BasePlayer *pPlayer )
{
BaseClass::OnEnteredVehicle( pPlayer );
}