hl2_src-leak-2017/src/game/client/tf2/c_vehicle_tank.cpp

151 lines
3.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "c_basefourwheelvehicle.h"
#include "tf_movedata.h"
#include "ObjectControlPanel.h"
#include <vgui_controls/Label.h>
#include <vgui_controls/Button.h>
#include "vgui_rotation_slider.h"
#include <vgui/ISurface.h>
#include "vgui_basepanel.h"
#include "ground_line.h"
#include "hud_minimap.h"
#include "vgui_bitmapimage.h"
#include "view.h"
#include "c_basetempentity.h"
#include "particles_simple.h"
#include "in_buttons.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_VehicleTank : public C_BaseTFFourWheelVehicle
{
DECLARE_CLASS( C_VehicleTank, C_BaseTFFourWheelVehicle );
public:
DECLARE_CLIENTCLASS();
C_VehicleTank();
virtual void ClientThink();
virtual void OnItemPostFrame( CBaseTFPlayer *pDriver );
// C_BaseEntity overrides.
public:
virtual void GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS]);
private:
C_VehicleTank( const C_VehicleTank & ); // not defined, not accessible
float m_flClientYaw;
float m_flClientPitch;
// Sent by the server. This is what we render with.
float m_flTurretYaw;
float m_flTurretPitch;
};
IMPLEMENT_CLIENTCLASS_DT( C_VehicleTank, DT_VehicleTank, CVehicleTank )
RecvPropFloat( RECVINFO( m_flTurretYaw ) ),
RecvPropFloat( RECVINFO( m_flTurretPitch ) )
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_VehicleTank::C_VehicleTank()
{
m_flClientYaw = 0;
m_flClientPitch = 0;
m_flTurretYaw = 0;
m_flTurretPitch = 0;
}
void C_VehicleTank::ClientThink()
{
if ( GetPassenger( VEHICLE_ROLE_DRIVER ) == C_BasePlayer::GetLocalPlayer() )
{
// Cast a ray out of the view to see where the player is looking.
trace_t trace;
UTIL_TraceLine(
MainViewOrigin(),
MainViewOrigin() + MainViewForward() * 100000,
MASK_OPAQUE, NULL,
COLLISION_GROUP_NONE,
&trace );
if ( trace.fraction < 1 )
{
// Figure out what angles our turret needs to be at in order to hit the target.
Vector vFireOrigin;
QAngle dummy;
GetAttachment( LookupAttachment( "barrel" ), vFireOrigin, dummy );
// Get a direction vector that points at the target.
Vector vTo = trace.endpos - vFireOrigin;
// Transform it into the tank's local space.
matrix3x4_t tankToWorld;
AngleMatrix( GetAbsAngles(), tankToWorld );
Vector vLocalTo;
VectorITransform( vTo, tankToWorld, vLocalTo );
// Now figure out what the angles are in local space.
QAngle localAngles;
VectorAngles( vLocalTo, localAngles );
// Make the angles adhere to the definition in CVehicleTank's header.
m_flClientYaw = localAngles[YAW] - 90;
m_flClientPitch = anglemod( -localAngles[PITCH] );
char cmd[512];
Q_snprintf( cmd, sizeof( cmd ), "TurretAngles %.2f %.2f", m_flClientYaw, m_flClientPitch );
SendClientCommand( cmd );
}
}
BaseClass::ClientThink();
}
void C_VehicleTank::GetBoneControllers( float controllers[MAXSTUDIOBONECTRLS])
{
BaseClass::GetBoneControllers( controllers );
controllers[0] = anglemod( m_flTurretYaw ) / 360.0;
controllers[1] = anglemod( m_flTurretPitch ) / 360.0;
}
//-----------------------------------------------------------------------------
// Here's where we deal with weapons
//-----------------------------------------------------------------------------
void C_VehicleTank::OnItemPostFrame( CBaseTFPlayer *pDriver )
{
if ( GetPassengerRole(pDriver) != VEHICLE_ROLE_DRIVER )
return;
if ( pDriver->m_nButtons & IN_ATTACK )
{
}
else if ( pDriver->m_nButtons & (IN_ATTACK2 | IN_SPEED) )
{
BaseClass::OnItemPostFrame( pDriver );
}
}