mirror of
https://github.com/alliedmodders/hl2sdk.git
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134 lines
3.9 KiB
C++
134 lines
3.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "c_prop_vehicle.h"
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#include "c_vehicle_jeep.h"
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#include "movevars_shared.h"
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#include "view.h"
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#include "flashlighteffect.h"
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#include "c_baseplayer.h"
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#include "c_te_effect_dispatch.h"
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#include "hl2_vehicle_radar.h"
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#include "usermessages.h"
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#include "hud_radar.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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//=============================================================================
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//
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// Client-side Episodic Jeep (Jalopy) Class
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//
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class C_PropJeepEpisodic : public C_PropJeep
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{
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DECLARE_CLASS( C_PropJeepEpisodic, C_PropJeep );
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public:
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DECLARE_CLIENTCLASS();
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public:
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C_PropJeepEpisodic();
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void OnEnteredVehicle( C_BasePlayer *pPlayer );
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void Simulate( void );
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public:
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int m_iNumRadarContacts;
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Vector m_vecRadarContactPos[ RADAR_MAX_CONTACTS ];
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int m_iRadarContactType[ RADAR_MAX_CONTACTS ];
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};
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C_PropJeepEpisodic *g_pJalopy = NULL;
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IMPLEMENT_CLIENTCLASS_DT( C_PropJeepEpisodic, DT_CPropJeepEpisodic, CPropJeepEpisodic )
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//CNetworkVar( int, m_iNumRadarContacts );
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RecvPropInt( RECVINFO(m_iNumRadarContacts) ),
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//CNetworkArray( Vector, m_vecRadarContactPos, RADAR_MAX_CONTACTS );
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RecvPropArray( RecvPropVector(RECVINFO(m_vecRadarContactPos[0])), m_vecRadarContactPos ),
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//CNetworkArray( int, m_iRadarContactType, RADAR_MAX_CONTACTS );
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RecvPropArray( RecvPropInt( RECVINFO(m_iRadarContactType[0] ) ), m_iRadarContactType ),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void __MsgFunc_UpdateJalopyRadar(bf_read &msg)
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{
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// Radar code here!
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if( !GetHudRadar() )
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return;
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// Sometimes we update more quickly when we need to track something in high resolution.
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// Usually we do not, so default to false.
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GetHudRadar()->m_bUseFastUpdate = false;
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for( int i = 0 ; i < g_pJalopy->m_iNumRadarContacts ; i++ )
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{
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if( g_pJalopy->m_iRadarContactType[i] == RADAR_CONTACT_DOG )
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{
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GetHudRadar()->m_bUseFastUpdate = true;
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break;
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}
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}
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float flContactTimeToLive;
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if( GetHudRadar()->m_bUseFastUpdate )
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{
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flContactTimeToLive = RADAR_UPDATE_FREQUENCY_FAST;
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}
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else
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{
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flContactTimeToLive = RADAR_UPDATE_FREQUENCY;
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}
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for( int i = 0 ; i < g_pJalopy->m_iNumRadarContacts ; i++ )
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{
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GetHudRadar()->AddRadarContact( g_pJalopy->m_vecRadarContactPos[i], g_pJalopy->m_iRadarContactType[i], flContactTimeToLive );
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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C_PropJeepEpisodic::C_PropJeepEpisodic()
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{
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if( g_pJalopy == NULL )
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{
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usermessages->HookMessage( "UpdateJalopyRadar", __MsgFunc_UpdateJalopyRadar );
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}
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g_pJalopy = this;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropJeepEpisodic::Simulate( void )
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{
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// Keep trying to hook to the radar.
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if( GetHudRadar() != NULL )
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{
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// This is not our ideal long-term solution. This will only work if you only have
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// one jalopy in a given level. The Jalopy and the Radar Screen are currently both
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// assumed to be singletons. This is appropriate for EP2, however. (sjb)
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GetHudRadar()->SetVehicle( this );
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}
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BaseClass::Simulate();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropJeepEpisodic::OnEnteredVehicle( C_BasePlayer *pPlayer )
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{
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BaseClass::OnEnteredVehicle( pPlayer );
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}
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