//====== Copyright 1996-2005, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #ifndef VEHICLE_JEEP_EPISODIC_H #define VEHICLE_JEEP_EPISODIC_H #ifdef _WIN32 #pragma once #endif #include "vehicle_jeep.h" #include "ai_basenpc.h" //============================================================================= // Episodic jeep class CPropJeepEpisodic : public CPropJeep { DECLARE_CLASS( CPropJeepEpisodic, CPropJeep ); public: CPropJeepEpisodic( void ); virtual void Spawn( void ); virtual void NPC_FinishedEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ); virtual void NPC_FinishedExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ); virtual bool NPC_CanEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ); virtual bool NPC_CanExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ); DECLARE_DATADESC(); protected: virtual float GetUprightTime( void ) { return 1.0f; } virtual float GetUprightStrength( void ); virtual bool ShouldPuntUseLaunchForces( void ); virtual AngularImpulse PhysGunLaunchAngularImpulse( void ); virtual Vector PhysGunLaunchVelocity( const Vector &forward, float flMass ); bool PassengerInTransition( void ); private: void InputLockEntrance( inputdata_t &data ); void InputUnlockEntrance( inputdata_t &data ); void InputLockExit( inputdata_t &data ); void InputUnlockExit( inputdata_t &data ); bool m_bEntranceLocked; bool m_bExitLocked; COutputEvent m_OnCompanionEnteredVehicle; // Passenger has completed entering the vehicle COutputEvent m_OnCompanionExitedVehicle; // Passenger has completed exited the vehicle COutputEvent m_OnHostileEnteredVehicle; // Passenger has completed entering the vehicle COutputEvent m_OnHostileExitedVehicle; // Passenger has completed exited the vehicle }; #endif // VEHICLE_JEEP_EPISODIC_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |