User:Psycommando/wip About Source Vehicles
Article I'm currently writing about the vehicles in the source engine
This article will explain how the vehicles in source work, and what's the idea behind their current internal structure.
All vehicles, including the airboat inherits from the same base classes:
At the end of the day, the typical source vehicle is made up of 3 parts:
- The main vehicle, inheriting from CPropVehicleDriveable.
- The "Server" Vehicle, inheriting from CBaseServerVehicle.
- The vehicle physics, CFourWheelVehiclePhysics.
Prop Driveable entity
This entity doesn't handle passengers or passengers entry, since the code the player used to ride vehicles needs a IServerVehicle. That's why there is a member pointer on a CFourWheelsServerVehicle stored in the instance.
This class's primary purpose is to handle passenger entry, and sound state, along with acting as a proxy between the Driveable Vehicle, and the physic vehicle. It uses data structures named operating, control, and vehicle params, to share informations between the driveable and physics classes. Its other purpose is to trigger the loading of the vehicle script data on its creation, along with the creation of the physics vehicle object.
This class isn't an entity, it's mostly a wrapper between the driveable and server vehicle entities and the vehicle physics controller(IPhysicsVehicleController). It transmit data from the IPhysicsVehicleController object (that's in the physics dll) through the GetVehicleOperatingParams() method. It also transmit to the IPhysicsVehicleController the data in the control params(m_controls) structure. This object is responsible for loading and parsing the physics vehicle data, through the bool ParseVehicleScript( const char *pScriptName, solid_t &solid, vehicleparams_t &vehicle ) method.
The Buggy and Jalopy
To do: buggy and jalopy specifics.
The airboat uses the same physical entity as the buggy CFourWheelVehiclePhysics. But it change the vehicle type value to ,
To do: airboat specifics.
To do: describe what goes on when the player uses a vehicle.