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This article is meant to give an in-depth analysis of the vehicles in Source and to provide the necessary information to create and modify source vehicles.
- 1 In General
- 2 Vehicles Specifics
- 3 Player Interaction
- 4 Vehicles Components
- 5 Additional Help
- 6 External links
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.
Vehicle Data Structures
To do: Info on the data structures used to transmit physic data and controls data back and forth between the physic dll and the server dll. See "..\src\public\vphysics\vehicles.h" and "..\src\game\server\vehicle_sounds.h"
Vehicles types values
#define VEHICLE_TYPE_CAR_WHEELS (1<<0) #define VEHICLE_TYPE_CAR_RAYCAST (1<<1) #define VEHICLE_TYPE_JETSKI_RAYCAST (1<<2) #define VEHICLE_TYPE_AIRBOAT_RAYCAST (1<<3)
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 VEHICLE_TYPE_AIRBOAT_RAYCAST.
To do: airboat specifics.
To do: describe what goes on when the player uses a vehicle.
- IClientVehicle - Client Side
- IVehicle - Vehicle Generalizations
- Jurassic Rage coding team has released multipassenger vehicle code :
- Multipassenger Vehicle Abstract
Half-Life 2 SDK vehicles
- Some information on fixing source vehicle code for use in Multiplayer can be found here.
HL2DM Vehicle fix
- A partial fix to make vehicles predicted and work in HL2DM can be found here.