Generalize rideables

This commit is contained in:
tovjemam 2026-06-04 16:04:36 +02:00
parent 8e83f3635a
commit c136ccf26d
18 changed files with 356 additions and 248 deletions

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@ -134,8 +134,6 @@ set(CLIENT_ONLY_SOURCES
set(SERVER_ONLY_SOURCES
"src/game/character.hpp"
"src/game/character.cpp"
"src/game/controllable_character.hpp"
"src/game/controllable_character.cpp"
"src/game/destroyed_object.hpp"
"src/game/destroyed_object.cpp"
"src/game/drivable_vehicle.hpp"
@ -146,6 +144,8 @@ set(SERVER_ONLY_SOURCES
"src/game/entity.cpp"
"src/game/game.hpp"
"src/game/game.cpp"
"src/game/human_character.hpp"
"src/game/human_character.cpp"
"src/game/mapinstance.hpp"
"src/game/mapinstance.cpp"
"src/game/marker.hpp"
@ -160,6 +160,8 @@ set(SERVER_ONLY_SOURCES
"src/game/player.cpp"
"src/game/remote_menu.hpp"
"src/game/remote_menu.cpp"
"src/game/rideable.hpp"
"src/game/rideable.cpp"
"src/game/simple_entity.hpp"
"src/game/simple_entity.cpp"
"src/game/tuning_world.hpp"

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@ -1,54 +0,0 @@
#include "controllable_character.hpp"
#include "drivable_vehicle.hpp"
game::ControllableCharacter::ControllableCharacter(World& world, const CharacterTuning& tuning) : Character(world, tuning) {}
void game::ControllableCharacter::SetVehicle(DrivableVehicle* vehicle, uint32_t seat)
{
if ((vehicle && vehicle_) || (!vehicle && !vehicle_))
return;
if (vehicle)
{
if (!vehicle->SetPassenger(seat, this))
return;
auto seat_loc = vehicle->GetModel()->GetLocation("seat" + std::to_string(seat));
if (seat_loc)
SetPosition(seat_loc->position);
EnablePhysics(false);
Attach(vehicle->GetEntNum());
SetMainAnim(seat == 0 ? "vehicle_drive" : "vehicle_passenger");
SetYaw(0.5f * glm::pi<float>());
}
else
{
vehicle_->SetPassenger(seat_idx_, nullptr);
EnablePhysics(true);
glm::vec3 seat_loc = vehicle_->GetModel()->GetLocation("seat" + std::to_string(seat_idx_))->position;
seat_loc.x += glm::sign(seat_loc.x) * 0.5f; // to the side
glm::vec3 pos = vehicle_->GetRoot().matrix * glm::vec4(seat_loc, 1.0f);
pos.z += 0.5f;
SetPosition(pos);
Attach(0);
SetMainAnim("idle");
// SetYaw(0.0f);
}
vehicle_ = vehicle;
seat_idx_ = seat;
is_driver_ = vehicle && seat == 0;
VehicleChanged();
}
game::ControllableCharacter::~ControllableCharacter()
{
if (vehicle_)
{
vehicle_->SetPassenger(seat_idx_, nullptr);
}
}

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@ -1,32 +0,0 @@
#pragma once
#include "character.hpp"
namespace game
{
class DrivableVehicle;
class ControllableCharacter : public Character
{
public:
using Super = Character;
ControllableCharacter(World& world, const CharacterTuning& tuning);
void SetVehicle(DrivableVehicle* vehicle, uint32_t seat);
DrivableVehicle* GetVehicle() const { return vehicle_; }
bool IsDriver() const { return is_driver_; }
~ControllableCharacter() override;
protected:
virtual void VehicleChanged() = 0;
size_t seat_idx_ = 0;
bool is_driver_ = false;
DrivableVehicle* vehicle_ = nullptr;
};
}

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@ -2,7 +2,7 @@
#include "player_character.hpp"
#include "utils/random.hpp"
game::DrivableVehicle::DrivableVehicle(World& world, const VehicleTuning& tuning) : Vehicle(world, tuning), Usable(GetRoot().matrix)
game::DrivableVehicle::DrivableVehicle(World& world, const VehicleTuning& tuning) : Vehicle(world, tuning), Usable(GetRoot().matrix), Rideable(*this, RIDEABLE_VEHICLE)
{
InitSeats();
OnPhysicsChanged();
@ -11,7 +11,7 @@ game::DrivableVehicle::DrivableVehicle(World& world, const VehicleTuning& tuning
void game::DrivableVehicle::Update()
{
float daytime = world_.GetDayTime();
SetLightsOn(seats_[0].occupant && (daytime < 6.0f || daytime > 18.0f));
SetLightsOn(GetPassenger(0) && (daytime < 6.0f || daytime > 18.0f));
Super::Update();
@ -31,13 +31,13 @@ void game::DrivableVehicle::OnPhysicsChanged()
bool game::DrivableVehicle::QueryUseTarget(PlayerCharacter& character, uint32_t target_id, UseTargetQueryResult& res)
{
if (character.GetVehicle())
return false; // already in vehicle
if (character.GetRideable())
return false; // already in something
res.enabled = true;
res.error_text = nullptr;
bool seat_occupied = seats_[target_id].occupant != nullptr;
bool seat_occupied = GetPassenger(target_id) != nullptr;
res.delay = seat_occupied ? 2.0f : 0.25f;
return true;
@ -45,53 +45,35 @@ bool game::DrivableVehicle::QueryUseTarget(PlayerCharacter& character, uint32_t
void game::DrivableVehicle::Use(PlayerCharacter& character, uint32_t target_id)
{
if (target_id >= seats_.size())
if (target_id >= GetNumSeats())
return;
character.SetVehicle(this, target_id); // seat idx is same as target_id
character.Ride(this, target_id);
PlaySound("cardoor", 1.0f, RandomFloat(0.9f, 1.1f));
}
bool game::DrivableVehicle::SetPassenger(uint32_t seat_idx, ControllableCharacter* character)
static game::CharacterInputFlags MapPlayerInputToVehicleInput(game::PlayerInputFlags in)
{
if (seat_idx >= seats_.size())
return false;
game::VehicleInputFlags vin = 0;
auto& seat_info = seats_[seat_idx];
if (in & (1 << game::IN_FORWARD))
vin |= 1 << game::VIN_FORWARD;
if (seat_info.occupant == character)
return true; // already sitting here
if (in & (1 << game::IN_BACKWARD))
vin |= 1 << game::VIN_BACKWARD;
if (seat_info.occupant && character)
{
seat_info.occupant->SetVehicle(nullptr, 0); // remove current occupant
}
if (in & (1 << game::IN_LEFT))
vin |= 1 << game::VIN_LEFT;
seat_info.occupant = character;
if (in & (1 << game::IN_RIGHT))
vin |= 1 << game::VIN_RIGHT;
if (seat_idx == 0)
{
if (!character)
{
// clear inputs
SetInputs(0);
SetSteering(false, 0.0f);
}
}
return true;
return vin;
}
game::DrivableVehicle::~DrivableVehicle()
void game::DrivableVehicle::SetRideableInput(PlayerInputFlags in)
{
// remove occupants
for (auto& seat : seats_)
{
if (seat.occupant)
seat.occupant->SetVehicle(nullptr, 0);
}
SetInputs(MapPlayerInputToVehicleInput(in));
}
static char HexChar(uint32_t val)
@ -120,13 +102,11 @@ void game::DrivableVehicle::InitSeats()
if (!trans)
break;
VehicleSeat seat{};
seat.position = trans->position;
seat.position.z += 1.0f; // the original pos is for animated character which is under vehicle
seats_.emplace_back(seat);
auto position = trans->position;
size_t seat_idx = AddSeat(position);
uint32_t id = seats_.size() - 1;
use_targets_.emplace_back(this, id, seat.position, std::string());
position.z += 1.0f; // the original pos is for animated character which is under vehicle
use_targets_.emplace_back(this, static_cast<uint32_t>(seat_idx), position, std::string());
}
UpdateUseTargetNames();

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@ -2,18 +2,13 @@
#include "vehicle.hpp"
#include "usable.hpp"
#include "controllable_character.hpp"
#include "rideable.hpp"
#include "human_character.hpp"
namespace game
{
struct VehicleSeat
{
glm::vec3 position;
ControllableCharacter* occupant;
};
class DrivableVehicle : public Vehicle, public Usable
class DrivableVehicle : public Vehicle, public Usable, public Rideable
{
public:
using Super = Vehicle;
@ -29,19 +24,12 @@ public:
virtual bool QueryUseTarget(PlayerCharacter& character, uint32_t target_id, UseTargetQueryResult& res) override;
virtual void Use(PlayerCharacter& character, uint32_t target_id) override;
bool SetPassenger(uint32_t seat_idx, ControllableCharacter* character);
size_t GetNumSeats() const { return seats_.size(); }
ControllableCharacter* GetPassenger(size_t idx) const { return seats_[idx].occupant; }
~DrivableVehicle() override;
virtual void SetRideableInput(PlayerInputFlags in);
private:
void InitSeats();
void UpdateUseTargetNames();
private:
std::vector<VehicleSeat> seats_;
};
}

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@ -23,8 +23,8 @@ void game::EnterableWorld::PlayerInput(Player& player, PlayerInputType type, boo
// case IN_DEBUG1:
// if (enabled)
// {
// if (character->GetVehicle())
// character->GetVehicle()->SetPosition({100.0f, 100.0f, 5.0f});
// if (character->GetVehicleOld())
// character->GetVehicleOld()->SetPosition({100.0f, 100.0f, 5.0f});
// else
// character->SetPosition({100.0f, 100.0f, 5.0f});
// }

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@ -180,7 +180,7 @@ void game::Game::MoveVehicleToWorld(DrivableVehicle& vehicle, EnterableWorld& ne
auto& player_info = GetPlayerInfo(*player);
auto& new_character = MovePlayerToWorld(player_info, new_world, glm::vec3(0.0f), 0.0f);
new_character.SetVehicle(&new_vehicle, i);
new_character.Ride(&new_vehicle, i);
}
vehicle.Remove();

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@ -0,0 +1,60 @@
#include "human_character.hpp"
#include "drivable_vehicle.hpp"
game::HumanCharacter::HumanCharacter(World& world, const CharacterTuning& tuning) : Character(world, tuning) {}
void game::HumanCharacter::SetRideable(Rideable* rideable, size_t seat_idx)
{
if (rideable == rideable_ && seat_idx == seat_idx_)
return;
if (rideable)
{
SetPosition(rideable->GetSeatOffset(seat_idx));
EnablePhysics(false);
Attach(rideable->GetEntity().GetEntNum());
SetMainAnim(seat_idx == 0 ? "vehicle_drive" : "vehicle_passenger");
SetYaw(0.5f * glm::pi<float>());
}
else
{
EnablePhysics(true);
glm::vec3 seat_loc = rideable_->GetSeatOffset(seat_idx_);
seat_loc.x += glm::sign(seat_loc.x) * 0.5f; // to the side
glm::vec3 pos = rideable_->GetEntity().GetRoot().matrix * glm::vec4(seat_loc, 1.0f);
pos.z += 0.5f;
SetPosition(pos);
Attach(0);
SetMainAnim("idle");
}
rideable_ = rideable;
vehicle_ = dynamic_cast<DrivableVehicle*>(rideable);
seat_idx_ = seat_idx;
is_driver_ = rideable && seat_idx_ == 0;
OnRideableChanged();
}
void game::HumanCharacter::Ride(Rideable* rideable, size_t seat_idx)
{
if (rideable_)
{
rideable_->SetPassenger(seat_idx_, 0);
}
if (rideable)
{
rideable->SetPassenger(seat_idx, this);
}
}
game::HumanCharacter::~HumanCharacter()
{
Ride(nullptr, 0); // exit rideable
}

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@ -0,0 +1,39 @@
#pragma once
#include "character.hpp"
namespace game
{
class Rideable;
class DrivableVehicle;
class HumanCharacter : public Character
{
public:
using Super = Character;
HumanCharacter(World& world, const CharacterTuning& tuning);
void SetRideable(Rideable* rideable, size_t seat_idx); // called by Rideable!!
void Ride(Rideable* rideable, size_t seat_idx);
Rideable* GetRideable() const { return rideable_; }
DrivableVehicle* GetVehicle() const { return vehicle_; }
size_t GeatSeatIdx() const { return seat_idx_; }
bool IsDriver() const { return is_driver_; }
virtual ~HumanCharacter() override;
protected:
virtual void OnRideableChanged() {}
private:
Rideable* rideable_ = nullptr;
DrivableVehicle* vehicle_ = nullptr;
size_t seat_idx_ = 0;
bool is_driver_ = false;
};
}

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@ -6,10 +6,23 @@
#include <iostream>
game::NpcCharacter::NpcCharacter(World& world, const CharacterTuning& tuning) : Super(world, tuning) {
VehicleChanged();
UpdateVehicleState();
}
void game::NpcCharacter::VehicleChanged()
void game::NpcCharacter::Update()
{
Super::Update();
if (GetVehicle() && IsDriver())
VehicleThink();
}
void game::NpcCharacter::OnRideableChanged()
{
UpdateVehicleState();
}
void game::NpcCharacter::UpdateVehicleState()
{
roads_ = nullptr;
path_.clear();
@ -85,9 +98,11 @@ static float GetTurnAngle(const glm::vec3& pos, const glm::quat& rot, const glm:
void game::NpcCharacter::VehicleThink()
{
if (!IsDriver() || !GetVehicle() || !roads_)
if (!roads_)
return;
auto vehicle = GetVehicle();
if (vehicle_state_ == NVT_REVERSING)
{
if (reversing_frames_ > 0)
@ -98,13 +113,13 @@ void game::NpcCharacter::VehicleThink()
{
vehicle_state_ = NVT_NORMAL;
stuck_counter_ = 0;
vehicle_->SetInput(game::VIN_BACKWARD, false);
vehicle->SetInput(game::VIN_BACKWARD, false);
}
return;
}
const auto& vehicle_trans = GetVehicle()->GetRootTransform();
const auto& vehicle_trans = vehicle->GetRootTransform();
const glm::vec3& pos = vehicle_trans.position;
const glm::quat& rot = vehicle_trans.rotation;
@ -220,13 +235,13 @@ void game::NpcCharacter::VehicleThink()
// BotThink(s);
//});
vehicle_->SetSteering(true, -angle); // try turn away while reversing
vehicle_->SetInputs(0); // stop
vehicle_->SetInput(game::VIN_BACKWARD, true);
vehicle->SetSteering(true, -angle); // try turn away while reversing
vehicle->SetInputs(0); // stop
vehicle->SetInput(game::VIN_BACKWARD, true);
vehicle_state_ = NVT_REVERSING;
reversing_frames_ = 50; // reverse for 50 frames
// GetVehicle()->SetInputs(0); // stop
// GetVehicleOld()->SetInputs(0); // stop
// is_driver_ = false; // TODO: fix
return;
}
@ -237,11 +252,11 @@ void game::NpcCharacter::VehicleThink()
last_pos_ = pos;
}
GetVehicle()->SetSteering(true, angle);
vehicle->SetSteering(true, angle);
game::VehicleInputFlags vin = 0;
float speed = GetVehicle()->GetSpeed();
float speed = vehicle->GetSpeed();
// if (glm::distance(pos, target) < 10.0f)
// {
@ -267,5 +282,5 @@ void game::NpcCharacter::VehicleThink()
vin |= 1 << game::VIN_BACKWARD;
}
GetVehicle()->SetInputs(vin);
vehicle->SetInputs(vin);
}

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@ -1,7 +1,7 @@
#pragma once
#include "assets/map.hpp"
#include "controllable_character.hpp"
#include "human_character.hpp"
namespace game
{
@ -14,24 +14,20 @@ enum NpcVehicleThinkState
NVT_REVERSING,
};
class NpcCharacter : public ControllableCharacter
class NpcCharacter : public HumanCharacter
{
public:
using Super = ControllableCharacter;
using Super = HumanCharacter;
NpcCharacter(World& world, const CharacterTuning& tuning);
virtual void VehicleChanged() override;
virtual void Update() override;
virtual void Update() override
{
Super::Update();
VehicleThink();
}
protected:
virtual void OnRideableChanged() override;
private:
void UpdateVehicleState();
void SelectNextNode();
void VehicleThink();

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@ -174,7 +174,7 @@ void game::OpenWorld::SpawnBot()
npc_tuning.clothes.push_back({ "shorts", GetRandomColor24() });
auto& driver = Spawn<NpcCharacter>(npc_tuning);
driver.SetVehicle(&vehicle, 0);
driver.Ride(&vehicle, 0);
}
void game::OpenWorld::CreateTuningGarage(const glm::vec3& position, float yaw)

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@ -4,10 +4,8 @@
game::PlayerCharacter::PlayerCharacter(World& world, Player& player, const CharacterTuning& tuning) : Super(world, tuning), player_(&player)
{
EnablePhysics(true);
VehicleChanged();
UpdatePlayerCamera();
SetNametag(player.GetName());
SendUseTargetInfo();
}
@ -17,23 +15,6 @@ void game::PlayerCharacter::Update()
Super::Update();
}
void game::PlayerCharacter::VehicleChanged()
{
if (!player_)
return;
if (vehicle_)
{
player_->SetCamera(vehicle_->GetEntNum());
}
else
{
player_->SetCamera(GetEntNum());
}
UpdateInputs();
}
void game::PlayerCharacter::ProcessInput(PlayerInputType type, bool enabled)
{
switch (type)
@ -53,58 +34,67 @@ void game::PlayerCharacter::DetachFromPlayer()
player_ = nullptr;
}
void game::PlayerCharacter::UpdateInputs()
void game::PlayerCharacter::OnRideableChanged()
{
auto in = player_ ? player_->GetInput() : 0;
CharacterInputFlags c_in = 0;
VehicleInputFlags v_in = 0;
UpdatePlayerCamera();
UpdateInputs();
}
if (in & (1 << IN_FORWARD))
{
c_in |= 1 << CIN_FORWARD;
v_in |= 1 << VIN_FORWARD;
}
static game::CharacterInputFlags MapPlayerInputToCharacterInput(game::PlayerInputFlags in)
{
game::CharacterInputFlags c_in = 0;
if (in & (1 << IN_BACKWARD))
{
c_in |= 1 << CIN_BACKWARD;
v_in |= 1 << VIN_BACKWARD;
}
if (in & (1 << game::IN_FORWARD))
c_in |= 1 << game::CIN_FORWARD;
if (in & (1 << IN_LEFT))
{
c_in |= 1 << CIN_LEFT;
v_in |= 1 << VIN_LEFT;
}
if (in & (1 << game::IN_BACKWARD))
c_in |= 1 << game::CIN_BACKWARD;
if (in & (1 << IN_RIGHT))
{
c_in |= 1 << CIN_RIGHT;
v_in |= 1 << VIN_RIGHT;
}
if (in & (1 << game::IN_LEFT))
c_in |= 1 << game::CIN_LEFT;
if (in & (1 << IN_JUMP))
{
c_in |= 1 << CIN_JUMP;
}
if (in & (1 << IN_SPRINT))
{
c_in |= 1 << CIN_SPRINT;
}
if (in & (1 << game::IN_RIGHT))
c_in |= 1 << game::CIN_RIGHT;
if (vehicle_)
{
SetInputs(0);
if (in & (1 << game::IN_JUMP))
c_in |= 1 << game::CIN_JUMP;
if (is_driver_)
{
vehicle_->SetInputs(v_in);
}
if (in & (1 << game::IN_SPRINT))
c_in |= 1 << game::CIN_SPRINT;
return c_in;
}
void game::PlayerCharacter::UpdatePlayerCamera()
{
if (!player_)
return;
if (auto rideable = GetRideable(); rideable)
{
player_->SetCamera(rideable->GetEntity().GetEntNum());
}
else
{
SetInputs(c_in);
player_->SetCamera(GetEntNum());
}
}
void game::PlayerCharacter::UpdateInputs()
{
auto in = player_ ? player_->GetInput() : 0;
if (auto rideable = GetRideable(); rideable)
{
SetInputs(0);
if (IsDriver())
rideable->SetRideableInput(in);
}
else
{
SetInputs(MapPlayerInputToCharacterInput(in));
}
}
@ -142,8 +132,9 @@ void game::PlayerCharacter::UseChanged(bool enabled)
{
if (!use_target_)
{
if (vehicle_ && enabled)
SetVehicle(nullptr, 0);// no use target and in vehicle -> exit
// exit rideable if not target
if (enabled && GetRideable())
Ride(nullptr, 0);
return;
}

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@ -1,4 +1,4 @@
#include "controllable_character.hpp"
#include "human_character.hpp"
#include "drivable_vehicle.hpp"
#include "player.hpp"
@ -7,24 +7,26 @@
namespace game
{
class PlayerCharacter : public ControllableCharacter
class PlayerCharacter : public HumanCharacter
{
public:
using Super = ControllableCharacter;
using Super = HumanCharacter;
PlayerCharacter(World& world, Player& player, const CharacterTuning& tuning);
virtual void Update() override;
virtual void VehicleChanged() override;
void ProcessInput(PlayerInputType type, bool enabled);
void DetachFromPlayer();
Player* GetPlayer() const { return player_; }
protected:
virtual void OnRideableChanged() override;
private:
void UpdatePlayerCamera();
void UpdateInputs();
void UpdateUseTarget();

69
src/game/rideable.cpp Normal file
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@ -0,0 +1,69 @@
#include "rideable.hpp"
#include <stdexcept>
game::Rideable::Rideable(Entity& entity, RideableType type) : entity_(entity), type_(type) {}
void game::Rideable::SetPassenger(size_t seat_idx, HumanCharacter* passenger)
{
if (seat_idx >= seats_.size())
throw std::runtime_error("Invalid seat index");
auto& seat = seats_[seat_idx];
if (seat.passenger == passenger)
return; // already sitting here
if (seat.passenger)
{
seat.passenger->SetRideable(nullptr, 0); // remove current passenger
}
seat.passenger = passenger;
if (passenger)
{
passenger->SetRideable(this, seat_idx);
}
OnPassengerChanged(seat_idx, passenger);
}
game::HumanCharacter* game::Rideable::GetPassenger(size_t seat_idx)
{
if (seat_idx >= seats_.size())
return nullptr;
return seats_[seat_idx].passenger;
}
const glm::vec3& game::Rideable::GetSeatOffset(size_t seat_idx)
{
if (seat_idx >= seats_.size())
throw std::runtime_error("Invalid seat index");
return seats_[seat_idx].offset;
}
void game::Rideable::KickAll()
{
for (size_t i = 0; i < seats_.size(); ++i)
{
if (seats_[i].passenger)
SetPassenger(i, nullptr);
}
}
game::Rideable::~Rideable()
{
// kick passengers
KickAll();
}
size_t game::Rideable::AddSeat(const glm::vec3& offset)
{
RideableSeat seat{};
seat.offset = offset;
seats_.emplace_back(seat);
return seats_.size() - 1;
}

54
src/game/rideable.hpp Normal file
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@ -0,0 +1,54 @@
#pragma once
#include "human_character.hpp"
#include "player_input.hpp"
namespace game
{
enum RideableType
{
RIDEABLE_NONE,
RIDEABLE_VEHICLE,
RIDEABLE_ANIMAL,
};
struct RideableSeat
{
glm::vec3 offset;
HumanCharacter* passenger;
};
class Rideable
{
public:
Rideable(Entity& entity, RideableType type);
void SetPassenger(size_t seat_idx, HumanCharacter* passenger);
HumanCharacter* GetPassenger(size_t seat_idx);
const glm::vec3& GetSeatOffset(size_t seat_idx);
size_t GetNumSeats() const { return seats_.size(); }
void KickAll();
virtual void SetRideableInput(PlayerInputFlags in) {}
virtual void SetRideableYaw(float yaw) {}
RideableType GetRideableType() const { return type_; }
Entity& GetEntity() { return entity_; }
const Entity& GetEntity() const { return entity_; }
virtual ~Rideable();
protected:
size_t AddSeat(const glm::vec3& offset);
virtual void OnPassengerChanged(size_t seat_idx, HumanCharacter* passenger) {}
private:
Entity& entity_;
RideableType type_;
std::vector<RideableSeat> seats_;
};
}

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@ -29,8 +29,6 @@ public:
private:
void Setup();
void AddTuningGroupSelect(game::RemoteMenu& menu, const VehicleTuningGroup& group);
void OpenMainTuningMenu();
void OpenGroupMenu(const VehicleTuningGroup& group);
std::string GetCurrentPartId(const std::string& group_id);

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@ -112,11 +112,11 @@ struct UseTargetAabbCallback : public btBroadphaseAabbCallback
UseTargetAabbCallback(game::PlayerCharacter& character, game::UseTargetQueryResult& res) : character(character), pos(character.GetRoot().GetGlobalPosition()), best_res(res)
{
auto vehicle = character.GetVehicle();
if (vehicle)
auto rideable_entity = dynamic_cast<game::Entity*>(character.GetRideable());
if (rideable_entity)
{
radius = 5.0f;
pos = vehicle->GetRoot().GetGlobalPosition();
pos = rideable_entity->GetRoot().GetGlobalPosition();
}
}