Beispiel #1
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input :
//-----------------------------------------------------------------------------
void CViewModelInvisProxy::OnBind( C_BaseEntity *pEnt )
{
	if ( !m_pPercentInvisible )
		return;

	if ( !pEnt )
		return;

	C_BaseViewModel *pVM = dynamic_cast<C_BaseViewModel *>( pEnt );

	if ( !pVM )
	{
		m_pPercentInvisible->SetFloatValue( 0.0f );
		return;
	}

	C_TFPlayer *pPlayer = ToTFPlayer( pVM->GetOwner() );

	if ( !pPlayer )
	{
		m_pPercentInvisible->SetFloatValue( 0.0f );
		return;
	}

	float flPercentInvisible = pPlayer->GetPercentInvisible();

	// remap from 0.22 to 0.5
	// but drop to 0.0 if we're not invis at all
	float flWeaponInvis = ( flPercentInvisible < 0.01 ) ?
		0.0 :
		RemapVal( flPercentInvisible, 0.0, 1.0, tf_vm_min_invis.GetFloat(), tf_vm_max_invis.GetFloat() );

	m_pPercentInvisible->SetFloatValue( flWeaponInvis );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWarsWeapon::GetShootOriginAndDirection( Vector &vShootOrigin, Vector &vShootDirection)
{
	CBaseEntity *pOwner = GetOwner();
	if( !pOwner )
		return;

	CUnitBase *pUnit = pOwner->MyUnitPointer();
	if( !pUnit )
		return;

#if 0
#ifdef CLIENT_DLL
	if( pUnit->GetCommander() && !ShouldDrawLocalPlayer() )
	{
		QAngle vDummy;
		C_BasePlayer *player = ToBasePlayer( pUnit->GetCommander() );
		C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL;
		if ( vm )
		{
			int iAttachment = vm->LookupAttachment( "muzzle" );
			if ( vm->GetAttachment( iAttachment, vShootOrigin, vDummy ) )
			{
				AngleVectors( QAngle(pUnit->m_fEyePitch, pUnit->m_fEyeYaw, 0.0), &vShootDirection );
				return;
			}
		}
	}
#endif // CLIENT_DLL
#endif // 0
	vShootOrigin = pUnit->Weapon_ShootPosition();
	AngleVectors( QAngle(pUnit->m_fEyePitch, pUnit->m_fEyeYaw, 0.0), &vShootDirection );
}
bool C_BaseCombatWeapon::GetShootPosition( Vector &vOrigin, QAngle &vAngles )
{
	// Get the entity because the weapon doesn't have the right angles.
	C_BaseCombatCharacter *pEnt = ToBaseCombatCharacter( GetOwner() );
	if ( pEnt )
	{
		if ( pEnt == C_BasePlayer::GetLocalPlayer() )
		{
			vAngles = pEnt->EyeAngles();
		}
		else
		{
			vAngles = pEnt->GetRenderAngles();	
		}
	}
	else
	{
		vAngles.Init();
	}

	C_BasePlayer *player = ToBasePlayer( pEnt );
	bool bUseViewModel = false;
	if ( C_BasePlayer::IsLocalPlayer( pEnt ) )
	{
		ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( pEnt );
		bUseViewModel = !player->ShouldDrawLocalPlayer();
	}

	QAngle vDummy;
	if ( IsActiveByLocalPlayer() && bUseViewModel )
	{
		C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL;
		if ( vm )
		{
			int iAttachment = vm->LookupAttachment( "muzzle" );
			if ( vm->GetAttachment( iAttachment, vOrigin, vDummy ) )
			{
				return true;
			}
		}
	}
	else
	{
		// Thirdperson
		int iAttachment = LookupAttachment( "muzzle" );
		if ( GetAttachment( iAttachment, vOrigin, vDummy ) )
		{
			return true;
		}
	}

	vOrigin = GetRenderOrigin();
	return false;
}
//-----------------------------------------------------------------------------
// get owning weapon (for viewmodels)
//-----------------------------------------------------------------------------
int CClientTools::GetOwningWeaponEntIndex( int entindex )
{
	C_BaseEntity *pEnt = C_BaseEntity::Instance( entindex );
	C_BaseViewModel *pViewModel = dynamic_cast< C_BaseViewModel* >( pEnt );
	if ( pViewModel )
	{
		C_BaseCombatWeapon *pWeapon = pViewModel->GetOwningWeapon();
		if ( pWeapon )
		{
			return pWeapon->entindex();
		}
	}

	return -1;
}
bool C_BaseCombatWeapon::GetShootPosition( Vector &vOrigin, QAngle &vAngles )
{
	// Get the entity because the weapon doesn't have the right angles.
	C_BaseCombatCharacter *pEnt = ToBaseCombatCharacter( GetOwner() );
	if ( pEnt )
	{
		if ( pEnt == C_BasePlayer::GetLocalPlayer() )
		{
			vAngles = pEnt->EyeAngles();
		}
		else
		{
			vAngles = pEnt->GetRenderAngles();	
		}
	}
	else
	{
		vAngles.Init();
	}

	QAngle vDummy;
	if ( IsActiveByLocalPlayer() && !input->CAM_IsThirdPerson() )
	{
		C_BasePlayer *player = ToBasePlayer( pEnt );
		C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL;
		if ( vm )
		{
			int iAttachment = vm->LookupAttachment( "muzzle" );
			if ( vm->GetAttachment( iAttachment, vOrigin, vDummy ) )
			{
				return true;
			}
		}
	}
	else
	{
		// Thirdperson
		int iAttachment = LookupAttachment( "muzzle" );
		if ( GetAttachment( iAttachment, vOrigin, vDummy ) )
		{
			return true;
		}
	}

	vOrigin = GetRenderOrigin();
	return false;
}
Beispiel #6
0
void C_BloodyTextureProxy::OnBind(void* pC_BaseEntity)
{
    if (!pC_BaseEntity)
        return;

    C_BaseEntity *pEntity = BindArgToEntity(pC_BaseEntity);
    C_BaseViewModel *pViewModel = dynamic_cast<C_BaseViewModel *>(pEntity);
    if (pViewModel)
    {
        C_BasePlayer *pOwner = ToBasePlayer(pViewModel->GetOwner());
        if (pOwner)
            blendFactor->SetFloatValue(pOwner->m_bShouldDrawBloodOverlay ? 1.0f : 0.0f);
    }

    if (ToolsEnabled())
        ToolFramework_RecordMaterialParams(GetMaterial());
}
Beispiel #7
0
void C_HLTVCamera::CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
{
	C_BasePlayer *pPlayer = UTIL_PlayerByIndex( m_iTraget1 );

	if ( !pPlayer )
		return;

	if ( !pPlayer->IsAlive() )
	{
		// if dead, show from 3rd person
		CalcChaseCamView( eyeOrigin, eyeAngles, fov );
		return;
	}

	m_aCamAngle	= pPlayer->EyeAngles();
	m_vCamOrigin = pPlayer->GetAbsOrigin();
	m_flFOV = pPlayer->GetFOV();

	if ( pPlayer->GetFlags() & FL_DUCKING )
	{
		m_vCamOrigin += VEC_DUCK_VIEW;
	}
	else
	{
		m_vCamOrigin += VEC_VIEW;
	}

	eyeOrigin = m_vCamOrigin;
	eyeAngles = m_aCamAngle;
	fov = m_flFOV;

	pPlayer->CalcViewModelView( eyeOrigin, eyeAngles);

	C_BaseViewModel *pViewModel = pPlayer->GetViewModel( 0 );

	if ( pViewModel )
	{
		Assert( pViewModel->GetOwner() == pPlayer );
		pViewModel->UpdateVisibility();
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : fTimeDelta - 
//-----------------------------------------------------------------------------
void C_ExtinguisherJet::Update( float fTimeDelta )
{
	if ( m_bEmit == false )
		return;

	C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();

	if ( m_bUseMuzzlePoint )
	{
		C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL;

		if ( vm )
		{
			int iAttachment = vm->LookupAttachment( "muzzle" );
			Vector origin;
			QAngle angles;
			vm->GetAttachment( iAttachment, origin, angles );

			Assert( !GetMoveParent() );
			SetLocalOrigin( origin );
			SetLocalAngles( angles );
		}
	}

	trace_t	tr;
	Vector	shotDir, vRight, vUp;

	AngleVectors( GetAbsAngles(), &shotDir, &vRight, &vUp );
	
	//FIXME: Muzzle point is incorrect on the model!
	if ( m_bUseMuzzlePoint )
	{
		shotDir.Negate();
	}

	Vector	endPoint = GetAbsOrigin() + ( shotDir * 150.0f );
	
	UTIL_TraceLine( GetAbsOrigin(), endPoint, MASK_SHOT, NULL, COLLISION_GROUP_NONE, &tr );

	bool	hitWall = ( tr.fraction < 1.0f );

	//Add normal jet
	if ( m_pEmitter.IsValid() )
	{
		SimpleParticle	*pParticle;

		m_pEmitter->SetSortOrigin( GetAbsOrigin() );
	
		float tempDelta = fTimeDelta;
		
		//FIXME: All particles need to be within this loop
		while( m_ParticleSpawn.NextEvent( tempDelta ) )
		{
			pParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), m_MaterialHandle, GetAbsOrigin() );

			if ( pParticle )
			{
				pParticle->m_flDieTime	= 0.2f;
				pParticle->m_flLifetime	= 0.0f;
				
				pParticle->m_flRoll		= random->RandomInt( 0, 360 );
				pParticle->m_flRollDelta= random->RandomFloat( -4.0f, 4.0f );
				
				pParticle->m_uchStartSize	= 1;
				pParticle->m_uchEndSize		= random->RandomInt( 32, 48 );
				pParticle->m_uchStartAlpha	= random->RandomInt( 128, 164 );
				pParticle->m_uchEndAlpha	= 0;
				
				int	cScale = random->RandomInt( 192, 255 );
				pParticle->m_uchColor[0]	= cScale;
				pParticle->m_uchColor[1]	= cScale;
				pParticle->m_uchColor[2]	= cScale;

				Vector	dir;
				QAngle  ofsAngles;

				ofsAngles.Random( -8.0f, 8.0f );
				ofsAngles += GetAbsAngles();

				AngleVectors( ofsAngles, &dir );

				if ( m_bUseMuzzlePoint )
				{
					dir.Negate();
				}

				pParticle->m_vecVelocity	= dir * random->RandomInt( 400, 800 );
			}

			//Add muzzle effect
			pParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), m_MaterialHandle, GetAbsOrigin() );

			if ( pParticle )
			{
				pParticle->m_flDieTime	= 0.1f;
				pParticle->m_flLifetime	= 0.0f;
				
				pParticle->m_flRoll		= random->RandomInt( 0, 360 );
				pParticle->m_flRollDelta= random->RandomFloat( -4.0f, 4.0f );
				
				pParticle->m_uchStartSize	= 1;
				pParticle->m_uchEndSize		= random->RandomInt( 8, 16 );
				pParticle->m_uchStartAlpha	= random->RandomInt( 128, 255 );
				pParticle->m_uchEndAlpha	= 0;
				
				int	cScale = random->RandomInt( 192, 255 );
				pParticle->m_uchColor[0]	= cScale;
				pParticle->m_uchColor[1]	= cScale;
				pParticle->m_uchColor[2]	= cScale;

				Vector	dir;
				QAngle  ofsAngles;

				ofsAngles.Random( -64.0f, 64.0f );
				ofsAngles += GetAbsAngles();

				AngleVectors( ofsAngles, &dir );

				if ( m_bUseMuzzlePoint )
				{
					dir.Negate();
				}

				pParticle->m_vecVelocity	= dir * random->RandomInt( 32, 64 );
			}

			//Add a wall effect if needed
			if ( hitWall )
			{
				AddExtinguisherDecal( tr );

				Vector	offDir;

				offDir.Random( -16.0f, 16.0f );

				pParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), m_MaterialHandle, ( tr.endpos + ( tr.plane.normal * 8.0f ) ) + offDir );

				if ( pParticle )
				{
					pParticle->m_flDieTime	= 0.4f;
					pParticle->m_flLifetime	= 0.0f;
					
					pParticle->m_flRoll		= random->RandomInt( 0, 360 );
					pParticle->m_flRollDelta= random->RandomFloat( -2.0f, 2.0f );
					
					pParticle->m_uchStartSize	= random->RandomInt( 8, 16 );
					pParticle->m_uchEndSize		= random->RandomInt( 24, 32 );
					pParticle->m_uchStartAlpha	= random->RandomInt( 64, 128 );
					pParticle->m_uchEndAlpha	= 0;
					
					int	cScale = random->RandomInt( 192, 255 );
					pParticle->m_uchColor[0]	= cScale;
					pParticle->m_uchColor[1]	= cScale;
					pParticle->m_uchColor[2]	= cScale;

					Vector	rDir;

					rDir = tr.plane.normal;
					rDir[0] += random->RandomFloat( -0.9f, 0.9f );
					rDir[1] += random->RandomFloat( -0.9f, 0.9f );
					rDir[2] += random->RandomFloat( -0.9f, 0.9f );

					pParticle->m_vecVelocity = rDir * random->RandomInt( 32, 64 );
				}			
			}

			//Add small ember-like particles
			if ( random->RandomInt( 0, 1 ) == 0 )
			{
				m_pEmberEmitter->SetSortOrigin( GetAbsOrigin() );

				pParticle = (SimpleParticle *) m_pEmberEmitter->AddParticle( sizeof(SimpleParticle), m_pEmberEmitter->GetPMaterial( "particle/particle_smokegrenade" ), GetAbsOrigin() );
				
				assert(pParticle);

				if ( pParticle )
				{
					pParticle->m_flLifetime		= 0.0f;
					pParticle->m_flDieTime		= 1.0f;

					pParticle->m_flRoll			= 0;
					pParticle->m_flRollDelta	= 0;

					pParticle->m_uchColor[0]	= 255;
					pParticle->m_uchColor[1]	= 255;
					pParticle->m_uchColor[2]	= 255;
					pParticle->m_uchStartAlpha	= 255;
					pParticle->m_uchEndAlpha	= 0;
					pParticle->m_uchStartSize	= 1;
					pParticle->m_uchEndSize		= 0;
					
					Vector	dir;
					QAngle  ofsAngles;

					ofsAngles.Random( -8.0f, 8.0f );
					ofsAngles += GetAbsAngles();

					AngleVectors( ofsAngles, &dir );

					if ( m_bUseMuzzlePoint )
					{
						dir.Negate();
					}

					pParticle->m_vecVelocity	= dir * random->RandomInt( 400, 800 );
				}
			}
		}
	}

	// Inner beam

	CBeamSegDraw	beamDraw;
	CBeamSeg		seg;
	const int		numPoints = 4;
	Vector			beamPoints[numPoints];

	beamPoints[0] = GetAbsOrigin();

	// Create our beam points
	int i;
	for ( i = 0; i < numPoints; i++ )
	{
		beamPoints[i] = GetAbsOrigin() + ( shotDir * (32*i*i) );

		beamPoints[i] += vRight * sin( gpGlobals->curtime * 4.0f ) * (2.0f*i);
		beamPoints[i] += vUp * sin( gpGlobals->curtime * 8.0f ) * (1.0f*i);
		beamPoints[i] += shotDir * sin( gpGlobals->curtime * (16.0f*i) ) * (1.0f*i);
	}

	IMaterial *pMat = materials->FindMaterial( "particle/particle_smokegrenade", NULL );

	beamDraw.Start( numPoints, pMat );

	//Setup and draw those points	
	for( i = 0; i < numPoints; i++ )
	{
		float	t = (float) i / (numPoints - 1);
		float	color = 1.0f * (1.0f - t);

		seg.m_vColor		= Vector( color, color, color );
		seg.m_vPos			= beamPoints[i];
		seg.m_flTexCoord	= (float)i/(float)(numPoints-1) - ((gpGlobals->curtime - (int)gpGlobals->curtime) * 4.0f );
		seg.m_flWidth		= 4.0f + ( (64.0f*t) * (fabs( sin( gpGlobals->curtime * 16.0f ) )) );
		seg.m_flAlpha		= color;

		beamDraw.NextSeg( &seg );
	}
	
	beamDraw.End();
}
//-----------------------------------------------------------------------------
// Purpose: 
// Output : int
//-----------------------------------------------------------------------------
int C_SpriteRenderer::DrawSprite( 
	IClientEntity *entity,
	const model_t *model, 
	const Vector& origin, 
	const QAngle& angles,
	float frame,
	IClientEntity *attachedto,
	int attachmentindex,
	int rendermode,
	int renderfx,
	int alpha,
	int r, 
	int g, 
	int b,
	float scale,
	float flHDRColorScale
	)
{
	VPROF_BUDGET( "C_SpriteRenderer::DrawSprite", VPROF_BUDGETGROUP_PARTICLE_RENDERING );

	if ( !r_drawsprites.GetBool() || !model || modelinfo->GetModelType( model ) != mod_sprite )
		return 0;

	// Get extra data
	CEngineSprite *psprite = (CEngineSprite *)modelinfo->GetModelExtraData(model);

	if ( !psprite )
		return 0;

	Vector effect_origin;
	VectorCopy(origin, effect_origin);

	// Use attachment point
	if ( attachedto )
	{
		C_BaseEntity *ent = attachedto->GetBaseEntity();

		if ( ent )
		{
			if ( ent->GetBaseAnimating() && ent->GetBaseAnimating()->IsViewModel() && ::input->CAM_IsThirdPersonOverShoulder() )
			{
				C_BaseViewModel *pVm = (C_BaseViewModel*)ent;
				C_BasePlayer *pOwner = ( pVm->GetOwner() && pVm->GetOwner()->IsPlayer() ) ? (C_BasePlayer*)pVm->GetOwner() : NULL;

				if ( pOwner && pOwner->GetActiveWeapon() )
					return 0; //worldmodels don't have the same attachments, so just get out (crossbow)
			}

			// don't draw viewmodel effects in reflections
			if ( CurrentViewID() == VIEW_REFLECTION )
			{
				int group = ent->GetRenderGroup();

				if ( group == RENDER_GROUP_VIEW_MODEL_TRANSLUCENT || group == RENDER_GROUP_VIEW_MODEL_OPAQUE )
					return 0;
			}

			QAngle temp;
			ent->GetAttachment(attachmentindex, effect_origin, temp);
		}
	}

	if ( rendermode != kRenderNormal )
	{
		float blend = render->GetBlend();

		// kRenderGlow and kRenderWorldGlow have a special blending function
		if (( rendermode == kRenderGlow ) || ( rendermode == kRenderWorldGlow ))
		{
			blend *= GlowBlend( psprite, effect_origin, rendermode, renderfx, alpha, &scale );

			// Fade out the sprite depending on distance from the view origin.
			r *= blend;
			g *= blend;
			b *= blend;
		}

		render->SetBlend( blend );
		if ( blend <= 0.0f )
		{
			return 0;
		}
	}
	
	// Get orthonormal basis
	Vector forward, right, up;
	GetSpriteAxes( (SPRITETYPE)psprite->GetOrientation(), origin, angles, forward, right, up );

	// Draw
	DrawSpriteModel( 
		entity,
		psprite, 
		effect_origin,
		scale,
		frame, 
		rendermode, 
		r, 
		g, 
		b,
		alpha, 
		forward, right, up, flHDRColorScale );

	return 1;
}