//------------------------------------------------------------------------------
// Input values
//------------------------------------------------------------------------------
void CGlobalLight::InputSetAngles( inputdata_t &inputdata )
{
    const char *pAngles = inputdata.value.String();

    QAngle angles;
    UTIL_StringToVector( angles.Base(), pAngles );

    Vector vTemp;
    AngleVectors( angles, &vTemp );
    m_shadowDirection = vTemp;
}
Beispiel #2
0
bool Serialize( CUtlBuffer &buf, const QAngle &src )
{
	if ( buf.IsText() )
	{
		SerializeFloats( buf, 3, src.Base() );
	}
	else
	{
		buf.PutFloat( src.x );
		buf.PutFloat( src.y );
		buf.PutFloat( src.z );
	}
	return buf.IsValid();
}
//------------------------------------------------------------------------------
// Purpose: Sets the angles to use for the secondary fog direction.
//------------------------------------------------------------------------------
void CFogController::InputSetAngles( inputdata_t &inputdata )
{
	const char *pAngles = inputdata.value.String();

	QAngle angles;
	UTIL_StringToVector( angles.Base(), pAngles );

	Vector vTemp;
	AngleVectors( angles, &vTemp );
	SetAbsAngles( angles );

	AngleVectors( GetAbsAngles(), &m_fog.dirPrimary.GetForModify() );
	m_fog.dirPrimary.GetForModify() *= -1.0f;
}
bool CGlobalLight::KeyValue( const char *szKeyName, const char *szValue )
{
    if ( FStrEq( szKeyName, "color" ) )
    {
        float tmp[4];
        UTIL_StringToFloatArray( tmp, 4, szValue );

        m_LightColor.SetR( tmp[0] );
        m_LightColor.SetG( tmp[1] );
        m_LightColor.SetB( tmp[2] );
        m_LightColor.SetA( tmp[3] );
    }
    else if ( FStrEq( szKeyName, "angles" ) )
    {
        QAngle angles;
        UTIL_StringToVector( angles.Base(), szValue );
        if (angles == vec3_angle)
        {
            angles.Init( 80, 30, 0 );
        }
        Vector vForward;
        AngleVectors( angles, &vForward );
        m_shadowDirection = vForward;
        return true;
    }
    else if ( FStrEq( szKeyName, "texturename" ) )
    {
#if defined( _X360 )
        if ( Q_strcmp( szValue, "effects/flashlight001" ) == 0 )
        {
            // Use this as the default for Xbox
            Q_strcpy( m_TextureName.GetForModify(), "effects/flashlight_border" );
        }
        else
        {
            Q_strcpy( m_TextureName.GetForModify(), szValue );
        }
#else
        Q_strcpy( m_TextureName.GetForModify(), szValue );
#endif
    }

    return BaseClass::KeyValue( szKeyName, szValue );
}
Beispiel #5
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void CDeferredLight::ClientThink()
{
	if ( m_pLight == NULL )
		return;

	Vector curOrig = GetRenderOrigin();
	QAngle curAng = GetRenderAngles();

	if ( VectorCompare( curOrig.Base(), m_pLight->pos.Base() ) == 0 ||
		VectorCompare( curAng.Base(), m_pLight->ang.Base() ) == 0 )
	{
		ApplyDataToLight();

		if ( m_pLight->flSpotCone_Outer != GetSpotCone_Outer() )
			m_pLight->MakeDirtyAll();
		else
			m_pLight->MakeDirtyXForms();
	}
}
Beispiel #6
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//-----------------------------------------------------------------------------
// Read in worldcraft data...
//-----------------------------------------------------------------------------
bool CVGuiScreen::KeyValue( const char *szKeyName, const char *szValue ) 
{
	//!! temp hack, until worldcraft is fixed
	// strip the # tokens from (duplicate) key names
	char *s = (char *)strchr( szKeyName, '#' );
	if ( s )
	{
		*s = '\0';
	}

	if ( FStrEq( szKeyName, "panelname" ))
	{
		SetPanelName( szValue );
		return true;
	}

	// NOTE: Have to do these separate because they set two values instead of one
	if( FStrEq( szKeyName, "angles" ) )
	{
		Assert( GetMoveParent() == NULL );
		QAngle angles;
		UTIL_StringToVector( angles.Base(), szValue );

		// Because the vgui screen basis is strange (z is front, y is up, x is right)
		// we need to rotate the typical basis before applying it
		VMatrix mat, rotation, tmp;
		MatrixFromAngles( angles, mat );
		MatrixBuildRotationAboutAxis( rotation, Vector( 0, 1, 0 ), 90 );
		MatrixMultiply( mat, rotation, tmp );
		MatrixBuildRotateZ( rotation, 90 );
		MatrixMultiply( tmp, rotation, mat );
		MatrixToAngles( mat, angles );
		SetAbsAngles( angles );

		return true;
	}

	return BaseClass::KeyValue( szKeyName, szValue );
}
Beispiel #7
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//-----------------------------------------------------------------------------
// Purpose: Tesla effect
//-----------------------------------------------------------------------------
void C_EntityDissolve::BuildTeslaEffect( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld, bool bRandom, float flYawOffset )
{
	Vector vecOrigin;
	QAngle vecAngles;
	MatrixGetColumn( hitboxToWorld, 3, vecOrigin );
	MatrixAngles( hitboxToWorld, vecAngles.Base() );
	C_BaseEntity *pEntity = GetMoveParent();

	// Make a couple of tries at it
	int iTries = -1;
	Vector vecForward;
	trace_t tr;
	do
	{
		iTries++;

		// Some beams are deliberatly aimed around the point, the rest are random.
		if ( !bRandom )
		{
			QAngle vecTemp = vecAngles;
			vecTemp[YAW] += flYawOffset;
			AngleVectors( vecTemp, &vecForward );

			// Randomly angle it up or down
			vecForward.z = RandomFloat( -1, 1 );
		}
		else
		{
			vecForward = RandomVector( -1, 1 );
		}

		UTIL_TraceLine( vecOrigin, vecOrigin + (vecForward * 192), MASK_SHOT, pEntity, COLLISION_GROUP_NONE, &tr );
	} while ( tr.fraction >= 1.0 && iTries < 3 );

	Vector vecEnd = tr.endpos - (vecForward * 8);

	// Only spark & glow if we hit something
	if ( tr.fraction < 1.0 )
	{
		if ( !EffectOccluded( tr.endpos ) )
		{
			// Move it towards the camera
			Vector vecFlash = tr.endpos;
			Vector vecForward;
			AngleVectors( MainViewAngles(), &vecForward );
			vecFlash -= (vecForward * 8);

			g_pEffects->EnergySplash( vecFlash, -vecForward, false );

			// End glow
			CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "dust" );
			pSimple->SetSortOrigin( vecFlash );
			SimpleParticle *pParticle;
			pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/tesla_glow_noz" ), vecFlash );
			if ( pParticle != NULL )
			{
				pParticle->m_flLifetime = 0.0f;
				pParticle->m_flDieTime	= RandomFloat( 0.5, 1 );
				pParticle->m_vecVelocity = vec3_origin;
				Vector color( 1,1,1 );
				float  colorRamp = RandomFloat( 0.75f, 1.25f );
				pParticle->m_uchColor[0]	= MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
				pParticle->m_uchColor[1]	= MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
				pParticle->m_uchColor[2]	= MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
				pParticle->m_uchStartSize	= RandomFloat( 6,13 );
				pParticle->m_uchEndSize		= pParticle->m_uchStartSize - 2;
				pParticle->m_uchStartAlpha	= 255;
				pParticle->m_uchEndAlpha	= 10;
				pParticle->m_flRoll			= RandomFloat( 0,360 );
				pParticle->m_flRollDelta	= 0;
			}
		}
	}

	// Build the tesla
	FX_BuildTesla( pEntity, vecOrigin, tr.endpos );
}
void CRagdollProp::InitRagdoll( const Vector &forceVector, int forceBone, const Vector &forcePos, matrix3x4_t *pPrevBones, matrix3x4_t *pBoneToWorld, float dt, int collisionGroup, bool activateRagdoll )
{
	SetCollisionGroup( collisionGroup );

	// Make sure it's interactive debris for at most 5 seconds
	if ( collisionGroup == COLLISION_GROUP_INTERACTIVE_DEBRIS )
	{
		SetContextThink( &CRagdollProp::SetDebrisThink, gpGlobals->curtime + 5, s_pDebrisContext );
	}

	SetMoveType( MOVETYPE_VPHYSICS );
	SetSolid( SOLID_VPHYSICS );
	AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );
	m_takedamage = DAMAGE_EVENTS_ONLY;

	ragdollparams_t params;
	params.pGameData = static_cast<void *>( static_cast<CBaseEntity *>(this) );
	params.modelIndex = GetModelIndex();
	params.pCollide = modelinfo->GetVCollide( params.modelIndex );
	params.pStudioHdr = GetModelPtr();
	params.forceVector = forceVector;
	params.forceBoneIndex = forceBone;
	params.forcePosition = forcePos;
	params.pPrevBones = pPrevBones;
	params.pCurrentBones = pBoneToWorld;
	params.boneDt = dt;
	params.jointFrictionScale = 1.0;
	RagdollCreate( m_ragdoll, params, physenv );
	if ( m_anglesOverrideString != NULL_STRING && Q_strlen(m_anglesOverrideString.ToCStr()) > 0 )
	{
		char szToken[2048];
		const char *pStr = nexttoken(szToken, STRING(m_anglesOverrideString), ',');
		// anglesOverride is index,angles,index,angles (e.g. "1, 22.5 123.0 0.0, 2, 0 0 0, 3, 0 0 180.0")
		while ( szToken[0] != 0 )
		{
			int objectIndex = atoi(szToken);
			// sanity check to make sure this token is an integer
			Assert( atof(szToken) == ((float)objectIndex) );
			pStr = nexttoken(szToken, pStr, ',');
			Assert( szToken[0] );
			if ( objectIndex >= m_ragdoll.listCount )
			{
				Warning("Bad ragdoll pose in entity %s, model (%s) at %s, model changed?\n", GetDebugName(), GetModelName().ToCStr(), VecToString(GetAbsOrigin()) );
			}
			else if ( szToken[0] != 0 )
			{
				QAngle angles;
				Assert( objectIndex >= 0 && objectIndex < RAGDOLL_MAX_ELEMENTS );
				UTIL_StringToVector( angles.Base(), szToken );
				int boneIndex = m_ragdoll.boneIndex[objectIndex];
				AngleMatrix( angles, pBoneToWorld[boneIndex] );
				const ragdollelement_t &element = m_ragdoll.list[objectIndex];
				Vector out;
				if ( element.parentIndex >= 0 )
				{
					int parentBoneIndex = m_ragdoll.boneIndex[element.parentIndex];
					VectorTransform( element.originParentSpace, pBoneToWorld[parentBoneIndex], out );
				}
				else
				{
					out = GetAbsOrigin();
				}
				MatrixSetColumn( out, 3, pBoneToWorld[boneIndex] );
				element.pObject->SetPositionMatrix( pBoneToWorld[boneIndex], true );
			}
			pStr = nexttoken(szToken, pStr, ',');
		}
	}

	if ( activateRagdoll )
	{
		MEM_ALLOC_CREDIT();
		RagdollActivate( m_ragdoll, params.pCollide, GetModelIndex() );
	}

	for ( int i = 0; i < m_ragdoll.listCount; i++ )
	{
		UpdateNetworkDataFromVPhysics( m_ragdoll.list[i].pObject, i );
		g_pPhysSaveRestoreManager->AssociateModel( m_ragdoll.list[i].pObject, GetModelIndex() );
		physcollision->CollideGetAABB( m_ragdollMins[i], m_ragdollMaxs[i], m_ragdoll.list[i].pObject->GetCollide(), vec3_origin, vec3_angle );
	}
	VPhysicsSetObject( m_ragdoll.list[0].pObject );

	CalcRagdollSize();
}