Example #1
0
//-----------------------------------------------------------------------------
// Purpose: Tesla effect
//-----------------------------------------------------------------------------
void FX_BuildTeslaZap( const CEffectData &data )
{
	// Build the tesla, only works on entities
	C_BaseEntity *pEntity = data.GetEntity();
	if ( !pEntity )
		return;

	Vector vColor( 1, 1, 1 );

	BeamInfo_t beamInfo;
	beamInfo.m_nType = TE_BEAMTESLA;
	beamInfo.m_pStartEnt = pEntity;
	beamInfo.m_nStartAttachment = data.m_nAttachmentIndex;
	beamInfo.m_pEndEnt = NULL;
	beamInfo.m_vecEnd = data.m_vOrigin;
	beamInfo.m_pszModelName = "sprites/physbeam.vmt";
	beamInfo.m_flHaloScale = 0.0;
	beamInfo.m_flLife = 0.3f;
	beamInfo.m_flWidth = data.m_flScale;
	beamInfo.m_flEndWidth = 1;
	beamInfo.m_flFadeLength = 0.3;
	beamInfo.m_flAmplitude = 16;
	beamInfo.m_flBrightness = 200.0;
	beamInfo.m_flSpeed = 0.0;
	beamInfo.m_nStartFrame = 0.0;
	beamInfo.m_flFrameRate = 1.0;
	beamInfo.m_flRed = vColor.x * 255.0;
	beamInfo.m_flGreen = vColor.y * 255.0;
	beamInfo.m_flBlue = vColor.z * 255.0;
	beamInfo.m_nSegments = 20;
	beamInfo.m_bRenderable = true;
	beamInfo.m_nFlags = 0;
	
	beams->CreateBeamEntPoint( beamInfo );
}
Example #2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
Vector GetTracerOrigin( const CEffectData &data )
{
	Vector vecStart = data.m_vStart;
	QAngle vecAngles;

	int iAttachment = data.m_nAttachmentIndex;;

	// Attachment?
	if ( data.m_fFlags & TRACER_FLAG_USEATTACHMENT )
	{
		C_BaseViewModel *pViewModel = NULL;

		// If the entity specified is a weapon being carried by this player, use the viewmodel instead
		IClientRenderable *pRenderable = data.GetRenderable();
		if ( !pRenderable )
			return vecStart;

		C_BaseEntity *pEnt = data.GetEntity();



		FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
		{
			ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );		

			C_BaseCombatWeapon *pWpn = ToBaseCombatWeapon( pEnt );
			if ( pWpn && pWpn->IsCarriedByLocalPlayer() )
			{
				C_BasePlayer *player = ToBasePlayer( pWpn->GetOwner() );
				if( !player && pWpn->GetOwner() && pWpn->GetOwner()->IsUnit() )
				{
					player = pWpn->GetOwner()->MyUnitPointer()->GetCommander();
				}
				pViewModel = player ? player->GetViewModel( 0 ) : NULL;
				if ( pViewModel )
				{
					// Get the viewmodel and use it instead
					pRenderable = pViewModel;
					break;
				}
			}
		}

		// Get the attachment origin
		if ( !pRenderable->GetAttachment( iAttachment, vecStart, vecAngles ) )
		{
			DevMsg( "GetTracerOrigin: Couldn't find attachment %d on model %s\n", iAttachment, 
				modelinfo->GetModelName( pRenderable->GetModel() ) );
		}
	}
Example #3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
Vector GetTracerOrigin( const CEffectData &data )
{
	Vector vecStart = data.m_vStart;
	QAngle vecAngles;

	int iAttachment = data.m_nAttachmentIndex;;

	// Attachment?
	if ( data.m_fFlags & TRACER_FLAG_USEATTACHMENT )
	{
		C_BaseViewModel *pViewModel = NULL;

		// If the entity specified is a weapon being carried by this player, use the viewmodel instead
		IClientRenderable *pRenderable = data.GetRenderable();
		if ( !pRenderable )
			return vecStart;

		C_BaseEntity *pEnt = data.GetEntity();

// This check should probably be for all multiplayer games, investigate later
#if defined( HL2MP ) || defined( TF_CLIENT_DLL ) || defined( TF_CLASSIC_CLIENT )
		if ( pEnt && pEnt->IsDormant() )
			return vecStart;
#endif

		C_BaseCombatWeapon *pWpn = dynamic_cast<C_BaseCombatWeapon *>( pEnt );
		if ( pWpn && pWpn->ShouldDrawUsingViewModel() )
		{
			C_BasePlayer *player = ToBasePlayer( pWpn->GetOwner() );

			// Use GetRenderedWeaponModel() instead?
			pViewModel = player ? player->GetViewModel( 0 ) : NULL;
			if ( pViewModel )
			{
				// Get the viewmodel and use it instead
				pRenderable = pViewModel;
			}
		}

		// Get the attachment origin
		if ( !pRenderable->GetAttachment( iAttachment, vecStart, vecAngles ) )
		{
			DevMsg( "GetTracerOrigin: Couldn't find attachment %d on model %s\n", iAttachment, 
				modelinfo->GetModelName( pRenderable->GetModel() ) );
		}
	}

	return vecStart;
}
Example #4
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void ParticleTracerCallback( const CEffectData &data )
{
	C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
	if ( !player )
		return;

	// Grab the data
	Vector vecStart = GetTracerOrigin( data );
	Vector vecEnd = data.m_vOrigin;

	// Adjust view model tracers
	C_BaseEntity *pEntity = data.GetEntity();
	if ( data.entindex() && data.entindex() == player->index )
	{
		QAngle	vangles;
		Vector	vforward, vright, vup;

		engine->GetViewAngles( vangles );
		AngleVectors( vangles, &vforward, &vright, &vup );

		VectorMA( data.m_vStart, 4, vright, vecStart );
		vecStart[2] -= 0.5f;
	}

	// Create the particle effect
	QAngle vecAngles;
	Vector vecToEnd = vecEnd - vecStart;
	VectorNormalize(vecToEnd);
	VectorAngles( vecToEnd, vecAngles );
	DispatchParticleEffect( data.m_nHitBox, vecStart, vecEnd, vecAngles, pEntity );

	if ( data.m_fFlags & TRACER_FLAG_WHIZ )
	{
		FX_TracerSound( vecStart, vecEnd, TRACER_TYPE_DEFAULT );	
	}
}