Example #1
0
void CBeam::OnDataChanged( DataUpdateType_t updateType )
{
	MarkMessageReceived();

	// Make sure that the correct model is referenced for this entity
	SetModelPointer( modelinfo->GetModel( GetModelIndex() ) );

	// Convert weapon world models to viewmodels if they're weapons being carried by the local player
	for (int i=0;i<MAX_BEAM_ENTS;i++)
	{
		C_BaseEntity *pEnt = m_hAttachEntity[i].Get();
		if ( pEnt )
		{
			C_BaseCombatWeapon *pWpn = dynamic_cast<C_BaseCombatWeapon *>(pEnt);
			if ( pWpn && pWpn->IsCarriedByLocalPlayer() )
			{
				C_BasePlayer *player = ToBasePlayer( pWpn->GetOwner() );

				C_BaseViewModel *pViewModel = player ? player->GetViewModel( 0 ) : NULL;
				if ( pViewModel )
				{
					// Get the viewmodel and use it instead
					m_hAttachEntity.Set( i, pViewModel );
				}
			}
		}
	}

	// Compute the bounds here...
	Vector mins, maxs;
	ComputeBounds( mins, maxs );
	SetCollisionBounds( mins, maxs );
}
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 )
		if ( pEnt && pEnt->IsDormant() )
			return vecStart;
#endif

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

			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;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
Vector GetTracerOrigin( const CEffectData &data )
{
	Vector vecStart = data.m_vStart;
	QAngle vecAngles;

	int iEntIndex = data.m_nEntIndex;

	// Attachment?
	if ( data.m_fFlags & TRACER_FLAG_USEATTACHMENT )
	{
		int iAttachment = data.m_vStart[0];
		C_BaseViewModel *pViewModel = NULL;

		// If the entity specified is a weapon being carried by this player, use the viewmodel instead
		C_BaseEntity *pEnt = ClientEntityList().GetEnt( iEntIndex );
		if ( !pEnt )
			return vecStart;

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

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

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

	return vecStart;
}