Example #1
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 #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();

// 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 #3
0
int SEditModelRender::MaterialPicker( char ***szMat )
{
	int mx, my;
#ifdef SOURCE_2006
	vgui::input()->GetCursorPos( mx, my );
#else
	vgui::input()->GetCursorPosition( mx, my );
#endif

	Vector ray;
	const CViewSetup *pViewSetup = view->GetPlayerViewSetup();
	float ratio =engine->GetScreenAspectRatio(
#ifdef SWARM_DLL
		pViewSetup->width, pViewSetup->height
#endif
		);

	ratio = ( 1.0f / ratio ) * (4.0f/3.0f);
	float flFov = ScaleFOVByWidthRatio( pViewSetup->fov, ratio );
	ScreenToWorld( mx, my, flFov, pViewSetup->origin, pViewSetup->angles, ray );

	Vector start = pViewSetup->origin;
	Vector end = start + ray * MAX_TRACE_LENGTH;
	trace_t tr;
	C_BaseEntity *pIgnore = input->CAM_IsThirdPerson() ? NULL : C_BasePlayer::GetLocalPlayer();
	UTIL_TraceLine( start, end, MASK_SOLID, pIgnore, COLLISION_GROUP_NONE, &tr );

	if ( !tr.DidHit() )
		return 0;

	int numMaterials = 0;
	IMaterial **MatList = NULL;
	studiohdr_t *pSHdr = NULL;

	if ( tr.DidHitWorld() )
	{
		if ( tr.hitbox == 0 )
		{
			Vector dummy;
			IMaterial *pMat = engine->TraceLineMaterialAndLighting( start, end, dummy, dummy );
			if ( pMat )
			{
				numMaterials = 1;
				MatList = new IMaterial*[1];
				MatList[0] = pMat;
			}
		}
		else
		{
			ICollideable *prop = staticpropmgr->GetStaticPropByIndex( tr.hitbox - 1 );
			if ( prop )
			{
				IClientRenderable *pRenderProp = prop->GetIClientUnknown()->GetClientRenderable();
				if ( pRenderProp )
				{
					const model_t *pModel = pRenderProp->GetModel();
					if ( pModel )
						pSHdr = modelinfo->GetStudiomodel( pModel );
				}
			}
		}
	}
	else if ( tr.m_pEnt )
	{
		const model_t *pModel = tr.m_pEnt->GetModel();
		if ( pModel )
			pSHdr = modelinfo->GetStudiomodel( pModel );
	}

	if ( pSHdr )
	{
		Assert( !numMaterials && !MatList );
		numMaterials = pSHdr->numtextures;
		const int numPaths = pSHdr->numcdtextures;

		if ( numMaterials )
		{
			CUtlVector< IMaterial* >hValidMaterials;
			for ( int i = 0; i < numMaterials; i++ )
			{
				mstudiotexture_t *pStudioTex = pSHdr->pTexture( i );
				const char *matName = pStudioTex->pszName();

				for ( int p = 0; p < numPaths; p++ )
				{
					char tmpPath[MAX_PATH];
					Q_snprintf( tmpPath, MAX_PATH, "%s%s\0", pSHdr->pCdtexture( p ), matName );
					Q_FixSlashes( tmpPath );
					IMaterial *pTempMat = materials->FindMaterial( tmpPath, TEXTURE_GROUP_MODEL );
					if ( !IsErrorMaterial( pTempMat ) )
					{
						hValidMaterials.AddToTail( pTempMat );
						break;
					}
				}
			}

			numMaterials = hValidMaterials.Count();
			if ( numMaterials )
			{
				MatList = new IMaterial*[ numMaterials ];
				for ( int i = 0; i < numMaterials; i++ )
					MatList[i] = hValidMaterials[i];
			}

			hValidMaterials.Purge();
		}
	}

	*szMat = new char*[ numMaterials ];

	int iTotalLength = 0;
	for ( int i = 0; i < numMaterials; i++ )
		iTotalLength += Q_strlen( MatList[i]->GetName() ) + 1;

	**szMat = new char[ iTotalLength ];

	int curpos = 0;
	for ( int i = 0; i < numMaterials; i++ )
	{
		const char *pszName = MatList[i]->GetName();

		int curLength = Q_strlen( pszName ) + 1;
		(*szMat)[ i ] = **szMat + curpos;
		Q_strcpy( (*szMat)[ i ], pszName );
		curpos += curLength;
	}

	if ( MatList )
		delete [] MatList;

	return numMaterials;
}