Example #1
0
void CCoreOriginProxy::OnBind( void *pRenderable )
{
	if( !pRenderable || !m_pSphereOriginTextureVar )
		return;

	IClientRenderable *pRend = ( IClientRenderable* )pRenderable;
	if ( !pRend )
		return;

	const Vector &origin = pRend->GetRenderOrigin();

	m_pSphereOriginTextureVar->SetVecValue(origin[0], origin[1], origin[2], 1);
}
Example #2
0
//-----------------------------------------------------------------------------
// Old-style muzzle flashes
//-----------------------------------------------------------------------------
void MuzzleFlashCallback( const CEffectData &data )
{
	Vector vecOrigin = data.m_vOrigin;
	QAngle vecAngles = data.m_vAngles;
	if ( data.entindex() > 0 )
	{
		IClientRenderable *pRenderable = data.GetRenderable();
		if ( !pRenderable )
			return;

		if ( data.m_nAttachmentIndex )
		{
			//FIXME: We also need to allocate these particles into an attachment space setup
			pRenderable->GetAttachment( data.m_nAttachmentIndex, vecOrigin, vecAngles );
		}
		else
		{
			vecOrigin = pRenderable->GetRenderOrigin();
			vecAngles = pRenderable->GetRenderAngles();
		}
	}

	tempents->MuzzleFlash( vecOrigin, vecAngles, data.m_fFlags & (~MUZZLEFLASH_FIRSTPERSON), data.m_hEntity, (data.m_fFlags & MUZZLEFLASH_FIRSTPERSON) != 0 );	
}