const matrix3x4_t & C_EnvelopeFX::RenderableToWorldTransform()
{
	static matrix3x4_t mat;
	SetIdentityMatrix( mat );
	PositionMatrix( GetRenderOrigin(), mat );
	return mat;
}
Exemple #2
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void C_BaseViewModel::FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld )
{
	Vector vecOrigin;
	MatrixPosition( attachmentToWorld, vecOrigin );
	::FormatViewModelAttachment( vecOrigin, false );
	PositionMatrix( vecOrigin, attachmentToWorld );
}
Exemple #3
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const matrix3x4_t &	CParticleEffectBinding::RenderableToWorldTransform()
{
	static matrix3x4_t mat;
	SetIdentityMatrix( mat );
	PositionMatrix( GetRenderOrigin(), mat );
	return mat;
}
const matrix3x4_t& CBulletManager::CBullet::RenderableToWorldTransform()
{
	static matrix3x4_t mat;
	SetIdentityMatrix( mat );
	PositionMatrix( GetRenderOrigin(), mat );
	return mat;
}
void C_BaseViewModel::FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld )
{
	C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	Vector vecOrigin;
	MatrixPosition( attachmentToWorld, vecOrigin );
	::FormatViewModelAttachment( pPlayer, vecOrigin, false );
	PositionMatrix( vecOrigin, attachmentToWorld );
}
bool C_WalkerStrider::GetAttachment( int iAttachment, matrix3x4_t &attachmentToWorld )
{
	//
	//
	// This is a TOTAL hack, but we don't have any nodes that work well at all for mounted guns.
	//
	//
	studiohdr_t *pStudioHdr = GetModelPtr( );
	if ( !pStudioHdr || iAttachment < 1 || iAttachment > pStudioHdr->numattachments )
	{
		return false;
	}

	Vector vLocalPos( 0, 0, 0 );
	mstudioattachment_t *pAttachment = pStudioHdr->pAttachment( iAttachment-1 );
	if ( stricmp( pAttachment->pszName(), "build_point_left_gun" ) == 0 )
	{
		vLocalPos.y = sideDist;
	}
	else if ( stricmp( pAttachment->pszName(), "build_point_right_gun" ) == 0 )
	{
		vLocalPos.y = -sideDist;
	}
	else if ( stricmp( pAttachment->pszName(), "ThirdPersonCameraOrigin" ) == 0 )
	{
	}
	else
	{
		// Ok, it's not one of our magical attachments. Use the regular attachment setup stuff.
		return BaseClass::GetAttachment( iAttachment, attachmentToWorld );
	}

	if ( m_bCrouched )
	{
		vLocalPos.z += downDist;
	}

	// Now build the output matrix.
	matrix3x4_t localMatrix;
	SetIdentityMatrix( localMatrix );
	PositionMatrix( vLocalPos, localMatrix );

	ConcatTransforms( EntityToWorldTransform(), localMatrix, attachmentToWorld );
	return true;
}