//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void ShotgunShellEjectCallback( const CEffectData &data )
{
	// Use the gun angles to orient the shell
	IClientRenderable *pRenderable = data.GetRenderable();
	if ( pRenderable )
	{
		tempents->EjectBrass( data.m_vOrigin, data.m_vAngles, pRenderable->GetRenderAngles(), 2 );
	}
}
Exemple #2
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//-----------------------------------------------------------------------------
// 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() ) );
		}
	}
Exemple #3
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//-----------------------------------------------------------------------------
// 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;
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &data - 
//-----------------------------------------------------------------------------
void CrosshairLoadCallback2( const CEffectData &data )
{
	IClientRenderable *pRenderable = data.GetRenderable( );
	if ( !pRenderable )
		return;
	
	Vector	position;
	QAngle	angles;

	// If we found the attachment, emit sparks there
	if ( pRenderable->GetAttachment( data.m_nAttachmentIndex, position, angles ) )
	{
		FX_ElectricSpark( position, 1.0f, 1.0f, NULL );
	}
}
Exemple #5
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//-----------------------------------------------------------------------------
// 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 );	
}