void CSDKMapOverview::DrawCamera()
{
	C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();

	if (!localPlayer)
		return;

	if( localPlayer->GetObserverMode() == OBS_MODE_ROAMING )
	{
		// Instead of the programmer-art red dot, we'll draw an icon for when our camera is roaming.
		int alpha = 255;
		DrawIconSDK(m_cameraIconFree, m_cameraIconFree, localPlayer->GetAbsOrigin(), m_flIconSize * 3.0f, localPlayer->EyeAngles()[YAW], alpha);
	}
	else if( localPlayer->GetObserverMode() == OBS_MODE_IN_EYE )
	{
		if( localPlayer->GetObserverTarget() )
		{
			// Fade it if it is on top of a player dot.  And don't rotate it.
			int alpha = 255 * 0.5f;
			DrawIconSDK(m_cameraIconFirst, m_cameraIconFirst, localPlayer->GetObserverTarget()->GetAbsOrigin(), m_flIconSize * 1.5f, GetViewAngle(), alpha);
		}
	}
	else if( localPlayer->GetObserverMode() == OBS_MODE_CHASE )
	{
		if( localPlayer->GetObserverTarget() )
		{
			// Or Draw the third-camera a little bigger. (Needs room to be off the dot being followed)
			int alpha = 255;
			DrawIconSDK(m_cameraIconThird, m_cameraIconThird, localPlayer->GetObserverTarget()->GetAbsOrigin(), m_flIconSize * 3.0f, localPlayer->EyeAngles()[YAW], alpha);
		}
	}
}
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static void GetPos( const CCommand &args, Vector &vecOrigin, QAngle &angles )
{
	vecOrigin = MainViewOrigin();
	angles = MainViewAngles();
	if ( args.ArgC() == 2 && atoi( args[1] ) == 2 )
	{
		C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
		if ( pPlayer )
		{
			vecOrigin = pPlayer->GetAbsOrigin();
			angles = pPlayer->GetAbsAngles();
		}
	}
}
void C_EnvLightProjectedManager::ClientThink()
{
	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
	if (!pPlayer)
	{
		return;
	}

	CUtlVector<int> lightsInRange;
	CUtlVector<int> lightsNotInRange;

	int c = m_lights.Count();
	for (int i = 0; i < c; i++)
	{
		if (!m_lights[i] || !m_lights[i]->IsLightOn()) continue;

		bool lightInPVS = engine->IsBoxInViewCluster(m_lights[i]->GetAbsOrigin(), m_lights[i]->GetAbsOrigin());

		float flDist = (m_lights[i]->GetLightOrigin() - pPlayer->GetAbsOrigin()).LengthSqr();
		if (flDist <= Square(m_lights[i]->GetEnableRadius()) && lightInPVS)
		{
			lightsInRange.AddToTail(i);
		}
		else
		{
			lightsNotInRange.AddToTail(i);
		}
	}

	if (lightsInRange.Count() > 0)
	{
		int enableLightIndex = GetBestCandidateForShadows(&lightsInRange, &lightsNotInRange);

		for (int i = 0; i < lightsNotInRange.Count(); i++)
		{
			int index = lightsNotInRange[i];
			m_lights[index]->SetManagerShadowState(false);
		}

		// Turn on The Chosen One
		m_lights[enableLightIndex]->SetManagerShadowState(true);
	}

	SetNextClientThink(gpGlobals->curtime + THINKTIME);
}
void CreateHairballCallback()
{
	for ( int i=0; i < 20; i++ )
	{
		C_Hairball *pHairball = new C_Hairball;
		pHairball->Init();
		
		// Put it a short distance in front of the player.
		C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
		
		if ( !pPlayer )
			return;

		Vector vForward;
		AngleVectors( pPlayer->GetAbsAngles(), &vForward );
		pHairball->SetLocalOrigin( pPlayer->GetAbsOrigin() + vForward * 300 + RandomVector( 0, 100 ) );
	}
}
void C_WeaponSpawner::ClientThink()
{
	m_qAngle.y += 90 * gpGlobals->frametime;
	if ( m_qAngle.y >= 360 )
		m_qAngle.y -= 360;

	SetAbsAngles( m_qAngle );

	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();

	bool bShouldGlow = false;
	bool bTouchingPlayer = false;

	if ( pPlayer )
	{
		Vector vecPlayerOrigin = pPlayer->GetAbsOrigin();
		Vector vecPlayerMins = vecPlayerOrigin + pPlayer->GetPlayerMins();
		Vector vecPlayerMaxs = vecPlayerOrigin + pPlayer->GetPlayerMaxs();

		bTouchingPlayer = IsBoxIntersectingBox( GetAbsOrigin() + WorldAlignMins(), GetAbsOrigin() + WorldAlignMaxs(), vecPlayerMins, vecPlayerMaxs );

		// Disable the outline if the weapon has been picked up.
		if ( !m_bRespawning && !m_bDisabled )
		{
			// Temp crutch for Occluded\Unoccluded glow parameters not working.
			trace_t tr;
			UTIL_TraceLine( GetAbsOrigin(), pPlayer->EyePosition(), MASK_OPAQUE, this, COLLISION_GROUP_NONE, &tr );
			if ( tr.fraction == 1.0f )
			{
				bShouldGlow = true;
			}
		}
	}

	if ( m_bShouldGlow != bShouldGlow || m_bTouchingPlayer != bTouchingPlayer )
	{
		m_bShouldGlow = bShouldGlow;
		m_bTouchingPlayer = bTouchingPlayer;
		UpdateGlowEffect();
	}

	SetNextClientThink( CLIENT_THINK_ALWAYS );
}
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void C_HLTVCamera::CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
{
	C_BasePlayer *pPlayer = UTIL_PlayerByIndex( m_iTraget1 );

	if ( !pPlayer )
		return;

	if ( !pPlayer->IsAlive() )
	{
		// if dead, show from 3rd person
		CalcChaseCamView( eyeOrigin, eyeAngles, fov );
		return;
	}

	m_aCamAngle	= pPlayer->EyeAngles();
	m_vCamOrigin = pPlayer->GetAbsOrigin();
	m_flFOV = pPlayer->GetFOV();

	if ( pPlayer->GetFlags() & FL_DUCKING )
	{
		m_vCamOrigin += VEC_DUCK_VIEW;
	}
	else
	{
		m_vCamOrigin += VEC_VIEW;
	}

	eyeOrigin = m_vCamOrigin;
	eyeAngles = m_aCamAngle;
	fov = m_flFOV;

	pPlayer->CalcViewModelView( eyeOrigin, eyeAngles);

	C_BaseViewModel *pViewModel = pPlayer->GetViewModel( 0 );

	if ( pViewModel )
	{
		Assert( pViewModel->GetOwner() == pPlayer );
		pViewModel->UpdateVisibility();
	}
}
Exemple #7
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static void GetPos( const CCommand &args, Vector &vecOrigin, QAngle &angles )
{
	int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
	vecOrigin = MainViewOrigin(nSlot);
	angles = MainViewAngles(nSlot);

#ifdef INFESTED_DLL
	C_ASW_Marine *pMarine = C_ASW_Marine::GetLocalMarine();
	if ( pMarine )
	{
		vecOrigin = pMarine->GetAbsOrigin();
		angles = pMarine->GetAbsAngles();
	}
#endif
	if ( ( args.ArgC() == 2 && atoi( args[1] ) == 2 ) || FStrEq( args[0], "getpos_exact" ) )
	{
		C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
		if ( pPlayer )
		{
			vecOrigin = pPlayer->GetAbsOrigin();
			angles = pPlayer->GetAbsAngles();
		}
	}
}
void CRagdollLRURetirement::Update( float frametime ) // EPISODIC VERSION
{
	VPROF( "CRagdollLRURetirement::Update" );
	// Compress out dead items
	int i, next;

	int iMaxRagdollCount = m_iMaxRagdolls;

	if ( iMaxRagdollCount == -1 )
	{
		iMaxRagdollCount = g_ragdoll_maxcount.GetInt();
	}

	// fade them all for the low violence version
	if ( g_RagdollLVManager.IsLowViolence() )
	{
		iMaxRagdollCount = 0;
	}
	m_iRagdollCount = 0;
	m_iSimulatedRagdollCount = 0;

	// First, find ragdolls that are good candidates for deletion because they are not
	// visible at all, or are in a culled visibility box
	for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
	{
		next = m_LRU.Next(i);
		CBaseAnimating *pRagdoll = m_LRU[i].Get();
		if ( pRagdoll )
		{
			m_iRagdollCount++;
			IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject();
			if (pObject && !pObject->IsAsleep())
			{
				m_iSimulatedRagdollCount++;
			}
			if ( m_LRU.Count() > iMaxRagdollCount )
			{
				//Found one, we're done.
				if ( ShouldRemoveThisRagdoll( m_LRU[i] ) == true )
				{
#ifdef CLIENT_DLL
					m_LRU[ i ]->SUB_Remove();
#else
					m_LRU[ i ]->SUB_StartFadeOut( 0 );
#endif

					m_LRU.Remove(i);
					return;
				}
			}
		}
		else 
		{
			m_LRU.Remove(i);
		}
	}

	//////////////////////////////
	///   EPISODIC ALGORITHM   ///
	//////////////////////////////
	// If we get here, it means we couldn't find a suitable ragdoll to remove,
	// so just remove the furthest one.
	int furthestOne = m_LRU.Head();
	float furthestDistSq = 0;
#ifdef CLIENT_DLL
	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
#else
	CBasePlayer  *pPlayer = UTIL_GetLocalPlayer();
#endif

	if (pPlayer && m_LRU.Count() > iMaxRagdollCount) // find the furthest one algorithm
	{
		Vector PlayerOrigin = pPlayer->GetAbsOrigin();
		// const CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
	
		for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
		{
			CBaseAnimating *pRagdoll = m_LRU[i].Get();

			next = m_LRU.Next(i);
			IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject();
			if ( pRagdoll && (pRagdoll->GetEffectEntity() || ( pObject && !pObject->IsAsleep()) ) )
				continue;

			if ( pRagdoll )
			{
				// float distToPlayer = (pPlayer->GetAbsOrigin() - pRagdoll->GetAbsOrigin()).LengthSqr();
				float distToPlayer = (PlayerOrigin - pRagdoll->GetAbsOrigin()).LengthSqr();

				if (distToPlayer > furthestDistSq)
				{
					furthestOne = i;
					furthestDistSq = distToPlayer;
				}
			}
			else // delete bad rags first.
			{
				furthestOne = i;
				break;
			}
		}

#ifdef CLIENT_DLL
		m_LRU[ furthestOne ]->SUB_Remove();
#else
		m_LRU[ furthestOne ]->SUB_StartFadeOut( 0 );
#endif

	}
	else // fall back on old-style pick the oldest one algorithm
	{
		for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
		{
			if ( m_LRU.Count() <=  iMaxRagdollCount )
				break;

			next = m_LRU.Next(i);

			CBaseAnimating *pRagdoll = m_LRU[i].Get();

			//Just ignore it until we're done burning/dissolving.
			IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject();
			if ( pRagdoll && (pRagdoll->GetEffectEntity() || ( pObject && !pObject->IsAsleep()) ) )
				continue;

	#ifdef CLIENT_DLL
			m_LRU[ i ]->SUB_Remove();
	#else
			m_LRU[ i ]->SUB_StartFadeOut( 0 );
	#endif
			m_LRU.Remove(i);
		}
	}
}
void CGERadar::WorldToRadar( CGERadarContact *contact )
{
	// If we are out of range don't bother
	if ( !IsContactInRange( contact ) )
		return;

	C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
	if ( !pLocalPlayer )
		return;

	Vector vContact = GetContactPosition(contact);

	float x_diff = vContact.x - pLocalPlayer->GetAbsOrigin().x;
	float y_diff = vContact.y - pLocalPlayer->GetAbsOrigin().y;

	// Supply epsilon values to avoid divide-by-zero
	if(x_diff == 0.0f )
		x_diff = 0.001f;

	if(y_diff == 0.0f )
		y_diff = 0.001f;

	float fRadarRadius = m_flRadarDiameter * 0.500f;
	float fRange = GetRadarRange();
	float fScale = fRange >= 1.000f ? fRadarRadius / fRange : 0.000f;
	float dist = min( GetContactRange( vContact ), fRange );

	float flOffset = atan(y_diff/x_diff);
	float flPlayerY;

	// If we're in first person spectate mode we should use the rotation of whoever we're spectating.
	if (pLocalPlayer->IsObserver() && pLocalPlayer->GetObserverTarget() && pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE)
		flPlayerY = (pLocalPlayer->GetLocalAngles().y * M_PI) * 0.0055555f;
	else
		flPlayerY = (pLocalPlayer->LocalEyeAngles().y * M_PI) * 0.0055555f;

	// Always add because atan will return neg angle w/ neg coeff
	if ( x_diff < 0 )
		flOffset += M_PI;
	else
		flOffset += M_TWOPI;

	flOffset = flPlayerY - flOffset;

	// Transform relative to radar source
	float xnew_diff = dist * sin(flOffset);
	float ynew_diff = -dist * cos(flOffset);

	// Scale the dot's position to match radar scale
	xnew_diff *= fScale;
	ynew_diff *= fScale;

	// Make sure we never leave our radar circle!
	contact->m_vScaledPos.x = fRadarRadius + xnew_diff + m_iSideBuff;
	contact->m_vScaledPos.y = fRadarRadius + ynew_diff + m_iSideBuff;
	contact->m_vScaledPos.z = vContact.z - pLocalPlayer->GetAbsOrigin().z;

	// Figure out our alpha modulation
	if ( !contact->m_bAlwaysVisible && dist > fRange * 0.8f )
		contact->m_flAlphaMod = RemapValClamped( dist, fRange * 0.8f, fRange, 1.0, 0 );
	else
		contact->m_flAlphaMod = 1.0f;
}