//----------------------------------------------------------------------------- // 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() ) ); } }
//----------------------------------------------------------------------------- // 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; }
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; }