void CParticleSystemQuery::GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight, Vector *pUp )
{
#ifdef CLIENT_DLL
//	HACK_GETLOCALPLAYER_GUARD( "CParticleSystemQuery::GetLocalPlayerPos" );
	int slot = GET_ACTIVE_SPLITSCREEN_SLOT();
	ACTIVE_SPLITSCREEN_PLAYER_GUARD( slot );
	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
	if ( !pPlayer )
	{
		*pForward = vec3_origin;
		*pRight = vec3_origin;
		*pUp = vec3_origin;
		return;
	}
	pPlayer->EyeVectors( pForward, pRight, pUp );
#else
	CBasePlayer *pPlayer = AI_GetSinglePlayer();	
	if ( !pPlayer )
	{
		*pForward = vec3_origin;
		*pRight = vec3_origin;
		*pUp = vec3_origin;
		return;
	}
	pPlayer->EyeVectors( pForward, pRight, pUp );
#endif
}
void CParticleSystemQuery::GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight, Vector *pUp )
{
#ifdef CLIENT_DLL
	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
	if ( !pPlayer )
	{
		*pForward = vec3_origin;
		*pRight = vec3_origin;
		*pUp = vec3_origin;
		return;
	}
	pPlayer->EyeVectors( pForward, pRight, pUp );
#else
	CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); //AI Patch Addition.		
	if ( !pPlayer )
	{
		*pForward = vec3_origin;
		*pRight = vec3_origin;
		*pUp = vec3_origin;
		return;
	}
	pPlayer->EyeVectors( pForward, pRight, pUp );
#endif
}
Esempio n. 3
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//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CParticleProperty::UpdateControlPoint( ParticleEffectList_t *pEffect, int iPoint, bool bInitializing )
{

	ParticleControlPoint_t *pPoint = &pEffect->pControlPoints[iPoint];

	if ( pEffect->pParticleEffect->m_pDef->IsScreenSpaceEffect() && iPoint == 0 )
	{
		pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) );
		pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, vec3_origin );
		return;
	}

	if ( !pPoint->hEntity.Get() )
	{
		if ( pPoint->iAttachType == PATTACH_WORLDORIGIN && bInitializing )
		{
			pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) );
			pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, pPoint->vecOriginOffset );
			pEffect->pParticleEffect->SetSortOrigin( pPoint->vecOriginOffset );
		}

		pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, NULL );
		return;
	}

	// Only update non-follow particles when we're initializing, 
	if ( !bInitializing && (pPoint->iAttachType == PATTACH_ABSORIGIN || pPoint->iAttachType == PATTACH_POINT ) )
		return;

	if ( pPoint->iAttachType == PATTACH_CUSTOMORIGIN )
		return;

	Vector vecOrigin, vecForward, vecRight, vecUp;

	switch ( pPoint->iAttachType )
	{
	case PATTACH_POINT:
	case PATTACH_POINT_FOLLOW:
		{
			C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating();

			bool bValid = false;
			Assert( pAnimating );
			if ( pAnimating )
			{
				matrix3x4_t attachmentToWorld;

				if ( pAnimating->IsViewModel() )
				{
					C_BasePlayer *pPlayer = ToBasePlayer( ((C_BaseViewModel *)pAnimating)->GetOwner() );
					ACTIVE_SPLITSCREEN_PLAYER_GUARD( C_BasePlayer::GetSplitScreenSlotForPlayer( pPlayer ) );

					if ( pAnimating->GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) )
					{
						bValid = true;
						MatrixVectors( attachmentToWorld, &vecForward, &vecRight, &vecUp );
						MatrixPosition( attachmentToWorld, vecOrigin );

						if ( pEffect->pParticleEffect->m_pDef->IsViewModelEffect() )
						{
							FormatViewModelAttachment( pPlayer, vecOrigin, true );
						}
					}
				}
				else
				{
					// HACK_GETLOCALPLAYER_GUARD( "CParticleProperty::UpdateControlPoint" );

					if ( pAnimating->GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) )
					{
						bValid = true;
						MatrixVectors( attachmentToWorld, &vecForward, &vecRight, &vecUp );
#ifdef _DEBUG
						float flTests[3] = {vecForward.Dot( vecRight ), vecRight.Dot( vecUp ), vecUp.Dot( vecForward )};
						static float s_flMaxTest = 0.001f;
						Assert( fabs( flTests[0] ) + fabs( flTests[1] ) + fabs( flTests[2] ) < s_flMaxTest );
#endif
						MatrixPosition( attachmentToWorld, vecOrigin );

						if ( pEffect->pParticleEffect->m_pDef->IsViewModelEffect() )
						{
							HACK_GETLOCALPLAYER_GUARD( "CParticleProperty::UpdateControlPoint" );

							FormatViewModelAttachment( NULL, vecOrigin, true );
						}
					}
				}
			}

			if ( !bValid )
			{
				static bool bWarned = false;
				if ( !bWarned )
				{
					bWarned = true;
					DevWarning( "Attempted to attach particle effect %s to an unknown attachment on entity %s\n",
						pEffect->pParticleEffect->m_pDef->GetName(), pAnimating->GetClassname() );
				}
			}
			if ( !bValid )
			{
				AssertOnce( 0 );
				return;
			}
		}
		break;

	case PATTACH_ABSORIGIN:
	case PATTACH_ABSORIGIN_FOLLOW:
	default:
		{
			vecOrigin = pPoint->hEntity->GetAbsOrigin() + pPoint->vecOriginOffset;
			pPoint->hEntity->GetVectors( &vecForward, &vecRight, &vecUp );
		}
		break;

	case PATTACH_EYES_FOLLOW:
		{
			C_BaseEntity *pEnt = pPoint->hEntity;

			if ( !pEnt->IsPlayer() )
				return;

			C_BasePlayer *pPlayer = assert_cast< C_BasePlayer* >( pEnt );

			bool bValid = false;
			Assert( pPlayer );
			if ( pPlayer )
			{
				bValid = true;
				vecOrigin = pPlayer->EyePosition() + pPoint->vecOriginOffset;
				pPlayer->EyeVectors( &vecForward, &vecRight, &vecUp );
			}
			if ( !bValid )
			{
				AssertOnce( 0 );
				return;
			}
		}
		break;

	case PATTACH_CUSTOMORIGIN_FOLLOW:
		{
			matrix3x4_t mat;
			MatrixMultiply( pPoint->hEntity->RenderableToWorldTransform(), pPoint->matOffset, mat );
			MatrixVectors( mat, &vecForward, &vecRight, &vecUp );
			vecOrigin = pPoint->hEntity->GetAbsOrigin() + pPoint->vecOriginOffset;
		}
		break;
	}
	pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, vecForward, vecRight, vecUp );
	pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, pPoint->hEntity );
	pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, vecOrigin );
	pEffect->pParticleEffect->SetSortOrigin( vecOrigin );
}