void CMuzzleFlashFX::SetRot(LTRotation rRot)
{
	if (!m_pClientDE) return;

	HOBJECT hObj;

	if (m_bUsingParticles)
	{
		hObj = m_Particle.GetObject();
		if (hObj)
		{
			if (g_vtReallyClose.GetFloat())
			{
				LTRotation rInitRot;
				rInitRot.Init();
				m_pClientDE->SetObjectRotation(hObj, &rInitRot);
			}
			else
			{
				m_pClientDE->SetObjectRotation(hObj, &rRot);
			}
		}
	}

	if (m_bUsingLight)
	{
		hObj = m_Light.GetObject();
		if (hObj)
		{
            m_pClientDE->SetObjectRotation(hObj, &rRot);
		}
	}

	if (m_bUsingScale)
	{
		hObj = m_Scale.GetObject();
		if (hObj)
		{
			LTRotation rTempRot = rRot;

			// Camera relative rotation...
			if (m_cs.bPlayerView)
			{
				rTempRot.Init();
			}

            m_pClientDE->SetObjectRotation(hObj, &rTempRot);
		}
	}
}
void GameBase::CreateBoundingBox()
{
	if (m_hDimsBox) return;

	if (!g_vtDimsAlpha.IsInitted())
	{
        g_vtDimsAlpha.Init(g_pLTServer, "DimsAlpha", LTNULL, 1.0f);
	}

	ObjectCreateStruct theStruct;
	INIT_OBJECTCREATESTRUCT(theStruct);

    LTVector vPos;
    g_pLTServer->GetObjectPos(m_hObject, &vPos);
	theStruct.m_Pos = vPos;

	SAFE_STRCPY(theStruct.m_Filename, "Models\\1x1_square.abc");
	SAFE_STRCPY(theStruct.m_SkinName, "Models\\1x1_square.dtx");

	theStruct.m_Flags = FLAG_VISIBLE | FLAG_NOLIGHT | FLAG_GOTHRUWORLD;
	theStruct.m_ObjectType = OT_MODEL;

    HCLASS hClass = g_pLTServer->GetClass("BaseClass");
    LPBASECLASS pModel = g_pLTServer->CreateObject(hClass, &theStruct);

	if (pModel)
	{
		m_hDimsBox = pModel->m_hObject;

        LTVector vDims;
        g_pLTServer->GetObjectDims(m_hObject, &vDims);

        LTVector vScale;
		VEC_DIVSCALAR(vScale, vDims, 0.5f);
        g_pLTServer->ScaleObject(m_hDimsBox, &vScale);
	}


    LTVector vOffset;
    LTRotation rOffset;
	vOffset.Init();
    rOffset.Init();

	HATTACHMENT hAttachment;
    LTRESULT dRes = g_pLTServer->CreateAttachment(m_hObject, m_hDimsBox, LTNULL,
											     &vOffset, &rOffset, &hAttachment);
    if (dRes != LT_OK)
	{
        g_pLTServer->RemoveObject(m_hDimsBox);
        m_hDimsBox = LTNULL;
	}

    LTVector vColor = GetBoundingBoxColor();

    g_pLTServer->SetObjectColor(m_hDimsBox, vColor.x, vColor.y, vColor.z, g_vtDimsAlpha.GetFloat());
}
Esempio n. 3
0
bool WorldModel::AttachServerMark( CServerMark& mark, CLIENTWEAPONFX & theStruct)
{
	LTransform globalTransform, parentTransform, localTransform;
    ILTTransform *pTransformLT;
    LTVector vParentPos, vOffset;
    LTRotation rParentRot, rRot;
    LTRotation rOffset;

	pTransformLT = g_pLTServer->GetTransformLT();

	// Attach the mark to the parent object...

	// Figure out what the rotation we want is.
    rOffset.Init();
	rRot = LTRotation(theStruct.vSurfaceNormal, LTVector(0.0f, 1.0f, 0.0f));


	// MD
	// Ok, now we have the transform in global space but attachments are specified in
	// local space (so they can move as the object moves and rotates).

	// Set the global LTransform.
	pTransformLT->Set(globalTransform, theStruct.vPos, rRot);

	// Get the object's transform.
	g_pLTServer->GetObjectPos( m_hObject, &vParentPos);
	g_pLTServer->GetObjectRotation( m_hObject, &rParentRot);
	parentTransform.m_Pos = vParentPos;
	parentTransform.m_Rot = rParentRot;
	
	parentTransform.m_Scale.Init(1,1,1);
	globalTransform.m_Scale.Init(1,1,1);

	// Get the offset.
	pTransformLT->Difference(localTransform, globalTransform, parentTransform);
	vOffset = localTransform.m_Pos;
	rOffset = localTransform.m_Rot;


	HATTACHMENT hAttachment = NULL;
    LTRESULT dRes = g_pLTServer->CreateAttachment( m_hObject, mark.m_hObject, LTNULL,
											     &vOffset, &rOffset, &hAttachment);
    if (dRes != LT_OK)
	{
		return false;
	}

	// Add to the attachment list.
	LTObjRefNotifier ref( *this );
	ref = mark.m_hObject;
	m_AttachmentList.push_back( ref );

	return true;
}
Esempio n. 4
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void CCoin::RotateToRest()
{
	if ( !m_bRotatedToRest )
	{
		char szSpawn[1024];
		sprintf(szSpawn, "WeaponItem Gravity 0;AmmoAmount 1;WeaponType Coin;AmmoType Coin");

		LTVector vPos;
		g_pLTServer->GetObjectPos(m_hObject, &vPos);
		vPos.y += 2.0f; // This offsets us from the floor a bit so we don't pop through when WeaponItem sets its dims.

		LTRotation rRot;
		rRot.Init();

		BaseClass* pObj = SpawnObject(szSpawn, vPos, rRot);

		if ( pObj && pObj->m_hObject )
		{
			g_pLTServer->SetAcceleration(pObj->m_hObject, &LTVector(0,0,0));
			g_pLTServer->SetVelocity(pObj->m_hObject, &LTVector(0,0,0));
		}

		g_pLTServer->SetObjectFlags(m_hObject, g_pLTServer->GetObjectFlags(m_hObject)&~FLAG_VISIBLE);
	}

	CGrenade::RotateToRest();

	if ( IsCharacter(m_hFiredFrom) )
	{
		LTVector vPosition;
        g_pLTServer->GetObjectPos(m_hObject, &vPosition);

        CCharacter* pCharacter = (CCharacter*)g_pLTServer->HandleToObject(m_hFiredFrom);

		CharCoinInfo cinfo;
        cinfo.fTime = g_pLTServer->GetTime();
		cinfo.eSurfaceType = m_eLastHitSurface;
		cinfo.vPosition = vPosition;

		SURFACE* pSurf = g_pSurfaceMgr->GetSurface(m_eLastHitSurface);
		_ASSERT(pSurf);
		if (pSurf)
		{
			cinfo.fVolume = pSurf->fMovementNoiseModifier;
		}
		else
		{
			cinfo.fVolume = 1.0f;
		}

		pCharacter->SetLastCoinInfo(&cinfo);
	}
}
LTBOOL CBaseParticleSystemFX::CreateObject(ILTClient *pClientDE)
{
    if (!CSpecialFX::CreateObject(pClientDE)) return LTFALSE;

    LTVector vPos = m_vPos;
    LTRotation rRot;
	rRot.Init();

	// Use server object position if a position wasn't specified...

	if (m_hServerObject)
	{
        LTVector vZero(0, 0, 0), vServObjPos;
        if (vPos.Equals(vZero))
        {
			pClientDE->GetObjectPos(m_hServerObject, &vServObjPos);
			vPos = vServObjPos;
		}
		else
		{
            m_basecs.bClientControlsPos = LTTRUE;
		}

		// Calculate our offset from the server object...

		m_vPosOffset = vPos - vServObjPos;
	}

	// Use the specified rotation if applicable

	if (!m_rRot.IsIdentity())
	{
		rRot = m_rRot;
	}


	ObjectCreateStruct createStruct;
	INIT_OBJECTCREATESTRUCT(createStruct);

	createStruct.m_ObjectType = OT_PARTICLESYSTEM;
	createStruct.m_Flags = FLAG_VISIBLE | FLAG_UPDATEUNSEEN | FLAG_FOGDISABLE;
	createStruct.m_Pos = vPos;
	createStruct.m_Rotation = rRot;

	m_hObject = m_pClientDE->CreateObject(&createStruct);

	// Setup the ParticleSystem...

	return SetupSystem();
}
Esempio n. 6
0
void SecurityCamera::CreateLight()
{
	// Create the light...and attach it to the camera...

	ObjectCreateStruct theStruct;
	INIT_OBJECTCREATESTRUCT(theStruct);

	theStruct.m_Pos = m_vPos;

	g_pServerButeMgr->GetSecurityCameraString("GreenLight",
		theStruct.m_Filename, ARRAY_LEN(theStruct.m_Filename));

	theStruct.m_Flags = FLAG_VISIBLE | FLAG_GLOWSPRITE;
	theStruct.m_Flags2 = FLAG2_ADDITIVE;
	theStruct.m_ObjectType = OT_SPRITE;

    HCLASS hClass = g_pLTServer->GetClass("BaseClass");
    LPBASECLASS pSprite = g_pLTServer->CreateObject(hClass, &theStruct);
	if (!pSprite) return;

	m_hLight = pSprite->m_hObject;

    LTVector vScale(1, 1, 1);
	vScale.x = g_pServerButeMgr->GetSecurityCameraFloat("LightScale");
	vScale.y = vScale.x;

    g_pLTServer->ScaleObject(m_hLight, &vScale);

	// Attach the sprite to the the camera...

    LTVector vOffset(0, 0, 0);
    LTRotation rOffset;
	rOffset.Init();

	HATTACHMENT hAttachment;
    LTRESULT dRes = g_pLTServer->CreateAttachment(m_hObject, m_hLight, "Light",
											     &vOffset, &rOffset, &hAttachment);
    if (dRes != LT_OK)
	{
        g_pLTServer->RemoveObject(m_hLight);
        m_hLight = LTNULL;
		return;
	}
}
Esempio n. 7
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void CNodeController::UpdateHeadFollowPosControl(NCSTRUCT *pNodeControl)
{
    LTVector vPos;
    LTRotation rRot;
	LTransform transform;
    LTVector vU, vR, vF;

	//----------------------------------------------------------------------
	// Get information about the control node...
	// *** NOTE: On the head node... vU faces forward, vR faces down, vF faces right ***

	// Get access to the controls...
    ILTMath *pMathLT = g_pLTClient->GetMathLT();
    ILTModel *pModelLT = g_pLTClient->GetModelLT();
    ILTTransform *pTransformLT = g_pLTClient->GetTransformLT();

	// Get the transform of the node we're controlling
    pModelLT->GetNodeTransform(GetCFX()->GetServerObj(), m_aNodes[pNodeControl->eModelNode].hModelNode, transform, LTTRUE);

	// Decompose the transform into the position and rotation
	pTransformLT->Get(transform, vPos, rRot);
	pMathLT->GetRotationVectors(rRot, vR, vU, vF);

	// Get information about the follow position...
    LTVector vObjPos = pNodeControl->vFollowPos;

	// Turn the follow control off if the expire time has past
	if(pNodeControl->fFollowExpireTime <= 0.0f)
	{
		pNodeControl->fFollowExpireTime = 0.0f;
        pNodeControl->bFollowOn = LTFALSE;
	}
	else
        pNodeControl->fFollowExpireTime -= g_pGameClientShell->GetFrameTime();

	//----------------------------------------------------------------------
	// Setup the rotation matrix to directly follow the destination position

	// Get the direction that we're going to face...
    LTVector vDir = vObjPos - vPos;

	// Setup some temp vectors that are on the x/z plane...
    LTVector vTempU, vTempF, vTempDir;
	vTempU = vU; vTempU.y = 0.0f;
	vTempF = vF; vTempF.y = 0.0f;
	vTempDir = vDir; vTempDir.y = 0.0f;

	VEC_NORM(vTempU);
	VEC_NORM(vTempF);
	VEC_NORM(vTempDir);

	// Get the dot products between the dir vector and the up and forward to determine the rotation angles
    LTFLOAT fDotUDir = VEC_DOT(vTempU, vTempDir);
    LTFLOAT fDotFDir = VEC_DOT(vTempF, vTempDir);
    LTFLOAT fDotRDir = 0.0f;

	// Init the vectors to get a rotation matrix from...
    LTVector vRotAxisR(1.0f, 0.0f, 0.0f);

	// Get the first rotation angle
    LTFLOAT fAngle1 = pNodeControl->bFollowOn ? fDotUDir : 1.0f;
	if(fAngle1 < -0.1f) fAngle1 = -0.1f;		// HACK! Limit the head rotation
	fAngle1 = (1.0f - fAngle1) * MATH_HALFPI;
	if(fDotFDir < 0.0f) fAngle1 *= -1.0f;

	// Do a full rotation around the first axis so we can get an angle for the second axis
    LTFLOAT fTempAngle = pNodeControl->bFollowOn ? ((1.0f - fDotUDir) * MATH_HALFPI) : 0.0f;
	pMathLT->RotateAroundAxis(rRot, vR, (fDotFDir < 0.0f) ? -fTempAngle : fTempAngle);
	pMathLT->GetRotationVectors(rRot, vR, vU, vF);

	VEC_NORM(vDir);
	fDotUDir = VEC_DOT(vU, vDir);
	fDotRDir = VEC_DOT(vR, vDir);

	// Get the second rotation angle
    LTFLOAT fAngle2 = pNodeControl->bFollowOn ? fDotUDir : 1.0f;
	if(fAngle2 < 0.25f) fAngle2 = 0.25f;		// HACK! Limit the head rotation
	fAngle2 = (1.0f - fAngle2) * MATH_HALFPI;
	if(fDotRDir > 0.0f) fAngle2 *= -1.0f;

	// Calculate a max rotation value
    LTFLOAT fRotMax = (pNodeControl->fFollowRate * g_pGameClientShell->GetFrameTime() / 180.0f) * MATH_PI;

	// Interpolate the angles based off the previous angle
	if(fAngle1 > pNodeControl->vFollowAngles.y + fRotMax) fAngle1 = pNodeControl->vFollowAngles.y + fRotMax;
	else if(fAngle1 < pNodeControl->vFollowAngles.y - fRotMax) fAngle1 = pNodeControl->vFollowAngles.y - fRotMax;

	if(fAngle2 > pNodeControl->vFollowAngles.x + fRotMax) fAngle2 = pNodeControl->vFollowAngles.x + fRotMax;
	else if(fAngle2 < pNodeControl->vFollowAngles.x - fRotMax) fAngle2 = pNodeControl->vFollowAngles.x - fRotMax;

	// Create a new rotation and rotate around each controlled axis
    LTRotation rNewRot;
    rNewRot.Init();

	pMathLT->RotateAroundAxis(rNewRot, vRotAxisR, fAngle1);
	pNodeControl->vFollowAngles.y = fAngle1;

	pMathLT->GetRotationVectors(rNewRot, vR, vU, vF);

	pMathLT->RotateAroundAxis(rNewRot, vF, fAngle2);
	pNodeControl->vFollowAngles.x = fAngle2;

	// If we're turned off and back at the start rotation... make the control invalid
	if(!pNodeControl->bFollowOn && pNodeControl->vFollowAngles.x == 0.0f && pNodeControl->vFollowAngles.y == 0.0f)
	{
        pNodeControl->bValid = LTFALSE;
		return;
	}

	// Create a rotation matrix and apply it to the current offset matrix
    LTMatrix m1;
	pMathLT->SetupRotationMatrix(m1, rNewRot);
	m_aNodes[pNodeControl->eModelNode].matTransform = m_aNodes[pNodeControl->eModelNode].matTransform * m1;
}
Esempio n. 8
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void CNodeController::UpdateScriptControl(NCSTRUCT *pNodeControl)
{
    LTFLOAT fTime = g_pLTClient->GetTime() - pNodeControl->fScriptTime;
	ModelNScript eScript = (ModelNScript)pNodeControl->nScript;
	int nCurPt = pNodeControl->nCurrentScriptPt;
	int nLastPt = pNodeControl->nLastScriptPt;

//  g_pLTClient->CPrint("Running node script!");

	// Check to see if the script is over... and make it invalid if so
	if(fTime > g_pModelButeMgr->GetNScriptPtTime(eScript, nLastPt))
	{
//      g_pLTClient->CPrint("Ending node script!");

        pNodeControl->bValid = LTFALSE;
		return;
	}

	// Get access to the controls...
    ILTMath *pMathLT = g_pLTClient->GetMathLT();

	// Get the current script point
	while(fTime > g_pModelButeMgr->GetNScriptPtTime(eScript, nCurPt))
		nCurPt++;

	// Calculate the scale value from the last position to the current
    LTFLOAT fPtTime1 = g_pModelButeMgr->GetNScriptPtTime(eScript, nCurPt - 1);
    LTFLOAT fPtTime2 = g_pModelButeMgr->GetNScriptPtTime(eScript, nCurPt);
    LTFLOAT fScale = (fTime - fPtTime1) / (fPtTime2 - fPtTime1);

	//----------------------------------------------------------------------------
	// Setup the initial position vector
    LTVector vPos;

	// Get a direction vector from the last position to the current
    LTVector vPosDir = g_pModelButeMgr->GetNScriptPtPosOffset(eScript, nCurPt) - g_pModelButeMgr->GetNScriptPtPosOffset(eScript, nCurPt - 1);
	VEC_MULSCALAR(vPosDir, vPosDir, fScale);
	vPos = g_pModelButeMgr->GetNScriptPtPosOffset(eScript, nCurPt - 1) + vPosDir;

	//----------------------------------------------------------------------------
	// Setup the initial rotation vector
    LTVector vRot;

	// Get a direction rotation from the last position to the current
    LTVector vRotDir = g_pModelButeMgr->GetNScriptPtRotOffset(eScript, nCurPt) - g_pModelButeMgr->GetNScriptPtRotOffset(eScript, nCurPt - 1);
	VEC_MULSCALAR(vRotDir, vRotDir, fScale);
	vRot = g_pModelButeMgr->GetNScriptPtRotOffset(eScript, nCurPt - 1) + vRotDir;

	// Calculate the rotation...
    LTRotation rRot;
    LTVector vR, vU, vF;

    rRot.Init();
	pMathLT->GetRotationVectors(rRot, vR, vU, vF);

	pMathLT->RotateAroundAxis(rRot, vR, vRot.x);
	pMathLT->RotateAroundAxis(rRot, vU, vRot.y);
	pMathLT->RotateAroundAxis(rRot, vF, vRot.z);

	//----------------------------------------------------------------------------
	// Setup the matrix using the offset position and rotation
    LTMatrix m1;
	pMathLT->SetupTransformationMatrix(m1, vPos, rRot);
	m_aNodes[pNodeControl->eModelNode].matTransform = m_aNodes[pNodeControl->eModelNode].matTransform * m1;
}
Esempio n. 9
0
void CNodeController::UpdateLipSyncControl(NCSTRUCT *pNodeControl)
{
	// Make sure the sound handle is valid and check to see if the sound is done...
    if(!pNodeControl->hLipSyncSound || g_pLTClient->IsDone(pNodeControl->hLipSyncSound))
	{
		g_pLTClient->KillSound(pNodeControl->hLipSyncSound);
        pNodeControl->hLipSyncSound = LTNULL;

		if (pNodeControl->bShowingSubtitles)
		{
 			g_pInterfaceMgr->ClearSubtitle();
		}

        pNodeControl->pSixteenBitBuffer = LTNULL;
        pNodeControl->pEightBitBuffer = LTNULL;
        pNodeControl->bValid = LTFALSE;
		return;
	}


	//
	// Process the current sound data (average over sound amplitude).
	//

    LTFLOAT fAverage = 0.0f;  // this will hold the average, normalized from 0.0f to 1.0f.

	// Get the sound buffer.
	if( !pNodeControl->pSixteenBitBuffer && !pNodeControl->pEightBitBuffer )
	{
        uint32 dwChannels = 0;

        g_pLTClient->GetSoundData(pNodeControl->hLipSyncSound,
							pNodeControl->pSixteenBitBuffer,
							pNodeControl->pEightBitBuffer,
							&pNodeControl->dwSamplesPerSecond,
							&dwChannels);
		ASSERT( dwChannels == 1);
		// If you want to use multi-channel sounds (why would you?), you'll need to
		//  to account for the interleaving of channels in the following code.
	}

	ASSERT( pNodeControl->pSixteenBitBuffer || pNodeControl->pEightBitBuffer );


	// Average over the data.  We do an average of the data from the current point
	// being played to 1/g_vtLipSyncFreq.GetFloat() seconds ahead of that point.
    uint32 dwOffset = 0;
    uint32 dwSize   = 0;

    if( LT_OK == g_pLTClient->GetSoundOffset(pNodeControl->hLipSyncSound, &dwOffset, &dwSize) )
	{
		// Determine the end of the data we wish to average over.
        const uint32 dwDivisor = uint32(g_vtLipSyncFreq.GetFloat());
        uint32 dwOffsetEnd = dwOffset + pNodeControl->dwSamplesPerSecond/dwDivisor;
		if( dwOffsetEnd > dwSize )
			dwOffsetEnd = dwSize;


		// Accumulate the the amplitudes for the average.
        uint32 dwMaxAmplitude = 0;

        uint32 dwNumSamples = 0;
        uint32 dwAccum = 0;

		if( pNodeControl->pSixteenBitBuffer )
		{
			for( int16 * pIterator = pNodeControl->pSixteenBitBuffer + dwOffset;
			     pIterator < pNodeControl->pSixteenBitBuffer + dwOffsetEnd;
				 ++pIterator)
			{
				dwAccum += abs(*pIterator);
				++dwNumSamples;
			}

			dwMaxAmplitude = 65536/2;

			#ifdef GRAPH_LIPSYNC_SOUND
				g_GraphPoints.RecordData(pNodeControl->pSixteenBitBuffer,dwSize,dwOffset);
			#endif

		}
		else if( pNodeControl->pEightBitBuffer )
		{
			for( int8 * pIterator = pNodeControl->pEightBitBuffer + dwOffset;
			     pIterator < pNodeControl->pEightBitBuffer + dwOffsetEnd;
				 ++pIterator)
			{
				dwAccum += abs(*pIterator);
				++dwNumSamples;
			}

			dwMaxAmplitude = 256/2;

			#ifdef GRAPH_LIPSYNC_SOUND
				g_GraphPoints.RecordData(pNodeControl->pEightBitBuffer,dwSize,dwOffset);
			#endif
		}

		// And find the average!
		if( dwNumSamples > 0 )
            fAverage = LTFLOAT(dwAccum) / LTFLOAT(dwNumSamples) / LTFLOAT(dwMaxAmplitude);

    } //if( LT_OK == g_pLTClient->GetSoundOffset(pNodeControl->hLipSyncSound, &dwOffset, &dwSize) )

	//
	// Do the rotation.
	//
    ILTMath *pMathLT = g_pLTClient->GetMathLT();

    LTRotation rRot;
    rRot.Init();
    LTVector vAxis(0.0f, 0.0f, 1.0f);
    LTFLOAT fMaxRot = MATH_DEGREES_TO_RADIANS(g_vtLipSyncMaxRot.GetFloat());

	// Calculate the rotation.
	m_fCurLipSyncRot =  fAverage*fMaxRot;
	pMathLT->RotateAroundAxis(rRot, vAxis, -m_fCurLipSyncRot);

	// Create a rotation matrix and apply it to the current offset matrix
    LTMatrix m1;
	pMathLT->SetupRotationMatrix(m1, rRot);
	m_aNodes[pNodeControl->eModelNode].matTransform = m_aNodes[pNodeControl->eModelNode].matTransform * m1;
}
Esempio n. 10
0
void SecurityCamera::SetupDisabledState()
{
	if (m_eState == eStateDisabled || m_hDisablerModel) return;

    uint32 dwUserFlags = g_pLTServer->GetObjectUserFlags(m_hObject);
    g_pLTServer->SetObjectUserFlags(m_hObject, dwUserFlags & ~USRFLG_GADGET_CAMERA_DISABLER);

	// Create the camera disabler model, and attach it to the camera...

	ObjectCreateStruct theStruct;
	INIT_OBJECTCREATESTRUCT(theStruct);

	theStruct.m_Pos = m_vPos;

	SAFE_STRCPY(theStruct.m_Filename, "Guns\\Models_HH\\Cameradis_hh.abc");
	SAFE_STRCPY(theStruct.m_SkinName, "Guns\\Skins_HH\\Cameradis_hh.dtx");

	theStruct.m_Flags = FLAG_VISIBLE | FLAG_GOTHRUWORLD;
	theStruct.m_ObjectType  = OT_MODEL;

    HCLASS hClass = g_pLTServer->GetClass("BaseClass");
    LPBASECLASS pModel = g_pLTServer->CreateObject(hClass, &theStruct);
	if (!pModel) return;

	m_hDisablerModel = pModel->m_hObject;

	// Attach the model to the the camera...

    LTVector vOffset;
	VEC_INIT(vOffset);

    LTRotation rOffset;
    rOffset.Init();

	HATTACHMENT hAttachment;
    LTRESULT dRes = g_pLTServer->CreateAttachment(m_hObject, m_hDisablerModel, "Disabler",
											     &vOffset, &rOffset, &hAttachment);
    if (dRes != LT_OK)
	{
        g_pLTServer->RemoveObject(m_hDisablerModel);
        m_hDisablerModel = LTNULL;
		return;
	}

	// Set the Disabler's animation...

    HMODELANIM hAni = g_pLTServer->GetAnimIndex(m_hDisablerModel, "DownUp");
	if (hAni)
	{
        g_pLTServer->SetModelLooping(m_hDisablerModel, LTFALSE);
        g_pLTServer->SetModelAnimation(m_hDisablerModel, hAni);
	}


	// Play the activate sound...

	char* pSound = "Guns\\Snd\\Cam_dis\\activate.wav";
	g_pServerSoundMgr->PlaySoundFromPos(m_vPos, pSound, 500.0f, SOUNDPRIORITY_MISC_LOW);


	// Camera is now disabled...

    m_bDisabled = LTTRUE;
}
Esempio n. 11
0
void CLaserBeam::Update(LTVector vBeamStartPos, LTRotation* pRDirRot,
                        LTBOOL b3rdPerson, LTBOOL bDetect)
{
	if (!m_bOn) return;

	// Calculate beam position...

	HOBJECT hCamera = g_pGameClientShell->GetCamera();
	if (!hCamera) return;

    HLOCALOBJ hPlayerObj = g_pLTClient->GetClientObject();
	if (!hPlayerObj) return;

    HOBJECT hFilterList[] = {hPlayerObj, g_pGameClientShell->GetMoveMgr()->GetObject(), LTNULL};

	IntersectQuery qInfo;
	IntersectInfo iInfo;

    LTVector vPos(0, 0, 0);
    LTRotation rRot;
	rRot.Init();

    LTVector vU, vR, vF;

	if (pRDirRot && b3rdPerson)
	{
		vPos = vBeamStartPos;

        g_pLTClient->GetRotationVectors(pRDirRot, &vU, &vR, &vF);
	}
	else
	{
        g_pLTClient->GetObjectRotation(hCamera, &rRot);
        g_pLTClient->GetObjectPos(hCamera, &vPos);

        g_pLTClient->GetRotationVectors(&rRot, &vU, &vR, &vF);

		if (g_cvarLaserBeamDebug.GetFloat() == 0.0f)
		{
			vBeamStartPos += vPos;
		}
		else if (g_cvarLaserBeamDebug.GetFloat() == 1.0f)
		{
			vBeamStartPos = vPos;
		}
		else
		{
            g_pLTClient->GetRotationVectors(pRDirRot, &vU, &vR, &vF);
			vBeamStartPos = vBeamStartPos;
		}

	}


    LTVector vEndPos = vPos + (vF * 10000.0f);

	qInfo.m_From = vPos;
	qInfo.m_To   = vEndPos;

	qInfo.m_Flags = INTERSECT_OBJECTS | IGNORE_NONSOLID;
	qInfo.m_FilterFn = ObjListFilterFn;
	qInfo.m_pUserData = hFilterList;

    if (g_pLTClient->IntersectSegment(&qInfo, &iInfo))
	{
		vEndPos = iInfo.m_Point;
	}


	// Show the light beam...

    LTVector vColor = LTVector(GetRandom(235.0f, 255.0f), GetRandom(35.0f, 55.0f), GetRandom(35.0f, 55.0f));;

    LTFLOAT fAlpha = g_cvarLaserBeamAlpha.GetFloat();

	if (iInfo.m_hObject && bDetect)
	{
        uint32 dwUsrFlgs = 0;
        g_pLTClient->GetObjectUserFlags(iInfo.m_hObject, &dwUsrFlgs);

		if (dwUsrFlgs & USRFLG_CHARACTER)
		{
			fAlpha	= 0.95f;
			vColor.Init(GetRandom(35.0f, 55.0f), GetRandom(235.0f, 255.0f), GetRandom(35.0f, 55.0f));;
		}
	}

    LTFLOAT fWidth = g_cvarLaserBeamThickness.GetFloat();
	fWidth = b3rdPerson ? fWidth*2.0f : fWidth;

	vBeamStartPos += (vF * g_cvarLaserBeamFOffset.GetFloat());
	vBeamStartPos += (vR * g_cvarLaserBeamROffset.GetFloat());
	vBeamStartPos += (vU * g_cvarLaserBeamUOffset.GetFloat());

	PLFXCREATESTRUCT pls;

	if (g_cvarLaserBeamDebug.GetFloat() >= 0.0f)
	{
        // g_pLTClient->CPrint("StartPos = %.2f, %.2f, %.2f", VEC_EXPAND(vBeamStartPos));
        // g_pLTClient->CPrint("EndPos = %.2f, %.2f, %.2f", VEC_EXPAND(vEndPos));
	}

	pls.vStartPos			= vBeamStartPos;
	pls.vEndPos				= vEndPos;
	pls.vInnerColorStart	= vColor;
	pls.vInnerColorEnd		= pls.vInnerColorStart;
    pls.vOuterColorStart    = LTVector(0, 0, 0);
    pls.vOuterColorEnd      = LTVector(0, 0, 0);
	pls.fAlphaStart			= fAlpha;
	pls.fAlphaEnd			= fAlpha;
	pls.fMinWidth			= 0;
	pls.fMaxWidth			= fWidth;
	pls.fMinDistMult		= 1.0f;
	pls.fMaxDistMult		= 1.0f;
	pls.fLifeTime			= 1.0f;
	pls.fAlphaLifeTime		= 1.0f;
	pls.fPerturb			= 0.0f;
    pls.bAdditive           = LTTRUE;
    pls.bAlignFlat          = b3rdPerson ? LTFALSE : LTTRUE;
	pls.nWidthStyle			= PLWS_CONSTANT;
	pls.nNumSegments		= (int)g_cvarLaserBeamNumSegments.GetFloat();

	if (m_LightBeam.HasBeenDrawn())
	{
		// Keep the light beam in the vis list...

		m_LightBeam.SetPos(vBeamStartPos);

		// Hide the beam in portals if 1st person...Also set flag really
		// close to true...

        uint32 dwFlags2, dwFlags;

		dwFlags = m_LightBeam.GetFlags();
		dwFlags2 = m_LightBeam.GetFlags2();

		if (b3rdPerson)
		{
			dwFlags &= ~FLAG_REALLYCLOSE;
			dwFlags2 &= ~FLAG2_PORTALINVISIBLE;
		}
		else
		{
			if (g_cvarLaserBeamDebug.GetFloat() > 1.0f)
			{
				dwFlags |= FLAG_REALLYCLOSE;
                pls.bUseObjectRotation = LTTRUE;
			}
			dwFlags2 |= FLAG2_PORTALINVISIBLE;
		}

		m_LightBeam.SetFlags(dwFlags);
		m_LightBeam.SetFlags2(dwFlags2);

		m_LightBeam.ReInit(&pls);
	}
	else
	{
		m_LightBeam.Init(&pls);
        m_LightBeam.CreateObject(g_pLTClient);
	}


	m_LightBeam.Update();
}