コード例 #1
0
ファイル: c_asw_alien.cpp プロジェクト: Au-heppa/swarm-sdk
void C_ASW_Alien::ClientThink()
{
	BaseClass::ClientThink();

	// asw temp fix demo playback 
	//ASWUpdateClientSideAnimation();

	m_vecLastRenderedPos = WorldSpaceCenter();
	m_vecAutoTargetRadiusPos = GetLocalAutoTargetRadiusPos();

	if ( GetHealth() > 0 && m_bElectroStunned && m_fNextElectroStunEffect <= gpGlobals->curtime)
	{
		// apply electro stun effect
		HACK_GETLOCALPLAYER_GUARD( "C_ASW_Alien::ClientThink FX_ElectroStun" );
		FX_ElectroStun(this);
		m_fNextElectroStunEffect = gpGlobals->curtime + RandomFloat( 0.3, 1.0 );
		//Msg( "%f - ElectroStunEffect\n", gpGlobals->curtime );
	}

	UpdateFireEmitters();

	C_ASW_Player* pPlayer = C_ASW_Player::GetLocalASWPlayer();
	if ( pPlayer && pPlayer->IsSniperScopeActive() )
	{
		m_GlowObject.SetRenderFlags( true, true );
	}
	else
	{
		m_GlowObject.SetRenderFlags( false, false );
	}
}
コード例 #2
0
//-----------------------------------------------------------------------------
// Purpose: Don't allow recentering the mouse
//-----------------------------------------------------------------------------
void CASWInput::ResetMouse( void )
{
	HACK_GETLOCALPLAYER_GUARD( "Mouse behavior is tied to a specific player's status - splitscreen player would depend on which player (if any) is using mouse control" );
	if ( MarineControllingTurret() || ( !asw_controls.GetBool() && ( !ASWGameRules() || ASWGameRules()->GetMarineDeathCamInterp() <= 0.0f ) && ( !C_ASW_Marine::GetLocalMarine() || !C_ASW_Marine::GetLocalMarine()->IsUsingComputerOrButtonPanel() ) ) )
	{
		int x, y;
		GetWindowCenter( x, y );
		SetMousePos( x, y );
	}
}
コード例 #3
0
void C_GlobalLight::ClientThink()
{
    VPROF("C_GlobalLight::ClientThink");

    bool bSupressWorldLights = false;

    if ( cl_globallight_freeze.GetBool() == true )
    {
        return;
    }
    //let us turn this shit on and off ingame
    m_bEnabled = cl_globallight_enabled.GetBool();

    if ( m_bEnabled )
    {
        Vector vLinearFloatLightColor( m_LightColor.r, m_LightColor.g, m_LightColor.b );
        float flLinearFloatLightAlpha = m_LightColor.a;

        if ( m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha )
        {
            float flColorTransitionSpeed = gpGlobals->frametime * m_flColorTransitionTime * 255.0f;

            m_CurrentLinearFloatLightColor.x = Approach( vLinearFloatLightColor.x, m_CurrentLinearFloatLightColor.x, flColorTransitionSpeed );
            m_CurrentLinearFloatLightColor.y = Approach( vLinearFloatLightColor.y, m_CurrentLinearFloatLightColor.y, flColorTransitionSpeed );
            m_CurrentLinearFloatLightColor.z = Approach( vLinearFloatLightColor.z, m_CurrentLinearFloatLightColor.z, flColorTransitionSpeed );
            m_flCurrentLinearFloatLightAlpha = Approach( flLinearFloatLightAlpha, m_flCurrentLinearFloatLightAlpha, flColorTransitionSpeed );
        }

        FlashlightState_t state;

        Vector vDirection = m_shadowDirection;
        VectorNormalize( vDirection );

        //Vector vViewUp = Vector( 0.0f, 1.0f, 0.0f );
        Vector vSunDirection2D = vDirection;
        vSunDirection2D.z = 0.0f;

        HACK_GETLOCALPLAYER_GUARD( "C_GlobalLight::ClientThink" );

        if ( !C_BasePlayer::GetLocalPlayer() )
            return;

        Vector vPos;
        QAngle EyeAngles;
        float flZNear, flZFar, flFov;

        C_BasePlayer::GetLocalPlayer()->CalcView( vPos, EyeAngles, flZNear, flZFar, flFov );
//		Vector vPos = C_BasePlayer::GetLocalPlayer()->GetAbsOrigin();

//		vPos = Vector( 0.0f, 0.0f, 500.0f );
        vPos = ( vPos + vSunDirection2D * m_flNorthOffset ) - vDirection * m_flSunDistance;
        vPos += Vector( cl_globallight_xoffset.GetFloat(), cl_globallight_yoffset.GetFloat(), 0.0f );

        if (cl_globallight_showpos.GetBool() == true) {	//ËÀË ß ÒÓÒÀ ÍÅÌÍÎÃÎ ÍÀØÊÎÄÈË, ÍÅ ÐÓÃÀÉÒÈÑ ÏËÇ ËÀÍÑÏÑ
            if (cl_globallight_xpos.GetFloat() !=0 &&  cl_globallight_ypos.GetFloat() !=0) {
                DevMsg("X = %3.0f\n Y = %3.0f\n", cl_globallight_xpos.GetFloat(), cl_globallight_ypos.GetFloat());
            }
            else
                DevMsg("X = %3.0f\n Y = %3.0f\n", vPos.x, vPos.y);
        }
        if (cl_globallight_xpos.GetFloat() !=0 &&  cl_globallight_ypos.GetFloat() !=0) {
            vPos.x = cl_globallight_xpos.GetFloat();
            vPos.y = cl_globallight_ypos.GetFloat();
        }
        QAngle angAngles;
        VectorAngles( vDirection, angAngles );

        Vector vForward, vRight, vUp;
        AngleVectors( angAngles, &vForward, &vRight, &vUp );

        state.m_fHorizontalFOVDegrees = m_flFOV;
        state.m_fVerticalFOVDegrees = m_flFOV;

        state.m_vecLightOrigin = vPos;
        BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation );

        state.m_fQuadraticAtten = 0.0f;
        state.m_fLinearAtten = m_flSunDistance * 2.0f;
        state.m_fConstantAtten = 0.0f;
        state.m_FarZAtten = m_flSunDistance * 2.0f;
        state.m_Color[0] = m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
        state.m_Color[1] = m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
        state.m_Color[2] = m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
        state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
        state.m_NearZ = 4.0f;
        state.m_FarZ = m_flSunDistance * 2.0f;
        state.m_fBrightnessScale = 1.0f;
        state.m_bGlobalLight = true;

        float flOrthoSize = cl_globallight_orthosize.GetFloat();

        if ( flOrthoSize > 0 )
        {
            state.m_bOrtho = true;
            state.m_fOrthoLeft = -flOrthoSize;
            state.m_fOrthoTop = -flOrthoSize;
            state.m_fOrthoRight = flOrthoSize;
            state.m_fOrthoBottom = flOrthoSize;
        }
        else
        {
            state.m_bOrtho = false;
        }

        state.m_bDrawShadowFrustum = cl_globallight_drawfrustum.GetBool();
        state.m_flShadowSlopeScaleDepthBias =  1.0f;
        state.m_flShadowDepthBias = g_pMaterialSystemHardwareConfig->GetShadowDepthBias();
        state.m_bEnableShadows = m_bEnableShadows;
        state.m_pSpotlightTexture = m_SpotlightTexture;
        state.m_pProjectedMaterial = NULL; // don't complain cause we aren't using simple projection in this class
        state.m_nSpotlightTextureFrame = 0;
        state.m_flShadowFilterSize = 0.2f;
        //state.m_nShadowQuality = 1; // Allow entity to affect shadow quality
        state.m_bShadowHighRes = true;

        if ( m_bOldEnableShadows != m_bEnableShadows )
        {
            // If they change the shadow enable/disable, we need to make a new handle
            if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
            {
                g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle );
                m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
            }

            m_bOldEnableShadows = m_bEnableShadows;
        }

        if( m_LocalFlashlightHandle == CLIENTSHADOW_INVALID_HANDLE )
        {
            m_LocalFlashlightHandle = g_pClientShadowMgr->CreateFlashlight( state );
        }
        else
        {
            g_pClientShadowMgr->UpdateFlashlightState( m_LocalFlashlightHandle, state );
            g_pClientShadowMgr->UpdateProjectedTexture( m_LocalFlashlightHandle, true );
        }

        bSupressWorldLights = m_bEnableShadows;
    }
    else if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
    {
        g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle );
        m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
    }

    BaseClass::ClientThink();
}
コード例 #4
0
void C_EnvProjectedTexture::UpdateLight( void )
{
	VPROF("C_EnvProjectedTexture::UpdateLight");
	bool bVisible = true;

	Vector vLinearFloatLightColor( m_LightColor.r, m_LightColor.g, m_LightColor.b );
	float flLinearFloatLightAlpha = m_LightColor.a;

	if ( m_bAlwaysUpdate )
	{
		m_bForceUpdate = true;
	}

	if ( m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha )
	{
		float flColorTransitionSpeed = gpGlobals->frametime * m_flColorTransitionTime * 255.0f;

		m_CurrentLinearFloatLightColor.x = Approach( vLinearFloatLightColor.x, m_CurrentLinearFloatLightColor.x, flColorTransitionSpeed );
		m_CurrentLinearFloatLightColor.y = Approach( vLinearFloatLightColor.y, m_CurrentLinearFloatLightColor.y, flColorTransitionSpeed );
		m_CurrentLinearFloatLightColor.z = Approach( vLinearFloatLightColor.z, m_CurrentLinearFloatLightColor.z, flColorTransitionSpeed );
		m_flCurrentLinearFloatLightAlpha = Approach( flLinearFloatLightAlpha, m_flCurrentLinearFloatLightAlpha, flColorTransitionSpeed );

		m_bForceUpdate = true;
	}
	
	if ( !m_bForceUpdate )
	{
		bVisible = IsBBoxVisible();		
	}

	if ( m_bState == false || !bVisible )
	{
		// Spotlight's extents aren't in view
		ShutDownLightHandle();

		return;
	}

	if ( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE || m_hTargetEntity != NULL || m_bForceUpdate )
	{
		Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
		FlashlightState_t state;

		if ( m_hTargetEntity != NULL )
		{
			if ( m_bCameraSpace )
			{
				const QAngle &angles = GetLocalAngles();

				C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
				if( pPlayer )
				{
					const QAngle playerAngles = pPlayer->GetAbsAngles();

					Vector vPlayerForward, vPlayerRight, vPlayerUp;
					AngleVectors( playerAngles, &vPlayerForward, &vPlayerRight, &vPlayerUp );

					matrix3x4_t	mRotMatrix;
					AngleMatrix( angles, mRotMatrix );

					VectorITransform( vPlayerForward, mRotMatrix, vForward );
					VectorITransform( vPlayerRight, mRotMatrix, vRight );
					VectorITransform( vPlayerUp, mRotMatrix, vUp );

					float dist = (m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin()).Length();
					vPos = m_hTargetEntity->GetAbsOrigin() - vForward*dist;

					VectorNormalize( vForward );
					VectorNormalize( vRight );
					VectorNormalize( vUp );
				}
			}
			else
			{
				vForward = m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin();
				VectorNormalize( vForward );

				// JasonM - unimplemented
				Assert (0);

				//Quaternion q = DirectionToOrientation( dir );


				//
				// JasonM - set up vRight, vUp
				//

				//			VectorNormalize( vRight );
				//			VectorNormalize( vUp );
			}
		}
		else
		{
			AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
		}

		state.m_fHorizontalFOVDegrees = m_flLightFOV;
		state.m_fVerticalFOVDegrees = m_flLightFOV;

		state.m_vecLightOrigin = vPos;
		BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation );
		state.m_NearZ = m_flNearZ;
		state.m_FarZ = m_flFarZ;

		// quickly check the proposed light's bbox against the view frustum to determine whether we
		// should bother to create it, if it doesn't exist, or cull it, if it does.
		if ( m_bSimpleProjection == false )
		{
#pragma message("OPTIMIZATION: this should be made SIMD")
			// get the half-widths of the near and far planes, 
			// based on the FOV which is in degrees. Remember that
			// on planet Valve, x is forward, y left, and z up. 
			const float tanHalfAngle = tan( m_flLightFOV * ( M_PI/180.0f ) * 0.5f );
			const float halfWidthNear = tanHalfAngle * m_flNearZ;
			const float halfWidthFar = tanHalfAngle * m_flFarZ;
			// now we can build coordinates in local space: the near rectangle is eg 
			// (0, -halfWidthNear, -halfWidthNear), (0,  halfWidthNear, -halfWidthNear), 
			// (0,  halfWidthNear,  halfWidthNear), (0, -halfWidthNear,  halfWidthNear)

			VectorAligned vNearRect[4] = { 
				VectorAligned( m_flNearZ, -halfWidthNear, -halfWidthNear), VectorAligned( m_flNearZ,  halfWidthNear, -halfWidthNear),
				VectorAligned( m_flNearZ,  halfWidthNear,  halfWidthNear), VectorAligned( m_flNearZ, -halfWidthNear,  halfWidthNear) 
			};

			VectorAligned vFarRect[4] = { 
				VectorAligned( m_flFarZ, -halfWidthFar, -halfWidthFar), VectorAligned( m_flFarZ,  halfWidthFar, -halfWidthFar),
				VectorAligned( m_flFarZ,  halfWidthFar,  halfWidthFar), VectorAligned( m_flFarZ, -halfWidthFar,  halfWidthFar) 
			};

			matrix3x4_t matOrientation( vForward, -vRight, vUp, vPos );

			enum
			{
				kNEAR = 0,
				kFAR = 1,
			};
			VectorAligned vOutRects[2][4];

			for ( int i = 0 ; i < 4 ; ++i )
			{
				VectorTransform( vNearRect[i].Base(), matOrientation, vOutRects[0][i].Base() );
			}
			for ( int i = 0 ; i < 4 ; ++i )
			{
				VectorTransform( vFarRect[i].Base(), matOrientation, vOutRects[1][i].Base() );
			}

			// now take the MIN and MAX extents for the bbox, and see if it is visible.
			Vector mins = **vOutRects; 
			Vector maxs = **vOutRects; 
			for ( int i = 1; i < 8 ; ++i )
			{
				VectorMin( mins, *(*vOutRects+i), mins );
				VectorMax( maxs, *(*vOutRects+i), maxs );
			}

#if 0 //for debugging the visibility frustum we just calculated
			NDebugOverlay::Triangle( vOutRects[0][0], vOutRects[0][1], vOutRects[0][2], 255, 0, 0, 100, true, 0.0f ); //first tri
			NDebugOverlay::Triangle( vOutRects[0][2], vOutRects[0][1], vOutRects[0][0], 255, 0, 0, 100, true, 0.0f ); //make it double sided
			NDebugOverlay::Triangle( vOutRects[0][2], vOutRects[0][3], vOutRects[0][0], 255, 0, 0, 100, true, 0.0f ); //second tri
			NDebugOverlay::Triangle( vOutRects[0][0], vOutRects[0][3], vOutRects[0][2], 255, 0, 0, 100, true, 0.0f ); //make it double sided

			NDebugOverlay::Triangle( vOutRects[1][0], vOutRects[1][1], vOutRects[1][2], 0, 0, 255, 100, true, 0.0f ); //first tri
			NDebugOverlay::Triangle( vOutRects[1][2], vOutRects[1][1], vOutRects[1][0], 0, 0, 255, 100, true, 0.0f ); //make it double sided
			NDebugOverlay::Triangle( vOutRects[1][2], vOutRects[1][3], vOutRects[1][0], 0, 0, 255, 100, true, 0.0f ); //second tri
			NDebugOverlay::Triangle( vOutRects[1][0], vOutRects[1][3], vOutRects[1][2], 0, 0, 255, 100, true, 0.0f ); //make it double sided

			NDebugOverlay::Box( vec3_origin, mins, maxs, 0, 255, 0, 100, 0.0f );
#endif
			
			bool bVisible = IsBBoxVisible( mins, maxs );
			if (!bVisible)
			{
				// Spotlight's extents aren't in view
				if ( m_LightHandle != CLIENTSHADOW_INVALID_HANDLE )
				{
					ShutDownLightHandle();
				}

				return;
			}
		}

		float flAlpha = m_flCurrentLinearFloatLightAlpha * ( 1.0f / 255.0f );

		state.m_fQuadraticAtten = 0.0;
		state.m_fLinearAtten = 100;
		state.m_fConstantAtten = 0.0f;
		state.m_FarZAtten = m_flFarZ;
		state.m_fBrightnessScale = m_flBrightnessScale;
		state.m_Color[0] = m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * flAlpha;
		state.m_Color[1] = m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * flAlpha;
		state.m_Color[2] = m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * flAlpha;
		state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
		state.m_flShadowSlopeScaleDepthBias = g_pMaterialSystemHardwareConfig->GetShadowSlopeScaleDepthBias();
		state.m_flShadowDepthBias = g_pMaterialSystemHardwareConfig->GetShadowDepthBias();
		state.m_bEnableShadows = m_bEnableShadows;
		state.m_pSpotlightTexture = m_SpotlightTexture;
		state.m_pProjectedMaterial = NULL; // only complain if we're using material projection
		state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
		state.m_flProjectionSize = m_flProjectionSize;
		state.m_flProjectionRotation = m_flRotation;

		state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality

		if ( m_bSimpleProjection == true )
		{
			state.m_bSimpleProjection = true;
			state.m_bOrtho = true;
			state.m_fOrthoLeft = -m_flProjectionSize;
			state.m_fOrthoTop = -m_flProjectionSize;
			state.m_fOrthoRight = m_flProjectionSize;
			state.m_fOrthoBottom = m_flProjectionSize;
		}

		if( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE )
		{
			// Hack: env projected textures don't work like normal flashlights; they're not assigned to a given splitscreen slot,
			// but the flashlight code requires this
			HACK_GETLOCALPLAYER_GUARD( "Env projected texture" );
			if ( m_bSimpleProjection == true )
			{
				m_LightHandle = g_pClientShadowMgr->CreateProjection( state );
			}
			else
			{
				m_LightHandle = g_pClientShadowMgr->CreateFlashlight( state );
			}

			if ( m_LightHandle != CLIENTSHADOW_INVALID_HANDLE )
			{
				m_bForceUpdate = false;
			}
		}
		else
		{
			if ( m_bSimpleProjection == true )
			{
				g_pClientShadowMgr->UpdateProjectionState( m_LightHandle, state );
			}
			else
			{
				g_pClientShadowMgr->UpdateFlashlightState( m_LightHandle, state );
			}
			m_bForceUpdate = false;
		}

		g_pClientShadowMgr->GetFrustumExtents( m_LightHandle, m_vecExtentsMin, m_vecExtentsMax );

		m_vecExtentsMin = m_vecExtentsMin - GetAbsOrigin();
		m_vecExtentsMax = m_vecExtentsMax - GetAbsOrigin();
	}

	if( m_bLightOnlyTarget )
	{
		g_pClientShadowMgr->SetFlashlightTarget( m_LightHandle, m_hTargetEntity );
	}
	else
	{
		g_pClientShadowMgr->SetFlashlightTarget( m_LightHandle, NULL );
	}

	g_pClientShadowMgr->SetFlashlightLightWorld( m_LightHandle, m_bLightWorld );

	if ( !asw_perf_wtf.GetBool() && !m_bForceUpdate )
	{
		g_pClientShadowMgr->UpdateProjectedTexture( m_LightHandle, true );
	}
}
コード例 #5
0
void C_SunlightShadowControl::ClientThink()
{
	VPROF("C_SunlightShadowControl::ClientThink");
	if ( m_bEnabled )
	{
		Vector vLinearFloatLightColor( m_LightColor.r, m_LightColor.g, m_LightColor.b );
		float flLinearFloatLightAlpha = m_LightColor.a;

		if ( m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha )
		{
			float flColorTransitionSpeed = gpGlobals->frametime * m_flColorTransitionTime * 255.0f;

			m_CurrentLinearFloatLightColor.x = Approach( vLinearFloatLightColor.x, m_CurrentLinearFloatLightColor.x, flColorTransitionSpeed );
			m_CurrentLinearFloatLightColor.y = Approach( vLinearFloatLightColor.y, m_CurrentLinearFloatLightColor.y, flColorTransitionSpeed );
			m_CurrentLinearFloatLightColor.z = Approach( vLinearFloatLightColor.z, m_CurrentLinearFloatLightColor.z, flColorTransitionSpeed );
			m_flCurrentLinearFloatLightAlpha = Approach( flLinearFloatLightAlpha, m_flCurrentLinearFloatLightAlpha, flColorTransitionSpeed );
		}

		FlashlightState_t state;

		Vector vDirection = m_shadowDirection;
		VectorNormalize( vDirection );

		QAngle angView;
		engine->GetViewAngles( angView );

		//Vector vViewUp = Vector( 0.0f, 1.0f, 0.0f );
		Vector vSunDirection2D = vDirection;
		vSunDirection2D.z = 0.0f;

		HACK_GETLOCALPLAYER_GUARD( "C_SunlightShadowControl::ClientThink" );

#ifdef INFESTED_DLL		// shine sun on your current marine, rather than the player entity
		C_ASW_Marine *pMarine = C_ASW_Marine::GetLocalMarine();
		if ( !pMarine )
			return;

		Vector vPos = ( pMarine->GetAbsOrigin() + vSunDirection2D * m_flNorthOffset ) - vDirection * m_flSunDistance;
#else
		if ( !C_BasePlayer::GetLocalPlayer() )
			return;

		Vector vPos = ( C_BasePlayer::GetLocalPlayer()->GetAbsOrigin() + vSunDirection2D * m_flNorthOffset ) - vDirection * m_flSunDistance;
#endif

		QAngle angAngles;
		VectorAngles( vDirection, angAngles );

		Vector vForward, vRight, vUp;
		AngleVectors( angAngles, &vForward, &vRight, &vUp );

		state.m_fHorizontalFOVDegrees = m_flFOV;
		state.m_fVerticalFOVDegrees = m_flFOV;

		state.m_vecLightOrigin = vPos;
		BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation );

		state.m_fQuadraticAtten = 0.0f;
		state.m_fLinearAtten = m_flSunDistance / 2.0f;
		state.m_fConstantAtten = 0.0f;
		state.m_FarZAtten = m_flSunDistance + 300.0f;
		state.m_Color[0] = m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
		state.m_Color[1] = m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
		state.m_Color[2] = m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
		state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
		state.m_NearZ = fpmax( 4.0f, m_flSunDistance - m_flNearZ );
		state.m_FarZ = m_flSunDistance + 300.0f;

		float flOrthoSize = cl_sunlight_ortho_size.GetFloat();

		if ( flOrthoSize > 0 )
		{
			state.m_bOrtho = true;
			state.m_fOrthoLeft = -flOrthoSize;
			state.m_fOrthoTop = -flOrthoSize;
			state.m_fOrthoRight = flOrthoSize;
			state.m_fOrthoBottom = flOrthoSize;
		}
		else
		{
			state.m_bOrtho = false;
		}

		state.m_flShadowSlopeScaleDepthBias = 2;
		state.m_flShadowDepthBias = cl_sunlight_depthbias.GetFloat();
		state.m_bEnableShadows = m_bEnableShadows;
		state.m_pSpotlightTexture = m_SpotlightTexture;
		state.m_pProjectedMaterial = NULL;
		state.m_nSpotlightTextureFrame = 0;

		state.m_nShadowQuality = 1; // Allow entity to affect shadow quality
		state.m_bShadowHighRes = true;

		if ( m_bOldEnableShadows != m_bEnableShadows )
		{
			// If they change the shadow enable/disable, we need to make a new handle
			if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
			{
				g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle );
				m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
			}

			m_bOldEnableShadows = m_bEnableShadows;
		}

		if( m_LocalFlashlightHandle == CLIENTSHADOW_INVALID_HANDLE )
		{
			m_LocalFlashlightHandle = g_pClientShadowMgr->CreateFlashlight( state );
		}
		else
		{
			g_pClientShadowMgr->UpdateFlashlightState( m_LocalFlashlightHandle, state );
#ifndef INFESTED_DLL
#pragma message("TODO: rebuild sunlight projected texture after sunlight control changes.")
			g_pClientShadowMgr->UpdateProjectedTexture( m_LocalFlashlightHandle, true );
#endif
		}
	}
	else if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
	{
		g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle );
		m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
	}

	BaseClass::ClientThink();
}
コード例 #6
0
void C_ASW_Hack_Wire_Tile::ClientThink()
{
	HACK_GETLOCALPLAYER_GUARD( "Need to support launching multiple hack panels on one machine (1 for each splitscreen player) for this to make sense." );
	if (m_bLaunchedHackPanel)	// if we've launched our hack window, but the hack has lost its hacking marine, then close our window down
	{		
		bool bStillUsing = true;
		if (!GetHackerMarineResource())
			bStillUsing = false;

		if (!bStillUsing)
		{
			//Msg("wire hack has lost his hacking marine\n");
			m_bLaunchedHackPanel = false;
			if (m_hFrame.Get())
			{
				m_hFrame->SetVisible(false);
				m_hFrame->MarkForDeletion();
				m_hFrame = NULL;
				ASWInput()->SetCameraFixed( false );
			}
		}
	}
	// if we haven't launched the window and data is all present, launch it
	if (!m_bLaunchedHackPanel && m_iNumWires > 0 && GetHackerMarineResource() != NULL)
	{
		vgui::HScheme scheme = vgui::scheme()->LoadSchemeFromFile("resource/SwarmSchemeNew.res", "SwarmSchemeNew");

		m_hFrame = new CASW_VGUI_Hack_Wire_Tile_Container( GetClientMode()->GetViewport(), "WireTileContainer", this);
		m_hFrame->SetScheme(scheme);					

		CASW_VGUI_Hack_Wire_Tile* pHackWireFrame = new CASW_VGUI_Hack_Wire_Tile( m_hFrame.Get(), "HackWireTile", this );
		pHackWireFrame->SetScheme(scheme);	
		pHackWireFrame->ASWInit();	
		pHackWireFrame->MoveToFront();
		pHackWireFrame->RequestFocus();
		pHackWireFrame->SetVisible(true);
		pHackWireFrame->SetEnabled(true);
		m_bLaunchedHackPanel = true;
	}
	// check for hiding the panel if the player has a different marine selected, or if the selected marine is remote controlling a turret
	if (m_bLaunchedHackPanel && GetHackerMarineResource() && m_hFrame.Get())
	{
		C_ASW_Player *pPlayer = C_ASW_Player::GetLocalASWPlayer();		
		if (!pPlayer)
		{
			m_hFrame->SetVisible(false);
		}
		else
		{
			bool bLocalPlayerControllingHacker = (GetHackerMarineResource()->IsInhabited() && GetHackerMarineResource()->GetCommanderIndex() == pPlayer->entindex());
			bool bMarineControllingTurret = (GetHackerMarineResource()->GetMarineEntity() && GetHackerMarineResource()->GetMarineEntity()->IsControllingTurret());

			if (bLocalPlayerControllingHacker && !bMarineControllingTurret)
			{
				ASWInput()->SetCameraFixed( true );

				m_hFrame->SetVisible(true);

				if (gpGlobals->curtime > m_fNextLockCycleTime)
				{
					m_fNextLockCycleTime = gpGlobals->curtime + asw_hack_cycle_time.GetFloat();
					CycleRows();
				}
			}
			else
			{
				ASWInput()->SetCameraFixed( false );

				m_hFrame->SetVisible(false);
			}
		}
	}	
}
コード例 #7
0
//-----------------------------------------------------------------------------
// 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 );
}
コード例 #8
0
void CASW_Weapon_Chainsaw::AdjustChainsawPitch()
{
	if ( !m_pChainsawAttackSound )
	{
		if ( asw_chainsaw_debug.GetBool() )
		{
			Msg( "No chainsaw attack sound, aborting\n" );
		}
		return;
	}

	// Translated into the pitch values as represented in the soundscripts that would mean roughly that you
	// change the pitch value to randomly land between 85 and 90. (Pitch value 100 equals no change. Pitch value 50 is one octave lower.)
	// The pitch down should happen over 100 milliseconds. 400 ms later (half as second after the impact triggered the pitch down) 
	// reset to the original pitch value over 250 ms. 
	
	float flTransitionRate = 50.0f;

	// check for returning to normal pitch
	if ( ( gpGlobals->curtime - m_flLastHitTime ) > asw_chainsaw_pitch_return_delay.GetFloat() )
	{
		m_flTargetChainsawPitch = 100.0f;	
		flTransitionRate = asw_chainsaw_pitch_return_rate.GetFloat();
	}
	else if ( m_flTargetChainsawPitch == 0.0f )	// just started attacking something
	{
		float flPitchMin = asw_chainsaw_pitch_target.GetFloat() - asw_chainsaw_pitch_range.GetFloat();
		float flPitchMax = asw_chainsaw_pitch_target.GetFloat() + asw_chainsaw_pitch_range.GetFloat();
		if ( asw_chainsaw_debug.GetBool() )
		{
			Msg( "pitch min/max( %f %f )\n", flPitchMin, flPitchMax );
		}
		m_flTargetChainsawPitch = RandomFloat( flPitchMin, flPitchMax );
		flTransitionRate = asw_chainsaw_pitch_bite_rate.GetFloat();

#ifdef CLIENT_DLL
		if ( !( prediction && prediction->InPrediction() && !prediction->IsFirstTimePredicted() ) )
		{
			// move this somewhere else....
			ScreenShake_t shake;
			shake.command = SHAKE_STOP;
			shake.amplitude = 0;

			HACK_GETLOCALPLAYER_GUARD( "ASW_AdjustChainsawPitch" );
			GetViewEffects()->Shake( shake );

			shake.command	= SHAKE_START;
			shake.amplitude = asw_chainsaw_shake_amplitude.GetFloat();
			shake.frequency = asw_chainsaw_shake_frequency.GetFloat();
			shake.duration	= asw_chainsaw_shake_duration.GetFloat();

			GetViewEffects()->Shake( shake );
		}
#endif
	}

	float flCurPitch = CSoundEnvelopeController::GetController().SoundGetPitch( m_pChainsawAttackSound );
	if ( flCurPitch != m_flTargetChainsawPitch )
	{
		if ( asw_chainsaw_debug.GetBool() )
		{
			Msg( "Changing chainsaw pitch to %f transition rate %f\n", m_flTargetChainsawPitch, flTransitionRate );
		}

		flCurPitch = Approach( m_flTargetChainsawPitch, flCurPitch, flTransitionRate * gpGlobals->curtime );
		CSoundEnvelopeController::GetController().SoundChangePitch( m_pChainsawAttackSound, flCurPitch, 0.0f );
	}
}