Vector CParticleSystemQuery::GetLocalPlayerPos( void ) { #ifdef CLIENT_DLL C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return vec3_origin; return pPlayer->WorldSpaceCenter(); #else CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); //AI Patch Replacment: CBasePlayer *pPlayer = AI_GetSinglePlayer(); if ( !pPlayer ) return vec3_origin; return pPlayer->WorldSpaceCenter(); #endif }
Vector CParticleSystemQuery::GetLocalPlayerPos( void ) { #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 ) return vec3_origin; return pPlayer->WorldSpaceCenter(); #else CBasePlayer *pPlayer = AI_GetSinglePlayer(); if ( !pPlayer ) return vec3_origin; return pPlayer->WorldSpaceCenter(); #endif }
void CVoiceStatus::DrawHeadLabels() { if ( m_bHeadLabelsDisabled ) return; if( !m_pHeadLabelMaterial ) return; CMatRenderContextPtr pRenderContext( materials ); for(int i=0; i < VOICE_MAX_PLAYERS; i++) { if ( !m_VoicePlayers[i] ) continue; IClientNetworkable *pClient = cl_entitylist->GetClientEntity( i+1 ); // Don't show an icon if the player is not in our PVS. if ( !pClient || pClient->IsDormant() ) continue; C_BasePlayer *pPlayer = dynamic_cast<C_BasePlayer*>(pClient); if( !pPlayer ) continue; // Don't show an icon for dead or spectating players (ie: invisible entities). if( pPlayer->IsPlayerDead() ) continue; // Place it 20 units above his head. Vector vOrigin = pPlayer->WorldSpaceCenter(); vOrigin.z += g_flHeadOffset; // Align it so it never points up or down. Vector vUp( 0, 0, 1 ); Vector vRight = CurrentViewRight(); if ( fabs( vRight.z ) > 0.95 ) // don't draw it edge-on continue; vRight.z = 0; VectorNormalize( vRight ); float flSize = g_flHeadIconSize; pRenderContext->Bind( pPlayer->GetHeadLabelMaterial() ); IMesh *pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); meshBuilder.Color3f( 1.0, 1.0, 1.0 ); meshBuilder.TexCoord2f( 0,0,0 ); meshBuilder.Position3fv( (vOrigin + (vRight * -flSize) + (vUp * flSize)).Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Color3f( 1.0, 1.0, 1.0 ); meshBuilder.TexCoord2f( 0,1,0 ); meshBuilder.Position3fv( (vOrigin + (vRight * flSize) + (vUp * flSize)).Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Color3f( 1.0, 1.0, 1.0 ); meshBuilder.TexCoord2f( 0,1,1 ); meshBuilder.Position3fv( (vOrigin + (vRight * flSize) + (vUp * -flSize)).Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Color3f( 1.0, 1.0, 1.0 ); meshBuilder.TexCoord2f( 0,0,1 ); meshBuilder.Position3fv( (vOrigin + (vRight * -flSize) + (vUp * -flSize)).Base() ); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); } }