コード例 #1
0
//-----------------------------------------------------------------------------
// Deal with dynamic lighting
//-----------------------------------------------------------------------------
void C_WeaponCombat_ChargeablePlasma::ClientThink( )
{
	BaseClass::ClientThink();

	C_BaseTFPlayer *pPlayer = (C_BaseTFPlayer *)GetOwner();
	if ( !pPlayer || (pPlayer->GetHealth() <= 0))
	{
		SetNextClientThink( CLIENT_THINK_NEVER );
		return;
	}

	if (!m_bCharging)
		return;

	// Determine the ball size...
	m_flPower = (gpGlobals->curtime - m_flChargeStartTime) / BALL_GROW_TIME;
	m_flPower = clamp( m_flPower, 0, 1 );

	// FIXME: dl->origin should be based on the attachment point
	dlight_t *dl = effects->CL_AllocDlight( entindex() );
	dl->origin = GetRenderOrigin();

	if (GetTeamNumber() == 1)
	{
		dl->color.r = 40;
		dl->color.g = 60;
		dl->color.b = 250;
	}
	else
	{
		dl->color.r = 250;
		dl->color.g = 60;
		dl->color.b = 40;
	}

	dl->color.exponent = 5;
	dl->radius = 20 * m_flPower + 10;
	dl->die = gpGlobals->curtime + 0.01;
}
コード例 #2
0
//-----------------------------------------------------------------------------
// Purpose: Draw function for the element
//-----------------------------------------------------------------------------
void CTargetID::Paint()
{
	// No id if still choosing class
	if ( C_BaseTFPlayer::GetLocalPlayer()->GetClass() == TFCLASS_UNDECIDED )
		return;

	// Get our target's ent index
	int iEntIndex = C_BaseTFPlayer::GetLocalPlayer()->GetIDTarget();
	// Didn't find one?
	if ( !iEntIndex )
	{
		// Check to see if we should clear our ID
		if ( m_flLastChangeTime && (gpGlobals->curtime > (m_flLastChangeTime + 0.5)) )
		{
			m_flLastChangeTime = 0;
			m_sIDString[0] = 0;
			m_iLastEntIndex = 0;
		}
		else
		{
			// Keep re-using the old one
			iEntIndex = m_iLastEntIndex;
		}
	}
	else
	{
		m_flLastChangeTime = gpGlobals->curtime;
	}

	// Is this an entindex sent by the server?
	if ( iEntIndex )
	{
		C_BaseTFPlayer *pPlayer = static_cast<C_BaseTFPlayer*>(cl_entitylist->GetEnt( iEntIndex ));
		C_BaseTFPlayer *pLocalPlayer = C_BaseTFPlayer::GetLocalPlayer();

		// Some entities we always want to check, cause the text may change
		// even while we're looking at it
		// Is it a player?
		if ( IsPlayerIndex( iEntIndex ) )
		{
			if ( pPlayer->InSameTeam(pLocalPlayer) )
			{
				// Check distance to other player, and if the player is on the same team
				float flDistSq = pPlayer->GetRenderOrigin().DistToSqr( pLocalPlayer->GetRenderOrigin() );
				if ( flDistSq < PLAYER_HINT_DISTANCE_SQ )
				{
					Q_snprintf( m_sIDString, sizeof(m_sIDString), "%s\nHealth: %.0f percent\nUse to donate resources",
						pPlayer->GetPlayerName(), ((float)pPlayer->GetHealth() / (float)pPlayer->GetMaxHealth() ) * 100 );
				}
				else
				{
					Q_snprintf( m_sIDString, sizeof(m_sIDString), "%s\nHealth: %.0f percent",
						pPlayer->GetPlayerName(), ((float)pPlayer->GetHealth() / (float)pPlayer->GetMaxHealth() ) * 100 );
				}
			}
			else if (( pPlayer->GetHealth() == 0) && (pLocalPlayer->GetClass() == TFCLASS_INFILTRATOR) )
			{
				Q_snprintf( m_sIDString, sizeof(m_sIDString), "%s\nUse to disguise as this player", pPlayer->GetPlayerName() );
			}
			else
			{
				m_sIDString[0] = 0;
				m_iLastEntIndex = 0;
			}
		}
		else
		{
			// Objects
			C_BaseEntity *pEnt = cl_entitylist->GetEnt( iEntIndex );
			if ( !pEnt || !pEnt->InSameTeam(pLocalPlayer) )
			{
				// This can happen because the object was destroyed
				m_sIDString[0] = 0;
				m_iLastEntIndex = 0;
			}
			else
			{
				// Don't check validity if it's sent by the server
				Q_strncpy( m_sIDString, pEnt->GetIDString(), sizeof(m_sIDString) );
				m_iLastEntIndex = iEntIndex;
			}
		}
	}

	// Draw our ID string
	if ( m_sIDString[0] )
	{
		int width, height;
		int ypos = YRES(300);

		// Messagechars can't handle multiple line strings, so parse out the \n's and give it one line at a time
		char *ch = m_sIDString;
		while ( *ch )
		{
			// Find the next newline
			char *next_line;
			for ( next_line = ch; *next_line != '\n' && *next_line != 0; next_line++ )
			{
			}

			// Stomp the newline
			char *top = next_line;
			if ( *top == '\n' )
			{
				*top = 0;
			}
			else
			{
				top = NULL;
			}

			// Draw the line
			messagechars->GetStringLength( m_hFont, &width, &height, ch );
			messagechars->DrawString( m_hFont, (ScreenWidth() - width) / 2, ypos, 255, 255, 245, 255, ch, IMessageChars::MESSAGESTRINGID_NONE );

			ypos += height;

			// Restore the newline
			if ( top ) 
			{
				*top = '\n';
			}

			// Move to the next line
			ch = next_line;
			if ( *ch == '\n' )
			{
				ch++;
			}
		}
	}
}
コード例 #3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_WeaponMortar::Redraw()
{
	BaseClass::Redraw();

	// If the player's dead, abort
	C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer();
	if ( pPlayer == NULL )
		return;
	if ( pPlayer->GetHealth() < 1 )
	{
		m_iFiringState = MORTAR_IDLE;
		m_bCarried = true;
		return;
	}

	// If it's reloading, tell the player
	if ( m_bMortarReloading )
	{
		int width, height;
		messagechars->GetStringLength( m_hFontText, &width, &height, "Mortar is reloading..." );
		messagechars->DrawString( m_hFontText, (ScreenWidth() - width) / 2, YRES(350), 192, 192, 192, 255, "Mortar is reloading...", IMessageChars::MESSAGESTRINGID_NONE );
		return;
	}

	// Handle power charging
	switch( m_iFiringState )
	{
	case MORTAR_IDLE:
		m_pPowerBar->m_flPower = 0;
		break;
	case MORTAR_CHARGING_POWER:
		m_pPowerBar->m_flPower = min( m_pPowerBar->m_flPower + ( (1.0 / MORTAR_CHARGE_POWER_RATE) * gpGlobals->curtimeDelta), 1.0f);
		m_pPowerBar->m_flFiringPower = 0;
		m_pPowerBar->m_flFiringAccuracy = 0;
		if ( m_pPowerBar->m_flPower >= 1.0 )
		{
			// Hit Max, start going down
			m_pPowerBar->m_flFiringPower = m_pPowerBar->m_flPower;
			m_iFiringState = MORTAR_CHARGING_ACCURACY;
			m_flNextClick = gpGlobals->curtime + 0.25;
		}
		break;
	case MORTAR_CHARGING_ACCURACY:
		// Calculate accuracy speed
		m_flAccuracySpeed = (1.0 / MORTAR_CHARGE_ACCURACY_RATE);
		if ( m_pPowerBar->m_flFiringPower > 0.5 )
		{
			// Shots over halfway suffer an increased speed to the accuracy power, making accurate shots harder
			float flAdjustedPower = (m_pPowerBar->m_flFiringPower - 0.5) * 3.0;
			m_flAccuracySpeed += (m_pPowerBar->m_flFiringPower * flAdjustedPower);
		}

		m_pPowerBar->m_flPower = max( m_pPowerBar->m_flPower - ( m_flAccuracySpeed * gpGlobals->curtimeDelta), -0.25f);
		if ( m_pPowerBar->m_flPower <= -0.25 )
		{
			// Hit Min, fire mortar
			m_pPowerBar->m_flFiringAccuracy = m_pPowerBar->m_flPower;
			m_iFiringState = MORTAR_IDLE;

			FireMortar();
			m_flNextClick = gpGlobals->curtime + 0.25;
		}
		break;
	default:
		break;
	}

	// Draw the rotate icon if the player's rotating the mortar
	if ( m_bRotating )
	{
		vgui::Panel *pParent = GetClientModeNormal()->GetViewport();
		int parentWidth, parentHeight;
		pParent->GetSize(parentWidth, parentHeight);
		int iWidth = 64;
		int iHeight = 64;
		int iX = (parentWidth - iWidth) / 2;
		int iY = (parentHeight - 216);

		IMesh* pMesh = materials->GetDynamicMesh( true, NULL, NULL, m_pRotateIcon );

		CMeshBuilder meshBuilder;
		meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );

		meshBuilder.Color3f( 1.0, 1.0, 1.0 );
		meshBuilder.TexCoord2f( 0,0,0 );
		meshBuilder.Position3f( iX,iY,0 );
		meshBuilder.AdvanceVertex();

		meshBuilder.Color3f( 1.0, 1.0, 1.0 );
		meshBuilder.TexCoord2f( 0,1,0 );
		meshBuilder.Position3f( iX+iWidth, iY, 0 );
		meshBuilder.AdvanceVertex();

		meshBuilder.Color3f( 1.0, 1.0, 1.0 );
		meshBuilder.TexCoord2f( 0,1,1 );
		meshBuilder.Position3f( iX+iWidth, iY+iHeight, 0 );
		meshBuilder.AdvanceVertex();

		meshBuilder.Color3f( 1.0, 1.0, 1.0 );
		meshBuilder.TexCoord2f( 0,0,1 );
		meshBuilder.Position3f( iX, iY+iHeight, 0 );
		meshBuilder.AdvanceVertex();

		meshBuilder.End();
		pMesh->Draw();
	}

	// Update the ground line if it's moved
	if ( !m_bCarried && (m_flPrevMortarYaw != m_flMortarYaw ) && 
		gpGlobals->curtime > m_flLastGroundlineUpdateTime + g_CVMortarGroundLineUpdateInterval.GetFloat() )
	{
		// Create the Ground line start & end points
		Vector vecForward;
		AngleVectors( QAngle( 0, m_flMortarYaw, 0 ), &vecForward );
		Vector vecStart = m_vecMortarOrigin + (vecForward * MORTAR_RANGE_MIN);

		float flRange = MORTAR_RANGE_MAX_INITIAL;
		if ( pPlayer->HasNamedTechnology( "mortar_range" ) )
			flRange = MORTAR_RANGE_MAX_UPGRADED;
		Vector vecEnd = m_vecMortarOrigin + (vecForward * flRange);

		m_pDarkLine->SetParameters( m_vecMortarOrigin, vecStart, Vector( 0.1,0.1,0.1 ), Vector( 0.1,0.1,0.1 ), 0.5, 22 );
		m_pGroundLine->SetParameters( vecStart, vecEnd, Vector(0,1,0), Vector(1,0,0), 0.5, 22 );

		m_flPrevMortarYaw = m_flMortarYaw;

		m_flLastGroundlineUpdateTime = gpGlobals->curtime;
	}
}
コード例 #4
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_WeaponMortar::HandleInput( void )
{
	// If it's being carried, ignore input
	if ( m_bCarried )
		return;
	// If the player's dead, ignore input
	C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer();
	if ( pPlayer == NULL )
		return;
	if ( pPlayer->GetHealth() < 1 )
		return;

	// Ignore input if it's reloading
	if ( m_bMortarReloading )
		return;

	// Secondary fire rotates the mortar
	if ( gHUD.m_iKeyBits & IN_ATTACK2 )
	{
		if ( pPlayer->HasPowerup(POWERUP_EMP) )
		{
			CLocalPlayerFilter filter;
			EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "WeaponMortar.EMPed" );
			return;
		}
		m_bRotating = true;

		gHUD.m_iKeyBits &= ~IN_ATTACK2;

		// Prevent firing while rotating
		m_pPowerBar->SetParent( (vgui::Panel *)NULL );
		return;
	}
	else
	{
		if ( m_bRotating )
		{
			// Bring up the firing bar again
			vgui::Panel *pParent = GetClientModeNormal()->GetViewport();
			m_pPowerBar->SetParent(pParent);
			m_bRotating = false;
		}
	}

	// Primary fire launches mortars
	if (gHUD.m_iKeyBits & IN_ATTACK)
	{
		if ( pPlayer->HasPowerup(POWERUP_EMP) )
		{
			CLocalPlayerFilter filter;
			EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "WeaponMortar.EMPed" );
			return;
		}

		if ( m_flNextClick <= gpGlobals->curtime )
		{
			// Play click animation
			// SendWeaponAnim( ACT_SLAM_DETONATOR_DETONATE );

			// Switch states
			switch( m_iFiringState )
			{
			case MORTAR_IDLE:
				m_iFiringState = MORTAR_CHARGING_POWER;
				break;
			case MORTAR_CHARGING_POWER:
				m_pPowerBar->m_flFiringPower = m_pPowerBar->m_flPower;
				m_iFiringState = MORTAR_CHARGING_ACCURACY;
				break;
			case MORTAR_CHARGING_ACCURACY:
				m_pPowerBar->m_flFiringAccuracy = m_pPowerBar->m_flPower;
				m_iFiringState = MORTAR_IDLE;

				FireMortar();
				break;
			default:
				break;
			}

			input->ClearInputButton( IN_ATTACK );
			gHUD.m_iKeyBits &= ~IN_ATTACK;

			m_flNextClick = gpGlobals->curtime + 0.05;
		}
	}
}