コード例 #1
0
ファイル: tf_viewmodel.cpp プロジェクト: Deathreus/TF2Classic
//-----------------------------------------------------------------------------
// Purpose: 
// Input :
//-----------------------------------------------------------------------------
void CViewModelInvisProxy::OnBind( C_BaseEntity *pEnt )
{
	if ( !m_pPercentInvisible )
		return;

	if ( !pEnt )
		return;

	C_BaseViewModel *pVM = dynamic_cast<C_BaseViewModel *>( pEnt );

	if ( !pVM )
	{
		m_pPercentInvisible->SetFloatValue( 0.0f );
		return;
	}

	C_TFPlayer *pPlayer = ToTFPlayer( pVM->GetOwner() );

	if ( !pPlayer )
	{
		m_pPercentInvisible->SetFloatValue( 0.0f );
		return;
	}

	float flPercentInvisible = pPlayer->GetPercentInvisible();

	// remap from 0.22 to 0.5
	// but drop to 0.0 if we're not invis at all
	float flWeaponInvis = ( flPercentInvisible < 0.01 ) ?
		0.0 :
		RemapVal( flPercentInvisible, 0.0, 1.0, tf_vm_min_invis.GetFloat(), tf_vm_max_invis.GetFloat() );

	m_pPercentInvisible->SetFloatValue( flWeaponInvis );
}
コード例 #2
0
ファイル: BloodOverlayProxy.cpp プロジェクト: BerntA/tfo-code
void C_BloodyTextureProxy::OnBind(void* pC_BaseEntity)
{
    if (!pC_BaseEntity)
        return;

    C_BaseEntity *pEntity = BindArgToEntity(pC_BaseEntity);
    C_BaseViewModel *pViewModel = dynamic_cast<C_BaseViewModel *>(pEntity);
    if (pViewModel)
    {
        C_BasePlayer *pOwner = ToBasePlayer(pViewModel->GetOwner());
        if (pOwner)
            blendFactor->SetFloatValue(pOwner->m_bShouldDrawBloodOverlay ? 1.0f : 0.0f);
    }

    if (ToolsEnabled())
        ToolFramework_RecordMaterialParams(GetMaterial());
}
コード例 #3
0
ファイル: hltvcamera.cpp プロジェクト: Au-heppa/swarm-sdk
void C_HLTVCamera::CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
{
	C_BasePlayer *pPlayer = UTIL_PlayerByIndex( m_iTraget1 );

	if ( !pPlayer )
		return;

	if ( !pPlayer->IsAlive() )
	{
		// if dead, show from 3rd person
		CalcChaseCamView( eyeOrigin, eyeAngles, fov );
		return;
	}

	m_aCamAngle	= pPlayer->EyeAngles();
	m_vCamOrigin = pPlayer->GetAbsOrigin();
	m_flFOV = pPlayer->GetFOV();

	if ( pPlayer->GetFlags() & FL_DUCKING )
	{
		m_vCamOrigin += VEC_DUCK_VIEW;
	}
	else
	{
		m_vCamOrigin += VEC_VIEW;
	}

	eyeOrigin = m_vCamOrigin;
	eyeAngles = m_aCamAngle;
	fov = m_flFOV;

	pPlayer->CalcViewModelView( eyeOrigin, eyeAngles);

	C_BaseViewModel *pViewModel = pPlayer->GetViewModel( 0 );

	if ( pViewModel )
	{
		Assert( pViewModel->GetOwner() == pPlayer );
		pViewModel->UpdateVisibility();
	}
}
コード例 #4
0
//-----------------------------------------------------------------------------
// Purpose: 
// Output : int
//-----------------------------------------------------------------------------
int C_SpriteRenderer::DrawSprite( 
	IClientEntity *entity,
	const model_t *model, 
	const Vector& origin, 
	const QAngle& angles,
	float frame,
	IClientEntity *attachedto,
	int attachmentindex,
	int rendermode,
	int renderfx,
	int alpha,
	int r, 
	int g, 
	int b,
	float scale,
	float flHDRColorScale
	)
{
	VPROF_BUDGET( "C_SpriteRenderer::DrawSprite", VPROF_BUDGETGROUP_PARTICLE_RENDERING );

	if ( !r_drawsprites.GetBool() || !model || modelinfo->GetModelType( model ) != mod_sprite )
		return 0;

	// Get extra data
	CEngineSprite *psprite = (CEngineSprite *)modelinfo->GetModelExtraData(model);

	if ( !psprite )
		return 0;

	Vector effect_origin;
	VectorCopy(origin, effect_origin);

	// Use attachment point
	if ( attachedto )
	{
		C_BaseEntity *ent = attachedto->GetBaseEntity();

		if ( ent )
		{
			if ( ent->GetBaseAnimating() && ent->GetBaseAnimating()->IsViewModel() && ::input->CAM_IsThirdPersonOverShoulder() )
			{
				C_BaseViewModel *pVm = (C_BaseViewModel*)ent;
				C_BasePlayer *pOwner = ( pVm->GetOwner() && pVm->GetOwner()->IsPlayer() ) ? (C_BasePlayer*)pVm->GetOwner() : NULL;

				if ( pOwner && pOwner->GetActiveWeapon() )
					return 0; //worldmodels don't have the same attachments, so just get out (crossbow)
			}

			// don't draw viewmodel effects in reflections
			if ( CurrentViewID() == VIEW_REFLECTION )
			{
				int group = ent->GetRenderGroup();

				if ( group == RENDER_GROUP_VIEW_MODEL_TRANSLUCENT || group == RENDER_GROUP_VIEW_MODEL_OPAQUE )
					return 0;
			}

			QAngle temp;
			ent->GetAttachment(attachmentindex, effect_origin, temp);
		}
	}

	if ( rendermode != kRenderNormal )
	{
		float blend = render->GetBlend();

		// kRenderGlow and kRenderWorldGlow have a special blending function
		if (( rendermode == kRenderGlow ) || ( rendermode == kRenderWorldGlow ))
		{
			blend *= GlowBlend( psprite, effect_origin, rendermode, renderfx, alpha, &scale );

			// Fade out the sprite depending on distance from the view origin.
			r *= blend;
			g *= blend;
			b *= blend;
		}

		render->SetBlend( blend );
		if ( blend <= 0.0f )
		{
			return 0;
		}
	}
	
	// Get orthonormal basis
	Vector forward, right, up;
	GetSpriteAxes( (SPRITETYPE)psprite->GetOrientation(), origin, angles, forward, right, up );

	// Draw
	DrawSpriteModel( 
		entity,
		psprite, 
		effect_origin,
		scale,
		frame, 
		rendermode, 
		r, 
		g, 
		b,
		alpha, 
		forward, right, up, flHDRColorScale );

	return 1;
}