コード例 #1
0
bool CDeferredManagerClient::Init()
{
	AssertMsg( g_pCurrentViewRender == NULL, "viewrender already allocated?!" );

	// Make sure deferred lighting setting is read out at this point
	ReadVideoCfgExt();

	const bool bLowPerfSystem = GetGPULevel() <= GPU_LEVEL_LOW || GetGPUMemLevel() <= GPU_MEM_LEVEL_LOW || GetCPULevel() <= CPU_LEVEL_LOW;

	const int iDeferredLevel = CommandLine() ? CommandLine()->ParmValue("-deferred", 1) : 1;
	const bool bAllowDeferred = deferred_lighting_enabled.GetBool() && !bLowPerfSystem && (!CommandLine() || CommandLine()->FindParm("-disabledeferred") == 0);
	const bool bForceDeferred = CommandLine() && CommandLine()->FindParm("-forcedeferred") != 0;
	bool bSM30 = g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 95;

	if ( !bSM30 )
	{
		Warning( "The engine doesn't recognize your GPU to support SM3.0, running deferred anyway...\n" );
		bSM30 = true;
	}

	if ( bAllowDeferred && (bSM30 || bForceDeferred) )
	{
		bool bGotDefShaderDll = ConnectDeferredExt();

		if ( bGotDefShaderDll )
		{
			m_bDefRenderingEnabled = true;

			GetDeferredExt()->EnableDeferredLighting();

			if( iDeferredLevel > 1 )
				g_pCurrentViewRender = new CDeferredViewRender();
			else
				g_pCurrentViewRender = new CViewRender();

			ConVarRef r_shadows( "r_shadows" );
			r_shadows.SetValue( "0" );

			InitDeferredRTs( true );

			materials->AddModeChangeCallBack( &DefRTsOnModeChanged );

			InitializeDeferredMaterials();
		}
	}

	if ( !m_bDefRenderingEnabled )
	{
		Assert( g_pCurrentViewRender == NULL );

		if( bAllowDeferred )
			Warning( "Your hardware does not seem to support shader model 3.0. If you think that this is an error (hybrid GPUs), add -forcedeferred as start parameter.\n" );
		g_pCurrentViewRender = new CViewRender();
	}
	else
	{
#define VENDOR_NVIDIA 0x10DE
#define VENDOR_INTEL 0x8086
#define VENDOR_ATI 0x1002
#define VENDOR_AMD 0x1022

#ifndef SHADOWMAPPING_USE_COLOR
		MaterialAdapterInfo_t info;
		materials->GetDisplayAdapterInfo( materials->GetCurrentAdapter(), info );

		if ( info.m_VendorID == VENDOR_ATI ||
			info.m_VendorID == VENDOR_AMD )
		{
			vgui::MessageBox *pATIWarning = new vgui::MessageBox("UNSUPPORTED HARDWARE", VarArgs( "AMD/ATI IS NOT YET SUPPORTED IN HARDWARE FILTERING MODE\n"
				"(cdeferred_manager_client.cpp #%i).", __LINE__ ) );

			pATIWarning->InvalidateLayout();
			pATIWarning->DoModal();
		}
#endif
	}

	return true;
}
コード例 #2
0
ファイル: renderer.cpp プロジェクト: k3a/Panther3D-1
bool CP3DRenderer::InitRenderer(HWND hWnd)
{
	I_RegisterModule("rendererDX9");
	// memory leaks detection
	_CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
	//_CrtSetBreakAlloc(152);

	g_pConsole = (IP3DConsole*)I_GetClass(IP3DENGINE_CONSOLE);
	g_pConsole->RegisterLastConVar(g_pLastConVar); // zaregistrovat ConVary tohoto dll projektu - NUTNÉ!

	g_pFS = (IP3DFileSystem*)I_GetClass(IP3DENGINE_FILESYSTEM); //get filesystem
	g_pEngine = (IP3DEngine*)I_GetClass(IP3DENGINE_ENGINE);
	g_pTimer = (IP3DTimer*)I_GetClass(IP3DENGINE_TIMER);

	// profiler
	Prof_stackPTR = g_pEngine->GetProf_stack();
	Prof_dummyPTR = g_pEngine->GetProf_dummy();
	Prof_StackAppendPTR = g_pEngine->GetProf_StackAppendFn();

	g_pEngSet.Width = CVr_width.GetInt();
	g_pEngSet.Height = CVr_height.GetInt();
	g_pEngSet.Windowed = CVr_windowed.GetBool();

	g_pEngSet.hWnd = hWnd;

	// zkontroluj, zda se shoduji verze .h a DLL
	if (!D3DXCheckVersion(D3D_SDK_VERSION, D3DX_SDK_VERSION))
		CON(MSG_CON_ERR, "Warning: Wrong DirectX DLL versions, please install latest DirectX!");

	// Vytvoø D3D objekt
	if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
		CON(MSG_ERR_FATAL, "Can't create Direct3D object! Please install DirectX 9...");

	// test for depth buffer support - zatial sa nepouziva stencil
	// D3DFMT_D32, D3DFMT_D24X8, D3DFMT_D16
	D3DFORMAT	DepthBufFormat = D3DFMT_D16;
	if (SUCCEEDED (g_pD3D->GetDeviceCaps (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &m_caps)))
		if (SUCCEEDED (g_pD3D->CheckDeviceFormat(m_caps.AdapterOrdinal, D3DDEVTYPE_HAL, \
							D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D24X8)))
			DepthBufFormat = D3DFMT_D24X8;
			
	// test na vs a ps 2.0
	if(m_caps.VertexShaderVersion<D3DVS_VERSION(1,1) || m_caps.PixelShaderVersion<D3DPS_VERSION(2,0))
	{
		CON(MSG_ERR_FATAL, "Pixel shaders 2.0 not supported!");
	}
	
	// test na format backbufferu
	if(FAILED(g_pD3D->CheckDeviceType(D3DADAPTER_DEFAULT, CVr_ref.GetBool() ? D3DDEVTYPE_REF : D3DDEVTYPE_HAL, 
										 D3DFMT_X8R8G8B8, D3DFMT_A8R8G8B8, g_pEngSet.Windowed)))
	{
		CON(MSG_ERR_FATAL, "Backbuffer format A8R8G8B8 not supported!");
	}

	// ziskej caps do member promennych
	m_caps_max_anisotr = (int)m_caps.MaxAnisotropy;

	// Set up the structure used to create the D3DDevice
	ZeroMemory( &m_pparams, sizeof(m_pparams) );
	m_pparams.Windowed = g_pEngSet.Windowed;
	m_pparams.hDeviceWindow = hWnd;
	m_pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
	m_pparams.BackBufferCount = 1;
	m_pparams.BackBufferFormat = D3DFMT_A8R8G8B8;
	m_pparams.EnableAutoDepthStencil = TRUE;
	m_pparams.AutoDepthStencilFormat = DepthBufFormat;
	m_pparams.BackBufferWidth = g_pEngSet.Width;
	m_pparams.BackBufferHeight = g_pEngSet.Height;
	m_pparams.MultiSampleType = CVr_multisample.GetInt() ? D3DMULTISAMPLE_NONMASKABLE : D3DMULTISAMPLE_NONE;
	m_pparams.MultiSampleQuality = CVr_multisample.GetInt();
	m_pparams.PresentationInterval = CVr_vsync.GetBool() ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
	m_pparams.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER | D3DPRESENT_LINEAR_CONTENT;

	m_nWidth = g_pEngSet.Width;
	m_nHeight = g_pEngSet.Height;

#ifdef _DEBUG
	CON(MSG_CON_INFO, "= DirectX 9 (D3D%d, D3DX%d) Renderer (%s, %s, DEBUG) initialization =", D3D_SDK_VERSION, D3DX_SDK_VERSION,__DATE__, __TIME__);
#else
	CON(MSG_CON_INFO, "= DirectX 9 (D3D%d, D3DX%d) Renderer (%s, %s) initialization =", D3D_SDK_VERSION, D3DX_SDK_VERSION, __DATE__, __TIME__);
#endif

	// vypis nazev a info o grafarne do konzole
	D3DADAPTER_IDENTIFIER9 ai;
	if(SUCCEEDED(g_pD3D->GetAdapterIdentifier(CVr_adapter.GetInt(), 0, &ai)))
	{
		CON(MSG_CON_INFO, "Renderer: %s", ai.Description);
	}

	// vytvoreni zarizeni
#ifdef USE_PERFHUD
	// debug pre NVPerfHUD
	if (FAILED (g_pD3D->CreateDevice (g_pD3D->GetAdapterCount()-1, D3DDEVTYPE_REF, hWnd, \
	D3DCREATE_HARDWARE_VERTEXPROCESSING, &m_pparams, &g_pD3DDevice)))
#else
	if (FAILED (g_pD3D->CreateDevice( CVr_adapter.GetInt(), CVr_ref.GetBool() ? D3DDEVTYPE_REF : D3DDEVTYPE_HAL, hWnd, \
		D3DCREATE_HARDWARE_VERTEXPROCESSING, &m_pparams, &g_pD3DDevice)))
#endif
	{
		CON(MSG_ERR_FATAL, "Renderer: Can't create rendering device!\n\rTry restart or reinstall game...\n\rTry reinstall DirectX and graphic drivers...");
		return false;
	}

	g_pResMgr = new CP3DResourceManager;
	g_pResMgr->Initialize();

	g_pFrustum = (IP3DFrustum*)I_GetClass(IP3DRENDERER_FRUSTUM);
	if (g_pFrustum == NULL) 
	{
		CON(MSG_ERR_FATAL, "Renderer: Can't obtain Frustum class!");
		return false;
	}
	g_pMeshLoader = (IP3DMeshLoader*)I_GetClass(IP3DRENDERER_MESHLOADER);
	if (g_pMeshLoader == NULL) 
	{
		CON(MSG_ERR_FATAL, "Renderer: Can't obtain MeshLoader!");
		return false;
	}
	g_pAlphaManager = (IP3DAlphaManager*)I_GetClass(IP3DRENDERER_ALPHAMANAGER);
	if (g_pAlphaManager == NULL) 
	{
		CON(MSG_ERR_FATAL, "Renderer: Can't obtain AlphaManager!");
		return false;
	}

	g_pXML = (IP3DXML*)I_GetClass(IP3DENGINE_XML);
	if (g_pXML == NULL) 
	{
		CON(MSG_ERR_FATAL, "Renderer: Can't obtain XML class!");
		return false;
	}

	g_pMaterialManager = (IP3DMaterialManager*)I_GetClass(IP3DRENDERER_MATERIALMANAGER);
	if (g_pMaterialManager == NULL) 
	{
		CON(MSG_ERR_FATAL, "Renderer: Can't obtain MaterialManager!");
		return false;
	}
	float ViewportSize[2];
	ViewportSize[0] = 1.0f / float(g_pEngSet.Width);
	ViewportSize[1] = 1.0f / float(g_pEngSet.Height);
	g_pMaterialManager->OnViewportSizeChange (ViewportSize);

	g_pPostProcessMgr = (IP3DPostprocessManager*)I_GetClass(IP3DRENDERER_POSTPROCESSMANAGER);
	if (g_pPostProcessMgr == NULL) 
	{
		CON(MSG_ERR_FATAL, "Renderer: Can't obtain PostProcessManager!");
		return false;
	}

	g_pPhysEngine = (IP3DPhysEngine*)I_GetClass(IP3DPHYS_PHYSENGINE);
	if (g_pPhysEngine == NULL) 
	{
		CON(MSG_ERR_FATAL, "Renderer: Can't obtain Physics Engine Class!");
		return false;
	}

	g_pLightManager = (IP3DLightManager*)I_GetClass(IP3DRENDERER_LIGHTMANAGER);
	if (g_pLightManager == NULL) 
	{
		CON(MSG_ERR_FATAL, "Renderer: Can't obtain DynlightManager!");
		return false;
	}

	if ( !g_TextureLoader.Init() ) 
	{
		CON(MSG_ERR_FATAL, "Renderer: Can't initialize TextureLoader!");
		return false;
	}

	g_pSoundMan = (IP3DSoundManager*)I_GetClass(IP3DSOUND_SOUNDMANAGER);
	if (g_pSoundMan == NULL) 
	{
		CON(MSG_ERR_FATAL, "Renderer: Can't obtain SoundManager!");
		return false;
	}

	SetDefaultRenderStates ();

	// nastavenie sampler states pre potreby shader modelu 3.0
	g_pD3DDevice->SetSamplerState(4, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
	g_pD3DDevice->SetSamplerState(4, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
	g_pD3DDevice->SetSamplerState(4, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
	g_pD3DDevice->SetSamplerState(5, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
	g_pD3DDevice->SetSamplerState(5, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
	g_pD3DDevice->SetSamplerState(5, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
	g_pD3DDevice->SetSamplerState(6, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
	g_pD3DDevice->SetSamplerState(6, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
	g_pD3DDevice->SetSamplerState(6, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
	g_pD3DDevice->SetSamplerState(7, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
	g_pD3DDevice->SetSamplerState(7, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
	g_pD3DDevice->SetSamplerState(7, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );

	// --- get original parameters
	g_pD3DDevice->GetGammaRamp(0, &m_origGama);

	// get default render target
	if(FAILED(g_pD3DDevice->GetRenderTarget(0, &m_pBackBufferSurf)))

	CON(MSG_CON_INFO, "Renderer: DX9 %d x %d %s initialized!", m_pparams.BackBufferWidth, m_pparams.BackBufferHeight, m_pparams.Windowed ? "windowed" : "fullscreen");
	// nastavit callbacky ConVar-ov
	CVr_wireframe.SetChangeCallback(CV_wireframe);
	CVr_gamma.SetChangeCallback(&CP3DRenderer::CV_SetGamma);

	#ifdef _DEBUG
	g_stats.Init(); // STATS
	#endif

	/////////////////
	tmpVertPosClr myvert[] =
	{
		{P3DXPoint3D(-50,0,0), P3DXPoint3D(1,0,0)},
		{P3DXPoint3D(-50,50,0), P3DXPoint3D(0,1,0)},
		{P3DXPoint3D(50,50,0), P3DXPoint3D(0,0,1)}
	};
	P3DVertexElement ve[3];
	ve[0] = P3DVertexElement(P3DVD_FLOAT3, P3DVU_POSITION);
	ve[1] = P3DVertexElement(P3DVD_FLOAT3, P3DVU_COLOR);
	ve[2] = P3DVE_END();

	vb.CreateVB(3, ve, sizeof(tmpVertPosClr));
	tmpVertPosClr *pv = 0;
	
	vb.Lock((void**)&pv);
		pv[0] = myvert[0];
		pv[1] = myvert[1];
		pv[2] = myvert[2];
	vb.UnLock();
	effect.Create("solid.fx");
	////////////////

	return true;
}
コード例 #3
0
void CASW_Parasite::InfestMarine(CASW_Marine* pMarine)
{
	if ( !pMarine )	
		return;

	pMarine->BecomeInfested(this);

	// attach
	int attachment = pMarine->LookupAttachment( "chest" );
	if ( attachment )
	{
		SetSolid( SOLID_NONE );
		SetMoveType( MOVETYPE_NONE );
		QAngle current(0,0,0);

		Vector diff = pMarine->GetAbsOrigin() - GetAbsOrigin();
		float angle = UTIL_VecToYaw(diff);
		angle -= pMarine->GetAbsAngles()[YAW];	// get the diff between our angle from the marine and the marine's facing;
		
		current = GetAbsAngles();

		Vector vAttachmentPos;
		pMarine->GetAttachment( attachment, vAttachmentPos );

		// Make sure it's near the chest attachement before parenting
		Teleport( &vAttachmentPos, &vec3_angle, &vec3_origin );
		
		SetParent( pMarine, attachment );

		float flRaise = RandomFloat( 15.0f, 18.0f );
		float flForward = RandomFloat( -3.0f, 0.0f );
		float flSide = RandomFloat( 1.75f, 3.0f ) * ( RandomInt( 0, 1 ) == 0 ? 1.0f : -1.0f );

		if ( asw_debug_alien_damage.GetBool() )
		{
			Msg( "INFEST: flRaise = %f flForward = %f flSide = %f yaw = %f\n", flRaise, flForward, flSide, angle + asw_infest_angle.GetFloat() );
		}
		SetLocalOrigin( Vector( flForward, flSide, flRaise ) );
		SetLocalAngles( QAngle( asw_infest_pitch.GetFloat(), angle + asw_infest_angle.GetFloat(), 0 ) );
		// play our infesting anim
		if ( asw_parasite_inside.GetBool() )
		{
			SetActivity(ACT_RANGE_ATTACK2);
		}
		else
		{
			int iInfestAttack = LookupSequence("Infest_attack");
			if (GetSequence() != iInfestAttack)
			{
				ResetSequence(iInfestAttack);
			}
		}
		
		AddFlag( FL_NOTARGET );
		SetThink( &CASW_Parasite::InfestThink );
		SetTouch( NULL );
		m_bInfesting = true;		
	}
	else
	{
		FinishedInfesting();
	}		
}
コード例 #4
0
//-----------------------------------------------------------------------------
// Purpose: Debris flecks caused by impacts
// Input  : origin - start
//			*trace - trace information
//			*materialName - material hit
//			materialType - type of material hit
//-----------------------------------------------------------------------------
void FX_DebrisFlecks( const Vector& origin, trace_t *tr, char materialType, int iScale, bool bNoFlecks )
{
	VPROF_BUDGET( "FX_DebrisFlecks", VPROF_BUDGETGROUP_PARTICLE_RENDERING );

	if ( !fx_drawimpactdebris.GetBool() )
		return;

#ifdef _XBOX

	//
	// XBox version
	//

	Vector	offset;
	float	spread = 0.2f;

	CSmartPtr<CDustParticle> pSimple = CDustParticle::Create( "dust" );
	pSimple->SetSortOrigin( origin );
	
	// Lock the bbox
	pSimple->GetBinding().SetBBox( origin - ( Vector( 16, 16, 16 ) * iScale ), origin + ( Vector( 16, 16, 16 ) * iScale ) );

	// Get the color of the surface we've impacted
	Vector	color;
	float	colorRamp;
	GetColorForSurface( tr, &color );

	int i;
	SimpleParticle	*pParticle;
	for ( i = 0; i < 4; i++ )
	{
		if ( i == 3 )
		{
			pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_BloodPuff[0], origin );
		}
		else
		{
			pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[0], origin );
		}

		if ( pParticle != NULL )
		{
			pParticle->m_flLifetime = 0.0f;
			pParticle->m_flDieTime	= random->RandomFloat( 0.5f, 1.0f );

			pParticle->m_vecVelocity.Random( -spread, spread );
			pParticle->m_vecVelocity += ( tr->plane.normal * random->RandomFloat( 1.0f, 6.0f ) );

			VectorNormalize( pParticle->m_vecVelocity );

			float	fForce = random->RandomFloat( 250, 500 ) * i * 0.5f;

			// scaled
			pParticle->m_vecVelocity *= fForce * iScale;

			// Ramp the color
			colorRamp = random->RandomFloat( 0.5f, 1.25f );
			pParticle->m_uchColor[0]	= MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
			pParticle->m_uchColor[1]	= MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
			pParticle->m_uchColor[2]	= MIN( 1.0f, color[2] * colorRamp ) * 255.0f;

			// scaled
			pParticle->m_uchStartSize	= (iScale*0.5f) * random->RandomInt( 3, 4 ) * (i+1);

			// scaled
			pParticle->m_uchEndSize		= (iScale*0.5f) * pParticle->m_uchStartSize * 4;

			pParticle->m_uchStartAlpha	= random->RandomInt( 200, 255 );
			pParticle->m_uchEndAlpha	= 0;

			pParticle->m_flRoll			= random->RandomInt( 0, 360 );
			pParticle->m_flRollDelta	= random->RandomFloat( -1.0f, 1.0f );
		}
	}			

	// Covers the impact spot with flecks
	pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_DustPuff2, origin );

	if ( pParticle != NULL )
	{
		offset = origin;
		offset[0] += random->RandomFloat( -8.0f, 8.0f );
		offset[1] += random->RandomFloat( -8.0f, 8.0f );

		pParticle->m_flLifetime = 0.0f;
		pParticle->m_flDieTime	= random->RandomFloat( 0.5f, 1.0f );

		spread = 1.0f;

		pParticle->m_vecVelocity.Init();

		colorRamp = random->RandomFloat( 0.5f, 1.25f );

		pParticle->m_uchColor[0]	= MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
		pParticle->m_uchColor[1]	= MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
		pParticle->m_uchColor[2]	= MIN( 1.0f, color[2] * colorRamp ) * 255.0f;

		pParticle->m_uchStartSize	= random->RandomInt( 4, 8 );
		pParticle->m_uchEndSize		= pParticle->m_uchStartSize * 4;

		pParticle->m_uchStartAlpha	= random->RandomInt( 64, 128 );
		pParticle->m_uchEndAlpha	= 0;

		pParticle->m_flRoll			= random->RandomInt( 0, 360 );
		pParticle->m_flRollDelta	= random->RandomFloat( -0.1f, 0.1f );
	}

#else

	//
	// PC version
	//

	Vector	color;
	GetColorForSurface( tr, &color );

	if ( !bNoFlecks )
	{
		CreateFleckParticles( origin, color, tr, materialType, iScale );
	}

	//
	// Dust trail
	//
	Vector	offset = tr->endpos + ( tr->plane.normal * 2.0f );

	SimpleParticle newParticle;

	int i;
	for ( i = 0; i < 2; i++ )
	{
		newParticle.m_Pos = offset;

		newParticle.m_flLifetime	= 0.0f;
		newParticle.m_flDieTime	= 1.0f;

		Vector dir;
		dir[0] = tr->plane.normal[0] + random->RandomFloat( -0.8f, 0.8f );
		dir[1] = tr->plane.normal[1] + random->RandomFloat( -0.8f, 0.8f );
		dir[2] = tr->plane.normal[2] + random->RandomFloat( -0.8f, 0.8f );

		newParticle.m_uchStartSize	= random->RandomInt( 2, 4 ) * iScale;
		newParticle.m_uchEndSize	= newParticle.m_uchStartSize * 8 * iScale;

		newParticle.m_vecVelocity = dir * random->RandomFloat( 2.0f, 24.0f )*(i+1);
		newParticle.m_vecVelocity[2] -= random->RandomFloat( 8.0f, 32.0f )*(i+1);

		newParticle.m_uchStartAlpha	= random->RandomInt( 100, 200 );
		newParticle.m_uchEndAlpha	= 0;

		newParticle.m_flRoll			= random->RandomFloat( 0, 360 );
		newParticle.m_flRollDelta	= random->RandomFloat( -1, 1 );

		float colorRamp = random->RandomFloat( 0.5f, 1.25f );

		newParticle.m_uchColor[0] = MIN( 1.0f, color[0]*colorRamp )*255.0f;
		newParticle.m_uchColor[1] = MIN( 1.0f, color[1]*colorRamp )*255.0f;
		newParticle.m_uchColor[2] = MIN( 1.0f, color[2]*colorRamp )*255.0f;

		AddSimpleParticle( &newParticle, g_Mat_DustPuff[0] );
	}


	for ( i = 0; i < 4; i++ )
	{
		newParticle.m_Pos = offset;

		newParticle.m_flLifetime	= 0.0f;
		newParticle.m_flDieTime	= random->RandomFloat( 0.25f, 0.5f );

		Vector dir;
		dir[0] = tr->plane.normal[0] + random->RandomFloat( -0.8f, 0.8f );
		dir[1] = tr->plane.normal[1] + random->RandomFloat( -0.8f, 0.8f );
		dir[2] = tr->plane.normal[2] + random->RandomFloat( -0.8f, 0.8f );

		newParticle.m_uchStartSize	= random->RandomInt( 1, 4 );
		newParticle.m_uchEndSize	= newParticle.m_uchStartSize * 4;

		newParticle.m_vecVelocity = dir * random->RandomFloat( 8.0f, 32.0f );
		newParticle.m_vecVelocity[2] -= random->RandomFloat( 8.0f, 64.0f );

		newParticle.m_uchStartAlpha	= 255;
		newParticle.m_uchEndAlpha	= 0;

		newParticle.m_flRoll			= random->RandomFloat( 0, 360 );
		newParticle.m_flRollDelta	= random->RandomFloat( -2.0f, 2.0f );

		float colorRamp = random->RandomFloat( 0.5f, 1.25f );

		newParticle.m_uchColor[0] = MIN( 1.0f, color[0]*colorRamp )*255.0f;
		newParticle.m_uchColor[1] = MIN( 1.0f, color[1]*colorRamp )*255.0f;
		newParticle.m_uchColor[2] = MIN( 1.0f, color[2]*colorRamp )*255.0f;

		AddSimpleParticle( &newParticle, g_Mat_BloodPuff[0] );
	}

	//
	// Bullet hole capper
	//
	newParticle.m_Pos = offset;

	newParticle.m_flLifetime		= 0.0f;
	newParticle.m_flDieTime		= random->RandomFloat( 1.0f, 1.5f );

	Vector dir;
	dir[0] = tr->plane.normal[0] + random->RandomFloat( -0.8f, 0.8f );
	dir[1] = tr->plane.normal[1] + random->RandomFloat( -0.8f, 0.8f );
	dir[2] = tr->plane.normal[2] + random->RandomFloat( -0.8f, 0.8f );

	newParticle.m_uchStartSize	= random->RandomInt( 4, 8 );
	newParticle.m_uchEndSize		= newParticle.m_uchStartSize * 4.0f;

	newParticle.m_vecVelocity = dir * random->RandomFloat( 2.0f, 24.0f );
	newParticle.m_vecVelocity[2] = random->RandomFloat( -2.0f, 2.0f );

	newParticle.m_uchStartAlpha	= random->RandomInt( 100, 200 );
	newParticle.m_uchEndAlpha	= 0;

	newParticle.m_flRoll			= random->RandomFloat( 0, 360 );
	newParticle.m_flRollDelta	= random->RandomFloat( -2, 2 );

	float colorRamp = random->RandomFloat( 0.5f, 1.25f );

	newParticle.m_uchColor[0] = MIN( 1.0f, color[0]*colorRamp )*255.0f;
	newParticle.m_uchColor[1] = MIN( 1.0f, color[1]*colorRamp )*255.0f;
	newParticle.m_uchColor[2] = MIN( 1.0f, color[2]*colorRamp )*255.0f;

	AddSimpleParticle( &newParticle, g_Mat_DustPuff[0] );

#endif
}
コード例 #5
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFWeaponBaseGrenadeProj::Explode( trace_t *pTrace, int bitsDamageType )
{
	SetModelName( NULL_STRING );//invisible
	AddSolidFlags( FSOLID_NOT_SOLID );

	m_takedamage = DAMAGE_NO;

	// Pull out of the wall a bit
	if ( pTrace->fraction != 1.0 )
	{
		SetAbsOrigin( pTrace->endpos + ( pTrace->plane.normal * 1.0f ) );
	}

	CSoundEnt::InsertSound ( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 );

	// Explosion effect on client
	Vector vecOrigin = GetAbsOrigin();
	CPVSFilter filter( vecOrigin );
	if ( UseImpactNormal() )
	{
		if ( pTrace->m_pEnt && pTrace->m_pEnt->IsPlayer() )
		{
			TE_TFExplosion( filter, 0.0f, vecOrigin, GetImpactNormal(), GetWeaponID(), pTrace->m_pEnt->entindex() );
		}
		else
		{
			TE_TFExplosion( filter, 0.0f, vecOrigin, GetImpactNormal(), GetWeaponID(), -1 );
		}
	}
	else
	{
		if ( pTrace->m_pEnt && pTrace->m_pEnt->IsPlayer() )
		{
			TE_TFExplosion( filter, 0.0f, vecOrigin, pTrace->plane.normal, GetWeaponID(), pTrace->m_pEnt->entindex() );
		}
		else
		{
			TE_TFExplosion( filter, 0.0f, vecOrigin, pTrace->plane.normal, GetWeaponID(), -1 );
		}
	}


	// Use the thrower's position as the reported position
	Vector vecReported = GetThrower() ? GetThrower()->GetAbsOrigin() : vec3_origin;

	CTakeDamageInfo info( this, GetThrower(), GetBlastForce(), GetAbsOrigin(), m_flDamage, bitsDamageType, 0, &vecReported );

	float flRadius = GetDamageRadius();

	if ( tf_grenade_show_radius.GetBool() )
	{
		DrawRadius( flRadius );
	}

	RadiusDamage( info, vecOrigin, flRadius, CLASS_NONE, NULL );

	// Don't decal players with scorch.
	if ( pTrace->m_pEnt && !pTrace->m_pEnt->IsPlayer() )
	{
		UTIL_DecalTrace( pTrace, "Scorch" );
	}

	SetThink( &CBaseGrenade::SUB_Remove );
	SetTouch( NULL );

	AddEffects( EF_NODRAW );
	SetAbsVelocity( vec3_origin );
	SetNextThink( gpGlobals->curtime );
}
コード例 #6
0
ファイル: nav_node.cpp プロジェクト: 0xFEEDC0DE64/UltraGame
//--------------------------------------------------------------------------------------------------------------
void CNavNode::Draw( void )
{
#if DEBUG_NAV_NODES
	if ( !nav_show_nodes.GetBool() )
		return;

	int r = 0, g = 0, b = 0;

	if ( m_isCovered )
	{
		if ( GetAttributes() & NAV_MESH_CROUCH )
		{
			b = 255;
		}
		else
		{
			r = 255;
		}
	}
	else
	{
		if ( GetAttributes() & NAV_MESH_CROUCH )
		{
			b = 255;
		}
		g = 255;
	}

	NDebugOverlay::Cross3D( m_pos, 2, r, g, b, true, 0.1f );

	if ( (!m_isCovered && nav_show_node_id.GetBool()) || (m_isCovered && nav_show_node_id.GetInt() < 0) )
	{
		char text[16];
		Q_snprintf( text, sizeof( text ), "%d", m_id );
		NDebugOverlay::Text( m_pos, text, true, 0.1f );
	}

	if ( (unsigned int)(nav_test_node.GetInt()) == m_id )
	{
		TheNavMesh->TestArea( this, 1, 1 );
		nav_test_node.SetValue( 0 );
	}

	if ( (unsigned int)(nav_test_node_crouch.GetInt()) == m_id )
	{
		CheckCrouch();
		nav_test_node_crouch.SetValue( 0 );
	}

	if ( GetAttributes() & NAV_MESH_CROUCH )
	{
		int i;
		for( i=0; i<NUM_CORNERS; i++ )
		{
			if ( m_crouch[i] )
			{
				Vector2D dir;
				CornerToVector2D( (NavCornerType)i, &dir );

				const float scale = 3.0f;
				Vector scaled( dir.x * scale, dir.y * scale, 0 );

				NDebugOverlay::HorzArrow( m_pos, m_pos + scaled, 0.5, 0, 0, 255, 255, true, 0.1f );
			}
		}
	}

#endif // DEBUG_NAV_NODES
}
コード例 #7
0
void C_GlobalLight::ClientThink()
{
	VPROF("C_GlobalLight::ClientThink");

	bool bSupressWorldLights = false;

	if ( cl_globallight_freeze.GetBool() == true )
	{
		return;
	}

	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 );

		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 = 2.0f;
		state.m_bGlobalLight = true;

		float flOrthoSize = 1000.0f;

		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 = true;
		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; // don't complain cause we aren't using simple projection in this class
		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 );
			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;
	}

	g_pClientShadowMgr->SetShadowFromWorldLightsEnabled( !bSupressWorldLights );

	BaseClass::ClientThink();
}
コード例 #8
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNetGraphPanel::Paint() 
{
	VPROF( "CNetGraphPanel::Paint" );

	// Don't display net_graph if taking freezecam screenshot and hud_freezecamhide is enabled
	extern ConVar hud_freezecamhide;
	if ( hud_freezecamhide.GetBool() && IsTakingAFreezecamScreenshot() )
		return;

	int			graphtype;

	int			x, y;
	int			w;
	vrect_t		vrect;

	int			maxmsgbytes = 0;

	float		avg_message = 0.0f;
	float		warning_threshold = 0.0f;

	if ( ( graphtype = GraphValue() ) == 0 )
		return;

	// Since we divide by scale, make sure it's sensible
	if ( net_scale.GetFloat() <= 0 )
	{
		net_scale.SetValue( 0.1f );
	}

	int sw, sh;
	surface()->GetScreenSize( sw, sh );

	// Get screen rectangle
	vrect.x			= 0;
	vrect.y			= 0;
	vrect.width		= sw;
	vrect.height	= sh;


	w = MIN( (int)TIMINGS, m_EstimatedWidth );
	if ( vrect.width < w + 10 )
	{
		w = vrect.width - 10;
	}

	// get current client netchannel INetChannelInfo interface
	INetChannelInfo *nci = engine->GetNetChannelInfo();

	if ( nci )
	{
		// update incoming data
		GetFrameData( nci, &maxmsgbytes, &avg_message, &warning_threshold );

		// update outgoing data
		GetCommandInfo( nci, m_Cmdinfo );

		UpdateEstimatedServerFramerate( nci );
	}

	GraphGetXY( &vrect, w, &x, &y );

	if ( graphtype > 1 )
	{
		PaintLineArt( x, y, w, graphtype, maxmsgbytes );

		DrawLargePacketSizes( x, w, graphtype, warning_threshold );
	}

	// Draw client frame timing info
	DrawTimes( vrect, m_Cmdinfo, x, w, graphtype );

	DrawTextFields( graphtype, x, y, w, m_Graph, m_Cmdinfo );
}
コード例 #9
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNetGraphPanel::PaintLineArt( int x, int y, int w, int graphtype, int maxmsgbytes ) 
{
	VPROF( "CNetGraphPanel::PaintLineArt" );

	ResetLineSegments();

	int lastvalidh = 0;

	byte		color[3];
	int			ping;
	byte		alpha;
	vrect_t		rcFill = {0,0,0,0};

	int			pingheight = m_nNetGraphHeight - LERP_HEIGHT - 2;

	if (net_graphmsecs.GetInt() < 50 )
	{
		net_graphmsecs.SetValue( 50 );
	}

	bool bShowLatency = net_graphshowlatency.GetBool() && graphtype >= 2;

	for (int a=0 ; a<w ; a++)
	{
		int i = (m_IncomingSequence-a) & ( TIMINGS - 1 );
		int h = bShowLatency ? m_PacketLatency[i].latency : 0;
		
		packet_latency_t *pl = &m_PacketLatency[ i ];
		ColorForHeight( pl, color, &ping, &alpha );

		// Skipped
		if ( !ping ) 
		{
			// Re-use the last latency
			h = lastvalidh;  
		}
		else
		{
			h = pingheight * (float)h/net_graphmsecs.GetFloat();
			lastvalidh = h;
		}

		if ( h > pingheight )
		{
			h = pingheight;
		}

		rcFill.x		= x + w -a -1;
		rcFill.y		= y - h;
		rcFill.width	= 1;
		rcFill.height	= h;
		if ( ping )
		{
			rcFill.height	= pl->choked ? 2 : 1;
		}

		if ( !ping )
		{
			DrawLine2(&rcFill, color, color, alpha, 31 );		
		}
		else
		{
			DrawLine(&rcFill, color, alpha );		
		}

		rcFill.y		= y;
		rcFill.height	= 1;

		color[0] = 0;
		color[1] = 255;
		color[2] = 0;

		DrawLine( &rcFill, color, 160 );

		if ( graphtype < 2 )
			continue;

		// Draw a separator.
		rcFill.y = y - m_nNetGraphHeight - 1;
		rcFill.height = 1;

		color[0] = 255;
		color[1] = 255;
		color[2] = 255;

		DrawLine(&rcFill, color, 255 );		

		// Move up for begining of data
		rcFill.y -= 1;

		// Packet didn't have any real data...
		if ( m_PacketLatency[i].latency > 9995 )
			continue;


		if ( !DrawDataSegment( &rcFill, m_Graph[ i ].msgbytes[INetChannelInfo::LOCALPLAYER], 0, 0, 255 ) )
			continue;

		if ( !DrawDataSegment( &rcFill, m_Graph[ i ].msgbytes[INetChannelInfo::OTHERPLAYERS], 0, 255, 0 ) )
			continue;

		if ( !DrawDataSegment( &rcFill, m_Graph[ i ].msgbytes[INetChannelInfo::ENTITIES], 255, 0, 0 ) )
			continue;

		if ( !DrawDataSegment( &rcFill, m_Graph[ i ].msgbytes[INetChannelInfo::SOUNDS], 255, 255, 0) )
			continue;

		if ( !DrawDataSegment( &rcFill, m_Graph[ i ].msgbytes[INetChannelInfo::EVENTS], 0, 255, 255 ) )
			continue;
		
		if ( !DrawDataSegment( &rcFill, m_Graph[ i ].msgbytes[INetChannelInfo::USERMESSAGES], 128, 128, 0 ) )
			continue;

		if ( !DrawDataSegment( &rcFill, m_Graph[ i ].msgbytes[INetChannelInfo::ENTMESSAGES], 0, 128, 128 ) )
			continue;

		if ( !DrawDataSegment( &rcFill, m_Graph[ i ].msgbytes[INetChannelInfo::STRINGCMD], 128, 0, 0) )
			continue;

		if ( !DrawDataSegment( &rcFill, m_Graph[ i ].msgbytes[INetChannelInfo::STRINGTABLE], 0, 128, 0) )
			continue;

		if ( !DrawDataSegment( &rcFill, m_Graph[ i ].msgbytes[INetChannelInfo::VOICE], 0, 0, 128  ) )
			continue;

		// Final data chunk is total size, don't use solid line routine for this
		h = m_Graph[i].msgbytes[INetChannelInfo::TOTAL] / net_scale.GetFloat();

		color[ 0 ] = color[ 1 ] = color[ 2 ] = 240;

		rcFill.height = 1;
		rcFill.y = y - m_nNetGraphHeight - 1 - h;

		if ( rcFill.y < 2 )
			continue;

		DrawLine(&rcFill, color, 128 );		

		// Cache off height
		m_Graph[i].sampleY = rcFill.y;
		m_Graph[i].sampleHeight = rcFill.height;
	}

	if ( graphtype >= 2 )
	{
		// Draw hatches for first one:
		// on the far right side
		DrawHatches( x, y - m_nNetGraphHeight - 1, maxmsgbytes );
		
		DrawStreamProgress( x, y, w );
	}

	DrawLineSegments();
}
コード例 #10
0
bool CAI_TacticalServices::FindLateralCover( const Vector &vNearPos, const Vector &vecThreat, float flMinDist, float distToCheck, int numChecksPerDir, Vector *pResult )
{
	AI_PROFILE_SCOPE( CAI_TacticalServices_FindLateralCover );

	MARK_TASK_EXPENSIVE();

	Vector	vecLeftTest;
	Vector	vecRightTest;
	Vector	vecStepRight;
	Vector  vecCheckStart;
	int		i;

	if ( TestLateralCover( vecThreat, vNearPos, flMinDist ) )
	{
		*pResult = GetLocalOrigin();
		return true;
	}

	if( !ai_find_lateral_cover.GetBool() )
	{
		// Force the NPC to use the nodegraph to find cover. NOTE: We let the above code run
		// to detect the case where the NPC may already be standing in cover, but we don't 
		// make any additional lateral checks.
		return false;
	}

	Vector right =  vecThreat - vNearPos;
	float temp;

	right.z = 0;
	VectorNormalize( right );
	temp = right.x;
	right.x = -right.y;
	right.y = temp;

	vecStepRight = right * (distToCheck / (float)numChecksPerDir);
	vecStepRight.z = 0;

	vecLeftTest = vecRightTest = vNearPos;
 	vecCheckStart = vecThreat;

	for ( i = 0 ; i < numChecksPerDir ; i++ )
	{
		vecLeftTest = vecLeftTest - vecStepRight;
		vecRightTest = vecRightTest + vecStepRight;

		if (TestLateralCover( vecCheckStart, vecLeftTest, flMinDist ))
		{
			*pResult = vecLeftTest;
			return true;
		}

		if (TestLateralCover( vecCheckStart, vecRightTest, flMinDist ))
		{
			*pResult = vecRightTest;
			return true;
		}
	}

	return false;
}
コード例 #11
0
bool CAI_TacticalServices::FindLateralLos( const Vector &vecThreat, Vector *pResult )
{
	AI_PROFILE_SCOPE( CAI_TacticalServices_FindLateralLos );

	if( !m_bAllowFindLateralLos )
	{
		return false;
	}

	MARK_TASK_EXPENSIVE();

	Vector	vecLeftTest;
	Vector	vecRightTest;
	Vector	vecStepRight;
	Vector  vecCheckStart;
	bool	bLookingForEnemy = GetEnemy() && VectorsAreEqual(vecThreat, GetEnemy()->EyePosition(), 0.1f);
	int		i;

	if(  !bLookingForEnemy || GetOuter()->HasCondition(COND_SEE_ENEMY) || GetOuter()->HasCondition(COND_HAVE_ENEMY_LOS) || 
		 GetOuter()->GetTimeScheduleStarted() == gpGlobals->curtime ) // Conditions get nuked before tasks run, assume should try
	{
		// My current position might already be valid.
		if ( TestLateralLos(vecThreat, GetLocalOrigin()) )
		{
			*pResult = GetLocalOrigin();
			return true;
		}
	}

	if( !ai_find_lateral_los.GetBool() )
	{
		// Allows us to turn off lateral LOS at the console. Allow the above code to run 
		// just in case the NPC has line of sight to begin with.
		return false;
	}

	int iChecks = COVER_CHECKS;
	int iDelta = COVER_DELTA;

	// If we're limited in how far we're allowed to move laterally, don't bother checking past it
	int iMaxLateralDelta = GetOuter()->GetMaxTacticalLateralMovement();
	if ( iMaxLateralDelta != MAXTACLAT_IGNORE && iMaxLateralDelta < iDelta )
	{
		iChecks = 1;
		iDelta = iMaxLateralDelta;
	}

	Vector right;
	AngleVectors( GetLocalAngles(), NULL, &right, NULL );
	vecStepRight = right * iDelta;
	vecStepRight.z = 0;

	vecLeftTest = vecRightTest = GetLocalOrigin();
 	vecCheckStart = vecThreat;

	for ( i = 0 ; i < iChecks; i++ )
	{
		vecLeftTest = vecLeftTest - vecStepRight;
		vecRightTest = vecRightTest + vecStepRight;

		if (TestLateralLos( vecCheckStart, vecLeftTest ))
		{
			*pResult = vecLeftTest;
			return true;
		}

		if (TestLateralLos( vecCheckStart, vecRightTest ))
		{
			*pResult = vecRightTest;
			return true;
		}
	}

	return false;
}
コード例 #12
0
void CNPC_Dog::SetPlayerAvoidState( void )
{
	bool bIntersectingBoneFollowers = false;
	bool bIntersectingNPCBox = false;

	Vector vNothing;

	GetSequenceLinearMotion( GetSequence(), &vNothing );
	bool bIsMoving = ( IsMoving() || ( vNothing != vec3_origin ) );

	//If we are coming out of a script, check if we are stuck inside the player.
	if ( m_bPerformAvoidance || ( ShouldPlayerAvoid() && bIsMoving ) )
	{
		trace_t trace;
		Vector vMins, vMaxs;
		Vector vWorldMins, vWorldMaxs;
		Vector vPlayerMins, vPlayerMaxs;
		physfollower_t *pBone;
		int i;
		
		#ifdef SecobMod__Enable_Fixed_Multiplayer_AI
			CBasePlayer *pLocalPlayer = UTIL_GetNearestPlayer(GetAbsOrigin()); 
		#else
			CBasePlayer *pLocalPlayer = AI_GetSinglePlayer();
		#endif //SecobMod__Enable_Fixed_Multiplayer_AI

		if ( pLocalPlayer )
		{
			vWorldMins = WorldAlignMins();
			vWorldMaxs = WorldAlignMaxs();

			vPlayerMins = pLocalPlayer->GetAbsOrigin() + pLocalPlayer->WorldAlignMins();
			vPlayerMaxs = pLocalPlayer->GetAbsOrigin() + pLocalPlayer->WorldAlignMaxs();

			// check if the player intersects the bounds of any of the bone followers
			for ( i = 0; i < m_BoneFollowerManager.GetNumBoneFollowers(); i++ )
			{
				pBone = m_BoneFollowerManager.GetBoneFollower( i );
				if ( pBone && pBone->hFollower )
				{
					pBone->hFollower->CollisionProp()->WorldSpaceSurroundingBounds( &vMins, &vMaxs );
					if ( IsBoxIntersectingBox( vMins, vMaxs, vPlayerMins, vPlayerMaxs ) )
					{
						bIntersectingBoneFollowers = true;
						break;
					}
				}
			}

			bIntersectingNPCBox = IsBoxIntersectingBox( GetAbsOrigin() + vWorldMins, GetAbsOrigin() + vWorldMaxs, vPlayerMins, vPlayerMaxs );

			if ( ai_debug_avoidancebounds.GetBool() )
			{
				int iRed = ( bIntersectingNPCBox == true ) ? 255 : 0;

				NDebugOverlay::Box( GetAbsOrigin(), vWorldMins, vWorldMaxs, iRed, 0, 255, 64, 0.1 );

				// draw the bounds of the bone followers
				for ( i = 0; i < m_BoneFollowerManager.GetNumBoneFollowers(); i++ )
				{
					pBone = m_BoneFollowerManager.GetBoneFollower( i );
					if ( pBone && pBone->hFollower )
					{
						pBone->hFollower->CollisionProp()->WorldSpaceSurroundingBounds( &vMins, &vMaxs );
						iRed = ( IsBoxIntersectingBox( vMins, vMaxs, vPlayerMins, vPlayerMaxs ) ) ? 255 : 0;

						NDebugOverlay::Box( vec3_origin, vMins, vMaxs, iRed, 0, 255, 64, 0.1 );
					}
				}
			}
		}
	}

	m_bPlayerAvoidState = ShouldPlayerAvoid();
	m_bPerformAvoidance = bIntersectingNPCBox || bIntersectingBoneFollowers;

	if ( GetCollisionGroup() == COLLISION_GROUP_NPC || GetCollisionGroup() == COLLISION_GROUP_NPC_ACTOR )
	{
		if ( bIntersectingNPCBox == true )
		{
			SetCollisionGroup( COLLISION_GROUP_NPC_ACTOR );
		}
		else
		{
			SetCollisionGroup( COLLISION_GROUP_NPC );
		}

		if ( bIntersectingBoneFollowers == true )
		{
			MantainBoneFollowerCollisionGroups( COLLISION_GROUP_NPC_ACTOR );
		}
		else
		{
			MantainBoneFollowerCollisionGroups( COLLISION_GROUP_NPC );
		}
	}
}
コード例 #13
0
bool CNPC_Dog::FindPhysicsObject( const char *pPickupName, CBaseEntity *pIgnore )
{
	CBaseEntity		*pEnt = NULL;
	CBaseEntity		*pNearest = NULL;
	float			flDist;
	IPhysicsObject	*pPhysObj = NULL;
	float			flNearestDist = 99999;

	if ( pPickupName != NULL && strlen( pPickupName ) > 0 )
	{
		pEnt = gEntList.FindEntityByName( NULL, pPickupName );
		
		if ( m_hUnreachableObjects.Find( pEnt ) == -1  )
		{
			m_bHasObject = false;
			m_hPhysicsEnt = pEnt;
			return true;
		}
	}
	
	while ( ( pEnt = gEntList.FindEntityByClassname( pEnt, "prop_physics" ) ) != NULL )
	{
		//We don't want this one.
		if ( pEnt == pIgnore )
			 continue;

		if ( m_hUnreachableObjects.Find( pEnt ) != -1 )
			 continue;

		pPhysObj = pEnt->VPhysicsGetObject();

		if( pPhysObj == NULL )
			continue;

		if ( pPhysObj->GetMass() > DOG_MAX_THROW_MASS )
			 continue;
		
		Vector center = pEnt->WorldSpaceCenter();
		flDist = UTIL_DistApprox2D( GetAbsOrigin(), center );

		vcollide_t *pCollide = modelinfo->GetVCollide( pEnt->GetModelIndex() );

		if ( pCollide == NULL )
			 continue;

		if ( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
			 continue;

		if ( pPhysObj->IsMoveable() == false )
			 continue;

		if ( pEnt->GetCollisionGroup() == COLLISION_GROUP_DEBRIS || 
			 pEnt->GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS )
			 continue;

		if ( center.z > EyePosition().z )
			 continue;

		if ( flDist >= flNearestDist )
			 continue;

		if ( FVisible( pEnt ) == false )
			 continue;
		
		pNearest = pEnt;
		flNearestDist = flDist;
	}

	m_bHasObject = false;
	m_hPhysicsEnt = pNearest;

	if ( dog_debug.GetBool() == true )
	{
		if ( pNearest )
			 NDebugOverlay::Box( pNearest->WorldSpaceCenter(), pNearest->CollisionProp()->OBBMins(), pNearest->CollisionProp()->OBBMaxs(), 255, 0, 255, true, 3 );
	}

	if( m_hPhysicsEnt == NULL )
	{
		return false;
	}
	else
	{
		return true;
	}
}
コード例 #14
0
void CBliinkPlayer::FireBullet( 
                                                   Vector vecSrc,       // shooting postion
                                                   const QAngle &shootAngles,  //shooting angle
                                                   float vecSpread, // spread vector
                                                   int iDamage, // base damage
                                                   int iBulletType, // ammo type
                                                   CBaseEntity *pevAttacker, // shooter
                                                   bool bDoEffects,     // create impact effect ?
                                                   float x,     // spread x factor
                                                   float y      // spread y factor
                                                   )
{
        float fCurrentDamage = iDamage;   // damage of the bullet at it's current trajectory
        float flCurrentDistance = 0.0;  //distance that the bullet has traveled so far

		// Increasing damage based on the player's stats.
		fCurrentDamage *= GetBliinkPlayerStats().GetDamagePercent();

        Vector vecDirShooting, vecRight, vecUp;
        AngleVectors( shootAngles, &vecDirShooting, &vecRight, &vecUp );

        if ( !pevAttacker )
                pevAttacker = this;  // the default attacker is ourselves

        // add the spray 
        Vector vecDir = vecDirShooting +
                x * vecSpread * vecRight +
                y * vecSpread * vecUp;

        VectorNormalize( vecDir );

        float flMaxRange = 8000;

        Vector vecEnd = vecSrc + vecDir * flMaxRange; // max bullet range is 10000 units

        trace_t tr; // main enter bullet trace

        UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID|CONTENTS_DEBRIS|CONTENTS_HITBOX, this, COLLISION_GROUP_NONE, &tr );

        if ( tr.fraction == 1.0f )
                return; // we didn't hit anything, stop tracing shoot

        if ( sv_showimpacts.GetBool() )
        {
#ifdef CLIENT_DLL
                // draw red client impact markers
                debugoverlay->AddBoxOverlay( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), QAngle( 0, 0, 0), 255,0,0,127, 4 );

                if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() )
                {
                        C_BasePlayer *player = ToBasePlayer( tr.m_pEnt );
                        player->DrawClientHitboxes( 4, true );
                }
#else
                // draw blue server impact markers
                NDebugOverlay::Box( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), 0,0,255,127, 4 );

                if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() )
                {
                        CBasePlayer *player = ToBasePlayer( tr.m_pEnt );
                        player->DrawServerHitboxes( 4, true );
                }
#endif
        }

                //calculate the damage based on the distance the bullet travelled.
                flCurrentDistance += tr.fraction * flMaxRange;

                // damage get weaker of distance
                fCurrentDamage *= pow ( 0.85f, (flCurrentDistance / 500));

                int iDamageType = DMG_BULLET | DMG_NEVERGIB;

#ifndef CLIENT_DLL
				CBliinkPlayer* pAttacker = static_cast<CBliinkPlayer*> ( pevAttacker );
				int iActiveAmmo = GetAmmoDef()->Index( pAttacker->GetActiveWeapon()->GetWpnData().szAmmo1 );
				int iAmmoSubtype = pAttacker->GetBliinkInventory().GetAmmoSubtype( iActiveAmmo );

				switch( iAmmoSubtype )
				{
				case ITEM_STYPE_AMMO_NORMAL:
					break;
				case ITEM_STYPE_AMMO_POISON:
					iDamageType &= DMG_POISON; break;
				case ITEM_STYPE_AMMO_FOGGED:
					iDamageType &= DMG_NERVEGAS; break;
				case ITEM_STYPE_AMMO_FIRE:
					iDamageType &= DMG_BURN; break;
				case ITEM_STYPE_AMMO_SLOW:
					iDamageType &= DMG_PARALYZE; break;
				}
#endif

                if( bDoEffects )
                {
                        // See if the bullet ended up underwater + started out of the water
                        if ( enginetrace->GetPointContents( tr.endpos ) & (CONTENTS_WATER|CONTENTS_SLIME) )
                        {       
                                trace_t waterTrace;
                                UTIL_TraceLine( vecSrc, tr.endpos, (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME), this, COLLISION_GROUP_NONE, &waterTrace );

                                if( waterTrace.allsolid != 1 )
                                {
                                        CEffectData     data;
                                        data.m_vOrigin = waterTrace.endpos;
                                        data.m_vNormal = waterTrace.plane.normal;
                                        data.m_flScale = random->RandomFloat( 8, 12 );

                                        if ( waterTrace.contents & CONTENTS_SLIME )
                                        {
                                                data.m_fFlags |= FX_WATER_IN_SLIME;
                                        }

                                        DispatchEffect( "gunshotsplash", data );
                                }
                        }
                        else
                        {
                                //Do Regular hit effects

                                // Don't decal nodraw surfaces
                                if ( !( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) )
                                {
                                        CBaseEntity *pEntity = tr.m_pEnt;

                                        UTIL_ImpactTrace( &tr, iDamageType );
                                }
                        }
                } // bDoEffects

                // add damage to entity that we hit

#ifdef GAME_DLL
                ClearMultiDamage();

                CTakeDamageInfo info( pevAttacker, pevAttacker, fCurrentDamage, iDamageType );
                CalculateBulletDamageForce( &info, iBulletType, vecDir, tr.endpos );
                tr.m_pEnt->DispatchTraceAttack( info, vecDir, &tr );

                TraceAttackToTriggers( info, tr.startpos, tr.endpos, vecDir );

                ApplyMultiDamage();
#endif
}
コード例 #15
0
void CASW_Weapon::ItemBusyFrame( void )
{
	CASW_Marine* pMarine = GetMarine();
	if ( !pMarine )
		return;

	bool bAttack1, bAttack2, bReload, bOldReload, bOldAttack1;
	GetButtons(bAttack1, bAttack2, bReload, bOldReload, bOldAttack1 );

	// check for clearing our weapon switching bool
	if (m_bSwitchingWeapons && gpGlobals->curtime > m_flNextPrimaryAttack)
	{
		m_bSwitchingWeapons = false;
	}

	// check for clearing our firing bool from reloading
	if (m_bInReload && gpGlobals->curtime > m_fReloadClearFiringTime)
	{
		ClearIsFiring();
	}

	if ( (bReload && !bOldReload) && UsesClipsForAmmo1() && asw_fast_reload_enabled.GetBool() )
	{
		if ( m_bInReload ) 
		{
			// check for a fast reload
			//Msg("%f Check for fast reload while busy\n", gpGlobals->curtime);
			if (gpGlobals->curtime >= m_fFastReloadStart && gpGlobals->curtime <= m_fFastReloadEnd)
			{
				// todo: reduce next attack time
				m_fFastReloadEnd = 0;
				m_fFastReloadStart = 0;

				CBaseCombatCharacter *pOwner = GetOwner();
				if ( pOwner )
				{
					float flSucceedDelay = gpGlobals->curtime + 0.5f;
					pOwner->SetNextAttack( flSucceedDelay );
					m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSucceedDelay;
				}

				// TODO: hook up anim
				//pMarine->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_SUCCEED );

				DispatchParticleEffect( "fast_reload", PATTACH_POINT_FOLLOW, this, "muzzle" );
				pMarine->m_flPreventLaserSightTime = gpGlobals->curtime + 2.5f;

#ifdef GAME_DLL
				pMarine->m_nFastReloadsInARow++;

				IGameEvent * event = gameeventmanager->CreateEvent( "fast_reload" );
				if ( event )
				{
					event->SetInt( "marine", pMarine->entindex() );
					event->SetInt( "reloads", pMarine->m_nFastReloadsInARow );
					gameeventmanager->FireEvent( event );
				}

				if ( pMarine->m_nFastReloadsInARow >= 4 && pMarine->IsInhabited() )
				{
					if ( pMarine->GetMarineResource() )
					{
						pMarine->GetMarineResource()->m_bDidFastReloadsInARow = true;
					}

					if ( pMarine->GetCommander() )
					{
						pMarine->GetCommander()->AwardAchievement( ACHIEVEMENT_ASW_FAST_RELOADS_IN_A_ROW );
					}
				}
#endif
				CSoundParameters params;
				if ( !GetParametersForSound( "FastReload.Success", params, NULL ) )
					return;

				EmitSound_t playparams(params);
				playparams.m_nPitch = params.pitch;

				CASW_Player *pPlayer = GetCommander();
				if ( pPlayer )
				{
					CSingleUserRecipientFilter filter( pMarine->GetCommander() );
					if ( IsPredicted() && CBaseEntity::GetPredictionPlayer() )
					{
						filter.UsePredictionRules();
					}
					EmitSound(filter, entindex(), playparams);
				}
				
				//Msg("%f RELOAD SUCCESS! - bAttack1 = %d, bOldAttack1 = %d\n", gpGlobals->curtime, bAttack1, bOldAttack1 );
				//Msg( "S: %f - %f - %f RELOAD SUCCESS! -- Progress = %f\n", gpGlobals->curtime, fFastStart, fFastEnd, flProgress );
#ifdef GAME_DLL				
				pMarine->GetMarineSpeech()->PersonalChatter(CHATTER_SELECTION);
#endif
				m_bFastReloadSuccess = true;
				m_bFastReloadFailure = false;
			}
			else if (m_fFastReloadStart != 0)
			{
				CSoundParameters params;
				if ( !GetParametersForSound( "FastReload.Miss", params, NULL ) )
					return;

				EmitSound_t playparams(params);
				playparams.m_nPitch = params.pitch;

				CASW_Player *pPlayer = GetCommander();
				if ( pPlayer )
				{
					CSingleUserRecipientFilter filter( pMarine->GetCommander() );
					if ( IsPredicted() && CBaseEntity::GetPredictionPlayer() )
					{
						filter.UsePredictionRules();
					}
					EmitSound(filter, entindex(), playparams);
				}
				//Msg("%f RELOAD MISSED! - bAttack1 = %d, bOldAttack1 = %d\n", gpGlobals->curtime, bAttack1, bOldAttack1 );
				//Msg( "S: %f - %f - %f RELOAD MISSED! -- Progress = %f\n", gpGlobals->curtime, fFastStart, fFastEnd, flProgress );
				m_fFastReloadEnd = 0;
				m_fFastReloadStart = 0;

				CBaseCombatCharacter *pOwner = GetOwner();
				if ( pOwner )
				{
					float flMissDelay = MAX( gpGlobals->curtime + 2.0f, m_flNextPrimaryAttack + 1.0f );
					pOwner->SetNextAttack( flMissDelay );
					m_flNextPrimaryAttack = m_flNextSecondaryAttack = flMissDelay;
					m_flReloadFailTime = m_flNextPrimaryAttack - gpGlobals->curtime;
				}

				// TODO: hook up anim
				//pMarine->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_FAIL );

#ifdef GAME_DLL
				pMarine->m_nFastReloadsInARow = 0;
#endif

				DispatchParticleEffect( "reload_fail", PATTACH_POINT_FOLLOW, this, "muzzle" );

#ifdef GAME_DLL	
				pMarine->GetMarineSpeech()->PersonalChatter(CHATTER_PAIN_SMALL);
#endif
				m_bFastReloadSuccess = false;
				m_bFastReloadFailure = true;

			}
		}
	}

#ifdef CLIENT_DLL	
	if ( m_bInReload ) 
	{
		float fStart = m_fReloadStart;
		float fNext = MAX( m_flNextPrimaryAttack, GetOwner() ? GetOwner()->GetNextAttack() : 0 );
		float fTotalTime = fNext - fStart;
		if (fTotalTime <= 0)
			fTotalTime = 0.1f;

		m_fReloadProgress = (gpGlobals->curtime - fStart) / fTotalTime;
	}
	else
	{
		m_fReloadProgress = 0;
	}
	//Msg( "S: %f Reload Progress = %f\n", gpGlobals->curtime, m_fReloadProgress );
#endif //CLIENT_DLL
}
コード例 #16
0
	HFont			GetNetgraphFont()
	{
		return net_graphproportionalfont.GetBool() ? m_hFontProportional : m_hFont;
	}
コード例 #17
0
void CASW_Weapon::PrimaryAttack( void )
{
	// If my clip is empty (and I use clips) start reload
	if ( UsesClipsForAmmo1() && !m_iClip1 ) 
	{		
		Reload();
		return;
	}

	CASW_Player *pPlayer = GetCommander();
	CASW_Marine *pMarine = GetMarine();
	if ( !pMarine )
		return;

	m_bIsFiring = true;
	// MUST call sound before removing a round from the clip of a CMachineGun
	WeaponSound(SINGLE);

	if (m_iClip1 <= AmmoClickPoint())
	{
		LowAmmoSound();
	}

	// tell the marine to tell its weapon to draw the muzzle flash
	pMarine->DoMuzzleFlash();

	// sets the animation on the weapon model itself
	SendWeaponAnim( GetPrimaryAttackActivity() );

	// sets the animation on the marine holding this weapon
	//pMarine->SetAnimation( PLAYER_ATTACK1 );

#ifdef GAME_DLL	// check for turning on lag compensation
	if (pPlayer && pMarine->IsInhabited())
	{
		CASW_Lag_Compensation::RequestLagCompensation( pPlayer, pPlayer->GetCurrentUserCommand() );
	}
#endif

	FireBulletsInfo_t info;
	info.m_vecSrc = pMarine->Weapon_ShootPosition( );
	if ( pPlayer && pMarine->IsInhabited() )
	{
		info.m_vecDirShooting = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount());	// 45 degrees = 0.707106781187
	}
	else
	{
#ifdef CLIENT_DLL
		Msg("Error, clientside firing of a weapon that's being controlled by an AI marine\n");
#else
		info.m_vecDirShooting = pMarine->GetActualShootTrajectory( info.m_vecSrc );
#endif
	}

	// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems, 
	// especially if the weapon we're firing has a really fast rate of fire.
	info.m_iShots = 0;
	float fireRate = GetFireRate();
	while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
	{
		m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
		info.m_iShots++;
		if ( !fireRate )
			break;
	}

	// Make sure we don't fire more than the amount in the clip
	if ( UsesClipsForAmmo1() )
	{
		info.m_iShots = MIN( info.m_iShots, m_iClip1 );
		m_iClip1 -= info.m_iShots;

#ifdef GAME_DLL
		CASW_Marine *pMarine = GetMarine();
		if (pMarine && m_iClip1 <= 0 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
		{
			// check he doesn't have ammo in an ammo bay
			CASW_Weapon_Ammo_Bag* pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(0));
			if (!pAmmoBag)
				pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(1));
			if (!pAmmoBag || !pAmmoBag->CanGiveAmmoToWeapon(this))
				pMarine->OnWeaponOutOfAmmo(true);
		}
#endif
	}
	else
	{
		info.m_iShots = MIN( info.m_iShots, pMarine->GetAmmoCount( m_iPrimaryAmmoType ) );
		pMarine->RemoveAmmo( info.m_iShots, m_iPrimaryAmmoType );
	}

	info.m_flDistance = asw_weapon_max_shooting_distance.GetFloat();
	info.m_iAmmoType = m_iPrimaryAmmoType;
	info.m_iTracerFreq = 1;  // asw tracer test everytime
	info.m_flDamageForceScale = asw_weapon_force_scale.GetFloat();

	info.m_vecSpread = pMarine->GetActiveWeapon()->GetBulletSpread();
	info.m_flDamage = GetWeaponDamage();
#ifndef CLIENT_DLL
	if (asw_debug_marine_damage.GetBool())
		Msg("Weapon dmg = %f\n", info.m_flDamage);
	info.m_flDamage *= pMarine->GetMarineResource()->OnFired_GetDamageScale();
	if (asw_DebugAutoAim.GetBool())
	{
		NDebugOverlay::Line(info.m_vecSrc, info.m_vecSrc + info.m_vecDirShooting * info.m_flDistance, 64, 0, 64, true, 1.0);
	}
#endif

	pMarine->FireBullets( info );

	// increment shooting stats
#ifndef CLIENT_DLL
	if (pMarine && pMarine->GetMarineResource())
	{
		pMarine->GetMarineResource()->UsedWeapon(this, info.m_iShots);
		pMarine->OnWeaponFired( this, info.m_iShots );
	}
#endif
}
コード例 #18
0
void CNetGraphPanel::DrawTimes( vrect_t vrect, cmdinfo_t *cmdinfo, int x, int w, int graphtype )
{
	if ( !net_graphshowinterp.GetBool() || graphtype <= 1 )
		return;

	int i;
	int j;
	int	extrap_point;
	int a, h;
	vrect_t  rcFill;

	ResetLineSegments();

	extrap_point = LERP_HEIGHT / 3;

	for (a=0 ; a<w ; a++)
	{
		i = ( m_OutgoingSequence - a ) & ( TIMINGS - 1 );
		h = MIN( ( cmdinfo[i].cmd_lerp / 3.0 ) * LERP_HEIGHT, LERP_HEIGHT );

		rcFill.x		= x + w -a - 1;
		rcFill.width	= 1;
		rcFill.height	= 1;

		rcFill.y = vrect.y + vrect.height - 4;
		
		if ( h >= extrap_point )
		{
			int start = 0;

			h -= extrap_point;
			rcFill.y -= extrap_point;

			if ( !net_graphsolid.GetInt() )
			{
				rcFill.y -= (h - 1);
				start = (h - 1);
			}

			for ( j = start; j < h; j++ )
			{
				DrawLine(&rcFill, colors[j + extrap_point], 255 );	
				rcFill.y--;
			}
		}
		else
		{
			int oldh;
			oldh = h;
			rcFill.y -= h;
			h = extrap_point - h;

			if ( !net_graphsolid.GetInt() )
			{
				h = 1;
			}

			for ( j = 0; j < h; j++ )
			{
				DrawLine(&rcFill, colors[j + oldh], 255 );	
				rcFill.y--;
			}
		}

		rcFill.y = vrect.y + vrect.height - 4 - extrap_point;

		DrawLine( &rcFill, extrap_base_color, 255 );

		rcFill.y = vrect.y + vrect.height - 3;

		if ( cmdinfo[ i ].sent )
		{
			DrawLine( &rcFill, sendcolor, 255 );
		}
		else
		{
			DrawLine( &rcFill, holdcolor, 200 );
		}
	}

	DrawLineSegments();
}
コード例 #19
0
ファイル: nav_node.cpp プロジェクト: 0xFEEDC0DE64/UltraGame
//--------------------------------------------------------------------------------------------------------------
void CNavNode::CheckCrouch( void )
{
	CTraceFilterWalkableEntities filter( NULL, COLLISION_GROUP_PLAYER_MOVEMENT, WALK_THRU_EVERYTHING );
	trace_t tr;

	// Trace downward from duck height to find the max floor height for the node's surroundings
	Vector mins( -HalfHumanWidth, -HalfHumanWidth, 0 );
	Vector maxs( HalfHumanWidth, HalfHumanWidth, 0 );
	Vector start( m_pos.x, m_pos.y, m_pos.z + VEC_DUCK_HULL_MAX.z - 0.1f );
	UTIL_TraceHull(
		start,
		m_pos,
		mins,
		maxs,
		MASK_PLAYERSOLID_BRUSHONLY,
		&filter,
		&tr );

	Vector groundPos = tr.endpos;

	if ( tr.startsolid && !tr.allsolid )
	{
		// Try going down out of the solid and re-check for the floor height
		start.z -= tr.endpos.z - 0.1f;

		UTIL_TraceHull(
			start,
			m_pos,
			mins,
			maxs,
			MASK_PLAYERSOLID_BRUSHONLY,
			&filter,
			&tr );

		groundPos = tr.endpos;
	}

	if ( tr.startsolid )
	{
		// we don't even have duck height clear.  try a simple check to find floor height.
		float x, y;

		// Find the highest floor z - for a player to stand in this area, we need a full
		// VEC_HULL_MAX.z of clearance above this height at all points.
		float maxFloorZ = m_pos.z;
		for( y = -HalfHumanWidth; y <= HalfHumanWidth + 0.1f; y += HalfHumanWidth )
		{
			for( x = -HalfHumanWidth; x <= HalfHumanWidth + 0.1f; x += HalfHumanWidth )
			{
				float floorZ;
				if ( TheNavMesh->GetGroundHeight( m_pos, &floorZ ) )
				{
					maxFloorZ = max( maxFloorZ, floorZ + 0.1f );
				}
			}
		}

		groundPos.Init( m_pos.x, m_pos.y, maxFloorZ );
	}

	// For each direction, trace upwards from our best ground height to VEC_HULL_MAX.z to see if we have standing room.
	for ( int i=0; i<NUM_CORNERS; ++i )
	{
#if DEBUG_NAV_NODES
		if ( nav_test_node_crouch_dir.GetInt() != NUM_CORNERS && i != nav_test_node_crouch_dir.GetInt() )
			continue;
#endif // DEBUG_NAV_NODES

		NavCornerType corner = (NavCornerType)i;
		Vector2D cornerVec;
		CornerToVector2D( corner, &cornerVec );

		Vector actualGroundPos = groundPos; // we might need to adjust this if the tracehull failed above and we fell back to m_pos.z

		// Build a mins/maxs pair for the HumanWidth x HalfHumanWidth box facing the appropriate direction
		mins.Init();
		maxs.Init( cornerVec.x * HalfHumanWidth, cornerVec.y * HalfHumanWidth, 0 );

		// now make sure that mins is smaller than maxs
		for ( int j=0; j<3; ++j )
		{
			if ( mins[j] > maxs[j] )
			{
				float tmp = mins[j];
				mins[j] = maxs[j];
				maxs[j] = tmp;
			}
		}

		UTIL_TraceHull(
			actualGroundPos + Vector( 0, 0, 0.1f ),
			actualGroundPos + Vector( 0, 0, VEC_HULL_MAX.z - 0.2f ),
			mins,
			maxs,
			MASK_PLAYERSOLID_BRUSHONLY,
			&filter,
			&tr );
		actualGroundPos.z += tr.fractionleftsolid * VEC_HULL_MAX.z;
		float maxHeight = actualGroundPos.z + VEC_DUCK_HULL_MAX.z;
		for ( ; tr.startsolid && actualGroundPos.z <= maxHeight; actualGroundPos.z += 1.0f )
		{
			// In case we didn't find a good ground pos above, we could start in the ground.  Move us up some.
			UTIL_TraceHull(
				actualGroundPos + Vector( 0, 0, 0.1f ),
				actualGroundPos + Vector( 0, 0, VEC_HULL_MAX.z - 0.2f ),
				mins,
				maxs,
				MASK_PLAYERSOLID_BRUSHONLY,
				&filter,
				&tr );
		}
		if (tr.startsolid || tr.fraction != 1.0f)
		{
			SetAttributes( NAV_MESH_CROUCH );
			m_crouch[corner] = true;
		}

#if DEBUG_NAV_NODES
		if ( nav_show_nodes.GetBool() )
		{
			if ( nav_test_node_crouch_dir.GetInt() == i || nav_test_node_crouch_dir.GetInt() == NUM_CORNERS  )
			{
				if ( tr.startsolid )
				{
					NDebugOverlay::Box( actualGroundPos, mins, maxs+Vector( 0, 0, VEC_HULL_MAX.z), 255, 0, 0, 10, 20.0f );
				}
				else if ( m_crouch[corner] )
				{
					NDebugOverlay::Box( actualGroundPos, mins, maxs+Vector( 0, 0, VEC_HULL_MAX.z), 0, 0, 255, 10, 20.0f );
				}
				else
				{
					NDebugOverlay::Box( actualGroundPos, mins, maxs+Vector( 0, 0, VEC_HULL_MAX.z), 0, 255, 0, 10, 10.0f );
				}
			}
		}
#endif // DEBUG_NAV_NODES
	}
}
コード例 #20
0
//-----------------------------------------------------------------------------
// Purpose: Draws overlay text fields showing framerate, latency, bandwidth breakdowns, 
//  and, optionally, packet loss and choked packet percentages
// Input  : graphvalue - 
//			x - 
//			y - 
//			*graph - 
//			*cmdinfo - 
//			count - 
//			avg - 
//			*framerate - 
//			0.0 - 
//			avg - 
//-----------------------------------------------------------------------------
void CNetGraphPanel::DrawTextFields( int graphvalue, int x, int y, int w, netbandwidthgraph_t *graph, cmdinfo_t *cmdinfo )
{
	if ( !net_graphtext.GetBool() )
		return;

	static int lastout;

	char sz[ 256 ];
	int out;

	HFont font = GetNetgraphFont();

	// Move rolling average
	m_Framerate = FRAMERATE_AVG_FRAC * m_Framerate + ( 1.0 - FRAMERATE_AVG_FRAC ) * gpGlobals->absoluteframetime;

	// Print it out
	y -= m_nNetGraphHeight;

	int saveY = y;

	if ( m_Framerate <= 0.0f )
		m_Framerate = 1.0f;

	if ( engine->IsPlayingDemo() )
		m_AvgLatency = 0.0f;

	int textTall = surface()->GetFontTall( font );

	Q_snprintf( sz, sizeof( sz ), "fps:%4i   ping: %i ms", (int)(1.0f / m_Framerate), (int)(m_AvgLatency*1000.0f) );
	
	g_pMatSystemSurface->DrawColoredText( font, x, y, GRAPH_RED, GRAPH_GREEN, GRAPH_BLUE, 255, sz );

	// Draw update rate
	DrawUpdateRate( x + w, y );

	y += textTall;

	out = cmdinfo[ ( ( m_OutgoingSequence - 1 ) & ( TIMINGS - 1 ) ) ].size;
	if ( !out )
	{
		out = lastout;
	}
	else
	{
		lastout = out;
	}

	int totalsize = graph[ ( m_IncomingSequence & ( TIMINGS - 1 ) ) ].msgbytes[INetChannelInfo::TOTAL];
	
	Q_snprintf( sz, sizeof( sz ), "in :%4i   %2.2f k/s ", totalsize, m_IncomingData );

	int textWidth = g_pMatSystemSurface->DrawTextLen( font, "%s", sz );

	g_pMatSystemSurface->DrawColoredText( font, x, y, GRAPH_RED, GRAPH_GREEN, GRAPH_BLUE, 255, sz );

	Q_snprintf( sz, sizeof( sz ), "lerp: %5.1f ms", GetClientInterpAmount() * 1000.0f );

	int interpcolor[ 3 ] = { GRAPH_RED, GRAPH_GREEN, GRAPH_BLUE }; 
	float flInterp = GetClientInterpAmount();
	if ( flInterp > 0.001f )
	{
		// Server framerate is lower than interp can possibly deal with
		if ( m_flServerFramerate < ( 1.0f / flInterp ) )
		{
			interpcolor[ 0 ] = 255;
			interpcolor[ 1 ] = 255;
			interpcolor[ 2 ] = 31;
		}
		// flInterp is below recommended setting!!!
		else if ( flInterp < ( 2.0f / cl_updaterate->GetFloat() ) )
		{
			interpcolor[ 0 ] = 255;
			interpcolor[ 1 ] = 125;
			interpcolor[ 2 ] = 31;
		}
	}

	g_pMatSystemSurface->DrawColoredText( font, x + textWidth, y, interpcolor[ 0 ], interpcolor[ 1 ], interpcolor[ 2 ], 255, sz );

	Q_snprintf( sz, sizeof( sz ), "%3.1f/s", m_AvgPacketIn );
	textWidth = g_pMatSystemSurface->DrawTextLen( font, "%s", sz );

	g_pMatSystemSurface->DrawColoredText( font, x + w - textWidth - 1, y, GRAPH_RED, GRAPH_GREEN, GRAPH_BLUE, 255, sz );

	y += textTall;

	Q_snprintf( sz, sizeof( sz ), "out:%4i   %2.2f k/s", out, m_OutgoingData );

	g_pMatSystemSurface->DrawColoredText( font, x, y, GRAPH_RED, GRAPH_GREEN, GRAPH_BLUE, 255, sz );

	Q_snprintf( sz, sizeof( sz ), "%3.1f/s", m_AvgPacketOut );
	textWidth = g_pMatSystemSurface->DrawTextLen( font, "%s", sz );

	g_pMatSystemSurface->DrawColoredText( font, x + w - textWidth - 1, y, GRAPH_RED, GRAPH_GREEN, GRAPH_BLUE, 255, sz );

	y += textTall;

	DrawCmdRate( x + w, y );

	if ( graphvalue > 2 )
	{
		Q_snprintf( sz, sizeof( sz ), "loss:%3i    choke: %2i ", (int)(m_AvgPacketLoss*100.0f), (int)(m_AvgPacketChoke*100.0f) );

		textWidth = g_pMatSystemSurface->DrawTextLen( font, "%s", sz );

		g_pMatSystemSurface->DrawColoredText( font, x, y, GRAPH_RED, GRAPH_GREEN, GRAPH_BLUE, 255, sz );

		y += textTall;

		if ( graphvalue > 3 )
		{
			Q_snprintf( sz, sizeof( sz ), "sv  : %5.1f   var: %4.2f msec", m_flServerFramerate, m_flServerFramerateStdDeviation * 1000.0f );

			int servercolor[ 3 ] = { GRAPH_RED, GRAPH_GREEN, GRAPH_BLUE };

			if ( m_flServerFramerate < 10.0f )
			{
				servercolor[ 0 ] = 255;
				servercolor[ 1 ] = 31;
				servercolor[ 2 ] = 31;
			}
			else if ( m_flServerFramerate < 20.0f )
			{
				servercolor[ 0 ] = 255;
				servercolor[ 1 ] = 255;
				servercolor[ 2 ] = 0;
			}

			g_pMatSystemSurface->DrawColoredText( font, x, y, servercolor[ 0 ], servercolor[ 1 ], servercolor[ 2 ], 255, sz );

			y += textTall;
		}
	}

	// Draw legend
	if ( graphvalue >= 3 )
	{
		int textTall = g_pMatSystemSurface->GetFontTall( m_hFontSmall );

		y = saveY - textTall - 5;
		int cw, ch;
		g_pMatSystemSurface->GetTextSize( m_hFontSmall, L"otherplayersWWW", cw, ch );
		if ( x - cw < 0 )
		{
			x += w + 5;
		}
		else
		{
			x -= cw;
		}

		g_pMatSystemSurface->DrawColoredText( m_hFontSmall, x, y, 0, 0, 255, 255, "localplayer" );
		y -= textTall;
		g_pMatSystemSurface->DrawColoredText( m_hFontSmall, x, y, 0, 255, 0, 255, "otherplayers" );
		y -= textTall;
		g_pMatSystemSurface->DrawColoredText( m_hFontSmall, x, y, 255, 0, 0, 255, "entities" );
		y -= textTall;
		g_pMatSystemSurface->DrawColoredText( m_hFontSmall, x, y, 255, 255, 0, 255, "sounds" );
		y -= textTall;
		g_pMatSystemSurface->DrawColoredText( m_hFontSmall, x, y, 0, 255, 255, 255, "events" );
		y -= textTall;
		g_pMatSystemSurface->DrawColoredText( m_hFontSmall, x, y, 128, 128, 0, 255, "usermessages" );
		y -= textTall;
		g_pMatSystemSurface->DrawColoredText( m_hFontSmall, x, y, 0, 128, 128, 255, "entmessages" );
		y -= textTall;
		g_pMatSystemSurface->DrawColoredText( m_hFontSmall, x, y, 128, 0, 0, 255, "stringcmds" );
		y -= textTall;
		g_pMatSystemSurface->DrawColoredText( m_hFontSmall, x, y, 0, 128, 0, 255, "stringtables" );
		y -= textTall;
		g_pMatSystemSurface->DrawColoredText( m_hFontSmall, x, y, 0, 0, 128, 255, "voice" );
		y -= textTall;
	}
}
コード例 #21
0
//-----------------------------------------------------------------------------
// Purpose: Do the headlight
//-----------------------------------------------------------------------------
void CFlashlightEffect::UpdateLightNew(const Vector &vecPos, const Vector &vecForward, const Vector &vecRight, const Vector &vecUp )
{
	VPROF_BUDGET( "CFlashlightEffect::UpdateLightNew", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );

	FlashlightState_t state;

	// We will lock some of the flashlight params if player is on a ladder, to prevent oscillations due to the trace-rays
	bool bPlayerOnLadder = ( C_BasePlayer::GetLocalPlayer()->GetMoveType() == MOVETYPE_LADDER );

	const float flEpsilon = 0.1f;			// Offset flashlight position along vecUp
	const float flDistCutoff = 128.0f;
	const float flDistDrag = 0.2;

	CTraceFilterSkipPlayerAndViewModel traceFilter;
	float flOffsetY = r_flashlightoffsety.GetFloat();

	if( r_swingflashlight.GetBool() )
	{
		// This projects the view direction backwards, attempting to raise the vertical
		// offset of the flashlight, but only when the player is looking down.
		Vector vecSwingLight = vecPos + vecForward * -12.0f;
		if( vecSwingLight.z > vecPos.z )
		{
			flOffsetY += (vecSwingLight.z - vecPos.z);
		}
	}

	Vector vOrigin = vecPos + flOffsetY * vecUp;

	// Not on ladder...trace a hull
	if ( !bPlayerOnLadder ) 
	{
		trace_t pmOriginTrace;
		UTIL_TraceHull( vecPos, vOrigin, Vector(-4, -4, -4), Vector(4, 4, 4), MASK_SOLID & ~(CONTENTS_HITBOX), &traceFilter, &pmOriginTrace );

		if ( pmOriginTrace.DidHit() )
		{
			vOrigin = vecPos;
		}
	}
	else // on ladder...skip the above hull trace
	{
		vOrigin = vecPos;
	}

	// Now do a trace along the flashlight direction to ensure there is nothing within range to pull back from
	int iMask = MASK_OPAQUE_AND_NPCS;
	iMask &= ~CONTENTS_HITBOX;
	iMask |= CONTENTS_WINDOW;

	Vector vTarget = vecPos + vecForward * r_flashlightfar.GetFloat();

	// Work with these local copies of the basis for the rest of the function
	Vector vDir   = vTarget - vOrigin;
	Vector vRight = vecRight;
	Vector vUp    = vecUp;
	VectorNormalize( vDir   );
	VectorNormalize( vRight );
	VectorNormalize( vUp    );

	// Orthonormalize the basis, since the flashlight texture projection will require this later...
	vUp -= DotProduct( vDir, vUp ) * vDir;
	VectorNormalize( vUp );
	vRight -= DotProduct( vDir, vRight ) * vDir;
	VectorNormalize( vRight );
	vRight -= DotProduct( vUp, vRight ) * vUp;
	VectorNormalize( vRight );

	AssertFloatEquals( DotProduct( vDir, vRight ), 0.0f, 1e-3 );
	AssertFloatEquals( DotProduct( vDir, vUp    ), 0.0f, 1e-3 );
	AssertFloatEquals( DotProduct( vRight, vUp  ), 0.0f, 1e-3 );

	trace_t pmDirectionTrace;
	UTIL_TraceHull( vOrigin, vTarget, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), iMask, &traceFilter, &pmDirectionTrace );

	if ( r_flashlightvisualizetrace.GetBool() == true )
	{
		debugoverlay->AddBoxOverlay( pmDirectionTrace.endpos, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), QAngle( 0, 0, 0 ), 0, 0, 255, 16, 0 );
		debugoverlay->AddLineOverlay( vOrigin, pmDirectionTrace.endpos, 255, 0, 0, false, 0 );
	}

	float flDist = (pmDirectionTrace.endpos - vOrigin).Length();
	if ( flDist < flDistCutoff )
	{
		// We have an intersection with our cutoff range
		// Determine how far to pull back, then trace to see if we are clear
		float flPullBackDist = bPlayerOnLadder ? r_flashlightladderdist.GetFloat() : flDistCutoff - flDist;	// Fixed pull-back distance if on ladder
		m_flDistMod = Lerp( flDistDrag, m_flDistMod, flPullBackDist );
		
		if ( !bPlayerOnLadder )
		{
			trace_t pmBackTrace;
			UTIL_TraceHull( vOrigin, vOrigin - vDir*(flPullBackDist-flEpsilon), Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), iMask, &traceFilter, &pmBackTrace );
			if( pmBackTrace.DidHit() )
			{
				// We have an intersection behind us as well, so limit our m_flDistMod
				float flMaxDist = (pmBackTrace.endpos - vOrigin).Length() - flEpsilon;
				if( m_flDistMod > flMaxDist )
					m_flDistMod = flMaxDist;
			}
		}
	}
	else
	{
		m_flDistMod = Lerp( flDistDrag, m_flDistMod, 0.0f );
	}
	vOrigin = vOrigin - vDir * m_flDistMod;

	state.m_vecLightOrigin = vOrigin;

	BasisToQuaternion( vDir, vRight, vUp, state.m_quatOrientation );

	state.m_fQuadraticAtten = r_flashlightquadratic.GetFloat();

	bool bFlicker = false;

#ifdef HL2_EPISODIC
	C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
	if ( pPlayer )
	{
		float flBatteryPower = ( pPlayer->m_HL2Local.m_flFlashBattery >= 0.0f ) ? ( pPlayer->m_HL2Local.m_flFlashBattery ) : pPlayer->m_HL2Local.m_flSuitPower;
		if ( flBatteryPower <= 10.0f )
		{
			float flScale;
			if ( flBatteryPower >= 0.0f )
			{	
				flScale = ( flBatteryPower <= 4.5f ) ? SimpleSplineRemapVal( flBatteryPower, 4.5f, 0.0f, 1.0f, 0.0f ) : 1.0f;
			}
			else
			{
				flScale = SimpleSplineRemapVal( flBatteryPower, 10.0f, 4.8f, 1.0f, 0.0f );
			}
			
			flScale = clamp( flScale, 0.0f, 1.0f );

			if ( flScale < 0.35f )
			{
				float flFlicker = cosf( gpGlobals->curtime * 6.0f ) * sinf( gpGlobals->curtime * 15.0f );
				
				if ( flFlicker > 0.25f && flFlicker < 0.75f )
				{
					// On
					state.m_fLinearAtten = r_flashlightlinear.GetFloat() * flScale;
				}
				else
				{
					// Off
					state.m_fLinearAtten = 0.0f;
				}
			}
			else
			{
				float flNoise = cosf( gpGlobals->curtime * 7.0f ) * sinf( gpGlobals->curtime * 25.0f );
				state.m_fLinearAtten = r_flashlightlinear.GetFloat() * flScale + 1.5f * flNoise;
			}

			state.m_fHorizontalFOVDegrees = r_flashlightfov.GetFloat() - ( 16.0f * (1.0f-flScale) );
			state.m_fVerticalFOVDegrees = r_flashlightfov.GetFloat() - ( 16.0f * (1.0f-flScale) );
			
			bFlicker = true;
		}
	}
#endif // HL2_EPISODIC

	if ( bFlicker == false )
	{
		state.m_fLinearAtten = r_flashlightlinear.GetFloat();
		state.m_fHorizontalFOVDegrees = r_flashlightfov.GetFloat();
		state.m_fVerticalFOVDegrees = r_flashlightfov.GetFloat();
	}

	state.m_fConstantAtten = r_flashlightconstant.GetFloat();
	state.m_Color[0] = 1.0f;
	state.m_Color[1] = 1.0f;
	state.m_Color[2] = 1.0f;
	state.m_Color[3] = r_flashlightambient.GetFloat();
	state.m_NearZ = r_flashlightnear.GetFloat() + m_flDistMod;	// Push near plane out so that we don't clip the world when the flashlight pulls back 
	state.m_FarZ = r_flashlightfar.GetFloat();
	state.m_bEnableShadows = r_flashlightdepthtexture.GetBool();
	state.m_flShadowMapResolution = r_flashlightdepthres.GetInt();

	state.m_pSpotlightTexture = m_FlashlightTexture;
	state.m_nSpotlightTextureFrame = 0;

	state.m_flShadowAtten = r_flashlightshadowatten.GetFloat();
	state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
	state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();

	if( m_FlashlightHandle == CLIENTSHADOW_INVALID_HANDLE )
	{
		m_FlashlightHandle = g_pClientShadowMgr->CreateFlashlight( state );
	}
	else
	{
		if( !r_flashlightlockposition.GetBool() )
		{
			g_pClientShadowMgr->UpdateFlashlightState( m_FlashlightHandle, state );
		}
	}
	
	g_pClientShadowMgr->UpdateProjectedTexture( m_FlashlightHandle, true );
	
	// Kill the old flashlight method if we have one.
	LightOffOld();

#ifndef NO_TOOLFRAMEWORK
	if ( clienttools->IsInRecordingMode() )
	{
		KeyValues *msg = new KeyValues( "FlashlightState" );
		msg->SetFloat( "time", gpGlobals->curtime );
		msg->SetInt( "entindex", m_nEntIndex );
		msg->SetInt( "flashlightHandle", m_FlashlightHandle );
		msg->SetPtr( "flashlightState", &state );
		ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
		msg->deleteThis();
	}
#endif
}
コード例 #22
0
//------------------------------------------------------------------------------
// Is color correction active?
//------------------------------------------------------------------------------
bool CColorCorrectionMgr::HasNonZeroColorCorrectionWeights() const
{
	return ( m_nActiveWeightCount != 0 ) || mat_colcorrection_editor.GetBool();
}
コード例 #23
0
//-----------------------------------------------------------------------------
// Purpose: Dust impact
// Input  : &origin - position
//			&tr - trace information
//-----------------------------------------------------------------------------
void FX_DustImpact( const Vector &origin, trace_t *tr, int iScale )
{
	if ( !fx_drawimpactdust.GetBool() )
		return;

#ifdef _XBOX

	//
	// XBox version
	//

	VPROF_BUDGET( "FX_DustImpact", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
	Vector	offset;
	float	spread = 0.2f;

	CSmartPtr<CDustParticle> pSimple = CDustParticle::Create( "dust" );
	pSimple->SetSortOrigin( origin );
	pSimple->GetBinding().SetBBox( origin - ( Vector( 32, 32, 32 ) * iScale ), origin + ( Vector( 32, 32, 32 ) * iScale ) );

	Vector	color;
	float	colorRamp;
	GetColorForSurface( tr, &color );

	int i;
	SimpleParticle *pParticle;
	for ( i = 0; i < 4; i++ )
	{
		// Last puff is gritty (hides end)
		if ( i == 3 )
		{
			pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_BloodPuff[0], origin );
		}
		else
		{
			pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[0], origin );
		}

		if ( pParticle != NULL )
		{
			pParticle->m_flLifetime = 0.0f;

			pParticle->m_vecVelocity.Random( -spread, spread );
			pParticle->m_vecVelocity += ( tr->plane.normal * random->RandomFloat( 1.0f, 6.0f ) );

			VectorNormalize( pParticle->m_vecVelocity );

			float	fForce = random->RandomFloat( 250, 500 ) * i;

			// scaled
			pParticle->m_vecVelocity *= fForce * iScale;

			colorRamp = random->RandomFloat( 0.75f, 1.25f );

			pParticle->m_uchColor[0]	= MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
			pParticle->m_uchColor[1]	= MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
			pParticle->m_uchColor[2]	= MIN( 1.0f, color[2] * colorRamp ) * 255.0f;

			// scaled
			pParticle->m_uchStartSize	= iScale * random->RandomInt( 3, 4 ) * (i+1);

			// scaled
			pParticle->m_uchEndSize		= iScale * pParticle->m_uchStartSize * 4;

			pParticle->m_uchStartAlpha	= random->RandomInt( 32, 255 );
			pParticle->m_uchEndAlpha	= 0;

			pParticle->m_flRoll			= random->RandomInt( 0, 360 );

			if ( i == 3 )
			{
				pParticle->m_flRollDelta = random->RandomFloat( -0.1f, 0.1f );
				pParticle->m_flDieTime	= 0.5f;
			}
			else
			{
				pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f );
				pParticle->m_flDieTime	= random->RandomFloat( 0.5f, 1.0f );
			}
		}
	}			

	//Impact hit
	pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_DustPuff, origin );

	if ( pParticle != NULL )
	{
		offset = origin;
		offset[0] += random->RandomFloat( -8.0f, 8.0f );
		offset[1] += random->RandomFloat( -8.0f, 8.0f );

		pParticle->m_flLifetime = 0.0f;
		pParticle->m_flDieTime	= random->RandomFloat( 0.5f, 1.0f );

		pParticle->m_vecVelocity.Init();

		colorRamp = random->RandomFloat( 0.75f, 1.25f );
		pParticle->m_uchColor[0]	= MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
		pParticle->m_uchColor[1]	= MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
		pParticle->m_uchColor[2]	= MIN( 1.0f, color[2] * colorRamp ) * 255.0f;

		pParticle->m_uchStartSize	= random->RandomInt( 4, 8 );
		pParticle->m_uchEndSize		= pParticle->m_uchStartSize * 4;

		pParticle->m_uchStartAlpha	= random->RandomInt( 32, 64 );
		pParticle->m_uchEndAlpha	= 0;

		pParticle->m_flRoll			= random->RandomInt( 0, 360 );
		pParticle->m_flRollDelta	= random->RandomFloat( -1.0f, 1.0f );
	}

#else
	FX_DustImpact( origin, tr, (float)iScale );
#endif // _XBOX
}
コード例 #24
0
void CBaseAnimatingOverlay::StudioFrameAdvance ()
{
	float flAdvance = GetAnimTimeInterval();

	VerifyOrder();

	BaseClass::StudioFrameAdvance();

	for ( int i = 0; i < m_AnimOverlay.Count(); i++ )
	{
		CAnimationLayer *pLayer = &m_AnimOverlay[i];
		
		if (pLayer->IsActive())
		{
			// Assert( !m_AnimOverlay[ i ].IsAbandoned() );
			if (pLayer->IsKillMe())
			{
				if (pLayer->m_flKillDelay > 0)
				{
					pLayer->m_flKillDelay -= flAdvance;
					pLayer->m_flKillDelay = clamp( 	pLayer->m_flKillDelay, 0.0f, 1.0f );
				}
				else if (pLayer->m_flWeight != 0.0f)
				{
					// give it at least one frame advance cycle to propagate 0.0 to client
					pLayer->m_flWeight -= pLayer->m_flKillRate * flAdvance;
					pLayer->m_flWeight = clamp( (float) pLayer->m_flWeight, 0.0f, 1.0f );
				}
				else
				{
					// shift the other layers down in order
					if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)
					{
						Msg("removing %d (%d): %s : %5.3f (%.3f)\n", i, pLayer->m_nOrder.Get(), GetSequenceName( pLayer->m_nSequence ), pLayer->m_flCycle.Get(), pLayer->m_flWeight.Get() );
					}
					FastRemoveLayer( i );
					// needs at least one thing cycle dead to trigger sequence change
					pLayer->Dying();
					continue;
				}
			}

			pLayer->StudioFrameAdvance( flAdvance, this );
			if ( pLayer->m_bSequenceFinished && (pLayer->IsAutokill()) )
			{
				pLayer->m_flWeight = 0.0f;
				pLayer->KillMe();
			}
		}
		else if (pLayer->IsDying())
		{
			pLayer->Dead();	
		}
		else if (pLayer->m_flWeight > 0.0)
		{
			// Now that the server blends, it is turning off layers all the time.  Having a weight left over
			// when you're no longer marked as active is now harmless and commonplace.  Just clean up.
			pLayer->Init( this );
			pLayer->Dying();
		}
	}

	if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)
	{
		for ( int i = 0; i < m_AnimOverlay.Count(); i++ )
		{
			if (m_AnimOverlay[ i ].IsActive())
			{
				/*
				if (m_AnimOverlay[ i ].IsAbandoned())
				{
					Msg(" %d abandoned %.2f (%.2f)\n", i, gpGlobals->curtime, m_AnimOverlay[ i ].m_flLastAccess );
				}
				*/
				Msg(" %d (%d): %s : %5.3f (%.3f)\n", i, m_AnimOverlay[ i ].m_nOrder.Get(), GetSequenceName( m_AnimOverlay[ i ].m_nSequence ), m_AnimOverlay[ i ].m_flCycle.Get(), m_AnimOverlay[ i ].m_flWeight.Get() );
			}
		}
	}

	VerifyOrder();
}
コード例 #25
0
ファイル: ragdoll_shared.cpp プロジェクト: NEITMod/HL2BM2
bool ShouldRemoveThisRagdoll( CBaseAnimating *pRagdoll )
{
	if ( g_RagdollLVManager.IsLowViolence() )
	{
		return true;
	}

#ifdef CLIENT_DLL

	/* we no longer ignore enemies just because they are on fire -- a ragdoll in front of me
	   is always a higher priority for retention than a flaming zombie behind me. At the 
	   time I put this in, the ragdolls do clean up their own effects if culled via SUB_Remove().
	   If you're encountering trouble with ragdolls leaving effects behind, try renabling the code below.
    /////////////////////
	//Just ignore it until we're done burning/dissolving.
	if ( pRagdoll->GetEffectEntity() )
		return false;
	*/

	Vector vMins, vMaxs;
		
	Vector origin = pRagdoll->m_pRagdoll->GetRagdollOrigin();
	pRagdoll->m_pRagdoll->GetRagdollBounds( vMins, vMaxs );

	if( engine->IsBoxInViewCluster( vMins + origin, vMaxs + origin) == false )
	{
		if ( g_debug_ragdoll_removal.GetBool() )
		{
			debugoverlay->AddBoxOverlay( origin, vMins, vMaxs, QAngle( 0, 0, 0 ), 0, 255, 0, 16, 5 );
			debugoverlay->AddLineOverlay( origin, origin + Vector( 0, 0, 64 ), 0, 255, 0, true, 5 );
		}

		return true;
	}
	else if( engine->CullBox( vMins + origin, vMaxs + origin ) == true )
	{
		if ( g_debug_ragdoll_removal.GetBool() )
		{
			debugoverlay->AddBoxOverlay( origin, vMins, vMaxs, QAngle( 0, 0, 0 ), 0, 0, 255, 16, 5 );
			debugoverlay->AddLineOverlay( origin, origin + Vector( 0, 0, 64 ), 0, 0, 255, true, 5 );
		}

		return true;
	}

#else
//	CBasePlayer *pPlayer = UTIL_GetLocalPlayer();

	if( !UTIL_FindClientInPVS( pRagdoll->edict() ) )
	{
		if ( g_debug_ragdoll_removal.GetBool() )
			 NDebugOverlay::Line( pRagdoll->GetAbsOrigin(), pRagdoll->GetAbsOrigin() + Vector( 0, 0, 64 ), 0, 255, 0, true, 5 );

		return true;
	}
/*	else if( !pPlayer->FInViewCone( pRagdoll ) )
	{
		if ( g_debug_ragdoll_removal.GetBool() )
			 NDebugOverlay::Line( pRagdoll->GetAbsOrigin(), pRagdoll->GetAbsOrigin() + Vector( 0, 0, 64 ), 0, 0, 255, true, 5 );
		
		return true;
	}*/

#endif

	return false;
}
コード例 #26
0
ファイル: npc_blob.cpp プロジェクト: Muini/Nag-asw
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Blob::RunAI()
{
	BaseClass::RunAI();

	if( !m_bInitialized )
	{
		// m_bInitialized is set to false in the constructor. So this bit of
		// code runs one time, the first time I think.
		Msg("I need to initialize\n");
		InitializeElements();
		m_bInitialized = true;
		return;
	}

	int iIdealNumElements = blob_numelements.GetInt();
	if( iIdealNumElements != m_iNumElements )
	{
		int delta = iIdealNumElements - m_iNumElements;

		if( delta < 0 )
		{
			delta = -delta;
			delta = MIN(delta, 5 );
			RemoveExcessElements( delta );
			
			if( m_iReconfigureElement > m_iNumElements )
			{
				// Start this index over at zero, if it is past the new end of the utlvector.
				m_iReconfigureElement = 0;
			}
		}
		else
		{
			delta = MIN(delta, 5 );
			AddNewElements( delta );
		}
	
		RecomputeIdealElementDist();
	}

	ComputeCentroid();

	if( npc_blob_show_centroid.GetBool() )
	{
		NDebugOverlay::Cross3D( m_vecCentroid + Vector( 0, 0, 12 ), 32, 0, 255, 0, false, 0.025f );
	}

	if( npc_blob_use_threading.GetBool() )
	{
		IterRangeParallel( this, &CNPC_Blob::DoBlobBatchedAI, 0, m_Elements.Count() );
	}
	else
	{
		DoBlobBatchedAI( 0, m_Elements.Count() );
	}

	if( GetEnemy() != NULL )
	{
		float flEnemyDistSqr = m_vecCentroid.DistToSqr( GetEnemy()->GetAbsOrigin() );

		if( flEnemyDistSqr <= Square( 32.0f ) )
		{
			if( GetEnemy()->Classify() == CLASS_COMBINE )
			{
				if( !m_bEatCombineHack )
				{
					variant_t var;

					var.SetFloat( 0 );
					g_EventQueue.AddEvent( GetEnemy(), "HitByBugBait", 0.0f, this, this );
					g_EventQueue.AddEvent( GetEnemy(), "SetHealth", var, 3.0f, this, this );
					m_bEatCombineHack = true;

					blob_radius.SetValue( 48.0f );
					RecomputeIdealElementDist();
				}
			}
			else
			{
				CTakeDamageInfo info;

				info.SetAttacker( this );
				info.SetInflictor( this );
				info.SetDamage( 5 );
				info.SetDamageType( DMG_SLASH );
				info.SetDamageForce( Vector( 0, 0, 1 ) );

				GetEnemy()->TakeDamage( info );
			}
		}
	}

	SetNextThink( gpGlobals->curtime + npc_blob_think_interval.GetFloat() );
}
コード例 #27
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeEmpProjectile::Detonate()
{
	if ( ShouldNotDetonate() )
	{
		RemoveGrenade();
		return;
	}

	// Explosion effect on client
	// SendDispatchEffect();

	float flRadius = 180;
	float flDamage = 1;

	if ( tf_grenade_show_radius.GetBool() )
	{
		DrawRadius( flRadius );
	}

	// Apply some amount of EMP damage to every entity in the radius. They will calculate 
	// their own damage based on how much ammo they have or some other wacky calculation.

	CTakeDamageInfo info( this, GetThrower(), vec3_origin, GetAbsOrigin(), flDamage, /* DMG_EMP |*/ DMG_PREVENT_PHYSICS_FORCE );

	CBaseEntity *pEntityList[100];
	int nEntityCount = UTIL_EntitiesInSphere( pEntityList, 100, GetAbsOrigin(), flRadius, 0 );
	int iEntity;
	for ( iEntity = 0; iEntity < nEntityCount; ++iEntity )
	{
		CBaseEntity *pEntity = pEntityList[iEntity];

		if ( pEntity == this )
			continue;

		if ( pEntity && pEntity->IsPlayer() )
			continue;

		if ( pEntity && ( pEntity->m_takedamage == DAMAGE_YES || pEntity->m_takedamage == DAMAGE_EVENTS_ONLY ) )
		{
			pEntity->TakeDamage( info );

			//if ( pEntity->IsPlayer() /* || is ammo box || is enemy object */ )
			{
				CBeam *pBeam = CBeam::BeamCreate( "sprites/physcannon_bluelight1b.vmt", 3.0 );
				if ( !pBeam )
					return;

				pBeam->PointsInit( GetAbsOrigin(), pEntity->WorldSpaceCenter() );

				pBeam->SetColor( 255, 255, 255 );
				pBeam->SetBrightness( 128 );
				pBeam->SetNoise( 12.0f );
				pBeam->SetEndWidth( 3.0f );
				pBeam->SetWidth( 3.0f );
				pBeam->LiveForTime( 0.5f );	// Fail-safe
				pBeam->SetFrameRate( 25.0f );
				pBeam->SetFrame( random->RandomInt( 0, 2 ) );
			}
		}
	}

	DispatchParticleEffect( "emp_shockwave", GetAbsOrigin(), vec3_angle );

	UTIL_Remove( this );

#if 0
	// Tell the bots an HE grenade has exploded
	CTFPlayer *pPlayer = ToTFPlayer( GetThrower() );
	if ( pPlayer )
	{
		KeyValues *pEvent = new KeyValues( "tf_weapon_grenade_detonate" );
		pEvent->SetInt( "userid", pPlayer->GetUserID() );
		gameeventmanager->FireEventServerOnly( pEvent );
	}
#endif
}
コード例 #28
0
ファイル: npc_blob.cpp プロジェクト: Muini/Nag-asw
//-----------------------------------------------------------------------------
// Run all of the AI for elements within the range iStart to iEnd 
//-----------------------------------------------------------------------------
void CNPC_Blob::DoBlobBatchedAI( int iStart, int iEnd )
{
	float flInterval = gpGlobals->curtime - GetLastThink();

	// Local fields for sin-wave movement variance
	float flMySine;
	float flAmplitude = npc_blob_sin_amplitude.GetFloat();
	float flMyAmplitude;
	Vector vecRight;
	Vector vecForward;

	// Local fields for attract/repel
	float minDistSqr = Square( m_flMinElementDist );
	float flBlobSpeed = blob_element_speed.GetFloat();
	float flSpeed;

	// Local fields for speed limiting
	float flMinSpeed = blob_element_speed.GetFloat() * 0.5f;
	float flMaxSpeed = blob_element_speed.GetFloat() * 1.5f;
	bool bEnforceSpeedLimit;
	bool bEnforceRelativePositions;
	bool bDoMovementVariation;
	bool bDoOrientation = npc_blob_use_orientation.GetBool();
	float flIdleSpeedFactor = npc_blob_idle_speed_factor.GetFloat();

	// Group cohesion
	float flBlobRadiusSqr = Square( blob_radius.GetFloat() + 48.0f ); // Four feet of fudge

	// Build a right-hand vector along which we'll add some sine wave data to give each
	// element a unique insect-like undulation along an axis perpendicular to their path,
	// which makes the entire group look far less orderly
	if( GetEnemy() != NULL )
	{
		// If I have an enemy, the right-hand vector is perpendicular to a straight line 
		// from the group's centroid to the enemy's origin.
		vecForward = GetEnemy()->GetAbsOrigin() - m_vecCentroid;
		VectorNormalize( vecForward );
		vecRight.x = vecForward.y;
		vecRight.y = -vecForward.x;
	}
	else
	{
		// If there is no enemy, wobble along the axis from the centroid to me.
		vecForward = GetAbsOrigin() - m_vecCentroid;
		VectorNormalize( vecForward );
		vecRight.x = vecForward.y;
		vecRight.y = -vecForward.x;
	}

	//--
	// MAIN LOOP - Run all of the elements in the set iStart to iEnd
	//--
	for( int i = iStart ; i < iEnd ; i++ )
	{
		CBlobElement *pThisElement = m_Elements[ i ];

		//--
		// Initial movement
		//--
		// Start out with bEnforceSpeedLimit set to false. This is because an element
		// can't overspeed if it's moving undisturbed towards its target entity or 
		// target location. An element can only under or overspeed when it is repelled 
		// by multiple other elements in the group. See "Relative Positions" below.
		//
		// Initialize some 'defaults' that may be changed for each iteration of this loop
		bEnforceSpeedLimit = false;
		bEnforceRelativePositions = true;
		bDoMovementVariation = true;
		flSpeed = flBlobSpeed;

		switch( pThisElement->GetActiveMovementRule() )
		{
		case BLOB_MOVE_DONT_MOVE:
			{
				pThisElement->SetElementVelocity( vec3_origin, true );

				trace_t tr;
				Vector vecOrigin = pThisElement->GetAbsOrigin();

				UTIL_TraceLine( vecOrigin, vecOrigin - Vector( 0, 0, 16), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );

				if( tr.fraction < 1.0f )
				{
					QAngle angles;

					VectorAngles( tr.plane.normal, angles );

					float flSwap = angles.x;

					angles.x = -angles.y;
					angles.y = flSwap;

					pThisElement->SetAbsAngles( angles );
				}
			}
			continue;
			break;

		case BLOB_MOVE_TO_TARGET_LOCATION:
			{
				Vector vecDiff = pThisElement->GetAbsOrigin() - pThisElement->m_vecTargetLocation;

				if( vecDiff.Length2DSqr() <= Square(80.0f) )
				{
					// Don't shove this guy around any more, let him get to his goal position.
					flSpeed *= 0.5f;
					bEnforceRelativePositions = false;
					bDoMovementVariation = false;
				}

				pThisElement->MoveTowardsTargetLocation( flSpeed );
			}
			break;

		case BLOB_MOVE_TO_TARGET_ENTITY:
			{
				if( !IsMoving() && GetEnemy() == NULL )
				{
					if( pThisElement->GetAbsOrigin().DistToSqr( GetAbsOrigin() ) <= flBlobRadiusSqr )
					{
						flSpeed = (flSpeed * flIdleSpeedFactor) * pThisElement->m_flRandomEightyPercent;
					}
				}
				pThisElement->MoveTowardsTargetEntity( flSpeed );
			}
			break;

		default:
			Msg("ERROR: Blob Element with unspecified Movement Rule\n");
			break;
		}

		//---
		// Relative positions
		//--
		// Check this element against ALL other elements. If the two elements are closer
		// than the allowed minimum distance, repel this element away. (The other element
		// will repel when its AI runs). A single element can be repelled by many other 
		// elements. This is why bEnforceSpeedLimit is set to true if any of the repelling
		// code runs for this element. Multiple attempts to repel an element in the same
		// direction will cause overspeed. Conflicting attempts to repel an element in opposite
		// directions will cause underspeed.
		Vector vecDir = Vector( 0, 0, 0 );
		Vector vecThisElementOrigin = pThisElement->GetAbsOrigin();

		if( bEnforceRelativePositions )
		{
			for( int j = 0 ; j < m_Elements.Count() ; j++ )
			{
				// This is the innermost loop! We should optimize here, if anywhere.

				// If this element is on the wall, then don't be repelled by anyone. Repelling
				// elements that are trying to climb a wall usually make them look like they 
				// fall off the wall a few times while climbing.
				if( pThisElement->m_bOnWall )
					continue;

				CBlobElement *pThatElement = m_Elements[ j ];
				if( i != j )
				{
					Vector vecThatElementOrigin = pThatElement->GetAbsOrigin();
					float distSqr = vecThisElementOrigin.DistToSqr( vecThatElementOrigin );

					if( distSqr < minDistSqr )
					{
						// Too close to the other element. Move away.
						float flRepelSpeed;
						Vector vecRepelDir = ( vecThisElementOrigin - vecThatElementOrigin );

						vecRepelDir.NormalizeInPlace();
						flRepelSpeed = (flSpeed * ( 1.0f - ( distSqr / minDistSqr ) ) ) * pThatElement->GetSinePhase(); 
						pThisElement->AddElementVelocity( vecRepelDir * flRepelSpeed, true );

						// Since we altered this element's velocity after it was initially set, there's a chance
						// that the sums of multiple vectors will cause the element to over or underspeed, so 
						// mark it for speed limit enforcement
						bEnforceSpeedLimit = true;
					}
				}
			}
		}

		//--
		// Movement variation
		//--
		if( bDoMovementVariation )
		{
			flMySine = sin( gpGlobals->curtime * pThisElement->GetSineFrequency() );
			flMyAmplitude = flAmplitude * pThisElement->GetSineAmplitude();
			pThisElement->AddElementVelocity( vecRight * (flMySine * flMyAmplitude), true );
		}

		// Avoidance
		for( int a = 0 ; a < m_iNumAvoidOrigins ; a++ )
		{
			Vector vecAvoidDir = pThisElement->GetAbsOrigin() - m_vecAvoidOrigin[ a ];

			if( vecAvoidDir.LengthSqr() <= (m_flAvoidRadiusSqr * pThisElement->m_flRandomEightyPercent) )
			{
				VectorNormalize( vecAvoidDir );
				pThisElement->AddElementVelocity( vecAvoidDir * (flSpeed * 2.0f), true );
				break;
			}
		}

		//--
		// Speed limits
		//---
		if( bEnforceSpeedLimit == true )
		{
			pThisElement->EnforceSpeedLimits( flMinSpeed, flMaxSpeed );
		}

		//--
		// Wall crawling
		//--
		pThisElement->ModifyVelocityForSurface( flInterval, flSpeed );

		// For identifying stuck elements.
		pThisElement->m_vecPrevOrigin = pThisElement->GetAbsOrigin(); 

		pThisElement->m_flDistFromCentroidSqr = pThisElement->m_vecPrevOrigin.DistToSqr( m_vecCentroid );

		// Orientation
		if( bDoOrientation )
		{
			QAngle angles;
			VectorAngles( pThisElement->GetAbsVelocity(), angles );
			pThisElement->SetAbsAngles( angles );
		}

/*
		//--
		// Stragglers/Group integrity
		//
		if( pThisElement->m_flDistFromCentroidSqr > flStragglerDistSqr )
		{
			NDebugOverlay::Line( pThisElement->GetAbsOrigin(), m_vecCentroid, 255, 0, 0, false, 0.025f );
		}
*/
	}
}
コード例 #29
0
void CASW_Parasite::InfestColonist(CASW_Colonist* pColonist)
{
	if (m_bDefanged || !pColonist)	// no infesting if we've been defanged
		return;

	if (!IsOnFire())	// don't actually infest if we're on fire, since we'll die very shortly
		pColonist->BecomeInfested(this);

	// attach
	int attachment = pColonist->LookupAttachment( "chest" );
	if ( attachment )
	{
		//SetAbsAngles( GetOwnerEntity()->GetAbsAngles() );
		SetSolid( SOLID_NONE );
		SetMoveType( MOVETYPE_NONE );
		QAngle current(0,0,0);

		Vector diff = pColonist->GetAbsOrigin() - GetAbsOrigin();
		float angle = UTIL_VecToYaw(diff);
		angle -= pColonist->GetAbsAngles()[YAW];	// get the diff between our angle from the marine and the marine's facing;
		
		current = GetAbsAngles();
		
		Vector vAttachmentPos;
		pColonist->GetAttachment( attachment, vAttachmentPos );

		Teleport( &vAttachmentPos, &vec3_angle, &vec3_origin );
		SetParent( pColonist, attachment );
				Vector vecPosition;
		
		float flRaise = RandomFloat( 12.0f, 15.0f );
		float flForward = RandomFloat( -1.0f, 0.0f );
		float flSide = RandomFloat( 0.0f, 0.2f ) * ( RandomInt( 0, 1 ) == 0 ? 1.0f : -1.0f );

		SetLocalOrigin( Vector( flForward, flSide, flRaise ) );
		SetLocalAngles( QAngle( asw_infest_pitch.GetFloat(), angle + asw_infest_angle.GetFloat(), 0 ) );


		// play our infesting anim
		if ( asw_parasite_inside.GetBool() )
		{
			SetActivity(ACT_RANGE_ATTACK2);
		}
		else
		{
			int iInfestAttack = LookupSequence("Infest_attack");
			if (GetSequence() != iInfestAttack)
			{
				ResetSequence(iInfestAttack);
			}
		}
		// don't do anymore thinking - need to think still to animate?
		AddFlag( FL_NOTARGET );
		SetThink( &CASW_Parasite::InfestThink );
		SetTouch( NULL );
		m_bInfesting = true;		
	}
	else
	{
		FinishedInfesting();
	}		
}
コード例 #30
0
void DrawPassComposite( const defParms_composite &info, CBaseVSShader *pShader, IMaterialVar **params,
	IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI,
	VertexCompressionType_t vertexCompression, CDeferredPerMaterialContextData *pDeferredContext )
{
	const bool bModel = info.bModel;
	const bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
	const bool bFastVTex = g_pHardwareConfig->HasFastVertexTextures();

	const bool bAlbedo = PARM_TEX( info.iAlbedo );
	const bool bAlbedo2 = !bModel && bAlbedo && PARM_TEX( info.iAlbedo2 );
	const bool bAlbedo3 = !bModel && bAlbedo && PARM_TEX( info.iAlbedo3 );
	const bool bAlbedo4 = !bModel && bAlbedo && PARM_TEX( info.iAlbedo4 );

	const bool bAlphatest = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) && bAlbedo;
	const bool bTranslucent = IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ) && bAlbedo && !bAlphatest;

	const bool bNoCull = IS_FLAG_SET( MATERIAL_VAR_NOCULL );

	const bool bUseSRGB = DEFCFG_USE_SRGB_CONVERSION != 0;
	const bool bPhongFresnel = PARM_SET( info.iPhongFresnel );

	const bool bEnvmap = PARM_TEX( info.iEnvmap );
	const bool bEnvmapMask = bEnvmap && PARM_TEX( info.iEnvmapMask );
	const bool bEnvmapMask2 = bEnvmapMask && PARM_TEX( info.iEnvmapMask2 );
	const bool bEnvmapFresnel = bEnvmap && PARM_SET( info.iEnvmapFresnel );

	const bool bRimLight = PARM_SET( info.iRimlightEnable );
	const bool bRimLightModLight = bRimLight && PARM_SET( info.iRimlightModLight );
	const bool bBlendmodulate = bAlbedo2 && PARM_TEX( info.iBlendmodulate );
	const bool bBlendmodulate2 = bBlendmodulate && PARM_TEX( info.iBlendmodulate2 );
	const bool bBlendmodulate3 = bBlendmodulate && PARM_TEX( info.iBlendmodulate3 );

	const bool bSelfIllum = !bAlbedo2 && IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
	const bool bSelfIllumMaskInEnvmapMask = bSelfIllum && bEnvmapMask && PARM_SET( info.iSelfIllumMaskInEnvmapAlpha );
	const bool bSelfIllumMask = bSelfIllum && !bSelfIllumMaskInEnvmapMask && !bEnvmapMask && PARM_TEX( info.iSelfIllumMask );

	const bool bMultiBlend = PARM_SET( info.iMultiblend )
		&& bAlbedo && bAlbedo2 && bAlbedo3 && !bEnvmapMask && !bSelfIllumMask;

	const bool bNeedsFresnel = bPhongFresnel || bEnvmapFresnel;
	const bool bGBufferNormal = bEnvmap || bRimLight || bNeedsFresnel;
	const bool bWorldEyeVec = bGBufferNormal;


	AssertMsgOnce( !(bTranslucent || bAlphatest) || !bAlbedo2,
		"blended albedo not supported by gbuffer pass!" );

	AssertMsgOnce( IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) == false,
		"Normal map sampling should stay out of composition pass." );

	AssertMsgOnce( !PARM_TEX( info.iSelfIllumMask ) || !bEnvmapMask,
		"Can't use separate selfillum mask with envmap mask - use SELFILLUM_ENVMAPMASK_ALPHA instead." );

	AssertMsgOnce( PARM_SET( info.iMultiblend ) == bMultiBlend,
		"Multiblend forced off due to invalid usage! May cause vertexformat mis-matches between passes." );


	SHADOW_STATE
	{
		pShaderShadow->SetDefaultState();
		pShaderShadow->EnableSRGBWrite( bUseSRGB );

		if ( bNoCull )
		{
			pShaderShadow->EnableCulling( false );
		}

		int iVFmtFlags = VERTEX_POSITION;
		int iUserDataSize = 0;

		int *pTexCoordDim;
		int iTexCoordNum;
		GetTexcoordSettings( ( bModel && bIsDecal && bFastVTex ), bMultiBlend,
			iTexCoordNum, &pTexCoordDim );

		if ( bModel )
		{
			iVFmtFlags |= VERTEX_NORMAL;
			iVFmtFlags |= VERTEX_FORMAT_COMPRESSED;
		}
		else
		{
			if ( bAlbedo2 )
				iVFmtFlags |= VERTEX_COLOR;
		}

		pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bUseSRGB );

		if ( bGBufferNormal )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );
		}

		if ( bTranslucent )
		{
			pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
		}

		pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, false );

		if ( bEnvmap )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );

			if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true );

			if ( bEnvmapMask )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );

				if ( bAlbedo2 )
					pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
			}
		}
		else if ( bSelfIllumMask )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
		}

		if ( bAlbedo2 )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, bUseSRGB );

			if ( bBlendmodulate )
				pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
		}

		if ( bMultiBlend )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, bUseSRGB );

			if ( bAlbedo4 )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, bUseSRGB );
			}

			if ( bBlendmodulate )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER9, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER10, true );
			}
		}

		pShaderShadow->EnableAlphaWrites( false );
		pShaderShadow->EnableDepthWrites( !bTranslucent );

		pShader->DefaultFog();

		pShaderShadow->VertexShaderVertexFormat( iVFmtFlags, iTexCoordNum, pTexCoordDim, iUserDataSize );

		DECLARE_STATIC_VERTEX_SHADER( composite_vs30 );
		SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bModel );
		SET_STATIC_VERTEX_SHADER_COMBO( MORPHING_VTEX, bModel && bFastVTex );
		SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bModel && bIsDecal );
		SET_STATIC_VERTEX_SHADER_COMBO( EYEVEC, bWorldEyeVec );
		SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE2, bAlbedo2 && !bMultiBlend );
		SET_STATIC_VERTEX_SHADER_COMBO( BLENDMODULATE, bBlendmodulate );
		SET_STATIC_VERTEX_SHADER_COMBO( MULTIBLEND, bMultiBlend );
		SET_STATIC_VERTEX_SHADER( composite_vs30 );

		DECLARE_STATIC_PIXEL_SHADER( composite_ps30 );
		SET_STATIC_PIXEL_SHADER_COMBO( ALPHATEST, bAlphatest );
		SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, bTranslucent );
		SET_STATIC_PIXEL_SHADER_COMBO( READNORMAL, bGBufferNormal );
		SET_STATIC_PIXEL_SHADER_COMBO( NOCULL, bNoCull );
		SET_STATIC_PIXEL_SHADER_COMBO( ENVMAP, bEnvmap );
		SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bEnvmapMask );
		SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPFRESNEL, bEnvmapFresnel );
		SET_STATIC_PIXEL_SHADER_COMBO( PHONGFRESNEL, bPhongFresnel );
		SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, bRimLight );
		SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHTMODULATELIGHT, bRimLightModLight );
		SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, bAlbedo2 && !bMultiBlend );
		SET_STATIC_PIXEL_SHADER_COMBO( BLENDMODULATE, bBlendmodulate );
		SET_STATIC_PIXEL_SHADER_COMBO( MULTIBLEND, bMultiBlend );
		SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bSelfIllum );
		SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_MASK, bSelfIllumMask );
		SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_ENVMAP_ALPHA, bSelfIllumMaskInEnvmapMask );
		SET_STATIC_PIXEL_SHADER( composite_ps30 );
	}
	DYNAMIC_STATE
	{
		Assert( pDeferredContext != NULL );

		if ( pDeferredContext->m_bMaterialVarsChanged || !pDeferredContext->HasCommands( CDeferredPerMaterialContextData::DEFSTAGE_COMPOSITE )
			|| building_cubemaps.GetBool() )
		{
			tmpBuf.Reset();

			if ( bAlphatest )
			{
				PARM_VALIDATE( info.iAlphatestRef );
				tmpBuf.SetPixelShaderConstant1( 0, PARM_FLOAT( info.iAlphatestRef ) );
			}

			if ( bAlbedo )
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER0, info.iAlbedo );
			else
				tmpBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );

			if ( bEnvmap )
			{
				if ( building_cubemaps.GetBool() )
					tmpBuf.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_BLACK );
				else
				{
					if ( PARM_TEX( info.iEnvmap ) && !bModel )
						tmpBuf.BindTexture( pShader, SHADER_SAMPLER3, info.iEnvmap );
					else
						tmpBuf.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LOCAL_ENV_CUBEMAP );
				}

				if ( bEnvmapMask )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER4, info.iEnvmapMask );

				if ( bAlbedo2 )
				{
					if ( bEnvmapMask2 )
						tmpBuf.BindTexture( pShader, SHADER_SAMPLER7, info.iEnvmapMask2 );
					else
						tmpBuf.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_WHITE );
				}

				tmpBuf.SetPixelShaderConstant( 5, info.iEnvmapTint );

				float fl6[4] = { 0 };
				fl6[0] = PARM_FLOAT( info.iEnvmapSaturation );
				fl6[1] = PARM_FLOAT( info.iEnvmapContrast );
				tmpBuf.SetPixelShaderConstant( 6, fl6 );
			}

			if ( bNeedsFresnel )
			{
				tmpBuf.SetPixelShaderConstant( 7, info.iFresnelRanges );
			}

			if ( bRimLight )
			{
				float fl9[4] = { 0 };
				fl9[0] = PARM_FLOAT( info.iRimlightExponent );
				fl9[1] = PARM_FLOAT( info.iRimlightAlbedoScale );
				tmpBuf.SetPixelShaderConstant( 9, fl9 );
			}

			if ( bAlbedo2 )
			{
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER5, info.iAlbedo2 );

				if ( bBlendmodulate )
				{
					tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.iBlendmodulateTransform );
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER6, info.iBlendmodulate );
				}
			}

			if ( bMultiBlend )
			{
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER7, info.iAlbedo3 );

				if ( bAlbedo4 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER8, info.iAlbedo4 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_WHITE );

				if ( bBlendmodulate )
				{
					tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.iBlendmodulateTransform2 );
					tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, info.iBlendmodulateTransform3 );

					if ( bBlendmodulate2 )
						tmpBuf.BindTexture( pShader, SHADER_SAMPLER9, info.iBlendmodulate2 );
					else
						tmpBuf.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_BLACK );

					if ( bBlendmodulate3 )
						tmpBuf.BindTexture( pShader, SHADER_SAMPLER10, info.iBlendmodulate3 );
					else
						tmpBuf.BindStandardTexture( SHADER_SAMPLER10, TEXTURE_BLACK );
				}
			}

			if ( bSelfIllum && bSelfIllumMask )
			{
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER4, info.iSelfIllumMask );
			}

			int x, y, w, t;
			pShaderAPI->GetCurrentViewport( x, y, w, t );
			float fl1[4] = { 1.0f / w, 1.0f / t, 0, 0 };

			tmpBuf.SetPixelShaderConstant( 1, fl1 );

			tmpBuf.SetPixelShaderFogParams( 2 );

			float fl4 = { PARM_FLOAT( info.iPhongScale ) };
			tmpBuf.SetPixelShaderConstant1( 4, fl4 );

			tmpBuf.End();

			pDeferredContext->SetCommands( CDeferredPerMaterialContextData::DEFSTAGE_COMPOSITE, tmpBuf.Copy() );
		}

		pShaderAPI->SetDefaultState();

		if ( bModel && bFastVTex )
			pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );
		
		DECLARE_DYNAMIC_VERTEX_SHADER( composite_vs30 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (bModel && (int)vertexCompression) ? 1 : 0 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, (bModel && pShaderAPI->GetCurrentNumBones() > 0) ? 1 : 0 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, (bModel && pShaderAPI->IsHWMorphingEnabled()) ? 1 : 0 );
		SET_DYNAMIC_VERTEX_SHADER( composite_vs30 );

		DECLARE_DYNAMIC_PIXEL_SHADER( composite_ps30 );
		SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
		SET_DYNAMIC_PIXEL_SHADER( composite_ps30 );

		if ( bModel && bFastVTex )
		{
			bool bUnusedTexCoords[3] = { false, true, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal };
			pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
		}

		pShaderAPI->ExecuteCommandBuffer( pDeferredContext->GetCommands( CDeferredPerMaterialContextData::DEFSTAGE_COMPOSITE ) );

		if ( bGBufferNormal )
			pShader->BindTexture( SHADER_SAMPLER1, GetDeferredExt()->GetTexture_Normals() );

		pShader->BindTexture( SHADER_SAMPLER2, GetDeferredExt()->GetTexture_LightAccum() );

		CommitBaseDeferredConstants_Origin( pShaderAPI, 3 );

		if ( bWorldEyeVec )
		{
			float vEyepos[4] = {0,0,0,0};
			pShaderAPI->GetWorldSpaceCameraPosition( vEyepos );
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vEyepos );
		}

		if ( bRimLight )
		{
			pShaderAPI->SetPixelShaderConstant( 8, params[ info.iRimlightTint ]->GetVecValue() );
		}

		if ( bSelfIllum )
		{
			pShaderAPI->SetPixelShaderConstant( 10, params[ info.iSelfIllumTint ]->GetVecValue() );
		}
	}

	pShader->Draw();
}