//-----------------------------------------------------------------------------
// When the slider is activated, deactivated, or moves
//-----------------------------------------------------------------------------
void CRotationSlider::OnMousePressed( vgui::MouseCode code )
{
    BaseClass::OnMousePressed( code );

    if (code != vgui::MOUSE_LEFT)
        return;

    C_BaseObject *pObj = m_hObject.Get();
    if (pObj)
    {
        m_flInitialYaw = pObj->GetAbsAngles().y;
        pObj->PreviewYaw( m_flInitialYaw );
        pObj->ActivateYawPreview( true );
    }
}
예제 #2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_BaseObject::HighlightBuildPoints( int flags )
{
	C_TFPlayer *pLocal = C_TFPlayer::GetLocalTFPlayer();
	if ( !pLocal )
		return;

	if ( !GetNumBuildPoints() || !InLocalTeam() )
		return;

	C_TFWeaponBuilder *pBuilderWpn = dynamic_cast< C_TFWeaponBuilder * >( pLocal->GetActiveWeaponForSelection() );
	if ( !pBuilderWpn )
		return;
	if ( !pBuilderWpn->IsPlacingObject() )
		return;
	C_BaseObject *pPlacementObj = pBuilderWpn->GetPlacementModel();
	if ( !pPlacementObj || pPlacementObj == this )
		return;

	// Near enough?
	if ( (GetAbsOrigin() - pLocal->GetAbsOrigin()).LengthSqr() < MAX_VISIBLE_BUILDPOINT_DISTANCE )
	{
		bool bRestoreModel = false;
		Vector vecPrevAbsOrigin = pPlacementObj->GetAbsOrigin();
		QAngle vecPrevAbsAngles = pPlacementObj->GetAbsAngles();

		Vector orgColor;
		render->GetColorModulation( orgColor.Base() );
		float orgBlend = render->GetBlend();

		bool bSameTeam = ( pPlacementObj->GetTeamNumber() == GetTeamNumber() );

		if ( pPlacementObj->IsHostileUpgrade() && bSameTeam )
		{
			// Don't hilight hostile upgrades on friendly objects
			return;
		}
		else if ( !bSameTeam )
		{
			// Don't hilight upgrades on enemy objects
			return;
		}

		// Any empty buildpoints?
		for ( int i = 0; i < GetNumBuildPoints(); i++ )
		{
			// Can this object build on this point?
			if ( CanBuildObjectOnBuildPoint( i, pPlacementObj->GetType() ) )
			{
				Vector vecBPOrigin;
				QAngle vecBPAngles;
				if ( GetBuildPoint(i, vecBPOrigin, vecBPAngles) )
				{
					pPlacementObj->InvalidateBoneCaches();

					Vector color( 0, 255, 0 );
					render->SetColorModulation(	color.Base() );
					float frac = fmod( gpGlobals->curtime, 3 );
					frac *= 2 * M_PI;
					frac = cos( frac );
					render->SetBlend( (175 + (int)( frac * 75.0f )) / 255.0 );

					// FIXME: This truly sucks! The bone cache should use
					// render location for this computation instead of directly accessing AbsAngles
					// Necessary for bone cache computations to work
					pPlacementObj->SetAbsOrigin( vecBPOrigin );
					pPlacementObj->SetAbsAngles( vecBPAngles );

					modelrender->DrawModel( 
						flags, 
						pPlacementObj,
						pPlacementObj->GetModelInstance(),
						pPlacementObj->index, 
						pPlacementObj->GetModel(),
						vecBPOrigin,
						vecBPAngles,
						pPlacementObj->m_nSkin,
						pPlacementObj->m_nBody,
						pPlacementObj->m_nHitboxSet
						);

					bRestoreModel = true;
				}
			}
		}

		if ( bRestoreModel )
		{
			pPlacementObj->SetAbsOrigin(vecPrevAbsOrigin);
			pPlacementObj->SetAbsAngles(vecPrevAbsAngles);
			pPlacementObj->InvalidateBoneCaches();

			render->SetColorModulation( orgColor.Base() );
			render->SetBlend( orgBlend );
		}
	}
}