void CPlayerViewProxy::OnBind( void *pC_BaseEntity )
{
	if (!pC_BaseEntity)
		return;

	// Find the view angle between the player and this entity....
	C_BaseEntity *pEntity = BindArgToEntity( pC_BaseEntity );
	C_BaseEntity* pPlayer = C_BasePlayer::GetLocalPlayer();
	if (!pPlayer)
		return;

	Vector delta;
	VectorSubtract( pEntity->WorldSpaceCenter(), pPlayer->WorldSpaceCenter(), delta );
	VectorNormalize( delta );

	Vector forward;
	AngleVectors( pPlayer->GetAbsAngles(), &forward );

	Assert( m_pResult );
	SetFloatResult( DotProduct( forward, delta ) * m_Factor );

	if ( ToolsEnabled() )
	{
		ToolFramework_RecordMaterialParams( GetMaterial() );
	}
}
Exemplo n.º 2
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : fTimeDelta - 
//-----------------------------------------------------------------------------
void C_Plasma::Update( void )
{
	//Update all our parts
	UpdateScale();
	UpdateAnimation();
	UpdateFlames();

	if (m_flScaleRegister > 0.1)
	{
		float tempDelta = gpGlobals->frametime;
		while( m_tDecalSpawn.NextEvent( tempDelta ) )
		{
			// Add decal to floor
			C_BaseEntity *ent = cl_entitylist->GetEnt( 0 );
			if ( ent )
			{
				int index = decalsystem->GetDecalIndexForName( "PlasmaGlowFade" );
				if ( index >= 0 )
				{
					effects->DecalShoot( index, 0, ent->GetModel(), ent->GetAbsOrigin(), ent->GetAbsAngles(), GetAbsOrigin(), 0, 0 );
				}
			}
		}
	}
}
Exemplo n.º 3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_TEWorldDecal::PostDataUpdate( DataUpdateType_t updateType )
{
	VPROF( "C_TEWorldDecal::PostDataUpdate" );

	if ( r_decals.GetInt() )
	{
		C_BaseEntity *ent = cl_entitylist->GetEnt( 0 );
		if ( ent )
		{
			bool bNoBlood = UTIL_IsLowViolence();
			bool bIsBlood = false;

			if ( bNoBlood )
			{
				const char *pchDecalName = decalsystem->GetDecalNameForIndex( m_nIndex );
				if ( pchDecalName && V_stristr( pchDecalName, "blood" ) )
				{
					bIsBlood = true;
				}
			}

			if ( !( bNoBlood && bIsBlood ) )
			{
				effects->DecalShoot( m_nIndex, 0, ent->GetModel(), ent->GetAbsOrigin(), ent->GetAbsAngles(), m_vecOrigin, 0, 0 );
			}
		}
	}
	RecordWorldDecal( &m_vecOrigin, m_nIndex );
}
Exemplo n.º 4
0
//-----------------------------------------------------------------------------
// Client-side effects
//-----------------------------------------------------------------------------
void TE_WorldDecal( IRecipientFilter& filter, float delay, const Vector* pos, int index )
{
	if ( r_decals.GetInt() )
	{
		C_BaseEntity *ent = cl_entitylist->GetEnt( 0 );
		if ( ent )
		{
			effects->DecalShoot( index, 0, ent->GetModel(), ent->GetAbsOrigin(), ent->GetAbsAngles(), *pos, 0, 0 );
		}
	}
	RecordWorldDecal( pos, index );
}
Exemplo n.º 5
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_TEWorldDecal::PostDataUpdate( DataUpdateType_t updateType )
{
	if ( r_decals.GetInt() )
	{
		C_BaseEntity *ent = cl_entitylist->GetEnt( 0 );
		if ( ent )
		{
			effects->DecalShoot( m_nIndex, 0, ent->GetModel(), ent->GetAbsOrigin(), ent->GetAbsAngles(), m_vecOrigin, 0, 0 );
		}
	}
	RecordWorldDecal( &m_vecOrigin, m_nIndex );
}
Exemplo n.º 6
0
void TE_FootprintDecal( IRecipientFilter& filter, float delay, const Vector *origin, const Vector* right, 
	int entity, int index, unsigned char materialType )
{
	if ( r_decals.GetInt() )
	{
		C_BaseEntity *ent = cl_entitylist->GetEnt( entity );
		if ( ent )
		{
			effects->DecalShoot( index, entity, ent->GetModel(), ent->GetAbsOrigin(), ent->GetAbsAngles(), *origin, right, 0 );
		}
	}
}
Exemplo n.º 7
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : filter - 
//			delay - 
//			pos - 
//			player - 
//			entity - 
//-----------------------------------------------------------------------------
void TE_PlayerDecal( IRecipientFilter& filter, float delay,
	const Vector* pos, int player, int entity  )
{
	if ( cl_playerspraydisable.GetBool() )
		return;

	// No valid target?
	C_BaseEntity *ent = cl_entitylist->GetEnt( entity );
	if ( !ent )
		return;

	// Find player logo for shooter
	player_info_t info;
	engine->GetPlayerInfo( player, &info );

	// Make sure we've got the material for this player's logo
	char texname[ 512 ];
	IMaterial *logo = CreateTempMaterialForPlayerLogo( player, &info, texname, 512 );
	if ( !logo )
		return;

	ITexture *texture = materials->FindTexture( texname, TEXTURE_GROUP_DECAL );
	if ( IsErrorTexture( texture ) ) 
	{
		return; // not found 
	}

	// Update the texture used by the material if need be.
	bool bFound = false;
	IMaterialVar *pMatVar = logo->FindVar( "$basetexture", &bFound );
	if ( bFound && pMatVar )
	{
		if ( pMatVar->GetTextureValue() != texture )
		{
			pMatVar->SetTextureValue( texture );
			logo->RefreshPreservingMaterialVars();
		}
	}

	color32 rgbaColor = { 255, 255, 255, 255 };
	effects->PlayerDecalShoot( 
		logo, 
		(void *)player,
		entity, 
		ent->GetModel(), 
		ent->GetAbsOrigin(), 
		ent->GetAbsAngles(), 
		*pos, 
		0, 
		0,
		rgbaColor );
}
Exemplo n.º 8
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : bool - 
//-----------------------------------------------------------------------------
void C_TEBSPDecal::PostDataUpdate( DataUpdateType_t updateType )
{
	C_BaseEntity *ent;
	if ( ( ent = cl_entitylist->GetEnt( m_nEntity ) ) == NULL )
	{
		DevMsg( 1, "Decal: entity = %i", m_nEntity );
		return;
	}

	if ( r_decals.GetInt() )
	{
		effects->DecalShoot( m_nIndex, m_nEntity, ent->GetModel(), ent->GetAbsOrigin(), ent->GetAbsAngles(), m_vecOrigin, 0, FDECAL_PERMANENT );
	}
}
Exemplo n.º 9
0
void C_TEFootprintDecal::PostDataUpdate( DataUpdateType_t updateType )
{
	VPROF( "C_TEFootprintDecal::PostDataUpdate" );

	// FIXME: Make this choose the decal based on material type
	if ( r_decals.GetInt() )
	{
		C_BaseEntity *ent = cl_entitylist->GetEnt( m_nEntity );
		if ( ent )
		{
			effects->DecalShoot( m_nIndex, 
				m_nEntity, ent->GetModel(), ent->GetAbsOrigin(), ent->GetAbsAngles(), m_vecOrigin, &m_vecDirection, 0 );
		}
	}
}
Exemplo n.º 10
0
void TE_BSPDecal( IRecipientFilter& filter, float delay,
	const Vector* pos, int entity, int index )
{
	C_BaseEntity *ent;
	if ( ( ent = cl_entitylist->GetEnt( entity ) ) == NULL )
	{
		DevMsg( 1, "Decal: entity = %i", entity );
		return;
	}

	if ( r_decals.GetInt() )
	{
		effects->DecalShoot( index, entity, ent->GetModel(), ent->GetAbsOrigin(), ent->GetAbsAngles(), *pos, 0, FDECAL_PERMANENT );
	}
}
Exemplo n.º 11
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_ExtinguisherJet::AddExtinguisherDecal( trace_t &tr )
{
	C_BaseEntity *ent = cl_entitylist->GetEnt( 0 );
	
	if ( ent != NULL )
	{
		int	index = decalsystem->GetDecalIndexForName( "Extinguish" );
		if ( index >= 0 )
		{
			Vector	endpos;
			endpos.Random( -24.0f, 24.0f );
			endpos += tr.endpos;
	
			effects->DecalShoot( index, 0, ent->GetModel(), ent->GetAbsOrigin(), ent->GetAbsAngles(), endpos, 0, 0 );
		}
	}
}
Exemplo n.º 12
0
//-----------------------------------------------------------------------------
// Returns the attachment render origin + origin
//-----------------------------------------------------------------------------
void C_VGuiScreen::GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pOrigin, QAngle *pAngles )
{
	C_BaseEntity *pEnt = pAttachedTo->GetBaseEntity();
	const char* panelName = PanelName();
	vgui::Panel panel = m_PanelWrapper.GetPanel();
		
	if ( Q_strcmp(panelName, "health_screen") == 0 )
	{
		QAngle weapAngles = pEnt->GetAbsAngles();
		Vector weapForward, weapRight, weapUp;
		AngleVectors(weapAngles, &weapForward, &weapRight, &weapUp);
		
		VMatrix worldFromPanel;
		AngleMatrix(weapAngles, worldFromPanel.As3x4());
		MatrixRotate(worldFromPanel, Vector(0, 0, 1), 180.f);
		MatrixRotate(worldFromPanel, Vector(1, 0, 0), -90.f);
		MatrixAngles(worldFromPanel.As3x4(), *pAngles);
	
		// move it right and over
		*pOrigin = pEnt->GetAbsOrigin() + weapRight*1.75 + weapUp*2.3 + weapForward*5;
		
		return;
	}
	
	//todo: set alpha per view ... m_PanelWrapper.GetPanel()->SetAlpha(200);
	
	if (pEnt && (m_nAttachmentIndex > 0))
	{
		{
			C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, true );
			pEnt->GetAttachment( m_nAttachmentIndex, *pOrigin, *pAngles );
		}
		
		if ( IsAttachedToViewModel() )
		{
			FormatViewModelAttachment( *pOrigin, true );
		}
	}
	else
	{
		BaseClass::GetAimEntOrigin( pAttachedTo, pOrigin, pAngles );
	}

	// Msg("%s origin %.1f %.1f %.1f angles %.1f %.1f %.1f \n", PanelName(), pOrigin->x, pOrigin->y, pOrigin->z, pAngles->x, pAngles->y, pAngles->z);

}
Exemplo n.º 13
0
void C_ParticleSmokeGrenade::UpdateSmokeTrail( float fTimeDelta )
{
	C_BaseEntity *pAimEnt = GetFollowedEntity();
	if ( pAimEnt )
	{
		Vector forward, right, up;

		// Update the smoke particle color.
		if(m_CurrentStage == 0)
		{
			m_SmokeTrail.m_StartColor = EngineGetLightForPoint(GetAbsOrigin()) * 0.5f;
			m_SmokeTrail.m_EndColor = m_SmokeTrail.m_StartColor;
		}

		// Spin the smoke trail.
		AngleVectors(pAimEnt->GetAbsAngles(), &forward, &right, &up);
		m_SmokeTrail.m_VelocityOffset = forward * 30 + GetAbsVelocity();

		m_SmokeTrail.SetLocalOrigin( GetAbsOrigin() );
		m_SmokeTrail.Update(fTimeDelta);
	}	
}
Exemplo n.º 14
0
//-----------------------------------------------------------------------------
// Sets up the view parameters
//-----------------------------------------------------------------------------
void CViewRender::SetUpView()
{
    VPROF("CViewRender::SetUpView");
    // Initialize view structure with default values
    float farZ = GetZFar();

    m_View.zFar				= farZ;
    m_View.zFarViewmodel	= farZ;
    // UNDONE: Make this farther out?
    //  closest point of approach seems to be view center to top of crouched box
    m_View.zNear			= GetZNear();
    m_View.zNearViewmodel	= 1;
    m_View.fov				= default_fov.GetFloat();

    m_View.m_bOrtho			= false;

    // Enable spatial partition access to edicts
    partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );

    C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();

    if ( engine->IsHLTV() )
    {
        HLTVCamera()->CalcView( m_View.origin, m_View.angles, m_View.fov );
    }
    else
    {
        // FIXME: Are there multiple views? If so, then what?
        // FIXME: What happens when there's no player?
        if (pPlayer)
        {
            pPlayer->CalcView( m_View.origin, m_View.angles, m_View.zNear, m_View.zFar, m_View.fov );

            // If we are looking through another entities eyes, then override the angles/origin for m_View
            int viewentity = render->GetViewEntity();

            if ( !g_nKillCamMode && (pPlayer->entindex() != viewentity) )
            {
                C_BaseEntity *ve = cl_entitylist->GetEnt( viewentity );
                if ( ve )
                {
                    VectorCopy( ve->GetAbsOrigin(), m_View.origin );
                    VectorCopy( ve->GetAbsAngles(), m_View.angles );
                }
            }

            pPlayer->CalcViewModelView( m_View.origin, m_View.angles );
        }

        // Even if the engine is paused need to override the view
        // for keeping the camera control during pause.
        g_pClientMode->OverrideView( &m_View );
    }

    // give the toolsystem a chance to override the view
    ToolFramework_SetupEngineView( m_View.origin, m_View.angles, m_View.fov );

    if ( engine->IsPlayingDemo() )
    {
        if ( cl_demoviewoverride.GetFloat() > 0.0f )
        {
            // Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
            CalcDemoViewOverride( m_View.origin, m_View.angles );
        }
        else
        {
            s_DemoView = m_View.origin;
            s_DemoAngle = m_View.angles;
        }
    }

    //Find the offset our current FOV is from the default value
    float flFOVOffset = default_fov.GetFloat() - m_View.fov;

    //Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end
    m_View.fovViewmodel = g_pClientMode->GetViewModelFOV() - flFOVOffset;

    // Disable spatical partition access
    partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );

    // Enable access to all model bones
    C_BaseAnimating::PopBoneAccess( "OnRenderStart->CViewRender::SetUpView" ); // pops the (true, false) bone access set in OnRenderStart
    C_BaseAnimating::PushAllowBoneAccess( true, true, "CViewRender::SetUpView->OnRenderEnd" ); // pop is in OnRenderEnd()

    // Compute the world->main camera transform
    ComputeCameraVariables( m_View.origin, m_View.angles,
                            &g_vecVForward, &g_vecVRight, &g_vecVUp, &g_matCamInverse );

    // set up the hearing origin...
    AudioState_t audioState;
    audioState.m_Origin = m_View.origin;
    audioState.m_Angles = m_View.angles;
    audioState.m_bIsUnderwater = pPlayer && pPlayer->AudioStateIsUnderwater( m_View.origin );

    ToolFramework_SetupAudioState( audioState );

    m_View.origin = audioState.m_Origin;
    m_View.angles = audioState.m_Angles;

    engine->SetAudioState( audioState );

    g_vecPrevRenderOrigin = g_vecRenderOrigin;
    g_vecPrevRenderAngles = g_vecRenderAngles;
    g_vecRenderOrigin = m_View.origin;
    g_vecRenderAngles = m_View.angles;

#ifdef _DEBUG
    s_DbgSetupOrigin = m_View.origin;
    s_DbgSetupAngles = m_View.angles;
#endif
}
Exemplo n.º 15
0
//-----------------------------------------------------------------------------
// Procedurally generates the camo texture...
//-----------------------------------------------------------------------------
void CCamoMaterialProxy::GenerateCamoTexture( ITexture* pTexture, IVTFTexture *pVTFTexture )
{
	if (!m_pEnt)
		return;

#if 0
	CamoInstanceData_t *pInstanceData;
	pInstanceData = ( CamoInstanceData_t * )FindInstanceData( pEnt );
	if( !pInstanceData )
	{
		pInstanceData = ( CamoInstanceData_t * )AllocateInstanceData( pEnt );
		if( !pInstanceData )
		{
			return;
		}
		// init the instance data
	}
#endif

	Vector entityPosition;
	entityPosition = m_pEnt->GetAbsOrigin();

	QAngle entityAngles;
	entityAngles = m_pEnt->GetAbsAngles();

	// Get the bounding box for the entity
	Vector mins, maxs;
	mins = m_pEnt->WorldAlignMins();
	maxs = m_pEnt->WorldAlignMaxs();
	
	Vector traceDirection;
	Vector traceEnd;
	trace_t	traceResult;
	
	Vector forward, right, up;
	AngleVectors( entityAngles, &forward, &right, &up );
	
	Vector position, transformedPosition;
	Vector maxsMinusMins = maxs - mins;

	Vector diffuseColor[256];
	Vector baseColor;

	unsigned char camoPalette[256][3];
	// Calculate the camo palette
	//Msg( "start of loop\n" );
	int i;
	for( i = 0; i < m_CamoPatternNumColors; i++ )
	{
		GetColors( diffuseColor[i], baseColor, i,
			mins, maxsMinusMins, forward, right, up, entityPosition );
#if 1
		camoPalette[i][0] = diffuseColor[i][0] * baseColor[0] * 255.0f;
		camoPalette[i][1] = diffuseColor[i][1] * baseColor[1] * 255.0f;
		camoPalette[i][2] = diffuseColor[i][2] * baseColor[2] * 255.0f;
#endif
#if 0
		camoPalette[i][0] = baseColor[0] * 255.0f;
		camoPalette[i][1] = baseColor[1] * 255.0f;
		camoPalette[i][2] = baseColor[2] * 255.0f;
#endif
#if 0
		camoPalette[i][0] = diffuseColor[i][0] * 255.0f;
		camoPalette[i][1] = diffuseColor[i][1] * 255.0f;
		camoPalette[i][2] = diffuseColor[i][2] * 255.0f;
#endif
	}
	
	int width = pVTFTexture->Width();
	int height = pVTFTexture->Height();
	if( width != m_CamoPatternWidth || height != m_CamoPatternHeight )
	{
		return;
	}
	
	unsigned char *imageData = pVTFTexture->ImageData( 0, 0, 0 );
	enum ImageFormat imageFormat = pVTFTexture->Format();
	if( imageFormat != IMAGE_FORMAT_RGB888 )
	{
		return;
	}
	// optimize
#if 1
	int x, y;
	for( y = 0; y < height; y++ )
	{
		for( x = 0; x < width; x++ )
		{
			int offset = 3 * ( x + y * width );
			assert( offset < width * height * 3 );
			int paletteID = m_pCamoPatternImage[x + y * width];
			assert( paletteID < 256 );
#if 1
			imageData[offset + 0] = camoPalette[paletteID][0];
			imageData[offset + 1] = camoPalette[paletteID][1];
			imageData[offset + 2] = camoPalette[paletteID][2];
#else
			imageData[offset] = 255;
			imageData[offset + 1] = 0;
			imageData[offset + 2] = 0;
#endif
		}
	}
#endif
}
Exemplo n.º 16
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_FuncPhysicsRespawnZone::RespawnProps( void )
{
	for ( int i = 0; i < m_PropList.Count(); i++ )
	{
		if ( m_PropList[i].hClientEntity == INVALID_CLIENTENTITY_HANDLE )
		{
			if ( !CanMovePropAt( m_PropList[i].vecOrigin, -Vector(32,32,32), Vector(32,32,32) ) )
				continue;

			// This is a crappy way to do this
			C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
			if ( pEntity )
			{
				pEntity->m_spawnflags = m_PropList[i].iSpawnFlags;
				pEntity->SetModelName( m_PropList[i].iszModelName );
				pEntity->SetAbsOrigin( m_PropList[i].vecOrigin );
				pEntity->SetAbsAngles( m_PropList[i].vecAngles );
				pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
				pEntity->m_nSkin = m_PropList[i].iSkin;
				pEntity->m_iHealth = m_PropList[i].iHealth;
				if ( pEntity->m_iHealth == 0 )
				{
					pEntity->m_takedamage = DAMAGE_NO;
				}

				if ( !pEntity->Initialize() )
				{
					pEntity->Release();
				}
				else
				{
					pEntity->SetRespawnZone( this );
					m_PropList[i].hClientEntity = pEntity->GetClientHandle();
				}
			}
		}
		else
		{
			// If the prop has moved, bring it back
			C_BaseEntity *pEntity = ClientEntityList().GetBaseEntityFromHandle( m_PropList[i].hClientEntity );
			if ( pEntity )
			{
				if ( !CollisionProp()->IsPointInBounds( pEntity->WorldSpaceCenter() ) )
				{
					Vector vecMins, vecMaxs;
					pEntity->CollisionProp()->WorldSpaceSurroundingBounds( &vecMins, &vecMaxs );
					if ( !CanMovePropAt( m_PropList[i].vecOrigin, vecMins, vecMaxs ) || 
						 !CanMovePropAt( pEntity->GetAbsOrigin(), vecMins, vecMaxs ) )
						continue;

					pEntity->SetAbsOrigin( m_PropList[i].vecOrigin );
					pEntity->SetAbsAngles( m_PropList[i].vecAngles );

					IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
					if ( pPhys )
					{
						pPhys->SetPosition( pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), true );
					}
				}
			}
		}
	}
}
Exemplo n.º 17
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : filter - 
//			delay - 
//			pos - 
//			player - 
//			entity - 
//-----------------------------------------------------------------------------
void TE_PlayerDecal( IRecipientFilter& filter, float delay,
	const Vector* pos, int player, int entity  )
{
	if ( cl_playerspraydisable.GetBool() )
		return;

	// No valid target?
	C_BaseEntity *ent = cl_entitylist->GetEnt( entity );
	if ( !ent )
		return;

	// Find player logo for shooter
	player_info_t info;
	engine->GetPlayerInfo( player, &info );

	// Doesn't have a logo
	 if ( !info.customFiles[0] )	
		return;

	IMaterial *logo = materials->FindMaterial( VarArgs("decals/playerlogo%2.2d", player), TEXTURE_GROUP_DECAL );
	if ( IsErrorMaterial( logo ) )
		return;

	char logohex[ 16 ];
	Q_binarytohex( (byte *)&info.customFiles[0], sizeof( info.customFiles[0] ), logohex, sizeof( logohex ) );

	// See if logo has been downloaded.
	char texname[ 512 ];
	Q_snprintf( texname, sizeof( texname ), "temp/%s", logohex );
	char fulltexname[ 512 ];
	Q_snprintf( fulltexname, sizeof( fulltexname ), "materials/temp/%s.vtf", logohex );

	if ( !filesystem->FileExists( fulltexname ) )
	{
		char custname[ 512 ];
		Q_snprintf( custname, sizeof( custname ), "downloads/%s.dat", logohex );
		// it may have been downloaded but not copied under materials folder
		if ( !filesystem->FileExists( custname ) )
			return; // not downloaded yet

		// copy from download folder to materials/temp folder
		// this is done since material system can access only materials/*.vtf files

		if ( !engine->CopyFile( custname, fulltexname) )
			return;
	}

	ITexture *texture = materials->FindTexture( texname, TEXTURE_GROUP_DECAL );
	if ( IsErrorTexture( texture ) ) 
	{
		return; // not found 
	}

	// Update the texture used by the material if need be.
	bool bFound = false;
	IMaterialVar *pMatVar = logo->FindVar( "$basetexture", &bFound );
	if ( bFound && pMatVar )
	{
		if ( pMatVar->GetTextureValue() != texture )
		{
			pMatVar->SetTextureValue( texture );
			logo->RefreshPreservingMaterialVars();
		}
	}

	color32 rgbaColor = { 255, 255, 255, 255 };
	effects->PlayerDecalShoot( 
		logo, 
		(void *)player,
		entity, 
		ent->GetModel(), 
		ent->GetAbsOrigin(), 
		ent->GetAbsAngles(), 
		*pos, 
		0, 
		0,
		rgbaColor );
}
Exemplo n.º 18
0
//-----------------------------------------------------------------------------
// Sets up the view parameters
//-----------------------------------------------------------------------------
void CViewRender::SetUpView()
{
	ASSERT_LOCAL_PLAYER_RESOLVABLE();
	int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();

	m_bAllowViewAccess = true;
	VPROF("CViewRender::SetUpView");
	// Initialize view structure with default values
	float farZ = GetZFar();

	CViewSetup &view = GetView();

	view.zFar				= farZ;
	view.zFarViewmodel	= farZ;
	// UNDONE: Make this farther out? 
	//  closest point of approach seems to be view center to top of crouched box
	view.zNear			= GetZNear();
	view.zNearViewmodel	= 1;
	view.fov				= default_fov.GetFloat();

	view.m_bOrtho			= false;

	// Enable spatial partition access to edicts
	partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );

	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();

	bool bNoViewEnt = false;
	if( pPlayer == NULL )
	{
		pPlayer = GetSplitScreenViewPlayer( nSlot );
		bNoViewEnt = true;
	}

	if ( g_bEngineIsHLTV )
	{
		HLTVCamera()->CalcView( view.origin, view.angles, view.fov );
	}
#if defined( REPLAY_ENABLED )
	else if ( engine->IsReplay() )
	{
		ReplayCamera()->CalcView( view.origin, view.angles, view.fov );
	}
#endif
	else
	{
		// FIXME: Are there multiple views? If so, then what?
		// FIXME: What happens when there's no player?
		if (pPlayer)
		{
			pPlayer->CalcView( view.origin, view.angles, view.zNear, view.zFar, view.fov );

			// If we are looking through another entities eyes, then override the angles/origin for GetView()
			int viewentity = render->GetViewEntity();

			if ( !bNoViewEnt && !g_nKillCamMode && (pPlayer->entindex() != viewentity) )
			{
				C_BaseEntity *ve = cl_entitylist->GetEnt( viewentity );
				if ( ve )
				{
					VectorCopy( ve->GetAbsOrigin(), view.origin );
					VectorCopy( ve->GetAbsAngles(), view.angles );
				}
			}

			pPlayer->CalcViewModelView( view.origin, view.angles );

			// Is this the proper place for this code?
			if ( cl_camera_follow_bone_index.GetInt() >= -1 && input->CAM_IsThirdPerson() )
			{
				VectorCopy( g_cameraFollowPos, view.origin );
			}
		}

		// Even if the engine is paused need to override the view
		// for keeping the camera control during pause.
		GetClientMode()->OverrideView( &GetView() );
	}

	// give the toolsystem a chance to override the view
	ToolFramework_SetupEngineView( view.origin, view.angles, view.fov );

	if ( engine->IsPlayingDemo() )
	{
		if ( cl_demoviewoverride.GetFloat() > 0.0f )
		{
			// Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
			CalcDemoViewOverride( view.origin, view.angles );
		}
		else
		{
			s_DemoView = view.origin;
			s_DemoAngle = view.angles;
		}
	}

	// Disable spatial partition access
	partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );

	//Find the offset our current FOV is from the default value
	float flFOVOffset = default_fov.GetFloat() - view.fov;

	//Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end
	view.fovViewmodel = GetClientMode()->GetViewModelFOV() - flFOVOffset;

	// Compute the world->main camera transform
	ComputeCameraVariables( view.origin, view.angles, 
		&g_vecVForward[ nSlot ], &g_vecVRight[ nSlot ], &g_vecVUp[ nSlot ], &g_matCamInverse[ nSlot ] );

	// set up the hearing origin...
	AudioState_t audioState;
	audioState.m_Origin = view.origin;
	audioState.m_Angles = view.angles;
	audioState.m_bIsUnderwater = pPlayer && pPlayer->AudioStateIsUnderwater( view.origin );

	ToolFramework_SetupAudioState( audioState );

	view.origin = audioState.m_Origin;
	view.angles = audioState.m_Angles;

	GetClientMode()->OverrideAudioState( &audioState );
	engine->SetAudioState( audioState );

	g_vecPrevRenderOrigin[ nSlot ] = g_vecRenderOrigin[ nSlot ];
	g_vecPrevRenderAngles[ nSlot ] = g_vecRenderAngles[ nSlot ];
	g_vecRenderOrigin[ nSlot ] = view.origin;
	g_vecRenderAngles[ nSlot ] = view.angles;

#ifdef DBGFLAG_ASSERT
	s_DbgSetupOrigin[ nSlot ] = view.origin;
	s_DbgSetupAngles[ nSlot ] = view.angles;
#endif

	m_bAllowViewAccess = false;
}
Exemplo n.º 19
0
//-----------------------------------------------------------------------------
// Sets up the view parameters
//-----------------------------------------------------------------------------
void CViewRender::SetUpViews()
{
	VPROF("CViewRender::SetUpViews");

	// Initialize view structure with default values
	float farZ = GetZFar();

    // Set up the mono/middle view.
    CViewSetup &view = m_View;

	view.zFar				= farZ;
	view.zFarViewmodel	    = farZ;
	// UNDONE: Make this farther out? 
	//  closest point of approach seems to be view center to top of crouched box
	view.zNear			    = GetZNear();
	view.zNearViewmodel	    = 1;
	view.fov				= default_fov.GetFloat();

	view.m_bOrtho			= false;
    view.m_bViewToProjectionOverride = false;
	view.m_eStereoEye		= STEREO_EYE_MONO;

	// Enable spatial partition access to edicts
	partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );

	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();

	// You in-view weapon aim.
	bool bCalcViewModelView = false;
	Vector ViewModelOrigin;
	QAngle ViewModelAngles;

	if ( engine->IsHLTV() )
	{
		HLTVCamera()->CalcView( view.origin, view.angles, view.fov );
	}
#if defined( REPLAY_ENABLED )
	else if ( g_pEngineClientReplay->IsPlayingReplayDemo() )
	{
		ReplayCamera()->CalcView( view.origin, view.angles, view.fov );
	}
#endif
	else
	{
		// FIXME: Are there multiple views? If so, then what?
		// FIXME: What happens when there's no player?
		if (pPlayer)
		{
			pPlayer->CalcView( view.origin, view.angles, view.zNear, view.zFar, view.fov );

			// If we are looking through another entities eyes, then override the angles/origin for view
			int viewentity = render->GetViewEntity();

			if ( !g_nKillCamMode && (pPlayer->entindex() != viewentity) )
			{
				C_BaseEntity *ve = cl_entitylist->GetEnt( viewentity );
				if ( ve )
				{
					VectorCopy( ve->GetAbsOrigin(), view.origin );
					VectorCopy( ve->GetAbsAngles(), view.angles );
				}
			}

			// There is a viewmodel.
			bCalcViewModelView = true;
			ViewModelOrigin = view.origin;
			ViewModelAngles = view.angles;
		}
		else
		{
			view.origin.Init();
			view.angles.Init();
		}

		// Even if the engine is paused need to override the view
		// for keeping the camera control during pause.
		g_pClientMode->OverrideView( &view );
	}

	// give the toolsystem a chance to override the view
	ToolFramework_SetupEngineView( view.origin, view.angles, view.fov );

	if ( engine->IsPlayingDemo() )
	{
		if ( cl_demoviewoverride.GetFloat() > 0.0f )
		{
			// Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
			CalcDemoViewOverride( view.origin, view.angles );
		}
		else
		{
			s_DemoView = view.origin;
			s_DemoAngle = view.angles;
		}
	}

	//Find the offset our current FOV is from the default value
	float fDefaultFov = default_fov.GetFloat();
	float flFOVOffset = fDefaultFov - view.fov;

	//Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end
	view.fovViewmodel = g_pClientMode->GetViewModelFOV() - flFOVOffset;

	if ( UseVR() )
	{
		// Let the headtracking read the status of the HMD, etc.
		// This call can go almost anywhere, but it needs to know the player FOV for sniper weapon zoom, etc
		if ( flFOVOffset == 0.0f )
		{
			g_ClientVirtualReality.ProcessCurrentTrackingState ( 0.0f );
		}
		else
		{
			g_ClientVirtualReality.ProcessCurrentTrackingState ( view.fov );
		}

		HeadtrackMovementMode_t hmmOverrideMode = g_pClientMode->ShouldOverrideHeadtrackControl();
		g_ClientVirtualReality.OverrideView( &m_View, &ViewModelOrigin, &ViewModelAngles, hmmOverrideMode );

		// left and right stereo views should default to being the same as the mono/middle view
		m_ViewLeft = m_View;
		m_ViewRight = m_View;
		m_ViewLeft.m_eStereoEye = STEREO_EYE_LEFT;
		m_ViewRight.m_eStereoEye = STEREO_EYE_RIGHT;

		g_ClientVirtualReality.OverrideStereoView( &m_View, &m_ViewLeft, &m_ViewRight );
	}
	else
	{
		// left and right stereo views should default to being the same as the mono/middle view
		m_ViewLeft = m_View;
		m_ViewRight = m_View;
		m_ViewLeft.m_eStereoEye = STEREO_EYE_LEFT;
		m_ViewRight.m_eStereoEye = STEREO_EYE_RIGHT;
	}

	if ( bCalcViewModelView )
	{
		Assert ( pPlayer != NULL );
		pPlayer->CalcViewModelView ( ViewModelOrigin, ViewModelAngles );
	}

	// Disable spatial partition access
	partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );

	// Enable access to all model bones
	C_BaseAnimating::PopBoneAccess( "OnRenderStart->CViewRender::SetUpView" ); // pops the (true, false) bone access set in OnRenderStart
	C_BaseAnimating::PushAllowBoneAccess( true, true, "CViewRender::SetUpView->OnRenderEnd" ); // pop is in OnRenderEnd()

	// Compute the world->main camera transform
    // This is only done for the main "middle-eye" view, not for the various other views.
	ComputeCameraVariables( view.origin, view.angles, 
		&g_vecVForward, &g_vecVRight, &g_vecVUp, &g_matCamInverse );

	// set up the hearing origin...
	AudioState_t audioState;
	audioState.m_Origin = view.origin;
	audioState.m_Angles = view.angles;
	audioState.m_bIsUnderwater = pPlayer && pPlayer->AudioStateIsUnderwater( view.origin );

	ToolFramework_SetupAudioState( audioState );

    // TomF: I wonder when the audio tools modify this, if ever...
    Assert ( view.origin == audioState.m_Origin );
    Assert ( view.angles == audioState.m_Angles );
	view.origin = audioState.m_Origin;
	view.angles = audioState.m_Angles;

	engine->SetAudioState( audioState );

	g_vecPrevRenderOrigin = g_vecRenderOrigin;
	g_vecPrevRenderAngles = g_vecRenderAngles;
	g_vecRenderOrigin = view.origin;
	g_vecRenderAngles = view.angles;

#ifdef DBGFLAG_ASSERT
	s_DbgSetupOrigin = view.origin;
	s_DbgSetupAngles = view.angles;
#endif
}
void C_ParticleSmokeGrenade::Update(float fTimeDelta)
{
	m_LifetimeCounter += fTimeDelta;
	
	// Update the smoke trail.
	C_BaseEntity *pAimEnt = GetFollowedEntity();
	if ( pAimEnt )
	{
		Vector forward, right, up;

		// Update the smoke particle color.
		if(m_CurrentStage == 0)
		{
			m_SmokeTrail.m_StartColor = EngineGetLightForPoint(GetAbsOrigin()) * 0.5f;
			m_SmokeTrail.m_EndColor = m_SmokeTrail.m_StartColor;
		}

		// Spin the smoke trail.
		AngleVectors(pAimEnt->GetAbsAngles(), &forward, &right, &up);
		m_SmokeTrail.m_VelocityOffset = forward * 30 + GetAbsVelocity();

		m_SmokeTrail.SetLocalOrigin( GetAbsOrigin() );
		m_SmokeTrail.Update(fTimeDelta);
	}	
	
	
	// Update our fade alpha.
	if(m_LifetimeCounter < m_FadeStartTime)
	{
		m_FadeAlpha = 1;
	}
	else if(m_LifetimeCounter < m_FadeEndTime)
	{
		float fadePercent = (m_LifetimeCounter - m_FadeStartTime) / (m_FadeEndTime - m_FadeStartTime);
		m_FadeAlpha = cos(fadePercent * 3.14159) * 0.5 + 0.5;
	}
	else
	{
		m_FadeAlpha = 0;
	}

	// Scale by the amount the sphere has grown.
	m_FadeAlpha *= m_ExpandRadius / SMOKESPHERE_MAX_RADIUS;

	if(m_CurrentStage == 1)
	{
		// Update the expanding sphere.
		m_ExpandTimeCounter += fTimeDelta;
		if(m_ExpandTimeCounter > SMOKESPHERE_EXPAND_TIME)
			m_ExpandTimeCounter = SMOKESPHERE_EXPAND_TIME;

		m_ExpandRadius = SMOKESPHERE_MAX_RADIUS * (float)sin(m_ExpandTimeCounter * 3.14159265358 * 0.5 / SMOKESPHERE_EXPAND_TIME);

		// Add our influence to the global smoke fog alpha.
		float testDist = (EngineGetVecRenderOrigin() - m_SmokeBasePos).Length();
		float fadeEnd = m_ExpandRadius * 0.75;
		if(testDist < fadeEnd)
		{
			EngineGetSmokeFogOverlayAlpha() += 1 - testDist / fadeEnd;
		}	


		// This is used to randomize the direction it chooses to move a particle in.
		int offsetLookup[3] = {-1,0,1};

		// Update all the moving traders and establish new ones.
		int nTotal = m_xCount * m_yCount * m_zCount;
		for(int i=0; i < nTotal; i++)
		{
			SmokeParticleInfo *pInfo = &m_SmokeParticleInfos[i];

			if(!pInfo->m_pParticle)
				continue;
		
			if(pInfo->m_TradeIndex == -1)
			{
				pInfo->m_pParticle->m_FadeAlpha = pInfo->m_FadeAlpha;
				pInfo->m_pParticle->m_Color[0] = pInfo->m_Color[0];
				pInfo->m_pParticle->m_Color[1] = pInfo->m_Color[1];
				pInfo->m_pParticle->m_Color[2] = pInfo->m_Color[2];

				// Is there an adjacent one that's not trading?
				int x, y, z;
				GetParticleInfoXYZ(i, x, y, z);

				int xCountOffset = rand();
				int yCountOffset = rand();
				int zCountOffset = rand();

				bool bFound = false;
				for(int xCount=0; xCount < 3 && !bFound; xCount++)
				{
					for(int yCount=0; yCount < 3 && !bFound; yCount++)
					{
						for(int zCount=0; zCount < 3; zCount++)
						{
							int testX = x + offsetLookup[(xCount+xCountOffset) % 3];
							int testY = y + offsetLookup[(yCount+yCountOffset) % 3];
							int testZ = z + offsetLookup[(zCount+zCountOffset) % 3];

							if(testX == x && testY == y && testZ == z)
								continue;

							if(IsValidXYZCoords(testX, testY, testZ))
							{
								SmokeParticleInfo *pOther = GetSmokeParticleInfo(testX, testY, testZ);
								if(pOther->m_pParticle && pOther->m_TradeIndex == -1)
								{
									// Ok, this one is looking to trade also.
									pInfo->m_TradeIndex = GetSmokeParticleIndex(testX, testY, testZ);
									pOther->m_TradeIndex = i;
									pInfo->m_TradeClock = pOther->m_TradeClock = 0;
									pInfo->m_TradeDuration = FRand(TRADE_DURATION_MIN, TRADE_DURATION_MAX);
									
									bFound = true;
									break;
								}
							}
						}
					}
				}
			}
			else
			{
				SmokeParticleInfo *pOther = &m_SmokeParticleInfos[pInfo->m_TradeIndex];
				assert(pOther->m_TradeIndex == i);
				
				// This makes sure the trade only gets updated once per frame.
				if(pInfo < pOther)
				{
					// Increment the trade clock..
					pInfo->m_TradeClock = (pOther->m_TradeClock += fTimeDelta);
					int x, y, z;
					GetParticleInfoXYZ(i, x, y, z);
					Vector myPos = GetSmokeParticlePos(x, y, z);
					
					int otherX, otherY, otherZ;
					GetParticleInfoXYZ(pInfo->m_TradeIndex, otherX, otherY, otherZ);
					Vector otherPos = GetSmokeParticlePos(otherX, otherY, otherZ);

					// Is the trade finished?
					if(pInfo->m_TradeClock >= pInfo->m_TradeDuration)
					{
						pInfo->m_TradeIndex = pOther->m_TradeIndex = -1;
						
						pInfo->m_pParticle->m_Pos = otherPos;
						pOther->m_pParticle->m_Pos = myPos;

						SmokeGrenadeParticle *temp = pInfo->m_pParticle;
						pInfo->m_pParticle = pOther->m_pParticle;
						pOther->m_pParticle = temp;
					}
					else
					{			
						// Ok, move them closer.
						float percent = (float)cos(pInfo->m_TradeClock * 2 * 1.57079632f / pInfo->m_TradeDuration);
						percent = percent * 0.5 + 0.5;
						
						pInfo->m_pParticle->m_FadeAlpha  = pInfo->m_FadeAlpha + (pOther->m_FadeAlpha - pInfo->m_FadeAlpha) * (1 - percent);
						pOther->m_pParticle->m_FadeAlpha = pInfo->m_FadeAlpha + (pOther->m_FadeAlpha - pInfo->m_FadeAlpha) * percent;

						InterpColor(pInfo->m_pParticle->m_Color,  pInfo->m_Color, pOther->m_Color, 1-percent);
						InterpColor(pOther->m_pParticle->m_Color, pInfo->m_Color, pOther->m_Color, percent);

						pInfo->m_pParticle->m_Pos  = myPos + (otherPos - myPos) * (1 - percent);
						pOther->m_pParticle->m_Pos = myPos + (otherPos - myPos) * percent;
					}
				}
			}
		}
	}
}