float GlowSightDistance( const Vector &glowOrigin, bool bShouldTrace )
{
	float dist = (glowOrigin - CurrentViewOrigin()).Length();
	C_BasePlayer *local = C_BasePlayer::GetLocalPlayer();
	if ( local )
	{
		dist *= local->GetFOVDistanceAdjustFactor();
	}

	if ( bShouldTrace )
	{
		Vector end = glowOrigin;
		// HACKHACK: trace 4" from destination in case the glow is inside some parent object
		//			allow a little error...
		if ( dist > 4 )
		{
			end -= CurrentViewForward()*4;
		}
		int traceFlags = MASK_OPAQUE|CONTENTS_MONSTER|CONTENTS_DEBRIS;
		
		CTraceFilterGlow filter(NULL, COLLISION_GROUP_NONE);
		trace_t tr;
		UTIL_TraceLine( CurrentViewOrigin(), end, traceFlags, &filter, &tr );
		if ( tr.fraction != 1.0f )
			return -1;
	}

	return dist;
}
float C_FuncAreaPortalWindow::GetDistanceBlend()
{
	// Get the viewer's distance to us.
	float flDist = CollisionProp()->CalcDistanceFromPoint( CurrentViewOrigin() );
	C_BasePlayer *local = C_BasePlayer::GetLocalPlayer();
	if ( local )
	{
		flDist *= local->GetFOVDistanceAdjustFactor();
	}
	float flAlpha = RemapVal( flDist, m_flFadeStartDist, m_flFadeDist, m_flTranslucencyLimit, 1 );
	flAlpha = clamp( flAlpha, m_flTranslucencyLimit, 1 );
	return flAlpha;
}
Пример #3
0
//-----------------------------------------------------------------------------
// Compute distance fade
//-----------------------------------------------------------------------------
static unsigned char ComputeDistanceFade( C_BaseEntity *pEntity, float flMinDist, float flMaxDist )
{
	if ((flMinDist <= 0) && (flMaxDist <= 0))
		return 255;

	if( flMinDist > flMaxDist )
	{
		swap( flMinDist, flMaxDist );
	}

	// If a negative value is provided for the min fade distance, then base it off the max.
	if( flMinDist < 0 )
	{
		flMinDist = flMaxDist - 400;
		if( flMinDist < 0 )
		{
			flMinDist = 0;
		}
	}

	flMinDist *= flMinDist;
	flMaxDist *= flMaxDist;

	float flCurrentDistanceSq = CurrentViewOrigin().DistToSqr( pEntity->WorldSpaceCenter() );
	C_BasePlayer *pLocal = C_BasePlayer::GetLocalPlayer();
	if ( pLocal )
	{
		float flDistFactor = pLocal->GetFOVDistanceAdjustFactor();
		flCurrentDistanceSq *= flDistFactor * flDistFactor;
	}

	// If I'm inside the minimum range than don't resort to alpha trickery
	if ( flCurrentDistanceSq <= flMinDist )
		return 255;

	if ( flCurrentDistanceSq >= flMaxDist )
		return 0;

	// NOTE: Because of the if-checks above, flMinDist != flMinDist here
	float flFalloffFactor = 255.0f / (flMaxDist - flMinDist);
	int nAlpha = flFalloffFactor * (flMaxDist - flCurrentDistanceSq);
	return clamp( nAlpha, 0, 255 );
}