Пример #1
0
//-----------------------------------------------------------------------------
// Purpose: Calculate m_vecVelocity and m_flNextThink to reach vecDest from
//			GetLocalOrigin() traveling at flSpeed. Just like LinearMove, but rotational.
// Input  : vecDestAngle - 
//			flSpeed - 
//-----------------------------------------------------------------------------
void CBaseToggle::AngularMove( const QAngle &vecDestAngle, float flSpeed )
{
	ASSERTSZ(flSpeed != 0, "AngularMove:  no speed is defined!");
	
	m_vecFinalAngle = vecDestAngle;

	m_movementType = MOVE_TOGGLE_ANGULAR;
	// Already there?
	if (vecDestAngle == GetLocalAngles())
	{
		MoveDone();
		return;
	}
	
	// set destdelta to the vector needed to move
	QAngle vecDestDelta = vecDestAngle - GetLocalAngles();
	
	// divide by speed to get time to reach dest
	float flTravelTime = vecDestDelta.Length() / flSpeed;

	const float MinTravelTime = 0.01f;
	if ( flTravelTime < MinTravelTime )
	{
		// If we only travel for a short time, we can fail WillSimulateGamePhysics()
		flTravelTime = MinTravelTime;
		flSpeed = vecDestDelta.Length() / flTravelTime;
	}

	// set m_flNextThink to trigger a call to AngularMoveDone when dest is reached
	SetMoveDoneTime( flTravelTime );

	// scale the destdelta vector by the time spent traveling to get velocity
	SetLocalAngularVelocity( vecDestDelta * (1.0 / flTravelTime) );
}
Пример #2
0
static void ApplyErrorToAngle(QAngle* angles, float margin)
{
	QAngle error;
	error.Random(-1.0f, 1.0f);
	error *= margin;
	angles->operator+=(error);
}
//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CWeaponDoubleShotgun::PrimaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if (!pPlayer)
	{
		return;
	}

	if (m_iClip1 >= 2)
	{
		// MUST call sound before removing a round from the clip of a CMachineGun
		WeaponSound(WPN_DOUBLE);

		pPlayer->DoMuzzleFlash();

		SendWeaponAnim( ACT_VM_SECONDARYATTACK );

		// Don't fire again until fire animation has completed
		m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
		m_iClip1 -= 2;

		// player "shoot" animation
		pPlayer->SetAnimation( PLAYER_ATTACK1 );

		Vector	vecSrc		= pPlayer->Weapon_ShootPosition( );
		Vector	vecAiming	= pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );	

		FireBulletsInfo_t info( 40, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
		info.m_pAttacker = pPlayer;

		// Fire the bullets, and force the first shot to be perfectly accuracy
		pPlayer->FireBullets( info );
	
		QAngle punch;
		punch.Init( SharedRandomFloat( "shotgunpax", -2, -1 ), SharedRandomFloat( "shotgunpay", -2, 2 ), 0 );
		pPlayer->ViewPunch( punch );

		if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
		{
			// HEV suit - indicate out of ammo condition
			pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); 
		}

		//m_bNeedPump = true;
	}
	else
	{
		if (m_bInReload)
		{
			Reload();
		}
		else
		{
			StartReload();
		}
	}
}
//------------------------------------------------------------------------------
// Input values
//------------------------------------------------------------------------------
void CBaseHelicopter::InputSetAngles( inputdata_t &inputdata )
{
	const char *pAngles = inputdata.value.String();

	QAngle angles;
	UTIL_StringToVector( angles.Base(), pAngles );
	SetAbsAngles( angles );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the magnitude of the entity's angular velocity.
//-----------------------------------------------------------------------------
float CPointAngularVelocitySensor::SampleAngularVelocity(CBaseEntity *pEntity)
{
	if (pEntity->GetMoveType() == MOVETYPE_VPHYSICS)
	{
		IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
		if (pPhys != NULL)
		{
			Vector vecVelocity;
			AngularImpulse vecAngVelocity;
			pPhys->GetVelocity(&vecVelocity, &vecAngVelocity);

			QAngle angles;
			pPhys->GetPosition( NULL, &angles );

			float dt = gpGlobals->curtime - GetLastThink();
			if ( dt == 0 )
				dt = 0.1;

			// HACKHACK: We don't expect a real 'delta' orientation here, just enough of an error estimate to tell if this thing
			// is trying to move, but failing.
			QAngle delta = angles - m_lastOrientation;

			if ( ( delta.Length() / dt )  < ( vecAngVelocity.Length() * 0.01 ) )
			{
				return 0.0f;
			}
			m_lastOrientation = angles;

			if ( m_bUseHelper == false )
			{
				return vecAngVelocity.Length();
			}
			else
			{
				Vector vLine = m_vecAxis - GetAbsOrigin();
				VectorNormalize( vLine );

				Vector vecWorldAngVelocity;
				pPhys->LocalToWorldVector( &vecWorldAngVelocity, vecAngVelocity );
				float flDot = DotProduct( vecWorldAngVelocity, vLine );

				return flDot;
			}
		}
	}
	else
	{
		QAngle vecAngVel = pEntity->GetLocalAngularVelocity();
		float flMax = MAX(fabs(vecAngVel[PITCH]), fabs(vecAngVel[YAW]));

		return MAX(flMax, fabs(vecAngVel[ROLL]));
	}

	return 0;
}
Пример #6
0
//------------------------------------------------------------------------------
// Input values
//------------------------------------------------------------------------------
void CGlobalLight::InputSetAngles( inputdata_t &inputdata )
{
    const char *pAngles = inputdata.value.String();

    QAngle angles;
    UTIL_StringToVector( angles.Base(), pAngles );

    Vector vTemp;
    AngleVectors( angles, &vTemp );
    m_shadowDirection = vTemp;
}
//------------------------------------------------------------------------------
// Pow!
//------------------------------------------------------------------------------
void CPropAPC2::ExplodeAndThrowChunk( const Vector &vecExplosionPos )
{
	ExplosionCreate( vecExplosionPos, vec3_angle, this, 1000, 500.0f, 
		SF_ENVEXPLOSION_NODAMAGE | SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS	|
		SF_ENVEXPLOSION_NOSMOKE  | SF_ENVEXPLOSION_NOFIREBALLSMOKE, 0 );
	UTIL_ScreenShake( vecExplosionPos, 25.0, 150.0, 1.0, 750.0f, SHAKE_START );

	// Drop a flaming, smoking chunk.
	CGib *pChunk = CREATE_ENTITY( CGib, "gib" );
	pChunk->Spawn( "models/gibs/hgibs.mdl" );
	pChunk->SetBloodColor( DONT_BLEED );

	QAngle vecSpawnAngles;
	vecSpawnAngles.Random( -90, 90 );
	pChunk->SetAbsOrigin( vecExplosionPos );
	pChunk->SetAbsAngles( vecSpawnAngles );

	int nGib = random->RandomInt( 0, APC_MAX_CHUNKS - 1 );
	pChunk->Spawn( s_pChunkModelName[nGib] );
	pChunk->SetOwnerEntity( this );
	pChunk->m_lifeTime = random->RandomFloat( 6.0f, 8.0f );
	pChunk->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
	IPhysicsObject *pPhysicsObject = pChunk->VPhysicsInitNormal( SOLID_VPHYSICS, pChunk->GetSolidFlags(), false );
	
	// Set the velocity
	if ( pPhysicsObject )
	{
		pPhysicsObject->EnableMotion( true );
		Vector vecVelocity;

		QAngle angles;
		angles.x = random->RandomFloat( -40, 0 );
		angles.y = random->RandomFloat( 0, 360 );
		angles.z = 0.0f;
		AngleVectors( angles, &vecVelocity );
		
		vecVelocity *= random->RandomFloat( 300, 900 );
		vecVelocity += GetAbsVelocity();

		AngularImpulse angImpulse;
		angImpulse = RandomAngularImpulse( -180, 180 );

		pChunk->SetAbsVelocity( vecVelocity );
		pPhysicsObject->SetVelocity(&vecVelocity, &angImpulse );
		}

	CEntityFlame *pFlame = CEntityFlame::Create( pChunk, false );
	if ( pFlame != NULL )
	{
		pFlame->SetLifetime( pChunk->m_lifeTime );
	}
	pChunk->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
}
Пример #8
0
//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CWeaponShotgun::PrimaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if (!pPlayer)
	{
		return;
	}

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

	pPlayer->DoMuzzleFlash();

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );

	// Don't fire again until fire animation has completed
	m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
	m_iClip1 -= 1;

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	Vector	vecSrc		= pPlayer->Weapon_ShootPosition( );
	Vector	vecAiming	= pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );	

	FireBulletsInfo_t info( 7, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
	info.m_pAttacker = pPlayer;

	// Fire the bullets, and force the first shot to be perfectly accuracy
	pPlayer->FireBullets( info );
#ifdef SecobMod__Enable_Fixed_Multiplayer_AI
#ifndef CLIENT_DLL
	// DM: Hellow? NPCs... look here! I'm shooting!
	pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 1.0 );
	CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_SHOTGUN, 0.2 );
#endif
#endif //SecobMod__Enable_Fixed_Multiplayer_AI
	
	QAngle punch;
	punch.Init( SharedRandomFloat( "shotgunpax", -2, -1 ), SharedRandomFloat( "shotgunpay", -2, 2 ), 0 );
	pPlayer->ViewPunch( punch );

	if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
	{
		// HEV suit - indicate out of ammo condition
		pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); 
	}

	m_bNeedPump = true;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponShieldGrenade::ThrowGrenade( void )
{
	CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
	if ( !pPlayer )
		return;

	BaseClass::WeaponSound(WPN_DOUBLE);

	// Calculate launch velocity (3 seconds for max distance)
	float flThrowTime = min( (gpGlobals->curtime - m_flStartedThrowAt), 3.0 );
	float flSpeed = 800 + (200 * flThrowTime);

	// If the player's crouched, roll the grenade
	if ( pPlayer->GetFlags() & FL_DUCKING )
	{
		// Launch the grenade
		Vector vecForward;
		QAngle vecAngles = pPlayer->EyeAngles();
		// Throw it up just a tad
		vecAngles.x = -1;
		AngleVectors( vecAngles, &vecForward, NULL, NULL);
		Vector vecOrigin;
		VectorLerp( pPlayer->EyePosition(), pPlayer->GetAbsOrigin(), 0.25f, vecOrigin );
		vecOrigin += (vecForward * 16);
		vecForward = vecForward * flSpeed;

		QAngle vecGrenAngles;
		vecGrenAngles.Init( 0, vecAngles.y, 0 );
#if !defined( CLIENT_DLL )
		CreateShieldGrenade( vecOrigin, vecGrenAngles, vecForward, vec3_angle, pPlayer, SHIELD_GRENADE_LIFETIME );
#endif
	}
	else
	{
		// Launch the grenade
		Vector vecForward;
		QAngle vecAngles = pPlayer->EyeAngles();
		AngleVectors( vecAngles, &vecForward, NULL, NULL);
		Vector vecOrigin = pPlayer->EyePosition();
		vecOrigin += (vecForward * 16);
		vecForward = vecForward * flSpeed;

		QAngle vecGrenAngles;
		vecGrenAngles.Init( 0, vecAngles.y, 0 );
#if !defined( CLIENT_DLL )
		CreateShieldGrenade( vecOrigin, vecGrenAngles, vecForward, vec3_angle, pPlayer, SHIELD_GRENADE_LIFETIME );
#endif
	}

	pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
}
Пример #10
0
//------------------------------------------------------------------------------
// Purpose: Sets the angles to use for the secondary fog direction.
//------------------------------------------------------------------------------
void CFogController::InputSetAngles( inputdata_t &inputdata )
{
	const char *pAngles = inputdata.value.String();

	QAngle angles;
	UTIL_StringToVector( angles.Base(), pAngles );

	Vector vTemp;
	AngleVectors( angles, &vTemp );
	SetAbsAngles( angles );

	AngleVectors( GetAbsAngles(), &m_fog.dirPrimary.GetForModify() );
	m_fog.dirPrimary.GetForModify() *= -1.0f;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_ObjectSentrygun::PostDataUpdate( DataUpdateType_t updateType )
{
	BaseClass::PostDataUpdate( updateType );

	if ( m_bLastTurtled != m_bTurtled )
	{
		if ( m_bTurtled )
		{
			m_flStartedTurtlingAt = gpGlobals->curtime;
			m_flStartedUnTurtlingAt = 0;
		}
		else
		{
			m_flStartedUnTurtlingAt = gpGlobals->curtime;
			m_flStartedTurtlingAt = 0;
		}
	}

	if ( m_nLastAnimationParity != m_nAnimationParity )
 	{
 		m_flCycle = 0.0f;
 	}

	bool changed = false;
	QAngle angleDiff;
	angleDiff = ( GetAbsAngles() - m_angPrevLocalAngles );
	for (int i = 0;i < 3; i++ )
	{
		angleDiff[i] = UTIL_AngleMod( angleDiff[ i ] );
	}

	if ( angleDiff.Length() > 0.1f )
	{
		changed = true;
	}
	if ( updateType == DATA_UPDATE_CREATED || changed )
	{
		// Orient it
		m_vecCurAngles.y = UTIL_AngleMod( GetLocalAngles().y );
		RecomputeOrientation();
	}
	else if ( m_nPrevOrientationParity != m_nOrientationParity )
	{
		if ( changed )
		{
			RecomputeOrientation();
		}
	}
}
Пример #12
0
static void AddDetailToLump( const char* pModelName, const Vector& pt, const QAngle& angles, int nOrientation )
{
	Assert( pt.IsValid() && angles.IsValid() );

	// Make sure the model is valid...
	if (!IsModelValid(pModelName))
		return;

	if (s_DetailObjectLump.Count() == 65535)
	{
		++s_nDetailOverflow;
		return;
	}

	// Insert an element into the object dictionary if it aint there...
	int i = s_DetailObjectLump.AddToTail( );

	DetailObjectLump_t& objectLump = s_DetailObjectLump[i];
	objectLump.m_DetailModel = AddDetailDictLump( pModelName ); 
	VectorCopy( angles, objectLump.m_Angles );
	VectorCopy( pt, objectLump.m_Origin );
	objectLump.m_Leaf = ComputeDetailLeaf(pt);
	objectLump.m_Lighting.r = 255;
	objectLump.m_Lighting.g = 255;
	objectLump.m_Lighting.b = 255;
	objectLump.m_Lighting.exponent = 0;
	objectLump.m_LightStyles = 0;
	objectLump.m_LightStyleCount = 0;
	objectLump.m_Orientation = nOrientation;
	objectLump.m_Type = DETAIL_PROP_TYPE_MODEL;
}
Пример #13
0
static cell_t smn_TRTraceRay(IPluginContext *pContext, const cell_t *params)
{
	cell_t *startaddr, *endaddr;
	pContext->LocalToPhysAddr(params[1], &startaddr);
	pContext->LocalToPhysAddr(params[2], &endaddr);

	g_StartVec.Init(sp_ctof(startaddr[0]), sp_ctof(startaddr[1]), sp_ctof(startaddr[2]));

	switch (params[4])
	{
	case RayType_EndPoint:
		{
			g_EndVec.Init(sp_ctof(endaddr[0]), sp_ctof(endaddr[1]), sp_ctof(endaddr[2]));
			break;
		}
	case RayType_Infinite:
		{
			g_DirAngles.Init(sp_ctof(endaddr[0]), sp_ctof(endaddr[1]), sp_ctof(endaddr[2]));
			AngleVectors(g_DirAngles, &g_EndVec);

			/* Make it unitary and get the ending point */
			g_EndVec.NormalizeInPlace();
			g_EndVec = g_StartVec + g_EndVec * MAX_TRACE_LENGTH;
			break;
		}
	}

	g_Ray.Init(g_StartVec, g_EndVec);
	enginetrace->TraceRay(g_Ray, params[3], &g_HitAllFilter, &g_Trace);
	g_Trace.UpdateEntRef();

	return 1;
}
Пример #14
0
void Aimbot::Smooth(C_BasePlayer* player, QAngle& angle, CUserCmd* cmd)
{
	if (!Settings::Aimbot::Smooth::enabled)
		return;

	if (Settings::AntiAim::Pitch::enabled || Settings::AntiAim::Yaw::enabled)
		return;

	if (!shouldAim || !player)
		return;

	if (Settings::Aimbot::silent)
		return;

	QAngle viewAngles = QAngle(0.f, 0.f, 0.f);
	engine->GetViewAngles(viewAngles);

	QAngle delta = angle - viewAngles;
	Math::NormalizeAngles(delta);

	float smooth = powf(Settings::Aimbot::Smooth::value, 0.4f); // Makes more slider space for actual useful values

	smooth = std::min(0.99f, smooth);

	if (Settings::Aimbot::Smooth::Salting::enabled)
		Salt(smooth);

	QAngle toChange = QAngle();

	int type = (int) Settings::Aimbot::Smooth::type;

	if (type == (int) SmoothType::SLOW_END)
		toChange = delta - delta * smooth;
	else if (type == (int) SmoothType::CONSTANT || type == (int) SmoothType::FAST_END)
	{
		float coeff = (1.0f - smooth) / delta.Length() * 4.f;

		if (type == (int) SmoothType::FAST_END)
			coeff = powf(coeff, 2.f) * 10.f;

		coeff = std::min(1.f, coeff);
		toChange = delta * coeff;
	}

	angle = viewAngles + toChange;
}
Пример #15
0
static cell_t smn_TRTraceRayEx(IPluginContext *pContext, const cell_t *params)
{
	cell_t *startaddr, *endaddr;
	pContext->LocalToPhysAddr(params[1], &startaddr);
	pContext->LocalToPhysAddr(params[2], &endaddr);

	Vector StartVec, EndVec;
	Ray_t ray;

	StartVec.Init(sp_ctof(startaddr[0]), sp_ctof(startaddr[1]), sp_ctof(startaddr[2]));

	switch (params[4])
	{
	case RayType_EndPoint:
		{
			EndVec.Init(sp_ctof(endaddr[0]), sp_ctof(endaddr[1]), sp_ctof(endaddr[2]));
			break;
		}
	case RayType_Infinite:
		{
			QAngle DirAngles;
			DirAngles.Init(sp_ctof(endaddr[0]), sp_ctof(endaddr[1]), sp_ctof(endaddr[2]));
			AngleVectors(DirAngles, &EndVec);

			/* Make it unitary and get the ending point */
			EndVec.NormalizeInPlace();
			EndVec = StartVec + EndVec * MAX_TRACE_LENGTH;
			break;
		}
	}

	sm_trace_t *tr = new sm_trace_t;
	ray.Init(StartVec, EndVec);
	enginetrace->TraceRay(ray, params[3], &g_HitAllFilter, tr);
	tr->UpdateEntRef();

	HandleError herr;
	Handle_t hndl;
	if (!(hndl=handlesys->CreateHandle(g_TraceHandle, tr, pContext->GetIdentity(), myself->GetIdentity(), &herr)))
	{
		delete tr;
		return pContext->ThrowNativeError("Unable to create a new trace handle (error %d)", herr);
	}

	return hndl;
}
Пример #16
0
//-----------------------------------------------------------------------------
// Primary gun 
//-----------------------------------------------------------------------------
void CPropAPC::AimPrimaryWeapon( const Vector &vecWorldTarget ) 
{
	EntityMatrix parentMatrix;
	parentMatrix.InitFromEntity( this, m_nMachineGunBaseAttachment );
	Vector target = parentMatrix.WorldToLocal( vecWorldTarget ); 

	float quadTarget = target.LengthSqr();
	float quadTargetXY = target.x*target.x + target.y*target.y;

	// Target is too close!  Can't aim at it
	if ( quadTarget > m_vecBarrelPos.LengthSqr() )
	{
		// We're trying to aim the offset barrel at an arbitrary point.
		// To calculate this, I think of the target as being on a sphere with 
		// it's center at the origin of the gun.
		// The rotation we need is the opposite of the rotation that moves the target 
		// along the surface of that sphere to intersect with the gun's shooting direction
		// To calculate that rotation, we simply calculate the intersection of the ray 
		// coming out of the barrel with the target sphere (that's the new target position)
		// and use atan2() to get angles

		// angles from target pos to center
		float targetToCenterYaw = atan2( target.y, target.x );
		float centerToGunYaw = atan2( m_vecBarrelPos.y, sqrt( quadTarget - (m_vecBarrelPos.y*m_vecBarrelPos.y) ) );

		float targetToCenterPitch = atan2( target.z, sqrt( quadTargetXY ) );
		float centerToGunPitch = atan2( -m_vecBarrelPos.z, sqrt( quadTarget - (m_vecBarrelPos.z*m_vecBarrelPos.z) ) );

		QAngle angles;
		angles.Init( -RAD2DEG(targetToCenterPitch+centerToGunPitch), RAD2DEG( targetToCenterYaw + centerToGunYaw ), 0 );

		SetPoseParameter( "vehicle_weapon_yaw", angles.y );
		SetPoseParameter( "vehicle_weapon_pitch", angles.x );
		StudioFrameAdvance();

		float curPitch = GetPoseParameter( "vehicle_weapon_pitch" );
		float curYaw = GetPoseParameter( "vehicle_weapon_yaw" );
		m_bInFiringCone = (fabs(curPitch - angles.x) < 1e-3) && (fabs(curYaw - angles.y) < 1e-3);
	}
	else
	{
		m_bInFiringCone = false;
	}
}
Пример #17
0
bool CGlobalLight::KeyValue( const char *szKeyName, const char *szValue )
{
    if ( FStrEq( szKeyName, "color" ) )
    {
        float tmp[4];
        UTIL_StringToFloatArray( tmp, 4, szValue );

        m_LightColor.SetR( tmp[0] );
        m_LightColor.SetG( tmp[1] );
        m_LightColor.SetB( tmp[2] );
        m_LightColor.SetA( tmp[3] );
    }
    else if ( FStrEq( szKeyName, "angles" ) )
    {
        QAngle angles;
        UTIL_StringToVector( angles.Base(), szValue );
        if (angles == vec3_angle)
        {
            angles.Init( 80, 30, 0 );
        }
        Vector vForward;
        AngleVectors( angles, &vForward );
        m_shadowDirection = vForward;
        return true;
    }
    else if ( FStrEq( szKeyName, "texturename" ) )
    {
#if defined( _X360 )
        if ( Q_strcmp( szValue, "effects/flashlight001" ) == 0 )
        {
            // Use this as the default for Xbox
            Q_strcpy( m_TextureName.GetForModify(), "effects/flashlight_border" );
        }
        else
        {
            Q_strcpy( m_TextureName.GetForModify(), szValue );
        }
#else
        Q_strcpy( m_TextureName.GetForModify(), szValue );
#endif
    }

    return BaseClass::KeyValue( szKeyName, szValue );
}
Пример #18
0
void StudioModel::GetMovement( float prevcycle[5], Vector &vecPos, QAngle &vecAngles )
{
	vecPos.Init();
	vecAngles.Init();

	CStudioHdr *pStudioHdr = GetStudioHdr();
	if ( !pStudioHdr )
		return;

  	// assume that changes < -0.5 are loops....
  	if (m_cycle - prevcycle[0] < -0.5)
  	{
  		prevcycle[0] = prevcycle[0] - 1.0;
  	}

	Studio_SeqMovement( pStudioHdr, m_sequence, prevcycle[0], m_cycle, m_poseparameter, vecPos, vecAngles );
	prevcycle[0] = m_cycle;

	int i;
	for (i = 0; i < 4; i++)
	{
		Vector vecTmp;
		QAngle angTmp;

  		if (m_Layer[i].m_cycle - prevcycle[i+1] < -0.5)
  		{
  			prevcycle[i+1] = prevcycle[i+1] - 1.0;
  		}

		if (m_Layer[i].m_weight > 0.0)
		{
			vecTmp.Init();
			angTmp.Init();
			if (Studio_SeqMovement( pStudioHdr, m_Layer[i].m_sequence, prevcycle[i+1], m_Layer[i].m_cycle, m_poseparameter, vecTmp, angTmp ))
			{
				vecPos = vecPos * ( 1.0 - m_Layer[i].m_weight ) + vecTmp * m_Layer[i].m_weight;
			}
		}
		prevcycle[i+1] = m_Layer[i].m_cycle;
	}

	return;
}
Пример #19
0
void CDeferredLight::ClientThink()
{
	if ( m_pLight == NULL )
		return;

	Vector curOrig = GetRenderOrigin();
	QAngle curAng = GetRenderAngles();

	if ( VectorCompare( curOrig.Base(), m_pLight->pos.Base() ) == 0 ||
		VectorCompare( curAng.Base(), m_pLight->ang.Base() ) == 0 )
	{
		ApplyDataToLight();

		if ( m_pLight->flSpotCone_Outer != GetSpotCone_Outer() )
			m_pLight->MakeDirtyAll();
		else
			m_pLight->MakeDirtyXForms();
	}
}
bool RegReadQAngle( HKEY hKey, const char *szSubKey, QAngle& value )
{
	Vector tmp;
	if (RegReadVector( hKey, szSubKey, tmp ))
	{
		value.Init( tmp.x, tmp.y, tmp.z );
		return true;
	}
	return false;
}
Пример #21
0
bool C_BaseCombatWeapon::GetShootPosition( Vector &vOrigin, QAngle &vAngles )
{
	// Get the entity because the weapon doesn't have the right angles.
	C_BaseCombatCharacter *pEnt = ToBaseCombatCharacter( GetOwner() );
	if ( pEnt )
	{
		if ( pEnt == C_BasePlayer::GetLocalPlayer() )
		{
			vAngles = pEnt->EyeAngles();
		}
		else
		{
			vAngles = pEnt->GetRenderAngles();	
		}
	}
	else
	{
		vAngles.Init();
	}

	C_BasePlayer *player = ToBasePlayer( pEnt );
	bool bUseViewModel = false;
	if ( C_BasePlayer::IsLocalPlayer( pEnt ) )
	{
		ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( pEnt );
		bUseViewModel = !player->ShouldDrawLocalPlayer();
	}

	QAngle vDummy;
	if ( IsActiveByLocalPlayer() && bUseViewModel )
	{
		C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL;
		if ( vm )
		{
			int iAttachment = vm->LookupAttachment( "muzzle" );
			if ( vm->GetAttachment( iAttachment, vOrigin, vDummy ) )
			{
				return true;
			}
		}
	}
	else
	{
		// Thirdperson
		int iAttachment = LookupAttachment( "muzzle" );
		if ( GetAttachment( iAttachment, vOrigin, vDummy ) )
		{
			return true;
		}
	}

	vOrigin = GetRenderOrigin();
	return false;
}
Пример #22
0
static cell_t smn_TRTraceRayFilter(IPluginContext *pContext, const cell_t *params)
{
	cell_t *startaddr, *endaddr;
	IPluginFunction *pFunc;
	cell_t data;

	pFunc = pContext->GetFunctionById(params[5]);
	if (!pFunc)
	{
		return pContext->ThrowNativeError("Invalid function id (%X)", params[5]);
	}

	if (params[0] >= 6)
	{
		data = params[6];
	}
	else
	{
		data = 0;
	}

	g_SMTraceFilter.SetFunctionPtr(pFunc, data);
	pContext->LocalToPhysAddr(params[1], &startaddr);
	pContext->LocalToPhysAddr(params[2], &endaddr);

	g_StartVec.Init(sp_ctof(startaddr[0]), sp_ctof(startaddr[1]), sp_ctof(startaddr[2]));

	switch (params[4])
	{
	case RayType_EndPoint:
		{
			g_EndVec.Init(sp_ctof(endaddr[0]), sp_ctof(endaddr[1]), sp_ctof(endaddr[2]));
			break;
		}
	case RayType_Infinite:
		{
			g_DirAngles.Init(sp_ctof(endaddr[0]), sp_ctof(endaddr[1]), sp_ctof(endaddr[2]));
			AngleVectors(g_DirAngles, &g_EndVec);

			/* Make it unitary and get the ending point */
			g_EndVec.NormalizeInPlace();
			g_EndVec = g_StartVec + g_EndVec * MAX_TRACE_LENGTH;
			break;
		}
	}

	g_Ray.Init(g_StartVec, g_EndVec);
	enginetrace->TraceRay(g_Ray, params[3], &g_SMTraceFilter, &g_Trace);
	g_Trace.UpdateEntRef();

	return 1;
}
Пример #23
0
//-----------------------------------------------------------------------------
// Read in worldcraft data...
//-----------------------------------------------------------------------------
bool CVGuiScreen::KeyValue( const char *szKeyName, const char *szValue ) 
{
	//!! temp hack, until worldcraft is fixed
	// strip the # tokens from (duplicate) key names
	char *s = (char *)strchr( szKeyName, '#' );
	if ( s )
	{
		*s = '\0';
	}

	if ( FStrEq( szKeyName, "panelname" ))
	{
		SetPanelName( szValue );
		return true;
	}

	// NOTE: Have to do these separate because they set two values instead of one
	if( FStrEq( szKeyName, "angles" ) )
	{
		Assert( GetMoveParent() == NULL );
		QAngle angles;
		UTIL_StringToVector( angles.Base(), szValue );

		// Because the vgui screen basis is strange (z is front, y is up, x is right)
		// we need to rotate the typical basis before applying it
		VMatrix mat, rotation, tmp;
		MatrixFromAngles( angles, mat );
		MatrixBuildRotationAboutAxis( rotation, Vector( 0, 1, 0 ), 90 );
		MatrixMultiply( mat, rotation, tmp );
		MatrixBuildRotateZ( rotation, 90 );
		MatrixMultiply( tmp, rotation, mat );
		MatrixToAngles( mat, angles );
		SetAbsAngles( angles );

		return true;
	}

	return BaseClass::KeyValue( szKeyName, szValue );
}
Пример #24
0
bool Serialize( CUtlBuffer &buf, const QAngle &src )
{
	if ( buf.IsText() )
	{
		SerializeFloats( buf, 3, src.Base() );
	}
	else
	{
		buf.PutFloat( src.x );
		buf.PutFloat( src.y );
		buf.PutFloat( src.z );
	}
	return buf.IsValid();
}
Пример #25
0
void StudioModel::GetMovement( int iSequence, float prevCycle, float nextCycle, Vector &vecPos, QAngle &vecAngles )
{
	CStudioHdr *pStudioHdr = GetStudioHdr();
	if ( !pStudioHdr )
	{
		vecPos.Init();
		vecAngles.Init();
		return;
	}

	// FIXME: this doesn't consider layers
	Studio_SeqMovement( pStudioHdr, iSequence, prevCycle, nextCycle, m_poseparameter, vecPos, vecAngles );

	return;
}
Пример #26
0
void CTETFParticleEffect::Init( void )
{
	m_vecOrigin.Init();
	m_vecStart.Init();
	m_vecAngles.Init();

	m_iParticleSystemIndex = 0;

	m_nEntIndex = -1;

	m_iAttachType = PATTACH_ABSORIGIN;
	m_iAttachmentPointIndex = 0;

	m_bResetParticles = false;
}
Пример #27
0
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponStriderBuster::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
{
	m_PickupTime = gpGlobals->curtime;
	m_CarryAngles.Init( 45, 0, 0 );
	if ( ( reason == PICKED_UP_BY_CANNON ) && ( !HasSpawnFlags( SF_DONT_WEAPON_MANAGE ) ) )
	{
		WeaponManager_RemoveManaged( this );
	}
	else if ( reason == PUNTED_BY_CANNON )
	{
		Launch( pPhysGunUser );
	}
	
	BaseClass::OnPhysGunPickup( pPhysGunUser, reason );
}
	virtual bool	LookupOrigin( char const *name, Vector& origin, QAngle& angles )
	{
		int idx = FindNamedEntity( name );
		if ( idx == -1 )
		{
			origin.Init();
			angles.Init();
			return false;
		}

		CMapEntityData *e = &m_Entities[ idx ];
		Assert( e );
		origin = e->origin;
		angles = e->angles;
		return true;
	}
bool C_BaseCombatWeapon::GetShootPosition( Vector &vOrigin, QAngle &vAngles )
{
	// Get the entity because the weapon doesn't have the right angles.
	C_BaseCombatCharacter *pEnt = ToBaseCombatCharacter( GetOwner() );
	if ( pEnt )
	{
		if ( pEnt == C_BasePlayer::GetLocalPlayer() )
		{
			vAngles = pEnt->EyeAngles();
		}
		else
		{
			vAngles = pEnt->GetRenderAngles();	
		}
	}
	else
	{
		vAngles.Init();
	}

	QAngle vDummy;
	if ( IsActiveByLocalPlayer() && !input->CAM_IsThirdPerson() )
	{
		C_BasePlayer *player = ToBasePlayer( pEnt );
		C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL;
		if ( vm )
		{
			int iAttachment = vm->LookupAttachment( "muzzle" );
			if ( vm->GetAttachment( iAttachment, vOrigin, vDummy ) )
			{
				return true;
			}
		}
	}
	else
	{
		// Thirdperson
		int iAttachment = LookupAttachment( "muzzle" );
		if ( GetAttachment( iAttachment, vOrigin, vDummy ) )
		{
			return true;
		}
	}

	vOrigin = GetRenderOrigin();
	return false;
}
Пример #30
0
void AimLegit::RecoilControlSystem()
{
	int firedShots = g_LocalPlayer->m_iShotsFired();

	if (usercmd->buttons & IN_ATTACK)
	{
		QAngle aimPunchAngle = g_LocalPlayer->m_aimPunchAngle();

		std::random_device r3nd0m;
		std::mt19937 r3nd0mGen(r3nd0m());

		std::uniform_real<float> r3nd0mXAngle(1.7f, 1.9f);
		std::uniform_real<float> r3nd0mYAngle(1.7f, 1.9f);

		aimPunchAngle.pitch *= r3nd0mXAngle(r3nd0mGen);
		aimPunchAngle.yaw *= r3nd0mYAngle(r3nd0mGen);
		aimPunchAngle.roll = 0.0f;

		Math::NormalizeAngles(aimPunchAngle);

		if (firedShots > 2)
		{
			QAngle viewangles = usercmd->viewangles;

			QAngle viewangles_mod = aimPunchAngle;

			viewangles_mod -= oldPunch;
			viewangles_mod.roll = 0.0f;

			Math::NormalizeAngles(viewangles_mod);

			viewangles -= viewangles_mod;
			viewangles.roll = 0.0f;

			Math::NormalizeAngles(viewangles);

			usercmd->viewangles = viewangles;
		}
		oldPunch = aimPunchAngle;
	}
	else
		oldPunch.Init();
}