//-----------------------------------------------------------------------------
// 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 );
}
示例#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 );
				}
			}
		}
	}
}
//-----------------------------------------------------------------------------
// 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 );
}
示例#4
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 );
}
示例#5
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 );
		}
	}
}
//-----------------------------------------------------------------------------
// 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 );
}
示例#7
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 );
	}
}
// Actual work code
IterationRetval_t CASW_MarineAndObjectEnumerator::EnumElement( IHandleEntity *pHandleEntity )
{
	if ( !m_pLocal )
		return ITERATION_STOP;

	C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() );
	if ( pEnt == NULL )
		return ITERATION_CONTINUE;

	if ( pEnt == m_pLocal )
		return ITERATION_CONTINUE;

	if ( !pEnt->IsPlayer() &&
		 !pEnt->IsNPC() )
	{
		return ITERATION_CONTINUE;
	}

	if ( pEnt->IsNPC() )
	{
		C_AI_BaseNPC *pNPC = (C_AI_BaseNPC *)pEnt;

		if ( !pNPC->ShouldAvoidObstacle() )
			 return ITERATION_CONTINUE;
	}

	// Ignore vehicles, since they have vcollide collisions that's push me away
	if ( pEnt->GetCollisionGroup() == COLLISION_GROUP_VEHICLE )
		return ITERATION_CONTINUE;

#ifdef TF2_CLIENT_DLL
	// If it's solid to player movement, don't steer around it since we'll just bump into it
	if ( pEnt->GetCollisionGroup() == TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT )
		return ITERATION_CONTINUE;
#endif

	C_ASW_Marine *pMarine = m_pLocal->GetMarine();
	if (!pMarine)
		return ITERATION_CONTINUE;

	Vector	deltaPos = pEnt->GetAbsOrigin() - pMarine->GetAbsOrigin();
	//if ( deltaPos.LengthSqr() > m_flRadiusSquared )
		//return ITERATION_CONTINUE;

	CHandle< C_BaseEntity > h;
	h = pEnt;
	m_Objects.AddToTail( h );

	return ITERATION_CONTINUE;
}
示例#9
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 );
	}
}
示例#10
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 );
		}
	}
}
//-----------------------------------------------------------------------------
// 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 );
		}
	}
}
示例#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);

}
示例#13
0
void C_HLTVCamera::CalcFixedView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
{
	eyeOrigin = m_vCamOrigin;
	eyeAngles = m_aCamAngle;
	fov = m_flFOV;

	if ( m_iTraget1 == 0 )
		return;

 	C_BaseEntity * target = ClientEntityList().GetBaseEntity( m_iTraget1 );
	
	if ( target && target->IsAlive() )
	{
		// if we're chasing a target, change viewangles
		QAngle angle;
		VectorAngles( (target->GetAbsOrigin()+VEC_VIEW) - m_vCamOrigin, angle );
		SmoothCameraAngle( angle );
	}
}
// Actual work code
IterationRetval_t CPlayerAndObjectEnumerator::EnumElement( IHandleEntity *pHandleEntity )
{
	if ( !m_pLocal )
		return ITERATION_STOP;

	C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() );
	if ( pEnt == NULL )
		return ITERATION_CONTINUE;

	if ( pEnt == m_pLocal )
		return ITERATION_CONTINUE;

	if ( !pEnt->IsPlayer() &&
		 !pEnt->IsNPC() )
	{
		return ITERATION_CONTINUE;
	}

	if ( pEnt->IsNPC() )
	{
		C_AI_BaseNPC *pNPC = (C_AI_BaseNPC *)pEnt;

		if ( !pNPC->ShouldAvoidObstacle() )
			 return ITERATION_CONTINUE;
	}

	// Ignore vehicles, since they have vcollide collisions that's push me away
	if ( pEnt->GetCollisionGroup() == COLLISION_GROUP_VEHICLE )
		return ITERATION_CONTINUE;



	Vector	deltaPos = pEnt->GetAbsOrigin() - m_pLocal->GetAbsOrigin();
	if ( deltaPos.LengthSqr() > m_flRadiusSquared )
		return ITERATION_CONTINUE;

	CHandle< C_BaseEntity > h;
	h = pEnt;
	m_Objects.AddToTail( h );

	return ITERATION_CONTINUE;
}
void C_ColorCorrection::ClientThink()
{
	if ( m_CCHandle == INVALID_CLIENT_CCHANDLE )
		return;

	if ( mat_colcorrection_disableentities.GetInt() )
	{
		// Allow the colorcorrectionui panel (or user) to turn off color-correction entities
		g_pColorCorrectionMgr->SetColorCorrectionWeight( m_CCHandle, 0.0f );
		return;
	}

	if( !m_bEnabled && m_flCurWeight == 0.0f )
	{
		g_pColorCorrectionMgr->SetColorCorrectionWeight( m_CCHandle, 0.0f );
		return;
	}

	C_BaseEntity *pPlayer = C_BasePlayer::GetLocalPlayer();
	if( !pPlayer )
		return;

	Vector playerOrigin = pPlayer->GetAbsOrigin();

	float weight = 0;
	if ( ( m_minFalloff != -1 ) && ( m_maxFalloff != -1 ) && m_minFalloff != m_maxFalloff )
	{
		float dist = (playerOrigin - m_vecOrigin).Length();
		weight = (dist-m_minFalloff) / (m_maxFalloff-m_minFalloff);
		if ( weight<0.0f ) weight = 0.0f;	
		if ( weight>1.0f ) weight = 1.0f;	
	}
	
	g_pColorCorrectionMgr->SetColorCorrectionWeight( m_CCHandle, m_flCurWeight * ( 1.0 - weight ) );

	BaseClass::ClientThink();
}
示例#16
0
void C_ASW_Shaman::UpdateEffects()
{
	if ( !m_hHealingTarget.Get() || GetHealth() <= 0 )
	{
		if ( m_pHealEffect )
		{
			m_pHealEffect->StopEmission();
			m_pHealEffect = NULL;
		}
		return;
	}

	if ( m_pHealEffect )
	{
		if ( m_pHealEffect->GetControlPointEntity( 1 ) != m_hHealingTarget.Get() )
		{
			m_pHealEffect->StopEmission();
			m_pHealEffect = NULL;
		}
	}
			
	if ( !m_pHealEffect )
	{				
		m_pHealEffect = ParticleProp()->Create( "shaman_heal_attach", PATTACH_POINT_FOLLOW, "nozzle" );	// "heal_receiver"
	}

	Assert( m_pHealEffect );

	if ( m_pHealEffect->GetControlPointEntity( 1 ) == NULL )
	{
		C_BaseEntity *pTarget = m_hHealingTarget.Get();
		Vector vOffset( 0.0f, 0.0f, pTarget->WorldSpaceCenter().z - pTarget->GetAbsOrigin().z );

		ParticleProp()->AddControlPoint( m_pHealEffect, 1, pTarget, PATTACH_ABSORIGIN_FOLLOW, NULL, vOffset );
		m_pHealEffect->SetControlPointOrientation( 0, pTarget->Forward(), -pTarget->Left(), pTarget->Up() );
	}
}
// Actual work code
IterationRetval_t CPlayerAndObjectEnumerator::EnumElement( IHandleEntity *pHandleEntity )
{
	if ( !m_pLocal )
		return ITERATION_STOP;

	C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() );
	if ( pEnt == NULL )
		return ITERATION_CONTINUE;

	if ( pEnt == m_pLocal )
		return ITERATION_CONTINUE;

	if ( !pEnt->IsPlayer() &&
		 !pEnt->IsBaseObject() )
	{
		return ITERATION_CONTINUE;
	}

	// Ignore vehicles, since they have vcollide collisions that's push me away
	if ( pEnt->GetCollisionGroup() == COLLISION_GROUP_VEHICLE )
		return ITERATION_CONTINUE;

	// If it's solid to player movement, don't steer around it since we'll just bump into it
	if ( pEnt->GetCollisionGroup() == TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT )
		return ITERATION_CONTINUE;

	Vector	deltaPos = pEnt->GetAbsOrigin() - m_pLocal->GetAbsOrigin();
	if ( deltaPos.LengthSqr() > m_flRadiusSquared )
		return ITERATION_CONTINUE;

	CHandle< C_BaseEntity > h;
	h = pEnt;
	m_Objects.AddToTail( h );

	return ITERATION_CONTINUE;
}
示例#18
0
	//Actual work code
	IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
	{
		C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() );
		if ( pEnt == NULL )
			return ITERATION_CONTINUE;

		C_BaseAnimating *pModel = static_cast< C_BaseAnimating * >( pEnt );

		if ( pModel == NULL )
			return ITERATION_CONTINUE;

		trace_t tr;
		enginetrace->ClipRayToEntity( m_rayShot, MASK_SHOT, pModel, &tr );

		IPhysicsObject	*pPhysicsObject = NULL;
		
		//Find the real object we hit.
		if( tr.physicsbone >= 0 )
		{
			if ( pModel->m_pRagdoll )
			{
				CRagdoll *pCRagdoll = dynamic_cast < CRagdoll * > ( pModel->m_pRagdoll );

				if ( pCRagdoll )
				{
					ragdoll_t *pRagdollT = pCRagdoll->GetRagdoll();

					if ( tr.physicsbone < pRagdollT->listCount )
					{
						pPhysicsObject = pRagdollT->list[tr.physicsbone].pObject;
					}
				}
			}
		}

		if ( pPhysicsObject == NULL )
			return ITERATION_CONTINUE;

		if ( tr.fraction < 1.0 )
		{
			IPhysicsObject *pReference = GetWorldPhysObject();

			if ( pReference == NULL || pPhysicsObject == NULL )
				 return ITERATION_CONTINUE;
			
			float flMass = pPhysicsObject->GetMass();
			pPhysicsObject->SetMass( flMass * 2 );

			constraint_ballsocketparams_t ballsocket;
			ballsocket.Defaults();
		
			pReference->WorldToLocal( &ballsocket.constraintPosition[0], m_vWorld );
			pPhysicsObject->WorldToLocal( &ballsocket.constraintPosition[1], tr.endpos );
	
			physenv->CreateBallsocketConstraint( pReference, pPhysicsObject, NULL, ballsocket );

			//Play a sound
			CPASAttenuationFilter filter( pEnt );

			EmitSound_t ep;
			ep.m_nChannel = CHAN_VOICE;
			ep.m_pSoundName =  "Weapon_Crossbow.BoltSkewer";
			ep.m_flVolume = 1.0f;
			ep.m_SoundLevel = SNDLVL_NORM;
			ep.m_pOrigin = &pEnt->GetAbsOrigin();

			C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, ep );
	
			return ITERATION_STOP;
		}

		return ITERATION_CONTINUE;
	}
示例#19
0
文件: view.cpp 项目: EspyEspurr/game
//-----------------------------------------------------------------------------
// 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 CASWHudCrosshair::OnThink()
{
	C_ASW_Player* pPlayer = C_ASW_Player::GetLocalASWPlayer();
	if ( !pPlayer )
		return;

	PaintReloadProgressBar();

	C_ASW_Marine *pMarine = pPlayer->GetViewMarine();
	bool bControllingTurret = (pMarine && pMarine->IsControllingTurret());
	if (!bControllingTurret)
		return;

	C_ASW_Remote_Turret *pTurret = pMarine->GetRemoteTurret();
	if (!pTurret)
		return;

	Vector vecWeaponPos = pTurret->GetAbsOrigin();
	QAngle angWeapon = pTurret->EyeAngles();
	Vector vecWeaponDir;
	AngleVectors(angWeapon, &vecWeaponDir);

	// increase lock time of all targets and discard out of range/facing ones
	for (int k=0;k<ASW_MAX_TURRET_TARGETS;k++)
	{
		C_BaseEntity *pEnt = m_TurretTarget[k].Get();
		if (pEnt)
		{
			// validate the target
			bool bValid = true;
			Vector diff = pEnt->GetAbsOrigin() - vecWeaponPos;
			if (diff.Length() > ASW_TURRET_TARGET_RANGE || !pEnt->ShouldDraw())				
			{
				bValid = false;
			}
			else
			{
				diff.NormalizeInPlace();
				float flDot = diff.Dot(vecWeaponDir);
				if (flDot < asw_turret_dot.GetFloat())
					bValid = false;
					
			}
			// fade it in or out appropriately
			if (bValid)
			{
				if (m_fTurretTargetLock[k] < 1.0f)
				{
					m_fTurretTargetLock[k] += gpGlobals->frametime * 2;
					if (m_fTurretTargetLock[k] > 1.0f)
						m_fTurretTargetLock[k] = 1.0f;
				}
			}
			else
			{
				if (m_fTurretTargetLock[k] <= 0)
				{
					m_TurretTarget[k] = NULL;
				}
				else
				{
					m_fTurretTargetLock[k] -= gpGlobals->frametime * 2;
					if (m_fTurretTargetLock[k] < 0.0f)
						m_fTurretTargetLock[k] = 0.0f;
				}
			}
		}
	}

	// check for adding new targets to the array
	for ( int i = 0; i < IASW_Client_Aim_Target::AutoList().Count(); i++ )
	{
		IASW_Client_Aim_Target *pAimTarget = static_cast< IASW_Client_Aim_Target* >( IASW_Client_Aim_Target::AutoList()[ i ] );
		C_BaseEntity *pEnt = pAimTarget->GetEntity();
		if (!pEnt || !pAimTarget->IsAimTarget() || !pEnt->ShouldDraw())
			continue;
		
		// check he's in range
		Vector vecAlienPos = pEnt->WorldSpaceCenter();
		float flAlienDist = vecAlienPos.DistTo(vecWeaponPos);		
		if (flAlienDist > ASW_TURRET_TARGET_RANGE)
			continue;

		// check it's in front of us
		Vector dir = vecAlienPos - vecWeaponPos;
		dir.NormalizeInPlace();
		if (dir.Dot(vecWeaponDir) <= asw_turret_dot.GetFloat())
			continue;

		// we've got a possible target, add him to the list if he's not in there already
		bool bAlreadyInArray = false;
		int iSpace = -1;
		for (int k=0;k<ASW_MAX_TURRET_TARGETS;k++)
		{
			if (m_TurretTarget[k].Get() == pEnt)
			{
				bAlreadyInArray = true;
				break;
			}
			if (iSpace == -1 && m_TurretTarget[k].Get() == NULL)
				iSpace = k;
		}

		if (bAlreadyInArray)
			continue;

		if (iSpace != -1)
		{
			m_TurretTarget[iSpace] = pEnt;
			m_fTurretTargetLock[iSpace] = 0;
		}
	}
}
示例#21
0
文件: view.cpp 项目: torbensko/HAL
//-----------------------------------------------------------------------------
// 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
}
//-----------------------------------------------------------------------------
// 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
}
//-----------------------------------------------------------------------------
// 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 );
					}
				}
			}
		}
	}
}
示例#24
0
void __fastcall hkPaintTraverse(void* ecx, void* edx, unsigned int vguiPanel, bool forceRepaint, bool allowForce)
{
	oPaintTraverse(ecx, vguiPanel, forceRepaint, allowForce);

	static unsigned int MatSystemTopPanel;
	static vgui::HFont s_HFontPlayer;

	if (!MatSystemTopPanel)
	{
		const char* szName = ipanel()->GetName(vguiPanel);
		g_pCVar->ConsoleColorPrintf(Color::Blue(), "panel: %s\n", szName);

		if (_V_stricmp(szName, "MatSystemTopPanel") == 0) // MatSystemTopPanel
		{
			MatSystemTopPanel = vguiPanel;

			engine->GetScreenSize(screenWidth, screenHeight);
			s_HFontPlayer = g_pMatSurface->CreateFont();
			g_pMatSurface->SetFontGlyphSet(s_HFontPlayer, "Tahoma", 14, 150, 0, 0, FONTFLAG_OUTLINE);
		}
	}
	

	if (MatSystemTopPanel == vguiPanel)
	{
		if (GetAsyncKeyState(VK_F9) & 1)
		{
			name = !name;
			if (name) Beep(0x367, 200);
			else Beep(0x255, 200);
		}

		if (engine->IsInGame() && engine->IsConnected() && !engine->IsTakingScreenshot())
		{

			if (GetAsyncKeyState(VK_F11) & 1)
			{
				g_pCVar->ConsoleColorPrintf(Color::Red(), "Hello World!");
			}

			C_BaseEntity *pLocalEntity = (C_BaseEntity*)entitylist->GetClientEntity(engine->GetLocalPlayer());
			if (!pLocalEntity)
				return;


			for (int i = 0; i < entitylist->GetHighestEntityIndex(); i++)
			{
				C_BaseEntity* pBaseEntity = (C_BaseEntity*)entitylist->GetClientEntity(i);
				if (!pBaseEntity)
					continue;
				if (pBaseEntity->health() < 1)
					continue;
				if (pBaseEntity == pLocalEntity)
					continue;
				if (pLocalEntity->team() == pBaseEntity->team())
					continue;

				if (name)
				{
					Vector out;
					if (WorldToScreen(pBaseEntity->GetAbsOrigin(), out))
					{
						if (name)
						{
							player_info_t info;
							engine->GetPlayerInfo(i, &info);
							DrawString(out.x - 5, out.y, Color::Red(), s_HFontPlayer, info.name);
						}
					}
				}
			}
		}
	}
}
示例#25
0
文件: view.cpp 项目: Randdalf/bliink
//-----------------------------------------------------------------------------
// 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;
}
示例#26
0
//======================================================================================================================
// PARTICLE SYSTEM DISPATCH EFFECT
//======================================================================================================================
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void StartParticleEffect( const CEffectData &data, int nSplitScreenPlayerSlot /*= -1*/ )
{
	// this needs to be before using data.m_nHitBox, 
	// since that may be a serialized value that's past the end of the current particle system string table
	if ( SuppressingParticleEffects() )
		return; 

	// Don't crash if we're passed an invalid particle system
	if ( data.m_nHitBox == 0 )
		return;

	if ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY )
	{
		if ( data.m_hEntity.Get() )
		{
			C_BaseEntity *pEnt = C_BaseEntity::Instance( data.m_hEntity );
			// commented out assert. dormant entities have their particle system spawns stopped.
			//Assert( pEnt && !pEnt->IsDormant() );
			if ( pEnt && !pEnt->IsDormant() )
			{
				if ( data.m_fFlags & PARTICLE_DISPATCH_RESET_PARTICLES )
				{
					pEnt->ParticleProp()->StopEmission();
				}

				CUtlReference<CNewParticleEffect> pEffect = pEnt->ParticleProp()->CreatePrecached( data.m_nHitBox, (ParticleAttachment_t)data.m_nDamageType, data.m_nAttachmentIndex );

				if ( pEffect.IsValid() && pEffect->IsValid() )
				{
					if ( (ParticleAttachment_t)data.m_nDamageType == PATTACH_CUSTOMORIGIN || (ParticleAttachment_t)data.m_nDamageType == PATTACH_CUSTOMORIGIN_FOLLOW )
					{
						pEffect->SetDrawOnlyForSplitScreenUser( nSplitScreenPlayerSlot );
						pEffect->SetSortOrigin( data.m_vOrigin );
						if ( (ParticleAttachment_t)data.m_nDamageType == PATTACH_CUSTOMORIGIN_FOLLOW )
						{
							Vector vecCtrl1 = (data.m_vStart - pEnt->GetAbsOrigin() );
							pEffect->SetControlPoint( 1, vecCtrl1 );
							pEffect->SetControlPointEntity( 1, pEnt );
							Vector vecCtrl0 = (data.m_vOrigin - pEnt->GetAbsOrigin() );
							matrix3x4_t mat;
							AngleMatrix( data.m_vAngles, mat );
							pEnt->ParticleProp()->AddControlPoint( pEffect, 0, pEnt, PATTACH_CUSTOMORIGIN_FOLLOW, NULL, vecCtrl0, &mat );
						}
						else
						{
							pEffect->SetControlPoint( 0, data.m_vOrigin );
							pEffect->SetControlPoint( 1, data.m_vStart );
							Vector vecForward, vecRight, vecUp;
							AngleVectors( data.m_vAngles, &vecForward, &vecRight, &vecUp );
							pEffect->SetControlPointOrientation( 0, vecForward, vecRight, vecUp );
						}
					}
					else if ( data.m_nOtherEntIndex > 0 )
					{
						C_BaseEntity *pOtherEnt = ClientEntityList().GetEnt( data.m_nOtherEntIndex );
					
						if ( pOtherEnt )
						{
							pEnt->ParticleProp()->AddControlPoint( pEffect, 1, pOtherEnt, PATTACH_ABSORIGIN_FOLLOW, NULL, Vector( 0, 0, 50 ) );
						}
					}
				}
			}
		}
	}	
	else
	{
		CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindPrecachedParticleSystem( data.m_nHitBox );
		if ( pDef )
		{
			CUtlReference<CNewParticleEffect> pEffect = CNewParticleEffect::CreateOrAggregate( NULL, pDef, data.m_vOrigin, NULL, nSplitScreenPlayerSlot );
			if ( pEffect.IsValid() && pEffect->IsValid() )
			{
				pEffect->SetSortOrigin( data.m_vOrigin );
				pEffect->SetControlPoint( 0, data.m_vOrigin );
				pEffect->SetControlPoint( 1, data.m_vStart );
				Vector vecForward, vecRight, vecUp;
				AngleVectors( data.m_vAngles, &vecForward, &vecRight, &vecUp );
				pEffect->SetControlPointOrientation( 0, vecForward, vecRight, vecUp );
			}
		}
		else
		{
			Warning( "StartParticleEffect:  Failed to find precached particle system for %d!!\n", data.m_nHitBox );
		}
	}
}
void CASWHudCrosshair::PaintTurretTextures()
{
	// draw border in centre of screen
	//int h = ScreenHeight();
	//int w = h * 1.333333f;
	//int x = (ScreenWidth() * 0.5f) - (w * 0.5f);
	//int y = 0;

	surface()->DrawSetColor(Color(255,255,255,255));

	/*
	int tx = YRES( 5 );
	int ty = YRES( 5 );
	vgui::surface()->DrawSetTextFont( m_hTurretFont );
	vgui::surface()->DrawSetTextColor( 255, 255, 255, 200 );
	vgui::surface()->DrawSetTextPos( tx, ty );

	int nFontTall = vgui::surface()->GetFontTall( m_hTurretFont );

	wchar_t szconverted[ 1024 ];
	g_pVGuiLocalize->ConvertANSIToUnicode( "#asw_turret_text_top_left", szconverted, sizeof( szconverted )  );
	vgui::surface()->DrawPrintText( szconverted, wcslen( szconverted ) );

	ty = ScreenHeight() - nFontTall * 8 - YRES( 100 );
	vgui::surface()->DrawSetTextPos( tx, ty );
	g_pVGuiLocalize->ConvertANSIToUnicode( "#asw_turret_text_lower_left", szconverted, sizeof( szconverted )  );
	vgui::surface()->DrawPrintText( szconverted, wcslen( szconverted ) );
	*/

	// draw black boxes either side
	//if (m_nBlackBarTexture != -1)
	//{
		//surface()->DrawSetTexture(m_nBlackBarTexture);
		//surface()->DrawTexturedRect(0, y, x, y + h);
		//surface()->DrawTexturedRect(x + w, y, x, y + h);
	//}

	// draw fancy brackets over all turret targets
	float fScale = (ScreenHeight() / 768.0f);
	int iBSize = fScale * 32.0f;
	for (int i=0;i<ASW_MAX_TURRET_TARGETS;i++)
	{
		C_BaseEntity *pEnt = m_TurretTarget[i];
		if (!pEnt)
			continue;

		// distance of each bracket part from the ent
		float fDist = fScale * 200.0f * (1.0f - m_fTurretTargetLock[i]);
		
		Vector pos = (pEnt->WorldSpaceCenter() - pEnt->GetAbsOrigin()) + pEnt->GetRenderOrigin();
		Vector screenPos;
		debugoverlay->ScreenPosition( pos, screenPos );
		surface()->DrawSetColor(Color(255,255,255,255.0f * m_fTurretTargetLock[i] ));

		surface()->DrawSetTexture(m_nLeftBracketTexture);
		int bx = screenPos[0] - fDist;
		int by = screenPos[1] - fDist;
		surface()->DrawTexturedRect(bx - iBSize, by - iBSize, bx + iBSize, by + iBSize);

		surface()->DrawSetTexture(m_nRightBracketTexture);
		bx = screenPos[0] + fDist;
		by = screenPos[1] - fDist;
		surface()->DrawTexturedRect(bx - iBSize, by - iBSize, bx + iBSize, by + iBSize);

		surface()->DrawSetTexture(m_nLowerBracketTexture);
		bx = screenPos[0];
		by = screenPos[1] + fDist;
		surface()->DrawTexturedRect(bx - iBSize, by - iBSize, bx + iBSize, by + iBSize);
	}

	// draw crosshair
	C_ASW_Player* pPlayer = C_ASW_Player::GetLocalASWPlayer();
	if ( pPlayer )
	{
		C_ASW_Marine *pMarine = pPlayer->GetViewMarine();
		bool bControllingTurret = (pMarine && pMarine->IsControllingTurret());
		if (bControllingTurret)
		{
			C_ASW_Remote_Turret *pTurret = pMarine->GetRemoteTurret();
			if (pTurret)
			{
				Vector vecWeaponSrc = pTurret->GetTurretMuzzlePosition();
				QAngle angFacing = pTurret->EyeAngles();
				Vector vecWeaponDir;
				AngleVectors(angFacing, &vecWeaponDir);

				// trace along until we hit something
				trace_t tr;
				UTIL_TraceLine(vecWeaponSrc, vecWeaponSrc + vecWeaponDir * 1200,	// fog range of the turret
					MASK_SHOT, pTurret, COLLISION_GROUP_NONE, &tr);
				//Msg("Tracing from %s ", VecToString(vecWeaponSrc));
				//Msg("at angle %s\n", VecToString(angFacing));
				
				Vector pos = tr.DidHit() ? tr.endpos : vecWeaponSrc + vecWeaponDir * 1200;
				Vector screenPos;
				debugoverlay->ScreenPosition( pos, screenPos );

				// paint a crosshair at that spot
				surface()->DrawSetColor(Color(255,255,255,255));
				surface()->DrawSetTexture(m_nTurretCrosshair);
				surface()->DrawTexturedRect(screenPos[0] - iBSize, screenPos[1] - iBSize,	// shift it up a bit to match where the gun actually fires (not sure why it's not matched already!)
											screenPos[0] + iBSize, screenPos[1] + iBSize);
			}
		}
	}

	// draw interlace/noise overlay
	if (m_nTurretTexture!=-1)
	{
		surface()->DrawSetColor(Color(255,255,255,255));
		surface()->DrawSetTexture(m_nTurretTexture);
		surface()->DrawTexturedRect(0, 0, ScreenWidth(), ScreenHeight());
	}
}
示例#28
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 );
}