Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "baseanimating.h"
#include "SkyCamera.h"
#include "studio.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// HACK HACK: Must match cl_dll/cl_animevent.h!!!!
#define CL_EVENT_SPRITEGROUP_CREATE 6002
//-----------------------------------------------------------------------------
// An entity which emits other entities at points
//-----------------------------------------------------------------------------
class CEnvParticleScript : public CBaseAnimating
{
public:
DECLARE_CLASS( CEnvParticleScript, CBaseAnimating );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CEnvParticleScript();
virtual void Precache();
virtual void Spawn();
virtual void Activate();
virtual int UpdateTransmitState();
void InputSetSequence( inputdata_t &inputdata );
private:
void PrecacheAnimationEventMaterials();
CNetworkVar( float, m_flSequenceScale );
};
//-----------------------------------------------------------------------------
// Save/load
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CEnvParticleScript )
DEFINE_FIELD( m_flSequenceScale, FIELD_FLOAT ),
// Inputs
DEFINE_INPUTFUNC( FIELD_STRING, "SetSequence", InputSetSequence ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( env_particlescript, CEnvParticleScript );
//-----------------------------------------------------------------------------
// Datatable
//-----------------------------------------------------------------------------
IMPLEMENT_SERVERCLASS_ST( CEnvParticleScript, DT_EnvParticleScript )
SendPropFloat(SENDINFO(m_flSequenceScale), 0, SPROP_NOSCALE),
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CEnvParticleScript::CEnvParticleScript()
{
UseClientSideAnimation();
}
void CEnvParticleScript::PrecacheAnimationEventMaterials()
{
CStudioHdr *hdr = GetModelPtr();
if ( hdr )
{
int numseq = hdr->GetNumSeq();
for ( int i = 0; i < numseq; ++i )
{
mstudioseqdesc_t& seqdesc = hdr->pSeqdesc( i );
int ecount = seqdesc.numevents;
for ( int j = 0 ; j < ecount; ++j )
{
const mstudioevent_t* event = (const mstudioevent_for_client_server_t*)seqdesc.pEvent( j );
if ( event->Event() == CL_EVENT_SPRITEGROUP_CREATE )
{
char pAttachmentName[256];
char pSpriteName[256];
int nArgs = sscanf( event->pszOptions(), "%255s %255s", pAttachmentName, pSpriteName );
if ( nArgs == 2 )
{
PrecacheMaterial( pSpriteName );
}
}
}
}
}
}
//-----------------------------------------------------------------------------
// Precache
//-----------------------------------------------------------------------------
void CEnvParticleScript::Precache()
{
BaseClass::Precache();
PrecacheModel( STRING( GetModelName() ) );
// We need a model for its animation sequences even though we don't render it
SetModel( STRING( GetModelName() ) );
PrecacheAnimationEventMaterials();
}
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CEnvParticleScript::Spawn()
{
Precache();
BaseClass::Spawn();
AddEffects( EF_NOSHADOW );
// We need a model for its animation sequences even though we don't render it
SetModel( STRING( GetModelName() ) );
}
//-----------------------------------------------------------------------------
// Activate
//-----------------------------------------------------------------------------
void CEnvParticleScript::Activate()
{
BaseClass::Activate();
DetectInSkybox();
CSkyCamera *pCamera = GetEntitySkybox();
if ( pCamera )
{
float flSkyboxScale = pCamera->m_skyboxData.scale;
if ( flSkyboxScale == 0.0f )
{
flSkyboxScale = 1.0f;
}
m_flSequenceScale = flSkyboxScale;
}
else
{
m_flSequenceScale = 1.0f;
}
m_flPlaybackRate = 1.0f;
}
//-----------------------------------------------------------------------------
// Should we transmit it to the client?
//-----------------------------------------------------------------------------
int CEnvParticleScript::UpdateTransmitState()
{
if ( IsEffectActive( EF_NODRAW ) )
{
return SetTransmitState( FL_EDICT_DONTSEND );
}
if ( IsEFlagSet( EFL_IN_SKYBOX ) )
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
return SetTransmitState( FL_EDICT_PVSCHECK );
}
//-----------------------------------------------------------------------------
// Purpose: Input that sets the sequence of the entity
//-----------------------------------------------------------------------------
void CEnvParticleScript::InputSetSequence( inputdata_t &inputdata )
{
if ( inputdata.value.StringID() != NULL_STRING )
{
int nSequence = LookupSequence( STRING( inputdata.value.StringID() ) );
if ( nSequence != ACT_INVALID )
{
SetSequence( nSequence );
}
}
}