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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "model_types.h"
#include "clienteffectprecachesystem.h"
#include "fx.h"
#include "c_te_effect_dispatch.h"
#include "beamdraw.h"
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectCrossbow ) CLIENTEFFECT_MATERIAL( "effects/muzzleflash1" ) CLIENTEFFECT_REGISTER_END()
//
// Crossbow bolt
//
class C_CrossbowBolt : public C_BaseCombatCharacter { DECLARE_CLASS( C_CrossbowBolt, C_BaseCombatCharacter ); DECLARE_CLIENTCLASS(); public: C_CrossbowBolt( void );
virtual RenderGroup_t GetRenderGroup( void ) { // We want to draw translucent bits as well as our main model
return RENDER_GROUP_TWOPASS; }
virtual void ClientThink( void );
virtual void OnDataChanged( DataUpdateType_t updateType ); virtual int DrawModel( int flags );
private:
C_CrossbowBolt( const C_CrossbowBolt & ); // not defined, not accessible
Vector m_vecLastOrigin; bool m_bUpdated; };
IMPLEMENT_CLIENTCLASS_DT( C_CrossbowBolt, DT_CrossbowBolt, CCrossbowBolt ) END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_CrossbowBolt::C_CrossbowBolt( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void C_CrossbowBolt::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED ) { m_bUpdated = false; m_vecLastOrigin = GetAbsOrigin(); SetNextClientThink( CLIENT_THINK_ALWAYS ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : flags -
// Output : int
//-----------------------------------------------------------------------------
int C_CrossbowBolt::DrawModel( int flags ) { // See if we're drawing the motion blur
if ( flags & STUDIO_TRANSPARENCY ) { float color[3]; IMaterial *pBlurMaterial = materials->FindMaterial( "effects/muzzleflash1", NULL, false );
Vector vecDir = GetAbsOrigin() - m_vecLastOrigin; float speed = VectorNormalize( vecDir ); speed = clamp( speed, 0, 32 ); if ( speed > 0 ) { float stepSize = MIN( ( speed * 0.5f ), 4.0f );
Vector spawnPos = GetAbsOrigin() + ( vecDir * 24.0f ); Vector spawnStep = -vecDir * stepSize;
CMatRenderContextPtr pRenderContext( materials ); pRenderContext->Bind( pBlurMaterial );
float alpha;
// Draw the motion blurred trail
for ( int i = 0; i < 20; i++ ) { spawnPos += spawnStep;
alpha = RemapValClamped( i, 5, 11, 0.25f, 0.05f );
color[0] = color[1] = color[2] = alpha;
DrawHalo( pBlurMaterial, spawnPos, 3.0f, color ); } }
if ( gpGlobals->frametime > 0.0f && !m_bUpdated) { m_bUpdated = true; m_vecLastOrigin = GetAbsOrigin(); }
return 1; }
// Draw the normal portion
return BaseClass::DrawModel( flags ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_CrossbowBolt::ClientThink( void ) { m_bUpdated = false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void CrosshairLoadCallback( const CEffectData &data ) { IClientRenderable *pRenderable = data.GetRenderable( ); if ( !pRenderable ) return; Vector position; QAngle angles;
// If we found the attachment, emit sparks there
if ( pRenderable->GetAttachment( data.m_nAttachmentIndex, position, angles ) ) { FX_ElectricSpark( position, 1.0f, 1.0f, NULL ); } }
DECLARE_CLIENT_EFFECT( "CrossbowLoad", CrosshairLoadCallback );
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