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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "hud.h"
#include "in_buttons.h"
#include "beamdraw.h"
#include "c_weapon__stubs.h"
#include "clienteffectprecachesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectGravityGun ) CLIENTEFFECT_MATERIAL( "sprites/physbeam" ) CLIENTEFFECT_REGISTER_END()
class C_BeamQuadratic : public CDefaultClientRenderable { public: C_BeamQuadratic(); void Update( C_BaseEntity *pOwner );
// IClientRenderable
virtual const Vector& GetRenderOrigin( void ) { return m_worldPosition; } virtual const QAngle& GetRenderAngles( void ) { return vec3_angle; } virtual bool ShouldDraw( void ) { return true; } virtual bool IsTransparent( void ) { return true; } virtual bool ShouldReceiveProjectedTextures( int flags ) { return false; } virtual int DrawModel( int flags );
// Returns the bounds relative to the origin (render bounds)
virtual void GetRenderBounds( Vector& mins, Vector& maxs ) { // bogus. But it should draw if you can see the end point
mins.Init(-32,-32,-32); maxs.Init(32,32,32); }
C_BaseEntity *m_pOwner; Vector m_targetPosition; Vector m_worldPosition; int m_active; int m_glueTouching; int m_viewModelIndex; };
class C_WeaponGravityGun : public C_BaseCombatWeapon { DECLARE_CLASS( C_WeaponGravityGun, C_BaseCombatWeapon ); public: C_WeaponGravityGun() {}
DECLARE_CLIENTCLASS(); DECLARE_PREDICTABLE();
int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding ) { if ( gHUD.m_iKeyBits & IN_ATTACK ) { switch ( keynum ) { case MOUSE_WHEEL_UP: gHUD.m_iKeyBits |= IN_WEAPON1; return 0;
case MOUSE_WHEEL_DOWN: gHUD.m_iKeyBits |= IN_WEAPON2; return 0; } }
// Allow engine to process
return BaseClass::KeyInput( down, keynum, pszCurrentBinding ); }
void OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType ); m_beam.Update( this ); }
private: C_WeaponGravityGun( const C_WeaponGravityGun & );
C_BeamQuadratic m_beam; };
STUB_WEAPON_CLASS_IMPLEMENT( weapon_physgun, C_WeaponGravityGun );
IMPLEMENT_CLIENTCLASS_DT( C_WeaponGravityGun, DT_WeaponGravityGun, CWeaponGravityGun ) RecvPropVector( RECVINFO_NAME(m_beam.m_targetPosition,m_targetPosition) ), RecvPropVector( RECVINFO_NAME(m_beam.m_worldPosition, m_worldPosition) ), RecvPropInt( RECVINFO_NAME(m_beam.m_active, m_active) ), RecvPropInt( RECVINFO_NAME(m_beam.m_glueTouching, m_glueTouching) ), RecvPropInt( RECVINFO_NAME(m_beam.m_viewModelIndex, m_viewModelIndex) ), END_RECV_TABLE()
C_BeamQuadratic::C_BeamQuadratic() { m_pOwner = NULL; }
void C_BeamQuadratic::Update( C_BaseEntity *pOwner ) { m_pOwner = pOwner; if ( m_active ) { if ( m_hRenderHandle == INVALID_CLIENT_RENDER_HANDLE ) { ClientLeafSystem()->AddRenderable( this, RENDER_GROUP_TRANSLUCENT_ENTITY ); } else { ClientLeafSystem()->RenderableChanged( m_hRenderHandle ); } } else if ( !m_active && m_hRenderHandle != INVALID_CLIENT_RENDER_HANDLE ) { ClientLeafSystem()->RemoveRenderable( m_hRenderHandle ); } }
int C_BeamQuadratic::DrawModel( int ) { Vector points[3]; QAngle tmpAngle;
if ( !m_active ) return 0;
C_BaseEntity *pEnt = cl_entitylist->GetEnt( m_viewModelIndex ); if ( !pEnt ) return 0; pEnt->GetAttachment( 1, points[0], tmpAngle );
points[1] = 0.5 * (m_targetPosition + points[0]); // a little noise 11t & 13t should be somewhat non-periodic looking
//points[1].z += 4*sin( gpGlobals->curtime*11 ) + 5*cos( gpGlobals->curtime*13 );
points[2] = m_worldPosition;
IMaterial *pMat = materials->FindMaterial( "sprites/physbeam", TEXTURE_GROUP_CLIENT_EFFECTS ); Vector color; if ( m_glueTouching ) { color.Init(1,0,0); } else { color.Init(1,1,1); }
float scrollOffset = gpGlobals->curtime - (int)gpGlobals->curtime; materials->Bind( pMat ); DrawBeamQuadratic( points[0], points[1], points[2], 13, color, scrollOffset ); return 1; }
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