Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A special kind of beam effect that traces from its start position to
// its end position and stops if it hits anything.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "EnvLaser.h"
#include "Sprite.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( env_laser, CEnvLaser );
BEGIN_DATADESC( CEnvLaser )
DEFINE_KEYFIELD( m_iszLaserTarget, FIELD_STRING, "LaserTarget" ),
DEFINE_FIELD( m_pSprite, FIELD_CLASSPTR ),
DEFINE_KEYFIELD( m_iszSpriteName, FIELD_STRING, "EndSprite" ),
DEFINE_FIELD( m_firePosition, FIELD_VECTOR ),
DEFINE_KEYFIELD( m_flStartFrame, FIELD_FLOAT, "framestart" ),
// Function Pointers
DEFINE_FUNCTION( StrikeThink ),
// Input functions
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvLaser::Spawn( void )
{
if ( !GetModelName() )
{
SetThink( &CEnvLaser::SUB_Remove );
return;
}
SetSolid( SOLID_NONE ); // Remove model & collisions
SetThink( &CEnvLaser::StrikeThink );
SetEndWidth( GetWidth() ); // Note: EndWidth is not scaled
PointsInit( GetLocalOrigin(), GetLocalOrigin() );
Precache( );
if ( !m_pSprite && m_iszSpriteName != NULL_STRING )
{
m_pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteName), GetAbsOrigin(), TRUE );
}
else
{
m_pSprite = NULL;
}
if ( m_pSprite )
{
m_pSprite->SetParent( GetMoveParent() );
m_pSprite->SetTransparency( kRenderGlow, m_clrRender->r, m_clrRender->g, m_clrRender->b, m_clrRender->a, m_nRenderFX );
}
if ( GetEntityName() != NULL_STRING && !(m_spawnflags & SF_BEAM_STARTON) )
{
TurnOff();
}
else
{
TurnOn();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvLaser::Precache( void )
{
SetModelIndex( PrecacheModel( STRING( GetModelName() ) ) );
if ( m_iszSpriteName != NULL_STRING )
PrecacheModel( STRING(m_iszSpriteName) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEnvLaser::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "width"))
{
SetWidth( atof(szValue) );
}
else if (FStrEq(szKeyName, "NoiseAmplitude"))
{
SetNoise( atoi(szValue) );
}
else if (FStrEq(szKeyName, "TextureScroll"))
{
SetScrollRate( atoi(szValue) );
}
else if (FStrEq(szKeyName, "texture"))
{
SetModelName( AllocPooledString(szValue) );
}
else
{
BaseClass::KeyValue( szKeyName, szValue );
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether the laser is currently active.
//-----------------------------------------------------------------------------
int CEnvLaser::IsOn( void )
{
if ( IsEffectActive( EF_NODRAW ) )
return 0;
return 1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvLaser::InputTurnOn( inputdata_t &inputdata )
{
if (!IsOn())
{
TurnOn();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvLaser::InputTurnOff( inputdata_t &inputdata )
{
if (IsOn())
{
TurnOff();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvLaser::InputToggle( inputdata_t &inputdata )
{
if ( IsOn() )
{
TurnOff();
}
else
{
TurnOn();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvLaser::TurnOff( void )
{
AddEffects( EF_NODRAW );
if ( m_pSprite )
m_pSprite->TurnOff();
SetNextThink( TICK_NEVER_THINK );
SetThink( NULL );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvLaser::TurnOn( void )
{
RemoveEffects( EF_NODRAW );
if ( m_pSprite )
m_pSprite->TurnOn();
m_flFireTime = gpGlobals->curtime;
SetThink( &CEnvLaser::StrikeThink );
//
// Call StrikeThink here to update the end position, otherwise we will see
// the beam in the wrong place for one frame since we cleared the nodraw flag.
//
StrikeThink();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvLaser::FireAtPoint( trace_t &tr )
{
SetAbsEndPos( tr.endpos );
if ( m_pSprite )
{
UTIL_SetOrigin( m_pSprite, tr.endpos );
}
// Apply damage and do sparks every 1/10th of a second.
if ( gpGlobals->curtime >= m_flFireTime + 0.1 )
{
BeamDamage( &tr );
DoSparks( GetAbsStartPos(), tr.endpos );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvLaser::StrikeThink( void )
{
CBaseEntity *pEnd = RandomTargetname( STRING( m_iszLaserTarget ) );
Vector vecFireAt = GetAbsEndPos();
if ( pEnd )
{
vecFireAt = pEnd->GetAbsOrigin();
}
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), vecFireAt, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr );
FireAtPoint( tr );
SetNextThink( gpGlobals->curtime );
}