source-engine/game/shared/SpriteTrail.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SPRITETRAIL_H
#define SPRITETRAIL_H
#ifdef _WIN32
#pragma once
#endif
#include "Sprite.h"
#if defined( CLIENT_DLL )
#define CSpriteTrail C_SpriteTrail
#endif
//-----------------------------------------------------------------------------
// Sprite trail
//-----------------------------------------------------------------------------
struct TrailPoint_t
{
DECLARE_SIMPLE_DATADESC();
Vector m_vecScreenPos;
float m_flDieTime;
float m_flTexCoord;
float m_flWidthVariance;
};
class CSpriteTrail : public CSprite
{
DECLARE_CLASS( CSpriteTrail, CSprite );
DECLARE_DATADESC();
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
public:
CSpriteTrail( void );
// Sets parameters of the sprite trail
void SetLifeTime( float time );
void SetStartWidth( float flStartWidth );
void SetEndWidth( float flEndWidth );
void SetStartWidthVariance( float flStartWidthVariance );
void SetTextureResolution( float flTexelsPerInch );
void SetMinFadeLength( float flMinFadeLength );
void SetSkybox( const Vector &vecSkyboxOrigin, float flSkyboxScale );
// Is the trail in the skybox?
bool IsInSkybox() const;
void Spawn( void );
void Precache( void );
void SetTransmit( bool bTransmit = true ) { m_bDrawForMoveParent = bTransmit; }
#if defined( CLIENT_DLL )
// Client only code
virtual int DrawModel( int flags );
virtual const Vector &GetRenderOrigin( void );
virtual const QAngle &GetRenderAngles( void );
// On data update
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void GetRenderBounds( Vector& mins, Vector& maxs );
virtual void ClientThink();
virtual bool ValidateEntityAttachedToPlayer( bool &bShouldRetry );
#else
// Server only code
virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
static CSpriteTrail *SpriteTrailCreate( const char *pSpriteName, const Vector &origin, bool animate );
#endif
private:
#if defined( CLIENT_DLL )
enum
{
// NOTE: # of points max must be a power of two!
MAX_SPRITE_TRAIL_POINTS = 256,
MAX_SPRITE_TRAIL_MASK = MAX_SPRITE_TRAIL_POINTS - 1,
};
TrailPoint_t *GetTrailPoint( int n );
void UpdateTrail( void );
void ComputeScreenPosition( Vector *pScreenPos );
void ConvertSkybox();
void UpdateBoundingBox( void );
TrailPoint_t m_vecSteps[MAX_SPRITE_TRAIL_POINTS];
int m_nFirstStep;
int m_nStepCount;
float m_flUpdateTime;
Vector m_vecPrevSkyboxOrigin;
float m_flPrevSkyboxScale;
Vector m_vecRenderMins;
Vector m_vecRenderMaxs;
#endif
CNetworkVar( float, m_flLifeTime ); // Amount of time before a new trail segment fades away
CNetworkVar( float, m_flStartWidth ); // The starting scale
CNetworkVar( float, m_flEndWidth ); // The ending scale
CNetworkVar( float, m_flStartWidthVariance ); // The starting scale
CNetworkVar( float, m_flTextureRes ); // Texture resolution along the trail
CNetworkVar( float, m_flMinFadeLength ); // The end of the trail must fade out for this many units
CNetworkVector( m_vecSkyboxOrigin ); // What's our skybox origin?
CNetworkVar( float, m_flSkyboxScale ); // What's our skybox scale?
string_t m_iszSpriteName;
bool m_bAnimate;
bool m_bDrawForMoveParent;
#if defined( CLIENT_DLL )
public:
void SetUpdateTime(float setTo){ m_flUpdateTime = setTo; }
#endif
};
#endif // SPRITETRAIL_H