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