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