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https://github.com/nillerusr/source-engine.git
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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 "c_prop_portal.h"
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#include "portal_shareddefs.h"
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#include "clientsideeffects.h"
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#include "tier0/vprof.h"
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#include "materialsystem/itexture.h"
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#include "hud_macros.h"
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#include "igamesystem.h"
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#include "view.h" // For MainViewOrigin()
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#include "clientleafsystem.h" // For finding the leaves our portals are in
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#include "portal_render_targets.h" // Access to static references to Portal-specific render textures
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#include "toolframework/itoolframework.h"
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#include "toolframework_client.h"
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#include "tier1/KeyValues.h"
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#include "rendertexture.h"
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#include "prop_portal_shared.h"
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#include "particles_new.h"
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#include "c_portal_player.h"
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#include "c_pixel_visibility.h"
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#include "glow_overlay.h"
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#include "dlight.h"
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#include "iefx.h"
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#include "simple_keys.h"
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#ifdef _DEBUG
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#include "filesystem.h"
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#endif
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#include "debugoverlay_shared.h"
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LINK_ENTITY_TO_CLASS( prop_portal, C_Prop_Portal );
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IMPLEMENT_CLIENTCLASS_DT( C_Prop_Portal, DT_Prop_Portal, CProp_Portal )
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RecvPropEHandle( RECVINFO(m_hLinkedPortal) ),
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RecvPropBool( RECVINFO(m_bActivated) ),
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RecvPropBool( RECVINFO(m_bIsPortal2) ),
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END_RECV_TABLE()
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void __MsgFunc_EntityPortalled(bf_read &msg)
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{
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long iEncodedEHandle;
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int iEntity, iSerialNum;
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//grab portal EHANDLE
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iEncodedEHandle = msg.ReadLong();
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if( iEncodedEHandle == INVALID_NETWORKED_EHANDLE_VALUE )
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return;
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iEntity = iEncodedEHandle & ((1 << MAX_EDICT_BITS) - 1);
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iSerialNum = iEncodedEHandle >> MAX_EDICT_BITS;
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EHANDLE hPortal( iEntity, iSerialNum );
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C_Prop_Portal *pPortal = ( C_Prop_Portal *)(hPortal.Get());
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if( pPortal == NULL )
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return;
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//grab other entity's EHANDLE
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iEncodedEHandle = msg.ReadLong();
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if( iEncodedEHandle == INVALID_NETWORKED_EHANDLE_VALUE )
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return;
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iEntity = iEncodedEHandle & ((1 << MAX_EDICT_BITS) - 1);
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iSerialNum = iEncodedEHandle >> MAX_EDICT_BITS;
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EHANDLE hEntity( iEntity, iSerialNum );
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C_BaseEntity *pEntity = hEntity.Get();
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if( pEntity == NULL )
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return;
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bool bIsPlayer = pEntity->IsPlayer();
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Vector ptNewPosition;
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ptNewPosition.x = msg.ReadFloat();
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ptNewPosition.y = msg.ReadFloat();
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ptNewPosition.z = msg.ReadFloat();
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QAngle qNewAngles;
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qNewAngles.x = msg.ReadFloat();
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qNewAngles.y = msg.ReadFloat();
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qNewAngles.z = msg.ReadFloat();
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Vector vecOldInterpolatedPos;
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QAngle qaOldInterpolatedRot;
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if ( pEntity->IsToolRecording() )
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{
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vecOldInterpolatedPos = pEntity->GetOriginInterpolator().GetCurrent();
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qaOldInterpolatedRot = pEntity->GetRotationInterpolator().GetCurrent();
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}
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pEntity->AddEFlags( EFL_DIRTY_ABSTRANSFORM );
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VMatrix matTransform = pPortal->MatrixThisToLinked();
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//VMatrix matInvTransform = pPortal->m_hLinkedPortal->MatrixThisToLinked();
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CInterpolatedVar< QAngle > &rotInterp = pEntity->GetRotationInterpolator();
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CInterpolatedVar< Vector > &posInterp = pEntity->GetOriginInterpolator();
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Vector ptCurrentPosition = posInterp.GetCurrent();
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Vector ptInvCurrentPosition = matTransform * ptCurrentPosition;
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bool bAlreadyTeleported = ((ptCurrentPosition - ptNewPosition).LengthSqr() < (ptInvCurrentPosition - ptNewPosition).LengthSqr()); //newest network update closer to destination than transformed to destination indicates it's already been transformed
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UTIL_TransformInterpolatedAngle( rotInterp, matTransform.As3x4(), bAlreadyTeleported );
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if( bIsPlayer ) //the player's origin != player's center, transforms are performed about centers
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{
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VMatrix matShiftOrigin;
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matShiftOrigin.Identity();
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Vector vTranslate( 0.0f, 0.0f, 36.0f );
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matShiftOrigin.SetTranslation( vTranslate );
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matTransform = matTransform * matShiftOrigin;
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vTranslate = -vTranslate;
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matShiftOrigin.SetTranslation( vTranslate );
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matTransform = matShiftOrigin * matTransform;
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}
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UTIL_TransformInterpolatedPosition( posInterp, matTransform, bAlreadyTeleported );
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if( bIsPlayer )
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((C_Portal_Player *)pEntity)->PlayerPortalled( pPortal );
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if ( pEntity->IsToolRecording() )
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{
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static EntityTeleportedRecordingState_t state;
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KeyValues *msg = new KeyValues( "entity_teleported" );
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msg->SetPtr( "state", &state );
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state.m_bTeleported = true;
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state.m_bViewOverride = false;
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state.m_vecTo = ptNewPosition;
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state.m_qaTo = qNewAngles;
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state.m_teleportMatrix = matTransform.As3x4();
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// Post a message back to all IToolSystems
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Assert( (int)pEntity->GetToolHandle() != 0 );
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ToolFramework_PostToolMessage( pEntity->GetToolHandle(), msg );
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msg->deleteThis();
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}
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}
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static ConVar portal_demohack( "portal_demohack", "0", FCVAR_ARCHIVE, "Do the demo_legacy_rollback setting to help during demo playback of going through portals." );
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class C_PortalInitHelper : public CAutoGameSystem
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{
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virtual bool Init()
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{
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//HOOK_MESSAGE( PlayerPortalled );
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HOOK_MESSAGE( EntityPortalled );
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if ( portal_demohack.GetBool() )
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{
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ConVarRef demo_legacy_rollback_ref( "demo_legacy_rollback" );
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demo_legacy_rollback_ref.SetValue( false ); //Portal demos are wrong if the eyes rollback as far as regular demos
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}
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// However, there are probably bugs with this when jump ducking, etc.
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return true;
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}
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};
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static C_PortalInitHelper s_PortalInitHelper;
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C_Prop_Portal::C_Prop_Portal( void )
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{
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TransformedLighting.m_LightShadowHandle = CLIENTSHADOW_INVALID_HANDLE;
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CProp_Portal_Shared::AllPortals.AddToTail( this );
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}
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C_Prop_Portal::~C_Prop_Portal( void )
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{
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CProp_Portal_Shared::AllPortals.FindAndRemove( this );
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g_pPortalRender->RemovePortal( this );
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for( int i = m_GhostRenderables.Count(); --i >= 0; )
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{
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delete m_GhostRenderables[i];
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}
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m_GhostRenderables.RemoveAll();
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}
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void C_Prop_Portal::Spawn( void )
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{
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SetThink( &C_Prop_Portal::ClientThink );
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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m_matrixThisToLinked.Identity(); //don't accidentally teleport objects to zero space
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BaseClass::Spawn();
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}
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void C_Prop_Portal::Activate( void )
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{
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BaseClass::Activate();
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}
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void C_Prop_Portal::ClientThink( void )
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{
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bool bDidAnything = false;
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if( m_fStaticAmount > 0.0f )
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{
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m_fStaticAmount -= gpGlobals->absoluteframetime;
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if( m_fStaticAmount < 0.0f )
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m_fStaticAmount = 0.0f;
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bDidAnything = true;
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}
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if( m_fSecondaryStaticAmount > 0.0f )
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{
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m_fSecondaryStaticAmount -= gpGlobals->absoluteframetime;
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if( m_fSecondaryStaticAmount < 0.0f )
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m_fSecondaryStaticAmount = 0.0f;
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bDidAnything = true;
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}
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if( m_fOpenAmount < 1.0f )
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{
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m_fOpenAmount += gpGlobals->absoluteframetime * 2.0f;
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if( m_fOpenAmount > 1.0f )
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m_fOpenAmount = 1.0f;
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bDidAnything = true;
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}
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if( bDidAnything == false )
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{
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SetNextClientThink( CLIENT_THINK_NEVER );
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}
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}
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void C_Prop_Portal::Simulate()
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{
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BaseClass::Simulate();
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//clear list of ghosted entities from last frame, and clear the clipping planes we put on them
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for( int i = m_hGhostingEntities.Count(); --i >= 0; )
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{
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C_BaseEntity *pEntity = m_hGhostingEntities[i].Get();
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if( pEntity != NULL )
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pEntity->m_bEnableRenderingClipPlane = false;
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}
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m_hGhostingEntities.RemoveAll();
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if( !IsActivedAndLinked() )
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{
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//remove all ghost renderables
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for( int i = m_GhostRenderables.Count(); --i >= 0; )
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{
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delete m_GhostRenderables[i];
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}
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m_GhostRenderables.RemoveAll();
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return;
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}
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//Find objects that are intersecting the portal and mark them for later replication on the remote portal's side
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C_Portal_Player *pLocalPlayer = C_Portal_Player::GetLocalPlayer();
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C_BaseViewModel *pLocalPlayerViewModel = pLocalPlayer->GetViewModel();
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CBaseEntity *pEntsNearPortal[1024];
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int iEntsNearPortal = UTIL_EntitiesInSphere( pEntsNearPortal, 1024, GetNetworkOrigin(), PORTAL_HALF_HEIGHT, 0, PARTITION_CLIENT_NON_STATIC_EDICTS );
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if( iEntsNearPortal != 0 )
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{
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float fClipPlane[4];
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fClipPlane[0] = m_plane_Origin.normal.x;
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fClipPlane[1] = m_plane_Origin.normal.y;
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fClipPlane[2] = m_plane_Origin.normal.z;
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fClipPlane[3] = m_plane_Origin.dist - 0.3f;
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for( int i = 0; i != iEntsNearPortal; ++i )
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{
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CBaseEntity *pEntity = pEntsNearPortal[i];
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Assert( pEntity != NULL );
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bool bIsMovable = false;
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C_BaseEntity *pMoveEntity = pEntity;
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MoveType_t moveType = MOVETYPE_NONE;
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//unmoveables and doors can never get halfway in the portal
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while ( pMoveEntity )
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{
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moveType = pMoveEntity->GetMoveType();
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if ( !( moveType == MOVETYPE_NONE || moveType == MOVETYPE_PUSH ) )
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{
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bIsMovable = true;
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pMoveEntity = NULL;
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}
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else
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pMoveEntity = pMoveEntity->GetMoveParent();
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}
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if ( !bIsMovable )
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continue;
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Assert( dynamic_cast<C_Prop_Portal *>(pEntity) == NULL ); //should have been killed with (pEntity->GetMoveType() == MOVETYPE_NONE) check. Infinite recursion is infinitely bad.
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if( pEntity == pLocalPlayerViewModel )
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continue; //avoid ghosting view models
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bool bActivePlayerWeapon = false;
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C_BaseCombatWeapon *pWeapon = dynamic_cast<C_BaseCombatWeapon*>( pEntity );
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if ( pWeapon )
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{
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C_Portal_Player *pPortalPlayer = ToPortalPlayer( pWeapon->GetOwner() );
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if ( pPortalPlayer )
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{
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if ( pPortalPlayer->GetActiveWeapon() != pWeapon )
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continue; // don't ghost player owned non selected weapons
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else
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bActivePlayerWeapon = true;
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}
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}
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Vector ptEntCenter = pEntity->WorldSpaceCenter();
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if( bActivePlayerWeapon )
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ptEntCenter = pWeapon->GetOwner()->WorldSpaceCenter();
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if( (m_plane_Origin.normal.Dot( ptEntCenter ) - m_plane_Origin.dist) < -5.0f )
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continue; //entity is behind the portal, most likely behind the wall the portal is placed on
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if( !CProp_Portal_Shared::IsEntityTeleportable( pEntity ) )
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continue;
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if ( bActivePlayerWeapon )
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{
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if( !m_PortalSimulator.EntityHitBoxExtentIsInPortalHole( pWeapon->GetOwner() ) &&
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!m_PortalSimulator.EntityHitBoxExtentIsInPortalHole( pWeapon ) )
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continue;
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}
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else if( pEntity->IsPlayer() )
|
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{
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if( !m_PortalSimulator.EntityHitBoxExtentIsInPortalHole( (C_BaseAnimating*)pEntity ) )
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continue;
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}
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else
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{
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if( !m_PortalSimulator.EntityIsInPortalHole( pEntity ) )
|
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continue;
|
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}
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pEntity->m_bEnableRenderingClipPlane = true;
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memcpy( pEntity->m_fRenderingClipPlane, fClipPlane, sizeof( float ) * 4 );
|
||||
|
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EHANDLE hEnt = pEntity;
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m_hGhostingEntities.AddToTail( hEnt );
|
||||
}
|
||||
}
|
||||
|
||||
//now, fix up our list of ghosted renderables.
|
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{
|
||||
bool *bStillInUse = (bool *)stackalloc( sizeof( bool ) * (m_GhostRenderables.Count() + m_hGhostingEntities.Count()) );
|
||||
memset( bStillInUse, 0, sizeof( bool ) * (m_GhostRenderables.Count() + m_hGhostingEntities.Count()) );
|
||||
|
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for( int i = m_hGhostingEntities.Count(); --i >= 0; )
|
||||
{
|
||||
C_BaseEntity *pRenderable = m_hGhostingEntities[i].Get();
|
||||
|
||||
int j;
|
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for( j = m_GhostRenderables.Count(); --j >= 0; )
|
||||
{
|
||||
if( pRenderable == m_GhostRenderables[j]->m_pGhostedRenderable )
|
||||
{
|
||||
bStillInUse[j] = true;
|
||||
m_GhostRenderables[j]->PerFrameUpdate();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if ( j >= 0 )
|
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continue;
|
||||
|
||||
//newly added
|
||||
C_BaseEntity *pEntity = m_hGhostingEntities[i];
|
||||
|
||||
bool bIsHeldWeapon = false;
|
||||
C_BaseCombatWeapon *pWeapon = dynamic_cast<C_BaseCombatWeapon*>( pEntity );
|
||||
if ( pWeapon && ToPortalPlayer( pWeapon->GetOwner() ) )
|
||||
bIsHeldWeapon = true;
|
||||
|
||||
C_PortalGhostRenderable *pNewGhost = new C_PortalGhostRenderable( this,
|
||||
pRenderable,
|
||||
pEntity->GetRenderGroup(),
|
||||
m_matrixThisToLinked,
|
||||
m_fGhostRenderablesClip,
|
||||
(pEntity == pLocalPlayer || bIsHeldWeapon) );
|
||||
Assert( pNewGhost );
|
||||
|
||||
bStillInUse[ m_GhostRenderables.AddToTail( pNewGhost ) ] = true;
|
||||
pNewGhost->PerFrameUpdate();
|
||||
|
||||
// HACK - I just copied the CClientTools::OnEntityCreated code here,
|
||||
// since the ghosts aren't really entities - they don't have an entindex,
|
||||
// they're not in the entitylist, and they get created during Simulate(),
|
||||
// which isn't valid for real entities, since it changes the simulate list
|
||||
// -jd
|
||||
if ( ToolsEnabled() && clienttools->IsInRecordingMode() )
|
||||
{
|
||||
// Send deletion message to tool interface
|
||||
KeyValues *kv = new KeyValues( "created" );
|
||||
HTOOLHANDLE h = clienttools->AttachToEntity( pNewGhost );
|
||||
ToolFramework_PostToolMessage( h, kv );
|
||||
|
||||
kv->deleteThis();
|
||||
}
|
||||
}
|
||||
|
||||
//remove unused ghosts
|
||||
for ( int i = m_GhostRenderables.Count(); --i >= 0; )
|
||||
{
|
||||
if ( bStillInUse[i] )
|
||||
continue;
|
||||
|
||||
// HACK - I just copied the CClientTools::OnEntityDeleted code here,
|
||||
// since the ghosts aren't really entities - they don't have an entindex,
|
||||
// they're not in the entitylist, and they get created during Simulate(),
|
||||
// which isn't valid for real entities, since it changes the simulate list
|
||||
// -jd
|
||||
C_PortalGhostRenderable *pGhost = m_GhostRenderables[i];
|
||||
if ( ToolsEnabled() )
|
||||
{
|
||||
HTOOLHANDLE handle = pGhost ? pGhost->GetToolHandle() : (HTOOLHANDLE)0;
|
||||
if ( handle != (HTOOLHANDLE)0 )
|
||||
{
|
||||
if ( clienttools->IsInRecordingMode() )
|
||||
{
|
||||
// Send deletion message to tool interface
|
||||
KeyValues *kv = new KeyValues( "deleted" );
|
||||
ToolFramework_PostToolMessage( handle, kv );
|
||||
kv->deleteThis();
|
||||
}
|
||||
|
||||
clienttools->DetachFromEntity( pGhost );
|
||||
}
|
||||
}
|
||||
|
||||
delete pGhost;
|
||||
m_GhostRenderables.FastRemove( i );
|
||||
}
|
||||
}
|
||||
|
||||
//ensure the shared clip plane is up to date
|
||||
C_Prop_Portal *pLinkedPortal = m_hLinkedPortal.Get();
|
||||
|
||||
m_fGhostRenderablesClip[0] = pLinkedPortal->m_plane_Origin.normal.x;
|
||||
m_fGhostRenderablesClip[1] = pLinkedPortal->m_plane_Origin.normal.y;
|
||||
m_fGhostRenderablesClip[2] = pLinkedPortal->m_plane_Origin.normal.z;
|
||||
m_fGhostRenderablesClip[3] = pLinkedPortal->m_plane_Origin.dist - 0.75f;
|
||||
}
|
||||
|
||||
void C_Prop_Portal::UpdateOnRemove( void )
|
||||
{
|
||||
if( TransformedLighting.m_LightShadowHandle != CLIENTSHADOW_INVALID_HANDLE )
|
||||
{
|
||||
g_pClientShadowMgr->DestroyFlashlight( TransformedLighting.m_LightShadowHandle );
|
||||
TransformedLighting.m_LightShadowHandle = CLIENTSHADOW_INVALID_HANDLE;
|
||||
}
|
||||
|
||||
g_pPortalRender->RemovePortal( this );
|
||||
|
||||
BaseClass::UpdateOnRemove();
|
||||
}
|
||||
|
||||
void C_Prop_Portal::OnNewParticleEffect( const char *pszParticleName, CNewParticleEffect *pNewParticleEffect )
|
||||
{
|
||||
if ( Q_stricmp( pszParticleName, "portal_1_overlap" ) == 0 || Q_stricmp( pszParticleName, "portal_2_overlap" ) == 0 )
|
||||
{
|
||||
float fClosestDistanceSqr = -1.0f;
|
||||
Vector vClosestPosition;
|
||||
|
||||
int iPortalCount = CProp_Portal_Shared::AllPortals.Count();
|
||||
if( iPortalCount != 0 )
|
||||
{
|
||||
CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base();
|
||||
for( int i = 0; i != iPortalCount; ++i )
|
||||
{
|
||||
CProp_Portal *pTempPortal = pPortals[i];
|
||||
if ( pTempPortal != this && pTempPortal->m_bActivated )
|
||||
{
|
||||
Vector vPosition = pTempPortal->GetAbsOrigin();
|
||||
|
||||
float fDistanceSqr = pNewParticleEffect->GetRenderOrigin().DistToSqr( vPosition );
|
||||
|
||||
if ( fClosestDistanceSqr == -1.0f || fClosestDistanceSqr > fDistanceSqr )
|
||||
{
|
||||
fClosestDistanceSqr = fDistanceSqr;
|
||||
vClosestPosition = vPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( fClosestDistanceSqr != -1.0f )
|
||||
{
|
||||
pNewParticleEffect->SetControlPoint( 1, vClosestPosition );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void C_Prop_Portal::OnPreDataChanged( DataUpdateType_t updateType )
|
||||
{
|
||||
//PreDataChanged.m_matrixThisToLinked = m_matrixThisToLinked;
|
||||
PreDataChanged.m_bIsPortal2 = m_bIsPortal2;
|
||||
PreDataChanged.m_bActivated = m_bActivated;
|
||||
PreDataChanged.m_vOrigin = GetNetworkOrigin();
|
||||
PreDataChanged.m_qAngles = GetNetworkAngles();
|
||||
PreDataChanged.m_hLinkedTo = m_hLinkedPortal.Get();
|
||||
|
||||
BaseClass::OnPreDataChanged( updateType );
|
||||
}
|
||||
|
||||
//ConVar r_portal_light_innerangle( "r_portal_light_innerangle", "90.0", FCVAR_CLIENTDLL );
|
||||
//ConVar r_portal_light_outerangle( "r_portal_light_outerangle", "90.0", FCVAR_CLIENTDLL );
|
||||
//ConVar r_portal_light_forward( "r_portal_light_forward", "0.0", FCVAR_CLIENTDLL );
|
||||
|
||||
void C_Prop_Portal::OnDataChanged( DataUpdateType_t updateType )
|
||||
{
|
||||
C_Prop_Portal *pRemote = m_hLinkedPortal;
|
||||
m_pLinkedPortal = pRemote;
|
||||
GetVectors( &m_vForward, &m_vRight, &m_vUp );
|
||||
m_ptOrigin = GetNetworkOrigin();
|
||||
|
||||
bool bPortalMoved = ( (PreDataChanged.m_vOrigin != m_ptOrigin ) ||
|
||||
(PreDataChanged.m_qAngles != GetNetworkAngles()) ||
|
||||
(PreDataChanged.m_bActivated == false) ||
|
||||
(PreDataChanged.m_bIsPortal2 != m_bIsPortal2) );
|
||||
|
||||
bool bNewLinkage = ( (PreDataChanged.m_hLinkedTo.Get() != m_hLinkedPortal.Get()) );
|
||||
if( bNewLinkage )
|
||||
m_PortalSimulator.DetachFromLinked(); //detach now so moves are theoretically faster
|
||||
|
||||
if( m_bActivated )
|
||||
{
|
||||
//generic stuff we'll need
|
||||
Vector vRemoteUp, vRemoteRight, vRemoteForward, ptRemoteOrigin;
|
||||
if( pRemote )
|
||||
{
|
||||
pRemote->GetVectors( &vRemoteForward, &vRemoteRight, &vRemoteUp );
|
||||
ptRemoteOrigin = pRemote->GetNetworkOrigin();
|
||||
}
|
||||
g_pPortalRender->AddPortal( this ); //will know if we're already added and avoid adding twice
|
||||
|
||||
if( bPortalMoved )
|
||||
{
|
||||
Vector ptForwardOrigin = m_ptOrigin + m_vForward;// * 3.0f;
|
||||
Vector vScaledRight = m_vRight * (PORTAL_HALF_WIDTH * 0.95f);
|
||||
Vector vScaledUp = m_vUp * (PORTAL_HALF_HEIGHT * 0.95f);
|
||||
|
||||
m_PortalSimulator.MoveTo( GetNetworkOrigin(), GetNetworkAngles() );
|
||||
|
||||
//update our associated portal environment
|
||||
//CPortal_PhysicsEnvironmentMgr::CreateEnvironment( this );
|
||||
|
||||
m_fOpenAmount = 0.0f;
|
||||
//m_fStaticAmount = 1.0f; // This will cause the portal we are opening to show the static effect
|
||||
SetNextClientThink( CLIENT_THINK_ALWAYS ); //we need this to help open up
|
||||
|
||||
//add static to the remote
|
||||
if( pRemote )
|
||||
{
|
||||
pRemote->m_fStaticAmount = 1.0f; // This will cause the other portal to show the static effect
|
||||
pRemote->SetNextClientThink( CLIENT_THINK_ALWAYS );
|
||||
}
|
||||
|
||||
dlight_t *pFakeLight = NULL;
|
||||
ClientShadowHandle_t ShadowHandle = CLIENTSHADOW_INVALID_HANDLE;
|
||||
if( pRemote )
|
||||
{
|
||||
pFakeLight = pRemote->TransformedLighting.m_pEntityLight;
|
||||
ShadowHandle = pRemote->TransformedLighting.m_LightShadowHandle;
|
||||
AssertMsg( (ShadowHandle == CLIENTSHADOW_INVALID_HANDLE) || (TransformedLighting.m_LightShadowHandle == CLIENTSHADOW_INVALID_HANDLE), "Two shadow handles found, should only have one shared handle" );
|
||||
AssertMsg( (pFakeLight == NULL) || (TransformedLighting.m_pEntityLight == NULL), "two lights found, should only have one shared light" );
|
||||
pRemote->TransformedLighting.m_pEntityLight = NULL;
|
||||
pRemote->TransformedLighting.m_LightShadowHandle = CLIENTSHADOW_INVALID_HANDLE;
|
||||
}
|
||||
|
||||
if( TransformedLighting.m_pEntityLight )
|
||||
{
|
||||
pFakeLight = TransformedLighting.m_pEntityLight;
|
||||
TransformedLighting.m_pEntityLight = NULL;
|
||||
}
|
||||
|
||||
if( TransformedLighting.m_LightShadowHandle != CLIENTSHADOW_INVALID_HANDLE )
|
||||
{
|
||||
ShadowHandle = TransformedLighting.m_LightShadowHandle;
|
||||
TransformedLighting.m_LightShadowHandle = CLIENTSHADOW_INVALID_HANDLE;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
if( pFakeLight != NULL )
|
||||
{
|
||||
//turn off the light so it doesn't interfere with absorbed light calculations
|
||||
pFakeLight->color.r = 0;
|
||||
pFakeLight->color.g = 0;
|
||||
pFakeLight->color.b = 0;
|
||||
pFakeLight->flags = DLIGHT_NO_WORLD_ILLUMINATION | DLIGHT_NO_MODEL_ILLUMINATION;
|
||||
pFakeLight->radius = 0.0f;
|
||||
render->TouchLight( pFakeLight );
|
||||
}
|
||||
|
||||
if( pRemote ) //now, see if we need to fake light coming through a portal
|
||||
{
|
||||
#if 0
|
||||
Vector vLightAtRemotePortal( vec3_origin ), vLightAtLocalPortal( vec3_origin );
|
||||
|
||||
if( pRemote ) //get lighting at remote portal
|
||||
{
|
||||
engine->ComputeLighting( ptRemoteOrigin, NULL, false, vLightAtRemotePortal, NULL );
|
||||
}
|
||||
|
||||
//now get lighting at the local portal
|
||||
{
|
||||
engine->ComputeLighting( ptOrigin, NULL, false, vLightAtLocalPortal, NULL );
|
||||
}
|
||||
|
||||
//Vector vLightDiff = vLightAtLocalPortal - vLightAtRemotePortal;
|
||||
//if( vLightDiff.Length() > 0.6f ) //a significant difference in lighting, remember that the light vectors are NOT normalized in length
|
||||
{
|
||||
//time to fake some light coming through the greater intensity portal to the lower intensity
|
||||
|
||||
//are we transferring light from the local portal to the remote?
|
||||
bool bLocalToRemote = (vLightAtLocalPortal.Length() > vLightAtRemotePortal.Length());
|
||||
|
||||
Vector ptLightOrigin, vLightForward, vColor, vClampedColor;
|
||||
float fColorScale;
|
||||
{
|
||||
if( bLocalToRemote )
|
||||
{
|
||||
vColor = vLightAtLocalPortal;
|
||||
vLightForward = vRemoteForward;
|
||||
ptLightOrigin = ptRemoteOrigin;
|
||||
}
|
||||
else
|
||||
{
|
||||
vColor = vLightAtRemotePortal;
|
||||
vLightForward = vForward;
|
||||
ptLightOrigin = ptOrigin;
|
||||
}
|
||||
|
||||
//clamp color values
|
||||
fColorScale = vColor.x;
|
||||
if( vColor.y > fColorScale )
|
||||
fColorScale = vColor.y;
|
||||
if( vColor.z > fColorScale )
|
||||
fColorScale = vColor.z;
|
||||
|
||||
if( fColorScale > 1.0f )
|
||||
vClampedColor = vColor * (1.0f / fColorScale);
|
||||
else
|
||||
vClampedColor = vColor;
|
||||
|
||||
/*if( vColor.x < 0.0f )
|
||||
vColor.x = 0.0f;
|
||||
if( vColor.x > 1.0f )
|
||||
vColor.x = 1.0f;
|
||||
|
||||
if( vColor.y < 0.0f )
|
||||
vColor.y = 0.0f;
|
||||
if( vColor.y > 1.0f )
|
||||
vColor.y = 1.0f;
|
||||
|
||||
if( vColor.z < 0.0f )
|
||||
vColor.z = 0.0f;
|
||||
if( vColor.z > 1.0f )
|
||||
vColor.z = 1.0f;*/
|
||||
}
|
||||
|
||||
|
||||
if( pFakeLight == NULL )
|
||||
pFakeLight = effects->CL_AllocElight( 0 ); //is there a difference between DLight and ELight when only lighting ents?
|
||||
|
||||
if( pFakeLight != NULL ) //be absolutely sure that light allocation hasn't failed
|
||||
{
|
||||
if( bLocalToRemote )
|
||||
{
|
||||
//local light is greater, fake at remote portal
|
||||
pRemote->TransformedLighting.m_pEntityLight = pFakeLight;
|
||||
pFakeLight->key = pRemote->index;
|
||||
}
|
||||
else
|
||||
{
|
||||
//remote light is greater, fake at local portal
|
||||
TransformedLighting.m_pEntityLight = pFakeLight;
|
||||
pFakeLight->key = index;
|
||||
}
|
||||
|
||||
pFakeLight->die = gpGlobals->curtime + 1e10;
|
||||
pFakeLight->flags = DLIGHT_NO_WORLD_ILLUMINATION;
|
||||
pFakeLight->minlight = 0.0f;
|
||||
pFakeLight->radius = 500.0f;
|
||||
pFakeLight->m_InnerAngle = 0.0f; //r_portal_light_innerangle.GetFloat();
|
||||
pFakeLight->m_OuterAngle = 120.0f; //r_portal_light_outerangle.GetFloat();
|
||||
pFakeLight->style = 0;
|
||||
|
||||
pFakeLight->origin = ptLightOrigin;
|
||||
pFakeLight->m_Direction = vLightForward;
|
||||
|
||||
pFakeLight->color.r = vClampedColor.x * 255;
|
||||
pFakeLight->color.g = vClampedColor.y * 255;
|
||||
pFakeLight->color.b = vClampedColor.z * 255;
|
||||
pFakeLight->color.exponent = ((signed int)(((*((unsigned int *)(&fColorScale))) & 0x7F800000) >> 23)) - 125; //strip the exponent from our maximum color
|
||||
//if( pFakeLight->color.exponent < 4 )
|
||||
// pFakeLight->color.exponent = 4;
|
||||
|
||||
render->TouchLight( pFakeLight );
|
||||
}
|
||||
|
||||
FlashlightState_t state;
|
||||
{
|
||||
state.m_NearZ = 4.0f;
|
||||
state.m_FarZ = 500.0f;
|
||||
state.m_nSpotlightTextureFrame = 0;
|
||||
state.m_pSpotlightTexture = PortalDrawingMaterials::PortalLightTransfer_ShadowTexture;
|
||||
state.m_fConstantAtten = 0.0f;
|
||||
state.m_fLinearAtten = 500.0f;
|
||||
state.m_fQuadraticAtten = 0.0f;
|
||||
state.m_fHorizontalFOVDegrees = 120.0f;
|
||||
state.m_fVerticalFOVDegrees = 120.0f;
|
||||
|
||||
state.m_bEnableShadows = false;
|
||||
state.m_vecLightOrigin = ptLightOrigin;
|
||||
|
||||
Vector vLightRight, vLightUp( 0.0f, 0.0f, 1.0f );
|
||||
if( fabs( DotProduct( vLightUp, vLightForward ) ) > 0.99f )
|
||||
vLightUp.Init( 0.0f, 1.0f, 0.0f ); // Don't want vLightUp and vLightForward to be parallel
|
||||
|
||||
CrossProduct( vLightUp, vLightForward, vLightRight );
|
||||
VectorNormalize( vLightRight );
|
||||
CrossProduct( vLightForward, vLightRight, vLightUp );
|
||||
VectorNormalize( vLightUp );
|
||||
|
||||
BasisToQuaternion( vLightForward, vLightRight, vLightUp, state.m_quatOrientation );
|
||||
|
||||
state.m_Color[0] = vColor.x * 0.35f;
|
||||
state.m_Color[1] = vColor.y * 0.35f;
|
||||
state.m_Color[2] = vColor.z * 0.35f;
|
||||
state.m_Color[3] = 1.0f;
|
||||
}
|
||||
|
||||
if( ShadowHandle != CLIENTSHADOW_INVALID_HANDLE )
|
||||
{
|
||||
g_pClientShadowMgr->UpdateFlashlightState( ShadowHandle, state ); //simpler update for existing handle
|
||||
g_pClientShadowMgr->UpdateProjectedTexture( ShadowHandle, true );
|
||||
}
|
||||
|
||||
if( ShadowHandle == CLIENTSHADOW_INVALID_HANDLE )
|
||||
{
|
||||
ShadowHandle = g_pClientShadowMgr->CreateFlashlight( state );
|
||||
if( ShadowHandle != CLIENTSHADOW_INVALID_HANDLE )
|
||||
g_pClientShadowMgr->UpdateProjectedTexture( ShadowHandle, true );
|
||||
}
|
||||
|
||||
|
||||
if( bLocalToRemote )
|
||||
pRemote->TransformedLighting.m_LightShadowHandle = ShadowHandle;
|
||||
else
|
||||
TransformedLighting.m_LightShadowHandle = ShadowHandle;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
g_pPortalRender->RemovePortal( this );
|
||||
|
||||
m_PortalSimulator.DetachFromLinked();
|
||||
|
||||
if( TransformedLighting.m_pEntityLight )
|
||||
{
|
||||
TransformedLighting.m_pEntityLight->die = gpGlobals->curtime;
|
||||
TransformedLighting.m_pEntityLight = NULL;
|
||||
}
|
||||
|
||||
if( TransformedLighting.m_LightShadowHandle != CLIENTSHADOW_INVALID_HANDLE )
|
||||
{
|
||||
g_pClientShadowMgr->DestroyFlashlight( TransformedLighting.m_LightShadowHandle );
|
||||
TransformedLighting.m_LightShadowHandle = CLIENTSHADOW_INVALID_HANDLE;
|
||||
}
|
||||
}
|
||||
|
||||
if( (PreDataChanged.m_hLinkedTo.Get() != m_hLinkedPortal.Get()) && m_hLinkedPortal.Get() )
|
||||
m_PortalSimulator.AttachTo( &m_hLinkedPortal.Get()->m_PortalSimulator );
|
||||
|
||||
|
||||
BaseClass::OnDataChanged( updateType );
|
||||
|
||||
if( bNewLinkage || bPortalMoved )
|
||||
{
|
||||
PortalMoved(); //updates link matrix and internals
|
||||
}
|
||||
|
||||
if ( bPortalMoved )
|
||||
{
|
||||
UpdateOriginPlane();
|
||||
}
|
||||
|
||||
if( bPortalMoved || bNewLinkage )
|
||||
{
|
||||
UpdateGhostRenderables();
|
||||
if( pRemote )
|
||||
pRemote->UpdateGhostRenderables();
|
||||
}
|
||||
}
|
||||
|
||||
void C_Prop_Portal::UpdateGhostRenderables( void )
|
||||
{
|
||||
//lastly, update all ghost renderables
|
||||
for( int i = m_GhostRenderables.Count(); --i >= 0; )
|
||||
{
|
||||
m_GhostRenderables[i]->m_matGhostTransform = m_matrixThisToLinked;;
|
||||
}
|
||||
}
|
||||
|
||||
extern ConVar building_cubemaps;
|
||||
|
||||
int C_Prop_Portal::DrawModel( int flags )
|
||||
{
|
||||
// Don't draw in cube maps because it makes an ugly colored splotch
|
||||
if( m_bActivated == false || building_cubemaps.GetBool() )
|
||||
return 0;
|
||||
|
||||
int iRetVal = 0;
|
||||
|
||||
C_Prop_Portal *pLinkedPortal = m_hLinkedPortal.Get();
|
||||
|
||||
if ( pLinkedPortal == NULL )
|
||||
{
|
||||
SetNextClientThink( CLIENT_THINK_ALWAYS ); // we need this to help fade out
|
||||
}
|
||||
|
||||
if ( !g_pPortalRender->ShouldUseStencilsToRenderPortals() )
|
||||
{
|
||||
DrawPortal();
|
||||
}
|
||||
|
||||
if( WillUseDepthDoublerThisDraw() )
|
||||
m_fSecondaryStaticAmount = 0.0f;
|
||||
|
||||
iRetVal = BaseClass::DrawModel( flags );
|
||||
|
||||
return iRetVal;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Handle recording for the SFM
|
||||
//-----------------------------------------------------------------------------
|
||||
void C_Prop_Portal::GetToolRecordingState( KeyValues *msg )
|
||||
{
|
||||
if ( !ToolsEnabled() )
|
||||
return;
|
||||
|
||||
VPROF_BUDGET( "C_Prop_Portal::GetToolRecordingState", VPROF_BUDGETGROUP_TOOLS );
|
||||
BaseClass::GetToolRecordingState( m_bActivated, msg );
|
||||
|
||||
if ( !m_bActivated )
|
||||
{
|
||||
BaseEntityRecordingState_t *pBaseEntity = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" );
|
||||
pBaseEntity->m_bVisible = false;
|
||||
}
|
||||
}
|
||||
|
||||
void C_Prop_Portal::UpdateOriginPlane( void )
|
||||
{
|
||||
//setup our origin plane
|
||||
GetVectors( &m_plane_Origin.normal, NULL, NULL );
|
||||
m_plane_Origin.dist = m_plane_Origin.normal.Dot( GetAbsOrigin() );
|
||||
m_plane_Origin.signbits = SignbitsForPlane( &m_plane_Origin );
|
||||
|
||||
Vector vAbsNormal;
|
||||
vAbsNormal.x = fabs(m_plane_Origin.normal.x);
|
||||
vAbsNormal.y = fabs(m_plane_Origin.normal.y);
|
||||
vAbsNormal.z = fabs(m_plane_Origin.normal.z);
|
||||
|
||||
if( vAbsNormal.x > vAbsNormal.y )
|
||||
{
|
||||
if( vAbsNormal.x > vAbsNormal.z )
|
||||
{
|
||||
if( vAbsNormal.x > 0.999f )
|
||||
m_plane_Origin.type = PLANE_X;
|
||||
else
|
||||
m_plane_Origin.type = PLANE_ANYX;
|
||||
}
|
||||
else
|
||||
{
|
||||
if( vAbsNormal.z > 0.999f )
|
||||
m_plane_Origin.type = PLANE_Z;
|
||||
else
|
||||
m_plane_Origin.type = PLANE_ANYZ;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if( vAbsNormal.y > vAbsNormal.z )
|
||||
{
|
||||
if( vAbsNormal.y > 0.999f )
|
||||
m_plane_Origin.type = PLANE_Y;
|
||||
else
|
||||
m_plane_Origin.type = PLANE_ANYY;
|
||||
}
|
||||
else
|
||||
{
|
||||
if( vAbsNormal.z > 0.999f )
|
||||
m_plane_Origin.type = PLANE_Z;
|
||||
else
|
||||
m_plane_Origin.type = PLANE_ANYZ;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void C_Prop_Portal::SetIsPortal2( bool bValue )
|
||||
{
|
||||
m_bIsPortal2 = bValue;
|
||||
}
|
||||
|
||||
bool C_Prop_Portal::IsActivedAndLinked( void ) const
|
||||
{
|
||||
return ( m_bActivated && m_hLinkedPortal.Get() != NULL );
|
||||
}
|
||||
Reference in New Issue
Block a user