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https://github.com/nillerusr/source-engine.git
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120 lines
3.3 KiB
C++
120 lines
3.3 KiB
C++
//========= 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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#ifndef SPRITETRAIL_H
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#define SPRITETRAIL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "Sprite.h"
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#if defined( CLIENT_DLL )
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#define CSpriteTrail C_SpriteTrail
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#endif
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//-----------------------------------------------------------------------------
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// Sprite trail
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//-----------------------------------------------------------------------------
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struct TrailPoint_t
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{
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DECLARE_SIMPLE_DATADESC();
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Vector m_vecScreenPos;
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float m_flDieTime;
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float m_flTexCoord;
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float m_flWidthVariance;
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};
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class CSpriteTrail : public CSprite
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{
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DECLARE_CLASS( CSpriteTrail, CSprite );
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DECLARE_DATADESC();
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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public:
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CSpriteTrail( void );
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// Sets parameters of the sprite trail
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void SetLifeTime( float time );
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void SetStartWidth( float flStartWidth );
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void SetEndWidth( float flEndWidth );
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void SetStartWidthVariance( float flStartWidthVariance );
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void SetTextureResolution( float flTexelsPerInch );
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void SetMinFadeLength( float flMinFadeLength );
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void SetSkybox( const Vector &vecSkyboxOrigin, float flSkyboxScale );
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// Is the trail in the skybox?
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bool IsInSkybox() const;
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void Spawn( void );
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void Precache( void );
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void SetTransmit( bool bTransmit = true ) { m_bDrawForMoveParent = bTransmit; }
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#if defined( CLIENT_DLL )
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// Client only code
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virtual int DrawModel( int flags );
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virtual const Vector &GetRenderOrigin( void );
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virtual const QAngle &GetRenderAngles( void );
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// On data update
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virtual void OnPreDataChanged( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void GetRenderBounds( Vector& mins, Vector& maxs );
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virtual void ClientThink();
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virtual bool ValidateEntityAttachedToPlayer( bool &bShouldRetry );
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#else
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// Server only code
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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static CSpriteTrail *SpriteTrailCreate( const char *pSpriteName, const Vector &origin, bool animate );
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#endif
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private:
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#if defined( CLIENT_DLL )
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enum
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{
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// NOTE: # of points max must be a power of two!
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MAX_SPRITE_TRAIL_POINTS = 64,
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MAX_SPRITE_TRAIL_MASK = 0x3F,
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};
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TrailPoint_t *GetTrailPoint( int n );
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void UpdateTrail( void );
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void ComputeScreenPosition( Vector *pScreenPos );
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void ConvertSkybox();
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void UpdateBoundingBox( void );
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TrailPoint_t m_vecSteps[MAX_SPRITE_TRAIL_POINTS];
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int m_nFirstStep;
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int m_nStepCount;
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float m_flUpdateTime;
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Vector m_vecPrevSkyboxOrigin;
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float m_flPrevSkyboxScale;
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Vector m_vecRenderMins;
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Vector m_vecRenderMaxs;
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#endif
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CNetworkVar( float, m_flLifeTime ); // Amount of time before a new trail segment fades away
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CNetworkVar( float, m_flStartWidth ); // The starting scale
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CNetworkVar( float, m_flEndWidth ); // The ending scale
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CNetworkVar( float, m_flStartWidthVariance ); // The starting scale
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CNetworkVar( float, m_flTextureRes ); // Texture resolution along the trail
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CNetworkVar( float, m_flMinFadeLength ); // The end of the trail must fade out for this many units
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CNetworkVector( m_vecSkyboxOrigin ); // What's our skybox origin?
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CNetworkVar( float, m_flSkyboxScale ); // What's our skybox scale?
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string_t m_iszSpriteName;
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bool m_bAnimate;
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bool m_bDrawForMoveParent;
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};
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#endif // SPRITETRAIL_H
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