source-engine/game/client/portal/c_prop_energy_ball.cpp
2022-04-16 12:05:19 +03:00

133 lines
4.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// c_prop_energy_ball.cpp
//
// Purpose: Portal version of the combine ball. This client code is needed to provide a different
// look when the energy ball has infinite life and to have modified client effects.
//
//=====================================================================================//
#include "cbase.h" // precompiled headers
#include "c_prop_combine_ball.h" // Our parent class
#include "clienteffectprecachesystem.h" // To precache our new material
ConVar cl_energy_ball_start_fade_time ( "cl_energy_ball_start_fade_time", "8", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Purpose: Portal version of a combine ball
//-----------------------------------------------------------------------------
class C_PropEnergyBall : public C_PropCombineBall
{
public:
DECLARE_CLASS( C_PropEnergyBall, C_PropCombineBall );
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
C_PropEnergyBall();
virtual void OnDataChanged( DataUpdateType_t updateType );
protected:
bool InitMaterials();
bool m_bIsInfiniteLife; // if this energy ball is an infinite life variety
float m_fTimeTillDeath; // If this is a finite life energy ball, the time remaining until detonation
float m_fCurAlpha; // The amount of alpha to apply at DrawModel, to simulate a decaying energy ball
};
LINK_ENTITY_TO_CLASS( prop_energy_ball, C_PropEnergyBall );
// precache our different materials for the infinite life energy balls
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectEnergyBall )
CLIENTEFFECT_MATERIAL( "effects/eball_infinite_life" )
CLIENTEFFECT_MATERIAL( "effects/eball_finite_life" )
CLIENTEFFECT_REGISTER_END()
IMPLEMENT_CLIENTCLASS_DT( C_PropEnergyBall, DT_PropEnergyBall, CPropEnergyBall )
RecvPropBool( RECVINFO( m_bIsInfiniteLife ) ),
RecvPropFloat( RECVINFO( m_fTimeTillDeath ) ),
END_RECV_TABLE()
BEGIN_PREDICTION_DATA( C_PropEnergyBall )
DEFINE_PRED_FIELD( m_bIsInfiniteLife, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_fTimeTillDeath, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_PropEnergyBall::C_PropEnergyBall(): m_bIsInfiniteLife(false), m_fTimeTillDeath(-1), m_fCurAlpha ( 1.0f )
{
}
//-----------------------------------------------------------------------------
// Purpose: Flag our data as new this frame
// Input : DataUpdateType_t, either created or updated
// Output : void
//-----------------------------------------------------------------------------
void C_PropEnergyBall::OnDataChanged(DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
// If our data changed this frame, then operate based on it next think
if ( updateType == DATA_UPDATE_DATATABLE_CHANGED )
{
float fStartFadeTime = cl_energy_ball_start_fade_time.GetFloat();
if ( fStartFadeTime < 1.0f )
{
fStartFadeTime = 1.0f;
}
// The last x seconds of life, fade
if ( (m_fTimeTillDeath > 0.0f) )
{
float fNewAlpha = m_fTimeTillDeath / fStartFadeTime;
clamp( fNewAlpha, 0.0f, 1.0f );
m_fCurAlpha = fNewAlpha;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Use our custom body materials for energy ball, but otherwise use the base class materials (base being C_PropCombineBall)
// Output : bool
//-----------------------------------------------------------------------------
bool C_PropEnergyBall::InitMaterials()
{
// Use the same materials as a combine ball
bool bRetVal = BaseClass::InitMaterials();
// If we're an infinite life combine ball, swap out the body material (and the base implementation didnt fail)
IMaterial* pBodyMat;
if ( m_bIsInfiniteLife )
{
pBodyMat = materials->FindMaterial( "effects/eball_infinite_life", NULL, false );
}
else
{
pBodyMat = materials->FindMaterial( "effects/eball_finite_life", NULL, false );
}
// If we can find our custom material, use it.
if ( pBodyMat == NULL )
{
bRetVal = false;
}
else
{
m_pBodyMaterial = pBodyMat;
m_pBodyMaterial->AlphaModulate( m_fCurAlpha );
}
return bRetVal;
}