mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 01:23:04 +00:00
160 lines
4.0 KiB
C++
160 lines
4.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "model_types.h"
|
|
#include "clienteffectprecachesystem.h"
|
|
#include "fx.h"
|
|
#include "c_te_effect_dispatch.h"
|
|
#include "beamdraw.h"
|
|
|
|
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectCrossbow )
|
|
CLIENTEFFECT_MATERIAL( "effects/muzzleflash1" )
|
|
CLIENTEFFECT_REGISTER_END()
|
|
|
|
//
|
|
// Crossbow bolt
|
|
//
|
|
|
|
class C_CrossbowBolt : public C_BaseCombatCharacter
|
|
{
|
|
DECLARE_CLASS( C_CrossbowBolt, C_BaseCombatCharacter );
|
|
DECLARE_CLIENTCLASS();
|
|
public:
|
|
|
|
C_CrossbowBolt( void );
|
|
|
|
virtual RenderGroup_t GetRenderGroup( void )
|
|
{
|
|
// We want to draw translucent bits as well as our main model
|
|
return RENDER_GROUP_TWOPASS;
|
|
}
|
|
|
|
virtual void ClientThink( void );
|
|
|
|
virtual void OnDataChanged( DataUpdateType_t updateType );
|
|
virtual int DrawModel( int flags );
|
|
|
|
private:
|
|
|
|
C_CrossbowBolt( const C_CrossbowBolt & ); // not defined, not accessible
|
|
|
|
Vector m_vecLastOrigin;
|
|
bool m_bUpdated;
|
|
};
|
|
|
|
IMPLEMENT_CLIENTCLASS_DT( C_CrossbowBolt, DT_CrossbowBolt, CCrossbowBolt )
|
|
END_RECV_TABLE()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
C_CrossbowBolt::C_CrossbowBolt( void )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : updateType -
|
|
//-----------------------------------------------------------------------------
|
|
void C_CrossbowBolt::OnDataChanged( DataUpdateType_t updateType )
|
|
{
|
|
BaseClass::OnDataChanged( updateType );
|
|
|
|
if ( updateType == DATA_UPDATE_CREATED )
|
|
{
|
|
m_bUpdated = false;
|
|
m_vecLastOrigin = GetAbsOrigin();
|
|
SetNextClientThink( CLIENT_THINK_ALWAYS );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : flags -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int C_CrossbowBolt::DrawModel( int flags )
|
|
{
|
|
// See if we're drawing the motion blur
|
|
if ( flags & STUDIO_TRANSPARENCY )
|
|
{
|
|
float color[3];
|
|
IMaterial *pBlurMaterial = materials->FindMaterial( "effects/muzzleflash1", NULL, false );
|
|
|
|
Vector vecDir = GetAbsOrigin() - m_vecLastOrigin;
|
|
float speed = VectorNormalize( vecDir );
|
|
|
|
speed = clamp( speed, 0, 32 );
|
|
|
|
if ( speed > 0 )
|
|
{
|
|
float stepSize = MIN( ( speed * 0.5f ), 4.0f );
|
|
|
|
Vector spawnPos = GetAbsOrigin() + ( vecDir * 24.0f );
|
|
Vector spawnStep = -vecDir * stepSize;
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->Bind( pBlurMaterial );
|
|
|
|
float alpha;
|
|
|
|
// Draw the motion blurred trail
|
|
for ( int i = 0; i < 20; i++ )
|
|
{
|
|
spawnPos += spawnStep;
|
|
|
|
alpha = RemapValClamped( i, 5, 11, 0.25f, 0.05f );
|
|
|
|
color[0] = color[1] = color[2] = alpha;
|
|
|
|
DrawHalo( pBlurMaterial, spawnPos, 3.0f, color );
|
|
}
|
|
}
|
|
|
|
if ( gpGlobals->frametime > 0.0f && !m_bUpdated)
|
|
{
|
|
m_bUpdated = true;
|
|
m_vecLastOrigin = GetAbsOrigin();
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
// Draw the normal portion
|
|
return BaseClass::DrawModel( flags );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_CrossbowBolt::ClientThink( void )
|
|
{
|
|
m_bUpdated = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &data -
|
|
//-----------------------------------------------------------------------------
|
|
void CrosshairLoadCallback( const CEffectData &data )
|
|
{
|
|
IClientRenderable *pRenderable = data.GetRenderable( );
|
|
if ( !pRenderable )
|
|
return;
|
|
|
|
Vector position;
|
|
QAngle angles;
|
|
|
|
// If we found the attachment, emit sparks there
|
|
if ( pRenderable->GetAttachment( data.m_nAttachmentIndex, position, angles ) )
|
|
{
|
|
FX_ElectricSpark( position, 1.0f, 1.0f, NULL );
|
|
}
|
|
}
|
|
|
|
DECLARE_CLIENT_EFFECT( "CrossbowLoad", CrosshairLoadCallback );
|