/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #include "../hud.h" #include "../cl_util.h" #include "../demo.h" #include "demo_api.h" #include "const.h" #include "entity_state.h" #include "cl_entity.h" #include "pm_defs.h" #include "event_api.h" #include "entity_types.h" #include "r_efx.h" extern BEAM *pBeam; void HUD_GetLastOrg( float *org ); void UpdateBeams ( void ) { vec3_t forward, vecSrc, vecEnd, origin, angles, right, up; vec3_t view_ofs; pmtrace_t tr; cl_entity_t *pthisplayer = gEngfuncs.GetLocalPlayer(); int idx = pthisplayer->index; // Get our exact viewangles from engine gEngfuncs.GetViewAngles( (float *)angles ); // Determine our last predicted origin HUD_GetLastOrg( (float *)&origin ); AngleVectors( angles, forward, right, up ); VectorCopy( origin, vecSrc ); VectorMA( vecSrc, 2048, forward, vecEnd ); gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); // Now add in all of the players. gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); gEngfuncs.pEventAPI->EV_PopPMStates(); pBeam->target = tr.endpos; pBeam->die = gEngfuncs.GetClientTime() + 0.1f; // We keep it alive just a little bit forward in the future, just in case. } /* ===================== Game_AddObjects Add game specific, client-side objects here ===================== */ void Game_AddObjects( void ) { if ( pBeam ) UpdateBeams(); }