/*** * * 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; extern BEAM *pBeam2; extern TEMPENTITY *pFlare; // Vit_amiN: egon's energy flare 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(); if( pBeam ) { pBeam->target = tr.endpos; pBeam->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case. } if( pBeam2 ) { pBeam2->target = tr.endpos; pBeam2->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case. } if( pFlare ) // Vit_amiN: beam flare { pFlare->entity.origin = tr.endpos; pFlare->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case. if( gEngfuncs.GetMaxClients() != 1 ) // Singleplayer always draws the egon's energy beam flare { pFlare->flags |= FTENT_NOMODEL; if( !( tr.allsolid || tr.ent <= 0 || tr.fraction == 1.0 ) ) // Beam hit some non-world entity { physent_t *pEntity = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent ); // Not the world, let's assume that we hit something organic ( dog, cat, uncle joe, etc ) if( pEntity && !( pEntity->solid == SOLID_BSP || pEntity->movetype == MOVETYPE_PUSHSTEP ) ) { pFlare->flags &= ~FTENT_NOMODEL; } } } } } /* ===================== Game_AddObjects Add game specific, client-side objects here ===================== */ void Game_AddObjects( void ) { if( pBeam || pBeam2 || pFlare ) // Vit_amiN: egon flare added UpdateBeams(); }