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115 lines
3.1 KiB
115 lines
3.1 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#include "../hud.h" |
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#include "../cl_util.h" |
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#include "../demo.h" |
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#include "demo_api.h" |
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#include "const.h" |
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#include "entity_state.h" |
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#include "cl_entity.h" |
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#include "pm_defs.h" |
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#include "event_api.h" |
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#include "entity_types.h" |
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#include "r_efx.h" |
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extern BEAM *pBeam; |
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extern BEAM *pBeam2; |
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//extern TEMPENTITY *pFlare; // Vit_amiN: egon's energy flare |
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void HUD_GetLastOrg( float *org ); |
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void UpdateBeams( void ) |
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{ |
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/* vec3_t forward, vecSrc, vecEnd, origin, angles, right, up; |
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vec3_t view_ofs; |
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pmtrace_t tr; |
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cl_entity_t *pthisplayer = gEngfuncs.GetLocalPlayer(); |
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int idx = pthisplayer->index; |
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// Get our exact viewangles from engine |
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gEngfuncs.GetViewAngles( (float *)angles ); |
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// Determine our last predicted origin |
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HUD_GetLastOrg( (float *)&origin ); |
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AngleVectors( angles, forward, right, up ); |
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VectorCopy( origin, vecSrc ); |
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VectorMA( vecSrc, 2048, forward, vecEnd ); |
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gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); |
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// Store off the old count |
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gEngfuncs.pEventAPI->EV_PushPMStates(); |
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// Now add in all of the players. |
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gEngfuncs.pEventAPI->EV_SetSolidPlayers( idx - 1 ); |
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gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); |
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gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); |
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gEngfuncs.pEventAPI->EV_PopPMStates(); |
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if( pBeam ) |
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{ |
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pBeam->target = tr.endpos; |
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pBeam->die = gEngfuncs.GetClientTime() + 0.1f; // We keep it alive just a little bit forward in the future, just in case. |
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} |
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if( pBeam2 ) |
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{ |
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pBeam2->target = tr.endpos; |
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pBeam2->die = gEngfuncs.GetClientTime() + 0.1f; // We keep it alive just a little bit forward in the future, just in case. |
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} |
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if( pFlare ) // Vit_amiN: beam flare |
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{ |
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pFlare->entity.origin = tr.endpos; |
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pFlare->die = gEngfuncs.GetClientTime() + 0.1f; // We keep it alive just a little bit forward in the future, just in case. |
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if( gEngfuncs.GetMaxClients() != 1 ) // Singleplayer always draws the egon's energy beam flare |
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{ |
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pFlare->flags |= FTENT_NOMODEL; |
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if( !( tr.allsolid || tr.ent <= 0 || tr.fraction == 1.0f ) ) // Beam hit some non-world entity |
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{ |
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physent_t *pEntity = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent ); |
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// Not the world, let's assume that we hit something organic ( dog, cat, uncle joe, etc ) |
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if( pEntity && !( pEntity->solid == SOLID_BSP || pEntity->movetype == MOVETYPE_PUSHSTEP ) ) |
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{ |
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pFlare->flags &= ~FTENT_NOMODEL; |
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} |
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} |
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} |
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} |
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*/ |
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} |
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/* |
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===================== |
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Game_AddObjects |
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Add game specific, client-side objects here |
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===================== |
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*/ |
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void Game_AddObjects( void ) |
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{ |
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// if( pBeam || pBeam2 || pFlare ) // Vit_amiN: egon flare added |
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// UpdateBeams(); |
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}
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