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81 lines
2.0 KiB
81 lines
2.0 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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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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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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/* |
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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 ) |
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UpdateBeams(); |
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}
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