You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
137 lines
4.0 KiB
137 lines
4.0 KiB
![]()
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: A clientside, visual only model that's attached to players
|
||
|
//
|
||
|
//=============================================================================
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "c_playerattachedmodel.h"
|
||
|
|
||
|
// Todo: Turn these all into parameters
|
||
|
#define PAM_ANIMATE_TIME 0.075
|
||
|
#define PAM_ROTATE_TIME 0.075
|
||
|
|
||
|
#define PAM_SCALE_SPEED 7
|
||
|
#define PAM_MAX_SCALE 3
|
||
|
#define PAM_SPIN_SPEED 360
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
C_PlayerAttachedModel *C_PlayerAttachedModel::Create( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, Vector vecOffset, float flLifetime, int iFlags )
|
||
|
{
|
||
|
C_PlayerAttachedModel *pFlash = new C_PlayerAttachedModel;
|
||
|
if ( !pFlash )
|
||
|
return NULL;
|
||
|
|
||
|
if ( !pFlash->Initialize( pszModelName, pParent, iAttachment, vecOffset, flLifetime, iFlags ) )
|
||
|
return NULL;
|
||
|
|
||
|
return pFlash;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool C_PlayerAttachedModel::Initialize( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, Vector vecOffset, float flLifetime, int iFlags )
|
||
|
{
|
||
|
AddEffects( EF_NORECEIVESHADOW | EF_NOSHADOW );
|
||
|
if ( InitializeAsClientEntity( pszModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false )
|
||
|
{
|
||
|
Release();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
SetParent( pParent, iAttachment );
|
||
|
SetLocalOrigin( vecOffset );
|
||
|
SetLocalAngles( vec3_angle );
|
||
|
|
||
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
||
|
|
||
|
SetLifetime( flLifetime );
|
||
|
SetNextClientThink( CLIENT_THINK_ALWAYS );
|
||
|
|
||
|
SetCycle( 0 );
|
||
|
|
||
|
m_iFlags = iFlags;
|
||
|
m_flScale = 0;
|
||
|
|
||
|
if ( m_iFlags & PAM_ROTATE_RANDOMLY )
|
||
|
{
|
||
|
m_flRotateAt = gpGlobals->curtime + PAM_ANIMATE_TIME;
|
||
|
}
|
||
|
if ( m_iFlags & PAM_ANIMATE_RANDOMLY )
|
||
|
{
|
||
|
m_flAnimateAt = gpGlobals->curtime + PAM_ROTATE_TIME;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void C_PlayerAttachedModel::SetLifetime( float flLifetime )
|
||
|
{
|
||
|
if ( flLifetime == PAM_PERMANENT )
|
||
|
{
|
||
|
m_flExpiresAt = PAM_PERMANENT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Expire when the lifetime is up
|
||
|
m_flExpiresAt = gpGlobals->curtime + flLifetime;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void C_PlayerAttachedModel::ClientThink( void )
|
||
|
{
|
||
|
if ( !GetMoveParent() || (m_flExpiresAt != PAM_PERMANENT && gpGlobals->curtime > m_flExpiresAt) )
|
||
|
{
|
||
|
Release();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( m_iFlags & PAM_ANIMATE_RANDOMLY && gpGlobals->curtime > m_flAnimateAt )
|
||
|
{
|
||
|
float flDelta = RandomFloat(0.2,0.4) * (RandomInt(0,1) == 1 ? 1 : -1);
|
||
|
float flCycle = clamp( GetCycle() + flDelta, 0.f, 1.f );
|
||
|
SetCycle( flCycle );
|
||
|
m_flAnimateAt = gpGlobals->curtime + PAM_ANIMATE_TIME;
|
||
|
}
|
||
|
|
||
|
if ( m_iFlags & PAM_ROTATE_RANDOMLY && gpGlobals->curtime > m_flRotateAt )
|
||
|
{
|
||
|
SetLocalAngles( QAngle(0,0,RandomFloat(0,360)) );
|
||
|
m_flRotateAt = gpGlobals->curtime + PAM_ROTATE_TIME;
|
||
|
}
|
||
|
|
||
|
if ( m_iFlags & PAM_SPIN_Z )
|
||
|
{
|
||
|
float flAng = GetAbsAngles().y + (gpGlobals->frametime * PAM_SPIN_SPEED);
|
||
|
SetLocalAngles( QAngle(0,flAng,0) );
|
||
|
}
|
||
|
|
||
|
if ( m_iFlags & PAM_SCALEUP )
|
||
|
{
|
||
|
m_flScale = MIN( m_flScale + (gpGlobals->frametime * PAM_SCALE_SPEED), PAM_MAX_SCALE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void C_PlayerAttachedModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
|
||
|
{
|
||
|
BaseClass::ApplyBoneMatrixTransform( transform );
|
||
|
|
||
|
if ( !(m_iFlags & PAM_SCALEUP) )
|
||
|
return;
|
||
|
|
||
|
VectorScale( transform[0], m_flScale, transform[0] );
|
||
|
VectorScale( transform[1], m_flScale, transform[1] );
|
||
|
VectorScale( transform[2], m_flScale, transform[2] );
|
||
|
}
|