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188 lines
4.9 KiB
188 lines
4.9 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "c_basehlcombatweapon.h"
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#include "iviewrender_beams.h"
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#include "beam_shared.h"
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#include "c_weapon__stubs.h"
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#include "materialsystem/imaterial.h"
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#include "clienteffectprecachesystem.h"
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#include "beamdraw.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectStunstick )
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CLIENTEFFECT_MATERIAL( "effects/stunstick" )
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CLIENTEFFECT_REGISTER_END()
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class C_WeaponStunStick : public C_BaseHLBludgeonWeapon
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{
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DECLARE_CLASS( C_WeaponStunStick, C_BaseHLBludgeonWeapon );
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public:
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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int DrawModel( int flags )
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{
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//FIXME: This sucks, but I can't easily create temp ents...
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if ( m_bActive )
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{
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Vector vecOrigin;
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QAngle vecAngles;
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float color[3];
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color[0] = color[1] = color[2] = random->RandomFloat( 0.1f, 0.2f );
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GetAttachment( 1, vecOrigin, vecAngles );
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Vector vForward;
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AngleVectors( vecAngles, &vForward );
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Vector vEnd = vecOrigin - vForward * 1.0f;
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IMaterial *pMaterial = materials->FindMaterial( "effects/stunstick", NULL, false );
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( pMaterial );
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DrawHalo( pMaterial, vEnd, random->RandomFloat( 4.0f, 6.0f ), color );
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color[0] = color[1] = color[2] = random->RandomFloat( 0.9f, 1.0f );
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DrawHalo( pMaterial, vEnd, random->RandomFloat( 2.0f, 3.0f ), color );
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}
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return BaseClass::DrawModel( flags );
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}
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// Do part of our effect
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void ClientThink( void )
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{
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// Update our effects
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if ( m_bActive &&
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gpGlobals->frametime != 0.0f &&
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( random->RandomInt( 0, 5 ) == 0 ) )
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{
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Vector vecOrigin;
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QAngle vecAngles;
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GetAttachment( 1, vecOrigin, vecAngles );
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Vector vForward;
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AngleVectors( vecAngles, &vForward );
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Vector vEnd = vecOrigin - vForward * 1.0f;
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// Inner beams
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BeamInfo_t beamInfo;
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beamInfo.m_vecStart = vEnd;
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Vector offset = RandomVector( -6, 2 );
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offset += Vector(2,2,2);
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beamInfo.m_vecEnd = vecOrigin + offset;
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beamInfo.m_pStartEnt= cl_entitylist->GetEnt( BEAMENT_ENTITY( entindex() ) );
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beamInfo.m_pEndEnt = cl_entitylist->GetEnt( BEAMENT_ENTITY( entindex() ) );
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beamInfo.m_nStartAttachment = 1;
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beamInfo.m_nEndAttachment = 2;
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beamInfo.m_nType = TE_BEAMTESLA;
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beamInfo.m_pszModelName = "sprites/physbeam.vmt";
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beamInfo.m_flHaloScale = 0.0f;
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beamInfo.m_flLife = 0.01f;
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beamInfo.m_flWidth = random->RandomFloat( 0.5f, 2.0f );
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beamInfo.m_flEndWidth = 0;
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beamInfo.m_flFadeLength = 0.0f;
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beamInfo.m_flAmplitude = random->RandomFloat( 1, 2 );
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beamInfo.m_flBrightness = 255.0;
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beamInfo.m_flSpeed = 0.0;
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beamInfo.m_nStartFrame = 0.0;
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beamInfo.m_flFrameRate = 1.0f;
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beamInfo.m_flRed = 255.0f;;
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beamInfo.m_flGreen = 255.0f;
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beamInfo.m_flBlue = 255.0f;
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beamInfo.m_nSegments = 8;
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beamInfo.m_bRenderable = true;
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beamInfo.m_nFlags = (FBEAM_ONLYNOISEONCE|FBEAM_SHADEOUT);
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beams->CreateBeamPoints( beamInfo );
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}
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}
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void OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( updateType == DATA_UPDATE_CREATED )
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{
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void StartStunEffect( void )
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{
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//TODO: Play startup sound
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void StopStunEffect( void )
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{
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//TODO: Play shutdown sound
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : RenderGroup_t
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//-----------------------------------------------------------------------------
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RenderGroup_t GetRenderGroup( void )
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{
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return RENDER_GROUP_TRANSLUCENT_ENTITY;
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}
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private:
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CNetworkVar( bool, m_bActive );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pData -
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// *pStruct -
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// *pOut -
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//-----------------------------------------------------------------------------
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void RecvProxy_StunActive( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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bool state = *((bool *)&pData->m_Value.m_Int);
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C_WeaponStunStick *pWeapon = (C_WeaponStunStick *) pStruct;
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if ( state )
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{
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// Turn on the effect
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pWeapon->StartStunEffect();
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}
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else
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{
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// Turn off the effect
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pWeapon->StopStunEffect();
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}
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*(bool *)pOut = state;
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}
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STUB_WEAPON_CLASS_IMPLEMENT( weapon_stunstick, C_WeaponStunStick );
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IMPLEMENT_CLIENTCLASS_DT( C_WeaponStunStick, DT_WeaponStunStick, CWeaponStunStick )
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RecvPropInt( RECVINFO(m_bActive), 0, RecvProxy_StunActive ),
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END_RECV_TABLE()
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