Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_WEAPON_PORTALGUN_H
#define C_WEAPON_PORTALGUN_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_portalbasecombatweapon.h"
#include "c_prop_portal.h"
#include "fx_interpvalue.h"
#include "beamdraw.h"
#include "iviewrender_beams.h"
//----------------------------------------------------------------------------------------------------------------------------------------------------------
// CPhysCannonEffect class
//----------------------------------------------------------------------------------------------------------------------------------------------------------
class CPortalgunEffect
{
public:
CPortalgunEffect( void )
: m_vecColor( 255, 255, 255 ),
m_bVisibleViewModel( true ),
m_bVisible3rdPerson( true ),
m_nAttachment( -1 )
{}
void SetAttachment( int attachment ) { m_nAttachment = attachment; }
int GetAttachment( void ) const { return m_nAttachment; }
void SetVisible( bool visible = true ) { m_bVisibleViewModel = visible; m_bVisible3rdPerson = visible; }
void SetVisibleViewModel( bool visible = true ) { m_bVisibleViewModel = visible; }
int IsVisibleViewModel( void ) const { return m_bVisibleViewModel; }
void SetVisible3rdPerson( bool visible = true ) { m_bVisible3rdPerson = visible; }
int IsVisible3rdPerson( void ) const { return m_bVisible3rdPerson; }
void SetColor( const Vector &color ) { m_vecColor = color; }
const Vector &GetColor( void ) const { return m_vecColor; }
bool SetMaterial( const char *materialName )
{
m_hMaterial.Init( materialName, TEXTURE_GROUP_CLIENT_EFFECTS );
return ( m_hMaterial != NULL );
}
CMaterialReference &GetMaterial( void ) { return m_hMaterial; }
CInterpolatedValue &GetAlpha( void ) { return m_Alpha; }
CInterpolatedValue &GetScale( void ) { return m_Scale; }
virtual PortalWeaponID GetWeaponID( void ) const { return WEAPON_PORTALGUN; }
private:
CInterpolatedValue m_Alpha;
CInterpolatedValue m_Scale;
Vector m_vecColor;
bool m_bVisibleViewModel;
bool m_bVisible3rdPerson;
int m_nAttachment;
CMaterialReference m_hMaterial;
};
class CPortalgunEffectBeam
{
public:
CPortalgunEffectBeam( void );;
~CPortalgunEffectBeam( void );
void Release( void );
void Init( int startAttachment, int endAttachment, CBaseEntity *pEntity, bool firstPerson );
void SetVisibleViewModel( bool visible = true );
int IsVisibleViewModel( void ) const;
void SetVisible3rdPerson( bool visible = true );
int SetVisible3rdPerson( void ) const;
void SetBrightness( float fBrightness );
void DrawBeam( void );
private:
Beam_t *m_pBeam;
float m_fBrightness;
};
class C_WeaponPortalgun : public CBasePortalCombatWeapon
{
public:
DECLARE_CLASS( C_WeaponPortalgun, CBasePortalCombatWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
private:
CNetworkVar( bool, m_bCanFirePortal1 ); // Is able to use primary fire
CNetworkVar( bool, m_bCanFirePortal2 ); // Is able to use secondary fire
CNetworkVar( int, m_iLastFiredPortal ); // Which portal was placed last
CNetworkVar( bool, m_bOpenProngs ); // Which portal was placed last
CNetworkVar( float, m_fCanPlacePortal1OnThisSurface ); // Tells the gun if it can place on the surface it's pointing at
CNetworkVar( float, m_fCanPlacePortal2OnThisSurface ); // Tells the gun if it can place on the surface it's pointing at
CNetworkVar( float, m_fEffectsMaxSize1 );
CNetworkVar( float, m_fEffectsMaxSize2 );
public:
virtual const Vector& GetBulletSpread( void )
{
static Vector cone = VECTOR_CONE_10DEGREES;
return cone;
}
void Precache ( void );
virtual void OnRestore( void );
virtual void UpdateOnRemove( void );
void Spawn( void );
void DoEffectCreate( Vector &vDir, Vector &ptStart, Vector &ptEnd, bool bPortal1, bool bPlayer );
virtual bool ShouldDrawCrosshair( void );
float GetPortal1Placablity( void ) { return m_fCanPlacePortal1OnThisSurface; }
float GetPortal2Placablity( void ) { return m_fCanPlacePortal2OnThisSurface; }
int GetLastFiredPortal( void ) { return m_iLastFiredPortal; }
bool IsHoldingObject( void ) { return m_bOpenProngs; }
bool Reload( void );
void FillClip( void );
void CheckHolsterReload( void );
void ItemHolsterFrame( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
bool Deploy( void );
void SetCanFirePortal1( bool bCanFire = true );
void SetCanFirePortal2( bool bCanFire = true );
float CanFirePortal1( void ) { return m_bCanFirePortal1; }
float CanFirePortal2( void ) { return m_bCanFirePortal2; }
void PrimaryAttack( void );
void SecondaryAttack( void );
void DelayAttack( float fDelay );
void DryFire( void );
virtual float GetFireRate( void ) { return 0.7; };
void WeaponIdle( void );
protected:
void StartEffects( void ); // Initialize all sprites and beams
void StopEffects( bool stopSound = true ); // Hide all effects temporarily
void DestroyEffects( void ); // Destroy all sprites and beams
// Portalgun effects
void DoEffect( int effectType, Vector *pos = NULL );
void DoEffectClosed( void );
void DoEffectReady( void );
void DoEffectHolding( void );
void DoEffectNone( void );
enum EffectType_t
{
PORTALGUN_GRAVLIGHT = 0,
PORTALGUN_GRAVLIGHT_WORLD,
PORTALGUN_PORTAL1LIGHT,
PORTALGUN_PORTAL1LIGHT_WORLD,
PORTALGUN_PORTAL2LIGHT,
PORTALGUN_PORTAL2LIGHT_WORLD,
PORTALGUN_GLOW1, // Must be in order!
PORTALGUN_GLOW2,
PORTALGUN_GLOW3,
PORTALGUN_GLOW4,
PORTALGUN_GLOW5,
PORTALGUN_GLOW6,
PORTALGUN_GLOW1_WORLD,
PORTALGUN_GLOW2_WORLD,
PORTALGUN_GLOW3_WORLD,
PORTALGUN_GLOW4_WORLD,
PORTALGUN_GLOW5_WORLD,
PORTALGUN_GLOW6_WORLD,
PORTALGUN_ENDCAP1, // Must be in order!
PORTALGUN_ENDCAP2,
PORTALGUN_ENDCAP3,
PORTALGUN_ENDCAP1_WORLD,
PORTALGUN_ENDCAP2_WORLD,
PORTALGUN_ENDCAP3_WORLD,
PORTALGUN_MUZZLE_GLOW,
PORTALGUN_MUZZLE_GLOW_WORLD,
PORTALGUN_TUBE_BEAM1,
PORTALGUN_TUBE_BEAM2,
PORTALGUN_TUBE_BEAM3,
PORTALGUN_TUBE_BEAM4,
PORTALGUN_TUBE_BEAM5,
PORTALGUN_TUBE_BEAM1_WORLD,
PORTALGUN_TUBE_BEAM2_WORLD,
PORTALGUN_TUBE_BEAM3_WORLD,
PORTALGUN_TUBE_BEAM4_WORLD,
PORTALGUN_TUBE_BEAM5_WORLD,
NUM_PORTALGUN_PARAMETERS // Must be last!
};
#define NUM_GLOW_SPRITES ((C_WeaponPortalgun::PORTALGUN_GLOW6-C_WeaponPortalgun::PORTALGUN_GLOW1)+1)
#define NUM_GLOW_SPRITES_WORLD ((C_WeaponPortalgun::PORTALGUN_GLOW6_WORLD-C_WeaponPortalgun::PORTALGUN_GLOW1_WORLD)+1)
#define NUM_ENDCAP_SPRITES ((C_WeaponPortalgun::PORTALGUN_ENDCAP3-C_WeaponPortalgun::PORTALGUN_ENDCAP1)+1)
#define NUM_ENDCAP_SPRITES_WORLD ((C_WeaponPortalgun::PORTALGUN_ENDCAP3_WORLD-C_WeaponPortalgun::PORTALGUN_ENDCAP1_WORLD)+1)
#define NUM_TUBE_BEAM_SPRITES ((C_WeaponPortalgun::PORTALGUN_TUBE_BEAM5-C_WeaponPortalgun::PORTALGUN_TUBE_BEAM1)+1)
#define NUM_TUBE_BEAM_SPRITES_WORLD ((C_WeaponPortalgun::PORTALGUN_TUBE_BEAM5_WORLD-C_WeaponPortalgun::PORTALGUN_TUBE_BEAM1_WORLD)+1)
#define NUM_PORTALGUN_BEAMS 6
void DrawEffects( bool b3rdPerson );
Vector GetEffectColor( int iPalletIndex );
void GetEffectParameters( EffectType_t effectID, color32 &color, float &scale, IMaterial **pMaterial, Vector &vecAttachment, bool b3rdPerson );
void DrawEffectSprite( EffectType_t effectID, bool b3rdPerson );
inline bool IsEffectVisible( EffectType_t effectID, bool b3rdPerson );
void UpdateElementPosition( void );
CPortalgunEffect m_Parameters[NUM_PORTALGUN_PARAMETERS]; // Interpolated parameters for the effects
CPortalgunEffectBeam m_Beams[NUM_PORTALGUN_BEAMS]; // Beams
int m_nOldEffectState; // Used for parity checks
bool m_bOldCanFirePortal1;
bool m_bOldCanFirePortal2;
bool m_bPulseUp;
float m_fPulse;
CNetworkVar( int, m_EffectState ); // Current state of the effects on the gun
public:
virtual int DrawModel( int flags );
virtual void ViewModelDrawn( C_BaseViewModel *pBaseViewModel );
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink( void );
void DoEffectIdle( void );
public:
DECLARE_ACTTABLE();
C_WeaponPortalgun(void);
private:
C_WeaponPortalgun( const C_WeaponPortalgun & );
};
#endif // C_WEAPON_PORTALGUN_H