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524 lines
16 KiB
524 lines
16 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Sapper's draining beam
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basetfplayer_shared.h"
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#include "in_buttons.h"
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#include "weapon_combatshield.h"
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#include "engine/IEngineSound.h"
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#include "grenade_base_empable.h"
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#if defined( CLIENT_DLL )
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#include "particles_simple.h"
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#else
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#include "tf_gamerules.h"
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#include "tf_class_sapper.h"
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#endif
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#include "weapon_drainbeam.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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#define PARTICLE_PATH_VEL 140.0
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#define NUM_PATH_PARTICLES_PER_SEC 600.0f
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#define NUM_DRIBBLE_PARTICLES_PER_SEC 20.0f
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#define NUM_DRAINBEAM_PATH_POINTS 8
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// Buff ranges
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static ConVar weapon_drainbeam_target_range( "weapon_drainbeam_target_range", "900", FCVAR_REPLICATED, "The farthest away you can be for the drain gun to initially lock onto a target." );
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static ConVar weapon_drainbeam_stick_range( "weapon_drainbeam_stick_range", "612", FCVAR_REPLICATED, "How far away the drain gun can stay locked onto a target." );
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static ConVar weapon_drainbeam_max_rate( "weapon_drainbeam_max_rate", "10", FCVAR_REPLICATED );
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static ConVar weapon_drainbeam_max_rate_time( "weapon_drainbeam_max_rate_time", "5", FCVAR_REPLICATED );
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static ConVar weapon_drainbeam_emp_time_factor( "weapon_drainbeam_emp_time_factor", "0.75", FCVAR_REPLICATED );
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LINK_ENTITY_TO_CLASS( weapon_drainbeam, CWeaponDrainBeam );
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PRECACHE_WEAPON_REGISTER( weapon_drainbeam );
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponDrainBeam, DT_WeaponDrainBeam )
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BEGIN_NETWORK_TABLE( CWeaponDrainBeam, DT_WeaponDrainBeam )
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#if !defined( CLIENT_DLL )
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SendPropInt( SENDINFO( m_bDraining ), 1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_bAttacking ), 1, SPROP_UNSIGNED ),
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SendPropVector( SENDINFO( m_vFireTarget ), 0, SPROP_COORD ),
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SendPropEHandle( SENDINFO( m_hDrainTarget ) ),
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#else
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RecvPropInt( RECVINFO( m_bAttacking ) ),
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RecvPropInt( RECVINFO( m_bDraining ) ),
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RecvPropVector( RECVINFO(m_vFireTarget) ),
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RecvPropEHandle( RECVINFO(m_hDrainTarget) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponDrainBeam )
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DEFINE_PRED_FIELD( m_bDraining, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_bAttacking, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD_TOL( m_vFireTarget, FIELD_VECTOR, FTYPEDESC_INSENDTABLE, 0.125f ),
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DEFINE_PRED_FIELD( m_hDrainTarget, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
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// DEFINE_PRED_FIELD( m_pEmitter, FIELD_POINTER ),
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// DEFINE_PRED_FIELD( m_hParticleMaterial, FIELD_???, ),
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// DEFINE_PRED_FIELD( m_PathParticleEvent, FIELD_???, ),
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// DEFINE_PRED_FIELD( m_DribbleParticleEvent, FIELD_??? ),
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// DEFINE_PRED_FIELD( m_bPlayingSound, FIELD_BOOLEAN ),
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END_PREDICTION_DATA()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CWeaponDrainBeam::CWeaponDrainBeam( void )
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{
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m_bDraining = false;
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m_bAttacking = false;
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m_flNextBuzzTime = 0;
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SetPredictionEligible( true );
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#if defined( CLIENT_DLL )
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m_pEmitter = NULL;
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m_hParticleMaterial = INVALID_MATERIAL_HANDLE;
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m_PathParticleEvent.Init( NUM_PATH_PARTICLES_PER_SEC );
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m_DribbleParticleEvent.Init( NUM_DRIBBLE_PARTICLES_PER_SEC );
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m_bPlayingSound = false;
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#endif
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}
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void CWeaponDrainBeam::Precache()
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{
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BaseClass::Precache();
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PrecacheScriptSound( "WeaponRepairGun.Healing" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CWeaponDrainBeam::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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RemoveDrainTarget();
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return BaseClass::Holster( pSwitchingTo );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns a pointer to a drainable target
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//-----------------------------------------------------------------------------
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CBaseEntity *CWeaponDrainBeam::GetTargetToDrain( CBaseEntity *pCurDrainTarget )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if ( !pOwner )
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return NULL;
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#if !defined( CLIENT_DLL )
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Vector vecSrc = pOwner->Weapon_ShootPosition( );
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// ROBIN: Disabled drainbeam locking to target
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/*
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// If we're already draining something, stick onto it as long as possible.
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CBaseEntity *pEntity = pCurDrainTarget;
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if ( pEntity && pEntity->IsAlive() )
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{
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// Make sure the target didn't go out of range.
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Vector vecTargetCenter = pEntity->Center();
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if ( (vecTargetCenter - vecSrc).Length() < weapon_drainbeam_stick_range.GetFloat() )
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{
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// Now make sure there isn't something other than team players in the way.
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class CDrainFilter : public CTraceFilterSimple
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{
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public:
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CDrainFilter( CBaseEntity *pShooter ) : CTraceFilterSimple( pShooter, TFCOLLISION_GROUP_WEAPON )
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{
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m_pShooter = pShooter;
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}
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virtual bool ShouldHitEntity( IServerEntity *pServerEntity, int contentsMask )
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{
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// If it hit an edict the isn't the target and is on our team, then the ray is blocked.
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CBaseEntity *pEnt = (CBaseEntity *)pServerEntity;
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// Ignore collisions with the shooter
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if ( pEnt == m_pShooter )
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return false;
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// Ignore neutral objects
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if ( pEnt->GetTeamNumber() == 0 )
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return false;
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// Ignore collisions with teammates
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if ( pEnt->GetTeam() == m_pShooter->GetTeam() )
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return false;
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// Ignore players
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if ( pEnt->IsPlayer() )
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return false;
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return CTraceFilterSimple::ShouldHitEntity( pServerEntity, contentsMask );
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}
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CBaseEntity *m_pShooter;
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};
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trace_t tr;
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CDrainFilter drainFilter( pOwner );
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engine->TraceLine( vecSrc, vecTargetCenter, MASK_SHOT, &drainFilter, &tr );
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if (( tr.fraction == 1.0f) || (tr.m_pEnt == pEntity))
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return pEntity;
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}
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// Return null so we can't target this player but m_hDrainTarget stays set to them.
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return NULL;
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}
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else
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*/
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{
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// Ok, try to find a new target to drain.
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// Get the target point and location
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Vector vecAiming;
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pOwner->EyeVectors( &vecAiming );
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// Find a player in range of this player, and make sure they're drainable.
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Vector vecEnd = vecSrc + vecAiming * weapon_drainbeam_target_range.GetFloat();
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trace_t tr;
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// Use WeaponTraceLine so shields are tested...
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TFGameRules()->WeaponTraceLine( vecSrc, vecEnd, MASK_SHOT & (~CONTENTS_HITBOX), pOwner, DMG_PROBE, &tr );
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if ( tr.fraction != 1.0 )
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{
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CBaseEntity *pEntity = tr.m_pEnt;
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if ( pEntity && (pEntity != pOwner) && pEntity->IsAlive() )
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{
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// Target needs to not be a player, take EMP damage, and needs to be an enemy
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if ( !pEntity->IsPlayer() && pEntity->CanBePoweredUp() && pEntity->GetTeamNumber() != 0 && !pEntity->InSameTeam( pOwner ) )
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{
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// If we've just locked onto a new target, restart our drain rate
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if ( pCurDrainTarget != pEntity )
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{
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m_flDrainStartedAt = gpGlobals->curtime;
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}
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return pEntity;
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}
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}
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}
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return NULL;
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}
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#endif
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Overloaded to handle the hold-down draining
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//-----------------------------------------------------------------------------
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void CWeaponDrainBeam::ItemPostFrame( void )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if ( !pOwner )
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return;
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// Try to start draining
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m_bAttacking = false;
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if ( (pOwner->m_nButtons & IN_ATTACK) && GetShieldState() == SS_DOWN )
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{
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PrimaryAttack();
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m_bAttacking = true;
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}
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else if ( GetCurDrainTarget() )
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{
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// Detach from the player if they release the attack button.
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RemoveDrainTarget();
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}
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// Prevent shield post frame if we're not ready to attack, or we're draining
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AllowShieldPostFrame( !m_bAttacking );
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WeaponIdle();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponDrainBeam::RemoveDrainTarget( void )
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{
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m_hDrainTarget = NULL;
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m_bDraining = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Attempt to drain any player within range of the medikit
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//-----------------------------------------------------------------------------
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void CWeaponDrainBeam::PrimaryAttack( void )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if ( !pOwner )
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return;
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#if !defined( CLIENT_DLL )
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// Find a target to drain
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CBaseEntity *pTarget = GetTargetToDrain( GetCurDrainTarget() );
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if ( pTarget )
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{
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// EMP the target
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if ( pTarget->CanBePoweredUp() )
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{
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// Increase the EMP time based upon the time we spent draining
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float flDrainTime = (gpGlobals->curtime - m_flDrainStartedAt);
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float flPostDrainTime = weapon_drainbeam_emp_time_factor.GetFloat() * flDrainTime;
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if ( pTarget->AttemptToPowerup( POWERUP_EMP, flPostDrainTime ) )
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{
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// Crank up the drain rate based on the time since we started draining this target
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flDrainTime = MIN( weapon_drainbeam_max_rate_time.GetFloat(), flDrainTime );
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float flDrainAmount = weapon_drainbeam_max_rate.GetFloat() * ( flDrainTime / weapon_drainbeam_max_rate_time.GetFloat() );
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// It uses floating point in here so it doesn't lose the fractional part on small frame times.
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static float flCurDamageAmt = 0.99;
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float flOldDamageAmt = flCurDamageAmt;
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flCurDamageAmt += gpGlobals->frametime * flDrainAmount;
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int iDamage = (int)flCurDamageAmt - (int)flOldDamageAmt;
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// Accumulated enough to do something?
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if ( iDamage )
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{
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// EMPed my target, make it take damage
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if ( pTarget->GetHealth() )
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{
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pTarget->TakeDamage( CTakeDamageInfo( this, pOwner, iDamage, DMG_GENERIC ) );
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}
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// Increase my health
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if ( pOwner->GetHealth() < pOwner->GetMaxHealth() )
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{
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int maxHealthToAdd = pOwner->GetMaxHealth() - pOwner->GetHealth();
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int nHealthAdded = MIN( iDamage, maxHealthToAdd );
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pOwner->TakeHealth( nHealthAdded, DMG_GENERIC );
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}
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// If I'm a sapper, I store off the energy
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if ( pOwner->IsClass( TFCLASS_SAPPER ) )
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{
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((CPlayerClassSapper*)pOwner->GetPlayerClass())->AddDrainedEnergy( iDamage );
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}
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}
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}
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}
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// Tell the client who we're trying to drain.
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m_bDraining = true;
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m_vFireTarget = pTarget->WorldSpaceCenter();
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m_hDrainTarget = pTarget;
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}
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else
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{
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RemoveDrainTarget();
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}
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#endif
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// Fire continuously.
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m_flNextPrimaryAttack = gpGlobals->curtime;
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CheckRemoveDisguise();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponDrainBeam::PlayAttackAnimation( int activity )
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{
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SendWeaponAnim( activity );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponDrainBeam::WeaponIdle( void )
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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 CWeaponDrainBeam::GainedNewTechnology( CBaseTechnology *pTechnology )
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{
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}
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#if defined( CLIENT_DLL )
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponDrainBeam::StopDrainSound( bool bStopHealingSound, bool bStopNoTargetSound )
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{
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if ( bStopHealingSound )
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StopSound( entindex(), "WeaponRepairGun.Healing" );
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if ( bStopNoTargetSound )
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StopSound( entindex(), "WeaponRepairGun.NoTarget" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponDrainBeam::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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m_pEmitter = CSimpleEmitter::Create( "C_WeaponDrainBeam" );
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m_hParticleMaterial = m_pEmitter->GetPMaterial( "sprites/chargeball" );
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ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_ALWAYS );
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}
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// Think?
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if ( !m_bDraining )
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{
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m_bPlayingSound = false;
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StopDrainSound( true, false );
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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 CWeaponDrainBeam::ClientThink()
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return;
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// Don't show it while the player is dead. Ideally, we'd respond to m_bDraining in OnDataChanged,
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// but it stops sending the weapon when it's holstered, and it gets holstered when the player dies.
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C_BasePlayer *pFiringPlayer = dynamic_cast< C_BasePlayer* >( GetOwner() );
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if ( !pFiringPlayer || pFiringPlayer->IsPlayerDead() )
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{
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m_bPlayingSound = false;
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StopDrainSound();
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return;
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}
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// Abort if we're not draining, or the player doesn't have the fire button down
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if ( !m_bDraining && !m_bAttacking )
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return;
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// Ready for particle emission, sir
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m_pEmitter->SetSortOrigin( (m_vFireTarget + pPlayer->GetAbsOrigin()) * 0.5f );
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float flCur = gpGlobals->frametime;
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Vector vForward, vOrigin;
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QAngle vAngles;
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GetShootPosition( vOrigin, vAngles );
|
||
|
AngleVectors( vAngles, &vForward );
|
||
|
|
||
|
// Are they holding the attack button but not draining anyone? Give feedback.
|
||
|
if ( !m_bDraining )
|
||
|
{
|
||
|
// Add random short-lived particles from the gun tip to the target.
|
||
|
while ( m_DribbleParticleEvent.NextEvent( flCur ) )
|
||
|
{
|
||
|
Vector vPos = vOrigin;
|
||
|
vPos += RandomVector( -2, 2 );
|
||
|
SimpleParticle *pParticle = m_pEmitter->AddSimpleParticle( m_hParticleMaterial, vPos );
|
||
|
if ( pParticle )
|
||
|
{
|
||
|
// Move the points along the path.
|
||
|
pParticle->m_vecVelocity = vForward;
|
||
|
pParticle->m_vecVelocity *= 50;
|
||
|
|
||
|
pParticle->m_flRoll = 0;
|
||
|
pParticle->m_flRollDelta = 0;
|
||
|
pParticle->m_flDieTime = 0.4f;
|
||
|
pParticle->m_flLifetime = 0;
|
||
|
pParticle->m_uchColor[0] = 255;
|
||
|
pParticle->m_uchColor[1] = 255;
|
||
|
pParticle->m_uchColor[2] = 255;
|
||
|
pParticle->m_uchStartAlpha = 32;
|
||
|
pParticle->m_uchEndAlpha = 0;
|
||
|
pParticle->m_uchStartSize = 4;
|
||
|
pParticle->m_uchEndSize = 0;
|
||
|
pParticle->m_iFlags = 0;
|
||
|
}
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !m_bPlayingSound )
|
||
|
{
|
||
|
m_bPlayingSound = true;
|
||
|
CLocalPlayerFilter filter;
|
||
|
|
||
|
EmitSound( filter, entindex(), "WeaponRepairGun.Healing" );
|
||
|
}
|
||
|
|
||
|
Vector points[NUM_DRAINBEAM_PATH_POINTS];
|
||
|
|
||
|
// First generate a sequence of points so we can parameterize the (curvy) path from the
|
||
|
// tip of the gun to the target.
|
||
|
Vector vDirTo = m_vFireTarget - vOrigin;
|
||
|
float flDistanceTo = vDirTo.Length();
|
||
|
vDirTo /= flDistanceTo;
|
||
|
|
||
|
float flBendDist = flDistanceTo * 3;
|
||
|
const Vector A = vOrigin - vForward * flBendDist;
|
||
|
const Vector &B = vOrigin;
|
||
|
const Vector &C = m_vFireTarget;
|
||
|
const Vector D = m_vFireTarget - vForward * flBendDist;
|
||
|
|
||
|
for ( int i=0; i < NUM_DRAINBEAM_PATH_POINTS; i++ )
|
||
|
{
|
||
|
Catmull_Rom_Spline( A, B, C, D, (float)i / (NUM_DRAINBEAM_PATH_POINTS-1), points[i] );
|
||
|
}
|
||
|
|
||
|
// Add random short-lived particles from the gun tip to the target.
|
||
|
while ( m_PathParticleEvent.NextEvent( flCur ) )
|
||
|
{
|
||
|
float t = RandomFloat( 0, 1 );
|
||
|
int iPrev = (int)( t * (NUM_DRAINBEAM_PATH_POINTS - 1.001) );
|
||
|
float tPrev = (float)iPrev / (NUM_DRAINBEAM_PATH_POINTS - 1);
|
||
|
float tNext = (float)(iPrev+1) / (NUM_DRAINBEAM_PATH_POINTS - 1);
|
||
|
Assert( tNext <= NUM_DRAINBEAM_PATH_POINTS-1 );
|
||
|
|
||
|
Vector vPos;
|
||
|
VectorLerp( points[iPrev], points[iPrev+1], (t-tPrev) / (tNext - tPrev), vPos );
|
||
|
vPos += RandomVector( -2, 2 );
|
||
|
|
||
|
SimpleParticle *pParticle = m_pEmitter->AddSimpleParticle( m_hParticleMaterial, vPos );
|
||
|
if ( pParticle )
|
||
|
{
|
||
|
// Move the points along the path.
|
||
|
pParticle->m_vecVelocity = points[iPrev+1] - points[iPrev];
|
||
|
VectorNormalize( pParticle->m_vecVelocity );
|
||
|
pParticle->m_vecVelocity *= -PARTICLE_PATH_VEL;
|
||
|
|
||
|
pParticle->m_flRoll = 0;
|
||
|
pParticle->m_flRollDelta = 0;
|
||
|
pParticle->m_flDieTime = 0.2f;
|
||
|
pParticle->m_flLifetime = 0;
|
||
|
pParticle->m_uchColor[0] = 255;
|
||
|
pParticle->m_uchColor[1] = 255;
|
||
|
pParticle->m_uchColor[2] = 255;
|
||
|
pParticle->m_uchStartAlpha = 32;
|
||
|
pParticle->m_uchEndAlpha = 0;
|
||
|
pParticle->m_uchStartSize = 4;
|
||
|
pParticle->m_uchEndSize = 2;
|
||
|
pParticle->m_iFlags = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|