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.
133 lines
4.2 KiB
133 lines
4.2 KiB
![]()
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// c_prop_energy_ball.cpp
|
||
|
//
|
||
|
// Purpose: Portal version of the combine ball. This client code is needed to provide a different
|
||
|
// look when the energy ball has infinite life and to have modified client effects.
|
||
|
//
|
||
|
//=====================================================================================//
|
||
|
|
||
|
|
||
|
#include "cbase.h" // precompiled headers
|
||
|
#include "c_prop_combine_ball.h" // Our parent class
|
||
|
#include "clienteffectprecachesystem.h" // To precache our new material
|
||
|
|
||
|
ConVar cl_energy_ball_start_fade_time ( "cl_energy_ball_start_fade_time", "8", FCVAR_CHEAT );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Portal version of a combine ball
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class C_PropEnergyBall : public C_PropCombineBall
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( C_PropEnergyBall, C_PropCombineBall );
|
||
|
DECLARE_CLIENTCLASS();
|
||
|
DECLARE_PREDICTABLE();
|
||
|
|
||
|
C_PropEnergyBall();
|
||
|
|
||
|
virtual void OnDataChanged( DataUpdateType_t updateType );
|
||
|
|
||
|
protected:
|
||
|
bool InitMaterials();
|
||
|
|
||
|
bool m_bIsInfiniteLife; // if this energy ball is an infinite life variety
|
||
|
float m_fTimeTillDeath; // If this is a finite life energy ball, the time remaining until detonation
|
||
|
float m_fCurAlpha; // The amount of alpha to apply at DrawModel, to simulate a decaying energy ball
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( prop_energy_ball, C_PropEnergyBall );
|
||
|
|
||
|
// precache our different materials for the infinite life energy balls
|
||
|
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectEnergyBall )
|
||
|
|
||
|
CLIENTEFFECT_MATERIAL( "effects/eball_infinite_life" )
|
||
|
CLIENTEFFECT_MATERIAL( "effects/eball_finite_life" )
|
||
|
|
||
|
CLIENTEFFECT_REGISTER_END()
|
||
|
|
||
|
|
||
|
IMPLEMENT_CLIENTCLASS_DT( C_PropEnergyBall, DT_PropEnergyBall, CPropEnergyBall )
|
||
|
|
||
|
RecvPropBool( RECVINFO( m_bIsInfiniteLife ) ),
|
||
|
RecvPropFloat( RECVINFO( m_fTimeTillDeath ) ),
|
||
|
|
||
|
END_RECV_TABLE()
|
||
|
|
||
|
|
||
|
BEGIN_PREDICTION_DATA( C_PropEnergyBall )
|
||
|
|
||
|
DEFINE_PRED_FIELD( m_bIsInfiniteLife, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
|
||
|
DEFINE_PRED_FIELD( m_fTimeTillDeath, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
|
||
|
|
||
|
END_PREDICTION_DATA()
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
C_PropEnergyBall::C_PropEnergyBall(): m_bIsInfiniteLife(false), m_fTimeTillDeath(-1), m_fCurAlpha ( 1.0f )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Flag our data as new this frame
|
||
|
// Input : DataUpdateType_t, either created or updated
|
||
|
// Output : void
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void C_PropEnergyBall::OnDataChanged(DataUpdateType_t updateType )
|
||
|
{
|
||
|
BaseClass::OnDataChanged( updateType );
|
||
|
|
||
|
// If our data changed this frame, then operate based on it next think
|
||
|
if ( updateType == DATA_UPDATE_DATATABLE_CHANGED )
|
||
|
{
|
||
|
float fStartFadeTime = cl_energy_ball_start_fade_time.GetFloat();
|
||
|
|
||
|
if ( fStartFadeTime < 1.0f )
|
||
|
{
|
||
|
fStartFadeTime = 1.0f;
|
||
|
}
|
||
|
|
||
|
// The last x seconds of life, fade
|
||
|
if ( (m_fTimeTillDeath > 0.0f) )
|
||
|
{
|
||
|
float fNewAlpha = m_fTimeTillDeath / fStartFadeTime;
|
||
|
clamp( fNewAlpha, 0.0f, 1.0f );
|
||
|
m_fCurAlpha = fNewAlpha;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Use our custom body materials for energy ball, but otherwise use the base class materials (base being C_PropCombineBall)
|
||
|
// Output : bool
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool C_PropEnergyBall::InitMaterials()
|
||
|
{
|
||
|
// Use the same materials as a combine ball
|
||
|
bool bRetVal = BaseClass::InitMaterials();
|
||
|
|
||
|
// If we're an infinite life combine ball, swap out the body material (and the base implementation didnt fail)
|
||
|
IMaterial* pBodyMat;
|
||
|
if ( m_bIsInfiniteLife )
|
||
|
{
|
||
|
pBodyMat = materials->FindMaterial( "effects/eball_infinite_life", NULL, false );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pBodyMat = materials->FindMaterial( "effects/eball_finite_life", NULL, false );
|
||
|
}
|
||
|
|
||
|
// If we can find our custom material, use it.
|
||
|
if ( pBodyMat == NULL )
|
||
|
{
|
||
|
bRetVal = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pBodyMaterial = pBodyMat;
|
||
|
m_pBodyMaterial->AlphaModulate( m_fCurAlpha );
|
||
|
}
|
||
|
|
||
|
return bRetVal;
|
||
|
}
|