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: Client's sheild entity
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "C_Shield.h"
#include "tf_shieldshared.h"
#include "c_basetfplayer.h"
enum
{
NUM_SUBDIVISIONS = 21,
};
#define EMP_WAVE_AMPLITUDE 6.0f
#define EMP_GROW_WIDTH_DELAY 0.2f
#define EMP_GROW_TIME 0.6f
#define EMP_GROW_ATTEN 0.5f
#define EMP_MIN_WIDTH 5.0f
//-----------------------------------------------------------------------------
// Flat version of the shield
//-----------------------------------------------------------------------------
class C_ShieldFlat : public C_Shield
{
public:
DECLARE_CLASS( C_ShieldFlat, C_Shield );
DECLARE_CLIENTCLASS();
C_ShieldFlat();
~C_ShieldFlat();
virtual void GetBounds( Vector& mins, Vector& maxs );
virtual void AddEntity( );
virtual void SetDormant( bool bDormant );
// Return true if the panel is active
virtual bool IsPanelActive( int x, int y );
// Gets at the control point data; who knows how it was made?
virtual void GetShieldData( Vector const** ppVerts, float* pOpacity, float* pBlend );
virtual const Vector& GetPoint( int x, int y );
// Draws the model
virtual int DrawModel( int flags );
public:
// networked data
unsigned char m_ShieldState;
float m_Width;
float m_Height;
float m_DeathFade;
float m_EMPFade;
private:
void ShieldMoved( void );
private:
C_ShieldFlat( const C_ShieldFlat& );
void ComputeEMPFade();
void ComputeDeathFade();
void ComputeSize( float& w, float& h );
void PreRender( );
Vector m_pPositions[4];
Vector m_Forward;
float m_EnterPVSTime;
QAngle m_LastAngles;
Vector m_LastPosition;
Vector m_Pos[4];
};
//-----------------------------------------------------------------------------
// Data table
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_DT(C_ShieldFlat, DT_Shield_Flat, CShieldFlat)
RecvPropInt( RECVINFO(m_ShieldState) ),
RecvPropFloat( RECVINFO(m_Width) ),
RecvPropFloat( RECVINFO(m_Height) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
C_ShieldFlat::C_ShieldFlat()
{
m_DeathFade = 1.0f;
m_EMPFade = 1.0f;
InitShield( 2, 2, 6 );
}
C_ShieldFlat::~C_ShieldFlat()
{
}
//-----------------------------------------------------------------------------
// Leaving/entering the PVS on the server.
//-----------------------------------------------------------------------------
void C_ShieldFlat::SetDormant( bool bDormant )
{
if (!bDormant)
{
if (m_ShieldState & SHIELD_FLAT_EMP)
{
m_EMPFade = 0.0f;
}
else
{
m_EMPFade = 1.0f;
}
m_EnterPVSTime = 0.0f;
if (m_ShieldState & SHIELD_FLAT_INACTIVE)
{
m_DeathFade = 0.0f;
}
else
{
m_EnterPVSTime = gpGlobals->curtime;
m_DeathFade = 1.0f;
}
}
BaseClass::SetDormant(bDormant);
}
//-----------------------------------------------------------------------------
// Figures the EMP fade factor
//-----------------------------------------------------------------------------
void C_ShieldFlat::ComputeEMPFade()
{
if (m_ShieldState & SHIELD_FLAT_EMP)
{
// Decay fade if we've been EMPed or if we're inactive
if (m_EMPFade > 0.0f)
{
m_EMPFade -= gpGlobals->frametime / SHIELD_EMP_FADE_TIME;
if (m_EMPFade < 0.0f)
{
m_EMPFade = 0.0f;
}
else
{
Vector dir;
// Futz with the control points if we've been EMPed
for (int i = 0; i < 4; ++i)
{
float dist = -EMP_WAVE_AMPLITUDE * sin( i * M_PI * 0.5f + gpGlobals->curtime * M_PI / SHIELD_EMP_WOBBLE_TIME );
VectorMA( m_pPositions[i], dist, m_Forward, m_pPositions[i] );
}
}
}
}
else
{
// Fade back in, no longer EMPed
if (m_EMPFade < 1.0f)
{
m_EMPFade += gpGlobals->frametime / SHIELD_EMP_FADE_TIME;
if (m_EMPFade >= 1.0f)
{
m_EMPFade = 1.0f;
}
}
}
}
//-----------------------------------------------------------------------------
// Figures the networked fade factor
//-----------------------------------------------------------------------------
void C_ShieldFlat::ComputeDeathFade()
{
if (m_ShieldState & SHIELD_FLAT_INACTIVE)
{
// Fade out when we become inactive
if (m_DeathFade > 0.0f)
{
m_DeathFade -= gpGlobals->frametime / SHIELD_FLAT_SHUTDOWN_TIME;
if (m_DeathFade < 0.0f)
{
m_DeathFade = 0.0f;
}
}
}
else
{
// Active? We should be visible
m_DeathFade = 1.0f;
}
}
//-----------------------------------------------------------------------------
// A little pre-render processing
//-----------------------------------------------------------------------------
void C_ShieldFlat::ComputeSize( float& w, float& h )
{
w = m_Width;
h = m_Height;
float dt = gpGlobals->curtime - m_EnterPVSTime;
if (dt > EMP_GROW_TIME)
{
return;
}
if (dt < 0)
dt = 0.0f;
// Attenuate it up
w *= 1.0f - pow ( EMP_GROW_ATTEN, 10 * (dt / EMP_GROW_TIME ));
if (w < EMP_MIN_WIDTH)
w = EMP_MIN_WIDTH;
}
//-----------------------------------------------------------------------------
// A little pre-render processing
//-----------------------------------------------------------------------------
void C_ShieldFlat::PreRender( )
{
// Compute the shield positions...
Vector right, up;
AngleVectors( GetRenderAngles(), &m_Forward, &right, &up );
float w, h;
ComputeSize( w, h );
VectorMA( GetRenderOrigin(), -w * 0.5, right, m_pPositions[0] );
VectorMA( m_pPositions[0], -h * 0.5, up, m_pPositions[0] );
VectorMA( m_pPositions[0], w, right, m_pPositions[1] );
VectorMA( m_pPositions[0], h, up, m_pPositions[2] );
VectorMA( m_pPositions[2], w, right, m_pPositions[3] );
ComputeEMPFade();
ComputeDeathFade();
m_FadeValue = m_DeathFade * m_EMPFade;
}
void C_ShieldFlat::AddEntity( )
{
BaseClass::AddEntity( );
PreRender();
}
//-----------------------------------------------------------------------------
// Bounds computation
//-----------------------------------------------------------------------------
void C_ShieldFlat::GetBounds( Vector& mins, Vector& maxs )
{
mins.Init( -1.0/16.0f, -m_Width * 0.5f, -m_Height * 0.5f );
maxs.Init( 1.0/16.0f, m_Width * 0.5f, m_Height * 0.5f );
}
//-----------------------------------------------------------------------------
// Return true if the panel is active
//-----------------------------------------------------------------------------
bool C_ShieldFlat::IsPanelActive( int x, int y )
{
return true;
}
//-----------------------------------------------------------------------------
// Gets at the control point data; who knows how it was made?
//-----------------------------------------------------------------------------
void C_ShieldFlat::GetShieldData( Vector const** ppVerts, float* pOpacity, float* pBlend )
{
for ( int i = 0; i < 4; ++i )
{
ppVerts[i] = &m_pPositions[i];
pOpacity[i] = 32.0f;
pBlend[i] = 0.0f;
}
}
//-----------------------------------------------------------------------------
// Shield points
//-----------------------------------------------------------------------------
const Vector& C_ShieldFlat::GetPoint( int x, int y )
{
if ((m_LastAngles != GetAbsAngles()) || (m_LastPosition != GetAbsOrigin() ))
{
ShieldMoved();
}
int i = (x >= 1);
i += (y >= 1) * 2;
return m_Pos[i];
}
//-----------------------------------------------------------------------------
// Purpose: Computes the shield bounding box
//-----------------------------------------------------------------------------
void C_ShieldFlat::ShieldMoved( void )
{
Vector forward, right, up;
AngleVectors( GetAbsAngles(), &forward, &right, &up );
VectorMA( GetAbsOrigin(), -m_Width * 0.5, right, m_Pos[0] );
VectorMA( m_Pos[0], -m_Height * 0.5, up, m_Pos[0] );
VectorMA( m_Pos[0], m_Width, right, m_Pos[1] );
VectorMA( m_Pos[0], m_Height, up, m_Pos[2] );
VectorMA( m_Pos[2], m_Width, right, m_Pos[3] );
m_LastAngles = GetAbsAngles();
m_LastPosition = GetAbsOrigin();
}
//-----------------------------------------------------------------------------
// Suppress rendering if the player owns it
//-----------------------------------------------------------------------------
int C_ShieldFlat::DrawModel( int flags )
{
if ( !m_bReadyToDraw )
return 0;
// Don't draw it if the owner is the local player
// if ( m_OwnerEntity == C_BasePlayer::GetLocalPlayer()->index )
// return 0;
return BaseClass::DrawModel( flags );
}