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: Clients CBaseObject
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_baseobject.h"
#include "c_basetfplayer.h"
#include "hud.h"
#include "c_tfteam.h"
#include "engine/IEngineSound.h"
#include "particles_simple.h"
#include "functionproxy.h"
#include "IEffects.h"
#include "c_hint_events.h"
#include "model_types.h"
#include "particlemgr.h"
#include "particle_collision.h"
#include "env_objecteffects.h"
#include "basetfvehicle.h"
#include "c_weapon_builder.h"
#include "ivrenderview.h"
#include "ObjectControlPanel.h"
#include "engine/ivmodelinfo.h"
#include "c_te_effect_dispatch.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define MAX_VISIBLE_BUILDPOINT_DISTANCE (400 * 400)
// Remove aliasing of name due to shared code
#undef CBaseObject
IMPLEMENT_CLIENTCLASS_DT(C_BaseObject, DT_BaseObject, CBaseObject)
RecvPropInt(RECVINFO(m_iHealth)),
RecvPropInt(RECVINFO(m_iMaxHealth)),
RecvPropInt(RECVINFO(m_bHasSapper)),
RecvPropInt(RECVINFO(m_iObjectType)),
RecvPropInt(RECVINFO(m_bBuilding)),
RecvPropInt(RECVINFO(m_bPlacing)),
RecvPropFloat(RECVINFO(m_flPercentageConstructed)),
RecvPropInt(RECVINFO(m_fObjectFlags)),
RecvPropInt(RECVINFO(m_bDeteriorating)),
RecvPropEHandle(RECVINFO(m_hBuiltOnEntity)),
RecvPropInt(RECVINFO( m_takedamage ) ),
RecvPropInt( RECVINFO( m_bDisabled ) ),
RecvPropEHandle( RECVINFO( m_hBuilder ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseObject::C_BaseObject( )
{
m_flDamageFlash = 0;
m_YawPreviewState = YAW_PREVIEW_OFF;
m_bBuilding = false;
m_bPlacing = false;
m_flPercentageConstructed = 0;
m_flNextEffect = 0;
m_bOldSapper = m_bHasSapper = false;
m_fObjectFlags = 0;
m_bDeteriorating = false;
m_ThermalMaterial.Init("player/thermal/thermal",TEXTURE_GROUP_CLIENT_EFFECTS);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseObject::~C_BaseObject( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::PreDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PreDataUpdate( updateType );
m_iOldHealth = m_iHealth;
m_bOldSapper = m_bHasSapper;
m_hOldOwner = GetOwner();
m_bWasActive = ShouldBeActive();
m_bWasBuilding = m_bBuilding;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::OnDataChanged( DataUpdateType_t updateType )
{
if (updateType == DATA_UPDATE_CREATED)
{
if ( !IS_MINIMAP_PANEL_DEFINED( ) && !(m_fObjectFlags & OF_SUPPRESS_APPEAR_ON_MINIMAP) )
{
CONSTRUCT_MINIMAP_PANEL( "minimap_object", MINIMAP_OBJECTS );
}
CreateBuildPoints();
}
BaseClass::OnDataChanged( updateType );
// Did we just finish building?
if ( m_bWasBuilding && !m_bBuilding )
{
FinishedBuilding();
}
// Did we just go active?
bool bShouldBeActive = ShouldBeActive();
if ( !m_bWasActive && bShouldBeActive )
{
OnGoActive();
}
else if ( m_bWasActive && !bShouldBeActive )
{
OnGoInactive();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::SetDormant( bool bDormant )
{
BaseClass::SetDormant( bDormant );
//ENTITY_PANEL_ACTIVATE( "analyzed_object", !bDormant );
}
#define TF_OBJ_BODYGROUPTURNON 1
#define TF_OBJ_BODYGROUPTURNOFF 0
//-----------------------------------------------------------------------------
// Purpose:
// Input : origin -
// angles -
// event -
// *options -
//-----------------------------------------------------------------------------
void C_BaseObject::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
{
switch ( event )
{
default:
{
BaseClass::FireEvent( origin, angles, event, options );
}
break;
case TF_OBJ_PLAYBUILDSOUND:
{
EmitSound( options );
}
break;
case TF_OBJ_ENABLEBODYGROUP:
{
int index = FindBodygroupByName( options );
if ( index >= 0 )
{
SetBodygroup( index, TF_OBJ_BODYGROUPTURNON );
}
}
break;
case TF_OBJ_DISABLEBODYGROUP:
{
int index = FindBodygroupByName( options );
if ( index >= 0 )
{
SetBodygroup( index, TF_OBJ_BODYGROUPTURNOFF );
}
}
break;
case TF_OBJ_ENABLEALLBODYGROUPS:
case TF_OBJ_DISABLEALLBODYGROUPS:
{
// Start at 1, because body 0 is the main .mdl body...
// Is this the way we want to do this?
int count = GetNumBodyGroups();
for ( int i = 1; i < count; i++ )
{
int subpartcount = GetBodygroupCount( i );
if ( subpartcount == 2 )
{
SetBodygroup( i,
( event == TF_OBJ_ENABLEALLBODYGROUPS ) ?
TF_OBJ_BODYGROUPTURNON : TF_OBJ_BODYGROUPTURNOFF );
}
else
{
DevMsg( "TF_OBJ_ENABLE/DISABLEBODY GROUP: %s has a group with %i subparts, should be exactly 2\n",
GetClassname(), subpartcount );
}
}
}
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseObject::OffsetObjectOrigin( Vector& origin )
{
if ( !m_bBuilding )
return false;
if ( inv_demo.GetBool() )
return false;
Vector vecWorldMins, vecWorldMaxs;
CollisionProp()->WorldSpaceAABB( &vecWorldMins, &vecWorldMaxs );
float flSize = vecWorldMaxs.z - vecWorldMins.z;
origin.z -= (flSize * (1 - m_flPercentageConstructed));
// If we're building, fake sliding the object out of the ground
return true;
}
const char* C_BaseObject::GetStatusName() const
{
return GetObjectInfo( GetType() )->m_pStatusName;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_BaseObject::DrawModel( int flags )
{
Vector vRealOrigin = GetLocalOrigin();
Vector vOrigin = vRealOrigin;
bool needOriginReset = OffsetObjectOrigin( vOrigin );
if ( needOriginReset )
{
SetLocalOrigin( vOrigin );
InvalidateBoneCache();
}
int drawn;
C_BaseTFPlayer *pLocal = C_BaseTFPlayer::GetLocalPlayer();
if ( pLocal && pLocal->IsUsingThermalVision() )
{
modelrender->ForcedMaterialOverride( m_ThermalMaterial );
drawn = BaseClass::DrawModel(flags);
modelrender->ForcedMaterialOverride( NULL );
}
else
{
// If we're a brush-built, map-defined object chain up to baseentity draw
if ( modelinfo->GetModelType( GetModel() ) == mod_brush )
{
drawn = CBaseEntity::DrawModel(flags);
}
else
{
drawn = BaseClass::DrawModel(flags);
}
}
// Restore faked origin
if ( needOriginReset )
{
SetLocalOrigin( vRealOrigin );
}
// If we were drawn, draw building effects if we're building, or damage effects if we're damaged
if ( drawn && (m_flNextEffect < gpGlobals->curtime) )
{
// Haxory LOD
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( (GetAbsOrigin() - pPlayer->GetAbsOrigin()).LengthSqr() < lod_effect_distance.GetFloat() )
{
if ( IsBuilding() )
{
DrawBuildEffects();
}
if ( !m_bPlacing && !m_bBuilding )
{
if ( !HasPowerup( POWERUP_EMP ) )
{
DrawRunningEffects();
}
if ( GetHealth() < GetMaxHealth() )
{
DrawDamageEffects();
}
}
}
}
HighlightBuildPoints( flags );
return drawn;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::HighlightBuildPoints( int flags )
{
C_BaseTFPlayer *pLocal = C_BaseTFPlayer::GetLocalPlayer();
if ( !pLocal )
return;
if ( !GetNumBuildPoints() || !InLocalTeam() )
return;
C_WeaponBuilder *pBuilderWpn = dynamic_cast< C_WeaponBuilder * >( pLocal->GetActiveWeaponForSelection() );
if ( !pBuilderWpn )
return;
if ( !pBuilderWpn->IsPlacingObject() )
return;
C_BaseObject *pPlacementObj = pBuilderWpn->GetPlacementModel();
if ( !pPlacementObj || pPlacementObj == this )
return;
// Near enough?
if ( (GetAbsOrigin() - pLocal->GetAbsOrigin()).LengthSqr() < MAX_VISIBLE_BUILDPOINT_DISTANCE )
{
bool bRestoreModel = false;
Vector vecPrevAbsOrigin = pPlacementObj->GetAbsOrigin();
QAngle vecPrevAbsAngles = pPlacementObj->GetAbsAngles();
Vector orgColor;
render->GetColorModulation( orgColor.Base() );
float orgBlend = render->GetBlend();
// Any empty buildpoints?
for ( int i = 0; i < GetNumBuildPoints(); i++ )
{
// Can this object build on this point?
if ( CanBuildObjectOnBuildPoint( i, pPlacementObj->GetType() ) )
{
Vector vecBPOrigin;
QAngle vecBPAngles;
if ( GetBuildPoint(i, vecBPOrigin, vecBPAngles) )
{
pPlacementObj->InvalidateBoneCaches();
Vector color( 0, 255, 0 );
render->SetColorModulation( color.Base() );
float frac = fmod( gpGlobals->curtime, 3 );
frac *= 2 * M_PI;
frac = cos( frac );
render->SetBlend( (175 + (int)( frac * 75.0f )) / 255.0 );
// HACK: Fixup angles on the HL2 model we're using
if ( !strcmp( modelinfo->GetModelName( pPlacementObj->GetModel() ), "models/items/HealthKit.mdl" ) )
{
vecBPAngles.x += 90;
}
// FIXME: This truly sucks! The bone cache should use
// render location for this computation instead of directly accessing AbsAngles
// Necessary for bone cache computations to work
pPlacementObj->SetAbsOrigin( vecBPOrigin );
pPlacementObj->SetAbsAngles( vecBPAngles );
modelrender->DrawModel(
flags,
pPlacementObj,
pPlacementObj->GetModelInstance(),
pPlacementObj->index,
pPlacementObj->GetModel(),
vecBPOrigin,
vecBPAngles,
pPlacementObj->m_nSkin,
pPlacementObj->m_nBody,
pPlacementObj->m_nHitboxSet
);
bRestoreModel = true;
}
}
}
if ( bRestoreModel )
{
pPlacementObj->SetAbsOrigin(vecPrevAbsOrigin);
pPlacementObj->SetAbsAngles(vecPrevAbsAngles);
pPlacementObj->InvalidateBoneCaches();
render->SetColorModulation( orgColor.Base() );
render->SetBlend( orgBlend );
}
}
}
//-----------------------------------------------------------------------------
// Exit points for mounted vehicles....
//-----------------------------------------------------------------------------
void C_BaseObject::GetExitPoint( CBaseEntity *pPlayer, int nBuildPoint, Vector *pAbsPosition, QAngle *pAbsAngles )
{
Assert(0);
}
//-----------------------------------------------------------------------------
// Purpose: Overridden to allow for brush-built map defined objects
//-----------------------------------------------------------------------------
bool C_BaseObject::IsIdentityBrush( void )
{
return false;
}
//-----------------------------------------------------------------------------
// Builder preview...
//-----------------------------------------------------------------------------
void C_BaseObject::ActivateYawPreview( bool enable )
{
m_YawPreviewState = enable ? YAW_PREVIEW_ON : YAW_PREVIEW_WAITING_FOR_UPDATE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::PreviewYaw( float yaw )
{
m_fYawPreview = yaw;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseObject::IsPreviewingYaw() const
{
return m_YawPreviewState != YAW_PREVIEW_OFF;
}
//-----------------------------------------------------------------------------
// Purpose: This is called to get the initial builder yaw...
//-----------------------------------------------------------------------------
float C_BaseObject::GetInitialBuilderYaw()
{
return GetAbsAngles().y;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::PostDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PostDataUpdate( updateType );
bool bNewEntity = (updateType == DATA_UPDATE_CREATED);
if ( bNewEntity )
{
m_flAttackTime = -1000;
}
// Determine if we're under attack
if ( !bNewEntity )
{
if ( m_iHealth < m_iOldHealth )
{
// Deteriorating objects don't play sounds
if ( !IsDeteriorating() )
{
m_flAttackTime = gpGlobals->curtime;
}
}
else if ( m_iHealth > m_iOldHealth && m_iHealth == m_iMaxHealth )
{
// If we were just fully healed, remove all decals
RemoveAllDecals();
}
}
if ( m_bHasSapper )
{
// Play a specific sound for a sapper...
if ( m_bOldSapper != m_bHasSapper )
{
// Don't create these for dragonsteeth
if ( InLocalTeam() && GetType() != OBJ_DRAGONSTEETH )
{
// Play a sound.
CLocalPlayerFilter filter;
EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "BaseObject.SapperDestroyingTeamBuilding" );
MinimapCreateTempTrace( "minimap_under_attack", MINIMAP_PERSONAL_ORDERS, GetAbsOrigin() );
}
}
}
// Notify the hint system of the object being built.
if ( bNewEntity && GetOwner() && ( GetOwner() == C_BasePlayer::GetLocalPlayer() ) )
{
C_HintEvent_ObjectBuiltByLocalPlayer event( this );
GlobalHintEvent( &event );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::Release( void )
{
// Remove any reticles on this entity
C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer();
if ( pPlayer )
{
pPlayer->Remove_Target( this );
}
BaseClass::Release();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseObject::IsUnderAttack( )
{
// It's under attack for the 3 seconds after the last attack time
return (gpGlobals->curtime - m_flAttackTime) < 5.0f;
}
//-----------------------------------------------------------------------------
// Ownership:
//-----------------------------------------------------------------------------
C_BaseTFPlayer *C_BaseObject::GetOwner()
{
return m_hBuilder;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseObject::IsOwnedByLocalPlayer() const
{
if ( !m_hBuilder )
return false;
return ( m_hBuilder == C_BaseTFPlayer::GetLocalPlayer() );
}
//-----------------------------------------------------------------------------
// Purpose: Add entity to visibile entities list
//-----------------------------------------------------------------------------
void C_BaseObject::AddEntity( void )
{
// If set to invisible, skip. Do this before resetting the entity pointer so it has
// valid data to decide whether it's visible.
if ( !ShouldDraw() )
{
return;
}
// Update the entity position
UpdatePosition();
// Yaw preview
if (m_YawPreviewState != YAW_PREVIEW_OFF)
{
// This piece of code makes it so we keep using the preview
// until we get a network update which matches the update value
if (m_YawPreviewState == YAW_PREVIEW_WAITING_FOR_UPDATE)
{
if (fmod( fabs(GetLocalAngles().y - m_fYawPreview), 360.0f) < 1.0f)
{
m_YawPreviewState = YAW_PREVIEW_OFF;
}
}
if (GetLocalOrigin().y != m_fYawPreview)
{
SetLocalAnglesDim( Y_INDEX, m_fYawPreview );
InvalidateBoneCache();
}
}
// Create flashlight effects, etc.
CreateLightEffects();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::Select( void )
{
C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer();
pPlayer->SetSelectedObject( this );
}
//-----------------------------------------------------------------------------
// Sends client commands back to the server:
//-----------------------------------------------------------------------------
void C_BaseObject::SendClientCommand( const char *pCmd )
{
char szbuf[128];
Q_snprintf( szbuf, sizeof( szbuf ), "objcmd %d %s", entindex(), pCmd );
engine->ClientCmd(szbuf);
}
//-----------------------------------------------------------------------------
// Purpose: Get a text description for the object target
//-----------------------------------------------------------------------------
const char *C_BaseObject::GetTargetDescription( void ) const
{
return GetStatusName();
}
//-----------------------------------------------------------------------------
// Purpose: Get a text description for the object target (more verbose)
//-----------------------------------------------------------------------------
char *C_BaseObject::GetIDString( void )
{
m_szIDString[0] = 0;
RecalculateIDString();
return m_szIDString;
}
//-----------------------------------------------------------------------------
// It's a valid ID target when it's building
//-----------------------------------------------------------------------------
bool C_BaseObject::IsValidIDTarget( void )
{
return InSameTeam( C_BaseTFPlayer::GetLocalPlayer() ) && m_bBuilding;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::RecalculateIDString( void )
{
// Subclasses may have filled this out with a string
if ( !m_szIDString[0] )
{
Q_strncpy( m_szIDString, GetTargetDescription(), sizeof(m_szIDString) );
}
// Have I taken damage?
if ( m_iHealth < m_iMaxHealth )
{
char szHealth[ MAX_ID_STRING ];
if ( IsDeteriorating() )
{
Q_snprintf( szHealth, sizeof(szHealth), "\nBUILDER LOST, DETERIORATING... %.0f percent", ceil(((float)m_iHealth / (float)m_iMaxHealth) * 100) );
}
else if ( m_bBuilding )
{
Q_snprintf( szHealth, sizeof(szHealth), "\nConstruction at %.0f percent\nHealth at %.0f percent", (m_flPercentageConstructed * 100), ceil(((float)m_iHealth / (float)m_iMaxHealth) * 100) );
}
else
{
Q_snprintf( szHealth, sizeof(szHealth), "\nHealth at %.0f percent", ceil(((float)m_iHealth / (float)m_iMaxHealth) * 100) );
}
Q_strncat( m_szIDString, szHealth, sizeof(m_szIDString), COPY_ALL_CHARACTERS );
}
if ( m_bHasSapper )
{
Q_strncat( m_szIDString, "\nUse it to remove the attached enemy object", sizeof(m_szIDString), COPY_ALL_CHARACTERS );
}
// If it's deteriorating, and I can buy it, tell me
C_BaseTFPlayer *pLocalPlayer = C_BaseTFPlayer::GetLocalPlayer();
if ( IsDeteriorating() && pLocalPlayer && ClassCanBuild( pLocalPlayer->PlayerClass(), GetType() ) )
{
char szBuy[ MAX_ID_STRING ];
int iCost = CalculateObjectCost( GetType(), pLocalPlayer->GetNumObjects( GetType() ), pLocalPlayer->GetTeamNumber() );
Q_snprintf( szBuy, sizeof(szBuy), "\nBUY THIS OBJECT FOR %d RESOURCES", iCost );
Q_strncat( m_szIDString, szBuy, sizeof(m_szIDString), COPY_ALL_CHARACTERS );
}
}
//-----------------------------------------------------------------------------
// Purpose: Effects created when the object's running
//-----------------------------------------------------------------------------
void C_BaseObject::DrawRunningEffects( void )
{
if ( !GetMaxHealth() )
return;
// Get the overall damage percentage
float flDamaged = 1.0 - ((float)GetHealth() / (float)GetMaxHealth());
// Damage attachment points
int iSmokeAttachment, iSparkAttachment;
Vector vecSmoke, vecSpark, vecSmokeDir, dir;
QAngle angSmoke, angSpark;
// Look for damage points
iSmokeAttachment = LookupRandomAttachment( "r_smoke" );
// Get the points
if ( GetAttachment( iSmokeAttachment, vecSmoke, angSmoke ) )
{
AngleVectors( angSmoke, &vecSmokeDir);
float r, g, b;
r = g = b = random->RandomFloat( 16, 92 );
// Smoke
CSmartPtr<CObjectSmokeParticles> pSmokeEmitter = CObjectSmokeParticles::Create( "DrawRunningEffects 1" );
pSmokeEmitter->SetSortOrigin( vecSmoke );
ObjectSmokeParticle *pParticle = (ObjectSmokeParticle *) pSmokeEmitter->AddParticle( sizeof(ObjectSmokeParticle), g_Mat_DustPuff[1], vecSmoke );
if ( pParticle )
{
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f );
pParticle->m_uchStartSize = random->RandomFloat( 2, 3 );
pParticle->m_uchEndSize = random->RandomFloat( 5, 10 );
dir[0] = vecSmokeDir[0] + random->RandomFloat( -0.1f, 0.1f );
dir[1] = vecSmokeDir[1] + random->RandomFloat( -0.1f, 0.1f );
dir[2] = vecSmokeDir[2] + random->RandomFloat( -0.1f, 0.1f );
pParticle->m_vecVelocity = dir * random->RandomFloat( 30.0f, 40.0f );
pParticle->m_uchStartAlpha = random->RandomFloat( 128,255 );
pParticle->m_uchEndAlpha = 0;
pParticle->m_flRoll = random->RandomFloat( 180, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -1, 1 );
pParticle->m_uchColor[0] = r;
pParticle->m_uchColor[1] = g;
pParticle->m_uchColor[2] = b;
pParticle->m_vecAcceleration = Vector(0,0,10);
}
}
// Sparks
for ( float flSparks = flDamaged - 0.3; flSparks > 0; flSparks -= 0.3 )
{
// Get random spark attachment point
iSparkAttachment = LookupRandomAttachment( "r_spark" );
if ( GetAttachment( iSparkAttachment, vecSpark, angSpark ) )
{
g_pEffects->Sparks( vecSpark );
}
}
m_flNextEffect = gpGlobals->curtime + random->RandomFloat( 0.05, 0.1 );
}
//-----------------------------------------------------------------------------
// Purpose: Effects created while the object's building itself
//-----------------------------------------------------------------------------
void C_BaseObject::DrawBuildEffects( void )
{
m_flNextEffect = gpGlobals->curtime + 10;
}
//-----------------------------------------------------------------------------
// Purpose: Effects created when the object's damaged
//-----------------------------------------------------------------------------
void C_BaseObject::DrawDamageEffects( void )
{
if ( !GetMaxHealth() )
return;
// Get the overall damage percentage
float flDamaged = 1.0 - ((float)GetHealth() / (float)GetMaxHealth());
// Damage attachment points
int iSmokeAttachment, iFireAttachment, iSparkAttachment;
Vector vecSmoke, vecFire, vecSpark, vecSmokeDir, dir;
QAngle angSmoke, angFire, angSpark;
// HACK: Calculate a random origin
// This can go away when we require all objects to have damage attachment points
Vector vecOrigin;
CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &vecOrigin );
// Look for damage points
iSmokeAttachment = LookupRandomAttachment( "d_smoke" );
iFireAttachment = LookupRandomAttachment( "d_fire" );
// Get the points, and if we can't find 'em, use the random origin
if ( GetAttachment( iSmokeAttachment, vecSmoke, angSmoke ) )
{
AngleVectors( angSmoke, &vecSmokeDir );
}
else
{
vecSmoke = vecOrigin;
vecSmokeDir = Vector(0,0,1);
}
if ( !GetAttachment( iFireAttachment, vecFire, angFire ) )
{
vecFire = vecOrigin;
angFire = QAngle(0,0,0);
}
float r, g, b;
r = g = b = random->RandomFloat( 16, 92 );
// Smoke
CSmartPtr<CSimpleEmitter> pSmokeEmitter = CSimpleEmitter::Create( "DrawDamageEffects 1" );
pSmokeEmitter->SetSortOrigin( vecSmoke );
SimpleParticle *pParticle = (SimpleParticle *) pSmokeEmitter->AddParticle( sizeof(SimpleParticle), g_Mat_DustPuff[1], vecSmoke );
if ( pParticle )
{
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f );
pParticle->m_uchStartSize = MAX( 1, 20 * flDamaged );
pParticle->m_uchEndSize = MAX( 10, 80 * flDamaged );
dir[0] = vecSmokeDir[0] + random->RandomFloat( -0.2f, 0.2f );
dir[1] = vecSmokeDir[1] + random->RandomFloat( -0.2f, 0.2f );
dir[2] = vecSmokeDir[2] + random->RandomFloat( -0.2f, 0.2f );
pParticle->m_vecVelocity = dir * random->RandomFloat( 60.0f, 80.0f );
pParticle->m_uchStartAlpha = 255;
pParticle->m_uchEndAlpha = 0;
pParticle->m_flRoll = random->RandomFloat( 180, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -1, 1 );
pParticle->m_uchColor[0] = r;
pParticle->m_uchColor[1] = g;
pParticle->m_uchColor[2] = b;
}
// If we're really hurt, start burning
if ( flDamaged > 0.25 )
{
CSmartPtr<CObjectFireParticles> pFireEmitter = CObjectFireParticles::Create( "DrawDamageEffects 1" );
pFireEmitter->SetSortOrigin( vecFire );
PMaterialHandle hSphereMaterial = pFireEmitter->GetPMaterial( "sprites/floorflame" );
ObjectFireParticle *pParticle = (ObjectFireParticle *) pFireEmitter->AddParticle( sizeof(ObjectFireParticle), hSphereMaterial, vecFire );
if ( pParticle )
{
pParticle->m_hParent = this;
pParticle->m_iAttachmentPoint = iFireAttachment;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = 1.0;
pParticle->m_uchStartSize = MAX( 5, 30 * (flDamaged - 0.25) );
pParticle->m_uchEndSize = pParticle->m_uchStartSize;
pParticle->m_vecVelocity = Vector(0,0,1);
pParticle->m_uchStartAlpha = 255;
pParticle->m_uchEndAlpha = 255;
pParticle->m_flRoll = 0;
pParticle->m_flRollDelta = 0;
}
}
// Sparks
for ( float flSparks = flDamaged - 0.3; flSparks > 0; flSparks -= 0.3 )
{
// Get random spark attachment point
iSparkAttachment = LookupRandomAttachment( "d_spark" );
if ( !GetAttachment( iSparkAttachment, vecSpark, angSpark ) )
{
vecSpark = vecOrigin;
angSpark = QAngle(0,0,0);
}
g_pEffects->Sparks( vecSpark );
}
m_flNextEffect = gpGlobals->curtime + random->RandomFloat( 0.2, 0.5 );
}
//============================================================================================================
// POWER PROXY
//============================================================================================================
class CObjectPowerProxy : public CResultProxy
{
public:
bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
void OnBind( void *pC_BaseEntity );
private:
CFloatInput m_Factor;
};
bool CObjectPowerProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
if (!CResultProxy::Init( pMaterial, pKeyValues ))
return false;
if (!m_Factor.Init( pMaterial, pKeyValues, "scale", 1 ))
return false;
return true;
}
void CObjectPowerProxy::OnBind( void *pRenderable )
{
// Find the view angle between the player and this entity....
IClientRenderable *pRend = (IClientRenderable *)pRenderable;
C_BaseEntity *pEntity = pRend->GetIClientUnknown()->GetBaseEntity();
C_BaseObject *pObject = dynamic_cast<C_BaseObject*>(pEntity);
if (!pObject)
return;
int iPowered = pObject->IsPowered();
SetFloatResult( iPowered * m_Factor.GetFloat() );
}
EXPOSE_INTERFACE( CObjectPowerProxy, IMaterialProxy, "ObjectPower" IMATERIAL_PROXY_INTERFACE_VERSION );
//-----------------------------------------------------------------------------
// Control screen
//-----------------------------------------------------------------------------
class CBasicControlPanel : public CObjectControlPanel
{
DECLARE_CLASS( CBasicControlPanel, CObjectControlPanel );
public:
CBasicControlPanel( vgui::Panel *parent, const char *panelName );
};
DECLARE_VGUI_SCREEN_FACTORY( CBasicControlPanel, "basic_control_panel" );
//-----------------------------------------------------------------------------
// Constructor:
//-----------------------------------------------------------------------------
CBasicControlPanel::CBasicControlPanel( vgui::Panel *parent, const char *panelName )
: BaseClass( parent, "CBasicControlPanel" )
{
}