//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "c_basehlcombatweapon.h" #include "iviewrender_beams.h" #include "beam_shared.h" #include "c_weapon__stubs.h" #include "materialsystem/imaterial.h" #include "clienteffectprecachesystem.h" #include "beamdraw.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectStunstick ) CLIENTEFFECT_MATERIAL( "effects/stunstick" ) CLIENTEFFECT_REGISTER_END() class C_WeaponStunStick : public C_BaseHLBludgeonWeapon { DECLARE_CLASS( C_WeaponStunStick, C_BaseHLBludgeonWeapon ); public: DECLARE_CLIENTCLASS(); DECLARE_PREDICTABLE(); int DrawModel( int flags ) { //FIXME: This sucks, but I can't easily create temp ents... if ( m_bActive ) { Vector vecOrigin; QAngle vecAngles; float color[3]; color[0] = color[1] = color[2] = random->RandomFloat( 0.1f, 0.2f ); GetAttachment( 1, vecOrigin, vecAngles ); Vector vForward; AngleVectors( vecAngles, &vForward ); Vector vEnd = vecOrigin - vForward * 1.0f; IMaterial *pMaterial = materials->FindMaterial( "effects/stunstick", NULL, false ); CMatRenderContextPtr pRenderContext( materials ); pRenderContext->Bind( pMaterial ); DrawHalo( pMaterial, vEnd, random->RandomFloat( 4.0f, 6.0f ), color ); color[0] = color[1] = color[2] = random->RandomFloat( 0.9f, 1.0f ); DrawHalo( pMaterial, vEnd, random->RandomFloat( 2.0f, 3.0f ), color ); } return BaseClass::DrawModel( flags ); } // Do part of our effect void ClientThink( void ) { // Update our effects if ( m_bActive && gpGlobals->frametime != 0.0f && ( random->RandomInt( 0, 5 ) == 0 ) ) { Vector vecOrigin; QAngle vecAngles; GetAttachment( 1, vecOrigin, vecAngles ); Vector vForward; AngleVectors( vecAngles, &vForward ); Vector vEnd = vecOrigin - vForward * 1.0f; // Inner beams BeamInfo_t beamInfo; beamInfo.m_vecStart = vEnd; Vector offset = RandomVector( -6, 2 ); offset += Vector(2,2,2); beamInfo.m_vecEnd = vecOrigin + offset; beamInfo.m_pStartEnt= cl_entitylist->GetEnt( BEAMENT_ENTITY( entindex() ) ); beamInfo.m_pEndEnt = cl_entitylist->GetEnt( BEAMENT_ENTITY( entindex() ) ); beamInfo.m_nStartAttachment = 1; beamInfo.m_nEndAttachment = 2; beamInfo.m_nType = TE_BEAMTESLA; beamInfo.m_pszModelName = "sprites/physbeam.vmt"; beamInfo.m_flHaloScale = 0.0f; beamInfo.m_flLife = 0.01f; beamInfo.m_flWidth = random->RandomFloat( 0.5f, 2.0f ); beamInfo.m_flEndWidth = 0; beamInfo.m_flFadeLength = 0.0f; beamInfo.m_flAmplitude = random->RandomFloat( 1, 2 ); beamInfo.m_flBrightness = 255.0; beamInfo.m_flSpeed = 0.0; beamInfo.m_nStartFrame = 0.0; beamInfo.m_flFrameRate = 1.0f; beamInfo.m_flRed = 255.0f;; beamInfo.m_flGreen = 255.0f; beamInfo.m_flBlue = 255.0f; beamInfo.m_nSegments = 8; beamInfo.m_bRenderable = true; beamInfo.m_nFlags = (FBEAM_ONLYNOISEONCE|FBEAM_SHADEOUT); beams->CreateBeamPoints( beamInfo ); } } void OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType ); if ( updateType == DATA_UPDATE_CREATED ) { SetNextClientThink( CLIENT_THINK_ALWAYS ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void StartStunEffect( void ) { //TODO: Play startup sound } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void StopStunEffect( void ) { //TODO: Play shutdown sound } //----------------------------------------------------------------------------- // Purpose: // Output : RenderGroup_t //----------------------------------------------------------------------------- RenderGroup_t GetRenderGroup( void ) { return RENDER_GROUP_TRANSLUCENT_ENTITY; } private: CNetworkVar( bool, m_bActive ); }; //----------------------------------------------------------------------------- // Purpose: // Input : *pData - // *pStruct - // *pOut - //----------------------------------------------------------------------------- void RecvProxy_StunActive( const CRecvProxyData *pData, void *pStruct, void *pOut ) { bool state = *((bool *)&pData->m_Value.m_Int); C_WeaponStunStick *pWeapon = (C_WeaponStunStick *) pStruct; if ( state ) { // Turn on the effect pWeapon->StartStunEffect(); } else { // Turn off the effect pWeapon->StopStunEffect(); } *(bool *)pOut = state; } STUB_WEAPON_CLASS_IMPLEMENT( weapon_stunstick, C_WeaponStunStick ); IMPLEMENT_CLIENTCLASS_DT( C_WeaponStunStick, DT_WeaponStunStick, CWeaponStunStick ) RecvPropInt( RECVINFO(m_bActive), 0, RecvProxy_StunActive ), END_RECV_TABLE()