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