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: Fizzle effects for portal.
//
//=============================================================================//
#include "cbase.h"
#include "clienteffectprecachesystem.h"
#include "fx.h"
#include "fx_sparks.h"
#include "iefx.h"
#include "c_te_effect_dispatch.h"
#include "particles_ez.h"
#include "decals.h"
#include "engine/IEngineSound.h"
#include "fx_quad.h"
#include "engine/ivdebugoverlay.h"
#include "shareddefs.h"
#include "portal_shareddefs.h"
#include "effect_color_tables.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class C_PortalBlast : public C_BaseEntity
{
DECLARE_CLASS( C_PortalBlast, C_BaseAnimating );
public:
static void Create( bool bIsPortal2, PortalPlacedByType ePlacedBy, const Vector &vStart, const Vector &vEnd, const QAngle &qAngles, float fDeathTime );
void Init( bool bIsPortal2, PortalPlacedByType ePlacedBy, const Vector &vStart, const Vector &vEnd, const QAngle &qAngles, float fDeathTime );
virtual void ClientThink( void );
private:
Vector m_ptCreationPoint;
Vector m_ptDeathPoint;
Vector m_ptAimPoint;
float m_fCreationTime;
float m_fDeathTime;
};
void C_PortalBlast::Create( bool bIsPortal2, PortalPlacedByType ePlacedBy, const Vector &vStart, const Vector &vEnd, const QAngle &qAngles, float fDeathTime )
{
C_PortalBlast *pPortalBlast = new C_PortalBlast;
pPortalBlast->Init( bIsPortal2, ePlacedBy, vStart, vEnd, qAngles, fDeathTime );
}
void C_PortalBlast::Init( bool bIsPortal2, PortalPlacedByType ePlacedBy, const Vector &vStart, const Vector &vEnd, const QAngle &qAngles, float fDeathTime )
{
ClientEntityList().AddNonNetworkableEntity( this );
ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_ALWAYS );
AddToLeafSystem( RENDER_GROUP_OPAQUE_ENTITY );
SetThink( &C_PortalBlast::ClientThink );
SetNextClientThink( CLIENT_THINK_ALWAYS );
m_ptCreationPoint = vStart;
m_ptDeathPoint = vEnd;
SetAbsOrigin( m_ptCreationPoint );
m_fCreationTime = gpGlobals->curtime;
m_fDeathTime = fDeathTime;
if ( m_fDeathTime - 0.1f < m_fCreationTime )
{
m_fDeathTime = m_fCreationTime + 0.1f;
}
Vector vForward;
AngleVectors( qAngles, &vForward );
m_ptAimPoint = m_ptCreationPoint + vForward * m_ptCreationPoint.DistTo( m_ptDeathPoint );
if ( ePlacedBy == PORTAL_PLACED_BY_PLAYER )
ParticleProp()->Create( ( ( bIsPortal2 ) ? ( "portal_2_projectile_stream" ) : ( "portal_1_projectile_stream" ) ), PATTACH_ABSORIGIN_FOLLOW );
else
ParticleProp()->Create( ( ( bIsPortal2 ) ? ( "portal_2_projectile_stream_pedestal" ) : ( "portal_1_projectile_stream_pedestal" ) ), PATTACH_ABSORIGIN_FOLLOW );
}
void C_PortalBlast::ClientThink( void )
{
if ( m_fCreationTime == 0.0f && m_fDeathTime == 0.0f )
{
// Die!
Remove();
return;
}
float fT = ( gpGlobals->curtime - m_fCreationTime ) / ( m_fDeathTime - m_fCreationTime );
if ( fT >= 1.0f )
{
// Ready to die! But we want one more frame in the final position
SetAbsOrigin( m_ptDeathPoint );
m_fCreationTime = 0.0f;
m_fDeathTime = 0.0f;
return;
}
// Set the interpolated position
Vector vTarget = m_ptAimPoint * ( 1.0f - fT ) + m_ptDeathPoint * fT;
SetAbsOrigin( m_ptCreationPoint * ( 1.0f - fT ) + vTarget * fT );
}
void PortalBlastCallback( const CEffectData & data )
{
C_PortalBlast::Create( ( data.m_nColor == 1 ) ? ( false ) : ( true ), (PortalPlacedByType)data.m_nDamageType, data.m_vOrigin, data.m_vStart, data.m_vAngles, data.m_flScale );
}
DECLARE_CLIENT_EFFECT( "PortalBlast", PortalBlastCallback );