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:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "hud.h"
#include "in_buttons.h"
#include "beamdraw.h"
#include "c_weapon__stubs.h"
#include "clienteffectprecachesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectGravityGun )
CLIENTEFFECT_MATERIAL( "sprites/physbeam" )
CLIENTEFFECT_REGISTER_END()
class C_BeamQuadratic : public CDefaultClientRenderable
{
public:
C_BeamQuadratic();
void Update( C_BaseEntity *pOwner );
// IClientRenderable
virtual const Vector& GetRenderOrigin( void ) { return m_worldPosition; }
virtual const QAngle& GetRenderAngles( void ) { return vec3_angle; }
virtual bool ShouldDraw( void ) { return true; }
virtual bool IsTransparent( void ) { return true; }
virtual bool ShouldReceiveProjectedTextures( int flags ) { return false; }
virtual int DrawModel( int flags );
// Returns the bounds relative to the origin (render bounds)
virtual void GetRenderBounds( Vector& mins, Vector& maxs )
{
// bogus. But it should draw if you can see the end point
mins.Init(-32,-32,-32);
maxs.Init(32,32,32);
}
C_BaseEntity *m_pOwner;
Vector m_targetPosition;
Vector m_worldPosition;
int m_active;
int m_glueTouching;
int m_viewModelIndex;
};
class C_WeaponGravityGun : public C_BaseCombatWeapon
{
DECLARE_CLASS( C_WeaponGravityGun, C_BaseCombatWeapon );
public:
C_WeaponGravityGun() {}
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding )
{
if ( gHUD.m_iKeyBits & IN_ATTACK )
{
switch ( keynum )
{
case MOUSE_WHEEL_UP:
gHUD.m_iKeyBits |= IN_WEAPON1;
return 0;
case MOUSE_WHEEL_DOWN:
gHUD.m_iKeyBits |= IN_WEAPON2;
return 0;
}
}
// Allow engine to process
return BaseClass::KeyInput( down, keynum, pszCurrentBinding );
}
void OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
m_beam.Update( this );
}
private:
C_WeaponGravityGun( const C_WeaponGravityGun & );
C_BeamQuadratic m_beam;
};
STUB_WEAPON_CLASS_IMPLEMENT( weapon_physgun, C_WeaponGravityGun );
IMPLEMENT_CLIENTCLASS_DT( C_WeaponGravityGun, DT_WeaponGravityGun, CWeaponGravityGun )
RecvPropVector( RECVINFO_NAME(m_beam.m_targetPosition,m_targetPosition) ),
RecvPropVector( RECVINFO_NAME(m_beam.m_worldPosition, m_worldPosition) ),
RecvPropInt( RECVINFO_NAME(m_beam.m_active, m_active) ),
RecvPropInt( RECVINFO_NAME(m_beam.m_glueTouching, m_glueTouching) ),
RecvPropInt( RECVINFO_NAME(m_beam.m_viewModelIndex, m_viewModelIndex) ),
END_RECV_TABLE()
C_BeamQuadratic::C_BeamQuadratic()
{
m_pOwner = NULL;
}
void C_BeamQuadratic::Update( C_BaseEntity *pOwner )
{
m_pOwner = pOwner;
if ( m_active )
{
if ( m_hRenderHandle == INVALID_CLIENT_RENDER_HANDLE )
{
ClientLeafSystem()->AddRenderable( this, RENDER_GROUP_TRANSLUCENT_ENTITY );
}
else
{
ClientLeafSystem()->RenderableChanged( m_hRenderHandle );
}
}
else if ( !m_active && m_hRenderHandle != INVALID_CLIENT_RENDER_HANDLE )
{
ClientLeafSystem()->RemoveRenderable( m_hRenderHandle );
}
}
int C_BeamQuadratic::DrawModel( int )
{
Vector points[3];
QAngle tmpAngle;
if ( !m_active )
return 0;
C_BaseEntity *pEnt = cl_entitylist->GetEnt( m_viewModelIndex );
if ( !pEnt )
return 0;
pEnt->GetAttachment( 1, points[0], tmpAngle );
points[1] = 0.5 * (m_targetPosition + points[0]);
// a little noise 11t & 13t should be somewhat non-periodic looking
//points[1].z += 4*sin( gpGlobals->curtime*11 ) + 5*cos( gpGlobals->curtime*13 );
points[2] = m_worldPosition;
IMaterial *pMat = materials->FindMaterial( "sprites/physbeam", TEXTURE_GROUP_CLIENT_EFFECTS );
Vector color;
if ( m_glueTouching )
{
color.Init(1,0,0);
}
else
{
color.Init(1,1,1);
}
float scrollOffset = gpGlobals->curtime - (int)gpGlobals->curtime;
materials->Bind( pMat );
DrawBeamQuadratic( points[0], points[1], points[2], 13, color, scrollOffset );
return 1;
}