Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

1112 lines
33 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "c_portal_player.h"
#include "c_te_effect_dispatch.h"
#include "iviewrender_beams.h"
#include "model_types.h"
#include "fx_interpvalue.h"
#include "clienteffectprecachesystem.h"
#include "bone_setup.h"
#include "c_rumble.h"
#include "rumble_shared.h"
#include "weapon_portalgun_shared.h"
#define SPRITE_SCALE 128.0f
ConVar cl_portalgun_effects_min_alpha ("cl_portalgun_effects_min_alpha", "96", FCVAR_CLIENTDLL );
ConVar cl_portalgun_effects_max_alpha ("cl_portalgun_effects_max_alpha", "128", FCVAR_CLIENTDLL );
ConVar cl_portalgun_effects_min_size ("cl_portalgun_effects_min_size", "3.0", FCVAR_CLIENTDLL );
ConVar cl_portalgun_beam_size ("cl_portalgun_beam_size", "0.04", FCVAR_CLIENTDLL );
// HACK HACK! Used to make the gun visually change when going through a cleanser!
//ConVar cl_portalgun_effects_max_size ("cl_portalgun_effects_max_size", "2.5", FCVAR_REPLICATED );
//Precahce the effects
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectPortalgun )
CLIENTEFFECT_MATERIAL( PORTALGUN_BEAM_SPRITE )
CLIENTEFFECT_MATERIAL( PORTALGUN_BEAM_SPRITE_NOZ )
CLIENTEFFECT_MATERIAL( PORTALGUN_GLOW_SPRITE )
CLIENTEFFECT_MATERIAL( PORTALGUN_ENDCAP_SPRITE )
CLIENTEFFECT_MATERIAL( PORTALGUN_GRAV_ACTIVE_GLOW )
CLIENTEFFECT_MATERIAL( PORTALGUN_PORTAL1_FIRED_LAST_GLOW )
CLIENTEFFECT_MATERIAL( PORTALGUN_PORTAL2_FIRED_LAST_GLOW )
CLIENTEFFECT_MATERIAL( PORTALGUN_PORTAL_MUZZLE_GLOW_SPRITE )
CLIENTEFFECT_MATERIAL( PORTALGUN_PORTAL_TUBE_BEAM_SPRITE )
CLIENTEFFECT_REGISTER_END()
CPortalgunEffectBeam::CPortalgunEffectBeam( void )
: m_pBeam( NULL ),
m_fBrightness( 255.0f )
{}
CPortalgunEffectBeam::~CPortalgunEffectBeam( void )
{
Release();
}
void CPortalgunEffectBeam::Release( void )
{
if ( m_pBeam != NULL )
{
m_pBeam->flags = 0;
m_pBeam->die = gpGlobals->curtime - 1;
m_pBeam = NULL;
}
}
void CPortalgunEffectBeam::Init( int startAttachment, int endAttachment, CBaseEntity *pEntity, bool firstPerson )
{
if ( m_pBeam != NULL )
return;
BeamInfo_t beamInfo;
beamInfo.m_pStartEnt = pEntity;
beamInfo.m_nStartAttachment = startAttachment;
beamInfo.m_pEndEnt = pEntity;
beamInfo.m_nEndAttachment = endAttachment;
beamInfo.m_nType = TE_BEAMPOINTS;
beamInfo.m_vecStart = vec3_origin;
beamInfo.m_vecEnd = vec3_origin;
beamInfo.m_pszModelName = ( firstPerson ) ? PORTALGUN_BEAM_SPRITE_NOZ : PORTALGUN_BEAM_SPRITE;
beamInfo.m_flHaloScale = 0.0f;
beamInfo.m_flLife = 0.0f;
if ( firstPerson )
{
beamInfo.m_flWidth = 0.0f;
beamInfo.m_flEndWidth = 2.0f;
}
else
{
beamInfo.m_flWidth = 0.5f;
beamInfo.m_flEndWidth = 2.0f;
}
beamInfo.m_flFadeLength = 0.0f;
beamInfo.m_flAmplitude = 16;
beamInfo.m_flBrightness = 128.0;
beamInfo.m_flSpeed = 150.0f;
beamInfo.m_nStartFrame = 0.0;
beamInfo.m_flFrameRate = 30.0;
beamInfo.m_flRed = 255.0;
beamInfo.m_flGreen = 255.0;
beamInfo.m_flBlue = 255.0;
beamInfo.m_nSegments = 8;
beamInfo.m_bRenderable = true;
beamInfo.m_nFlags = FBEAM_FOREVER;
m_pBeam = beams->CreateBeamEntPoint( beamInfo );
if ( m_pBeam )
{
m_pBeam->m_bDrawInMainRender = false;
m_pBeam->m_bDrawInPortalRender = false;
}
}
void CPortalgunEffectBeam::SetVisibleViewModel( bool visible /*= true*/ )
{
if ( m_pBeam == NULL )
return;
m_pBeam->m_bDrawInMainRender = visible;
}
int CPortalgunEffectBeam::IsVisibleViewModel( void ) const
{
if ( m_pBeam == NULL )
return false;
return m_pBeam->m_bDrawInMainRender;
}
void CPortalgunEffectBeam::SetVisible3rdPerson( bool visible /*= true*/ )
{
if ( m_pBeam == NULL )
return;
m_pBeam->m_bDrawInPortalRender = visible;
}
int CPortalgunEffectBeam::SetVisible3rdPerson( void ) const
{
if ( m_pBeam == NULL )
return false;
return m_pBeam->m_bDrawInPortalRender;
}
void CPortalgunEffectBeam::SetBrightness( float fBrightness )
{
m_fBrightness = clamp( fBrightness, 0.0f, 255.0f );
}
void CPortalgunEffectBeam::DrawBeam( void )
{
if ( m_pBeam )
m_pBeam->DrawModel( 0 );
}
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPortalgun, DT_WeaponPortalgun )
BEGIN_NETWORK_TABLE( C_WeaponPortalgun, DT_WeaponPortalgun )
RecvPropBool( RECVINFO( m_bCanFirePortal1 ) ),
RecvPropBool( RECVINFO( m_bCanFirePortal2 ) ),
RecvPropInt( RECVINFO( m_iLastFiredPortal ) ),
RecvPropBool( RECVINFO( m_bOpenProngs ) ),
RecvPropFloat( RECVINFO( m_fCanPlacePortal1OnThisSurface ) ),
RecvPropFloat( RECVINFO( m_fCanPlacePortal2OnThisSurface ) ),
RecvPropFloat( RECVINFO( m_fEffectsMaxSize1 ) ), // HACK HACK! Used to make the gun visually change when going through a cleanser!
RecvPropFloat( RECVINFO( m_fEffectsMaxSize2 ) ),
RecvPropInt( RECVINFO( m_EffectState ) ),
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( C_WeaponPortalgun )
DEFINE_PRED_FIELD( m_bCanFirePortal1, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bCanFirePortal2, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_iLastFiredPortal, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bOpenProngs, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_fCanPlacePortal1OnThisSurface, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_fCanPlacePortal2OnThisSurface, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_EffectState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_portalgun, C_WeaponPortalgun );
PRECACHE_WEAPON_REGISTER(weapon_portalgun);
void C_WeaponPortalgun::Spawn( void )
{
Precache();
BaseClass::Spawn();
//SetThink( &C_BaseEntity::Think );
SetNextThink( gpGlobals->curtime + 0.1 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_WeaponPortalgun::StartEffects( void )
{
int i;
CBaseEntity *pModelView = ( ( GetOwner() ) ? ( ToBasePlayer( GetOwner() )->GetViewModel() ) : ( 0 ) );
CBaseEntity *pModelWorld = this;
if ( !pModelView )
{
pModelView = pModelWorld;
}
// ------------------------------------------
// Lights
// ------------------------------------------
if ( m_Parameters[PORTALGUN_GRAVLIGHT].GetMaterial() == NULL )
{
m_Parameters[PORTALGUN_GRAVLIGHT].GetScale().SetAbsolute( 0.018f * SPRITE_SCALE );
m_Parameters[PORTALGUN_GRAVLIGHT].GetAlpha().SetAbsolute( 128.0f );
m_Parameters[PORTALGUN_GRAVLIGHT].SetAttachment( pModelView->LookupAttachment( "Body_light" ) );
m_Parameters[PORTALGUN_GRAVLIGHT].SetVisible( false );
if ( m_Parameters[PORTALGUN_GRAVLIGHT].SetMaterial( PORTALGUN_GRAV_ACTIVE_GLOW ) == false )
{
// This means the texture was not found
Assert( 0 );
}
}
if ( m_Parameters[PORTALGUN_GRAVLIGHT_WORLD].GetMaterial() == NULL )
{
m_Parameters[PORTALGUN_GRAVLIGHT_WORLD].GetScale().SetAbsolute( 0.03f * SPRITE_SCALE );
m_Parameters[PORTALGUN_GRAVLIGHT_WORLD].GetAlpha().SetAbsolute( 128.0f );
m_Parameters[PORTALGUN_GRAVLIGHT_WORLD].SetAttachment( pModelWorld->LookupAttachment( "Body_light" ) );
m_Parameters[PORTALGUN_GRAVLIGHT_WORLD].SetVisible( false );
if ( m_Parameters[PORTALGUN_GRAVLIGHT_WORLD].SetMaterial( PORTALGUN_GRAV_ACTIVE_GLOW ) == false )
{
// This means the texture was not found
Assert( 0 );
}
}
if ( m_Parameters[PORTALGUN_PORTAL1LIGHT].GetMaterial() == NULL )
{
m_Parameters[PORTALGUN_PORTAL1LIGHT].GetScale().SetAbsolute( 0.018f * SPRITE_SCALE );
m_Parameters[PORTALGUN_PORTAL1LIGHT].GetAlpha().SetAbsolute( 128.0f );
m_Parameters[PORTALGUN_PORTAL1LIGHT].SetAttachment( pModelView->LookupAttachment( "Body_light" ) );
m_Parameters[PORTALGUN_PORTAL1LIGHT].SetVisible( false );
if ( m_Parameters[PORTALGUN_PORTAL1LIGHT].SetMaterial( PORTALGUN_PORTAL1_FIRED_LAST_GLOW ) == false )
{
// This means the texture was not found
Assert( 0 );
}
}
if ( m_Parameters[PORTALGUN_PORTAL1LIGHT_WORLD].GetMaterial() == NULL )
{
m_Parameters[PORTALGUN_PORTAL1LIGHT_WORLD].GetScale().SetAbsolute( 0.03f * SPRITE_SCALE );
m_Parameters[PORTALGUN_PORTAL1LIGHT_WORLD].GetAlpha().SetAbsolute( 128.0f );
m_Parameters[PORTALGUN_PORTAL1LIGHT_WORLD].SetAttachment( pModelWorld->LookupAttachment( "Body_light" ) );
m_Parameters[PORTALGUN_PORTAL1LIGHT_WORLD].SetVisible( false );
if ( m_Parameters[PORTALGUN_PORTAL1LIGHT_WORLD].SetMaterial( PORTALGUN_PORTAL1_FIRED_LAST_GLOW ) == false )
{
// This means the texture was not found
Assert( 0 );
}
}
if ( m_Parameters[PORTALGUN_PORTAL2LIGHT].GetMaterial() == NULL )
{
m_Parameters[PORTALGUN_PORTAL2LIGHT].GetScale().SetAbsolute( 0.018f * SPRITE_SCALE );
m_Parameters[PORTALGUN_PORTAL2LIGHT].GetAlpha().SetAbsolute( 128.0f );
m_Parameters[PORTALGUN_PORTAL2LIGHT].SetAttachment( pModelView->LookupAttachment( "Body_light" ) );
m_Parameters[PORTALGUN_PORTAL2LIGHT].SetVisible( false );
if ( m_Parameters[PORTALGUN_PORTAL2LIGHT].SetMaterial( PORTALGUN_PORTAL2_FIRED_LAST_GLOW ) == false )
{
// This means the texture was not found
Assert( 0 );
}
}
if ( m_Parameters[PORTALGUN_PORTAL2LIGHT_WORLD].GetMaterial() == NULL )
{
m_Parameters[PORTALGUN_PORTAL2LIGHT_WORLD].GetScale().SetAbsolute( 0.03f * SPRITE_SCALE );
m_Parameters[PORTALGUN_PORTAL2LIGHT_WORLD].GetAlpha().SetAbsolute( 128.0f );
m_Parameters[PORTALGUN_PORTAL2LIGHT_WORLD].SetAttachment( pModelWorld->LookupAttachment( "Body_light" ) );
m_Parameters[PORTALGUN_PORTAL2LIGHT_WORLD].SetVisible( false );
if ( m_Parameters[PORTALGUN_PORTAL2LIGHT_WORLD].SetMaterial( PORTALGUN_PORTAL2_FIRED_LAST_GLOW ) == false )
{
// This means the texture was not found
Assert( 0 );
}
}
// ------------------------------------------
// Glows
// ------------------------------------------
const char *attachNamesGlow[NUM_GLOW_SPRITES] =
{
"Arm1_attach1",
"Arm1_attach2",
"Arm2_attach1",
"Arm2_attach2",
"Arm3_attach1",
"Arm3_attach2"
};
//Create the view glow sprites
for ( i = PORTALGUN_GLOW1; i < (PORTALGUN_GLOW1+NUM_GLOW_SPRITES); i++ )
{
if ( m_Parameters[i].GetMaterial() != NULL )
continue;
m_Parameters[i].GetScale().SetAbsolute( 0.05f * SPRITE_SCALE );
m_Parameters[i].GetAlpha().SetAbsolute( 24.0f );
// Different for different views
m_Parameters[i].SetAttachment( pModelView->LookupAttachment( attachNamesGlow[i-PORTALGUN_GLOW1] ) );
m_Parameters[i].SetColor( Vector( 255, 128, 0 ) );
m_Parameters[i].SetVisible( false );
if ( m_Parameters[i].SetMaterial( PORTALGUN_GLOW_SPRITE ) == false )
{
// This means the texture was not found
Assert( 0 );
}
}
//Create the world glow sprites
for ( i = PORTALGUN_GLOW1_WORLD; i < (PORTALGUN_GLOW1_WORLD+NUM_GLOW_SPRITES_WORLD); i++ )
{
if ( m_Parameters[i].GetMaterial() != NULL )
continue;
m_Parameters[i].GetScale().SetAbsolute( 0.1f * SPRITE_SCALE );
m_Parameters[i].GetAlpha().SetAbsolute( 24.0f );
// Different for different views
m_Parameters[i].SetAttachment( pModelWorld->LookupAttachment( attachNamesGlow[i-PORTALGUN_GLOW1_WORLD] ) );
m_Parameters[i].SetColor( Vector( 255, 128, 0 ) );
m_Parameters[i].SetVisible( false );
if ( m_Parameters[i].SetMaterial( PORTALGUN_GLOW_SPRITE ) == false )
{
// This means the texture was not found
Assert( 0 );
}
}
// ------------------------------------------
// End caps
// ------------------------------------------
const char *attachNamesEndCap[NUM_ENDCAP_SPRITES] =
{
"Arm1_attach3",
"Arm2_attach3",
"Arm3_attach3",
};
//Create the endcap sprites
for ( i = PORTALGUN_ENDCAP1; i < (PORTALGUN_ENDCAP1+NUM_ENDCAP_SPRITES); i++ )
{
if ( m_Parameters[i].GetMaterial() != NULL )
continue;
m_Parameters[i].GetScale().SetAbsolute( 0.02f * SPRITE_SCALE );
m_Parameters[i].GetAlpha().SetAbsolute( 128.0f );
m_Parameters[i].SetAttachment( pModelView->LookupAttachment( attachNamesEndCap[i-PORTALGUN_ENDCAP1] ) );
m_Parameters[i].SetVisible( false );
if ( m_Parameters[i].SetMaterial( PORTALGUN_ENDCAP_SPRITE ) == false )
{
// This means the texture was not found
Assert( 0 );
}
}
//Create the world endcap sprites
for ( i = PORTALGUN_ENDCAP1_WORLD; i < (PORTALGUN_ENDCAP1_WORLD+NUM_ENDCAP_SPRITES_WORLD); i++ )
{
if ( m_Parameters[i].GetMaterial() != NULL )
continue;
m_Parameters[i].GetScale().SetAbsolute( 0.04f * SPRITE_SCALE );
m_Parameters[i].GetAlpha().SetAbsolute( 128.0f );
m_Parameters[i].SetAttachment( pModelWorld->LookupAttachment( attachNamesEndCap[i-PORTALGUN_ENDCAP1_WORLD] ) );
m_Parameters[i].SetVisible( false );
if ( m_Parameters[i].SetMaterial( PORTALGUN_ENDCAP_SPRITE ) == false )
{
// This means the texture was not found
Assert( 0 );
}
}
// ------------------------------------------
// Internals
// ------------------------------------------
//Create the muzzle glow sprites
i = PORTALGUN_MUZZLE_GLOW;
if ( m_Parameters[i].GetMaterial() == NULL )
{
m_Parameters[i].GetScale().SetAbsolute( 0.025f * SPRITE_SCALE );
m_Parameters[i].GetAlpha().SetAbsolute( 64.0f );
m_Parameters[i].SetAttachment( pModelView->LookupAttachment( "Inside_effects" ) );
m_Parameters[i].SetVisible( false );
if ( m_Parameters[i].SetMaterial( PORTALGUN_PORTAL_MUZZLE_GLOW_SPRITE ) == false )
{
// This means the texture was not found
Assert( 0 );
}
}
//Create the world muzzle glow sprites
i = PORTALGUN_MUZZLE_GLOW_WORLD;
if ( m_Parameters[i].GetMaterial() == NULL )
{
m_Parameters[i].GetScale().SetAbsolute( 0.025f * SPRITE_SCALE );
m_Parameters[i].GetAlpha().SetAbsolute( 64.0f );
m_Parameters[i].SetAttachment( pModelWorld->LookupAttachment( "Inside_effects" ) );
m_Parameters[i].SetVisible( false );
if ( m_Parameters[i].SetMaterial( PORTALGUN_PORTAL_MUZZLE_GLOW_SPRITE ) == false )
{
// This means the texture was not found
Assert( 0 );
}
}
// ------------------------------------------
// Tube sprites
// ------------------------------------------
const char *attachNamesTubeBeam[NUM_TUBE_BEAM_SPRITES] =
{
"Beam_point1",
"Beam_point2",
"Beam_point3",
"Beam_point4",
"Beam_point5",
};
//Create the tube beam sprites
for ( i = PORTALGUN_TUBE_BEAM1; i < (PORTALGUN_TUBE_BEAM1+NUM_TUBE_BEAM_SPRITES); i++ )
{
if ( m_Parameters[i].GetMaterial() == NULL )
{
m_Parameters[i].GetScale().SetAbsolute( cl_portalgun_beam_size.GetFloat() * SPRITE_SCALE );
m_Parameters[i].GetAlpha().SetAbsolute( 255.0f );
m_Parameters[i].SetAttachment( pModelView->LookupAttachment( attachNamesTubeBeam[i-PORTALGUN_TUBE_BEAM1] ) );
m_Parameters[i].SetVisible( false );
if ( m_Parameters[i].SetMaterial( PORTALGUN_PORTAL_TUBE_BEAM_SPRITE ) == false )
{
// This means the texture was not found
Assert( 0 );
}
}
}
//Create the world tube beam sprites
for ( i = PORTALGUN_TUBE_BEAM1_WORLD; i < (PORTALGUN_TUBE_BEAM1_WORLD+NUM_TUBE_BEAM_SPRITES_WORLD); i++ )
{
if ( m_Parameters[i].GetMaterial() == NULL )
{
m_Parameters[i].GetScale().SetAbsolute( cl_portalgun_beam_size.GetFloat() * SPRITE_SCALE );
m_Parameters[i].GetAlpha().SetAbsolute( 255.0f );
m_Parameters[i].SetAttachment( pModelView->LookupAttachment( attachNamesTubeBeam[i-PORTALGUN_TUBE_BEAM1_WORLD] ) );
m_Parameters[i].SetVisible( false );
if ( m_Parameters[i].SetMaterial( PORTALGUN_PORTAL_TUBE_BEAM_SPRITE ) == false )
{
// This means the texture was not found
Assert( 0 );
}
}
}
// ------------------------------------------
// Beams
// ------------------------------------------
// Setup the beams
int iBeam = 0;
if ( pModelView != pModelWorld )
{
m_Beams[iBeam++].Init( pModelView->LookupAttachment( "Arm1_attach3" ), pModelView->LookupAttachment( "muzzle" ), pModelView, true );
m_Beams[iBeam++].Init( pModelView->LookupAttachment( "Arm2_attach3" ), pModelView->LookupAttachment( "muzzle" ), pModelView, true );
m_Beams[iBeam++].Init( pModelView->LookupAttachment( "Arm3_attach3" ), pModelView->LookupAttachment( "muzzle" ), pModelView, true );
}
else
{
iBeam += 3;
}
m_Beams[iBeam++].Init( pModelWorld->LookupAttachment( "Arm1_attach3" ), pModelWorld->LookupAttachment( "muzzle" ), pModelWorld, false );
m_Beams[iBeam++].Init( pModelWorld->LookupAttachment( "Arm2_attach3" ), pModelWorld->LookupAttachment( "muzzle" ), pModelWorld, false );
m_Beams[iBeam++].Init( pModelWorld->LookupAttachment( "Arm3_attach3" ), pModelWorld->LookupAttachment( "muzzle" ), pModelWorld, false );
}
void C_WeaponPortalgun::DestroyEffects( void )
{
// Free our beams
for ( int i = 0; i < NUM_PORTALGUN_BEAMS; ++i )
{
m_Beams[i].Release();
}
// Stop everything
StopEffects();
}
//-----------------------------------------------------------------------------
// Purpose: Ready effects
//-----------------------------------------------------------------------------
void C_WeaponPortalgun::DoEffectReady( void )
{
int i;
// Turn on the glow sprites
for ( i = PORTALGUN_GLOW1; i < (PORTALGUN_GLOW1+NUM_GLOW_SPRITES); i++ )
{
m_Parameters[i].GetScale().InitFromCurrent( 0.4f * SPRITE_SCALE, 0.2f );
m_Parameters[i].GetAlpha().InitFromCurrent( 32.0f, 0.2f );
m_Parameters[i].SetVisibleViewModel();
}
for ( i = PORTALGUN_GLOW1_WORLD; i < (PORTALGUN_GLOW1_WORLD+NUM_GLOW_SPRITES_WORLD); i++ )
{
m_Parameters[i].GetScale().InitFromCurrent( 0.8f * SPRITE_SCALE, 0.4f );
m_Parameters[i].GetAlpha().InitFromCurrent( 32.0f, 0.2f );
m_Parameters[i].SetVisible3rdPerson();
}
// Turn on the endcap sprites
for ( i = PORTALGUN_ENDCAP1; i < (PORTALGUN_ENDCAP1+NUM_ENDCAP_SPRITES); i++ )
{
m_Parameters[i].SetVisible( false );
}
// Turn on the world endcap sprites
for ( i = PORTALGUN_ENDCAP1_WORLD; i < (PORTALGUN_ENDCAP1_WORLD+NUM_ENDCAP_SPRITES_WORLD); i++ )
{
m_Parameters[i].SetVisible( false );
}
// Turn on the internal sprites
i = PORTALGUN_MUZZLE_GLOW;
Vector colorMagSprites = GetEffectColor( i );
m_Parameters[i].SetColor( colorMagSprites );
m_Parameters[i].SetVisibleViewModel();
// Turn on the world internal sprites
i = PORTALGUN_MUZZLE_GLOW_WORLD;
m_Parameters[i].SetColor( colorMagSprites );
m_Parameters[i].SetVisible3rdPerson();
// Turn on the tube beam sprites
for ( i = PORTALGUN_TUBE_BEAM1; i < (PORTALGUN_TUBE_BEAM1+NUM_TUBE_BEAM_SPRITES); i++ )
{
m_Parameters[i].SetColor( colorMagSprites );
m_Parameters[i].SetVisibleViewModel();
}
// Turn on the world tube beam sprites
for ( i = PORTALGUN_TUBE_BEAM1_WORLD; i < (PORTALGUN_TUBE_BEAM1_WORLD+NUM_TUBE_BEAM_SPRITES_WORLD); i++ )
{
m_Parameters[i].SetColor( colorMagSprites );
m_Parameters[i].SetVisible3rdPerson();
}
// Turn off beams off
for ( i = 0; i < NUM_PORTALGUN_BEAMS; ++i )
{
m_Beams[i].SetVisibleViewModel( false );
m_Beams[i].SetVisible3rdPerson( false );
}
CPortal_Player* pPlayer = (CPortal_Player*)GetOwner();
if ( pPlayer )
{
RumbleEffect( RUMBLE_PHYSCANNON_OPEN, 0, RUMBLE_FLAG_STOP );
}
}
//-----------------------------------------------------------------------------
// Holding effects
//-----------------------------------------------------------------------------
void C_WeaponPortalgun::DoEffectHolding( void )
{
int i;
// Turn on the glow sprites
for ( i = PORTALGUN_GLOW1; i < (PORTALGUN_GLOW1+NUM_GLOW_SPRITES); i++ )
{
m_Parameters[i].GetScale().InitFromCurrent( 0.5f * SPRITE_SCALE, 0.2f );
m_Parameters[i].GetAlpha().InitFromCurrent( 64.0f, 0.2f );
m_Parameters[i].SetVisibleViewModel();
}
for ( i = PORTALGUN_GLOW1_WORLD; i < (PORTALGUN_GLOW1_WORLD+NUM_GLOW_SPRITES_WORLD); i++ )
{
m_Parameters[i].GetScale().InitFromCurrent( 1.0f * SPRITE_SCALE, 0.4f );
m_Parameters[i].GetAlpha().InitFromCurrent( 64.0f, 0.2f );
m_Parameters[i].SetVisible3rdPerson();
}
// Turn on the endcap sprites
for ( i = PORTALGUN_ENDCAP1; i < (PORTALGUN_ENDCAP1+NUM_ENDCAP_SPRITES); i++ )
{
m_Parameters[i].SetVisibleViewModel();
}
// Turn on the world endcap sprites
for ( i = PORTALGUN_ENDCAP1_WORLD; i < (PORTALGUN_ENDCAP1_WORLD+NUM_ENDCAP_SPRITES_WORLD); i++ )
{
m_Parameters[i].SetVisible3rdPerson();
}
// Turn on the internal sprites
i = PORTALGUN_MUZZLE_GLOW;
Vector colorMagSprites = GetEffectColor( i );
m_Parameters[i].SetColor( colorMagSprites );
m_Parameters[i].SetVisibleViewModel();
// Turn on the world internal sprites
i = PORTALGUN_MUZZLE_GLOW_WORLD;
m_Parameters[i].SetColor( colorMagSprites );
m_Parameters[i].SetVisible3rdPerson();
// Turn on the tube beam sprites
for ( i = PORTALGUN_TUBE_BEAM1; i < (PORTALGUN_TUBE_BEAM1+NUM_TUBE_BEAM_SPRITES); i++ )
{
m_Parameters[i].SetColor( colorMagSprites );
m_Parameters[i].SetVisibleViewModel();
}
// Turn on the world tube beam sprites
for ( i = PORTALGUN_TUBE_BEAM1; i < (PORTALGUN_TUBE_BEAM1+NUM_TUBE_BEAM_SPRITES); i++ )
{
m_Parameters[i].SetColor( colorMagSprites );
m_Parameters[i].SetVisible3rdPerson();
}
// Set beams them visible
for ( i = 0; i < NUM_PORTALGUN_BEAMS / 2; ++i )
{
m_Beams[i].SetVisible3rdPerson( false );
m_Beams[i].SetVisibleViewModel();
m_Beams[i].SetBrightness( 128.0f );
}
for ( i; i < NUM_PORTALGUN_BEAMS; ++i )
{
m_Beams[i].SetVisibleViewModel( false );
m_Beams[i].SetVisible3rdPerson();
m_Beams[i].SetBrightness( 128.0f );
}
}
//-----------------------------------------------------------------------------
// Purpose: Shutdown for the weapon when it's holstered
//-----------------------------------------------------------------------------
void C_WeaponPortalgun::DoEffectNone( void )
{
int i;
//Turn off main glows
m_Parameters[PORTALGUN_GRAVLIGHT].SetVisible( false );
m_Parameters[PORTALGUN_GRAVLIGHT_WORLD].SetVisible( false );
m_Parameters[PORTALGUN_PORTAL1LIGHT].SetVisible( false );
m_Parameters[PORTALGUN_PORTAL1LIGHT_WORLD].SetVisible( false );
m_Parameters[PORTALGUN_PORTAL2LIGHT].SetVisible( false );
m_Parameters[PORTALGUN_PORTAL1LIGHT_WORLD].SetVisible( false );
for ( i = PORTALGUN_GLOW1; i < (PORTALGUN_GLOW1+NUM_GLOW_SPRITES); i++ )
{
m_Parameters[i].SetVisible( false );
}
for ( i = PORTALGUN_GLOW1_WORLD; i < (PORTALGUN_GLOW1_WORLD+NUM_GLOW_SPRITES_WORLD); i++ )
{
m_Parameters[i].SetVisible( false );
}
for ( i = PORTALGUN_ENDCAP1; i < (PORTALGUN_ENDCAP1+NUM_ENDCAP_SPRITES); i++ )
{
m_Parameters[i].SetVisible( false );
}
for ( i = PORTALGUN_ENDCAP1_WORLD; i < (PORTALGUN_ENDCAP1_WORLD+NUM_ENDCAP_SPRITES_WORLD); i++ )
{
m_Parameters[i].SetVisible( false );
}
m_Parameters[PORTALGUN_MUZZLE_GLOW].SetVisible( false );
m_Parameters[PORTALGUN_MUZZLE_GLOW_WORLD].SetVisible( false );
for ( i = PORTALGUN_TUBE_BEAM1; i < (PORTALGUN_TUBE_BEAM1+NUM_TUBE_BEAM_SPRITES); i++ )
{
m_Parameters[i].SetVisible( false );
}
for ( i = PORTALGUN_TUBE_BEAM1_WORLD; i < (PORTALGUN_TUBE_BEAM1_WORLD+NUM_TUBE_BEAM_SPRITES_WORLD); i++ )
{
m_Parameters[i].SetVisible( false );
}
for ( i = 0; i < NUM_PORTALGUN_BEAMS; ++i )
{
m_Beams[i].SetVisibleViewModel( false );
m_Beams[i].SetVisible3rdPerson( false );
}
}
void C_WeaponPortalgun::OnPreDataChanged( DataUpdateType_t updateType )
{
//PreDataChanged.m_matrixThisToLinked = m_matrixThisToLinked;
m_bOldCanFirePortal1 = m_bCanFirePortal1;
m_bOldCanFirePortal1 = m_bCanFirePortal2;
BaseClass::OnPreDataChanged( updateType );
}
void C_WeaponPortalgun::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
// Start thinking (Baseclass stops it)
SetNextClientThink( CLIENT_THINK_ALWAYS );
{
C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, true );
StartEffects();
}
DoEffect( m_EffectState );
}
// Update effect state when out of parity with the server
else if ( m_nOldEffectState != m_EffectState || m_bOldCanFirePortal1 != m_bCanFirePortal1 || m_bOldCanFirePortal2 != m_bCanFirePortal2 )
{
DoEffect( m_EffectState );
m_nOldEffectState = m_EffectState;
m_bOldCanFirePortal1 = m_bCanFirePortal1;
m_bOldCanFirePortal2 = m_bCanFirePortal2;
}
}
void C_WeaponPortalgun::ClientThink( void )
{
CPortal_Player *pPlayer = ToPortalPlayer( GetOwner() );
if ( pPlayer && dynamic_cast<C_WeaponPortalgun*>( pPlayer->GetActiveWeapon() ) )
{
if ( m_EffectState == EFFECT_NONE )
{
//DoEffect( ( GetPlayerHeldEntity( pPlayer ) ) ? ( EFFECT_HOLDING ) : ( EFFECT_READY ) );
}
if ( m_EffectState != EFFECT_NONE )
{
// Showing a special color for holding is confusing... just use the last fired color -Jeep
//if ( m_bOpenProngs )
//{
// //Turn on the grav light
// m_Parameters[PORTALGUN_GRAVLIGHT].SetVisibleViewModel();
// m_Parameters[PORTALGUN_GRAVLIGHT_WORLD].SetVisible3rdPerson();
// m_Parameters[PORTALGUN_PORTAL1LIGHT].SetVisibleViewModel( false );
// m_Parameters[PORTALGUN_PORTAL1LIGHT_WORLD].SetVisible3rdPerson( false );
// m_Parameters[PORTALGUN_PORTAL2LIGHT].SetVisibleViewModel( false );
// m_Parameters[PORTALGUN_PORTAL2LIGHT_WORLD].SetVisible3rdPerson( false );
//}
//else
{
m_Parameters[PORTALGUN_GRAVLIGHT].SetVisibleViewModel( false );
m_Parameters[PORTALGUN_GRAVLIGHT_WORLD].SetVisible3rdPerson( false );
//Turn on and off the correct fired last lights
m_Parameters[PORTALGUN_PORTAL1LIGHT].SetVisibleViewModel( m_iLastFiredPortal == 1 );
m_Parameters[PORTALGUN_PORTAL1LIGHT_WORLD].SetVisible3rdPerson( m_iLastFiredPortal == 1 );
m_Parameters[PORTALGUN_PORTAL2LIGHT].SetVisibleViewModel( m_iLastFiredPortal == 2 );
m_Parameters[PORTALGUN_PORTAL2LIGHT_WORLD].SetVisible3rdPerson( m_iLastFiredPortal == 2 );
}
}
}
// Update our effects
DoEffectIdle();
NetworkStateChanged();
}
Vector C_WeaponPortalgun::GetEffectColor( int iPalletIndex )
{
Color color;
// Showing a special color for holding is confusing... just use the last fired color -Jeep
/*if ( m_bOpenProngs )
{
color = UTIL_Portal_Color( 0 );
}
else */if ( m_iLastFiredPortal == 1 )
{
color = UTIL_Portal_Color( 1 );
}
else if ( m_iLastFiredPortal == 2 )
{
color = UTIL_Portal_Color( 2 );
}
else
{
color = Color( 128, 128, 128, 255 );
}
Vector vColor;
vColor.x = color.r();
vColor.y = color.g();
vColor.z = color.b();
return vColor;
}
extern void FormatViewModelAttachment( Vector &vOrigin, bool bInverse );
//-----------------------------------------------------------------------------
// Purpose: Gets the complete list of values needed to render an effect from an
// effect parameter
//-----------------------------------------------------------------------------
void C_WeaponPortalgun::GetEffectParameters( EffectType_t effectID, color32 &color, float &scale, IMaterial **pMaterial, Vector &vecAttachment, bool b3rdPerson )
{
const float dt = gpGlobals->curtime;
// Get alpha
float alpha = m_Parameters[effectID].GetAlpha().Interp( dt );
// Get scale
scale = m_Parameters[effectID].GetScale().Interp( dt );
// Get material
*pMaterial = (IMaterial *) m_Parameters[effectID].GetMaterial();
// Setup the color
color.r = (int) m_Parameters[effectID].GetColor().x;
color.g = (int) m_Parameters[effectID].GetColor().y;
color.b = (int) m_Parameters[effectID].GetColor().z;
color.a = (int) alpha;
// Setup the attachment
int attachment = m_Parameters[effectID].GetAttachment();
QAngle angles;
// Format for first-person
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner != NULL )
{
C_BaseAnimating *pModel;
int originalModelIndex = 0;
if ( b3rdPerson )
{
pModel = this;
originalModelIndex = GetModelIndex();
SetModelIndex( GetWorldModelIndex() );
}
else
{
pModel = pOwner->GetViewModel();
}
pModel->GetAttachment( attachment, vecAttachment, angles );
if ( !b3rdPerson )
{
::FormatViewModelAttachment( vecAttachment, true );
}
else
{
SetModelIndex( originalModelIndex );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Whether or not an effect is set to display
//-----------------------------------------------------------------------------
bool C_WeaponPortalgun::IsEffectVisible( EffectType_t effectID, bool b3rdPerson )
{
if ( b3rdPerson )
{
return m_Parameters[effectID].IsVisible3rdPerson();
}
else
{
return m_Parameters[effectID].IsVisibleViewModel();
}
}
//-----------------------------------------------------------------------------
// Purpose: Draws the effect sprite, given an effect parameter ID
//-----------------------------------------------------------------------------
void C_WeaponPortalgun::DrawEffectSprite( EffectType_t effectID, bool b3rdPerson )
{
color32 color;
float scale;
IMaterial *pMaterial;
Vector vecAttachment;
// Don't draw invisible effects
if ( !IsEffectVisible( effectID, b3rdPerson ) )
return;
// Get all of our parameters
GetEffectParameters( effectID, color, scale, &pMaterial, vecAttachment, b3rdPerson );
// Don't render fully translucent objects
if ( color.a <= 0.0f )
return;
// Draw the sprite
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( pMaterial, this );
DrawSprite( vecAttachment, scale, scale, color );
}
//-----------------------------------------------------------------------------
// Purpose: Render our third-person effects
//-----------------------------------------------------------------------------
void C_WeaponPortalgun::DrawEffects( bool b3rdPerson )
{
for ( int i = 0; i < NUM_PORTALGUN_PARAMETERS; i++ )
{
DrawEffectSprite( (EffectType_t) i, b3rdPerson );
}
}
//-----------------------------------------------------------------------------
// Purpose: Third-person function call to render world model
//-----------------------------------------------------------------------------
int C_WeaponPortalgun::DrawModel( int flags )
{
// Only render these on the transparent pass
/*if ( flags & STUDIO_TRANSPARENCY )
{
DrawEffects( true );
return 1;
}*/
int iRetValue = BaseClass::DrawModel( flags );
if ( iRetValue )
{
DrawEffects( true );
}
return iRetValue;
}
//-----------------------------------------------------------------------------
// Purpose: First-person function call after viewmodel has been drawn
//-----------------------------------------------------------------------------
void C_WeaponPortalgun::ViewModelDrawn( C_BaseViewModel *pBaseViewModel )
{
// Render our effects
DrawEffects( false );
// Pass this back up
BaseClass::ViewModelDrawn( pBaseViewModel );
}
void UpdatePoseParameter( C_BaseAnimating *pBaseAnimating, int iPose, float fValue )
{
pBaseAnimating->SetPoseParameter( iPose, fValue );
}
void InterpToward( float *pfCurrent, float fGoal, float fRate )
{
if ( *pfCurrent < fGoal )
{
*pfCurrent += fRate;
if ( *pfCurrent > fGoal )
{
*pfCurrent = fGoal;
}
}
else if ( *pfCurrent > fGoal )
{
*pfCurrent -= fRate;
if ( *pfCurrent < fGoal )
{
*pfCurrent = fGoal;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Idle effect (pulsing)
//-----------------------------------------------------------------------------
void C_WeaponPortalgun::DoEffectIdle( void )
{
StartEffects();
int i;
// Turn on the glow sprites
for ( i = PORTALGUN_GLOW1; i < (PORTALGUN_GLOW1+NUM_GLOW_SPRITES); i++ )
{
m_Parameters[i].GetScale().InitFromCurrent( RandomFloat( 0.0075f, 0.05f ) * SPRITE_SCALE, 0.1f );
m_Parameters[i].GetAlpha().SetAbsolute( RandomInt( 10, 24 ) );
}
// Turn on the world glow sprites
for ( i = PORTALGUN_GLOW1_WORLD; i < (PORTALGUN_GLOW1_WORLD+NUM_GLOW_SPRITES_WORLD); i++ )
{
m_Parameters[i].GetScale().InitFromCurrent( RandomFloat( 0.015f, 0.1f ) * SPRITE_SCALE, 0.1f );
m_Parameters[i].GetAlpha().SetAbsolute( RandomInt( 10, 24 ) );
}
// Turn on the endcap sprites
for ( i = PORTALGUN_ENDCAP1; i < (PORTALGUN_ENDCAP1+NUM_ENDCAP_SPRITES); i++ )
{
m_Parameters[i].GetScale().SetAbsolute( RandomFloat( 1.0f, 3.0f ) );
m_Parameters[i].GetAlpha().SetAbsolute( RandomInt( 96, 128 ) );
}
// Turn on the world endcap sprites
for ( i = PORTALGUN_ENDCAP1_WORLD; i < (PORTALGUN_ENDCAP1_WORLD+NUM_ENDCAP_SPRITES_WORLD); i++ )
{
m_Parameters[i].GetScale().SetAbsolute( RandomFloat( 2.0f, 6.0f ) );
m_Parameters[i].GetAlpha().SetAbsolute( RandomInt( 96, 128 ) );
}
// Turn on the internal sprites
i = PORTALGUN_MUZZLE_GLOW;
if ( m_bPulseUp )
{
m_fPulse += gpGlobals->frametime;
if ( m_fPulse > 1.0f )
{
m_fPulse = 1.0f;
m_bPulseUp = !m_bPulseUp;
}
}
else
{
m_fPulse -= gpGlobals->frametime;
if ( m_fPulse < 0.0f )
{
m_fPulse = 0.0f;
m_bPulseUp = !m_bPulseUp;
}
}
m_Parameters[i].GetScale().SetAbsolute( cl_portalgun_effects_min_size.GetFloat() + ( m_fEffectsMaxSize1 - cl_portalgun_effects_min_size.GetFloat() ) * m_fPulse );
m_Parameters[i].GetAlpha().SetAbsolute( cl_portalgun_effects_min_alpha.GetInt() + ( cl_portalgun_effects_max_alpha.GetInt() - cl_portalgun_effects_min_alpha.GetInt() ) * m_fPulse );
Vector colorMagSprites = GetEffectColor( i );
m_Parameters[i].SetColor( colorMagSprites );
// Turn on the world internal sprites
i = PORTALGUN_MUZZLE_GLOW_WORLD;
m_Parameters[i].GetScale().SetAbsolute( cl_portalgun_effects_min_size.GetFloat() + ( m_fEffectsMaxSize1 - cl_portalgun_effects_min_size.GetFloat() ) * m_fPulse );
m_Parameters[i].GetAlpha().SetAbsolute( cl_portalgun_effects_min_alpha.GetInt() + ( cl_portalgun_effects_max_alpha.GetInt() - cl_portalgun_effects_min_alpha.GetInt() ) * m_fPulse );
m_Parameters[i].SetColor( colorMagSprites );
// Turn on the tube beam sprites
for ( i = PORTALGUN_TUBE_BEAM1; i < (PORTALGUN_TUBE_BEAM1+NUM_TUBE_BEAM_SPRITES); i++ )
{
m_Parameters[i].GetAlpha().SetAbsolute( cl_portalgun_effects_min_alpha.GetInt() + ( cl_portalgun_effects_max_alpha.GetInt() - cl_portalgun_effects_min_alpha.GetInt() ) * m_fPulse );
m_Parameters[i].SetColor( colorMagSprites );
}
// Turn on the world tube beam sprites
for ( i = PORTALGUN_TUBE_BEAM1_WORLD; i < (PORTALGUN_TUBE_BEAM1_WORLD+NUM_TUBE_BEAM_SPRITES_WORLD); i++ )
{
m_Parameters[i].GetAlpha().SetAbsolute( cl_portalgun_effects_min_alpha.GetInt() + ( cl_portalgun_effects_max_alpha.GetInt() - cl_portalgun_effects_min_alpha.GetInt() ) * m_fPulse );
m_Parameters[i].SetColor( colorMagSprites );
}
}