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:
//
//=============================================================================//
#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()