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: A clientside, visual only model that's attached to players
//
//=============================================================================
#include "cbase.h"
#include "c_playerattachedmodel.h"
// Todo: Turn these all into parameters
#define PAM_ANIMATE_TIME 0.075
#define PAM_ROTATE_TIME 0.075
#define PAM_SCALE_SPEED 7
#define PAM_MAX_SCALE 3
#define PAM_SPIN_SPEED 360
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_PlayerAttachedModel *C_PlayerAttachedModel::Create( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, Vector vecOffset, float flLifetime, int iFlags )
{
C_PlayerAttachedModel *pFlash = new C_PlayerAttachedModel;
if ( !pFlash )
return NULL;
if ( !pFlash->Initialize( pszModelName, pParent, iAttachment, vecOffset, flLifetime, iFlags ) )
return NULL;
return pFlash;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_PlayerAttachedModel::Initialize( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, Vector vecOffset, float flLifetime, int iFlags )
{
AddEffects( EF_NORECEIVESHADOW | EF_NOSHADOW );
if ( InitializeAsClientEntity( pszModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false )
{
Release();
return false;
}
SetParent( pParent, iAttachment );
SetLocalOrigin( vecOffset );
SetLocalAngles( vec3_angle );
AddSolidFlags( FSOLID_NOT_SOLID );
SetLifetime( flLifetime );
SetNextClientThink( CLIENT_THINK_ALWAYS );
SetCycle( 0 );
m_iFlags = iFlags;
m_flScale = 0;
if ( m_iFlags & PAM_ROTATE_RANDOMLY )
{
m_flRotateAt = gpGlobals->curtime + PAM_ANIMATE_TIME;
}
if ( m_iFlags & PAM_ANIMATE_RANDOMLY )
{
m_flAnimateAt = gpGlobals->curtime + PAM_ROTATE_TIME;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PlayerAttachedModel::SetLifetime( float flLifetime )
{
if ( flLifetime == PAM_PERMANENT )
{
m_flExpiresAt = PAM_PERMANENT;
}
else
{
// Expire when the lifetime is up
m_flExpiresAt = gpGlobals->curtime + flLifetime;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PlayerAttachedModel::ClientThink( void )
{
if ( !GetMoveParent() || (m_flExpiresAt != PAM_PERMANENT && gpGlobals->curtime > m_flExpiresAt) )
{
Release();
return;
}
if ( m_iFlags & PAM_ANIMATE_RANDOMLY && gpGlobals->curtime > m_flAnimateAt )
{
float flDelta = RandomFloat(0.2,0.4) * (RandomInt(0,1) == 1 ? 1 : -1);
float flCycle = clamp( GetCycle() + flDelta, 0.f, 1.f );
SetCycle( flCycle );
m_flAnimateAt = gpGlobals->curtime + PAM_ANIMATE_TIME;
}
if ( m_iFlags & PAM_ROTATE_RANDOMLY && gpGlobals->curtime > m_flRotateAt )
{
SetLocalAngles( QAngle(0,0,RandomFloat(0,360)) );
m_flRotateAt = gpGlobals->curtime + PAM_ROTATE_TIME;
}
if ( m_iFlags & PAM_SPIN_Z )
{
float flAng = GetAbsAngles().y + (gpGlobals->frametime * PAM_SPIN_SPEED);
SetLocalAngles( QAngle(0,flAng,0) );
}
if ( m_iFlags & PAM_SCALEUP )
{
m_flScale = MIN( m_flScale + (gpGlobals->frametime * PAM_SCALE_SPEED), PAM_MAX_SCALE );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PlayerAttachedModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
{
BaseClass::ApplyBoneMatrixTransform( transform );
if ( !(m_iFlags & PAM_SCALEUP) )
return;
VectorScale( transform[0], m_flScale, transform[0] );
VectorScale( transform[1], m_flScale, transform[1] );
VectorScale( transform[2], m_flScale, transform[2] );
}