//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "model_types.h" #include "clienteffectprecachesystem.h" #include "fx.h" #include "c_te_effect_dispatch.h" #include "beamdraw.h" CLIENTEFFECT_REGISTER_BEGIN(PrecacheEffectShotgun) CLIENTEFFECT_MATERIAL("effects/muzzleflash1") CLIENTEFFECT_REGISTER_END() // // Crossbow bolt // class C_ShotgunBullet : public C_BaseCombatCharacter { DECLARE_CLASS(C_ShotgunBullet, C_BaseCombatCharacter); DECLARE_CLIENTCLASS(); public: C_ShotgunBullet(void); virtual RenderGroup_t GetRenderGroup(void) { // We want to draw translucent bits as well as our main model return RENDER_GROUP_TWOPASS; } virtual void ClientThink(void); virtual void OnDataChanged(DataUpdateType_t updateType); virtual int DrawModel(int flags); private: C_ShotgunBullet(const C_ShotgunBullet &); // not defined, not accessible Vector m_vecLastOrigin; bool m_bUpdated; }; IMPLEMENT_CLIENTCLASS_DT(C_ShotgunBullet, DT_ShotgunBullet, CShotgunBullet) END_RECV_TABLE() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_ShotgunBullet::C_ShotgunBullet(void) { } //----------------------------------------------------------------------------- // Purpose: // Input : updateType - //----------------------------------------------------------------------------- void C_ShotgunBullet::OnDataChanged(DataUpdateType_t updateType) { BaseClass::OnDataChanged(updateType); if (updateType == DATA_UPDATE_CREATED) { m_bUpdated = false; m_vecLastOrigin = GetAbsOrigin(); SetNextClientThink(CLIENT_THINK_ALWAYS); } } //----------------------------------------------------------------------------- // Purpose: // Input : flags - // Output : int //----------------------------------------------------------------------------- int C_ShotgunBullet::DrawModel(int flags) { // See if we're drawing the motion blur if (flags & STUDIO_TRANSPARENCY) { float color[3]; IMaterial *pBlurMaterial = materials->FindMaterial("effects/muzzleflash1", NULL, false); Vector vecDir = GetAbsOrigin() - m_vecLastOrigin; float speed = VectorNormalize(vecDir); speed = clamp(speed, 0, 32); if (speed > 0) { float stepSize = MIN((speed * 0.5f), 4.0f); Vector spawnPos = GetAbsOrigin() + (vecDir * 24.0f); Vector spawnStep = -vecDir * stepSize; CMatRenderContextPtr pRenderContext(materials); pRenderContext->Bind(pBlurMaterial); float alpha; // Draw the motion blurred trail for (int i = 0; i < 20; i++) { spawnPos += spawnStep; alpha = RemapValClamped(i, 5, 11, 0.25f, 0.05f); color[0] = color[1] = color[2] = alpha; DrawHalo(pBlurMaterial, spawnPos, 3.0f, color); } } if (gpGlobals->frametime > 0.0f && !m_bUpdated) { m_bUpdated = true; m_vecLastOrigin = GetAbsOrigin(); } return 1; } // Draw the normal portion return BaseClass::DrawModel(flags); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_ShotgunBullet::ClientThink(void) { m_bUpdated = false; } //----------------------------------------------------------------------------- // Purpose: // Input : &data - //----------------------------------------------------------------------------- void ShotgunLoadCallback(const CEffectData &data) { IClientRenderable *pRenderable = data.GetRenderable(); if (!pRenderable) return; Vector position; QAngle angles; // If we found the attachment, emit sparks there if (pRenderable->GetAttachment(data.m_nAttachmentIndex, position, angles)) { FX_ElectricSpark(position, 1.0f, 1.0f, NULL); } } DECLARE_CLIENT_EFFECT("CrossbowLoad", ShotgunLoadCallback);