//========= 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()