//========= Copyright © 2011-2018 Overcharged.=================================// // // Purpose: // //=============================================================================// #include "cbase.h" #include "model_types.h" #include "ClientEffectPrecacheSystem.h" #include "fx.h" #include "c_te_effect_dispatch.h" #include "beamdraw.h" #include "dlight.h" #include "r_efx.h" //CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectShockRifle ) //CLIENTEFFECT_MATERIAL( "effects/muzzleflash1" ) //CLIENTEFFECT_REGISTER_END() // // ShockRifle Projectile // class C_ShockRifleProjectile : public C_BaseCombatCharacter { DECLARE_CLASS( C_ShockRifleProjectile, C_BaseCombatCharacter ); DECLARE_CLIENTCLASS(); public: C_ShockRifleProjectile( 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_ShockRifleProjectile( const C_ShockRifleProjectile & ); // not defined, not accessible Vector m_vecLastOrigin; bool m_bUpdated; }; IMPLEMENT_CLIENTCLASS_DT( C_ShockRifleProjectile, DT_ShockRifleProjectile, CShockRifleProjectile ) END_RECV_TABLE() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_ShockRifleProjectile::C_ShockRifleProjectile( void ) { } //----------------------------------------------------------------------------- // Purpose: // Input : updateType - //----------------------------------------------------------------------------- void C_ShockRifleProjectile::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_ShockRifleProjectile::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 ); } { dlight_t *dl = effects->CL_AllocDlight(index); // BriJee OVR : Light our entity dl->origin = spawnPos; //effect_origin; dl->color.r = 60; dl->color.g = 110; dl->color.b = 255; dl->color.exponent = 5; dl->radius = 100.0f * (engine->MapHasHDRLighting() ? 1 : 0.3); dl->die = gpGlobals->curtime + 0.1f; //0.2f; dl->decay = 512.0f;//0.05f; //0.0f; } } 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_ShockRifleProjectile::ClientThink( void ) { m_bUpdated = false; } //----------------------------------------------------------------------------- // Purpose: // Input : &data - //----------------------------------------------------------------------------- void CrosshairLoadCallbackShockRifle( 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", CrosshairLoadCallbackShockRifle );