mirror of
https://github.com/Gigaslav/HL2Overcharged.git
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173 lines
4.5 KiB
C++
173 lines
4.5 KiB
C++
//========= Copyright © 2011-2018 Overcharged.=================================//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "model_types.h"
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#include "ClientEffectPrecacheSystem.h"
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#include "fx.h"
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#include "c_te_effect_dispatch.h"
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#include "beamdraw.h"
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#include "dlight.h"
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#include "r_efx.h"
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//CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectShockRifle )
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//CLIENTEFFECT_MATERIAL( "effects/muzzleflash1" )
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//CLIENTEFFECT_REGISTER_END()
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//
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// ShockRifle Projectile
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//
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class C_ShockRifleProjectileNPC : public C_BaseCombatCharacter
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{
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DECLARE_CLASS(C_ShockRifleProjectileNPC, C_BaseCombatCharacter);
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DECLARE_CLIENTCLASS();
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public:
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C_ShockRifleProjectileNPC(void);
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virtual RenderGroup_t GetRenderGroup(void)
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{
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// We want to draw translucent bits as well as our main model
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return RENDER_GROUP_TWOPASS;
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}
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virtual void ClientThink(void);
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virtual void OnDataChanged(DataUpdateType_t updateType);
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virtual int DrawModel(int flags);
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private:
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C_ShockRifleProjectileNPC(const C_ShockRifleProjectileNPC &); // not defined, not accessible
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Vector m_vecLastOrigin;
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bool m_bUpdated;
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};
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IMPLEMENT_CLIENTCLASS_DT(C_ShockRifleProjectileNPC, DT_ShockRifleProjectileNPC, CShockRifleProjectileNPC)
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_ShockRifleProjectileNPC::C_ShockRifleProjectileNPC(void)
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : updateType -
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//-----------------------------------------------------------------------------
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void C_ShockRifleProjectileNPC::OnDataChanged(DataUpdateType_t updateType)
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{
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BaseClass::OnDataChanged(updateType);
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if (updateType == DATA_UPDATE_CREATED)
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{
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m_bUpdated = false;
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m_vecLastOrigin = GetAbsOrigin();
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SetNextClientThink(CLIENT_THINK_ALWAYS);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : flags -
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// Output : int
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//-----------------------------------------------------------------------------
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int C_ShockRifleProjectileNPC::DrawModel(int flags)
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{
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// See if we're drawing the motion blur
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if (flags & STUDIO_TRANSPARENCY)
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{
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//float color[3];
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//IMaterial *pBlurMaterial = materials->FindMaterial( "effects/muzzleflash1", NULL, false );
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Vector vecDir = GetAbsOrigin() - m_vecLastOrigin;
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float speed = VectorNormalize(vecDir);
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speed = clamp(speed, 0, 32);
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if (speed > 0)
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{
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float stepSize = min((speed * 0.5f), 4.0f);
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Vector spawnPos = GetAbsOrigin() + (vecDir * 24.0f);
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Vector spawnStep = -vecDir * stepSize;
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//CMatRenderContextPtr pRenderContext( materials );
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//pRenderContext->Bind( pBlurMaterial );
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//float alpha;
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// Draw the motion blurred trail
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for (int i = 0; i < 20; i++)
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{
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spawnPos += spawnStep;
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//alpha = RemapValClamped( i, 5, 11, 0.25f, 0.05f );
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//color[0] = color[1] = color[2] = alpha;
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//DrawHalo( pBlurMaterial, spawnPos, 3.0f, color );
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}
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dlight_t *dl = effects->CL_AllocDlight(index); // BriJee OVR : Light our entity
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dl->origin = spawnPos; //effect_origin;
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dl->color.r = 60;
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dl->color.g = 110;
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dl->color.b = 255;
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dl->color.exponent = 5;
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dl->radius = 100.0f * (engine->MapHasHDRLighting() ? 1 : 0.3);
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dl->die = gpGlobals->curtime + 0.1f; //0.2f;
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dl->decay = 512.0f;//0.05f; //0.0f;
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}
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if (gpGlobals->frametime > 0.0f && !m_bUpdated)
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{
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m_bUpdated = true;
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m_vecLastOrigin = GetAbsOrigin();
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}
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return 1;
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}
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// Draw the normal portion
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return BaseClass::DrawModel(flags);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_ShockRifleProjectileNPC::ClientThink(void)
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{
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m_bUpdated = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &data -
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//-----------------------------------------------------------------------------
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/*void CrosshairLoadCallbackShockRifle(const CEffectData &data)
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{
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IClientRenderable *pRenderable = data.GetRenderable();
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if (!pRenderable)
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return;
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Vector position;
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QAngle angles;
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// If we found the attachment, emit sparks there
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if (pRenderable->GetAttachment(data.m_nAttachmentIndex, position, angles))
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{
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FX_ElectricSpark(position, 1.0f, 1.0f, NULL);
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}
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}*/
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//DECLARE_CLIENT_EFFECT("CrossbowLoad", CrosshairLoadCallbackShockRifle);
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