Files
HL2Overcharged/game/client/overcharged/c_weapon_gravitygun.cpp
2025-05-21 21:09:22 +03:00

189 lines
4.6 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "hud.h"
#include "in_buttons.h"
#include "beamdraw.h"
#include "c_weapon__stubs.h"
#include "ClientEffectPrecacheSystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectGravityGun )
CLIENTEFFECT_MATERIAL( "sprites/physbeam" )
CLIENTEFFECT_REGISTER_END()
class C_BeamQuadratic : public CDefaultClientRenderable
{
public:
C_BeamQuadratic();
void Update( C_BaseEntity *pOwner );
virtual const Vector& GetRenderOrigin( void ) { return m_worldPosition; }
virtual const QAngle& GetRenderAngles( void ) { return vec3_angle; }
virtual bool ShouldDraw( void ) { return true; }
virtual bool IsTransparent( void ) { return true; }
virtual bool ShouldReceiveProjectedTextures( int flags ) { return false; }
virtual int DrawModel( int flags );
virtual void GetRenderBounds( Vector& mins, Vector& maxs )
{
mins.Init( -32, -32, -32 );
maxs.Init( 32, 32, 32 );
}
matrix3x4_t z;
const matrix3x4_t & RenderableToWorldTransform()
{
return z;
}
C_BaseEntity *m_pOwner;
Vector m_targetPosition;
Vector m_worldPosition;
int m_active;
int m_glueTouching;
int m_viewModelIndex;
};
class C_WeaponGravityGun : public C_BaseCombatWeapon
{
DECLARE_CLASS( C_WeaponGravityGun, C_BaseCombatWeapon );
public:
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
C_WeaponGravityGun();
int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
void OnDataChanged( DataUpdateType_t updateType );
private:
C_WeaponGravityGun( const C_WeaponGravityGun & );
C_BeamQuadratic m_beam;
};
STUB_WEAPON_CLASS_IMPLEMENT( weapon_physgun, C_WeaponGravityGun );
IMPLEMENT_CLIENTCLASS_DT( C_WeaponGravityGun, DT_WeaponGravityGun, CWeaponGravityGun )
RecvPropVector( RECVINFO_NAME( m_beam.m_targetPosition, m_targetPosition ) ),
RecvPropVector( RECVINFO_NAME( m_beam.m_worldPosition, m_worldPosition ) ),
RecvPropInt( RECVINFO_NAME( m_beam.m_active, m_active ) ),
RecvPropInt( RECVINFO_NAME( m_beam.m_glueTouching, m_glueTouching ) ),
RecvPropInt( RECVINFO_NAME( m_beam.m_viewModelIndex, m_viewModelIndex ) ),
END_RECV_TABLE()
C_BeamQuadratic::C_BeamQuadratic()
{
m_pOwner = NULL;
m_hRenderHandle = INVALID_CLIENT_RENDER_HANDLE;
}
void C_BeamQuadratic::Update( C_BaseEntity *pOwner )
{
m_pOwner = pOwner;
if ( m_active )
{
if ( m_hRenderHandle == INVALID_CLIENT_RENDER_HANDLE )
{
ClientLeafSystem() -> AddRenderable( this, RENDER_GROUP_TRANSLUCENT_ENTITY );
}
else
{
ClientLeafSystem() -> RenderableChanged( m_hRenderHandle );
}
}
else if ( !m_active && m_hRenderHandle != INVALID_CLIENT_RENDER_HANDLE )
{
ClientLeafSystem() -> RemoveRenderable( m_hRenderHandle );
m_hRenderHandle = INVALID_CLIENT_RENDER_HANDLE;
}
}
int C_BeamQuadratic::DrawModel( int )
{
Vector points[3];
QAngle tmpAngle;
if ( !m_active )
return 0;
C_BaseEntity *pEnt = cl_entitylist->GetEnt( m_viewModelIndex );
if ( !pEnt )
return 0;
pEnt->GetAttachment( 1, points[ 0 ], tmpAngle );
points[1] = 0.5 * (m_targetPosition + points[0]);// + RandomVector(freq*oc_test_egon_clientbeam_amplitude.GetFloat(), factor * s); //m_targetPosition
points[ 2 ] = m_worldPosition;
IMaterial *pMat = materials->FindMaterial( "sprites/physbeam", TEXTURE_GROUP_CLIENT_EFFECTS );
Vector color;
if ( m_glueTouching )
{
color.Init( 1, 0, 0 );
}
else
{
color.Init( 1, 1, 1 );
}
float scrollOffset = gpGlobals->curtime - ( int )gpGlobals->curtime;
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( pMat );
DrawBeamQuadratic( points[ 0 ], points[ 1 ], points[ 2 ], 13, color, scrollOffset );
/*const model_t *pModel = (model_t *)engine->LoadModel("models/weapons/shell.mdl");
float test;
float testC = 255;
DrawSplineSegs(NOISE_DIVISIONS, &test, pModel, pModel, 4.f, 0.1f, 1, 5, &points[0], 2, 2, 2, 10, 10, 12, 1, &testC, 1);*/
return 1;
}
C_WeaponGravityGun::C_WeaponGravityGun()
{
}
int C_WeaponGravityGun::KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding )
{
if ( gHUD.m_iKeyBits & IN_ATTACK )
{
switch ( keynum )
{
case MOUSE_WHEEL_UP:
gHUD.m_iKeyBits |= IN_WEAPON1 ;
return 0;
case MOUSE_WHEEL_DOWN:
gHUD.m_iKeyBits |= IN_WEAPON2 ;
return 0;
}
}
return BaseClass::KeyInput( down, keynum, pszCurrentBinding );
}
void C_WeaponGravityGun::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
m_beam.Update( this );
}