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

160 lines
3.9 KiB
C++

//========= 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);