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137
game/client/tf/c_playerattachedmodel.cpp
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137
game/client/tf/c_playerattachedmodel.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A clientside, visual only model that's attached to players
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//
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//=============================================================================
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#include "cbase.h"
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#include "c_playerattachedmodel.h"
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// Todo: Turn these all into parameters
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#define PAM_ANIMATE_TIME 0.075
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#define PAM_ROTATE_TIME 0.075
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#define PAM_SCALE_SPEED 7
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#define PAM_MAX_SCALE 3
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#define PAM_SPIN_SPEED 360
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_PlayerAttachedModel *C_PlayerAttachedModel::Create( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, Vector vecOffset, float flLifetime, int iFlags )
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{
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C_PlayerAttachedModel *pFlash = new C_PlayerAttachedModel;
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if ( !pFlash )
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return NULL;
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if ( !pFlash->Initialize( pszModelName, pParent, iAttachment, vecOffset, flLifetime, iFlags ) )
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return NULL;
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return pFlash;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool C_PlayerAttachedModel::Initialize( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, Vector vecOffset, float flLifetime, int iFlags )
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{
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AddEffects( EF_NORECEIVESHADOW | EF_NOSHADOW );
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if ( InitializeAsClientEntity( pszModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false )
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{
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Release();
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return false;
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}
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SetParent( pParent, iAttachment );
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SetLocalOrigin( vecOffset );
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SetLocalAngles( vec3_angle );
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AddSolidFlags( FSOLID_NOT_SOLID );
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SetLifetime( flLifetime );
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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SetCycle( 0 );
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m_iFlags = iFlags;
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m_flScale = 0;
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if ( m_iFlags & PAM_ROTATE_RANDOMLY )
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{
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m_flRotateAt = gpGlobals->curtime + PAM_ANIMATE_TIME;
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}
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if ( m_iFlags & PAM_ANIMATE_RANDOMLY )
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{
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m_flAnimateAt = gpGlobals->curtime + PAM_ROTATE_TIME;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PlayerAttachedModel::SetLifetime( float flLifetime )
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{
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if ( flLifetime == PAM_PERMANENT )
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{
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m_flExpiresAt = PAM_PERMANENT;
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}
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else
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{
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// Expire when the lifetime is up
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m_flExpiresAt = gpGlobals->curtime + flLifetime;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PlayerAttachedModel::ClientThink( void )
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{
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if ( !GetMoveParent() || (m_flExpiresAt != PAM_PERMANENT && gpGlobals->curtime > m_flExpiresAt) )
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{
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Release();
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return;
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}
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if ( m_iFlags & PAM_ANIMATE_RANDOMLY && gpGlobals->curtime > m_flAnimateAt )
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{
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float flDelta = RandomFloat(0.2,0.4) * (RandomInt(0,1) == 1 ? 1 : -1);
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float flCycle = clamp( GetCycle() + flDelta, 0.f, 1.f );
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SetCycle( flCycle );
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m_flAnimateAt = gpGlobals->curtime + PAM_ANIMATE_TIME;
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}
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if ( m_iFlags & PAM_ROTATE_RANDOMLY && gpGlobals->curtime > m_flRotateAt )
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{
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SetLocalAngles( QAngle(0,0,RandomFloat(0,360)) );
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m_flRotateAt = gpGlobals->curtime + PAM_ROTATE_TIME;
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}
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if ( m_iFlags & PAM_SPIN_Z )
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{
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float flAng = GetAbsAngles().y + (gpGlobals->frametime * PAM_SPIN_SPEED);
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SetLocalAngles( QAngle(0,flAng,0) );
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}
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if ( m_iFlags & PAM_SCALEUP )
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{
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m_flScale = MIN( m_flScale + (gpGlobals->frametime * PAM_SCALE_SPEED), PAM_MAX_SCALE );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PlayerAttachedModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
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{
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BaseClass::ApplyBoneMatrixTransform( transform );
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if ( !(m_iFlags & PAM_SCALEUP) )
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return;
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VectorScale( transform[0], m_flScale, transform[0] );
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VectorScale( transform[1], m_flScale, transform[1] );
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VectorScale( transform[2], m_flScale, transform[2] );
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}
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