//========= Copyright 1996-2005, 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( PrecacheEffectCrossbow ) CLIENTEFFECT_MATERIAL( "effects/muzzleflash1" ) CLIENTEFFECT_REGISTER_END() // // Crossbow bolt // class C_CrossbowBolt : public C_BaseCombatCharacter { DECLARE_CLASS( C_CrossbowBolt, C_BaseCombatCharacter ); DECLARE_CLIENTCLASS(); public: C_CrossbowBolt( 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_CrossbowBolt( const C_CrossbowBolt & ); // not defined, not accessible Vector m_vecLastOrigin; bool m_bUpdated; }; IMPLEMENT_CLIENTCLASS_DT( C_CrossbowBolt, DT_CrossbowBolt, CCrossbowBolt ) END_RECV_TABLE() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_CrossbowBolt::C_CrossbowBolt( void ) { } //----------------------------------------------------------------------------- // Purpose: // Input : updateType - //----------------------------------------------------------------------------- void C_CrossbowBolt::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_CrossbowBolt::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; materials->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_CrossbowBolt::ClientThink( void ) { m_bUpdated = false; } //----------------------------------------------------------------------------- // Purpose: // Input : &data - //----------------------------------------------------------------------------- void CrosshairLoadCallback( 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", CrosshairLoadCallback );
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |