mirror of
https://github.com/alliedmodders/hl2sdk.git
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Added most recent version of unmodified HL2 SDK for Episode 1 engine
This commit is contained in:
773
cl_dll/c_entitydissolve.cpp
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773
cl_dll/c_entitydissolve.cpp
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@ -0,0 +1,773 @@
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "IViewRender.h"
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#include "view.h"
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#include "studio.h"
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#include "bone_setup.h"
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#include "model_types.h"
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#include "beamdraw.h"
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#include "engine/ivdebugoverlay.h"
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#include "iviewrender_beams.h"
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#include "fx.h"
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#include "IEffects.h"
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#include "c_entitydissolve.h"
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#include "movevars_shared.h"
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#include "ClientEffectPrecacheSystem.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectBuild )
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CLIENTEFFECT_MATERIAL( "effects/tesla_glow_noz" )
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CLIENTEFFECT_MATERIAL( "effects/spark" )
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CLIENTEFFECT_MATERIAL( "effects/combinemuzzle2" )
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CLIENTEFFECT_REGISTER_END()
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//-----------------------------------------------------------------------------
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// Networking
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//-----------------------------------------------------------------------------
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IMPLEMENT_CLIENTCLASS_DT( C_EntityDissolve, DT_EntityDissolve, CEntityDissolve )
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RecvPropTime(RECVINFO(m_flStartTime)),
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RecvPropFloat(RECVINFO(m_flFadeOutStart)),
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RecvPropFloat(RECVINFO(m_flFadeOutLength)),
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RecvPropFloat(RECVINFO(m_flFadeOutModelStart)),
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RecvPropFloat(RECVINFO(m_flFadeOutModelLength)),
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RecvPropFloat(RECVINFO(m_flFadeInStart)),
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RecvPropFloat(RECVINFO(m_flFadeInLength)),
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RecvPropInt(RECVINFO(m_nDissolveType)),
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RecvPropVector( RECVINFO( m_vDissolverOrigin) ),
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RecvPropInt( RECVINFO( m_nMagnitude ) ),
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END_RECV_TABLE()
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extern PMaterialHandle g_Material_Spark;
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PMaterialHandle g_Material_AR2Glow = NULL;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_EntityDissolve::C_EntityDissolve( void )
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{
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m_bLinkedToServerEnt = true;
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m_pController = false;
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m_bCoreExplode = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_EntityDissolve::GetRenderBounds( Vector& theMins, Vector& theMaxs )
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{
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if ( GetMoveParent() )
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{
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GetMoveParent()->GetRenderBounds( theMins, theMaxs );
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}
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else
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{
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theMins = GetAbsOrigin();
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theMaxs = theMaxs;
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}
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}
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//-----------------------------------------------------------------------------
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// On data changed
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//-----------------------------------------------------------------------------
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void C_EntityDissolve::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_flNextSparkTime = m_flStartTime;
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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}
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//-----------------------------------------------------------------------------
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// Cleanup
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//-----------------------------------------------------------------------------
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void C_EntityDissolve::UpdateOnRemove( void )
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{
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if ( m_pController )
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{
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physenv->DestroyMotionController( m_pController );
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m_pController = NULL;
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}
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BaseClass::UpdateOnRemove();
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}
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//------------------------------------------------------------------------------
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// Apply the forces to the entity
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//------------------------------------------------------------------------------
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IMotionEvent::simresult_e C_EntityDissolve::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
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{
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linear.Init();
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angular.Init();
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// Make it zero g
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linear.z -= -1.02 * sv_gravity.GetFloat();
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Vector vel;
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AngularImpulse angVel;
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pObject->GetVelocity( &vel, &angVel );
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vel += linear * deltaTime; // account for gravity scale
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Vector unitVel = vel;
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Vector unitAngVel = angVel;
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float speed = VectorNormalize( unitVel );
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// float angSpeed = VectorNormalize( unitAngVel );
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// float speedScale = 0.0;
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// float angSpeedScale = 0.0;
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float flLinearLimit = 50;
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float flLinearLimitDelta = 40;
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if ( speed > flLinearLimit )
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{
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float flDeltaVel = (flLinearLimit - speed) / deltaTime;
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if ( flLinearLimitDelta != 0.0f )
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{
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float flMaxDeltaVel = -flLinearLimitDelta / deltaTime;
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if ( flDeltaVel < flMaxDeltaVel )
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{
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flDeltaVel = flMaxDeltaVel;
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}
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}
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VectorMA( linear, flDeltaVel, unitVel, linear );
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}
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return SIM_GLOBAL_ACCELERATION;
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}
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//-----------------------------------------------------------------------------
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// Tesla effect
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//-----------------------------------------------------------------------------
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static void FX_BuildTesla( C_BaseEntity *pEntity, Vector &vecOrigin, Vector &vecEnd )
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{
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BeamInfo_t beamInfo;
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beamInfo.m_pStartEnt = pEntity;
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beamInfo.m_nStartAttachment = 0;
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beamInfo.m_pEndEnt = NULL;
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beamInfo.m_nEndAttachment = 0;
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beamInfo.m_nType = TE_BEAMTESLA;
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beamInfo.m_vecStart = vecOrigin;
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beamInfo.m_vecEnd = vecEnd;
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beamInfo.m_pszModelName = "sprites/lgtning.vmt";
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beamInfo.m_flHaloScale = 0.0;
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beamInfo.m_flLife = random->RandomFloat( 0.25f, 1.0f );
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beamInfo.m_flWidth = random->RandomFloat( 8.0f, 14.0f );
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beamInfo.m_flEndWidth = 1.0f;
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beamInfo.m_flFadeLength = 0.5f;
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beamInfo.m_flAmplitude = 24;
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beamInfo.m_flBrightness = 255.0;
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beamInfo.m_flSpeed = 150.0f;
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beamInfo.m_nStartFrame = 0.0;
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beamInfo.m_flFrameRate = 30.0;
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beamInfo.m_flRed = 255.0;
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beamInfo.m_flGreen = 255.0;
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beamInfo.m_flBlue = 255.0;
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beamInfo.m_nSegments = 18;
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beamInfo.m_bRenderable = true;
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beamInfo.m_nFlags = 0; //FBEAM_ONLYNOISEONCE;
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beams->CreateBeamEntPoint( beamInfo );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Tesla effect
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//-----------------------------------------------------------------------------
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void C_EntityDissolve::BuildTeslaEffect( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld, bool bRandom, float flYawOffset )
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{
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Vector vecOrigin;
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QAngle vecAngles;
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MatrixGetColumn( hitboxToWorld, 3, vecOrigin );
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MatrixAngles( hitboxToWorld, vecAngles.Base() );
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C_BaseEntity *pEntity = GetMoveParent();
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// Make a couple of tries at it
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int iTries = -1;
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Vector vecForward;
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trace_t tr;
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do
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{
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iTries++;
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// Some beams are deliberatly aimed around the point, the rest are random.
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if ( !bRandom )
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{
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QAngle vecTemp = vecAngles;
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vecTemp[YAW] += flYawOffset;
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AngleVectors( vecTemp, &vecForward );
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// Randomly angle it up or down
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vecForward.z = RandomFloat( -1, 1 );
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}
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else
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{
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vecForward = RandomVector( -1, 1 );
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}
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UTIL_TraceLine( vecOrigin, vecOrigin + (vecForward * 192), MASK_SHOT, pEntity, COLLISION_GROUP_NONE, &tr );
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} while ( tr.fraction >= 1.0 && iTries < 3 );
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Vector vecEnd = tr.endpos - (vecForward * 8);
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// Only spark & glow if we hit something
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if ( tr.fraction < 1.0 )
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{
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if ( !EffectOccluded( tr.endpos ) )
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{
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// Move it towards the camera
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Vector vecFlash = tr.endpos;
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Vector vecForward;
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AngleVectors( MainViewAngles(), &vecForward );
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vecFlash -= (vecForward * 8);
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g_pEffects->EnergySplash( vecFlash, -vecForward, false );
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// End glow
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CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "dust" );
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pSimple->SetSortOrigin( vecFlash );
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SimpleParticle *pParticle;
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/tesla_glow_noz" ), vecFlash );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = RandomFloat( 0.5, 1 );
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pParticle->m_vecVelocity = vec3_origin;
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Vector color( 1,1,1 );
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float colorRamp = RandomFloat( 0.75f, 1.25f );
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pParticle->m_uchColor[0] = min( 1.0f, color[0] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[1] = min( 1.0f, color[1] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[2] = min( 1.0f, color[2] * colorRamp ) * 255.0f;
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pParticle->m_uchStartSize = RandomFloat( 6,13 );
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pParticle->m_uchEndSize = pParticle->m_uchStartSize - 2;
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pParticle->m_uchStartAlpha = 255;
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pParticle->m_uchEndAlpha = 10;
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pParticle->m_flRoll = RandomFloat( 0,360 );
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pParticle->m_flRollDelta = 0;
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}
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}
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}
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// Build the tesla
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FX_BuildTesla( pEntity, vecOrigin, tr.endpos );
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}
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//-----------------------------------------------------------------------------
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// Sorts the components of a vector
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//-----------------------------------------------------------------------------
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static inline void SortAbsVectorComponents( const Vector& src, int* pVecIdx )
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{
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Vector absVec( fabs(src[0]), fabs(src[1]), fabs(src[2]) );
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int maxIdx = (absVec[0] > absVec[1]) ? 0 : 1;
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if (absVec[2] > absVec[maxIdx])
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{
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maxIdx = 2;
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}
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// always choose something right-handed....
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switch( maxIdx )
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{
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case 0:
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pVecIdx[0] = 1;
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pVecIdx[1] = 2;
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pVecIdx[2] = 0;
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break;
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case 1:
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pVecIdx[0] = 2;
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pVecIdx[1] = 0;
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pVecIdx[2] = 1;
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break;
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case 2:
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pVecIdx[0] = 0;
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pVecIdx[1] = 1;
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pVecIdx[2] = 2;
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Compute the bounding box's center, size, and basis
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//-----------------------------------------------------------------------------
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void C_EntityDissolve::ComputeRenderInfo( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld,
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Vector *pVecAbsOrigin, Vector *pXVec, Vector *pYVec )
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{
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// Compute the center of the hitbox in worldspace
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Vector vecHitboxCenter;
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VectorAdd( pHitBox->bbmin, pHitBox->bbmax, vecHitboxCenter );
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vecHitboxCenter *= 0.5f;
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VectorTransform( vecHitboxCenter, hitboxToWorld, *pVecAbsOrigin );
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// Get the object's basis
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Vector vec[3];
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MatrixGetColumn( hitboxToWorld, 0, vec[0] );
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MatrixGetColumn( hitboxToWorld, 1, vec[1] );
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MatrixGetColumn( hitboxToWorld, 2, vec[2] );
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// vec[1] *= -1.0f;
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Vector vecViewDir;
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VectorSubtract( CurrentViewOrigin(), *pVecAbsOrigin, vecViewDir );
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VectorNormalize( vecViewDir );
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// Project the shadow casting direction into the space of the hitbox
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Vector localViewDir;
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localViewDir[0] = DotProduct( vec[0], vecViewDir );
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localViewDir[1] = DotProduct( vec[1], vecViewDir );
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localViewDir[2] = DotProduct( vec[2], vecViewDir );
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// Figure out which vector has the largest component perpendicular
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// to the view direction...
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// Sort by how perpendicular it is
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int vecIdx[3];
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SortAbsVectorComponents( localViewDir, vecIdx );
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// Here's our hitbox basis vectors; namely the ones that are
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// most perpendicular to the view direction
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*pXVec = vec[vecIdx[0]];
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*pYVec = vec[vecIdx[1]];
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// Project them into a plane perpendicular to the view direction
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*pXVec -= vecViewDir * DotProduct( vecViewDir, *pXVec );
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*pYVec -= vecViewDir * DotProduct( vecViewDir, *pYVec );
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VectorNormalize( *pXVec );
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VectorNormalize( *pYVec );
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// Compute the hitbox size
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Vector boxSize;
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VectorSubtract( pHitBox->bbmax, pHitBox->bbmin, boxSize );
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// We project the two longest sides into the vectors perpendicular
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// to the projection direction, then add in the projection of the perp direction
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Vector2D size( boxSize[vecIdx[0]], boxSize[vecIdx[1]] );
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size.x *= fabs( DotProduct( vec[vecIdx[0]], *pXVec ) );
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size.y *= fabs( DotProduct( vec[vecIdx[1]], *pYVec ) );
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// Add the third component into x and y
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size.x += boxSize[vecIdx[2]] * fabs( DotProduct( vec[vecIdx[2]], *pXVec ) );
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size.y += boxSize[vecIdx[2]] * fabs( DotProduct( vec[vecIdx[2]], *pYVec ) );
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|
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// Bloat a bit, since the shadow wants to extend outside the model a bit
|
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size *= 2.0f;
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|
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// Clamp the minimum size
|
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Vector2DMax( size, Vector2D(10.0f, 10.0f), size );
|
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// Factor the size into the xvec + yvec
|
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(*pXVec) *= size.x * 0.5f;
|
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(*pYVec) *= size.y * 0.5f;
|
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}
|
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|
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|
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//-----------------------------------------------------------------------------
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// Sparks!
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//-----------------------------------------------------------------------------
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void C_EntityDissolve::DoSparks( mstudiohitboxset_t *set, matrix3x4_t *hitboxbones[MAXSTUDIOBONES] )
|
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{
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if ( m_flNextSparkTime > gpGlobals->curtime )
|
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return;
|
||||
|
||||
float dt = m_flStartTime + m_flFadeOutStart - gpGlobals->curtime;
|
||||
dt = clamp( dt, 0.0f, m_flFadeOutStart );
|
||||
|
||||
float flNextTime;
|
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if (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL)
|
||||
{
|
||||
flNextTime = SimpleSplineRemapVal( dt, 0.0f, m_flFadeOutStart, 2.0f * TICK_INTERVAL, 0.4f );
|
||||
}
|
||||
else
|
||||
{
|
||||
// m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT);
|
||||
flNextTime = SimpleSplineRemapVal( dt, 0.0f, m_flFadeOutStart, 0.3f, 1.0f );
|
||||
}
|
||||
|
||||
m_flNextSparkTime = gpGlobals->curtime + flNextTime;
|
||||
|
||||
// Send out beams around us
|
||||
int iNumBeamsAround = 2;
|
||||
int iNumRandomBeams = 1;
|
||||
int iTotalBeams = iNumBeamsAround + iNumRandomBeams;
|
||||
float flYawOffset = RandomFloat(0,360);
|
||||
for ( int i = 0; i < iTotalBeams; i++ )
|
||||
{
|
||||
int nHitbox = random->RandomInt( 0, set->numhitboxes - 1 );
|
||||
mstudiobbox_t *pBox = set->pHitbox(nHitbox);
|
||||
|
||||
float flActualYawOffset = 0;
|
||||
bool bRandom = ( i >= iNumBeamsAround );
|
||||
if ( !bRandom )
|
||||
{
|
||||
flActualYawOffset = anglemod( flYawOffset + ((360 / iTotalBeams) * i) );
|
||||
}
|
||||
|
||||
BuildTeslaEffect( pBox, *hitboxbones[pBox->bone], bRandom, flActualYawOffset );
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void C_EntityDissolve::SetupEmitter( void )
|
||||
{
|
||||
if ( !m_pEmitter )
|
||||
{
|
||||
m_pEmitter = CSimpleEmitter::Create( "C_EntityDissolve" );
|
||||
m_pEmitter->SetSortOrigin( GetAbsOrigin() );
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Output : float
|
||||
//-----------------------------------------------------------------------------
|
||||
float C_EntityDissolve::GetFadeInPercentage( void )
|
||||
{
|
||||
float dt = gpGlobals->curtime - m_flStartTime;
|
||||
|
||||
if ( dt > m_flFadeOutStart )
|
||||
return 1.0f;
|
||||
|
||||
if ( dt < m_flFadeInStart )
|
||||
return 0.0f;
|
||||
|
||||
if ( (dt > m_flFadeInStart) && (dt < m_flFadeInStart + m_flFadeInLength) )
|
||||
{
|
||||
dt -= m_flFadeInStart;
|
||||
|
||||
return ( dt / m_flFadeInLength );
|
||||
}
|
||||
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Output : float
|
||||
//-----------------------------------------------------------------------------
|
||||
float C_EntityDissolve::GetFadeOutPercentage( void )
|
||||
{
|
||||
float dt = gpGlobals->curtime - m_flStartTime;
|
||||
|
||||
if ( dt < m_flFadeInStart )
|
||||
return 1.0f;
|
||||
|
||||
if ( dt > m_flFadeOutStart )
|
||||
{
|
||||
dt -= m_flFadeOutStart;
|
||||
|
||||
if ( dt > m_flFadeOutLength )
|
||||
return 0.0f;
|
||||
|
||||
return 1.0f - ( dt / m_flFadeOutLength );
|
||||
}
|
||||
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Output : float
|
||||
//-----------------------------------------------------------------------------
|
||||
float C_EntityDissolve::GetModelFadeOutPercentage( void )
|
||||
{
|
||||
float dt = gpGlobals->curtime - m_flStartTime;
|
||||
|
||||
if ( dt < m_flFadeOutModelStart )
|
||||
return 1.0f;
|
||||
|
||||
if ( dt > m_flFadeOutModelStart )
|
||||
{
|
||||
dt -= m_flFadeOutModelStart;
|
||||
|
||||
if ( dt > m_flFadeOutModelLength )
|
||||
return 0.0f;
|
||||
|
||||
return 1.0f - ( dt / m_flFadeOutModelLength );
|
||||
}
|
||||
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void C_EntityDissolve::ClientThink( void )
|
||||
{
|
||||
C_BaseAnimating *pAnimating = GetMoveParent() ? GetMoveParent()->GetBaseAnimating() : NULL;
|
||||
if (!pAnimating)
|
||||
return;
|
||||
|
||||
// NOTE: IsRagdoll means *client-side* ragdoll. We shouldn't be trying to fight
|
||||
// the server ragdoll (or any server physics) on the client
|
||||
if (( !m_pController ) && ( m_nDissolveType == ENTITY_DISSOLVE_NORMAL ) && pAnimating->IsRagdoll())
|
||||
{
|
||||
IPhysicsObject *ppList[32];
|
||||
int nCount = pAnimating->VPhysicsGetObjectList( ppList, 32 );
|
||||
if ( nCount > 0 )
|
||||
{
|
||||
m_pController = physenv->CreateMotionController( this );
|
||||
for ( int i = 0; i < nCount; ++i )
|
||||
{
|
||||
m_pController->AttachObject( ppList[i], true );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
color32 color;
|
||||
|
||||
color.r = color.g = color.b = ( 1.0f - GetFadeInPercentage() ) * 255.0f;
|
||||
color.a = GetModelFadeOutPercentage() * 255.0f;
|
||||
|
||||
// Setup the entity fade
|
||||
pAnimating->SetRenderMode( kRenderTransColor );
|
||||
pAnimating->SetRenderColor( color.r, color.g, color.b, color.a );
|
||||
|
||||
if ( GetModelFadeOutPercentage() <= 0.2f )
|
||||
{
|
||||
m_bCoreExplode = true;
|
||||
}
|
||||
|
||||
// If we're dead, fade out
|
||||
if ( GetFadeOutPercentage() <= 0.0f )
|
||||
{
|
||||
// Do NOT remove from the client entity list. It'll confuse the local network backdoor, and the entity will never get destroyed
|
||||
// because when the server says to destroy it, the client won't be able to find it.
|
||||
// ClientEntityList().RemoveEntity( GetClientHandle() );
|
||||
|
||||
partition->Remove( PARTITION_CLIENT_SOLID_EDICTS | PARTITION_CLIENT_RESPONSIVE_EDICTS | PARTITION_CLIENT_NON_STATIC_EDICTS, CollisionProp()->GetPartitionHandle() );
|
||||
|
||||
RemoveFromLeafSystem();
|
||||
|
||||
//FIXME: Ick!
|
||||
//Adrian: I'll assume we don't need the ragdoll either so I'll remove that too.
|
||||
if ( m_bLinkedToServerEnt == false )
|
||||
{
|
||||
Release();
|
||||
|
||||
C_ClientRagdoll *pRagdoll = dynamic_cast <C_ClientRagdoll *> ( pAnimating );
|
||||
|
||||
if ( pRagdoll )
|
||||
{
|
||||
pRagdoll->ReleaseRagdoll();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input : flags -
|
||||
// Output : int
|
||||
//-----------------------------------------------------------------------------
|
||||
int C_EntityDissolve::DrawModel( int flags )
|
||||
{
|
||||
// See if we should draw
|
||||
if ( gpGlobals->frametime == 0 || m_bReadyToDraw == false )
|
||||
return 0;
|
||||
|
||||
C_BaseAnimating *pAnimating = GetMoveParent() ? GetMoveParent()->GetBaseAnimating() : NULL;
|
||||
if ( pAnimating == NULL )
|
||||
return 0;
|
||||
|
||||
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
|
||||
if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) == false )
|
||||
return 0;
|
||||
|
||||
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
|
||||
if ( pStudioHdr == NULL )
|
||||
return false;
|
||||
|
||||
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
|
||||
if ( set == NULL )
|
||||
return false;
|
||||
|
||||
// Make sure the emitter is setup properly
|
||||
SetupEmitter();
|
||||
|
||||
// Get fade percentages for the effect
|
||||
float fadeInPerc = GetFadeInPercentage();
|
||||
float fadeOutPerc = GetFadeOutPercentage();
|
||||
|
||||
float fadePerc = ( fadeInPerc >= 1.0f ) ? fadeOutPerc : fadeInPerc;
|
||||
|
||||
Vector vecSkew = vec3_origin;
|
||||
|
||||
// Do extra effects under certain circumstances
|
||||
if ( ( fadePerc < 0.99f ) && ( (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) ) )
|
||||
{
|
||||
DoSparks( set, hitboxbones );
|
||||
}
|
||||
|
||||
// Skew the particles in front or in back of their targets
|
||||
vecSkew = CurrentViewForward() * ( 8.0f - ( ( 1.0f - fadePerc ) * 32.0f ) );
|
||||
|
||||
float spriteScale = ( ( gpGlobals->curtime - m_flStartTime ) / m_flFadeOutLength );
|
||||
spriteScale = clamp( spriteScale, 0.75f, 1.0f );
|
||||
|
||||
// Cache off this material reference
|
||||
if ( g_Material_Spark == NULL )
|
||||
{
|
||||
g_Material_Spark = ParticleMgr()->GetPMaterial( "effects/spark" );
|
||||
}
|
||||
|
||||
if ( g_Material_AR2Glow == NULL )
|
||||
{
|
||||
g_Material_AR2Glow = ParticleMgr()->GetPMaterial( "effects/combinemuzzle2" );
|
||||
}
|
||||
|
||||
SimpleParticle *sParticle;
|
||||
|
||||
for ( int i = 0; i < set->numhitboxes; ++i )
|
||||
{
|
||||
Vector vecAbsOrigin, xvec, yvec;
|
||||
mstudiobbox_t *pBox = set->pHitbox(i);
|
||||
ComputeRenderInfo( pBox, *hitboxbones[pBox->bone], &vecAbsOrigin, &xvec, &yvec );
|
||||
|
||||
Vector offset;
|
||||
Vector xDir, yDir;
|
||||
|
||||
xDir = xvec;
|
||||
float xScale = VectorNormalize( xDir ) * 0.75f;
|
||||
|
||||
yDir = yvec;
|
||||
float yScale = VectorNormalize( yDir ) * 0.75f;
|
||||
|
||||
int numParticles = clamp( 3.0f * fadePerc, 0, 3 );
|
||||
|
||||
int iTempParts = 2;
|
||||
|
||||
if ( m_nDissolveType == ENTITY_DISSOLVE_CORE )
|
||||
{
|
||||
if ( m_bCoreExplode == true )
|
||||
{
|
||||
numParticles = 15;
|
||||
iTempParts = 20;
|
||||
}
|
||||
}
|
||||
|
||||
for ( int j = 0; j < iTempParts; j++ )
|
||||
{
|
||||
// Skew the origin
|
||||
offset = xDir * Helper_RandomFloat( -xScale*0.5f, xScale*0.5f ) + yDir * Helper_RandomFloat( -yScale*0.5f, yScale*0.5f );
|
||||
offset += vecSkew;
|
||||
|
||||
if ( random->RandomInt( 0, 2 ) != 0 )
|
||||
continue;
|
||||
|
||||
sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), g_Material_Spark, vecAbsOrigin + offset );
|
||||
|
||||
if ( sParticle == NULL )
|
||||
return 1;
|
||||
|
||||
sParticle->m_vecVelocity = Vector( Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( 16.0f, 64.0f ) );
|
||||
|
||||
if ( m_nDissolveType == ENTITY_DISSOLVE_CORE )
|
||||
{
|
||||
if ( m_bCoreExplode == true )
|
||||
{
|
||||
Vector vDirection = (vecAbsOrigin + offset) - m_vDissolverOrigin;
|
||||
VectorNormalize( vDirection );
|
||||
sParticle->m_vecVelocity = vDirection * m_nMagnitude;
|
||||
}
|
||||
}
|
||||
|
||||
if ( sParticle->m_vecVelocity.z > 0 )
|
||||
{
|
||||
sParticle->m_uchStartSize = random->RandomFloat( 4, 6 ) * spriteScale;
|
||||
}
|
||||
else
|
||||
{
|
||||
sParticle->m_uchStartSize = 2 * spriteScale;
|
||||
}
|
||||
|
||||
sParticle->m_flDieTime = random->RandomFloat( 0.4f, 0.5f );
|
||||
|
||||
// If we're the last particles, last longer
|
||||
if ( numParticles == 0 )
|
||||
{
|
||||
sParticle->m_flDieTime *= 2.0f;
|
||||
sParticle->m_uchStartSize = 2 * spriteScale;
|
||||
sParticle->m_flRollDelta = Helper_RandomFloat( -4.0f, 4.0f );
|
||||
|
||||
if ( m_nDissolveType == ENTITY_DISSOLVE_CORE )
|
||||
{
|
||||
if ( m_bCoreExplode == true )
|
||||
{
|
||||
sParticle->m_flDieTime *= 2.0f;
|
||||
sParticle->m_flRollDelta = Helper_RandomFloat( -1.0f, 1.0f );
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sParticle->m_flRollDelta = Helper_RandomFloat( -8.0f, 8.0f );
|
||||
}
|
||||
|
||||
sParticle->m_flLifetime = 0.0f;
|
||||
|
||||
sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
|
||||
|
||||
float alpha = 255;
|
||||
|
||||
sParticle->m_uchColor[0] = alpha;
|
||||
sParticle->m_uchColor[1] = alpha;
|
||||
sParticle->m_uchColor[2] = alpha;
|
||||
sParticle->m_uchStartAlpha = alpha;
|
||||
sParticle->m_uchEndAlpha = 0;
|
||||
sParticle->m_uchEndSize = 0;
|
||||
}
|
||||
|
||||
for ( int j = 0; j < numParticles; j++ )
|
||||
{
|
||||
offset = xDir * Helper_RandomFloat( -xScale*0.5f, xScale*0.5f ) + yDir * Helper_RandomFloat( -yScale*0.5f, yScale*0.5f );
|
||||
offset += vecSkew;
|
||||
|
||||
sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), g_Material_AR2Glow, vecAbsOrigin + offset );
|
||||
|
||||
if ( sParticle == NULL )
|
||||
return 1;
|
||||
|
||||
sParticle->m_vecVelocity = Vector( Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( -64.0f, 128.0f ) );
|
||||
sParticle->m_uchStartSize = random->RandomFloat( 8, 12 ) * spriteScale;
|
||||
sParticle->m_flDieTime = 0.1f;
|
||||
sParticle->m_flLifetime = 0.0f;
|
||||
|
||||
sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
|
||||
sParticle->m_flRollDelta = Helper_RandomFloat( -2.0f, 2.0f );
|
||||
|
||||
float alpha = 255;
|
||||
|
||||
sParticle->m_uchColor[0] = alpha;
|
||||
sParticle->m_uchColor[1] = alpha;
|
||||
sParticle->m_uchColor[2] = alpha;
|
||||
sParticle->m_uchStartAlpha = alpha;
|
||||
sParticle->m_uchEndAlpha = 0;
|
||||
sParticle->m_uchEndSize = 0;
|
||||
|
||||
if ( m_nDissolveType == ENTITY_DISSOLVE_CORE )
|
||||
{
|
||||
if ( m_bCoreExplode == true )
|
||||
{
|
||||
Vector vDirection = (vecAbsOrigin + offset) - m_vDissolverOrigin;
|
||||
|
||||
VectorNormalize( vDirection );
|
||||
|
||||
sParticle->m_vecVelocity = vDirection * m_nMagnitude;
|
||||
|
||||
sParticle->m_flDieTime = 0.5f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
Reference in New Issue
Block a user