hl2_src-leak-2017/src/game/shared/hl2mp/weapon_stunstick.cpp

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Stun Stick- beating stick with a zappy end
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "weapon_hl2mpbasebasebludgeon.h"
#include "IEffects.h"
#include "debugoverlay_shared.h"
#ifndef CLIENT_DLL
#include "npc_metropolice.h"
#include "te_effect_dispatch.h"
#endif
#ifdef CLIENT_DLL
#include "iviewrender_beams.h"
#include "beam_shared.h"
#include "materialsystem/imaterial.h"
#include "model_types.h"
#include "c_te_effect_dispatch.h"
#include "fx_quad.h"
#include "fx.h"
extern void DrawHalo( IMaterial* pMaterial, const Vector &source, float scale, float const *color, float flHDRColorScale );
extern void FormatViewModelAttachment( Vector &vOrigin, bool bInverse );
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar metropolice_move_and_melee;
#define STUNSTICK_RANGE 75.0f
#define STUNSTICK_REFIRE 0.8f
#define STUNSTICK_BEAM_MATERIAL "sprites/lgtning.vmt"
#define STUNSTICK_GLOW_MATERIAL "sprites/light_glow02_add"
#define STUNSTICK_GLOW_MATERIAL2 "effects/blueflare1"
#define STUNSTICK_GLOW_MATERIAL_NOZ "sprites/light_glow02_add_noz"
#ifdef CLIENT_DLL
#define CWeaponStunStick C_WeaponStunStick
#endif
class CWeaponStunStick : public CBaseHL2MPBludgeonWeapon
{
DECLARE_CLASS( CWeaponStunStick, CBaseHL2MPBludgeonWeapon );
public:
CWeaponStunStick();
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#ifndef CLIENT_DLL
DECLARE_ACTTABLE();
#endif
#ifdef CLIENT_DLL
virtual int DrawModel( int flags );
virtual void ClientThink( void );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual RenderGroup_t GetRenderGroup( void );
virtual void ViewModelDrawn( C_BaseViewModel *pBaseViewModel );
#endif
virtual void Precache();
void Spawn();
float GetRange( void ) { return STUNSTICK_RANGE; }
float GetFireRate( void ) { return STUNSTICK_REFIRE; }
bool Deploy( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
void Drop( const Vector &vecVelocity );
void ImpactEffect( trace_t &traceHit );
void SecondaryAttack( void ) {}
void SetStunState( bool state );
bool GetStunState( void );
#ifndef CLIENT_DLL
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
int WeaponMeleeAttack1Condition( float flDot, float flDist );
#endif
float GetDamageForActivity( Activity hitActivity );
CWeaponStunStick( const CWeaponStunStick & );
private:
#ifdef CLIENT_DLL
#define NUM_BEAM_ATTACHMENTS 9
struct stunstickBeamInfo_t
{
int IDs[2]; // 0 - top, 1 - bottom
};
stunstickBeamInfo_t m_BeamAttachments[NUM_BEAM_ATTACHMENTS]; // Lookup for arc attachment points on the head of the stick
int m_BeamCenterAttachment; // "Core" of the effect (center of the head)
void SetupAttachmentPoints( void );
void DrawFirstPersonEffects( void );
void DrawThirdPersonEffects( void );
void DrawEffects( void );
bool InSwing( void );
bool m_bSwungLastFrame;
#define FADE_DURATION 0.25f
float m_flFadeTime;
#endif
CNetworkVar( bool, m_bActive );
};
//-----------------------------------------------------------------------------
// CWeaponStunStick
//-----------------------------------------------------------------------------
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponStunStick, DT_WeaponStunStick )
BEGIN_NETWORK_TABLE( CWeaponStunStick, DT_WeaponStunStick )
#ifdef CLIENT_DLL
RecvPropInt( RECVINFO( m_bActive ) ),
#else
SendPropInt( SENDINFO( m_bActive ), 1, SPROP_UNSIGNED ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponStunStick )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_stunstick, CWeaponStunStick );
PRECACHE_WEAPON_REGISTER( weapon_stunstick );
#ifndef CLIENT_DLL
acttable_t CWeaponStunStick::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false },
};
IMPLEMENT_ACTTABLE(CWeaponStunStick);
#endif
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CWeaponStunStick::CWeaponStunStick( void )
{
// HACK: Don't call SetStunState because this tried to Emit a sound before
// any players are connected which is a bug
m_bActive = false;
#ifdef CLIENT_DLL
m_bSwungLastFrame = false;
m_flFadeTime = FADE_DURATION; // Start off past the fade point
#endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponStunStick::Spawn()
{
Precache();
BaseClass::Spawn();
AddSolidFlags( FSOLID_NOT_STANDABLE );
}
void CWeaponStunStick::Precache()
{
BaseClass::Precache();
PrecacheScriptSound( "Weapon_StunStick.Activate" );
PrecacheScriptSound( "Weapon_StunStick.Deactivate" );
PrecacheModel( STUNSTICK_BEAM_MATERIAL );
PrecacheModel( "sprites/light_glow02_add.vmt" );
PrecacheModel( "effects/blueflare1.vmt" );
PrecacheModel( "sprites/light_glow02_add_noz.vmt" );
}
//-----------------------------------------------------------------------------
// Purpose: Get the damage amount for the animation we're doing
// Input : hitActivity - currently played activity
// Output : Damage amount
//-----------------------------------------------------------------------------
float CWeaponStunStick::GetDamageForActivity( Activity hitActivity )
{
return 40.0f;
}
//-----------------------------------------------------------------------------
// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
//-----------------------------------------------------------------------------
extern ConVar sk_crowbar_lead_time;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponStunStick::ImpactEffect( trace_t &traceHit )
{
//#ifndef CLIENT_DLL
CEffectData data;
data.m_vNormal = traceHit.plane.normal;
data.m_vOrigin = traceHit.endpos + ( data.m_vNormal * 4.0f );
DispatchEffect( "StunstickImpact", data );
//#endif
//FIXME: need new decals
UTIL_ImpactTrace( &traceHit, DMG_CLUB );
}
#ifndef CLIENT_DLL
int CWeaponStunStick::WeaponMeleeAttack1Condition( float flDot, float flDist )
{
// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
CBaseEntity *pEnemy = pNPC->GetEnemy();
if (!pEnemy)
return COND_NONE;
Vector vecVelocity;
AngularImpulse angVelocity;
pEnemy->GetVelocity( &vecVelocity, &angVelocity );
// Project where the enemy will be in a little while, add some randomness so he doesn't always hit
float dt = sk_crowbar_lead_time.GetFloat();
dt += random->RandomFloat( -0.3f, 0.2f );
if ( dt < 0.0f )
dt = 0.0f;
Vector vecExtrapolatedPos;
VectorMA( pEnemy->WorldSpaceCenter(), dt, vecVelocity, vecExtrapolatedPos );
Vector vecDelta;
VectorSubtract( vecExtrapolatedPos, pNPC->WorldSpaceCenter(), vecDelta );
if ( fabs( vecDelta.z ) > 70 )
{
return COND_TOO_FAR_TO_ATTACK;
}
Vector vecForward = pNPC->BodyDirection2D( );
vecDelta.z = 0.0f;
float flExtrapolatedDot = DotProduct2D( vecDelta.AsVector2D(), vecForward.AsVector2D() );
if ((flDot < 0.7) && (flExtrapolatedDot < 0.7))
{
return COND_NOT_FACING_ATTACK;
}
float flExtrapolatedDist = Vector2DNormalize( vecDelta.AsVector2D() );
if( pEnemy->IsPlayer() )
{
//Vector vecDir = pEnemy->GetSmoothedVelocity();
//float flSpeed = VectorNormalize( vecDir );
// If player will be in front of me in one-half second, clock his arse.
Vector vecProjectEnemy = pEnemy->GetAbsOrigin() + (pEnemy->GetAbsVelocity() * 0.35);
Vector vecProjectMe = GetAbsOrigin();
if( (vecProjectMe - vecProjectEnemy).Length2D() <= 48.0f )
{
return COND_CAN_MELEE_ATTACK1;
}
}
/*
if( metropolice_move_and_melee.GetBool() )
{
if( pNPC->IsMoving() )
{
flTargetDist *= 1.5f;
}
}
*/
float flTargetDist = 48.0f;
if ((flDist > flTargetDist) && (flExtrapolatedDist > flTargetDist))
{
return COND_TOO_FAR_TO_ATTACK;
}
return COND_CAN_MELEE_ATTACK1;
}
void CWeaponStunStick::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
switch( pEvent->event )
{
case EVENT_WEAPON_MELEE_HIT:
{
// Trace up or down based on where the enemy is...
// But only if we're basically facing that direction
Vector vecDirection;
AngleVectors( GetAbsAngles(), &vecDirection );
CBaseEntity *pEnemy = pOperator->MyNPCPointer() ? pOperator->MyNPCPointer()->GetEnemy() : NULL;
if ( pEnemy )
{
Vector vecDelta;
VectorSubtract( pEnemy->WorldSpaceCenter(), pOperator->Weapon_ShootPosition(), vecDelta );
VectorNormalize( vecDelta );
Vector2D vecDelta2D = vecDelta.AsVector2D();
Vector2DNormalize( vecDelta2D );
if ( DotProduct2D( vecDelta2D, vecDirection.AsVector2D() ) > 0.8f )
{
vecDirection = vecDelta;
}
}
Vector vecEnd;
VectorMA( pOperator->Weapon_ShootPosition(), 32, vecDirection, vecEnd );
// Stretch the swing box down to catch low level physics objects
CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd,
Vector(-16,-16,-40), Vector(16,16,16), GetDamageForActivity( GetActivity() ), DMG_CLUB, 0.5f, false );
// did I hit someone?
if ( pHurt )
{
// play sound
WeaponSound( MELEE_HIT );
CBasePlayer *pPlayer = ToBasePlayer( pHurt );
bool bFlashed = false;
// Punch angles
if ( pPlayer != NULL && !(pPlayer->GetFlags() & FL_GODMODE) )
{
float yawKick = random->RandomFloat( -48, -24 );
//Kick the player angles
pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) );
Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin();
// If the player's on my head, don't knock him up
if ( pPlayer->GetGroundEntity() == pOperator )
{
dir = vecDirection;
dir.z = 0;
}
VectorNormalize(dir);
dir *= 500.0f;
//If not on ground, then don't make them fly!
if ( !(pPlayer->GetFlags() & FL_ONGROUND ) )
dir.z = 0.0f;
//Push the target back
pHurt->ApplyAbsVelocityImpulse( dir );
if ( !bFlashed )
{
color32 red = {128,0,0,128};
UTIL_ScreenFade( pPlayer, red, 0.5f, 0.1f, FFADE_IN );
}
// Force the player to drop anyting they were holding
pPlayer->ForceDropOfCarriedPhysObjects();
}
// do effect?
}
else
{
WeaponSound( MELEE_MISS );
}
}
break;
default:
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Sets the state of the stun stick
//-----------------------------------------------------------------------------
void CWeaponStunStick::SetStunState( bool state )
{
m_bActive = state;
if ( m_bActive )
{
//FIXME: START - Move to client-side
Vector vecAttachment;
QAngle vecAttachmentAngles;
GetAttachment( 1, vecAttachment, vecAttachmentAngles );
g_pEffects->Sparks( vecAttachment );
//FIXME: END - Move to client-side
EmitSound( "Weapon_StunStick.Activate" );
}
else
{
EmitSound( "Weapon_StunStick.Deactivate" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponStunStick::Deploy( void )
{
SetStunState( true );
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponStunStick::Holster( CBaseCombatWeapon *pSwitchingTo )
{
if ( BaseClass::Holster( pSwitchingTo ) == false )
return false;
SetStunState( false );
SetWeaponVisible( false );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecVelocity -
//-----------------------------------------------------------------------------
void CWeaponStunStick::Drop( const Vector &vecVelocity )
{
SetStunState( false );
#ifndef CLIENT_DLL
UTIL_Remove( this );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponStunStick::GetStunState( void )
{
return m_bActive;
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Get the attachment point on a viewmodel that a base weapon is using
//-----------------------------------------------------------------------------
bool UTIL_GetWeaponAttachment( C_BaseCombatWeapon *pWeapon, int attachmentID, Vector &absOrigin, QAngle &absAngles )
{
// This is already correct in third-person
if ( pWeapon && pWeapon->ShouldDrawUsingViewModel() == false )
{
return pWeapon->GetAttachment( attachmentID, absOrigin, absAngles );
}
// Otherwise we need to translate the attachment to the viewmodel's version and reformat it
CBasePlayer *pOwner = ToBasePlayer( pWeapon->GetOwner() );
if ( pOwner != NULL )
{
int ret = pOwner->GetViewModel()->GetAttachment( attachmentID, absOrigin, absAngles );
FormatViewModelAttachment( absOrigin, true );
return ret;
}
// Wasn't found
return false;
}
#define BEAM_ATTACH_CORE_NAME "sparkrear"
//-----------------------------------------------------------------------------
// Purpose: Sets up the attachment point lookup for the model
//-----------------------------------------------------------------------------
void C_WeaponStunStick::SetupAttachmentPoints( void )
{
// Setup points for both types of views
if ( ShouldDrawUsingViewModel() )
{
const char *szBeamAttachNamesTop[NUM_BEAM_ATTACHMENTS] =
{
"spark1a","spark2a","spark3a","spark4a",
"spark5a","spark6a","spark7a","spark8a",
"spark9a",
};
const char *szBeamAttachNamesBottom[NUM_BEAM_ATTACHMENTS] =
{
"spark1b","spark2b","spark3b","spark4b",
"spark5b","spark6b","spark7b","spark8b",
"spark9b",
};
// Lookup and store all connections
for ( int i = 0; i < NUM_BEAM_ATTACHMENTS; i++ )
{
m_BeamAttachments[i].IDs[0] = LookupAttachment( szBeamAttachNamesTop[i] );
m_BeamAttachments[i].IDs[1] = LookupAttachment( szBeamAttachNamesBottom[i] );
}
// Setup the center beam point
m_BeamCenterAttachment = LookupAttachment( BEAM_ATTACH_CORE_NAME );
}
else
{
// Setup the center beam point
m_BeamCenterAttachment = 1;
}
}
//-----------------------------------------------------------------------------
// Purpose: Draws the stunstick model (with extra effects)
//-----------------------------------------------------------------------------
int C_WeaponStunStick::DrawModel( int flags )
{
if ( ShouldDraw() == false )
return 0;
// Only render these on the transparent pass
if ( flags & STUDIO_TRANSPARENCY )
{
DrawEffects();
return 1;
}
return BaseClass::DrawModel( flags );
}
//-----------------------------------------------------------------------------
// Purpose: Randomly adds extra effects
//-----------------------------------------------------------------------------
void C_WeaponStunStick::ClientThink( void )
{
if ( InSwing() == false )
{
if ( m_bSwungLastFrame )
{
// Start fading
m_flFadeTime = gpGlobals->curtime;
m_bSwungLastFrame = false;
}
return;
}
// Remember if we were swinging last frame
m_bSwungLastFrame = InSwing();
if ( IsEffectActive( EF_NODRAW ) )
return;
if ( ShouldDrawUsingViewModel() )
{
// Update our effects
if ( gpGlobals->frametime != 0.0f && ( random->RandomInt( 0, 3 ) == 0 ) )
{
Vector vecOrigin;
QAngle vecAngles;
// Inner beams
BeamInfo_t beamInfo;
int attachment = random->RandomInt( 0, 15 );
UTIL_GetWeaponAttachment( this, attachment, vecOrigin, vecAngles );
::FormatViewModelAttachment( vecOrigin, false );
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
CBaseEntity *pBeamEnt = pOwner->GetViewModel();
beamInfo.m_vecStart = vec3_origin;
beamInfo.m_pStartEnt= pBeamEnt;
beamInfo.m_nStartAttachment = attachment;
beamInfo.m_pEndEnt = NULL;
beamInfo.m_nEndAttachment = -1;
beamInfo.m_vecEnd = vecOrigin + RandomVector( -8, 8 );
beamInfo.m_pszModelName = STUNSTICK_BEAM_MATERIAL;
beamInfo.m_flHaloScale = 0.0f;
beamInfo.m_flLife = 0.05f;
beamInfo.m_flWidth = random->RandomFloat( 1.0f, 2.0f );
beamInfo.m_flEndWidth = 0;
beamInfo.m_flFadeLength = 0.0f;
beamInfo.m_flAmplitude = random->RandomFloat( 16, 32 );
beamInfo.m_flBrightness = 255.0;
beamInfo.m_flSpeed = 0.0;
beamInfo.m_nStartFrame = 0.0;
beamInfo.m_flFrameRate = 1.0f;
beamInfo.m_flRed = 255.0f;;
beamInfo.m_flGreen = 255.0f;
beamInfo.m_flBlue = 255.0f;
beamInfo.m_nSegments = 16;
beamInfo.m_bRenderable = true;
beamInfo.m_nFlags = 0;
beams->CreateBeamEntPoint( beamInfo );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Starts the client-side version thinking
//-----------------------------------------------------------------------------
void C_WeaponStunStick::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
SetupAttachmentPoints();
}
}
//-----------------------------------------------------------------------------
// Purpose: Tells us we're always a translucent entity
//-----------------------------------------------------------------------------
RenderGroup_t C_WeaponStunStick::GetRenderGroup( void )
{
return RENDER_GROUP_TWOPASS;
}
//-----------------------------------------------------------------------------
// Purpose: Tells us we're always a translucent entity
//-----------------------------------------------------------------------------
bool C_WeaponStunStick::InSwing( void )
{
int activity = GetActivity();
// FIXME: This is needed until the actual animation works
if ( ShouldDrawUsingViewModel() == false )
return true;
// These are the swing activities this weapon can play
if ( activity == GetPrimaryAttackActivity() ||
activity == GetSecondaryAttackActivity() ||
activity == ACT_VM_MISSCENTER ||
activity == ACT_VM_MISSCENTER2 )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Draw our special effects
//-----------------------------------------------------------------------------
void C_WeaponStunStick::DrawThirdPersonEffects( void )
{
Vector vecOrigin;
QAngle vecAngles;
float color[3];
float scale;
CMatRenderContextPtr pRenderContext( materials );
IMaterial *pMaterial = materials->FindMaterial( STUNSTICK_GLOW_MATERIAL, NULL, false );
pRenderContext->Bind( pMaterial );
// Get bright when swung
if ( InSwing() )
{
color[0] = color[1] = color[2] = 0.4f;
scale = 22.0f;
}
else
{
color[0] = color[1] = color[2] = 0.1f;
scale = 20.0f;
}
// Draw an all encompassing glow around the entire head
UTIL_GetWeaponAttachment( this, m_BeamCenterAttachment, vecOrigin, vecAngles );
DrawHalo( pMaterial, vecOrigin, scale, color );
if ( InSwing() )
{
pMaterial = materials->FindMaterial( STUNSTICK_GLOW_MATERIAL2, NULL, false );
pRenderContext->Bind( pMaterial );
color[0] = color[1] = color[2] = random->RandomFloat( 0.6f, 0.8f );
scale = random->RandomFloat( 4.0f, 6.0f );
// Draw an all encompassing glow around the entire head
UTIL_GetWeaponAttachment( this, m_BeamCenterAttachment, vecOrigin, vecAngles );
DrawHalo( pMaterial, vecOrigin, scale, color );
// Update our effects
if ( gpGlobals->frametime != 0.0f && ( random->RandomInt( 0, 5 ) == 0 ) )
{
Vector vecOrigin;
QAngle vecAngles;
GetAttachment( 1, vecOrigin, vecAngles );
Vector vForward;
AngleVectors( vecAngles, &vForward );
Vector vEnd = vecOrigin - vForward * 1.0f;
// Inner beams
BeamInfo_t beamInfo;
beamInfo.m_vecStart = vEnd;
Vector offset = RandomVector( -12, 8 );
offset += Vector(4,4,4);
beamInfo.m_vecEnd = vecOrigin + offset;
beamInfo.m_pStartEnt= cl_entitylist->GetEnt( BEAMENT_ENTITY( entindex() ) );
beamInfo.m_pEndEnt = cl_entitylist->GetEnt( BEAMENT_ENTITY( entindex() ) );
beamInfo.m_nStartAttachment = 1;
beamInfo.m_nEndAttachment = -1;
beamInfo.m_nType = TE_BEAMTESLA;
beamInfo.m_pszModelName = STUNSTICK_BEAM_MATERIAL;
beamInfo.m_flHaloScale = 0.0f;
beamInfo.m_flLife = 0.01f;
beamInfo.m_flWidth = random->RandomFloat( 1.0f, 3.0f );
beamInfo.m_flEndWidth = 0;
beamInfo.m_flFadeLength = 0.0f;
beamInfo.m_flAmplitude = random->RandomFloat( 1, 2 );
beamInfo.m_flBrightness = 255.0;
beamInfo.m_flSpeed = 0.0;
beamInfo.m_nStartFrame = 0.0;
beamInfo.m_flFrameRate = 1.0f;
beamInfo.m_flRed = 255.0f;;
beamInfo.m_flGreen = 255.0f;
beamInfo.m_flBlue = 255.0f;
beamInfo.m_nSegments = 16;
beamInfo.m_bRenderable = true;
beamInfo.m_nFlags = FBEAM_SHADEOUT;
beams->CreateBeamPoints( beamInfo );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Draw our special effects
//-----------------------------------------------------------------------------
void C_WeaponStunStick::DrawFirstPersonEffects( void )
{
Vector vecOrigin;
QAngle vecAngles;
float color[3];
float scale;
CMatRenderContextPtr pRenderContext( materials );
IMaterial *pMaterial = materials->FindMaterial( STUNSTICK_GLOW_MATERIAL_NOZ, NULL, false );
// FIXME: Needs to work with new IMaterial system!
pRenderContext->Bind( pMaterial );
// Find where we are in the fade
float fadeAmount = RemapValClamped( gpGlobals->curtime, m_flFadeTime, m_flFadeTime + FADE_DURATION, 1.0f, 0.1f );
// Get bright when swung
if ( InSwing() )
{
color[0] = color[1] = color[2] = 0.4f;
scale = 22.0f;
}
else
{
color[0] = color[1] = color[2] = 0.4f * fadeAmount;
scale = 20.0f;
}
if ( color[0] > 0.0f )
{
// Draw an all encompassing glow around the entire head
UTIL_GetWeaponAttachment( this, m_BeamCenterAttachment, vecOrigin, vecAngles );
DrawHalo( pMaterial, vecOrigin, scale, color );
}
// Draw bright points at each attachment location
for ( int i = 0; i < (NUM_BEAM_ATTACHMENTS*2)+1; i++ )
{
if ( InSwing() )
{
color[0] = color[1] = color[2] = random->RandomFloat( 0.05f, 0.5f );
scale = random->RandomFloat( 4.0f, 5.0f );
}
else
{
color[0] = color[1] = color[2] = random->RandomFloat( 0.05f, 0.5f ) * fadeAmount;
scale = random->RandomFloat( 4.0f, 5.0f ) * fadeAmount;
}
if ( color[0] > 0.0f )
{
UTIL_GetWeaponAttachment( this, i, vecOrigin, vecAngles );
DrawHalo( pMaterial, vecOrigin, scale, color );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Draw our special effects
//-----------------------------------------------------------------------------
void C_WeaponStunStick::DrawEffects( void )
{
if ( ShouldDrawUsingViewModel() )
{
DrawFirstPersonEffects();
}
else
{
DrawThirdPersonEffects();
}
}
//-----------------------------------------------------------------------------
// Purpose: Viewmodel was drawn
//-----------------------------------------------------------------------------
void C_WeaponStunStick::ViewModelDrawn( C_BaseViewModel *pBaseViewModel )
{
// Don't bother when we're not deployed
if ( IsWeaponVisible() )
{
// Do all our special effects
DrawEffects();
}
BaseClass::ViewModelDrawn( pBaseViewModel );
}
//-----------------------------------------------------------------------------
// Purpose: Draw a cheap glow quad at our impact point (with sparks)
//-----------------------------------------------------------------------------
void StunstickImpactCallback( const CEffectData &data )
{
float scale = random->RandomFloat( 16, 32 );
FX_AddQuad( data.m_vOrigin,
data.m_vNormal,
scale,
scale*2.0f,
1.0f,
1.0f,
0.0f,
0.0f,
random->RandomInt( 0, 360 ),
0,
Vector( 1.0f, 1.0f, 1.0f ),
0.1f,
"sprites/light_glow02_add",
0 );
FX_Sparks( data.m_vOrigin, 1, 2, data.m_vNormal, 6, 64, 256 );
}
DECLARE_CLIENT_EFFECT( "StunstickImpact", StunstickImpactCallback );
#endif