mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
487 lines
13 KiB
C++
487 lines
13 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "particles_simple.h"
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#include "citadel_effects_shared.h"
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#include "particles_attractor.h"
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class C_AlyxEmpEffect : public C_BaseEntity
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{
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DECLARE_CLASS( C_AlyxEmpEffect, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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public:
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void OnDataChanged( DataUpdateType_t updateType );
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RenderGroup_t GetRenderGroup( void );
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void ClientThink( void );
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void NotifyShouldTransmit( ShouldTransmitState_t state );
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void UpdateIdle( float percentage );
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void UpdateCharging( float percentage );
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void UpdateDischarging( void );
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private:
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bool SetupEmitters( void );
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inline float GetStateDurationPercentage( void );
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int m_nState;
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float m_flDuration;
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float m_flStartTime;
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TimedEvent m_tParticleSpawn;
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CSmartPtr<CSimpleEmitter> m_pSimpleEmitter;
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CSmartPtr<CParticleAttractor> m_pAttractorEmitter;
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};
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IMPLEMENT_CLIENTCLASS_DT( C_AlyxEmpEffect, DT_AlyxEmpEffect, CAlyxEmpEffect )
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RecvPropInt( RECVINFO(m_nState) ),
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RecvPropFloat( RECVINFO(m_flDuration) ),
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RecvPropFloat( RECVINFO(m_flStartTime) ),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : RenderGroup_t
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//-----------------------------------------------------------------------------
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RenderGroup_t C_AlyxEmpEffect::GetRenderGroup( void )
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{
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return RENDER_GROUP_TRANSLUCENT_ENTITY;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : updateType -
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//-----------------------------------------------------------------------------
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void C_AlyxEmpEffect::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_tParticleSpawn.Init( 32 );
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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SetupEmitters();
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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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bool C_AlyxEmpEffect::SetupEmitters( void )
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{
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// Setup the basic core emitter
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if ( m_pSimpleEmitter.IsValid() == false )
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{
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m_pSimpleEmitter = CSimpleEmitter::Create( "energycore" );
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if ( m_pSimpleEmitter.IsValid() == false )
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return false;
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}
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// Setup the attractor emitter
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if ( m_pAttractorEmitter.IsValid() == false )
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{
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m_pAttractorEmitter = CParticleAttractor::Create( GetAbsOrigin(), "energyattractor" );
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if ( m_pAttractorEmitter.IsValid() == false )
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return false;
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}
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return true;
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}
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#define EMP_SCALE 0.5f
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#define EMP_PARTICLES "effects/ar2_altfire1b"
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : percentage -
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//-----------------------------------------------------------------------------
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void C_AlyxEmpEffect::UpdateIdle( float percentage )
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{
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#if 0
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// Must be active
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if ( percentage >= 1.0f )
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return;
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// Emitters must be valid
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if ( SetupEmitters() == false )
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return;
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// Reset our sort origin
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m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() );
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SimpleParticle *sParticle;
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// Do the charging particles
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m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() );
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Vector forward, right, up;
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AngleVectors( GetAbsAngles(), &forward, &right, &up );
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Vector offset;
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float dist;
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int numParticles = floor( 4.0f * percentage );
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float dTime = gpGlobals->frametime;
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while ( m_tParticleSpawn.NextEvent( dTime ) )
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{
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for ( int i = 0; i < numParticles; i++ )
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{
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dist = random->RandomFloat( 4.0f * EMP_SCALE * percentage, 64.0f * EMP_SCALE * percentage );
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offset = forward * dist;
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dist = RemapValClamped( dist, 4.0f * EMP_SCALE * percentage, 64.0f * EMP_SCALE * percentage, 6.0f, 1.0f );
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offset += right * random->RandomFloat( -4.0f * EMP_SCALE * dist, 4.0f * EMP_SCALE * dist );
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offset += up * random->RandomFloat( -4.0f * EMP_SCALE * dist, 4.0f * EMP_SCALE * dist );
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offset += GetAbsOrigin();
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sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( EMP_PARTICLES ), offset );
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if ( sParticle == NULL )
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return;
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sParticle->m_vecVelocity = Vector(0,0,8);
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sParticle->m_flDieTime = 0.5f;
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sParticle->m_flLifetime = 0.0f;
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sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
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sParticle->m_flRollDelta = 0.0f;
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float alpha = 255 * percentage;
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sParticle->m_uchColor[0] = alpha;
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sParticle->m_uchColor[1] = alpha;
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sParticle->m_uchColor[2] = alpha;
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sParticle->m_uchStartAlpha = alpha;
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sParticle->m_uchEndAlpha = 0;
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sParticle->m_uchStartSize = random->RandomFloat( 1, 2 );
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sParticle->m_uchEndSize = 0;
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}
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : percentage -
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//-----------------------------------------------------------------------------
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void C_AlyxEmpEffect::UpdateCharging( float percentage )
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{
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// Emitters must be valid
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if ( SetupEmitters() == false )
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return;
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if ( percentage <= 0.0f )
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return;
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// Reset our sort origin
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m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() );
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float flScale = 4.0f * EMP_SCALE * percentage;
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SimpleParticle *sParticle;
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float dTime = gpGlobals->frametime;
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while ( m_tParticleSpawn.NextEvent( dTime ) )
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{
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// Do the core effects
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sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() );
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if ( sParticle == NULL )
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return;
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sParticle->m_vecVelocity = vec3_origin;
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sParticle->m_flDieTime = 0.1f;
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sParticle->m_flLifetime = 0.0f;
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sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
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sParticle->m_flRollDelta = 0.0f;
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float alpha = 255 * percentage;
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sParticle->m_uchColor[0] = alpha;
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sParticle->m_uchColor[1] = alpha;
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sParticle->m_uchColor[2] = alpha;
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sParticle->m_uchStartAlpha = alpha;
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sParticle->m_uchEndAlpha = 0;
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sParticle->m_uchStartSize = flScale;
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sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f;
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}
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#if 0
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// Do the charging particles
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m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() );
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Vector forward, right, up;
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AngleVectors( GetAbsAngles(), &forward, &right, &up );
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Vector offset;
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float dist;
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int numParticles = floor( 4.0f * percentage );
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for ( i = 0; i < numParticles; i++ )
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{
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dist = random->RandomFloat( 4.0f * percentage, 64.0f * percentage );
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offset = forward * dist;
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dist = RemapValClamped( dist, 4.0f * percentage, 64.0f * percentage, 6.0f, 1.0f );
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offset += right * random->RandomFloat( -4.0f * dist, 4.0f * dist );
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offset += up * random->RandomFloat( -4.0f * dist, 4.0f * dist );
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offset += GetAbsOrigin();
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sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( EMP_PARTICLES ), offset );
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if ( sParticle == NULL )
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return;
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sParticle->m_vecVelocity = Vector(0,0,8);
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sParticle->m_flDieTime = 0.5f;
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sParticle->m_flLifetime = 0.0f;
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sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
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sParticle->m_flRollDelta = 0.0f;
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float alpha = 255 * percentage;
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sParticle->m_uchColor[0] = alpha;
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sParticle->m_uchColor[1] = alpha;
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sParticle->m_uchColor[2] = alpha;
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sParticle->m_uchStartAlpha = alpha;
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sParticle->m_uchEndAlpha = 0;
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sParticle->m_uchStartSize = random->RandomFloat( 1, 2 );
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sParticle->m_uchEndSize = 0;
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : percentage -
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//-----------------------------------------------------------------------------
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void C_AlyxEmpEffect::UpdateDischarging( void )
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{
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// Emitters must be valid
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if ( SetupEmitters() == false )
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return;
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// Reset our sort origin
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m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() );
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float flScale = EMP_SCALE * 8.0f;
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Vector forward, right, up;
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AngleVectors( GetAbsAngles(), &forward, &right, &up );
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SimpleParticle *sParticle;
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float dTime = gpGlobals->frametime;
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while ( m_tParticleSpawn.NextEvent( dTime ) )
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{
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// Base of the core effect
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sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() );
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if ( sParticle == NULL )
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return;
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sParticle->m_vecVelocity = vec3_origin;
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sParticle->m_flDieTime = 0.25f;
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sParticle->m_flLifetime = 0.0f;
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sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
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sParticle->m_flRollDelta = 0.0f;
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float alpha = 64;
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sParticle->m_uchColor[0] = alpha;
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sParticle->m_uchColor[1] = alpha;
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sParticle->m_uchColor[2] = alpha;
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sParticle->m_uchStartAlpha = alpha;
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sParticle->m_uchEndAlpha = 0;
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sParticle->m_uchStartSize = flScale * 4.0f;
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sParticle->m_uchEndSize = 0.0f;
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// Base of the core effect
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sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() );
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if ( sParticle == NULL )
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return;
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sParticle->m_vecVelocity = vec3_origin;
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sParticle->m_flDieTime = 0.1f;
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sParticle->m_flLifetime = 0.0f;
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sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
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sParticle->m_flRollDelta = 0.0f;
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alpha = 128;
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sParticle->m_uchColor[0] = alpha;
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sParticle->m_uchColor[1] = alpha;
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sParticle->m_uchColor[2] = alpha;
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sParticle->m_uchStartAlpha = alpha;
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sParticle->m_uchEndAlpha = 0;
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sParticle->m_uchStartSize = 0.0f;
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sParticle->m_uchEndSize = flScale * 2.0f;
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// Make sure we encompass the complete particle here!
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m_pSimpleEmitter->SetParticleCullRadius( sParticle->m_uchEndSize );
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// Do the core effects
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sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() );
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if ( sParticle == NULL )
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return;
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sParticle->m_vecVelocity = RandomVector( -32.0f, 32.0f );
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sParticle->m_flDieTime = 0.2f;
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sParticle->m_flLifetime = 0.0f;
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sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
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sParticle->m_flRollDelta = 0.0f;
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alpha = 255;
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sParticle->m_uchColor[0] = alpha;
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sParticle->m_uchColor[1] = alpha;
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sParticle->m_uchColor[2] = alpha;
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sParticle->m_uchStartAlpha = alpha;
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sParticle->m_uchEndAlpha = 0;
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sParticle->m_uchStartSize = flScale;
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sParticle->m_uchEndSize = 0.0f;
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}
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#if 0
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// Do the charging particles
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m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() );
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Vector offset;
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float dist;
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for ( i = 0; i < 4; i++ )
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{
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dist = random->RandomFloat( 4.0f, 64.0f );
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offset = forward * dist;
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dist = RemapValClamped( dist, 4.0f, 64.0f, 6.0f, 1.0f );
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offset += right * random->RandomFloat( -2.0f * dist, 2.0f * dist );
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offset += up * random->RandomFloat( -2.0f * dist, 2.0f * dist );
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offset += GetAbsOrigin();
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sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( "effects/combinemuzzle2_dark" ), offset );
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if ( sParticle == NULL )
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return;
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sParticle->m_vecVelocity = Vector(0,0,2);
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sParticle->m_flDieTime = 0.5f;
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sParticle->m_flLifetime = 0.0f;
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sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
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sParticle->m_flRollDelta = 0.0f;
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float alpha = 255;
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sParticle->m_uchColor[0] = alpha;
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sParticle->m_uchColor[1] = alpha;
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sParticle->m_uchColor[2] = alpha;
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sParticle->m_uchStartAlpha = alpha;
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sParticle->m_uchEndAlpha = 0;
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sParticle->m_uchStartSize = 1;
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sParticle->m_uchEndSize = 0;
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : inline float
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//-----------------------------------------------------------------------------
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inline float C_AlyxEmpEffect::GetStateDurationPercentage( void )
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{
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if ( m_flDuration == 0 )
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return 0.0f;
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return RemapValClamped( ( gpGlobals->curtime - m_flStartTime ), 0, m_flDuration, 0, 1.0f );;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_AlyxEmpEffect::NotifyShouldTransmit( ShouldTransmitState_t state )
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{
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BaseClass::NotifyShouldTransmit( state );
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// Turn off
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if ( state == SHOULDTRANSMIT_END )
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{
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SetNextClientThink( CLIENT_THINK_NEVER );
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}
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// Turn on
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if ( state == SHOULDTRANSMIT_START )
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{
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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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_AlyxEmpEffect::ClientThink( void )
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{
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if ( gpGlobals->frametime <= 0.0f )
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return;
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float flDuration = GetStateDurationPercentage();
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switch( m_nState )
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{
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case ENERGYCORE_STATE_OFF:
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UpdateIdle( 1.0f - flDuration );
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break;
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case ENERGYCORE_STATE_CHARGING:
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UpdateCharging( flDuration );
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break;
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case ENERGYCORE_STATE_DISCHARGING:
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UpdateDischarging( );
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break;
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}
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}
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