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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2024-12-22 17:47:38 +08:00
hl2sdk/game/shared/Sprite.cpp
2013-06-26 15:22:04 -07:00

869 lines
26 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements visual effects entities: sprites, beams, bubbles, etc.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "Sprite.h"
#include "model_types.h"
#include "engine/ivmodelinfo.h"
#include "tier0/vprof.h"
#include "engine/ivdebugoverlay.h"
#if defined( CLIENT_DLL )
#include "enginesprite.h"
#include "iclientmode.h"
#include "c_baseviewmodel.h"
# ifdef PORTAL
#include "c_prop_portal.h"
# endif //ifdef PORTAL
#else
#include "baseviewmodel.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
const float MAX_SPRITE_SCALE = 64.0f;
const float MAX_GLOW_PROXY_SIZE = 64.0f;
LINK_ENTITY_TO_CLASS( env_sprite, CSprite );
LINK_ENTITY_TO_CLASS( env_sprite_oriented, CSpriteOriented );
#if !defined( CLIENT_DLL )
LINK_ENTITY_TO_CLASS( env_glow, CSprite ); // For backwards compatibility, remove when no longer needed.
#endif
#if !defined( CLIENT_DLL )
BEGIN_DATADESC( CSprite )
DEFINE_FIELD( m_flLastTime, FIELD_TIME ),
DEFINE_FIELD( m_flMaxFrame, FIELD_FLOAT ),
DEFINE_FIELD( m_hAttachedToEntity, FIELD_EHANDLE ),
DEFINE_FIELD( m_nAttachment, FIELD_INTEGER ),
DEFINE_FIELD( m_flDieTime, FIELD_TIME ),
DEFINE_FIELD( m_nBrightness, FIELD_INTEGER ),
DEFINE_FIELD( m_flBrightnessTime, FIELD_FLOAT ),
DEFINE_KEYFIELD( m_flSpriteScale, FIELD_FLOAT, "scale" ),
DEFINE_KEYFIELD( m_flSpriteFramerate, FIELD_FLOAT, "framerate" ),
DEFINE_KEYFIELD( m_flFrame, FIELD_FLOAT, "frame" ),
#ifdef PORTAL
DEFINE_FIELD( m_bDrawInMainRender, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bDrawInPortalRender, FIELD_BOOLEAN ),
#endif
DEFINE_KEYFIELD( m_flHDRColorScale, FIELD_FLOAT, "HDRColorScale" ),
DEFINE_KEYFIELD( m_flGlowProxySize, FIELD_FLOAT, "GlowProxySize" ),
DEFINE_FIELD( m_flScaleTime, FIELD_FLOAT ),
DEFINE_FIELD( m_flStartScale, FIELD_FLOAT ),
DEFINE_FIELD( m_flDestScale, FIELD_FLOAT ),
DEFINE_FIELD( m_flScaleTimeStart, FIELD_TIME ),
DEFINE_FIELD( m_nStartBrightness, FIELD_INTEGER ),
DEFINE_FIELD( m_nDestBrightness, FIELD_INTEGER ),
DEFINE_FIELD( m_flBrightnessTimeStart, FIELD_TIME ),
DEFINE_FIELD( m_bWorldSpaceScale, FIELD_BOOLEAN ),
// Function Pointers
DEFINE_FUNCTION( AnimateThink ),
DEFINE_FUNCTION( ExpandThink ),
DEFINE_FUNCTION( AnimateUntilDead ),
DEFINE_FUNCTION( BeginFadeOutThink ),
// Inputs
DEFINE_INPUT( m_flSpriteScale, FIELD_FLOAT, "SetScale" ),
DEFINE_INPUTFUNC( FIELD_VOID, "HideSprite", InputHideSprite ),
DEFINE_INPUTFUNC( FIELD_VOID, "ShowSprite", InputShowSprite ),
DEFINE_INPUTFUNC( FIELD_VOID, "ToggleSprite", InputToggleSprite ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "ColorRedValue", InputColorRedValue ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "ColorGreenValue", InputColorGreenValue ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "ColorBlueValue", InputColorBlueValue ),
END_DATADESC()
#else
BEGIN_PREDICTION_DATA( CSprite )
// Networked
DEFINE_PRED_FIELD( m_hAttachedToEntity, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nAttachment, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flScaleTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flSpriteScale, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flSpriteFramerate, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flFrame, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
#ifdef PORTAL
DEFINE_PRED_FIELD( m_bDrawInMainRender, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bDrawInPortalRender, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
#endif
DEFINE_PRED_FIELD( m_flBrightnessTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nBrightness, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_FIELD( m_flLastTime, FIELD_FLOAT ),
DEFINE_FIELD( m_flMaxFrame, FIELD_FLOAT ),
DEFINE_FIELD( m_flDieTime, FIELD_FLOAT ),
// DEFINE_FIELD( m_flHDRColorScale, FIELD_FLOAT ),
// DEFINE_FIELD( m_flStartScale, FIELD_FLOAT ), //Starting scale
// DEFINE_FIELD( m_flDestScale, FIELD_FLOAT ), //Destination scale
// DEFINE_FIELD( m_flScaleTimeStart, FIELD_FLOAT ), //Real time for start of scale
// DEFINE_FIELD( m_nStartBrightness, FIELD_INTEGER ), //Starting brightness
// DEFINE_FIELD( m_nDestBrightness, FIELD_INTEGER ), //Destination brightness
// DEFINE_FIELD( m_flBrightnessTimeStart, FIELD_FLOAT ), //Real time for brightness
END_PREDICTION_DATA()
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( Sprite, DT_Sprite );
#if defined( CLIENT_DLL )
static void RecvProxy_SpriteScale( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
((CSprite*)pStruct)->SetSpriteScale( pData->m_Value.m_Float );
}
#endif
BEGIN_NETWORK_TABLE( CSprite, DT_Sprite )
#if !defined( CLIENT_DLL )
SendPropEHandle( SENDINFO(m_hAttachedToEntity )),
SendPropInt( SENDINFO(m_nAttachment ), 8 ),
SendPropFloat( SENDINFO(m_flScaleTime ), 0, SPROP_NOSCALE ),
#ifdef HL2_DLL
SendPropFloat( SENDINFO(m_flSpriteScale ), 0, SPROP_NOSCALE),
#else
SendPropFloat( SENDINFO(m_flSpriteScale ), 8, SPROP_ROUNDUP, 0.0f, MAX_SPRITE_SCALE),
#endif
SendPropFloat( SENDINFO(m_flGlowProxySize ), 6, SPROP_ROUNDUP, 0.0f, MAX_GLOW_PROXY_SIZE),
SendPropFloat( SENDINFO(m_flHDRColorScale ), 0, SPROP_NOSCALE, 0.0f, 100.0f),
SendPropFloat( SENDINFO(m_flSpriteFramerate ), 8, SPROP_ROUNDUP, 0, 60.0f),
SendPropFloat( SENDINFO(m_flFrame), 20, SPROP_ROUNDDOWN, 0.0f, 256.0f),
#ifdef PORTAL
SendPropBool( SENDINFO(m_bDrawInMainRender) ),
SendPropBool( SENDINFO(m_bDrawInPortalRender) ),
#endif //#ifdef PORTAL
SendPropFloat( SENDINFO(m_flBrightnessTime ), 0, SPROP_NOSCALE ),
SendPropInt( SENDINFO(m_nBrightness), 8, SPROP_UNSIGNED ),
SendPropBool( SENDINFO(m_bWorldSpaceScale) ),
#else
RecvPropEHandle(RECVINFO(m_hAttachedToEntity)),
RecvPropInt(RECVINFO(m_nAttachment)),
RecvPropFloat(RECVINFO(m_flScaleTime)),
RecvPropFloat(RECVINFO(m_flSpriteScale), 0, RecvProxy_SpriteScale),
RecvPropFloat(RECVINFO(m_flSpriteFramerate)),
RecvPropFloat(RECVINFO(m_flGlowProxySize)),
RecvPropFloat( RECVINFO(m_flHDRColorScale )),
RecvPropFloat(RECVINFO(m_flFrame)),
#ifdef PORTAL
RecvPropBool( RECVINFO(m_bDrawInMainRender) ),
RecvPropBool( RECVINFO(m_bDrawInPortalRender) ),
#endif //#ifdef PORTAL
RecvPropFloat(RECVINFO(m_flBrightnessTime)),
RecvPropInt(RECVINFO(m_nBrightness)),
RecvPropBool( RECVINFO(m_bWorldSpaceScale) ),
#endif
END_NETWORK_TABLE()
CSprite::CSprite()
{
m_flGlowProxySize = 2.0f;
m_flHDRColorScale = 1.0f;
#ifdef PORTAL
m_bDrawInMainRender = true;
m_bDrawInPortalRender = true;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSprite::Spawn( void )
{
SetSolid( SOLID_NONE );
SetMoveType( MOVETYPE_NONE );
m_flFrame = 0;
Precache();
SetModel( STRING( GetModelName() ) );
CollisionProp()->SetSurroundingBoundsType( USE_GAME_CODE );
m_flMaxFrame = (float)modelinfo->GetModelFrameCount( GetModel() ) - 1;
AddEffects( EF_NOSHADOW | EF_NORECEIVESHADOW );
#if defined( CLIENT_DLL )
SetNextClientThink( CLIENT_THINK_ALWAYS );
#endif
#if !defined( CLIENT_DLL )
if ( GetEntityName() != NULL_STRING && !(m_spawnflags & SF_SPRITE_STARTON) )
{
TurnOff();
}
else
#endif
{
TurnOn();
}
// Worldcraft only sets y rotation, copy to Z
if ( GetLocalAngles().y != 0 && GetLocalAngles().z == 0 )
{
QAngle angles = GetLocalAngles();
angles.z = angles.y;
angles.y = 0;
SetLocalAngles( angles );
}
// Clamp our scale if necessary
float scale = m_flSpriteScale;
if ( scale < 0 || scale > MAX_SPRITE_SCALE )
{
#if !defined( CLIENT_DLL )
DevMsg( "LEVEL DESIGN ERROR: Sprite %s with bad scale %f [0..%f]\n", GetDebugName(), m_flSpriteScale.Get(), MAX_SPRITE_SCALE );
#endif
scale = clamp( (float) m_flSpriteScale, 0.f, MAX_SPRITE_SCALE );
}
//Set our state
SetBrightness( m_clrRender->a );
SetScale( scale );
#if defined( CLIENT_DLL )
m_flStartScale = m_flDestScale = m_flSpriteScale;
m_nStartBrightness = m_nDestBrightness = m_nBrightness;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Initialize absmin & absmax to the appropriate box
//-----------------------------------------------------------------------------
void CSprite::EnableWorldSpaceScale( bool bEnable )
{
m_bWorldSpaceScale = bEnable;
}
//-----------------------------------------------------------------------------
// Purpose: Initialize absmin & absmax to the appropriate box
//-----------------------------------------------------------------------------
void CSprite::ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs )
{
float flScale = m_flSpriteScale * 0.5f;
if ( m_bWorldSpaceScale == false )
{
// Find the height and width of the source of the sprite
float width = modelinfo->GetModelSpriteWidth( GetModel() );
float height = modelinfo->GetModelSpriteHeight( GetModel() );
flScale *= MAX( width, height );
}
pVecWorldMins->Init( -flScale, -flScale, -flScale );
pVecWorldMaxs->Init( flScale, flScale, flScale );
*pVecWorldMins += GetAbsOrigin();
*pVecWorldMaxs += GetAbsOrigin();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *szModelName -
//-----------------------------------------------------------------------------
void CSprite::SetModel( const char *szModelName )
{
int index = modelinfo->GetModelIndex( szModelName );
const model_t *model = modelinfo->GetModel( index );
if ( model && modelinfo->GetModelType( model ) != mod_sprite )
{
Msg( "Setting CSprite to non-sprite model %s\n", szModelName?szModelName:"NULL" );
}
#if !defined( CLIENT_DLL )
UTIL_SetModel( this, szModelName );
#else
BaseClass::SetModel( szModelName );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSprite::Precache( void )
{
if ( GetModelName() != NULL_STRING )
{
PrecacheModel( STRING( GetModelName() ) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSpriteName -
// &origin -
//-----------------------------------------------------------------------------
void CSprite::SpriteInit( const char *pSpriteName, const Vector &origin )
{
SetModelName( MAKE_STRING(pSpriteName) );
SetLocalOrigin( origin );
Spawn();
}
#if !defined( CLIENT_DLL )
int CSprite::UpdateTransmitState( void )
{
if ( GetMoveParent() )
{
// we must call ShouldTransmit() if we have a move parent
return SetTransmitState( FL_EDICT_FULLCHECK );
}
else
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
}
int CSprite::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
// Certain entities like sprites and ropes are strewn throughout the level and they rarely change.
// For these entities, it's more efficient to transmit them once and then always leave them on
// the client. Otherwise, the server will have to send big bursts of data with the entity states
// as they come in and out of the PVS.
if ( GetMoveParent() )
{
CBaseViewModel *pViewModel = dynamic_cast<CBaseViewModel *>( GetMoveParent() );
if ( pViewModel )
{
return pViewModel->ShouldTransmit( pInfo );
}
}
return FL_EDICT_ALWAYS;
}
//-----------------------------------------------------------------------------
// Purpose: Fixup parent after restore
//-----------------------------------------------------------------------------
void CSprite::OnRestore()
{
BaseClass::OnRestore();
// Reset attachment after save/restore
if ( GetFollowedEntity() )
{
SetAttachment( GetFollowedEntity(), m_nAttachment );
}
else
{
// Clear attachment
m_hAttachedToEntity = NULL;
m_nAttachment = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSpriteName -
// &origin -
// animate -
// Output : CSprite
//-----------------------------------------------------------------------------
CSprite *CSprite::SpriteCreate( const char *pSpriteName, const Vector &origin, bool animate )
{
CSprite *pSprite = CREATE_ENTITY( CSprite, "env_sprite" );
pSprite->SpriteInit( pSpriteName, origin );
pSprite->SetSolid( SOLID_NONE );
UTIL_SetSize( pSprite, vec3_origin, vec3_origin );
pSprite->SetMoveType( MOVETYPE_NONE );
if ( animate )
pSprite->TurnOn();
return pSprite;
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSpriteName -
// &origin -
// animate -
// Output : CSprite
//-----------------------------------------------------------------------------
CSprite *CSprite::SpriteCreatePredictable( const char *module, int line, const char *pSpriteName, const Vector &origin, bool animate )
{
CSprite *pSprite = ( CSprite * )CBaseEntity::CreatePredictedEntityByName( "env_sprite", module, line );
if ( pSprite )
{
pSprite->SpriteInit( pSpriteName, origin );
pSprite->SetSolid( SOLID_NONE );
pSprite->SetSize( vec3_origin, vec3_origin );
pSprite->SetMoveType( MOVETYPE_NONE );
if ( animate )
pSprite->TurnOn();
}
return pSprite;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSprite::AnimateThink( void )
{
Animate( m_flSpriteFramerate * (gpGlobals->curtime - m_flLastTime) );
SetNextThink( gpGlobals->curtime );
m_flLastTime = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSprite::AnimateUntilDead( void )
{
if ( gpGlobals->curtime > m_flDieTime )
{
Remove( );
}
else
{
AnimateThink();
SetNextThink( gpGlobals->curtime );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : scaleSpeed -
// fadeSpeed -
//-----------------------------------------------------------------------------
void CSprite::Expand( float scaleSpeed, float fadeSpeed )
{
m_flSpeed = scaleSpeed;
m_iHealth = fadeSpeed;
SetThink( &CSprite::ExpandThink );
SetNextThink( gpGlobals->curtime );
m_flLastTime = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSprite::ExpandThink( void )
{
float frametime = gpGlobals->curtime - m_flLastTime;
SetSpriteScale( m_flSpriteScale + m_flSpeed * frametime );
int sub = (int)(m_iHealth * frametime);
if ( sub > m_clrRender->a )
{
SetRenderColorA( 0 );
Remove( );
}
else
{
SetRenderColorA( m_clrRender->a - sub );
SetNextThink( gpGlobals->curtime );
m_flLastTime = gpGlobals->curtime;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : frames -
//-----------------------------------------------------------------------------
void CSprite::Animate( float frames )
{
m_flFrame += frames;
if ( m_flFrame > m_flMaxFrame )
{
#if !defined( CLIENT_DLL )
if ( m_spawnflags & SF_SPRITE_ONCE )
{
TurnOff();
}
else
#endif
{
if ( m_flMaxFrame > 0 )
m_flFrame = fmod( m_flFrame, m_flMaxFrame );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSprite::SetBrightness( int brightness, float time )
{
m_nBrightness = brightness; //Take our current position as our starting position
m_flBrightnessTime = time;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSprite::SetSpriteScale( float scale )
{
if ( scale != m_flSpriteScale )
{
m_flSpriteScale = scale; //Take our current position as our new starting position
// The surrounding box is based on sprite scale... it changes, box is dirty
CollisionProp()->MarkSurroundingBoundsDirty();
}
}
void CSprite::SetScale( float scale, float time )
{
m_flScaleTime = time;
SetSpriteScale( scale );
// The surrounding box is based on sprite scale... it changes, box is dirty
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSprite::TurnOff( void )
{
AddEffects( EF_NODRAW );
SetNextThink( TICK_NEVER_THINK );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSprite::TurnOn( void )
{
RemoveEffects( EF_NODRAW );
if ( (m_flSpriteFramerate && m_flMaxFrame > 1.0)
#if !defined( CLIENT_DLL )
|| (m_spawnflags & SF_SPRITE_ONCE)
#endif
)
{
SetThink( &CSprite::AnimateThink );
SetNextThink( gpGlobals->curtime );
m_flLastTime = gpGlobals->curtime;
}
m_flFrame = 0;
}
#if !defined( CLIENT_DLL )
// DVS TODO: Obsolete Use handler
void CSprite::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
int on = !IsEffectActive( EF_NODRAW );
if ( ShouldToggle( useType, on ) )
{
if ( on )
{
TurnOff();
}
else
{
TurnOn();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler that hides the sprite.
//-----------------------------------------------------------------------------
void CSprite::InputHideSprite( inputdata_t &inputdata )
{
TurnOff();
}
//-----------------------------------------------------------------------------
// Purpose: Input handler that hides the sprite.
//-----------------------------------------------------------------------------
void CSprite::InputShowSprite( inputdata_t &inputdata )
{
TurnOn();
}
void CSprite::InputColorRedValue( inputdata_t &inputdata )
{
int nNewColor = clamp( FastFloatToSmallInt( inputdata.value.Float() ), 0, 255 );
SetColor( nNewColor, m_clrRender->g, m_clrRender->b );
}
void CSprite::InputColorGreenValue( inputdata_t &inputdata )
{
int nNewColor = clamp( FastFloatToSmallInt( inputdata.value.Float() ), 0, 255 );
SetColor( m_clrRender->r, nNewColor, m_clrRender->b );
}
void CSprite::InputColorBlueValue( inputdata_t &inputdata )
{
int nNewColor = clamp( FastFloatToSmallInt( inputdata.value.Float() ), 0, 255 );
SetColor( m_clrRender->r, m_clrRender->g, nNewColor );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler that toggles the sprite between hidden and shown.
//-----------------------------------------------------------------------------
void CSprite::InputToggleSprite( inputdata_t &inputdata )
{
if ( !IsEffectActive( EF_NODRAW ) )
{
TurnOff();
}
else
{
TurnOn();
}
}
#endif
#if defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CSprite::GetRenderScale( void )
{
//See if we're done scaling
if ( ( m_flScaleTime == 0 ) || ( (m_flScaleTimeStart+m_flScaleTime) < gpGlobals->curtime ) )
return m_flSpriteScale;
//Get our percentage
float timeDelta = ( gpGlobals->curtime - m_flScaleTimeStart ) / m_flScaleTime;
//Return the result
return ( m_flStartScale + ( ( m_flDestScale - m_flStartScale ) * timeDelta ) );
}
//-----------------------------------------------------------------------------
// Purpose: Get the rendered extents of the sprite
//-----------------------------------------------------------------------------
void CSprite::GetRenderBounds( Vector &vecMins, Vector &vecMaxs )
{
float flScale = GetRenderScale() * 0.5f;
// If our scale is normalized we need to convert that to actual world units
if ( m_bWorldSpaceScale == false )
{
CEngineSprite *psprite = (CEngineSprite *) modelinfo->GetModelExtraData( GetModel() );
if ( psprite )
{
float flSize = MAX( psprite->GetWidth(), psprite->GetHeight() );
flScale *= flSize;
}
}
vecMins.Init( -flScale, -flScale, -flScale );
vecMaxs.Init( flScale, flScale, flScale );
#if 0
// Visualize the bounds
debugoverlay->AddBoxOverlay( GetRenderOrigin(), vecMins, vecMaxs, GetRenderAngles(), 255, 255, 255, 0, 0.01f );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CSprite::GetRenderBrightness( void )
{
//See if we're done scaling
if ( ( m_flBrightnessTime == 0 ) || ( (m_flBrightnessTimeStart+m_flBrightnessTime) < gpGlobals->curtime ) )
{
return m_nBrightness;
}
//Get our percentage
float timeDelta = ( gpGlobals->curtime - m_flBrightnessTimeStart ) / m_flBrightnessTime;
float brightness = ( (float) m_nStartBrightness + ( (float) ( m_nDestBrightness - m_nStartBrightness ) * timeDelta ) );
//Return the result
return (int) brightness;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSprite::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
// Only think when sapping
SetNextClientThink( CLIENT_THINK_ALWAYS );
if ( updateType == DATA_UPDATE_CREATED )
{
m_flStartScale = m_flDestScale = m_flSpriteScale;
m_nStartBrightness = m_nDestBrightness = m_nBrightness;
}
UpdateVisibility();
}
void CSprite::ClientThink( void )
{
BaseClass::ClientThink();
// Module render colors over time
if ( m_flSpriteScale != m_flDestScale )
{
m_flStartScale = m_flDestScale;
m_flDestScale = m_flSpriteScale;
m_flScaleTimeStart = gpGlobals->curtime;
}
if ( m_nBrightness != m_nDestBrightness )
{
m_nStartBrightness = m_nDestBrightness;
m_nDestBrightness = m_nBrightness;
m_flBrightnessTimeStart = gpGlobals->curtime;
}
}
extern bool g_bRenderingScreenshot;
extern ConVar r_drawviewmodel;
//-----------------------------------------------------------------------------
// Purpose:
// Input : flags -
// Output : int
//-----------------------------------------------------------------------------
int CSprite::DrawModel( int flags )
{
VPROF_BUDGET( "CSprite::DrawModel", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
//See if we should draw
if ( !IsVisible() || ( m_bReadyToDraw == false ) )
return 0;
#ifdef PORTAL
if ( ( !g_pPortalRender->IsRenderingPortal() && !m_bDrawInMainRender ) ||
( g_pPortalRender->IsRenderingPortal() && !m_bDrawInPortalRender ) )
{
return 0;
}
#endif //#ifdef PORTAL
// Tracker 16432: If rendering a savegame screenshot then don't draw sprites
// who have viewmodels as their moveparent
if ( g_bRenderingScreenshot || !r_drawviewmodel.GetBool() )
{
C_BaseViewModel *vm = dynamic_cast< C_BaseViewModel * >( GetMoveParent() );
if ( vm )
{
return 0;
}
}
//Must be a sprite
if ( modelinfo->GetModelType( GetModel() ) != mod_sprite )
{
Assert( 0 );
return 0;
}
float renderscale = GetRenderScale();
if ( m_bWorldSpaceScale )
{
CEngineSprite *psprite = ( CEngineSprite * )modelinfo->GetModelExtraData( GetModel() );
float flMinSize = MIN( psprite->GetWidth(), psprite->GetHeight() );
renderscale /= flMinSize;
}
//Draw it
int drawn = DrawSprite(
this,
GetModel(),
GetAbsOrigin(),
GetAbsAngles(),
m_flFrame, // sprite frame to render
m_hAttachedToEntity, // attach to
m_nAttachment, // attachment point
GetRenderMode(), // rendermode
m_nRenderFX,
GetRenderBrightness(), // alpha
m_clrRender->r,
m_clrRender->g,
m_clrRender->b,
renderscale, // sprite scale
GetHDRColorScale() // HDR Color Scale
);
return drawn;
}
const Vector& CSprite::GetRenderOrigin()
{
static Vector vOrigin;
vOrigin = GetAbsOrigin();
if ( m_hAttachedToEntity )
{
C_BaseEntity *ent = m_hAttachedToEntity->GetBaseEntity();
if ( ent )
{
QAngle dummyAngles;
ent->GetAttachment( m_nAttachment, vOrigin, dummyAngles );
}
}
return vOrigin;
}
#endif
//-----------------------------------------------------------------------------
// Purpose: oriented sprites
// CSprites swap the roll and yaw angle inputs, and rotate the yaw 180 degrees
//-----------------------------------------------------------------------------
#if !defined( CLIENT_DLL )
IMPLEMENT_SERVERCLASS_ST( CSpriteOriented, DT_SpriteOriented )
END_SEND_TABLE()
#else
#undef CSpriteOriented
IMPLEMENT_CLIENTCLASS_DT(C_SpriteOriented, DT_SpriteOriented, CSpriteOriented)
#define CSpriteOriented C_SpriteOriented
END_RECV_TABLE()
#endif
#if !defined( CLIENT_DLL )
void CSpriteOriented::Spawn( void )
{
// save a copy of the angles, CSprite swaps the yaw and roll
QAngle angles = GetAbsAngles();
BaseClass::Spawn();
// ORIENTED sprites "forward" vector points in the players "view" direction, not the direction "out" from the sprite (gah)
angles.y = anglemod( angles.y + 180 );
SetAbsAngles( angles );
}
#else
bool CSpriteOriented::IsTransparent( void )
{
return true;
}
#endif