Compare commits

...

5 Commits

Author SHA1 Message Date
nillerusr
91a76f2a13 WIP: fix compilation issues 2023-10-26 17:07:53 +03:00
nillerusr
2011179696 fix macos and windows builds( maybe ) 2023-10-03 20:34:56 +03:00
nillerusr
3626803e24 add symlinks for headers 2023-10-03 20:07:14 +03:00
nillerusr
8322130890 WIP: port alien swarm and extend engine for asw 2023-10-03 20:02:58 +03:00
nillerusr
7d3c0d8b5a upload "kind" alien swarm 2023-10-03 17:23:56 +03:00
4862 changed files with 625687 additions and 495358 deletions

View File

@ -41,11 +41,11 @@ static ConVar net_showevents( "net_showevents", "0", FCVAR_CHEAT, "Dump game eve
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CGameEventManager, IGameEventManager2, INTERFACEVERSION_GAMEEVENTSMANAGER2, s_GameEventManager );
CGameEvent::CGameEvent( CGameEventDescriptor *descriptor )
CGameEvent::CGameEvent( CGameEventDescriptor *descriptor, const char *name )
{
Assert( descriptor );
m_pDescriptor = descriptor;
m_pDataKeys = new KeyValues( descriptor->name );
m_pDataKeys = new KeyValues( name );
}
CGameEvent::~CGameEvent()
@ -63,6 +63,11 @@ int CGameEvent::GetInt( const char *keyName, int defaultValue)
return m_pDataKeys->GetInt( keyName, defaultValue );
}
uint64 CGameEvent::GetUint64( const char *keyName, uint64 defaultValue)
{
return m_pDataKeys->GetUint64( keyName, defaultValue );
}
float CGameEvent::GetFloat( const char *keyName, float defaultValue )
{
return m_pDataKeys->GetFloat( keyName, defaultValue );
@ -83,6 +88,11 @@ void CGameEvent::SetInt( const char *keyName, int value )
m_pDataKeys->SetInt( keyName, value );
}
void CGameEvent::SetUint64( const char *keyName, uint64 value )
{
m_pDataKeys->SetUint64( keyName, value );
}
void CGameEvent::SetFloat( const char *keyName, float value )
{
m_pDataKeys->SetFloat( keyName, value );
@ -158,8 +168,8 @@ void CGameEventManager::Reset()
m_Listeners.PurgeAndDeleteElements();
m_EventFiles.RemoveAll();
m_EventFileNames.RemoveAll();
m_EventMap.Purge();
m_bClientListenersChanged = true;
Assert( m_GameEvents.Count() == 0 );
}
@ -189,10 +199,12 @@ void CGameEventManager::WriteEventList(SVC_GameEventList *msg)
Assert( descriptor.eventid >= 0 && descriptor.eventid < MAX_EVENT_NUMBER );
const char *pName = m_EventMap.GetElementName( descriptor.elementIndex );
msg->m_DataOut.WriteUBitLong( descriptor.eventid, MAX_EVENT_BITS );
msg->m_DataOut.WriteString( descriptor.name );
KeyValues *key = descriptor.keys->GetFirstSubKey();
msg->m_DataOut.WriteString( pName );
KeyValues *key = descriptor.keys->GetFirstSubKey();
while ( key )
{
@ -208,7 +220,6 @@ void CGameEventManager::WriteEventList(SVC_GameEventList *msg)
}
msg->m_DataOut.WriteUBitLong( TYPE_LOCAL, 3 ); // end marker
msg->m_nNumEvents++;
}
}
@ -296,7 +307,8 @@ void CGameEventManager::WriteListenEventList(CLC_ListenEvents *msg)
if ( descriptor.eventid == -1 )
{
DevMsg("Warning! Client listens to event '%s' unknown by server.\n", descriptor.name );
const char *pName = m_EventMap.GetElementName(descriptor.elementIndex);
DevMsg("Warning! Client listens to event '%s' unknown by server.\n", pName );
continue;
}
@ -304,17 +316,17 @@ void CGameEventManager::WriteListenEventList(CLC_ListenEvents *msg)
}
}
IGameEvent *CGameEventManager::CreateEvent( CGameEventDescriptor *descriptor )
IGameEvent *CGameEventManager::CreateEvent( CGameEventDescriptor *descriptor, const char *name )
{
return new CGameEvent ( descriptor );
return new CGameEvent ( descriptor, name );
}
IGameEvent *CGameEventManager::CreateEvent( const char *name, bool bForce )
IGameEvent *CGameEventManager::CreateEvent( const char *name, bool bForce, int *pCookie )
{
if ( !name || !name[0] )
return NULL;
CGameEventDescriptor *descriptor = GetEventDescriptor( name );
CGameEventDescriptor *descriptor = GetEventDescriptor( name, pCookie );
// check if this event name is known
if ( !descriptor )
@ -330,7 +342,7 @@ IGameEvent *CGameEventManager::CreateEvent( const char *name, bool bForce )
}
// create & return the new event
return new CGameEvent ( descriptor );
return new CGameEvent ( descriptor, name );
}
bool CGameEventManager::FireEvent( IGameEvent *event, bool bServerOnly )
@ -351,7 +363,8 @@ IGameEvent *CGameEventManager::DuplicateEvent( IGameEvent *event )
return NULL;
// create new instance
CGameEvent *newEvent = new CGameEvent ( gameEvent->m_pDescriptor );
const char *pName = m_EventMap.GetElementName(gameEvent->m_pDescriptor->elementIndex );
CGameEvent *newEvent = new CGameEvent ( gameEvent->m_pDescriptor, pName );
// free keys
newEvent->m_pDataKeys->deleteThis();
@ -414,12 +427,16 @@ bool CGameEventManager::FireEventIntern( IGameEvent *event, bool bServerOnly, bo
{
if ( bClientOnly )
{
ConMsg( "Game event \"%s\", Tick %i:\n", descriptor->name, cl.GetClientTickCount() );
#ifndef DEDICATED
const char *pName = m_EventMap.GetElementName(descriptor->elementIndex);
ConMsg( "Game event \"%s\", Tick %i:\n", pName, cl.GetClientTickCount() );
ConPrintEvent( event );
#endif
}
else if ( net_showevents.GetInt() > 1 )
{
ConMsg( "Server event \"%s\", Tick %i:\n", descriptor->name, sv.GetTick() );
const char *pName = m_EventMap.GetElementName(descriptor->elementIndex);
ConMsg( "Server event \"%s\", Tick %i:\n", pName, sv.GetTick() );
ConPrintEvent( event );
}
}
@ -491,7 +508,8 @@ bool CGameEventManager::SerializeEvent( IGameEvent *event, bf_write* buf )
if ( net_showevents.GetInt() > 2 )
{
DevMsg("Serializing event '%s' (%i):\n", descriptor->name, descriptor->eventid );
const char *pName = m_EventMap.GetElementName(descriptor->elementIndex);
DevMsg("Serializing event '%s' (%i):\n", pName, descriptor->eventid );
}
while ( key )
@ -545,11 +563,12 @@ IGameEvent *CGameEventManager::UnserializeEvent( bf_read *buf)
}
// create new event
IGameEvent *event = CreateEvent( descriptor );
const char *pName = m_EventMap.GetElementName(descriptor->elementIndex);
IGameEvent *event = CreateEvent( descriptor, pName );
if ( !event )
{
DevMsg( "CGameEventManager::UnserializeEvent:: failed to create event %s.\n", descriptor->name );
DevMsg( "CGameEventManager::UnserializeEvent:: failed to create event %i.\n", descriptor->eventid );
return NULL;
}
@ -766,9 +785,7 @@ bool CGameEventManager::RegisterEvent( KeyValues * event)
int index = m_GameEvents.AddToTail();
descriptor = &m_GameEvents.Element(index);
AssertMsg2( V_strlen( event->GetName() ) <= MAX_EVENT_NAME_LENGTH, "Event named '%s' exceeds maximum name length %d", event->GetName(), MAX_EVENT_NAME_LENGTH );
Q_strncpy( descriptor->name, event->GetName(), MAX_EVENT_NAME_LENGTH );
descriptor->elementIndex = m_EventMap.Insert( event->GetName(), index );
}
else
{
@ -859,20 +876,34 @@ void CGameEventManager::FreeEvent( IGameEvent *event )
delete event;
}
CGameEventDescriptor *CGameEventManager::GetEventDescriptor(const char * name)
CGameEventDescriptor *CGameEventManager::GetEventDescriptor(const char * name, int *pCookie)
{
const uint32 cookieBit = 0x80000000;
const uint32 cookieMask = ~cookieBit;
if ( !name || !name[0] )
return NULL;
for (int i=0; i < m_GameEvents.Count(); i++ )
if ( pCookie && *pCookie )
{
CGameEventDescriptor *descriptor = &m_GameEvents[i];
int gameEventIndex = uint32(*pCookie) & cookieMask;
CGameEventDescriptor *pDescriptor = &m_GameEvents[gameEventIndex];
if ( !V_stricmp( m_EventMap.GetElementName(pDescriptor->elementIndex), name ) )
{
return pDescriptor;
}
}
int eventMapIndex = m_EventMap.Find( name );
if ( eventMapIndex == m_EventMap.InvalidIndex() )
return NULL;
if ( Q_strcmp( descriptor->name, name ) == 0 )
return descriptor;
int gameEventIndex = m_EventMap[eventMapIndex];
if ( pCookie )
{
*pCookie = cookieBit | gameEventIndex;
}
return NULL;
return &m_GameEvents[gameEventIndex];
}
bool CGameEventManager::AddListenerAll( void *listener, int nListenerType )

View File

@ -13,6 +13,7 @@
#pragma once
#endif
#include "utldict.h"
#include <igameevents.h>
#include <utlvector.h>
#include <KeyValues.h>
@ -34,16 +35,16 @@ class CGameEventDescriptor
public:
CGameEventDescriptor()
{
name[0] = 0;
eventid = -1;
keys = NULL;
local = false;
reliable = true;
elementIndex = -1;
}
public:
char name[MAX_EVENT_NAME_LENGTH]; // name of this event
int eventid; // network index number, -1 = not networked
int eventid; // network index number, -1 = not networked
int elementIndex;
KeyValues *keys; // KeyValue describing data types, if NULL only name
bool local; // local event, never tell clients about that
bool reliable; // send this event as reliable message
@ -54,7 +55,7 @@ class CGameEvent : public IGameEvent
{
public:
CGameEvent( CGameEventDescriptor *descriptor );
CGameEvent( CGameEventDescriptor *descriptor, const char *name );
virtual ~CGameEvent();
const char *GetName() const;
@ -64,11 +65,13 @@ public:
bool GetBool( const char *keyName = NULL, bool defaultValue = false );
int GetInt( const char *keyName = NULL, int defaultValue = 0 );
uint64 GetUint64( const char *keyName = NULL, uint64 defaultValue = 0 );
float GetFloat( const char *keyName = NULL, float defaultValue = 0.0f );
const char *GetString( const char *keyName = NULL, const char *defaultValue = "" );
void SetBool( const char *keyName, bool value );
void SetInt( const char *keyName, int value );
void SetUint64( const char *keyName, uint64 value );
void SetFloat( const char *keyName, float value );
void SetString( const char *keyName, const char *value );
@ -111,8 +114,9 @@ public: // IGameEventManager functions
bool AddListener( IGameEventListener2 *listener, const char *name, bool bServerSide );
bool FindListener( IGameEventListener2 *listener, const char *name );
void RemoveListener( IGameEventListener2 *listener);
IGameEvent *CreateEvent( const char *name, bool bForce = false );
IGameEvent *CreateEvent( const char *name, bool bForce = false, int *pCookie = NULL );
IGameEvent *DuplicateEvent( IGameEvent *event);
bool FireEvent( IGameEvent *event, bool bDontBroadcast = false );
bool FireEventClientSide( IGameEvent *event );
@ -127,7 +131,7 @@ public:
void ReloadEventDefinitions(); // called by server on new map
bool AddListener( void *listener, CGameEventDescriptor *descriptor, int nListenerType );
CGameEventDescriptor *GetEventDescriptor( const char *name );
CGameEventDescriptor *GetEventDescriptor( const char *name, int *pCookie = NULL );
CGameEventDescriptor *GetEventDescriptor( IGameEvent *event );
CGameEventDescriptor *GetEventDescriptor( int eventid );
@ -145,13 +149,14 @@ public:
protected:
IGameEvent *CreateEvent( CGameEventDescriptor *descriptor );
IGameEvent *CreateEvent( CGameEventDescriptor *descriptor, const char *name );
bool RegisterEvent( KeyValues * keys );
void UnregisterEvent(int index);
bool FireEventIntern( IGameEvent *event, bool bServerSide, bool bClientOnly );
CGameEventCallback* FindEventListener( void* listener );
CUtlVector<CGameEventDescriptor> m_GameEvents; // list of all known events
CUtlDict<int, int> m_EventMap;
CUtlVector<CGameEventCallback*> m_Listeners; // list of all registered listeners
CUtlSymbolTable m_EventFiles; // list of all loaded event files
CUtlVector<CUtlSymbol> m_EventFileNames;

View File

@ -66,10 +66,13 @@ CBaseClient::CBaseClient()
m_bReportFakeClient = true;
m_iTracing = 0;
m_bPlayerNameLocked = false;
m_nDebugID = EVENT_DEBUG_ID_INIT;
}
CBaseClient::~CBaseClient()
{
m_nDebugID = EVENT_DEBUG_ID_SHUTDOWN;
}
@ -670,6 +673,11 @@ void CBaseClient::FireGameEvent( IGameEvent *event )
}
}
int CBaseClient::GetEventDebugID( void )
{
return m_nDebugID;
}
bool CBaseClient::SendServerInfo( void )
{
COM_TimestampedLog( " CBaseClient::SendServerInfo" );

View File

@ -144,6 +144,8 @@ public: // IClientMessageHandlers
public: // IGameEventListener
virtual void FireGameEvent( IGameEvent *event );
int m_nDebugID;
virtual int GetEventDebugID( void );
public:

View File

@ -539,6 +539,8 @@ public:
virtual bool REMOVED_SteamRefreshLogin( const char *password, bool isSecure ) { return false; }
virtual bool REMOVED_SteamProcessCall( bool & finished ) { return false; }
virtual ISPSharedMemory *GetSinglePlayerSharedMemorySpace( const char *handle, int ent_num = MAX_EDICTS );
virtual void SetGamestatsData( CGamestatsData *pGamestatsData );
virtual CGamestatsData *GetGamestatsData();
@ -1568,6 +1570,13 @@ void CEngineClient::OnStorageDeviceDetached( void )
g_pXboxSystem->CloseContainers();
}
ISPSharedMemory *CEngineClient::GetSinglePlayerSharedMemorySpace( const char *szName, int ent_num )
{
// TODO(nillerusr): it this necessary? Implement later if so
return NULL; //g_pSinglePlayerSharedMemoryManager->GetSharedMemory( szName, ent_num );
}
void CEngineClient::ResetDemoInterpolation( void )
{
if( demorecorder->IsRecording() )

View File

@ -50,47 +50,28 @@ csurface_t *CCollisionBSPData::GetSurfaceAtIndex( unsigned short surfaceIndex )
return &map_surfaces[surfaceIndex];
}
#if TEST_TRACE_POOL
CTSPool<TraceInfo_t> g_TraceInfoPool;
#else
class CTraceInfoPool : public CTSList<TraceInfo_t *>
{
public:
CTraceInfoPool() = default;
};
CTraceInfoPool g_TraceInfoPool;
#endif
static TraceInfo_t g_TraceInfo;
TraceInfo_t *BeginTrace()
{
#if TEST_TRACE_POOL
TraceInfo_t *pTraceInfo = g_TraceInfoPool.GetObject();
#else
TraceInfo_t *pTraceInfo;
if ( !g_TraceInfoPool.PopItem( &pTraceInfo ) )
if ( g_TraceInfo.m_BrushCounters[0].Count() != GetCollisionBSPData()->numbrushes + 1 )
{
pTraceInfo = new TraceInfo_t;
}
#endif
if ( pTraceInfo->m_BrushCounters[0].Count() != GetCollisionBSPData()->numbrushes + 1 )
{
memset( pTraceInfo->m_Count, 0, sizeof( pTraceInfo->m_Count ) );
pTraceInfo->m_nCheckDepth = -1;
memset( g_TraceInfo.m_Count, 0, sizeof( g_TraceInfo.m_Count ) );
g_TraceInfo.m_nCheckDepth = -1;
for ( int i = 0; i < MAX_CHECK_COUNT_DEPTH; i++ )
{
pTraceInfo->m_BrushCounters[i].SetCount( GetCollisionBSPData()->numbrushes + 1 );
pTraceInfo->m_DispCounters[i].SetCount( g_DispCollTreeCount );
g_TraceInfo.m_BrushCounters[i].SetCount( GetCollisionBSPData()->numbrushes + 1 );
g_TraceInfo.m_DispCounters[i].SetCount( g_DispCollTreeCount );
memset( pTraceInfo->m_BrushCounters[i].Base(), 0, pTraceInfo->m_BrushCounters[i].Count() * sizeof(TraceCounter_t) );
memset( pTraceInfo->m_DispCounters[i].Base(), 0, pTraceInfo->m_DispCounters[i].Count() * sizeof(TraceCounter_t) );
memset( g_TraceInfo.m_BrushCounters[i].Base(), 0, g_TraceInfo.m_BrushCounters[i].Count() * sizeof(TraceCounter_t) );
memset( g_TraceInfo.m_DispCounters[i].Base(), 0, g_TraceInfo.m_DispCounters[i].Count() * sizeof(TraceCounter_t) );
}
}
PushTraceVisits( pTraceInfo );
PushTraceVisits( &g_TraceInfo );
return pTraceInfo;
return &g_TraceInfo;
}
void PushTraceVisits( TraceInfo_t *pTraceInfo )
@ -114,16 +95,9 @@ void PopTraceVisits( TraceInfo_t *pTraceInfo )
Assert( pTraceInfo->m_nCheckDepth >= -1 );
}
void EndTrace( TraceInfo_t *&pTraceInfo )
void EndTrace( TraceInfo_t *pTraceInfo )
{
PopTraceVisits( pTraceInfo );
Assert( pTraceInfo->m_nCheckDepth == -1 );
#if TEST_TRACE_POOL
g_TraceInfoPool.PutObject( pTraceInfo );
#else
g_TraceInfoPool.PushItem( pTraceInfo );
#endif
pTraceInfo = NULL;
}
static ConVar map_noareas( "map_noareas", "0", 0, "Disable area to area connection testing." );

View File

@ -158,7 +158,7 @@ struct cnode_t
TraceInfo_t *BeginTrace();
void PushTraceVisits( TraceInfo_t *pTraceInfo );
void PopTraceVisits( TraceInfo_t *pTraceInfo );
void EndTrace( TraceInfo_t *&pTraceInfo );
void EndTrace( TraceInfo_t *pTraceInfo );
//-----------------------------------------------------------------------------

View File

@ -475,6 +475,8 @@ CHLTVServer::CHLTVServer()
m_nGlobalSlots = 0;
m_nGlobalClients = 0;
m_nGlobalProxies = 0;
m_nDebugID = EVENT_DEBUG_ID_INIT;
}
CHLTVServer::~CHLTVServer()
@ -488,6 +490,8 @@ CHLTVServer::~CHLTVServer()
// make sure everything was destroyed
Assert( m_CurrentFrame == NULL );
Assert( CountClientFrames() == 0 );
m_nDebugID = EVENT_DEBUG_ID_SHUTDOWN;
}
void CHLTVServer::SetMaxClients( int number )
@ -1015,9 +1019,13 @@ void CHLTVServer::FireGameEvent(IGameEvent *event)
}
}
int CHLTVServer::GetEventDebugID( void )
{
return m_nDebugID;
}
bool CHLTVServer::ShouldUpdateMasterServer()
{
// If the main game server is active, then we let it update Steam with the server info.
return !sv.IsActive();
}

View File

@ -115,6 +115,8 @@ public: // CBaseServer interface:
public:
void FireGameEvent(IGameEvent *event);
int m_nDebugID;
int GetEventDebugID( void );
public: // IHLTVServer interface:
IServer *GetBaseServer( void );

View File

@ -262,11 +262,13 @@ CON_COMMAND( logaddress_list, "List all addresses currently being used by logadd
CLog::CLog()
{
Reset();
m_nDebugID = EVENT_DEBUG_ID_INIT;
}
CLog::~CLog()
{
m_nDebugID = EVENT_DEBUG_ID_SHUTDOWN;
}
void CLog::Reset( void ) // reset all logging streams
@ -644,6 +646,11 @@ void CLog::FireGameEvent( IGameEvent *event )
}
}
int CLog::GetEventDebugID( void )
{
return m_nDebugID;
}
struct TempFilename_t
{
bool IsGzip;

View File

@ -24,7 +24,8 @@ public:
public: // IGameEventListener Interface
void FireGameEvent( IGameEvent *event );
int m_nDebugID;
int GetEventDebugID( void );
public:
bool IsActive( void ); // true if logging is "on"

View File

@ -1595,6 +1595,12 @@ public:
return sv.GetPlayerInfo( (ent_num-1), pinfo );
}
virtual ISPSharedMemory *GetSinglePlayerSharedMemorySpace( const char *szName, int ent_num = MAX_EDICTS )
{
// TODO(nillerusr): it this necessary? Implement later if so
return NULL; //return g_pSinglePlayerSharedMemoryManager->GetSharedMemory( szName, ent_num );
}
bool IsClientFullyAuthenticated( edict_t *pEdict )
{
int entnum = NUM_FOR_EDICT( pEdict );

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Acts exactly like "AnimatedTexture", but ONLY if the texture
// it's working on matches the desired texture to work on.
@ -8,14 +8,15 @@
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/itexture.h"
#include "baseanimatedtextureproxy.h"
#include "materialsystem/IMaterialProxy.h"
#include "materialsystem/IMaterialVar.h"
#include "materialsystem/IMaterial.h"
#include "materialsystem/ITexture.h"
#include "BaseAnimatedTextureProxy.h"
#include "utlstring.h"
#include <KeyValues.h>
#include "imaterialproxydict.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -50,4 +51,4 @@ void CAnimateSpecificTexture::OnBind( void *pC_BaseEntity )
//else do nothing
}
EXPOSE_INTERFACE( CAnimateSpecificTexture, IMaterialProxy, "AnimateSpecificTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
EXPOSE_MATERIAL_PROXY( CAnimateSpecificTexture, AnimateSpecificTexture );

View File

@ -1,65 +0,0 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_ENVPROJECTEDTEXTURE_H
#define C_ENVPROJECTEDTEXTURE_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "basetypes.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_EnvProjectedTexture : public C_BaseEntity
{
DECLARE_CLASS( C_EnvProjectedTexture, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
C_EnvProjectedTexture();
~C_EnvProjectedTexture();
virtual void OnDataChanged( DataUpdateType_t updateType );
void ShutDownLightHandle( void );
virtual void Simulate();
void UpdateLight( bool bForceUpdate );
bool ShadowsEnabled();
float GetFOV();
private:
ClientShadowHandle_t m_LightHandle;
EHANDLE m_hTargetEntity;
bool m_bState;
float m_flLightFOV;
bool m_bEnableShadows;
bool m_bLightOnlyTarget;
bool m_bLightWorld;
bool m_bCameraSpace;
color32 m_cLightColor;
float m_flAmbient;
char m_SpotlightTextureName[ MAX_PATH ];
int m_nSpotlightTextureFrame;
int m_nShadowQuality;
bool m_bCurrentShadow;
public:
C_EnvProjectedTexture *m_pNext;
};
C_EnvProjectedTexture* GetEnvProjectedTextureList();
#endif // C_ENVPROJECTEDTEXTURE_H

View File

@ -1,19 +1,19 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Material Modify control entity.
//
//=============================================================================//
#include "cbase.h"
#include "proxyentity.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/itexture.h"
#include "ProxyEntity.h"
#include "materialsystem/IMaterial.h"
#include "materialsystem/IMaterialVar.h"
#include "materialsystem/ITexture.h"
#include "iviewrender.h"
#include "texture_group_names.h"
#include "baseanimatedtextureproxy.h"
#include "toolframework_client.h"
#include "BaseAnimatedTextureProxy.h"
#include "imaterialproxydict.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -29,9 +29,6 @@ enum MaterialModifyMode_t
MATERIAL_MODIFY_MODE_FLOAT_LERP = 3,
};
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
ConVar debug_materialmodifycontrol_client( "debug_materialmodifycontrol_client", "0" );
struct materialanimcommands_t
@ -328,11 +325,6 @@ void CMaterialModifyProxy::OnBind( void *pEntity )
}
}
}
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
IMaterial *CMaterialModifyProxy::GetMaterial()
@ -753,11 +745,6 @@ void CMaterialModifyAnimatedProxy::OnBind( void *pEntity )
}
m_AnimatedTextureFrameNumVar->SetIntValue( intFrame );
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
//-----------------------------------------------------------------------------
@ -794,5 +781,5 @@ void CMaterialModifyAnimatedProxy::AnimationWrapped( void* pArg )
}
EXPOSE_INTERFACE( CMaterialModifyProxy, IMaterialProxy, "MaterialModify" IMATERIAL_PROXY_INTERFACE_VERSION );
EXPOSE_INTERFACE( CMaterialModifyAnimatedProxy, IMaterialProxy, "MaterialModifyAnimated" IMATERIAL_PROXY_INTERFACE_VERSION );
EXPOSE_MATERIAL_PROXY( CMaterialModifyProxy, MaterialModify );
EXPOSE_MATERIAL_PROXY( CMaterialModifyAnimatedProxy, MaterialModifyAnimated );

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Water LOD control entity.
//

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Utility code.
//

View File

@ -1,19 +1,16 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "functionproxy.h"
#include "toolframework_client.h"
#include "FunctionProxy.h"
#include "imaterialproxydict.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
//-----------------------------------------------------------------------------
// Returns the player health (from 0 to 1)
//-----------------------------------------------------------------------------
@ -52,12 +49,8 @@ void CProxyIsNPC::OnBind( void *pC_BaseEntity )
{
SetFloatResult( 0.0f );
}
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
EXPOSE_INTERFACE( CProxyIsNPC, IMaterialProxy, "IsNPC" IMATERIAL_PROXY_INTERFACE_VERSION );
EXPOSE_MATERIAL_PROXY( CProxyIsNPC, IsNPC );

View File

@ -1,13 +1,18 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/IMaterialProxy.h"
#include "materialsystem/IMaterial.h"
#include "materialsystem/IMaterialVar.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
// $monitorTextureVar
class CMonitorMaterialProxy : public IMaterialProxy
@ -57,4 +62,4 @@ void CMonitorMaterialProxy::OnBind( void *pC_BaseEntity )
}
}
EXPOSE_INTERFACE( CMonitorMaterialProxy, IMaterialProxy, "Monitor" IMATERIAL_PROXY_INTERFACE_VERSION );
EXPOSE_MATERIAL_PROXY( CMonitorMaterialProxy, Monitor );

101
game/client/NPSClient.h Normal file
View File

@ -0,0 +1,101 @@
// *******************************************************************************
// *
// * Module Name:
// * NPSClient.h
// *
// * Abstract:
// * Header for NaturalPoint Simple Game Client API.
// *
// * Environment:
// * Microsoft Windows -- User mode
// *
// *******************************************************************************
#ifndef _NPSCLIENT_H_DEFINED_
#define _NPSCLIENT_H_DEFINED_
#pragma pack( push, npsclient_h ) // Save current pack value
#pragma pack(1)
#ifdef __cplusplus
extern "C"{
#endif
//////////////////
/// Typedefs /////////////////////////////////////////////////////////////////////
/////////////////
#ifndef _NPCLIENT_H_DEFINED_
// NPESULT values are returned from the Game Client API functions.
//
typedef enum tagNPResult
{
NP_OK = 0,
NP_ERR_DEVICE_NOT_PRESENT,
NP_ERR_UNSUPPORTED_OS,
NP_ERR_INVALID_ARG,
NP_ERR_DLL_NOT_FOUND,
NP_ERR_NO_DATA,
NP_ERR_INTERNAL_DATA,
NP_ERR_ALREADY_REGISTERED, // a window handle or game ID is already registered
NP_ERR_UNKNOWN_ID, // unknown game ID registered
NP_ERR_READ_ONLY, // parameter is read only
} NPRESULT;
typedef struct tagTrackIRData
{
unsigned short wNPStatus;
unsigned short wPFrameSignature;
unsigned long dwNPIOData;
float fNPRoll;
float fNPPitch;
float fNPYaw;
float fNPX;
float fNPY;
float fNPZ;
float fNPRawX;
float fNPRawY;
float fNPRawZ;
float fNPDeltaX;
float fNPDeltaY;
float fNPDeltaZ;
float fNPSmoothX;
float fNPSmoothY;
float fNPSmoothZ;
} TRACKIRDATA, *LPTRACKIRDATA;
#endif
typedef NPRESULT (__stdcall *PF_NPS_INIT)( HWND );
typedef NPRESULT (__stdcall *PF_NPS_SHUTDOWN)( void );
typedef NPRESULT (__stdcall *PF_NPS_GETDATA)( LPTRACKIRDATA );
//// Function Prototypes ///////////////////////////////////////////////
//
// Functions exported from game client API DLL ( note __stdcall calling convention
// is used for ease of interface to clients of differing implementations including
// C, C++, Pascal (Delphi) and VB. )
//
NPRESULT __stdcall NPS_Init( HWND hWnd );
NPRESULT __stdcall NPS_Shutdown( void );
NPRESULT __stdcall NPS_GetData( LPTRACKIRDATA pTID );
/////////////////////////////////////////////////////////////////////////
#ifdef __cplusplus
}
#endif
#pragma pack( pop, npsclient_h ) // Ensure previous pack value is restored
#endif // #ifdef NPCLIENT_H_DEFINED_
//
// *** End of file: NPSClient.h ***
//

View File

@ -1,245 +0,0 @@
// C_NextBot.cpp
// Client-side implementation of Next generation bot system
// Author: Michael Booth, April 2005
//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "C_NextBot.h"
#include "debugoverlay_shared.h"
#include <bitbuf.h>
#include "viewrender.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#undef NextBot
ConVar NextBotShadowDist( "nb_shadow_dist", "400" );
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_DT( C_NextBotCombatCharacter, DT_NextBot, NextBotCombatCharacter )
END_RECV_TABLE()
//-----------------------------------------------------------------------------
C_NextBotCombatCharacter::C_NextBotCombatCharacter()
{
// Left4Dead have surfaces too steep for IK to work properly
m_EntClientFlags |= ENTCLIENTFLAG_DONTUSEIK;
m_shadowType = SHADOWS_SIMPLE;
m_forcedShadowType = SHADOWS_NONE;
m_bForceShadowType = false;
TheClientNextBots().Register( this );
}
//-----------------------------------------------------------------------------
C_NextBotCombatCharacter::~C_NextBotCombatCharacter()
{
TheClientNextBots().UnRegister( this );
}
//-----------------------------------------------------------------------------
void C_NextBotCombatCharacter::Spawn( void )
{
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
void C_NextBotCombatCharacter::UpdateClientSideAnimation()
{
if (IsDormant())
{
return;
}
BaseClass::UpdateClientSideAnimation();
}
//--------------------------------------------------------------------------------------------------------
void C_NextBotCombatCharacter::UpdateShadowLOD( void )
{
ShadowType_t oldShadowType = m_shadowType;
if ( m_bForceShadowType )
{
m_shadowType = m_forcedShadowType;
}
else
{
#ifdef NEED_SPLITSCREEN_INTEGRATION
FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
{
C_BasePlayer *pl = C_BasePlayer::GetLocalPlayer(hh);
if ( pl )
{
Vector delta = GetAbsOrigin() - C_BasePlayer::GetLocalPlayer(hh)->GetAbsOrigin();
#else
{
if ( C_BasePlayer::GetLocalPlayer() )
{
Vector delta = GetAbsOrigin() - C_BasePlayer::GetLocalPlayer()->GetAbsOrigin();
#endif
if ( delta.IsLengthLessThan( NextBotShadowDist.GetFloat() ) )
{
m_shadowType = SHADOWS_RENDER_TO_TEXTURE_DYNAMIC;
}
else
{
m_shadowType = SHADOWS_SIMPLE;
}
}
else
{
m_shadowType = SHADOWS_SIMPLE;
}
}
}
if ( oldShadowType != m_shadowType )
{
DestroyShadow();
}
}
//--------------------------------------------------------------------------------------------------------
ShadowType_t C_NextBotCombatCharacter::ShadowCastType( void )
{
if ( !IsVisible() )
return SHADOWS_NONE;
if ( m_shadowTimer.IsElapsed() )
{
m_shadowTimer.Start( 0.15f );
UpdateShadowLOD();
}
return m_shadowType;
}
//--------------------------------------------------------------------------------------------------------
bool C_NextBotCombatCharacter::GetForcedShadowCastType( ShadowType_t* pForcedShadowType ) const
{
if ( pForcedShadowType )
{
*pForcedShadowType = m_forcedShadowType;
}
return m_bForceShadowType;
}
//--------------------------------------------------------------------------------------------------------
/**
* Singleton accessor.
* By returning a reference, we guarantee construction of the
* instance before its first use.
*/
C_NextBotManager &TheClientNextBots( void )
{
static C_NextBotManager manager;
return manager;
}
//--------------------------------------------------------------------------------------------------------
C_NextBotManager::C_NextBotManager( void )
{
}
//--------------------------------------------------------------------------------------------------------
C_NextBotManager::~C_NextBotManager()
{
}
//--------------------------------------------------------------------------------------------------------
void C_NextBotManager::Register( C_NextBotCombatCharacter *bot )
{
m_botList.AddToTail( bot );
}
//--------------------------------------------------------------------------------------------------------
void C_NextBotManager::UnRegister( C_NextBotCombatCharacter *bot )
{
m_botList.FindAndRemove( bot );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_NextBotManager::SetupInFrustumData( void )
{
#ifdef ENABLE_AFTER_INTEGRATION
// Done already this frame.
if ( IsInFrustumDataValid() )
return true;
// Can we use the view data yet?
if ( !FrustumCache()->IsValid() )
return false;
// Get the number of active bots.
int nBotCount = m_botList.Count();
// Reset.
for ( int iBot = 0; iBot < nBotCount; ++iBot )
{
// Get the current bot.
C_NextBotCombatCharacter *pBot = m_botList[iBot];
if ( !pBot )
continue;
pBot->InitFrustumData();
}
FOR_EACH_VALID_SPLITSCREEN_PLAYER( iSlot )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( iSlot );
// Get the active local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
continue;
for ( int iBot = 0; iBot < nBotCount; ++iBot )
{
// Get the current bot.
C_NextBotCombatCharacter *pBot = m_botList[iBot];
if ( !pBot )
continue;
// Are we in the view frustum?
Vector vecMin, vecMax;
pBot->CollisionProp()->WorldSpaceAABB( &vecMin, &vecMax );
bool bInFrustum = !FrustumCache()->m_Frustums[iSlot].CullBox( vecMin, vecMax );
if ( bInFrustum )
{
Vector vecSegment;
VectorSubtract( pBot->GetAbsOrigin(), pPlayer->GetAbsOrigin(), vecSegment );
float flDistance = vecSegment.LengthSqr();
if ( flDistance < pBot->GetInFrustumDistanceSqr() )
{
pBot->SetInFrustumDistanceSqr( flDistance );
}
pBot->SetInFrustum( true );
}
}
}
// Mark as setup this frame.
m_nInFrustumFrame = gpGlobals->framecount;
#endif
return true;
}
//--------------------------------------------------------------------------------------------------------

View File

@ -1,134 +0,0 @@
// C_NextBot.h
// Next generation bot system
// Author: Michael Booth, April 2005
//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef _C_NEXT_BOT_H_
#define _C_NEXT_BOT_H_
#include "c_ai_basenpc.h"
//----------------------------------------------------------------------------------------------------------------
/**
* The interface holding IBody information
*/
class IBodyClient
{
public:
enum ActivityType
{
MOTION_CONTROLLED_XY = 0x0001, // XY position and orientation of the bot is driven by the animation.
MOTION_CONTROLLED_Z = 0x0002, // Z position of the bot is driven by the animation.
ACTIVITY_UNINTERRUPTIBLE= 0x0004, // activity can't be changed until animation finishes
ACTIVITY_TRANSITORY = 0x0008, // a short animation that takes over from the underlying animation momentarily, resuming it upon completion
ENTINDEX_PLAYBACK_RATE = 0x0010, // played back at different rates based on entindex
};
};
//--------------------------------------------------------------------------------------------------------
/**
* The client-side implementation of the NextBot
*/
class C_NextBotCombatCharacter : public C_BaseCombatCharacter
{
public:
DECLARE_CLASS( C_NextBotCombatCharacter, C_BaseCombatCharacter );
DECLARE_CLIENTCLASS();
C_NextBotCombatCharacter();
virtual ~C_NextBotCombatCharacter();
public:
virtual void Spawn( void );
virtual void UpdateClientSideAnimation( void );
virtual ShadowType_t ShadowCastType( void );
virtual bool IsNextBot() { return true; }
void ForceShadowCastType( bool bForce, ShadowType_t forcedShadowType = SHADOWS_NONE ) { m_bForceShadowType = bForce; m_forcedShadowType = forcedShadowType; }
bool GetForcedShadowCastType( ShadowType_t* pForcedShadowType ) const;
// Local In View Data.
void InitFrustumData( void ) { m_bInFrustum = false; m_flFrustumDistanceSqr = FLT_MAX; m_nInFrustumFrame = gpGlobals->framecount; }
bool IsInFrustumValid( void ) { return ( m_nInFrustumFrame == gpGlobals->framecount ); }
void SetInFrustum( bool bInFrustum ) { m_bInFrustum = bInFrustum; }
bool IsInFrustum( void ) { return m_bInFrustum; }
void SetInFrustumDistanceSqr( float flDistance ) { m_flFrustumDistanceSqr = flDistance; }
float GetInFrustumDistanceSqr( void ) { return m_flFrustumDistanceSqr; }
private:
ShadowType_t m_shadowType; // Are we LOD'd to simple shadows?
CountdownTimer m_shadowTimer; // Timer to throttle checks for shadow LOD
ShadowType_t m_forcedShadowType;
bool m_bForceShadowType;
void UpdateShadowLOD( void );
// Local In View Data.
int m_nInFrustumFrame;
bool m_bInFrustum;
float m_flFrustumDistanceSqr;
private:
C_NextBotCombatCharacter( const C_NextBotCombatCharacter & ); // not defined, not accessible
};
//--------------------------------------------------------------------------------------------------------
/**
* The C_NextBotManager manager
*/
class C_NextBotManager
{
public:
C_NextBotManager( void );
~C_NextBotManager();
/**
* Execute functor for each NextBot in the system.
* If a functor returns false, stop iteration early
* and return false.
*/
template < typename Functor >
bool ForEachCombatCharacter( Functor &func )
{
for( int i=0; i < m_botList.Count(); ++i )
{
C_NextBotCombatCharacter *character = m_botList[i];
if ( character->IsPlayer() )
{
continue;
}
if ( character->IsDormant() )
{
continue;
}
if ( !func( character ) )
{
return false;
}
}
return true;
}
int GetActiveCount() { return m_botList.Count(); }
bool SetupInFrustumData( void );
bool IsInFrustumDataValid( void ) { return ( m_nInFrustumFrame == gpGlobals->framecount ); }
private:
friend class C_NextBotCombatCharacter;
void Register( C_NextBotCombatCharacter *bot );
void UnRegister( C_NextBotCombatCharacter *bot );
CUtlVector< C_NextBotCombatCharacter * > m_botList; ///< list of all active NextBots
int m_nInFrustumFrame;
};
// singleton accessor
extern C_NextBotManager &TheClientNextBots( void );
#endif // _C_NEXT_BOT_H_

View File

@ -1,19 +1,16 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "functionproxy.h"
#include "toolframework_client.h"
#include "FunctionProxy.h"
#include "imaterialproxydict.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
//-----------------------------------------------------------------------------
// Returns the player health (from 0 to 1)
//-----------------------------------------------------------------------------
@ -47,13 +44,8 @@ void CProxyHealth::OnBind( void *pC_BaseEntity )
Assert( m_pResult );
SetFloatResult( pEntity->HealthFraction() * m_Factor.GetFloat() );
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
EXPOSE_INTERFACE( CProxyHealth, IMaterialProxy, "Health" IMATERIAL_PROXY_INTERFACE_VERSION );
EXPOSE_MATERIAL_PROXY( CProxyHealth, Health );

View File

@ -1,15 +1,14 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "KeyValues.h"
#include "keyvalues.h"
#include "cdll_client_int.h"
#include "view_scene.h"
#include "viewrender.h"
#include "tier0/icommandline.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/IMesh.h"
#include "materialsystem/IMaterial.h"
#include "materialsystem/IMaterialSystemHardwareConfig.h"
#include "materialsystem/IMaterialVar.h"
#include "ScreenSpaceEffects.h"

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which is rendered image on top of an entity
//
@ -6,11 +6,11 @@
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "TeamBitmapImage.h"
#include "teambitmapimage.h"
#include <KeyValues.h>
#include "vgui_bitmapimage.h"
#include "panelmetaclassmgr.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "vgui_BitmapImage.h"
#include "PanelMetaClassMgr.h"
#include "vguimatsurface/IMatSystemSurface.h"
#include <vgui_controls/Panel.h>
// memdbgon must be the last include file in a .cpp file!!!
@ -42,14 +42,14 @@ CTeamBitmapImage::~CTeamBitmapImage()
//-----------------------------------------------------------------------------
bool CTeamBitmapImage::Init( vgui::Panel *pParent, KeyValues* pInitData, C_BaseEntity* pEntity )
{
static const char *pRelativeTeamNames[BITMAP_COUNT] =
static char *pRelativeTeamNames[BITMAP_COUNT] =
{
"NoTeam",
"MyTeam",
"EnemyTeam",
};
static const char *pAbsoluteTeamNames[BITMAP_COUNT] =
static char *pAbsoluteTeamNames[BITMAP_COUNT] =
{
"Team0",
"Team1",
@ -59,7 +59,7 @@ bool CTeamBitmapImage::Init( vgui::Panel *pParent, KeyValues* pInitData, C_BaseE
m_pEntity = pEntity;
m_bRelativeTeams = (pInitData->GetInt( "relativeteam" ) != 0);
const char **ppTeamNames = m_bRelativeTeams ? pRelativeTeamNames : pAbsoluteTeamNames;
char **ppTeamNames = m_bRelativeTeams ? pRelativeTeamNames : pAbsoluteTeamNames;
int i;
for ( i = 0 ; i < BITMAP_COUNT; ++i )

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which is rendered image on top of an entity
//

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which is rendered image on top of an entity
//
@ -9,7 +9,7 @@
#include "ViewConeImage.h"
#include <KeyValues.h>
#include <vgui_controls/Panel.h>
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "vguimatsurface/IMatSystemSurface.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which draws a viewcone
//
@ -10,7 +10,7 @@
#define VIEWCONEIMAGE_H
#include "shareddefs.h"
#include "vgui_bitmapimage.h"
#include "VGUI_BitmapImage.h"
namespace vgui
{

View File

@ -1,22 +1,19 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/IMaterialProxy.h"
#include "materialsystem/IMaterial.h"
#include "materialsystem/IMaterialVar.h"
#include "iviewrender.h"
#include "toolframework_client.h"
#include "imaterialproxydict.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
// no inputs, assumes that the results go into $CHEAPWATERSTARTDISTANCE and $CHEAPWATERENDDISTANCE
class CWaterLODMaterialProxy : public IMaterialProxy
{
@ -68,11 +65,6 @@ void CWaterLODMaterialProxy::OnBind( void *pC_BaseEntity )
view->GetWaterLODParams( start, end );
m_pCheapWaterStartDistanceVar->SetFloatValue( start );
m_pCheapWaterEndDistanceVar->SetFloatValue( end );
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
IMaterial *CWaterLODMaterialProxy::GetMaterial()
@ -80,4 +72,4 @@ IMaterial *CWaterLODMaterialProxy::GetMaterial()
return m_pCheapWaterStartDistanceVar->GetOwningMaterial();
}
EXPOSE_INTERFACE( CWaterLODMaterialProxy, IMaterialProxy, "WaterLOD" IMATERIAL_PROXY_INTERFACE_VERSION );
EXPOSE_MATERIAL_PROXY( CWaterLODMaterialProxy, WaterLOD );

View File

@ -1,22 +1,19 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/IMaterialProxy.h"
#include "materialsystem/IMaterial.h"
#include "materialsystem/IMaterialVar.h"
#include "c_world.h"
#include "toolframework_client.h"
#include "imaterialproxydict.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
class CWorldDimsProxy : public IMaterialProxy
{
public:
@ -61,11 +58,6 @@ void CWorldDimsProxy::OnBind( void *pC_BaseEntity )
m_pMaxsVar->SetVecValue( (const float*)&pWorld->m_WorldMaxs, 3 );
}
}
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
IMaterial *CWorldDimsProxy::GetMaterial()
@ -73,6 +65,6 @@ IMaterial *CWorldDimsProxy::GetMaterial()
return m_pMinsVar->GetOwningMaterial();
}
EXPOSE_INTERFACE( CWorldDimsProxy, IMaterialProxy, "WorldDims" IMATERIAL_PROXY_INTERFACE_VERSION );
EXPOSE_MATERIAL_PROXY( CWorldDimsProxy, WorldDims );

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
@ -13,7 +13,7 @@
#include "ienginevgui.h"
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <vgui/IVGui.h>
#include <vgui/IVGUI.h>
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/ImagePanel.h>
@ -33,14 +33,14 @@ using namespace vgui;
// Purpose:
//-----------------------------------------------------------------------------
DECLARE_HUDELEMENT_DEPTH( CAchievementNotificationPanel, 100 );
// DECLARE_HUDELEMENT_DEPTH( CAchievementNotificationPanel, 100 );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CAchievementNotificationPanel::CAchievementNotificationPanel( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "AchievementNotificationPanel" )
{
Panel *pParent = g_pClientMode->GetViewport();
Panel *pParent = GetClientMode()->GetViewport();
SetParent( pParent );
m_flHideTime = 0;
@ -85,7 +85,7 @@ void CAchievementNotificationPanel::PerformLayout( void )
SetBgColor( Color( 0, 0, 0, 0 ) );
m_pLabelHeading->SetBgColor( Color( 0, 0, 0, 0 ) );
m_pLabelTitle->SetBgColor( Color( 0, 0, 0, 0 ) );
m_pPanelBackground->SetBgColor( Color( 128, 128, 128, 128 ) );
m_pPanelBackground->SetBgColor( Color( 62,70,55, 200 ) );
}
//-----------------------------------------------------------------------------
@ -94,14 +94,13 @@ void CAchievementNotificationPanel::PerformLayout( void )
void CAchievementNotificationPanel::FireGameEvent( IGameEvent * event )
{
const char *name = event->GetName();
if ( Q_strcmp( name, "achievement_event" ) == 0 )
if ( 0 == Q_strcmp( name, "achievement_event" ) )
{
const char *pchName = event->GetString( "achievement_name" );
int iCur = event->GetInt( "cur_val" );
int iMax = event->GetInt( "max_val" );
wchar_t szLocalizedName[256]=L"";
#ifndef DISABLE_STEAM
if ( IsPC() )
{
// shouldn't ever get achievement progress if steam not running and user logged in, but check just in case
@ -109,14 +108,13 @@ void CAchievementNotificationPanel::FireGameEvent( IGameEvent * event )
{
Msg( "Steam not running, achievement progress notification not displayed\n" );
}
else
else
{
// use Steam to show achievement progress UI
steamapicontext->SteamUserStats()->IndicateAchievementProgress( pchName, iCur, iMax );
}
}
else
#endif
else
{
// on X360 we need to show our own achievement progress UI
@ -127,17 +125,10 @@ void CAchievementNotificationPanel::FireGameEvent( IGameEvent * event )
Q_wcsncpy( szLocalizedName, pchLocalizedName, sizeof( szLocalizedName ) );
// this is achievement progress, compose the message of form: "<name> (<#>/<max>)"
wchar_t szText[512]=L"";
wchar_t szFmt[128]=L"";
wchar_t szText[512]=L"";
wchar_t szNumFound[16]=L"";
wchar_t szNumTotal[16]=L"";
if( iCur >= iMax )
{
AddNotification( pchName, g_pVGuiLocalize->Find( "#GameUI_Achievement_Awarded" ), szLocalizedName );
return;
}
_snwprintf( szNumFound, ARRAYSIZE( szNumFound ), L"%i", iCur );
_snwprintf( szNumTotal, ARRAYSIZE( szNumTotal ), L"%i", iMax );
@ -147,8 +138,7 @@ void CAchievementNotificationPanel::FireGameEvent( IGameEvent * event )
Q_wcsncpy( szFmt, pchFmt, sizeof( szFmt ) );
g_pVGuiLocalize->ConstructString( szText, sizeof( szText ), szFmt, 3, szLocalizedName, szNumFound, szNumTotal );
AddNotification( pchName, g_pVGuiLocalize->Find( "#GameUI_Achievement_Progress" ), szText );
AddNotification( pchName, g_pVGuiLocalize->FindSafe( "#GameUI_Achievement_Progress" ), szText );
}
}
}
@ -255,13 +245,13 @@ void CAchievementNotificationPanel::SetXAndWide( Panel *pPanel, int x, int wide
pPanel->SetWide( wide );
}
CON_COMMAND( achievement_notification_test, "Test the hud notification UI" )
CON_COMMAND_F( achievement_notification_test, "Test the hud notification UI", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY )
{
static int iCount=0;
CAchievementNotificationPanel *pPanel = GET_HUDELEMENT( CAchievementNotificationPanel );
if ( pPanel )
{
{
pPanel->AddNotification( "HL2_KILL_ODESSAGUNSHIP", L"Achievement Progress", ( 0 == ( iCount % 2 ) ? L"Test Notification Message A (1/10)" :
L"Test Message B" ) );
}

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

View File

@ -1,62 +0,0 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "proxyentity.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// $sineVar : name of variable that controls the alpha level (float)
class CAlphaMaterialProxy : public CEntityMaterialProxy
{
public:
CAlphaMaterialProxy();
virtual ~CAlphaMaterialProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( C_BaseEntity *pEntity );
virtual IMaterial *GetMaterial();
private:
IMaterialVar *m_AlphaVar;
};
CAlphaMaterialProxy::CAlphaMaterialProxy()
{
m_AlphaVar = NULL;
}
CAlphaMaterialProxy::~CAlphaMaterialProxy()
{
}
bool CAlphaMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
bool foundVar;
m_AlphaVar = pMaterial->FindVar( "$alpha", &foundVar, false );
return foundVar;
}
void CAlphaMaterialProxy::OnBind( C_BaseEntity *pEnt )
{
if (m_AlphaVar)
{
m_AlphaVar->SetFloatValue( pEnt->m_clrRender->a );
}
}
IMaterial *CAlphaMaterialProxy::GetMaterial()
{
if ( !m_AlphaVar )
return NULL;
return m_AlphaVar->GetOwningMaterial();
}
EXPOSE_INTERFACE( CAlphaMaterialProxy, IMaterialProxy, "Alpha" IMATERIAL_PROXY_INTERFACE_VERSION );

View File

@ -1,12 +1,13 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "baseanimatedtextureproxy.h"
#include "BaseAnimatedTextureProxy.h"
#include "imaterialproxydict.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -21,7 +22,7 @@ public:
};
EXPOSE_INTERFACE( CAnimatedEntityTextureProxy, IMaterialProxy, "AnimatedEntityTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
EXPOSE_MATERIAL_PROXY( CAnimatedEntityTextureProxy, AnimatedEntityTexture );
float CAnimatedEntityTextureProxy::GetAnimationStartTime( void* pArg )
{

View File

@ -1,12 +1,13 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "baseanimatedtextureproxy.h"
#include "BaseAnimatedTextureProxy.h"
#include "imaterialproxydict.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -25,7 +26,7 @@ protected:
float m_flFrameOffset;
};
EXPOSE_INTERFACE( CAnimatedOffsetTextureProxy, IMaterialProxy, "AnimatedOffsetTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
EXPOSE_MATERIAL_PROXY( CAnimatedOffsetTextureProxy, AnimatedOffsetTexture );
//-----------------------------------------------------------------------------
// Purpose:

View File

@ -1,12 +1,13 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "baseanimatedtextureproxy.h"
#include "BaseAnimatedTextureProxy.h"
#include "imaterialproxydict.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -18,7 +19,7 @@ public:
virtual float GetAnimationStartTime( void* pBaseEntity );
};
EXPOSE_INTERFACE( CAnimatedTextureProxy, IMaterialProxy, "AnimatedTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
EXPOSE_MATERIAL_PROXY( CAnimatedTextureProxy, AnimatedTexture );
#pragma warning (disable : 4100)

View File

@ -1,8 +1,8 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//=============================================================================//
//===========================================================================//
#ifndef ANIMATIONLAYER_H
#define ANIMATIONLAYER_H
@ -12,8 +12,11 @@
#include "rangecheckedvar.h"
#include "lerp_functions.h"
#include "networkvar.h"
#include "tier1/lerp_functions.h"
#ifdef CLIENT_DLL
class C_BaseAnimatingOverlay;
#endif
class C_AnimationLayer
{
@ -25,60 +28,135 @@ public:
C_AnimationLayer();
void Reset();
#ifdef CLIENT_DLL
void SetOwner( C_BaseAnimatingOverlay *pOverlay );
C_BaseAnimatingOverlay *GetOwner() const;
#endif
void SetOrder( int order );
bool IsActive( void );
float GetFadeout( float flCurTime );
void SetSequence( int nSequence );
void SetCycle( float flCycle );
void SetPrevCycle( float flCycle );
void SetPlaybackRate( float flPlaybackRate );
void SetWeight( float flWeight );
int GetOrder() const;
int GetSequence( ) const;
float GetCycle( ) const;
float GetPrevCycle( ) const;
float GetPlaybackRate( ) const;
float GetWeight( ) const;
#ifdef CLIENT_DLL
// If the weights, cycle or sequence #s changed due to interpolation then
// we'll need to recompute the bbox
int GetInvalidatePhysicsBits() const;
void SetInvalidatePhysicsBits( int iBit ) { m_nInvalidatePhysicsBits = iBit; }
#endif
public:
float m_flLayerAnimtime;
float m_flLayerFadeOuttime;
bool IsActive( void );
CRangeCheckedVar<int, -1, 65535, 0> m_nSequence;
CRangeCheckedVar<float, -2, 2, 0> m_flPrevCycle;
CRangeCheckedVar<float, -5, 5, 0> m_flWeight;
private:
int m_nOrder;
CRangeCheckedVar<int, -1, 65535, 0> m_nSequence;
CRangeCheckedVar<float, -2, 2, 0> m_flPrevCycle;
CRangeCheckedVar<float, -5, 5, 0> m_flWeight;
// used for automatic crossfades between sequence changes
CRangeCheckedVar<float, -50, 50, 1> m_flPlaybackRate;
CRangeCheckedVar<float, -2, 2, 0> m_flCycle;
float GetFadeout( float flCurTime );
#ifdef CLIENT_DLL
C_BaseAnimatingOverlay *m_pOwner;
int m_nInvalidatePhysicsBits;
#endif
void BlendWeight();
float m_flLayerAnimtime;
float m_flLayerFadeOuttime;
float m_flBlendIn;
float m_flBlendOut;
bool m_bClientBlend;
friend class C_BaseAnimatingOverlay;
friend C_AnimationLayer LoopingLerp( float flPercent, C_AnimationLayer& from, C_AnimationLayer& to );
friend C_AnimationLayer Lerp( float flPercent, const C_AnimationLayer& from, const C_AnimationLayer& to );
friend C_AnimationLayer LoopingLerp_Hermite( const C_AnimationLayer& current, float flPercent, C_AnimationLayer& prev, C_AnimationLayer& from, C_AnimationLayer& to );
friend C_AnimationLayer Lerp_Hermite( const C_AnimationLayer& current, float flPercent, const C_AnimationLayer& prev, const C_AnimationLayer& from, const C_AnimationLayer& to );
friend void Lerp_Clamp( C_AnimationLayer &val );
friend int CheckForSequenceBoxChanges( const C_AnimationLayer& newLayer, const C_AnimationLayer& oldLayer );
};
#ifdef CLIENT_DLL
#define CAnimationLayer C_AnimationLayer
#endif
inline C_AnimationLayer::C_AnimationLayer()
{
#ifdef CLIENT_DLL
m_pOwner = NULL;
m_nInvalidatePhysicsBits = 0;
#endif
Reset();
}
inline void C_AnimationLayer::Reset()
#ifdef GAME_DLL
inline void C_AnimationLayer::SetSequence( int nSequence )
{
m_nSequence = 0;
m_flPrevCycle = 0;
m_flWeight = 0;
m_flPlaybackRate = 0;
m_flCycle = 0;
m_flLayerAnimtime = 0;
m_flLayerFadeOuttime = 0;
m_flBlendIn = 0;
m_flBlendOut = 0;
m_bClientBlend = false;
m_nSequence = nSequence;
}
inline void C_AnimationLayer::SetOrder( int order )
inline void C_AnimationLayer::SetCycle( float flCycle )
{
m_nOrder = order;
m_flCycle = flCycle;
}
inline void C_AnimationLayer::SetWeight( float flWeight )
{
m_flWeight = flWeight;
}
#endif // GAME_DLL
FORCEINLINE void C_AnimationLayer::SetPrevCycle( float flPrevCycle )
{
m_flPrevCycle = flPrevCycle;
}
FORCEINLINE void C_AnimationLayer::SetPlaybackRate( float flPlaybackRate )
{
m_flPlaybackRate = flPlaybackRate;
}
FORCEINLINE int C_AnimationLayer::GetSequence( ) const
{
return m_nSequence;
}
FORCEINLINE float C_AnimationLayer::GetCycle( ) const
{
return m_flCycle;
}
FORCEINLINE float C_AnimationLayer::GetPrevCycle( ) const
{
return m_flPrevCycle;
}
FORCEINLINE float C_AnimationLayer::GetPlaybackRate( ) const
{
return m_flPlaybackRate;
}
FORCEINLINE float C_AnimationLayer::GetWeight( ) const
{
return m_flWeight;
}
FORCEINLINE int C_AnimationLayer::GetOrder() const
{
return m_nOrder;
}
inline float C_AnimationLayer::GetFadeout( float flCurTime )
@ -107,9 +185,19 @@ inline float C_AnimationLayer::GetFadeout( float flCurTime )
return s;
}
#ifdef CLIENT_DLL
FORCEINLINE int C_AnimationLayer::GetInvalidatePhysicsBits() const
{
return m_nInvalidatePhysicsBits;
}
#endif
inline C_AnimationLayer LoopingLerp( float flPercent, C_AnimationLayer& from, C_AnimationLayer& to )
{
#ifdef CLIENT_DLL
Assert( from.GetOwner() == to.GetOwner() );
#endif
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence;
@ -120,11 +208,18 @@ inline C_AnimationLayer LoopingLerp( float flPercent, C_AnimationLayer& from, C_
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
#ifdef CLIENT_DLL
output.SetOwner( to.GetOwner() );
#endif
return output;
}
inline C_AnimationLayer Lerp( float flPercent, const C_AnimationLayer& from, const C_AnimationLayer& to )
{
#ifdef CLIENT_DLL
Assert( from.GetOwner() == to.GetOwner() );
#endif
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence;
@ -135,37 +230,85 @@ inline C_AnimationLayer Lerp( float flPercent, const C_AnimationLayer& from, con
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
#ifdef CLIENT_DLL
output.SetOwner( to.GetOwner() );
#endif
return output;
}
inline C_AnimationLayer LoopingLerp_Hermite( float flPercent, C_AnimationLayer& prev, C_AnimationLayer& from, C_AnimationLayer& to )
inline int CheckForSequenceBoxChanges( const C_AnimationLayer& newLayer, const C_AnimationLayer& oldLayer )
{
int nChangeFlags = 0;
bool bOldIsZero = ( oldLayer.GetWeight() == 0.0f );
bool bNewIsZero = ( newLayer.GetWeight() == 0.0f );
if ( ( newLayer.GetSequence() != oldLayer.GetSequence() ) ||
( bNewIsZero != bOldIsZero ) )
{
nChangeFlags |= SEQUENCE_CHANGED | BOUNDS_CHANGED;
}
if ( newLayer.GetCycle() != oldLayer.GetCycle() )
{
nChangeFlags |= ANIMATION_CHANGED;
}
if ( newLayer.GetOrder() != oldLayer.GetOrder() )
{
nChangeFlags |= BOUNDS_CHANGED;
}
return nChangeFlags;
}
inline C_AnimationLayer LoopingLerp_Hermite( const C_AnimationLayer& current, float flPercent, C_AnimationLayer& prev, C_AnimationLayer& from, C_AnimationLayer& to )
{
#ifdef CLIENT_DLL
Assert( prev.GetOwner() == from.GetOwner() );
Assert( from.GetOwner() == to.GetOwner() );
#endif
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence;
output.m_flCycle = LoopingLerp_Hermite( flPercent, (float)prev.m_flCycle, (float)from.m_flCycle, (float)to.m_flCycle );
output.m_flCycle = LoopingLerp_Hermite( (float)current.m_flCycle, flPercent, (float)prev.m_flCycle, (float)from.m_flCycle, (float)to.m_flCycle );
output.m_flPrevCycle = to.m_flPrevCycle;
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
output.m_nOrder = to.m_nOrder;
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
#ifdef CLIENT_DLL
output.SetOwner( to.GetOwner() );
output.m_nInvalidatePhysicsBits = CheckForSequenceBoxChanges( output, current );
#endif
return output;
}
// YWB: Specialization for interpolating euler angles via quaternions...
inline C_AnimationLayer Lerp_Hermite( float flPercent, const C_AnimationLayer& prev, const C_AnimationLayer& from, const C_AnimationLayer& to )
inline C_AnimationLayer Lerp_Hermite( const C_AnimationLayer& current, float flPercent, const C_AnimationLayer& prev, const C_AnimationLayer& from, const C_AnimationLayer& to )
{
#ifdef CLIENT_DLL
Assert( prev.GetOwner() == from.GetOwner() );
Assert( from.GetOwner() == to.GetOwner() );
#endif
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence;
output.m_flCycle = Lerp_Hermite( flPercent, prev.m_flCycle, from.m_flCycle, to.m_flCycle );
output.m_flCycle = Lerp_Hermite( (float)current.m_flCycle, flPercent, (float)prev.m_flCycle, (float)from.m_flCycle, (float)to.m_flCycle );
output.m_flPrevCycle = to.m_flPrevCycle;
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
output.m_nOrder = to.m_nOrder;
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
#ifdef CLIENT_DLL
output.SetOwner( to.GetOwner() );
output.m_nInvalidatePhysicsBits = CheckForSequenceBoxChanges( output, current );
#endif
return output;
}
@ -180,34 +323,4 @@ inline void Lerp_Clamp( C_AnimationLayer &val )
Lerp_Clamp( val.m_flLayerFadeOuttime );
}
inline void C_AnimationLayer::BlendWeight()
{
if ( !m_bClientBlend )
return;
m_flWeight = 1;
// blend in?
if ( m_flBlendIn != 0.0f )
{
if (m_flCycle < m_flBlendIn)
{
m_flWeight = m_flCycle / m_flBlendIn;
}
}
// blend out?
if ( m_flBlendOut != 0.0f )
{
if (m_flCycle > 1.0 - m_flBlendOut)
{
m_flWeight = (1.0 - m_flCycle) / m_flBlendOut;
}
}
m_flWeight = 3.0 * m_flWeight * m_flWeight - 2.0 * m_flWeight * m_flWeight * m_flWeight;
if (m_nSequence == 0)
m_flWeight = 0;
}
#endif // ANIMATIONLAYER_H

View File

@ -1,23 +1,19 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "baseanimatedtextureproxy.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/itexture.h"
#include "BaseAnimatedTextureProxy.h"
#include "materialsystem/IMaterial.h"
#include "materialsystem/IMaterialVar.h"
#include "materialsystem/ITexture.h"
#include "tier1/KeyValues.h"
#include "toolframework_client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
//-----------------------------------------------------------------------------
// Constructor, destructor:
//-----------------------------------------------------------------------------
@ -125,11 +121,6 @@ void CBaseAnimatedTextureProxy::OnBind( void *pEntity )
}
m_AnimatedTextureFrameNumVar->SetIntValue( intFrame );
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
IMaterial *CBaseAnimatedTextureProxy::GetMaterial()

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
@ -8,7 +8,7 @@
#ifndef BASEANIMATEDTEXTUREPROXY
#define BASEANIMATEDTEXTUREPROXY
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/IMaterialProxy.h"
class IMaterial;
class IMaterialVar;

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Implementation for CBaseClientRenderTargets class.
// Provides Init functions for common render textures used by the engine.
@ -9,10 +9,20 @@
#include "cbase.h"
#include "baseclientrendertargets.h" // header
#include "materialsystem/imaterialsystemhardwareconfig.h" // Hardware config checks
#include "materialsystem/itexture.h" // Hardware config checks
#include "tier0/icommandline.h"
#ifdef GAMEUI_UISYSTEM2_ENABLED
#include "gameui.h"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
ConVar cl_disable_water_render_targets( "cl_disable_water_render_targets", "0" );
ITexture* CBaseClientRenderTargets::CreateWaterReflectionTexture( IMaterialSystem* pMaterialSystem, int iSize )
{
iSize = CommandLine()->ParmValue( "-reflectionTextureSize", iSize );
return pMaterialSystem->CreateNamedRenderTargetTextureEx2(
"_rt_WaterReflection",
iSize, iSize, RT_SIZE_PICMIP,
@ -24,6 +34,7 @@ ITexture* CBaseClientRenderTargets::CreateWaterReflectionTexture( IMaterialSyste
ITexture* CBaseClientRenderTargets::CreateWaterRefractionTexture( IMaterialSystem* pMaterialSystem, int iSize )
{
iSize = CommandLine()->ParmValue( "-reflectionTextureSize", iSize );
return pMaterialSystem->CreateNamedRenderTargetTextureEx2(
"_rt_WaterRefraction",
iSize, iSize, RT_SIZE_PICMIP,
@ -36,6 +47,7 @@ ITexture* CBaseClientRenderTargets::CreateWaterRefractionTexture( IMaterialSyste
ITexture* CBaseClientRenderTargets::CreateCameraTexture( IMaterialSystem* pMaterialSystem, int iSize )
{
iSize = CommandLine()->ParmValue( "-monitorTextureSize", iSize );
return pMaterialSystem->CreateNamedRenderTargetTextureEx2(
"_rt_Camera",
iSize, iSize, RT_SIZE_DEFAULT,
@ -45,6 +57,7 @@ ITexture* CBaseClientRenderTargets::CreateCameraTexture( IMaterialSystem* pMater
CREATERENDERTARGETFLAGS_HDR );
}
//-----------------------------------------------------------------------------
// Purpose: Called by the engine in material system init and shutdown.
// Clients should override this in their inherited version, but the base
@ -52,14 +65,41 @@ ITexture* CBaseClientRenderTargets::CreateCameraTexture( IMaterialSystem* pMater
// Input : pMaterialSystem - the engine's material system (our singleton is not yet inited at the time this is called)
// pHardwareConfig - the user hardware config, useful for conditional render target setup
//-----------------------------------------------------------------------------
void CBaseClientRenderTargets::InitClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig, int iWaterTextureSize, int iCameraTextureSize )
void CBaseClientRenderTargets::SetupClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig, int iWaterTextureSize, int iCameraTextureSize )
{
IMaterialSystem *pSave = materials;
// Make sure our config is loaded before we try to init rendertargets
ConfigureCurrentSystemLevel();
// Water effects
m_WaterReflectionTexture.Init( CreateWaterReflectionTexture( pMaterialSystem, iWaterTextureSize ) );
m_WaterRefractionTexture.Init( CreateWaterRefractionTexture( pMaterialSystem, iWaterTextureSize ) );
materials = pMaterialSystem; // in case not initted yet for mat system util
g_pMaterialSystem = pMaterialSystem;
g_pMaterialSystemHardwareConfig = pHardwareConfig;
if ( iWaterTextureSize && !cl_disable_water_render_targets.GetBool() )
{
m_WaterReflectionTexture.Init( CreateWaterReflectionTexture( pMaterialSystem, iWaterTextureSize ) );
m_WaterRefractionTexture.Init( CreateWaterRefractionTexture( pMaterialSystem, iWaterTextureSize ) );
}
// Monitors
m_CameraTexture.Init( CreateCameraTexture( pMaterialSystem, iCameraTextureSize ) );
if ( iCameraTextureSize )
m_CameraTexture.Init( CreateCameraTexture( pMaterialSystem, iCameraTextureSize ) );
ITexture *pGlintTexture = pMaterialSystem->CreateNamedRenderTargetTextureEx2(
"_rt_eyeglint", 32, 32, RT_SIZE_NO_CHANGE, IMAGE_FORMAT_BGRA8888, MATERIAL_RT_DEPTH_NONE );
pGlintTexture->IncrementReferenceCount();
g_pClientShadowMgr->InitRenderTargets();
#ifdef GAMEUI_UISYSTEM2_ENABLED
g_pGameUIGameSystem->InitRenderTargets();
#endif
materials = pSave;
}
void CBaseClientRenderTargets::InitClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig )
{
SetupClientRenderTargets( pMaterialSystem, pHardwareConfig );
}
//-----------------------------------------------------------------------------
@ -75,4 +115,11 @@ void CBaseClientRenderTargets::ShutdownClientRenderTargets()
// Monitors
m_CameraTexture.Shutdown();
}
g_pClientShadowMgr->ShutdownRenderTargets();
}
static CBaseClientRenderTargets g_BaseClientRenderTargets;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CBaseClientRenderTargets, IClientRenderTargets,
CLIENTRENDERTARGETS_INTERFACE_VERSION, g_BaseClientRenderTargets );

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Has init functions for all the standard render targets used by most games.
// Mods who wish to make their own render targets can inherit from this class
@ -14,7 +14,7 @@
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
//===========================================================================//
#ifndef CLIENTRENDERTARTETS_H_
#define CLIENTRENDERTARTETS_H_
#ifdef _WIN32
@ -35,12 +35,13 @@ class CBaseClientRenderTargets : public IClientRenderTargets
DECLARE_CLASS_GAMEROOT( CBaseClientRenderTargets, IClientRenderTargets );
public:
// Interface called by engine during material system startup.
virtual void InitClientRenderTargets ( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig, int iWaterTextureSize = 1024, int iCameraTextureSize = 256 );
virtual void InitClientRenderTargets ( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig );
// Shutdown all custom render targets here.
virtual void ShutdownClientRenderTargets ( void );
protected:
void SetupClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig, int iWaterTextureSize = 1024, int iCameraTextureSize = 256 );
// Standard render textures used by most mods-- Classes inheriting from
// this can choose to init these or not depending on their needs.
@ -51,9 +52,6 @@ protected:
// Used for monitors
CTextureReference m_CameraTexture;
// Used for the HUD in stereo and head tracking mode
CTextureReference m_UITexture;
// Init functions for the common render targets
ITexture* CreateWaterReflectionTexture( IMaterialSystem* pMaterialSystem, int iSize = 1024 );
ITexture* CreateWaterRefractionTexture( IMaterialSystem* pMaterialSystem, int iSize = 1024 );

View File

@ -1,94 +0,0 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base presence implementation for PC
//
//=====================================================================================//
#include "cbase.h"
#include "basepresence.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Default global singleton. Mods should override this.
static CBasePresence s_basePresence;
IPresence *presence = NULL;
//-----------------------------------------------------------------------------
// Steam version of Rich Presence is a WIP, so PC implementation is stubbed for now.
//-----------------------------------------------------------------------------
bool CBasePresence::Init( void )
{
if ( !presence )
{
// Mod didn't override, default to base implementation
presence = &s_basePresence;
}
return true;
}
void CBasePresence::Shutdown( void )
{
// TODO: Implement for PC
}
void CBasePresence::Update( float frametime )
{
// TODO: Implement for PC
}
void CBasePresence::UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync )
{
// TODO: Implement for PC
}
void CBasePresence::UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync )
{
// TODO: Implement for PC
}
void CBasePresence::SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties )
{
// TODO: Implement for PC
}
unsigned int CBasePresence::GetPresenceID( const char *pIDName )
{
return 0;
}
const char *CBasePresence::GetPropertyIdString( const uint id )
{
return NULL;
}
void CBasePresence::GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes )
{
}
void CBasePresence::StartStatsReporting( HANDLE handle, bool bArbitrated )
{
}
void CBasePresence::SetStat( uint iPropertyId, int iPropertyValue, int dataType )
{
}
void CBasePresence::UploadStats()
{
}
//---------------------------------------------------------
// Debug support
//---------------------------------------------------------
void CBasePresence::DebugUserSetContext( const CCommand &args )
{
if ( args.ArgC() == 3 )
{
UserSetContext( 0, atoi( args.Arg( 1 ) ), atoi( args.Arg( 2 ) ) );
}
else
{
Warning( "user_context <context id> <context value>\n" );
}
}
void CBasePresence::DebugUserSetProperty( const CCommand &args )
{
if ( args.ArgC() == 3 )
{
UserSetProperty( 0, strtoul( args.Arg( 1 ), NULL, 0 ), sizeof(int), args.Arg( 2 ) );
}
else
{
Warning( "user_property <property id> <property value>\n" );
}
}

View File

@ -1,55 +0,0 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base implementation of the IPresence interface
//
//=============================================================================
#ifndef BASEPRESENCE_H
#define BASEPRESENCE_H
#ifdef _WIN32
#pragma once
#endif
#include "ipresence.h"
#include "igamesystem.h"
//-----------------------------------------------------------------------------
// Purpose: Common implementation for setting user contexts and properties.
// Each client should inherit from this to implement mod-specific presence info.
//-----------------------------------------------------------------------------
class CBasePresence : public IPresence, public CAutoGameSystemPerFrame
{
public:
// CBaseGameSystemPerFrame overrides
virtual bool Init( void );
virtual void Shutdown( void );
virtual void Update( float frametime );
virtual char const *Name( void ) { return "presence"; }
// IPresence Interface
virtual void UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync = false );
virtual void UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync = false );
virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties );
virtual uint GetPresenceID( const char *pIdName );
virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes );
virtual const char *GetPropertyIdString( const uint id );
// Stats reporting
virtual void StartStatsReporting( HANDLE handle, bool bArbitrated );
virtual void SetStat( uint iPropertyId, int iPropertyValue, int dataType );
virtual void UploadStats();
protected:
bool m_bArbitrated;
bool m_bReportingStats;
HANDLE m_hSession;
CUtlVector< XUSER_PROPERTY > m_PlayerStats;
//---------------------------------------------------------
// Debug support
//---------------------------------------------------------
CON_COMMAND_MEMBER_F( CBasePresence, "user_context", DebugUserSetContext, "Set a Rich Presence Context: user_context <context id> <context value>", 0 )
CON_COMMAND_MEMBER_F( CBasePresence, "user_property", DebugUserSetProperty, "Set a Rich Presence Property: user_property <property id>", 0 )
};
#endif // BASEPRESENCE_H

View File

@ -1,167 +0,0 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base rich presence implementation for Xbox360
//
//=====================================================================================//
#include "cbase.h"
#include "basepresence.h"
#include "cdll_client_int.h"
#include "ixboxsystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Default global instance. Mods should override this.
static CBasePresence s_basePresence;
IPresence *presence = NULL;
//-----------------------------------------------------------------------------
// Purpose: Init
//-----------------------------------------------------------------------------
bool CBasePresence::Init( void )
{
if ( !presence )
{
// Mod didn't override, default to base implementation
presence = &s_basePresence;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Shutdown
//-----------------------------------------------------------------------------
void CBasePresence::Shutdown( void )
{
// Do nothing
}
//-----------------------------------------------------------------------------
// Purpose: Per-frame update
//-----------------------------------------------------------------------------
void CBasePresence::Update( float frametime )
{
// Do nothing
}
//-----------------------------------------------------------------------------
// Contexts are strings that describe the current state of the game.
//-----------------------------------------------------------------------------
void CBasePresence::UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync )
{
if ( !xboxsystem->UserSetContext( nUserIndex, nContextId, nContextValue, bAsync ) )
{
Warning( "CBasePresence: UserSetContext failed.\n" );
}
}
//-----------------------------------------------------------------------------
// Properties are (usually) numeric values that can be insterted into context strings.
//-----------------------------------------------------------------------------
void CBasePresence::UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync )
{
if ( !xboxsystem->UserSetProperty( nUserIndex, nPropertyId, nBytes, pvValue, bAsync ) )
{
Warning( "CBasePresence: UserSetProperty failed.\n" );
}
}
//-----------------------------------------------------------------------------
// Get game session properties from matchmaking.
//-----------------------------------------------------------------------------
void CBasePresence::SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties )
{
Assert( 0 );
}
//-----------------------------------------------------------------------------
// Convert a string to a presence ID.
//-----------------------------------------------------------------------------
uint CBasePresence::GetPresenceID( const char *pIdName )
{
Assert( 0 );
return 0;
}
//-----------------------------------------------------------------------------
// Convert a presence ID to a string.
//-----------------------------------------------------------------------------
const char *CBasePresence::GetPropertyIdString( const uint id )
{
Assert( 0 );
return NULL;
}
//-----------------------------------------------------------------------------
// Get display string for a game property.
//-----------------------------------------------------------------------------
void CBasePresence::GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes )
{
Assert( 0 );
}
//-----------------------------------------------------------------------------
// Set up for reporting stats to Live.
//-----------------------------------------------------------------------------
void CBasePresence::StartStatsReporting( HANDLE handle, bool bArbitrated )
{
m_bArbitrated = bArbitrated;
m_hSession = handle;
m_bReportingStats = true;
m_PlayerStats.RemoveAll();
}
//-----------------------------------------------------------------------------
// Set a specific stat property.
//-----------------------------------------------------------------------------
void CBasePresence::SetStat( uint iPropertyId, int iPropertyValue, int dataType )
{
if ( m_bReportingStats )
{
XUSER_PROPERTY prop;
prop.dwPropertyId = iPropertyId;
prop.value.nData = iPropertyValue;
prop.value.type = dataType;
m_PlayerStats.AddToTail( prop );
}
}
//-----------------------------------------------------------------------------
// Upload the stats to Live.
//-----------------------------------------------------------------------------
void CBasePresence::UploadStats()
{
Assert( 0 );
}
//---------------------------------------------------------
// Debug support
//---------------------------------------------------------
void CBasePresence::DebugUserSetContext( const CCommand &args )
{
if ( args.ArgC() == 3 )
{
UserSetContext( XBX_GetPrimaryUserId(), atoi( args.Arg( 1 ) ), atoi( args.Arg( 2 ) ) );
}
else
{
Warning( "user_context <context id> <context value>\n" );
}
}
void CBasePresence::DebugUserSetProperty( const CCommand &args )
{
if ( args.ArgC() == 3 )
{
int value = atoi( args.Arg( 2 ) );
UserSetProperty( XBX_GetPrimaryUserId(), strtoul( args.Arg( 1 ), NULL, 0 ), sizeof(int), &value );
}
else
{
Warning( "user_property <property id> <property value>\n" );
}
}

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
@ -9,7 +9,7 @@
#include "cbase.h"
#include "beamdraw.h"
#include "enginesprite.h"
#include "iviewrender_beams.h"
#include "IViewRender_Beams.h"
#include "view.h"
#include "iviewrender.h"
#include "engine/ivmodelinfo.h"
@ -47,7 +47,7 @@ CEngineSprite *Draw_SetSpriteTexture( const model_t *pSpriteModel, int frame, in
if ( ShouldDrawInWireFrameMode() || r_DrawBeams.GetInt() == 2 )
{
if ( !g_pBeamWireframeMaterial )
g_pBeamWireframeMaterial = materials->FindMaterial( "shadertest/wireframevertexcolor", TEXTURE_GROUP_OTHER );
g_pBeamWireframeMaterial = materials->FindMaterial( "debug/debugwireframevertexcolor", TEXTURE_GROUP_OTHER );
pRenderContext->Bind( g_pBeamWireframeMaterial, NULL );
return psprite;
}
@ -320,7 +320,7 @@ void DrawSegs( int noise_divisions, float *prgNoise, const model_t* spritemodel,
float fadeFraction = fadeLength/ delta.Length();
// BUGBUG: This code generates NANs when fadeFraction is zero! REVIST!
fadeFraction = clamp(fadeFraction,1.e-6f,1.f);
fadeFraction = clamp(fadeFraction,1e-6,1);
// Choose two vectors that are perpendicular to the beam
Vector perp1;
@ -335,7 +335,6 @@ void DrawSegs( int noise_divisions, float *prgNoise, const model_t* spritemodel,
{
Assert( noiseIndex < (noise_divisions<<16) );
BeamSeg_t curSeg;
curSeg.m_flAlpha = 1;
fraction = i * div;
@ -371,7 +370,9 @@ void DrawSegs( int noise_divisions, float *prgNoise, const model_t* spritemodel,
brightness = 1;
}
VectorScale( *((Vector*)color), brightness, curSeg.m_vColor );
Vector vecTemp;
VectorScale( *((Vector*)color), brightness, vecTemp );
curSeg.SetColor( vecTemp, 1.0f );
// UNDONE: Make this a spline instead of just a line?
VectorMA( source, fraction, delta, curSeg.m_vPos );
@ -450,9 +451,9 @@ void CalcSegOrigin( Vector *vecOut, int iPoint, int noise_divisions, float *prgN
{
float s, c;
SinCos( fraction*M_PI*length + freq, &s, &c );
VectorMA( *vecOut, factor * s, MainViewUp(), *vecOut );
VectorMA( *vecOut, factor * s, CurrentViewUp(), *vecOut );
// Rotate the noise along the perpendicular axis a bit to keep the bolt from looking diagonal
VectorMA( *vecOut, factor * c, MainViewRight(), *vecOut );
VectorMA( *vecOut, factor * c, CurrentViewRight(), *vecOut );
}
else
{
@ -522,7 +523,7 @@ void DrawTeslaSegs( int noise_divisions, float *prgNoise, const model_t* spritem
float fadeFraction = fadeLength/ delta.Length();
// BUGBUG: This code generates NANs when fadeFraction is zero! REVIST!
fadeFraction = clamp(fadeFraction,1.e-6f,1.f);
fadeFraction = clamp(fadeFraction,1e-6,1);
Vector perp;
ComputeBeamPerpendicular( delta, &perp );
@ -542,7 +543,6 @@ void DrawTeslaSegs( int noise_divisions, float *prgNoise, const model_t* spritem
for ( i = 0; i < segments; i++ )
{
BeamSeg_t curSeg;
curSeg.m_flAlpha = 1;
fraction = i * div;
@ -578,7 +578,9 @@ void DrawTeslaSegs( int noise_divisions, float *prgNoise, const model_t* spritem
brightness = 1;
}
VectorScale( *((Vector*)color), brightness, curSeg.m_vColor );
Vector vecTemp;
VectorScale( *((Vector*)color), brightness, vecTemp );
curSeg.SetColor( vecTemp, 1.0f );
CalcSegOrigin( &curSeg.m_vPos, i, noise_divisions, prgNoise, source, delta, perp, segments, freq, scale, fraction, flags );
@ -589,7 +591,7 @@ void DrawTeslaSegs( int noise_divisions, float *prgNoise, const model_t* spritem
curSeg.m_flWidth = ((fraction*(endWidth-startWidth))+startWidth) * 2;
// Reduce the width by the current number of branches we've had
for ( int j = 0; j < iBranches; j++ )
for ( int j = 0; i < iBranches; j++ )
{
curSeg.m_flWidth *= 0.5;
}
@ -614,12 +616,12 @@ void DrawTeslaSegs( int noise_divisions, float *prgNoise, const model_t* spritem
// Get an endpoint for the new branch
vecStart = curSeg.m_vPos;
vecEnd = source + delta + (MainViewUp() * 32) + (MainViewRight() * 32);
vecEnd = source + delta + (CurrentViewUp() * 32) + (CurrentViewRight() * 32);
vecEnd -= vecStart;
// Reduce the end width by the current number of branches we've had
flEndWidth = endWidth;
for ( int j = 0; j < iBranches; j++ )
for ( int j = 0; i < iBranches; j++ )
{
flEndWidth *= 0.5;
}
@ -798,10 +800,9 @@ void DrawSplineSegs( int noise_divisions, float *prgNoise,
brightness = 0;
BeamSeg_t seg;
seg.m_flAlpha = 1;
VectorScale( color, brightness, scaledColor );
seg.m_vColor.Init( scaledColor[0], scaledColor[1], scaledColor[2] );
seg.SetColor( scaledColor[0], scaledColor[1], scaledColor[2], 1.0f );
// -------------------------------------------------
@ -1495,7 +1496,6 @@ void DrawBeamQuadratic( const Vector &start, const Vector &control, const Vector
beamDraw.Start( pRenderContext, subdivisions+1, NULL );
BeamSeg_t seg;
seg.m_flAlpha = 1.0;
seg.m_flWidth = width;
float t = 0;
@ -1513,11 +1513,12 @@ void DrawBeamQuadratic( const Vector &start, const Vector &control, const Vector
if ( i == 0 || i == subdivisions )
{
// HACK: fade out the ends a bit
seg.m_vColor = vec3_origin;
seg.m_color.r = seg.m_color.g = seg.m_color.b = 0;
seg.m_color.a = 255;
}
else
{
seg.m_vColor = color;
seg.SetColor( color, 1.0f );
}
beamDraw.NextSeg( &seg );
}

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
@ -41,10 +41,7 @@ public:
virtual const matrix3x4_t &RenderableToWorldTransform();
virtual void GetRenderBounds( Vector& mins, Vector& maxs );
virtual bool ShouldDraw( void );
virtual bool IsTransparent( void );
virtual int DrawModel( int flags );
virtual void ComputeFxBlend( );
virtual int GetFxBlend( );
virtual int DrawModel( int flags, const RenderableInstance_t &instance );
// Resets the beam state
void Reset();
@ -121,10 +118,7 @@ public:
float m_flHDRColorScale;
#ifdef PORTAL
bool m_bDrawInMainRender;
bool m_bDrawInPortalRender;
#endif //#ifdef PORTAL
};

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
@ -22,7 +22,6 @@ CBoneMergeCache::CBoneMergeCache()
m_pOwner = NULL;
m_pFollow = NULL;
m_pFollowHdr = NULL;
m_pFollowRenderHdr = NULL;
m_pOwnerHdr = NULL;
m_nFollowBoneSetupMask = 0;
}
@ -32,52 +31,40 @@ void CBoneMergeCache::Init( C_BaseAnimating *pOwner )
m_pOwner = pOwner;
m_pFollow = NULL;
m_pFollowHdr = NULL;
m_pFollowRenderHdr = NULL;
m_pOwnerHdr = NULL;
m_nFollowBoneSetupMask = 0;
}
void CBoneMergeCache::UpdateCache()
{
CStudioHdr *pOwnerHdr = m_pOwner ? m_pOwner->GetModelPtr() : NULL;
if ( !pOwnerHdr )
{
if ( m_pOwnerHdr )
{
// Owner's model got swapped out
m_MergedBones.Purge();
m_BoneMergeBits.Purge();
m_pFollow = NULL;
m_pFollowHdr = NULL;
m_pFollowRenderHdr = NULL;
m_pOwnerHdr = NULL;
m_nFollowBoneSetupMask = 0;
}
if ( !m_pOwner )
return;
CStudioHdr *pOwnerHdr = m_pOwner->GetModelPtr();
if ( !pOwnerHdr )
return;
}
C_BaseAnimating *pTestFollow = m_pOwner->FindFollowedEntity();
CStudioHdr *pTestHdr = (pTestFollow ? pTestFollow->GetModelPtr() : NULL);
const studiohdr_t *pTestStudioHDR = (pTestHdr ? pTestHdr->GetRenderHdr() : NULL);
if ( pTestFollow != m_pFollow || pTestHdr != m_pFollowHdr || pTestStudioHDR != m_pFollowRenderHdr || pOwnerHdr != m_pOwnerHdr )
// if the follow parent has changed, or any of the underlying models has changed, reset the MergedBones list
if ( pTestFollow != m_pFollow || pTestHdr != m_pFollowHdr || pOwnerHdr != m_pOwnerHdr )
{
m_MergedBones.Purge();
m_BoneMergeBits.Purge();
// Update the cache.
if ( pTestFollow && pTestHdr && pOwnerHdr )
{
m_pFollow = pTestFollow;
m_pFollowHdr = pTestHdr;
m_pFollowRenderHdr = pTestStudioHDR;
m_pOwnerHdr = pOwnerHdr;
m_BoneMergeBits.SetSize( pOwnerHdr->numbones() / 8 + 1 );
memset( m_BoneMergeBits.Base(), 0, m_BoneMergeBits.Count() );
m_BoneMergeBits.Resize( pOwnerHdr->numbones() );
m_BoneMergeBits.ClearAll();
mstudiobone_t *pOwnerBones = m_pOwnerHdr->pBone( 0 );
m_nFollowBoneSetupMask = BONE_USED_BY_BONE_MERGE;
const bool bDeveloperDebugPrints = developer.GetBool();
for ( int i = 0; i < m_pOwnerHdr->numbones(); i++ )
{
int parentBoneIndex = Studio_BoneIndexByName( m_pFollowHdr, pOwnerBones[i].pszName() );
@ -89,14 +76,32 @@ void CBoneMergeCache::UpdateCache()
mergedBone.m_iMyBone = i;
mergedBone.m_iParentBone = parentBoneIndex;
m_MergedBones.AddToTail( mergedBone );
m_BoneMergeBits.Set( i );
m_BoneMergeBits[i>>3] |= ( 1 << ( i & 7 ) );
// Warn for performance-negative ad hoc bone merges. They're bad. Don't do them.
if ( ( m_pFollowHdr->boneFlags( parentBoneIndex ) & BONE_USED_BY_BONE_MERGE ) == 0 )
{
m_nFollowBoneSetupMask = BONE_USED_BY_ANYTHING;
// Warning("Performance warning: Merge with '%s'. Mark bone '%s' in model '%s' as being used by bone merge in the .qc!\n",
// pOwnerHdr->pszName(), m_pFollowHdr->pBone( parentBoneIndex )->pszName(), m_pFollowHdr->pszName() );
// go ahead and mark the bone and its parents
int n = parentBoneIndex;
while (n != -1)
{
m_pFollowHdr->setBoneFlags( n, BONE_USED_BY_BONE_MERGE );
n = m_pFollowHdr->boneParent( n );
}
// dump out a warning
if ( bDeveloperDebugPrints )
{
char sz[ 256 ];
Q_snprintf( sz, sizeof( sz ), "Performance warning: Add $bonemerge \"%s\" to QC that builds \"%s\"\n",
m_pFollowHdr->pBone( parentBoneIndex )->pszName(), m_pFollowHdr->pszName() );
static CUtlSymbolTableMT s_FollowerWarnings;
if ( UTL_INVAL_SYMBOL == s_FollowerWarnings.Find( sz ) )
{
s_FollowerWarnings.AddString( sz );
Warning( "%s", sz );
}
}
}
}
@ -110,19 +115,13 @@ void CBoneMergeCache::UpdateCache()
{
m_pFollow = NULL;
m_pFollowHdr = NULL;
m_pFollowRenderHdr = NULL;
m_pOwnerHdr = NULL;
m_nFollowBoneSetupMask = 0;
}
}
}
#ifdef STAGING_ONLY
ConVar r_captain_canteen_is_angry ( "r_captain_canteen_is_angry", "1" );
#endif
void CBoneMergeCache::MergeMatchingBones( int boneMask )
void CBoneMergeCache::MergeMatchingBones( int boneMask, CBoneBitList &boneComputed )
{
UpdateCache();
@ -131,108 +130,27 @@ void CBoneMergeCache::MergeMatchingBones( int boneMask )
return;
// Have the entity we're following setup its bones.
bool bWorked = m_pFollow->SetupBones( NULL, -1, m_nFollowBoneSetupMask, gpGlobals->curtime );
// We suspect there's some cases where SetupBones couldn't do its thing, and then this causes Captain Canteen.
Assert ( bWorked );
if ( !bWorked )
m_pFollow->SetupBones( NULL, -1, m_nFollowBoneSetupMask, gpGlobals->curtime );
// Now copy the bone matrices.
for ( int i=0; i < m_MergedBones.Count(); i++ )
{
// Usually this means your parent is invisible or gone or whatever.
// This routine has no way to tell its caller not to draw itself unfortunately.
// But we can shrink all the bones down to zero size.
// But it might still spawn particle systems? :-(
matrix3x4_t NewBone;
MatrixScaleByZero ( NewBone );
MatrixSetTranslation ( Vector ( 0.0f, 0.0f, 0.0f ), NewBone );
#ifdef STAGING_ONLY
if ( r_captain_canteen_is_angry.GetBool() )
{
// We actually want to see when Captain Canteen happened, and make it really obvious that (a) he was here and (b) this code would have fixed him.
float HowAngry = 20.0f; // Leon's getting larger!
MatrixSetColumn ( Vector ( HowAngry, 0.0f, 0.0f ), 0, NewBone );
MatrixSetColumn ( Vector ( 0.0f, HowAngry, 0.0f ), 1, NewBone );
MatrixSetColumn ( Vector ( 0.0f, 0.0f, HowAngry ), 2, NewBone );
}
int iOwnerBone = m_MergedBones[i].m_iMyBone;
int iParentBone = m_MergedBones[i].m_iParentBone;
// Only update bones reference by the bone mask.
if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) )
continue;
#ifdef SWARM_DLL
matrix3x4_t matPitchUp;
AngleMatrix( QAngle( 15, 0, 0 ), matPitchUp );
ConcatTransforms( m_pFollow->GetBone( iParentBone ), matPitchUp, m_pOwner->GetBoneForWrite( iOwnerBone ) );
#else
MatrixCopy(m_pFollow->GetBone(iParentBone), m_pOwner->GetBoneForWrite(iOwnerBone));
#endif
for ( int i=0; i < m_MergedBones.Count(); i++ )
{
int iOwnerBone = m_MergedBones[i].m_iMyBone;
// Only update bones reference by the bone mask.
if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) )
continue;
m_pOwner->GetBoneForWrite( iOwnerBone ) = NewBone;
}
}
else
{
// Now copy the bone matrices.
for ( int i=0; i < m_MergedBones.Count(); i++ )
{
int iOwnerBone = m_MergedBones[i].m_iMyBone;
int iParentBone = m_MergedBones[i].m_iParentBone;
// Only update bones reference by the bone mask.
if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) )
continue;
MatrixCopy( m_pFollow->GetBone( iParentBone ), m_pOwner->GetBoneForWrite( iOwnerBone ) );
}
}
}
// copy bones instead of matrices
void CBoneMergeCache::CopyParentToChild( const Vector parentPos[], const Quaternion parentQ[], Vector childPos[], Quaternion childQ[], int boneMask )
{
UpdateCache();
// If this is set, then all the other cache data is set.
if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 )
return;
// Now copy the bone matrices.
for ( int i=0; i < m_MergedBones.Count(); i++ )
{
int iOwnerBone = m_MergedBones[i].m_iMyBone;
int iParentBone = m_MergedBones[i].m_iParentBone;
if ( m_pOwnerHdr->boneParent( iOwnerBone ) == -1 || m_pFollowHdr->boneParent( iParentBone ) == -1 )
continue;
// Only update bones reference by the bone mask.
if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) )
continue;
childPos[ iOwnerBone ] = parentPos[ iParentBone ];
childQ[ iOwnerBone ] = parentQ[ iParentBone ];
}
}
void CBoneMergeCache::CopyChildToParent( const Vector childPos[], const Quaternion childQ[], Vector parentPos[], Quaternion parentQ[], int boneMask )
{
UpdateCache();
// If this is set, then all the other cache data is set.
if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 )
return;
// Now copy the bone matrices.
for ( int i=0; i < m_MergedBones.Count(); i++ )
{
int iOwnerBone = m_MergedBones[i].m_iMyBone;
int iParentBone = m_MergedBones[i].m_iParentBone;
if ( m_pOwnerHdr->boneParent( iOwnerBone ) == -1 || m_pFollowHdr->boneParent( iParentBone ) == -1 )
continue;
// Only update bones reference by the bone mask.
if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) )
continue;
parentPos[ iParentBone ] = childPos[ iOwnerBone ];
parentQ[ iParentBone ] = childQ[ iOwnerBone ];
boneComputed.Set( i );
}
}
@ -255,6 +173,7 @@ bool CBoneMergeCache::GetAimEntOrigin( Vector *pAbsOrigin, QAngle *pAbsAngles )
// all over the place, then this won't get the right results.
// Get mFollowBone.
ACTIVE_SPLITSCREEN_PLAYER_GUARD( 0 );
m_pFollow->SetupBones( NULL, -1, m_nFollowBoneSetupMask, gpGlobals->curtime );
const matrix3x4_t &mFollowBone = m_pFollow->GetBone( m_MergedBones[0].m_iParentBone );
@ -271,18 +190,3 @@ bool CBoneMergeCache::GetAimEntOrigin( Vector *pAbsOrigin, QAngle *pAbsAngles )
return true;
}
bool CBoneMergeCache::GetRootBone( matrix3x4_t &rootBone )
{
UpdateCache();
// If this is set, then all the other cache data is set.
if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 )
return false;
// Get mFollowBone.
m_pFollow->SetupBones( NULL, -1, m_nFollowBoneSetupMask, gpGlobals->curtime );
rootBone = m_pFollow->GetBone( m_MergedBones[0].m_iParentBone );
return true;
}

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
@ -13,7 +13,7 @@
class C_BaseAnimating;
class CStudioHdr;
class CBoneBitList;
#include "mathlib/vector.h"
@ -31,11 +31,7 @@ public:
// This copies the transform from all bones in the followed entity that have
// names that match our bones.
void MergeMatchingBones( int boneMask );
// copy bones instead of matrices
void CopyParentToChild( const Vector parentPos[], const Quaternion parentQ[], Vector childPos[], Quaternion childQ[], int boneMask );
void CopyChildToParent( const Vector childPos[], const Quaternion childQ[], Vector parentPos[], Quaternion parentQ[], int boneMask );
virtual void MergeMatchingBones( int boneMask, CBoneBitList &boneComputed );
// Returns true if the specified bone is one that gets merged in MergeMatchingBones.
int IsBoneMerged( int iBone ) const;
@ -43,9 +39,8 @@ public:
// Gets the origin for the first merge bone on the parent.
bool GetAimEntOrigin( Vector *pAbsOrigin, QAngle *pAbsAngles );
bool GetRootBone( matrix3x4_t &rootBone );
private:
protected:
// This is the entity that we're keeping the cache updated for.
C_BaseAnimating *m_pOwner;
@ -54,7 +49,6 @@ private:
// These are either all valid pointers or all NULL.
C_BaseAnimating *m_pFollow;
CStudioHdr *m_pFollowHdr;
const studiohdr_t *m_pFollowRenderHdr;
CStudioHdr *m_pOwnerHdr;
// This is the mask we need to use to set up bones on the followed entity to do the bone merge
@ -69,14 +63,14 @@ private:
};
CUtlVector<CMergedBone> m_MergedBones;
CUtlVector<unsigned char> m_BoneMergeBits; // One bit for each bone. The bit is set if the bone gets merged.
CVarBitVec m_BoneMergeBits; // One bit for each bone. The bit is set if the bone gets merged.
};
inline int CBoneMergeCache::IsBoneMerged( int iBone ) const
{
if ( m_pOwnerHdr )
return m_BoneMergeBits[iBone >> 3] & ( 1 << ( iBone & 7 ) );
return m_BoneMergeBits.Get( iBone );
else
return 0;
}

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========== Copyright © 2006, Valve Corporation, All rights reserved. ========
//
// Purpose:
//

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

View File

@ -1,12 +1,12 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_ai_basenpc.h"
#include "engine/ivdebugoverlay.h"
#include "c_AI_BaseNPC.h"
#include "engine/IVDebugOverlay.h"
#if defined( HL2_DLL ) || defined( HL2_EPISODIC )
#include "c_basehlplayer.h"
@ -37,8 +37,7 @@ extern ConVar cl_npc_speedmod_intime;
bool NPC_IsImportantNPC( C_BaseAnimating *pAnimating )
{
C_AI_BaseNPC *pBaseNPC = dynamic_cast < C_AI_BaseNPC* > ( pAnimating );
C_AI_BaseNPC *pBaseNPC = pAnimating->MyNPCPointer();
if ( pBaseNPC == NULL )
return false;
@ -153,7 +152,7 @@ void C_AI_BaseNPC::OnDataChanged( DataUpdateType_t type )
}
}
void C_AI_BaseNPC::GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt )
void C_AI_BaseNPC::GetRagdollInitBoneArrays( matrix3x4a_t *pDeltaBones0, matrix3x4a_t *pDeltaBones1, matrix3x4a_t *pCurrentBones, float boneDt )
{
ForceSetupBonesAtTime( pDeltaBones0, gpGlobals->curtime - boneDt );
GetRagdollCurSequenceWithDeathPose( this, pDeltaBones1, gpGlobals->curtime, m_iDeathPose, m_iDeathFrame );

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
@ -29,7 +29,7 @@ public:
bool ShouldAvoidObstacle( void ){ return m_bPerformAvoidance; }
virtual bool AddRagdollToFadeQueue( void ) { return m_bFadeCorpse; }
virtual void GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt );
virtual void GetRagdollInitBoneArrays( matrix3x4a_t *pDeltaBones0, matrix3x4a_t *pDeltaBones1, matrix3x4a_t *pCurrentBones, float boneDt );
int GetDeathPose( void ) { return m_iDeathPose; }

File diff suppressed because it is too large Load Diff

View File

@ -1,10 +1,10 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Workfile: $
// $NoKeywords: $
//=============================================================================//
//===========================================================================//
#ifndef C_BASEANIMATING_H
#define C_BASEANIMATING_H
@ -14,18 +14,19 @@
#include "c_baseentity.h"
#include "studio.h"
#include "utlvector.h"
#include "UtlVector.h"
#include "ragdoll.h"
#include "mouthinfo.h"
// Shared activities
#include "ai_activity.h"
#include "animationlayer.h"
#include "sequence_Transitioner.h"
#include "sequence_transitioner.h"
#include "bone_accessor.h"
#include "bone_merge_cache.h"
#include "ragdoll_shared.h"
#include "tier0/threadtools.h"
#include "datacache/idatacache.h"
#include "toolframework/itoolframework.h"
#define LIPSYNC_POSEPARAM_NAME "mouth"
#define NUM_HITBOX_FIRES 10
@ -38,6 +39,7 @@ class C_BaseClientShader
*/
class IRagdoll;
class C_ClientRagdoll;
class CIKContext;
class CIKState;
class ConVar;
@ -51,7 +53,7 @@ FORWARD_DECLARE_HANDLE( memhandle_t );
typedef unsigned short MDLHandle_t;
extern ConVar vcollide_wireframe;
extern IDataCache *datacache;
struct ClientModelRenderInfo_t : public ModelRenderInfo_t
{
@ -88,13 +90,15 @@ typedef unsigned int ClientSideAnimationListHandle_t;
#define INVALID_CLIENTSIDEANIMATION_LIST_HANDLE (ClientSideAnimationListHandle_t)~0
class C_BaseAnimating : public C_BaseEntity, private IModelLoadCallback
class C_BaseAnimating : public C_BaseEntity, public IClientModelRenderable
{
public:
DECLARE_CLASS( C_BaseAnimating, C_BaseEntity );
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
DECLARE_INTERPOLATION();
DECLARE_FRIEND_DATADESC_ACCESS();
DECLARE_ENT_SCRIPTDESC();
enum
{
@ -102,21 +106,28 @@ public:
NUM_BONECTRLS = 4
};
// Inherited from IClientUnknown
public:
virtual IClientModelRenderable* GetClientModelRenderable();
// Inherited from IClientModelRenderable
public:
virtual bool GetRenderData( void *pData, ModelDataCategory_t nCategory );
public:
C_BaseAnimating();
~C_BaseAnimating();
virtual C_BaseAnimating* GetBaseAnimating() { return this; }
bool UsesPowerOfTwoFrameBufferTexture( void );
int GetRenderFlags( void );
virtual bool Interpolate( float currentTime );
virtual void Simulate();
virtual bool Simulate();
virtual void Release();
float GetAnimTimeInterval( void ) const;
virtual unsigned char GetClientSideFade( void );
// Get bone controller values.
virtual void GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS]);
virtual float SetBoneController ( int iController, float flValue );
@ -138,17 +149,18 @@ public:
// base model functionality
float ClampCycle( float cycle, bool isLooping );
virtual void GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM] );
virtual void CalcBoneMerge( CStudioHdr *hdr, int boneMask, CBoneBitList &boneComputed );
virtual void BuildTransformations( CStudioHdr *pStudioHdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed );
void BuildJiggleTransformations( int boneIndex, const mstudiojigglebone_t *jiggleParams, const matrix3x4_t &goalMX );
virtual void ApplyBoneMatrixTransform( matrix3x4_t& transform );
virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax );
// model specific
virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
virtual bool SetupBones( matrix3x4a_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
virtual void UpdateIKLocks( float currentTime );
virtual void CalculateIKLocks( float currentTime );
virtual bool ShouldDraw();
virtual int DrawModel( int flags );
virtual int InternalDrawModel( int flags );
virtual int DrawModel( int flags, const RenderableInstance_t &instance );
virtual int InternalDrawModel( int flags, const RenderableInstance_t &instance );
virtual bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo );
virtual bool OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo );
void DoInternalDrawModel( ClientModelRenderInfo_t *pInfo, DrawModelState_t *pState, matrix3x4_t *pBoneToWorldArray = NULL );
@ -161,34 +173,32 @@ public:
virtual void DoAnimationEvents( CStudioHdr *pStudio );
virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
virtual void FireObsoleteEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
virtual const char* ModifyEventParticles( const char* token ) { return token; }
// Parses and distributes muzzle flash events
virtual bool DispatchMuzzleEffect( const char *options, bool isFirstPerson );
virtual void EjectParticleBrass( const char *pEffectName, const int iAttachment );
// virtual void AllocateMaterials( void );
// virtual void FreeMaterials( void );
virtual void ValidateModelIndex( void );
virtual CStudioHdr *OnNewModel( void );
CStudioHdr *GetModelPtr() const;
void InvalidateMdlCache();
virtual void SetPredictable( bool state );
void UseClientSideAnimation();
bool IsUsingClientSideAnimation() { return m_bClientSideAnimation; }
// C_BaseClientShader **p_ClientShaders;
virtual void StandardBlendingRules( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
virtual void StandardBlendingRules( CStudioHdr *pStudioHdr, Vector pos[], QuaternionAligned q[], float currentTime, int boneMask );
void UnragdollBlend( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime );
void MaintainSequenceTransitions( IBoneSetup &boneSetup, float flCycle, Vector pos[], Quaternion q[] );
virtual void AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime );
virtual void ChildLayerBlend( Vector pos[], Quaternion q[], float currentTime, int boneMask );
// Attachments
int LookupAttachment( const char *pAttachmentName );
virtual int LookupAttachment( const char *pAttachmentName );
int LookupRandomAttachment( const char *pAttachmentNameSubstring );
int LookupPoseParameter( CStudioHdr *pStudioHdr, const char *szName );
@ -198,49 +208,25 @@ public:
inline float SetPoseParameter( const char *szName, float flValue ) { return SetPoseParameter( GetModelPtr(), szName, flValue ); }
float SetPoseParameter( CStudioHdr *pStudioHdr, int iParameter, float flValue );
inline float SetPoseParameter( int iParameter, float flValue ) { return SetPoseParameter( GetModelPtr(), iParameter, flValue ); }
float GetPoseParameter( int iParameter );
float GetPoseParameter( int iPoseParameter );
float GetPoseParameterRaw( int iPoseParameter ); // returns raw 0..1 value
bool GetPoseParameterRange( int iPoseParameter, float &minValue, float &maxValue );
int LookupBone( const char *szName );
void GetBonePosition( int iBone, Vector &origin, QAngle &angles );
void GetBoneTransform( int iBone, matrix3x4_t &pBoneToWorld );
//=============================================================================
// HPE_BEGIN:
// [menglish] Finds the bone associated with the given hitbox
//=============================================================================
int GetHitboxBone( int hitboxIndex );
//=============================================================================
// HPE_END
//=============================================================================
// Bone attachments
virtual void AttachEntityToBone( C_BaseAnimating* attachTarget, int boneIndexAttached=-1, Vector bonePosition=Vector(0,0,0), QAngle boneAngles=QAngle(0,0,0) );
void AddBoneAttachment( C_BaseAnimating* newBoneAttachment );
void RemoveBoneAttachment( C_BaseAnimating* boneAttachment );
void RemoveBoneAttachments();
void DestroyBoneAttachments();
void MoveBoneAttachments( C_BaseAnimating* attachTarget );
int GetNumBoneAttachments();
C_BaseAnimating* GetBoneAttachment( int i );
virtual void NotifyBoneAttached( C_BaseAnimating* attachTarget );
virtual void UpdateBoneAttachments( void );
void CopySequenceTransitions( C_BaseAnimating *pCopyFrom );
//bool solveIK(float a, float b, const Vector &Foot, const Vector &Knee1, Vector &Knee2);
//void DebugIK( mstudioikchain_t *pikchain );
virtual void PreDataUpdate( DataUpdateType_t updateType );
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual int RestoreData( const char *context, int slot, int type );
virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void AddEntity( void );
// This can be used to force client side animation to be on. Only use if you know what you're doing!
// Normally, the server entity should set this.
@ -268,14 +254,13 @@ public:
virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
virtual bool GetAttachment( int number, matrix3x4_t &matrix );
virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel );
virtual void InvalidateAttachments();
// Returns the attachment in local space
bool GetAttachmentLocal( int iAttachment, matrix3x4_t &attachmentToLocal );
bool GetAttachmentLocal( int iAttachment, Vector &origin, QAngle &angles );
bool GetAttachmentLocal( int iAttachment, Vector &origin );
bool GetRootBone( matrix3x4_t &rootBone );
// Should this object cast render-to-texture shadows?
virtual ShadowType_t ShadowCastType();
@ -285,12 +270,15 @@ public:
virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
// returns true if we are of type C_ClientRagdoll
virtual bool IsClientRagdoll() const { return false; }
// returns true if we're currently being ragdolled
bool IsRagdoll() const;
bool IsAboutToRagdoll() const;
virtual C_BaseAnimating *BecomeRagdollOnClient();
virtual C_ClientRagdoll *CreateClientRagdoll( bool bRestoring = false );
C_BaseAnimating *CreateRagdollCopy();
bool InitAsClientRagdoll( const matrix3x4_t *pDeltaBones0, const matrix3x4_t *pDeltaBones1, const matrix3x4_t *pCurrentBonePosition, float boneDt, bool bFixedConstraints=false );
bool InitAsClientRagdoll( const matrix3x4_t *pDeltaBones0, const matrix3x4_t *pDeltaBones1, const matrix3x4_t *pCurrentBonePosition, float boneDt );
void IgniteRagdoll( C_BaseAnimating *pSource );
void TransferDissolveFrom( C_BaseAnimating *pSource );
virtual void SaveRagdollInfo( int numbones, const matrix3x4_t &cameraTransform, CBoneAccessor &pBoneToWorld );
@ -298,42 +286,44 @@ public:
virtual void Clear( void );
void ClearRagdoll();
void CreateUnragdollInfo( C_BaseAnimating *pRagdoll );
void ForceSetupBonesAtTime( matrix3x4_t *pBonesOut, float flTime );
virtual void GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt );
void ForceSetupBonesAtTime( matrix3x4a_t *pBonesOut, float flTime );
virtual void GetRagdollInitBoneArrays( matrix3x4a_t *pDeltaBones0, matrix3x4a_t *pDeltaBones1, matrix3x4a_t *pCurrentBones, float boneDt );
// For shadows rendering the correct body + sequence...
virtual int GetBody() { return m_nBody; }
virtual int GetSkin() { return m_nSkin; }
bool IsOnFire() { return ( (GetFlags() & FL_ONFIRE) != 0 ); }
bool IsOnFire() { return ( (GetFlags() & FL_ONFIRE) != 0 ); }
float GetFrozenAmount() { return m_flFrozen; }
inline float GetPlaybackRate();
inline float GetPlaybackRate() const;
inline void SetPlaybackRate( float rate );
void SetModelScale( float scale, float change_duration = 0.0f );
float GetModelScale() const { return m_flModelScale; }
void SetModelScale( float scale );
inline float GetModelScale() const { return m_flModelScale; }
inline bool IsModelScaleFractional() const; /// very fast way to ask if the model scale is < 1.0f (faster than if (GetModelScale() < 1.0f) )
inline bool IsModelScaled() const;
void UpdateModelScale( void );
virtual void RefreshCollisionBounds( void );
int GetSequence();
virtual void SetSequence(int nSequence);
void SetSequence(int nSequence);
inline void ResetSequence(int nSequence);
void OnNewSequence( );
float GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence );
inline float GetSequenceGroundSpeed( int iSequence ) { return GetSequenceGroundSpeed(GetModelPtr(), iSequence); }
bool IsSequenceLooping( CStudioHdr *pStudioHdr, int iSequence );
inline bool IsSequenceLooping( int iSequence ) { return IsSequenceLooping(GetModelPtr(),iSequence); }
float GetSequenceMoveDist( CStudioHdr *pStudioHdr, int iSequence );
void GetSequenceLinearMotion( int iSequence, Vector *pVec );
float GetSequenceLinearMotionAndDuration( int iSequence, Vector *pVec );
bool GetSequenceMovement( int nSequence, float fromCycle, float toCycle, Vector &deltaPosition, QAngle &deltaAngles );
void GetBlendedLinearVelocity( Vector *pVec );
void SetMovementPoseParams( const Vector &vecLocalVelocity, int iMoveX, int iMoveY, int iXSign = 1, int iYSign = 1 );
int LookupSequence ( const char *label );
int LookupActivity( const char *label );
char const *GetSequenceName( int iSequence );
char const *GetSequenceActivityName( int iSequence );
Activity GetSequenceActivity( int iSequence );
KeyValues *GetSequenceKeyValues( int iSequence );
virtual void StudioFrameAdvance(); // advance animation frame to some time in the future
void ExtractBbox( int nSequence, Vector &mins, Vector &maxs );
// Clientside animation
virtual float FrameAdvance( float flInterval = 0.0f );
@ -341,8 +331,8 @@ public:
virtual void UpdateClientSideAnimation();
void ClientSideAnimationChanged();
virtual unsigned int ComputeClientSideAnimationFlags();
virtual void ResetClientsideFrame( void ) { SetCycle( 0 ); }
float GetGroundSpeed( void ) { return m_flGroundSpeed; }
virtual void ReachedEndOfSequence() { return; }
void SetCycle( float flCycle );
float GetCycle() const;
@ -350,18 +340,21 @@ public:
void SetBodygroup( int iGroup, int iValue );
int GetBodygroup( int iGroup );
void SetSkin( int iSkin );
void SetBody( int iBody );
const char *GetBodygroupName( int iGroup );
int FindBodygroupByName( const char *name );
int GetBodygroupCount( int iGroup );
int GetNumBodyGroups( void );
class CBoneCache *GetBoneCache( CStudioHdr *pStudioHdr );
void SetHitboxSet( int setnum );
void SetHitboxSetByName( const char *setname );
int GetHitboxSet( void );
char const *GetHitboxSetName( void );
int GetHitboxSetCount( void );
void DrawClientHitboxes( float duration = 0.0f, bool monocolor = false );
void DrawSkeleton( CStudioHdr const* pHdr, int iBoneMask ) const;
C_BaseAnimating* FindFollowedEntity();
@ -385,8 +378,9 @@ public:
void GetCachedBoneMatrix( int boneIndex, matrix3x4_t &out );
// Wrappers for CBoneAccessor.
const matrix3x4_t& GetBone( int iBone ) const;
matrix3x4_t& GetBoneForWrite( int iBone );
const matrix3x4a_t& GetBone( int iBone ) const;
matrix3x4a_t& GetBoneForWrite( int iBone );
matrix3x4a_t* GetBoneArrayForWrite();
// Used for debugging. Will produce asserts if someone tries to setup bones or
// attachments before it's allowed.
@ -400,8 +394,11 @@ public:
static void PushAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels, char const *tagPush );
static void PopBoneAccess( char const *tagPop );
static void ThreadedBoneSetup();
static bool InThreadedBoneSetup();
static void InitBoneSetupThreadPool();
static void ShutdownBoneSetupThreadPool();
void MarkForThreadedBoneSetup();
static void SetupBonesOnBaseAnimating( C_BaseAnimating *&pBaseAnimating );
// Invalidate bone caches so all SetupBones() calls force bone transforms to be regenerated.
static void InvalidateBoneCaches();
@ -424,11 +421,12 @@ public:
void InitModelEffects( void );
// Sometimes the server wants to update the client's cycle to get the two to run in sync (for proper hit detection)
virtual void SetServerIntendedCycle( float intended ) { (void)intended; }
virtual void SetServerIntendedCycle( float intended ) { intended; }
virtual float GetServerIntendedCycle( void ) { return -1.0f; }
// For prediction
int SelectWeightedSequence ( int activity );
int SelectWeightedSequenceFromModifiers( Activity activity, CUtlSymbol *pActivityModifiers, int iModifierCount );
void ResetSequenceInfo( void );
float SequenceDuration( void );
float SequenceDuration( CStudioHdr *pStudioHdr, int iSequence );
@ -443,15 +441,23 @@ public:
void SetReceivedSequence( void );
virtual bool ShouldResetSequenceOnNewModel( void );
// View models say yes to this.
virtual bool IsViewModel() const;
// viewmodel or viewmodelattachmentmodel or lowerbody
virtual bool IsViewModelOrAttachment() const;
void EnableJiggleBones( void );
void DisableJiggleBones( void );
void ScriptSetPoseParameter( const char *szName, float fValue );
protected:
// View models scale their attachment positions to account for FOV. To get the unmodified
// attachment position (like if you're rendering something else during the view model's DrawModel call),
// use TransformViewModelAttachmentToWorld.
virtual void FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld ) {}
// View models say yes to this.
bool IsBoneAccessAllowed() const;
CMouthInfo& MouthInfo();
@ -463,6 +469,12 @@ protected:
virtual bool CalcAttachments();
virtual bool ComputeStencilState( ShaderStencilState_t *pStencilState );
virtual bool WantsInterpolatedVars() { return true; }
virtual void ResetSequenceLooping() { m_bSequenceFinished = false; }
private:
// This method should return true if the bones have changed + SetupBones needs to be called
virtual float LastBoneChangedTime() { return FLT_MAX; }
@ -473,32 +485,58 @@ private:
void TermRopes();
void DelayedInitModelEffects( void );
void ParseModelEffects( KeyValues *modelKeyValues );
void UpdateRelevantInterpolatedVars();
void AddBaseAnimatingInterpolatedVars();
void RemoveBaseAnimatingInterpolatedVars();
void LockStudioHdr();
void UnlockStudioHdr();
public:
CRagdoll *m_pRagdoll;
// Texture group to use
int m_nSkin;
// Object bodygroup
int m_nBody;
CBaseAnimating *m_pClientsideRagdoll;
// Hitbox set to use (default 0)
int m_nHitboxSet;
CSequenceTransitioner m_SequenceTransitioner;
private:
// BEGIN PREDICTION DATA COMPACTION (these fields are together to allow for faster copying in prediction system)
// FTYPEDESC_INSENDTABLE STUFF
int m_nPrevSequence;
protected:
//float m_flCycle;
// This needs to be ranged checked because some interpolation edge cases
// can assign it to values far out of range. Interpolation vars will only
// clamp range checked vars.
CRangeCheckedVar<float, -2, 2, 0> m_flCycle;
float m_flPlaybackRate;// Animation playback framerate
// FTYPEDESC_INSENDTABLE STUFF (end)
int m_nSkin;// Texture group to use
int m_nBody;// Object bodygroup
int m_nNewSequenceParity;
int m_nResetEventsParity;
int m_nPrevNewSequenceParity;
int m_nPrevResetEventsParity;
float m_flEncodedController[MAXSTUDIOBONECTRLS];
private:
// This is compared against m_nOldMuzzleFlashParity to determine if the entity should muzzle flash.
unsigned char m_nMuzzleFlashParity;
// END PREDICTION DATA COMPACTION
protected:
CIKContext *m_pIk;
int m_iEyeAttachment;
// Animation playback framerate
float m_flPlaybackRate;
// Decomposed ragdoll info
bool m_bStoreRagdollInfo;
@ -510,6 +548,7 @@ protected:
// bone transformation matrix
unsigned long m_iMostRecentModelBoneCounter;
unsigned long m_iMostRecentBoneSetupRequest;
C_BaseAnimating * m_pNextForThreadedBoneSetup;
int m_iPrevBoneMask;
int m_iAccumulatedBoneMask;
@ -521,38 +560,26 @@ protected:
// Client-side animation
bool m_bClientSideFrameReset;
// Bone attachments. Used for attaching one BaseAnimating to another's bones.
// Client side only.
CUtlVector<CHandle<C_BaseAnimating> > m_BoneAttachments;
int m_boneIndexAttached;
Vector m_bonePosition;
QAngle m_boneAngles;
CHandle<C_BaseAnimating> m_pAttachedTo;
protected:
float m_fadeMinDist;
float m_fadeMaxDist;
float m_flFadeScale;
float m_flFrozen;
// Can we use the fast rendering path?
bool m_bCanUseFastPath;
private:
float m_flGroundSpeed; // computed linear movement rate for current sequence
float m_flLastEventCheck; // cycle index of when events were last checked
bool m_bSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry
bool m_bSequenceLoops; // true if the sequence loops
bool m_bIsUsingRelativeLighting;
// Mouth lipsync/envelope following values
CMouthInfo m_mouth;
CNetworkVar( float, m_flModelScale );
// Animation blending factors
float m_flPoseParameter[MAXSTUDIOPOSEPARAM];
CInterpolatedVarArray< float, MAXSTUDIOPOSEPARAM > m_iv_flPoseParameter;
float m_flOldPoseParameters[MAXSTUDIOPOSEPARAM];
int m_nPrevSequence;
int m_nRestoreSequence;
// Ropes that got spawned when the model was created.
@ -562,7 +589,11 @@ private:
float m_flPrevEventCycle;
int m_nEventSequence;
float m_flEncodedController[MAXSTUDIOBONECTRLS];
// Animation blending factors
float m_flPoseParameter[MAXSTUDIOPOSEPARAM];
CInterpolatedVarArray< float, MAXSTUDIOPOSEPARAM > m_iv_flPoseParameter;
float m_flOldPoseParameters[MAXSTUDIOPOSEPARAM];
CInterpolatedVarArray< float, MAXSTUDIOBONECTRLS > m_iv_flEncodedController;
float m_flOldEncodedController[MAXSTUDIOBONECTRLS];
@ -570,37 +601,40 @@ private:
bool m_bClientSideAnimation;
bool m_bLastClientSideFrameReset;
int m_nNewSequenceParity;
int m_nResetEventsParity;
int m_nPrevNewSequenceParity;
int m_nPrevResetEventsParity;
bool m_builtRagdoll;
Vector m_vecPreRagdollMins;
Vector m_vecPreRagdollMaxs;
bool m_builtRagdoll;
bool m_bReceivedSequence;
bool m_bIsStaticProp;
// Current animation sequence
int m_nSequence;
bool m_bReceivedSequence;
// Current cycle location from server
protected:
float m_flCycle;
CInterpolatedVar< float > m_iv_flCycle;
CInterpolatedVar< CRangeCheckedVar<float, -2, 2, 0> > m_iv_flCycle;
//CInterpolatedVar< float > m_iv_flCycle;
float m_flOldCycle;
bool m_bNoModelParticles;
float m_prevClientCycle;
float m_prevClientAnimTime;
// True if bone setup should latch bones for demo polish subsystem
bool m_bBonePolishSetup;
private:
float m_flOldModelScale;
int m_nOldSequence;
CBoneMergeCache *m_pBoneMergeCache; // This caches the strcmp lookups that it has to do
// when merg
private:
int m_nPrevBody;
int m_nPrevSkin;
float m_flOldModelScale;
int m_nOldSequence;
CUtlVector< matrix3x4_t > m_CachedBoneData; // never access this directly. Use m_BoneAccessor.
memhandle_t m_hitboxBoneCacheHandle;
CUtlVector< matrix3x4a_t, CUtlMemoryAligned<matrix3x4a_t,16> > m_CachedBoneData; // never access this directly. Use m_BoneAccessor.
float m_flLastBoneSetupTime;
CJiggleBones *m_pJiggleBones;
bool m_isJiggleBonesEnabled;
// Calculated attachment points
CUtlVector<CAttachmentData> m_Attachments;
@ -608,31 +642,21 @@ private:
void SetupBones_AttachmentHelper( CStudioHdr *pStudioHdr );
EHANDLE m_hLightingOrigin;
EHANDLE m_hLightingOriginRelative;
// These are compared against each other to determine if the entity should muzzle flash.
CNetworkVar( unsigned char, m_nMuzzleFlashParity );
unsigned char m_nOldMuzzleFlashParity;
unsigned char m_nOldMuzzleFlashParity;
bool m_bInitModelEffects;
// Dynamic models
bool m_bDynamicModelAllowed;
bool m_bDynamicModelPending;
bool m_bResetSequenceInfoOnLoad;
CRefCountedModelIndex m_AutoRefModelIndex;
public:
void EnableDynamicModels() { m_bDynamicModelAllowed = true; }
bool IsDynamicModelLoading() const { return m_bDynamicModelPending; }
private:
virtual void OnModelLoadComplete( const model_t* pModel );
static bool m_bBoneListInUse;
static CBoneList m_recordingBoneList;
private:
void LockStudioHdr();
void UnlockStudioHdr();
mutable CStudioHdr *m_pStudioHdr;
mutable MDLHandle_t m_hStudioHdr;
CThreadFastMutex m_StudioHdrInitLock;
CUtlReference<CNewParticleEffect> m_ejectBrassEffect;
int m_iEjectBrassAttachment;
};
enum
@ -646,18 +670,21 @@ enum
class C_ClientRagdoll : public C_BaseAnimating, public IPVSNotify
{
public:
C_ClientRagdoll( bool bRestoring = true );
C_ClientRagdoll( bool bRestoring = true , bool fullInit = true);
public:
DECLARE_CLASS( C_ClientRagdoll, C_BaseAnimating );
DECLARE_DATADESC();
// inherited from IClientUnknown
virtual IClientModelRenderable* GetClientModelRenderable();
// inherited from IPVSNotify
virtual void OnPVSStatusChanged( bool bInPVS );
virtual void Release( void );
virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
virtual void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName );
virtual void ImpactTrace( trace_t *pTrace, int iDamageType, char *pCustomImpactName );
void ClientThink( void );
void ReleaseRagdoll( void ) { m_bReleaseRagdoll = true; }
bool ShouldSavePhysics( void ) { return true; }
@ -672,10 +699,18 @@ public:
void FadeOut( void );
virtual float LastBoneChangedTime();
inline bool IsFadingOut() { return m_bFadingOut; }
bool m_bFadeOut;
bool m_bImportant;
float m_flEffectTime;
// returns true if we are of type C_ClientRagdoll
virtual bool IsClientRagdoll() const { return true; }
protected:
bool m_bReleaseRagdoll;
private:
int m_iCurrentFriction;
int m_iMinFriction;
@ -684,7 +719,6 @@ private:
float m_flFrictionTime;
int m_iFrictionAnimState;
bool m_bReleaseRagdoll;
bool m_bFadingOut;
@ -702,9 +736,9 @@ inline void C_BaseAnimating::ResetSequence(int nSequence)
ResetSequenceInfo();
}
inline float C_BaseAnimating::GetPlaybackRate()
inline float C_BaseAnimating::GetPlaybackRate() const
{
return m_flPlaybackRate;
return m_flPlaybackRate * clamp( 1.0f - m_flFrozen, 0.0f, 1.0f );
}
inline void C_BaseAnimating::SetPlaybackRate( float rate )
@ -712,16 +746,20 @@ inline void C_BaseAnimating::SetPlaybackRate( float rate )
m_flPlaybackRate = rate;
}
inline const matrix3x4_t& C_BaseAnimating::GetBone( int iBone ) const
inline const matrix3x4a_t& C_BaseAnimating::GetBone( int iBone ) const
{
return m_BoneAccessor.GetBone( iBone );
}
inline matrix3x4_t& C_BaseAnimating::GetBoneForWrite( int iBone )
inline matrix3x4a_t& C_BaseAnimating::GetBoneForWrite( int iBone )
{
return m_BoneAccessor.GetBoneForWrite( iBone );
}
inline matrix3x4a_t* C_BaseAnimating::GetBoneArrayForWrite()
{
return m_BoneAccessor.GetBoneArrayForWrite();
}
inline bool C_BaseAnimating::ShouldMuzzleFlash() const
{
@ -739,28 +777,27 @@ inline float C_BaseAnimating::GetCycle() const
inline CStudioHdr *C_BaseAnimating::GetModelPtr() const
{
if ( IsDynamicModelLoading() )
return NULL;
#ifdef _DEBUG
// GetModelPtr() is often called before OnNewModel() so go ahead and set it up first chance.
// static IDataCacheSection *pModelCache = datacache->FindSection( "ModelData" );
// AssertOnce( pModelCache->IsFrameLocking() );
#ifndef _X360
// 360's don't need to lock the modeldata cache since it never flushes
static IDataCacheSection *pModelCache = g_pDataCache->FindSection( "ModelData" );
AssertOnce( pModelCache->IsFrameLocking() );
#endif
if ( !m_pStudioHdr )
#endif
// GetModelPtr() is often called before OnNewModel() so go ahead and set it up first chance.
if ( !m_pStudioHdr && GetModel() )
{
const_cast<C_BaseAnimating *>(this)->LockStudioHdr();
}
Assert( m_pStudioHdr ? m_pStudioHdr->GetRenderHdr() == mdlcache->GetStudioHdr(m_hStudioHdr) : m_hStudioHdr == MDLHANDLE_INVALID );
return m_pStudioHdr;
return ( m_pStudioHdr && m_pStudioHdr->IsValid() ) ? m_pStudioHdr : NULL;
}
inline void C_BaseAnimating::InvalidateMdlCache()
{
if ( m_pStudioHdr )
UnlockStudioHdr();
if ( m_pStudioHdr != NULL )
{
UnlockStudioHdr();
delete m_pStudioHdr;
m_pStudioHdr = NULL;
}
@ -773,11 +810,6 @@ inline bool C_BaseAnimating::IsModelScaleFractional() const /// very fast way
return *((const int *) &m_flModelScale) < 0x3f800000;
}
inline bool C_BaseAnimating::IsModelScaled() const
{
return ( m_flModelScale > 1.0f+FLT_EPSILON || m_flModelScale < 1.0f-FLT_EPSILON );
}
//-----------------------------------------------------------------------------
// Sequence access
//-----------------------------------------------------------------------------
@ -813,6 +845,6 @@ void SetColumn( Vector &src, int column, matrix3x4_t& dest );
EXTERN_RECV_TABLE(DT_BaseAnimating);
extern void DevMsgRT( PRINTF_FORMAT_STRING char const* pMsg, ... );
extern void DevMsgRT( char const* pMsg, ... );
#endif // C_BASEANIMATING_H

View File

@ -1,17 +1,19 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
//===========================================================================//
#include "cbase.h"
#include "c_baseanimatingoverlay.h"
#include "animation.h"
#include "bone_setup.h"
#include "tier0/vprof.h"
#include "engine/ivdebugoverlay.h"
#include "engine/IVDebugOverlay.h"
#include "datacache/imdlcache.h"
#include "eventlist.h"
#include "toolframework_client.h"
#include "dt_utlvector_recv.h"
@ -20,14 +22,96 @@
extern ConVar r_sequence_debug;
template class CInterpolatedVar<CAnimationLayer>;
mstudioevent_for_client_server_t *GetEventIndexForSequence( mstudioseqdesc_t &seqdesc );
void C_AnimationLayer::SetOwner( C_BaseAnimatingOverlay *pOverlay )
{
m_pOwner = pOverlay;
}
C_BaseAnimatingOverlay *C_AnimationLayer::GetOwner() const
{
return m_pOwner;
}
void C_AnimationLayer::Reset()
{
if ( m_pOwner )
{
int nFlags = 0;
if ( m_nSequence != 0 || m_flWeight != 0.0f )
{
nFlags |= BOUNDS_CHANGED;
}
if ( m_flCycle != 0.0f )
{
nFlags |= ANIMATION_CHANGED;
}
if ( nFlags )
{
m_pOwner->InvalidatePhysicsRecursive( nFlags );
}
}
m_nSequence = 0;
m_flPrevCycle = 0;
m_flWeight = 0;
m_flPlaybackRate = 0;
m_flCycle = 0;
m_flLayerAnimtime = 0;
m_flLayerFadeOuttime = 0;
}
void C_AnimationLayer::SetSequence( int nSequence )
{
if ( m_pOwner && m_nSequence != nSequence )
{
m_pOwner->InvalidatePhysicsRecursive( BOUNDS_CHANGED );
}
m_nSequence = nSequence;
}
void C_AnimationLayer::SetCycle( float flCycle )
{
if ( m_pOwner && m_flCycle != flCycle )
{
m_pOwner->InvalidatePhysicsRecursive( ANIMATION_CHANGED );
}
m_flCycle = flCycle;
}
void C_AnimationLayer::SetOrder( int order )
{
if ( m_pOwner && ( m_nOrder != order ) )
{
if ( m_nOrder == C_BaseAnimatingOverlay::MAX_OVERLAYS || order == C_BaseAnimatingOverlay::MAX_OVERLAYS )
{
m_pOwner->InvalidatePhysicsRecursive( BOUNDS_CHANGED );
}
}
m_nOrder = order;
}
void C_AnimationLayer::SetWeight( float flWeight )
{
if ( m_pOwner && m_flWeight != flWeight )
{
if ( m_flWeight == 0.0f || flWeight == 0.0f )
{
m_pOwner->InvalidatePhysicsRecursive( BOUNDS_CHANGED );
}
}
m_flWeight = flWeight;
}
C_BaseAnimatingOverlay::C_BaseAnimatingOverlay()
{
// FIXME: where does this initialization go now?
//for ( int i=0; i < MAX_OVERLAYS; i++ )
//{
// memset( &m_Layer[i], 0, sizeof(m_Layer[0]) );
// m_Layer[i].m_nOrder = MAX_OVERLAYS;
//}
// NOTE: We zero the memory in the max capacity m_Layer vector in dt_ultvector_common.h
// FIXME: where does this initialization go now?
// AddVar( m_Layer, &m_iv_AnimOverlay, LATCH_ANIMATION_VAR );
@ -36,13 +120,36 @@ C_BaseAnimatingOverlay::C_BaseAnimatingOverlay()
#undef CBaseAnimatingOverlay
void RecvProxy_SequenceChanged( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CAnimationLayer *pLayer = (CAnimationLayer *)pStruct;
pLayer->SetSequence( pData->m_Value.m_Int );
}
void RecvProxy_WeightChanged( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CAnimationLayer *pLayer = (CAnimationLayer *)pStruct;
pLayer->SetWeight( pData->m_Value.m_Float );
}
void RecvProxy_CycleChanged( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CAnimationLayer *pLayer = (CAnimationLayer *)pStruct;
pLayer->SetCycle( pData->m_Value.m_Float );
}
void RecvProxy_OrderChanged( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CAnimationLayer *pLayer = (CAnimationLayer *)pStruct;
pLayer->SetOrder( pData->m_Value.m_Int );
}
BEGIN_RECV_TABLE_NOBASE(CAnimationLayer, DT_Animationlayer)
RecvPropInt( RECVINFO_NAME(m_nSequence, m_nSequence)),
RecvPropFloat( RECVINFO_NAME(m_flCycle, m_flCycle)),
RecvPropInt( RECVINFO_NAME(m_nSequence, m_nSequence), 0, RecvProxy_SequenceChanged ),
RecvPropFloat( RECVINFO_NAME(m_flCycle, m_flCycle), 0, RecvProxy_CycleChanged ),
RecvPropFloat( RECVINFO_NAME(m_flPrevCycle, m_flPrevCycle)),
RecvPropFloat( RECVINFO_NAME(m_flWeight, m_flWeight)),
RecvPropInt( RECVINFO_NAME(m_nOrder, m_nOrder))
RecvPropFloat( RECVINFO_NAME(m_flWeight, m_flWeight), 0, RecvProxy_WeightChanged ),
RecvPropInt( RECVINFO_NAME(m_nOrder, m_nOrder), 0, RecvProxy_OrderChanged )
END_RECV_TABLE()
const char *s_m_iv_AnimOverlayNames[C_BaseAnimatingOverlay::MAX_OVERLAYS] =
@ -67,47 +174,60 @@ const char *s_m_iv_AnimOverlayNames[C_BaseAnimatingOverlay::MAX_OVERLAYS] =
void ResizeAnimationLayerCallback( void *pStruct, int offsetToUtlVector, int len )
{
C_BaseAnimatingOverlay *pEnt = (C_BaseAnimatingOverlay*)pStruct;
CUtlVector < C_AnimationLayer > *pVec = &pEnt->m_AnimOverlay;
CUtlVector< CInterpolatedVar< C_AnimationLayer > > *pVecIV = &pEnt->m_iv_AnimOverlay;
CUtlVector < CAnimationLayer > *pVec = &pEnt->m_AnimOverlay;
CUtlVector< CInterpolatedVar< CAnimationLayer > > *pVecIV = &pEnt->m_iv_AnimOverlay;
Assert( (char*)pVec - (char*)pEnt == offsetToUtlVector );
Assert( pVec->Count() == pVecIV->Count() );
Assert( pVec->Count() <= C_BaseAnimatingOverlay::MAX_OVERLAYS );
int diff = len - pVec->Count();
if ( diff == 0 )
return;
// remove all entries
for ( int i=0; i < pVec->Count(); i++ )
if ( diff != 0 )
{
pEnt->RemoveVar( &pVec->Element( i ) );
// remove all entries
for ( int i=0; i < pVec->Count(); i++ )
{
pEnt->RemoveVar( &pVec->Element( i ) );
}
pEnt->InvalidatePhysicsRecursive( BOUNDS_CHANGED );
// adjust vector sizes
if ( diff > 0 )
{
for ( int i = 0; i < diff; ++i )
{
int j = pVec->AddToTail( );
(*pVec)[j].SetOwner( pEnt );
}
pVecIV->AddMultipleToTail( diff );
}
else
{
pVec->RemoveMultiple( len, -diff );
pVecIV->RemoveMultiple( len, -diff );
}
// Rebind all the variables in the ent's list.
for ( int i=0; i < len; i++ )
{
IInterpolatedVar *pWatcher = &pVecIV->Element( i );
pWatcher->SetDebugName( s_m_iv_AnimOverlayNames[i] );
pEnt->AddVar( &pVec->Element( i ), pWatcher, LATCH_ANIMATION_VAR, true );
}
}
// adjust vector sizes
if ( diff > 0 )
{
pVec->AddMultipleToTail( diff );
pVecIV->AddMultipleToTail( diff );
}
else
{
pVec->RemoveMultiple( len, -diff );
pVecIV->RemoveMultiple( len, -diff );
}
// Rebind all the variables in the ent's list.
for ( int i=0; i < len; i++ )
{
IInterpolatedVar *pWatcher = &pVecIV->Element( i );
pWatcher->SetDebugName( s_m_iv_AnimOverlayNames[i] );
pEnt->AddVar( &pVec->Element( i ), pWatcher, LATCH_ANIMATION_VAR, true );
}
// FIXME: need to set historical values of nOrder in pVecIV to MAX_OVERLAY
// Ensure capacity
pVec->EnsureCapacity( len );
int nNumAllocated = pVec->NumAllocated();
// This is important to do because EnsureCapacity doesn't actually call the constructors
// on the elements, but we need them to be initialized, otherwise it'll have out-of-range
// values which will piss off the datatable encoder.
UtlVector_InitializeAllocatedElements( pVec->Base() + pVec->Count(), nNumAllocated - pVec->Count() );
}
@ -146,7 +266,7 @@ BEGIN_PREDICTION_DATA( C_BaseAnimatingOverlay )
END_PREDICTION_DATA()
C_AnimationLayer* C_BaseAnimatingOverlay::GetAnimOverlay( int i )
CAnimationLayer* C_BaseAnimatingOverlay::GetAnimOverlay( int i )
{
Assert( i >= 0 && i < MAX_OVERLAYS );
return &m_AnimOverlay[i];
@ -157,12 +277,28 @@ void C_BaseAnimatingOverlay::SetNumAnimOverlays( int num )
{
if ( m_AnimOverlay.Count() < num )
{
m_AnimOverlay.AddMultipleToTail( num - m_AnimOverlay.Count() );
int nCountToAdd = num - m_AnimOverlay.Count();
for ( int i = 0; i < nCountToAdd; ++i )
{
int j = m_AnimOverlay.AddToTail( );
m_AnimOverlay[j].SetOwner( this );
}
}
else if ( m_AnimOverlay.Count() > num )
{
m_AnimOverlay.RemoveMultiple( num, m_AnimOverlay.Count() - num );
InvalidatePhysicsRecursive( BOUNDS_CHANGED );
}
// Ensure capacity
m_AnimOverlay.EnsureCapacity( C_BaseAnimatingOverlay::MAX_OVERLAYS );
int nNumAllocated = m_AnimOverlay.NumAllocated();
// This is important to do because EnsureCapacity doesn't actually call the constructors
// on the elements, but we need them to be initialized, otherwise it'll have out-of-range
// values which will piss off the datatable encoder.
UtlVector_InitializeAllocatedElements( m_AnimOverlay.Base() + m_AnimOverlay.Count(), nNumAllocated - m_AnimOverlay.Count() );
}
@ -171,44 +307,46 @@ int C_BaseAnimatingOverlay::GetNumAnimOverlays() const
return m_AnimOverlay.Count();
}
void C_BaseAnimatingOverlay::GetRenderBounds( Vector& theMins, Vector& theMaxs )
{
BaseClass::GetRenderBounds( theMins, theMaxs );
if ( !IsRagdoll() )
if ( IsRagdoll() )
return;
CStudioHdr *pStudioHdr = GetModelPtr();
if ( !pStudioHdr || !pStudioHdr->SequencesAvailable() )
return;
int nSequences = pStudioHdr->GetNumSeq();
int i;
for (i = 0; i < m_AnimOverlay.Count(); i++)
{
CStudioHdr *pStudioHdr = GetModelPtr();
if ( !pStudioHdr || !pStudioHdr->SequencesAvailable() )
return;
int nSequences = pStudioHdr->GetNumSeq();
int i;
for (i = 0; i < m_AnimOverlay.Count(); i++)
if ( m_AnimOverlay[i].m_flWeight > 0.0 && m_AnimOverlay[i].m_nOrder != MAX_OVERLAYS )
{
if (m_AnimOverlay[i].m_flWeight > 0.0)
{
if ( m_AnimOverlay[i].m_nSequence >= nSequences )
{
continue;
}
if ( m_AnimOverlay[i].m_nSequence >= nSequences )
continue;
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( m_AnimOverlay[i].m_nSequence );
VectorMin( seqdesc.bbmin, theMins, theMins );
VectorMax( seqdesc.bbmax, theMaxs, theMaxs );
}
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( m_AnimOverlay[i].m_nSequence );
VectorMin( seqdesc.bbmin, theMins, theMins );
VectorMax( seqdesc.bbmax, theMaxs, theMaxs );
}
}
}
bool C_BaseAnimatingOverlay::Interpolate( float flCurrentTime )
{
bool bOk = BaseClass::Interpolate( flCurrentTime );
CheckForLayerPhysicsInvalidate();
return bOk;
}
void C_BaseAnimatingOverlay::CheckForLayerChanges( CStudioHdr *hdr, float currentTime )
{
CDisableRangeChecks disableRangeChecks;
bool bLayersChanged = false;
// FIXME: damn, there has to be a better way than this.
int i;
@ -221,78 +359,69 @@ void C_BaseAnimatingOverlay::CheckForLayerChanges( CStudioHdr *hdr, float curren
// fake up previous cycle values.
float t0;
C_AnimationLayer *pHead = m_iv_AnimOverlay[i].GetHistoryValue( iHead, t0 );
CAnimationLayer *pHead = m_iv_AnimOverlay[i].GetHistoryValue( iHead, t0 );
// reset previous
float t1;
C_AnimationLayer *pPrev1 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev1, t1 );
CAnimationLayer *pPrev1 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev1, t1 );
// reset previous previous
float t2;
C_AnimationLayer *pPrev2 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev2, t2 );
CAnimationLayer *pPrev2 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev2, t2 );
if ( pHead && pPrev1 && pHead->m_nSequence != pPrev1->m_nSequence )
if ( !pHead || !pPrev1 || pHead->m_nSequence == pPrev1->m_nSequence )
continue;
#if 1 // _DEBUG
if (r_sequence_debug.GetInt() == entindex())
{
bLayersChanged = true;
#if 1 // _DEBUG
if (/* Q_stristr( hdr->pszName(), r_sequence_debug.GetString()) != NULL || */ r_sequence_debug.GetInt() == entindex())
{
DevMsgRT( "(%7.4f : %30s : %5.3f : %4.2f : %1d)\n", t0, hdr->pSeqdesc( pHead->m_nSequence ).pszLabel(), (float)pHead->m_flCycle, (float)pHead->m_flWeight, i );
DevMsgRT( "(%7.4f : %30s : %5.3f : %4.2f : %1d)\n", t1, hdr->pSeqdesc( pPrev1->m_nSequence ).pszLabel(), (float)pPrev1->m_flCycle, (float)pPrev1->m_flWeight, i );
if (pPrev2)
DevMsgRT( "(%7.4f : %30s : %5.3f : %4.2f : %1d)\n", t2, hdr->pSeqdesc( pPrev2->m_nSequence ).pszLabel(), (float)pPrev2->m_flCycle, (float)pPrev2->m_flWeight, i );
}
#endif
if (pPrev1)
{
pPrev1->m_nSequence = pHead->m_nSequence;
pPrev1->m_flCycle = pHead->m_flPrevCycle;
pPrev1->m_flWeight = pHead->m_flWeight;
}
DevMsgRT( "(%7.4f : %30s : %5.3f : %4.2f : %1d)\n", t0, hdr->pSeqdesc( pHead->m_nSequence ).pszLabel(), (float)pHead->m_flCycle, (float)pHead->m_flWeight, i );
DevMsgRT( "(%7.4f : %30s : %5.3f : %4.2f : %1d)\n", t1, hdr->pSeqdesc( pPrev1->m_nSequence ).pszLabel(), (float)pPrev1->m_flCycle, (float)pPrev1->m_flWeight, i );
if (pPrev2)
{
float num = 0;
if ( fabs( t0 - t1 ) > 0.001f )
num = (t2 - t1) / (t0 - t1);
pPrev2->m_nSequence = pHead->m_nSequence;
float flTemp;
if (IsSequenceLooping( hdr, pHead->m_nSequence ))
{
flTemp = LoopingLerp( num, (float)pHead->m_flPrevCycle, (float)pHead->m_flCycle );
}
else
{
flTemp = Lerp( num, (float)pHead->m_flPrevCycle, (float)pHead->m_flCycle );
}
pPrev2->m_flCycle = flTemp;
pPrev2->m_flWeight = pHead->m_flWeight;
}
/*
if (stricmp( r_seq_overlay_debug.GetString(), hdr->name ) == 0)
{
DevMsgRT( "(%30s %6.2f : %6.2f : %6.2f)\n", hdr->pSeqdesc( pHead->nSequence ).pszLabel(), (float)pPrev2->m_flCycle, (float)pPrev1->m_flCycle, (float)pHead->m_flCycle );
}
*/
m_iv_AnimOverlay[i].SetLooping( IsSequenceLooping( hdr, pHead->m_nSequence ) );
m_iv_AnimOverlay[i].Interpolate( currentTime );
// reset event indexes
m_flOverlayPrevEventCycle[i] = pHead->m_flPrevCycle - 0.01;
DevMsgRT( "(%7.4f : %30s : %5.3f : %4.2f : %1d)\n", t2, hdr->pSeqdesc( pPrev2->m_nSequence ).pszLabel(), (float)pPrev2->m_flCycle, (float)pPrev2->m_flWeight, i );
}
}
#endif
if (bLayersChanged)
{
// render bounds may have changed
UpdateVisibility();
pPrev1->m_nSequence = pHead->m_nSequence;
pPrev1->m_flCycle = pHead->m_flPrevCycle;
pPrev1->m_flWeight = pHead->m_flWeight;
if (pPrev2)
{
float num = 0;
if ( fabs( t0 - t1 ) > 0.001f )
num = (t2 - t1) / (t0 - t1);
pPrev2->m_nSequence = pHead->m_nSequence;
float flTemp;
if (IsSequenceLooping( hdr, pHead->m_nSequence ))
{
flTemp = LoopingLerp( num, (float)pHead->m_flPrevCycle, (float)pHead->m_flCycle );
}
else
{
flTemp = Lerp( num, (float)pHead->m_flPrevCycle, (float)pHead->m_flCycle );
}
pPrev2->m_flCycle = flTemp;
pPrev2->m_flWeight = pHead->m_flWeight;
}
/*
if (stricmp( r_seq_overlay_debug.GetString(), hdr->name ) == 0)
{
DevMsgRT( "(%30s %6.2f : %6.2f : %6.2f)\n", hdr->pSeqdesc( pHead->nSequence ).pszLabel(), (float)pPrev2->m_flCycle, (float)pPrev1->m_flCycle, (float)pHead->m_flCycle );
}
*/
m_iv_AnimOverlay[i].SetLooping( IsSequenceLooping( hdr, pHead->m_nSequence ) );
m_iv_AnimOverlay[i].Interpolate( currentTime );
// reset event indexes
m_flOverlayPrevEventCycle[i] = pHead->m_flPrevCycle - 0.01;
}
}
//#define DEBUG_TF2_OVERLAYS
void C_BaseAnimatingOverlay::AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime )
{
BaseClass::AccumulateLayers( boneSetup, pos, q, currentTime );
@ -304,6 +433,7 @@ void C_BaseAnimatingOverlay::AccumulateLayers( IBoneSetup &boneSetup, Vector pos
{
layer[i] = MAX_OVERLAYS;
}
for (i = 0; i < m_AnimOverlay.Count(); i++)
{
if (m_AnimOverlay[i].m_nOrder < MAX_OVERLAYS)
@ -313,9 +443,9 @@ void C_BaseAnimatingOverlay::AccumulateLayers( IBoneSetup &boneSetup, Vector pos
layer[m_AnimOverlay[i].m_nOrder] = i;
*/
// hacky code until initialization of new layers is finished
if (layer[m_AnimOverlay[i].m_nOrder] != MAX_OVERLAYS)
if ( layer[m_AnimOverlay[i].m_nOrder] != MAX_OVERLAYS )
{
m_AnimOverlay[i].m_nOrder = MAX_OVERLAYS;
m_AnimOverlay[i].SetOrder( MAX_OVERLAYS );
}
else
{
@ -333,106 +463,101 @@ void C_BaseAnimatingOverlay::AccumulateLayers( IBoneSetup &boneSetup, Vector pos
for (j = 0; j < MAX_OVERLAYS; j++)
{
i = layer[ j ];
if (i < m_AnimOverlay.Count())
if ( i >= m_AnimOverlay.Count() )
{
if ( m_AnimOverlay[i].m_nSequence >= nSequences )
{
continue;
}
#if defined( DEBUG_TF2_OVERLAYS )
engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", " ", 0.f, 0.f, i );
#endif
continue;
}
/*
DevMsgRT( 1 , "%.3f %.3f %.3f\n", currentTime, fWeight, dadt );
debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), -j - 1, 0,
"%2d(%s) : %6.2f : %6.2f",
m_AnimOverlay[i].m_nSequence,
hdr->pSeqdesc( m_AnimOverlay[i].m_nSequence )->pszLabel(),
m_AnimOverlay[i].m_flCycle,
m_AnimOverlay[i].m_flWeight
);
*/
if ( m_AnimOverlay[i].m_nSequence >= nSequences )
continue;
m_AnimOverlay[i].BlendWeight();
/*
DevMsgRT( 1 , "%.3f %.3f %.3f\n", currentTime, fWeight, dadt );
debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), -j - 1, 0,
"%2d(%s) : %6.2f : %6.2f",
m_AnimOverlay[i].m_nSequence,
boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence )->pszLabel(),
m_AnimOverlay[i].m_flCycle,
m_AnimOverlay[i].m_flWeight
);
*/
float fWeight = m_AnimOverlay[i].m_flWeight;
float fWeight = m_AnimOverlay[i].m_flWeight;
if ( fWeight <= 0.0f )
{
#if defined( DEBUG_TF2_OVERLAYS )
engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", " ", 0.f, 0.f, i );
#endif
continue;
}
if (fWeight > 0)
{
// check to see if the sequence changed
// FIXME: move this to somewhere more reasonable
// do a nice spline interpolation of the values
// if ( m_AnimOverlay[i].m_nSequence != m_iv_AnimOverlay.GetPrev( i )->nSequence )
float fCycle = m_AnimOverlay[ i ].m_flCycle;
// check to see if the sequence changed
// FIXME: move this to somewhere more reasonable
// do a nice spline interpolation of the values
// if ( m_AnimOverlay[i].m_nSequence != m_iv_AnimOverlay.GetPrev( i )->nSequence )
float fCycle = m_AnimOverlay[ i ].m_flCycle;
fCycle = ClampCycle( fCycle, IsSequenceLooping( m_AnimOverlay[i].m_nSequence ) );
fCycle = ClampCycle( fCycle, IsSequenceLooping( m_AnimOverlay[i].m_nSequence ) );
if (fWeight > 1.0f)
{
fWeight = 1.0f;
}
if (fWeight > 1)
fWeight = 1;
boneSetup.AccumulatePose( pos, q, m_AnimOverlay[i].m_nSequence, fCycle, fWeight, currentTime, m_pIk );
boneSetup.AccumulatePose( pos, q, m_AnimOverlay[i].m_nSequence, fCycle, fWeight, currentTime, m_pIk );
#if 1 // _DEBUG
if (/* Q_stristr( hdr->pszName(), r_sequence_debug.GetString()) != NULL || */ r_sequence_debug.GetInt() == entindex())
{
if (1)
{
DevMsgRT( "%8.4f : %30s : %5.3f : %4.2f : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i );
}
else
{
int iHead, iPrev1, iPrev2;
m_iv_AnimOverlay[i].GetInterpolationInfo( currentTime, &iHead, &iPrev1, &iPrev2 );
// fake up previous cycle values.
float t0;
C_AnimationLayer *pHead = m_iv_AnimOverlay[i].GetHistoryValue( iHead, t0 );
// reset previous
float t1;
C_AnimationLayer *pPrev1 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev1, t1 );
// reset previous previous
float t2;
C_AnimationLayer *pPrev2 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev2, t2 );
if ( pHead && pPrev1 && pPrev2 )
{
DevMsgRT( "%6.2f : %30s %6.2f (%6.2f:%6.2f:%6.2f) : %6.2f (%6.2f:%6.2f:%6.2f) : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(),
fCycle, (float)pPrev2->m_flCycle, (float)pPrev1->m_flCycle, (float)pHead->m_flCycle,
fWeight, (float)pPrev2->m_flWeight, (float)pPrev1->m_flWeight, (float)pHead->m_flWeight,
i );
}
else
{
DevMsgRT( "%6.2f : %30s %6.2f : %6.2f : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i );
}
}
}
#if defined( DEBUG_TF2_OVERLAYS )
engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i );
#endif
//#define DEBUG_TF2_OVERLAYS
#if defined( DEBUG_TF2_OVERLAYS )
engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i );
#if 1 // _DEBUG
if (r_sequence_debug.GetInt() == entindex())
{
if (1)
{
DevMsgRT( "%8.4f : %30s : %5.3f : %4.2f : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i );
}
else
{
engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", " ", 0.f, 0.f, i );
#endif
int iHead, iPrev1, iPrev2;
m_iv_AnimOverlay[i].GetInterpolationInfo( currentTime, &iHead, &iPrev1, &iPrev2 );
// fake up previous cycle values.
float t0;
CAnimationLayer *pHead = m_iv_AnimOverlay[i].GetHistoryValue( iHead, t0 );
// reset previous
float t1;
CAnimationLayer *pPrev1 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev1, t1 );
// reset previous previous
float t2;
CAnimationLayer *pPrev2 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev2, t2 );
if ( pHead && pPrev1 && pPrev2 )
{
DevMsgRT( "%6.2f : %30s %6.2f (%6.2f:%6.2f:%6.2f) : %6.2f (%6.2f:%6.2f:%6.2f) : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(),
fCycle, (float)pPrev2->m_flCycle, (float)pPrev1->m_flCycle, (float)pHead->m_flCycle,
fWeight, (float)pPrev2->m_flWeight, (float)pPrev1->m_flWeight, (float)pHead->m_flWeight,
i );
}
else
{
DevMsgRT( "%6.2f : %30s %6.2f : %6.2f : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i );
}
}
}
#if defined( DEBUG_TF2_OVERLAYS )
else
{
engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", " ", 0.f, 0.f, i );
}
#endif
}
}
void C_BaseAnimatingOverlay::DoAnimationEvents( CStudioHdr *pStudioHdr )
{
MDLCACHE_CRITICAL_SECTION();
if ( !pStudioHdr || !pStudioHdr->SequencesAvailable() )
return;
MDLCACHE_CRITICAL_SECTION();
int nSequences = pStudioHdr->GetNumSeq();
@ -450,6 +575,12 @@ void C_BaseAnimatingOverlay::DoAnimationEvents( CStudioHdr *pStudioHdr )
continue;
}
// Don't bother with 0-weight layers
if ( m_AnimOverlay[j].m_flWeight == 0.0f || m_AnimOverlay[j].m_nOrder == MAX_OVERLAYS )
{
continue;
}
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( m_AnimOverlay[j].m_nSequence );
if ( seqdesc.numevents == 0 )
continue;
@ -479,7 +610,7 @@ void C_BaseAnimatingOverlay::DoAnimationEvents( CStudioHdr *pStudioHdr )
}
}
mstudioevent_t *pevent = seqdesc.pEvent( 0 );
mstudioevent_t *pevent = GetEventIndexForSequence( seqdesc );
// This makes sure events that occur at the end of a sequence occur are
// sent before events that occur at the beginning of a sequence.
@ -490,10 +621,10 @@ void C_BaseAnimatingOverlay::DoAnimationEvents( CStudioHdr *pStudioHdr )
// ignore all non-client-side events
if ( pevent[i].type & AE_TYPE_NEWEVENTSYSTEM )
{
if ( !( pevent[i].type & AE_TYPE_CLIENT ) )
if ( !(pevent[i].type & AE_TYPE_CLIENT) )
continue;
}
else if ( pevent[i].event < 5000 ) //Adrian - Support the old event system
else if ( pevent[i].Event_OldSystem() < EVENT_CLIENT ) //Adrian - Support the old event system
continue;
if ( pevent[i].cycle <= m_flOverlayPrevEventCycle[j] )
@ -503,15 +634,15 @@ void C_BaseAnimatingOverlay::DoAnimationEvents( CStudioHdr *pStudioHdr )
{
Msg( "%i FE %i Looped cycle %f, prev %f ev %f (time %.3f)\n",
gpGlobals->tickcount,
pevent[i].event,
pevent[i].Event(),
pevent[i].cycle,
m_flOverlayPrevEventCycle[j],
(float)m_flOverlayPrevEventCycle[j],
(float)m_AnimOverlay[j].m_flCycle,
gpGlobals->curtime );
}
FireEvent( GetAbsOrigin(), GetAbsAngles(), pevent[ i ].event, pevent[ i ].pszOptions() );
FireEvent( GetAbsOrigin(), GetAbsAngles(), pevent[ i ].Event(), pevent[ i ].pszOptions() );
}
// Necessary to get the next loop working
@ -522,27 +653,29 @@ void C_BaseAnimatingOverlay::DoAnimationEvents( CStudioHdr *pStudioHdr )
{
if ( pevent[i].type & AE_TYPE_NEWEVENTSYSTEM )
{
if ( !( pevent[i].type & AE_TYPE_CLIENT ) )
if ( !(pevent[i].type & AE_TYPE_CLIENT) )
continue;
}
else if ( pevent[i].event < 5000 ) //Adrian - Support the old event system
else if ( pevent[i].Event_OldSystem() < EVENT_CLIENT ) //Adrian - Support the old event system
continue;
if ( (pevent[i].cycle > m_flOverlayPrevEventCycle[j] && pevent[i].cycle <= m_AnimOverlay[j].m_flCycle) )
bool bStartedSequence = ( m_flOverlayPrevEventCycle[j] > m_AnimOverlay[j].m_flCycle || m_flOverlayPrevEventCycle[j] == 0 );
if ( ( ( pevent[i].cycle > m_flOverlayPrevEventCycle[j] || bStartedSequence && pevent[i].cycle == 0 ) && pevent[i].cycle <= m_AnimOverlay[j].m_flCycle) )
{
if ( watch )
{
Msg( "%i (seq: %d) FE %i Normal cycle %f, prev %f ev %f (time %.3f)\n",
gpGlobals->tickcount,
m_AnimOverlay[j].m_nSequence.GetRaw(),
pevent[i].event,
pevent[i].cycle,
m_flOverlayPrevEventCycle[j],
(int)m_AnimOverlay[j].m_nSequence,
(int)pevent[i].Event(),
(float)pevent[i].cycle,
(float)m_flOverlayPrevEventCycle[j],
(float)m_AnimOverlay[j].m_flCycle,
gpGlobals->curtime );
}
FireEvent( GetAbsOrigin(), GetAbsAngles(), pevent[ i ].event, pevent[ i ].pszOptions() );
FireEvent( GetAbsOrigin(), GetAbsAngles(), pevent[ i ].Event(), pevent[ i ].pszOptions() );
}
}
@ -550,6 +683,7 @@ void C_BaseAnimatingOverlay::DoAnimationEvents( CStudioHdr *pStudioHdr )
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
@ -566,3 +700,54 @@ CStudioHdr *C_BaseAnimatingOverlay::OnNewModel()
return hdr;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseAnimatingOverlay::CheckInterpChanges( void )
{
CDisableRangeChecks disableRangeChecks;
for (int i = 0; i < m_AnimOverlay.Count(); i++)
{
int iHead, iPrev1, iPrev2;
m_iv_AnimOverlay[i].GetInterpolationInfo( gpGlobals->curtime, &iHead, &iPrev1, &iPrev2 );
float t0;
CAnimationLayer *pHead = m_iv_AnimOverlay[i].GetHistoryValue( iHead, t0 );
float t1;
CAnimationLayer *pPrev = m_iv_AnimOverlay[i].GetHistoryValue( iPrev1, t1 );
if ( !pHead || !pPrev )
continue;
m_AnimOverlay[ i ].m_nInvalidatePhysicsBits = CheckForSequenceBoxChanges( *pHead, *pPrev );
}
CheckForLayerPhysicsInvalidate();
}
void C_BaseAnimatingOverlay::CheckForLayerPhysicsInvalidate( void )
{
// When the layers interpolate they may change the animation or bbox so we
// have them accumulate the changes and call InvalidatePhysicsRecursive if any
// changes are needed.
int nInvalidatePhysicsChangeBits = 0;
int nLayerCount = m_AnimOverlay.Count();
for ( int i = 0; i < nLayerCount; ++i )
{
int nChangeBits = m_AnimOverlay[ i ].m_nInvalidatePhysicsBits;
if ( nChangeBits )
{
nInvalidatePhysicsChangeBits |= nChangeBits;
continue;
}
}
if ( nInvalidatePhysicsChangeBits )
{
InvalidatePhysicsRecursive( nInvalidatePhysicsChangeBits );
}
}

View File

@ -1,16 +1,17 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//===========================================================================//
#ifndef C_BASEANIMATINGOVERLAY_H
#define C_BASEANIMATINGOVERLAY_H
#pragma once
#include "c_baseanimating.h"
#include "toolframework/itoolframework.h"
// For shared code.
#define CBaseAnimatingOverlay C_BaseAnimatingOverlay
@ -18,45 +19,54 @@
class C_BaseAnimatingOverlay : public C_BaseAnimating
{
public:
DECLARE_CLASS( C_BaseAnimatingOverlay, C_BaseAnimating );
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
DECLARE_INTERPOLATION();
C_BaseAnimatingOverlay();
// Inherited from C_BaseAnimating
public:
virtual void AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime );
virtual void DoAnimationEvents( CStudioHdr *pStudioHdr );
virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
virtual CStudioHdr *OnNewModel();
C_AnimationLayer* GetAnimOverlay( int i );
void SetNumAnimOverlays( int num ); // This makes sure there is space for this # of layers.
int GetNumAnimOverlays() const;
virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
void CheckForLayerChanges( CStudioHdr *hdr, float currentTime );
// model specific
virtual void AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime );
virtual void DoAnimationEvents( CStudioHdr *pStudioHdr );
virtual bool Interpolate( float flCurrentTime );
public:
enum
{
MAX_OVERLAYS = 15,
};
CUtlVector < C_AnimationLayer > m_AnimOverlay;
C_BaseAnimatingOverlay();
CAnimationLayer* GetAnimOverlay( int i );
void SetNumAnimOverlays( int num ); // This makes sure there is space for this # of layers.
int GetNumAnimOverlays() const;
void SetOverlayPrevEventCycle( int nSlot, float flValue );
CUtlVector < CInterpolatedVar< C_AnimationLayer > > m_iv_AnimOverlay;
void CheckInterpChanges( void );
void CheckForLayerPhysicsInvalidate( void );
private:
void CheckForLayerChanges( CStudioHdr *hdr, float currentTime );
CUtlVector < CAnimationLayer > m_AnimOverlay;
CUtlVector < CInterpolatedVar< CAnimationLayer > > m_iv_AnimOverlay;
float m_flOverlayPrevEventCycle[ MAX_OVERLAYS ];
private:
C_BaseAnimatingOverlay( const C_BaseAnimatingOverlay & ); // not defined, not accessible
friend void ResizeAnimationLayerCallback( void *pStruct, int offsetToUtlVector, int len );
};
inline void C_BaseAnimatingOverlay::SetOverlayPrevEventCycle( int nSlot, float flValue )
{
m_flOverlayPrevEventCycle[nSlot] = flValue;
}
EXTERN_RECV_TABLE(DT_BaseAnimatingOverlay);

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Client's C_BaseCombatCharacter entity
//
@ -12,7 +12,6 @@
//=============================================================================//
#include "cbase.h"
#include "c_basecombatcharacter.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -26,15 +25,7 @@
C_BaseCombatCharacter::C_BaseCombatCharacter()
{
for ( int i=0; i < m_iAmmo.Count(); i++ )
{
m_iAmmo.Set( i, 0 );
}
#ifdef GLOWS_ENABLE
m_pGlowEffect = NULL;
m_bGlowEnabled = false;
m_bOldGlowEnabled = false;
#endif // GLOWS_ENABLE
}
//-----------------------------------------------------------------------------
@ -42,9 +33,6 @@ C_BaseCombatCharacter::C_BaseCombatCharacter()
//-----------------------------------------------------------------------------
C_BaseCombatCharacter::~C_BaseCombatCharacter()
{
#ifdef GLOWS_ENABLE
DestroyGlowEffect();
#endif // GLOWS_ENABLE
}
/*
@ -57,33 +45,6 @@ int C_BaseCombatCharacter::GetAmmoCount( char *szName ) const
}
*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseCombatCharacter::OnPreDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnPreDataChanged( updateType );
#ifdef GLOWS_ENABLE
m_bOldGlowEnabled = m_bGlowEnabled;
#endif // GLOWS_ENABLE
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseCombatCharacter::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
#ifdef GLOWS_ENABLE
if ( m_bOldGlowEnabled != m_bGlowEnabled )
{
UpdateGlowEffect();
}
#endif // GLOWS_ENABLE
}
//-----------------------------------------------------------------------------
// Purpose: Overload our muzzle flash and send it to any actively held weapon
//-----------------------------------------------------------------------------
@ -101,71 +62,26 @@ void C_BaseCombatCharacter::DoMuzzleFlash()
BaseClass::DoMuzzleFlash();
}
}
#ifdef GLOWS_ENABLE
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseCombatCharacter::GetGlowEffectColor( float *r, float *g, float *b )
{
*r = 0.76f;
*g = 0.76f;
*b = 0.76f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseCombatCharacter::UpdateGlowEffect( void )
{
// destroy the existing effect
if ( m_pGlowEffect )
{
DestroyGlowEffect();
}
// create a new effect
if ( m_bGlowEnabled )
{
float r, g, b;
GetGlowEffectColor( &r, &g, &b );
m_pGlowEffect = new CGlowObject( this, Vector( r, g, b ), 1.0, true );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseCombatCharacter::DestroyGlowEffect( void )
{
if ( m_pGlowEffect )
{
delete m_pGlowEffect;
m_pGlowEffect = NULL;
}
}
#endif // GLOWS_ENABLE
IMPLEMENT_CLIENTCLASS(C_BaseCombatCharacter, DT_BaseCombatCharacter, CBaseCombatCharacter);
// Only send active weapon index to local player
BEGIN_RECV_TABLE_NOBASE( C_BaseCombatCharacter, DT_BCCLocalPlayerExclusive )
RecvPropTime( RECVINFO( m_flNextAttack ) ),
RecvPropArray3( RECVINFO_ARRAY(m_hMyWeapons), RecvPropEHandle( RECVINFO( m_hMyWeapons[0] ) ) ),
END_RECV_TABLE();
BEGIN_RECV_TABLE(C_BaseCombatCharacter, DT_BaseCombatCharacter)
RecvPropDataTable( "bcc_localdata", 0, 0, &REFERENCE_RECV_TABLE(DT_BCCLocalPlayerExclusive) ),
RecvPropEHandle( RECVINFO( m_hActiveWeapon ) ),
RecvPropArray3( RECVINFO_ARRAY(m_hMyWeapons), RecvPropEHandle( RECVINFO( m_hMyWeapons[0] ) ) ),
#ifdef GLOWS_ENABLE
RecvPropBool( RECVINFO( m_bGlowEnabled ) ),
#endif // GLOWS_ENABLE
#ifdef INVASION_CLIENT_DLL
RecvPropInt( RECVINFO( m_iPowerups ) ),
#endif
END_RECV_TABLE()

View File

@ -1,9 +1,9 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Defines the client-side representation of CBaseCombatCharacter.
//
// $NoKeywords: $
//=============================================================================//
//===========================================================================//
#ifndef C_BASECOMBATCHARACTER_H
#define C_BASECOMBATCHARACTER_H
@ -14,15 +14,12 @@
#include "shareddefs.h"
#include "c_baseflex.h"
#ifdef GLOWS_ENABLE
#include "glow_outline_effect.h"
#endif // GLOWS_ENABLE
#define BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE 0.9f
class C_BaseCombatWeapon;
class C_WeaponCombatShield;
#define BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE 0.9f
class C_BaseCombatCharacter : public C_BaseFlex
{
DECLARE_CLASS( C_BaseCombatCharacter, C_BaseFlex );
@ -33,9 +30,6 @@ public:
C_BaseCombatCharacter( void );
virtual ~C_BaseCombatCharacter( void );
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual bool IsBaseCombatCharacter( void ) { return true; };
virtual C_BaseCombatCharacter *MyCombatCharacterPointer( void ) { return this; }
@ -60,7 +54,6 @@ public:
virtual bool IsLineOfSightClear( CBaseEntity *entity, LineOfSightCheckType checkType = IGNORE_NOTHING ) const;// strictly LOS check with no other considerations
virtual bool IsLineOfSightClear( const Vector &pos, LineOfSightCheckType checkType = IGNORE_NOTHING, CBaseEntity *entityToIgnore = NULL ) const;
// -----------------------
// Ammo
// -----------------------
@ -70,7 +63,8 @@ public:
int GetAmmoCount( int iAmmoIndex ) const;
int GetAmmoCount( char *szName ) const;
C_BaseCombatWeapon* Weapon_OwnsThisType( const char *pszWeapon, int iSubType = 0 ) const; // True if already owns a weapon of this class
virtual C_BaseCombatWeapon* Weapon_OwnsThisType( const char *pszWeapon, int iSubType = 0 ) const; // True if already owns a weapon of this class
virtual int Weapon_GetSlot( const char *pszWeapon, int iSubType = 0 ) const; // Returns -1 if they don't have one
virtual bool Weapon_Switch( C_BaseCombatWeapon *pWeapon, int viewmodelindex = 0 );
virtual bool Weapon_CanSwitchTo(C_BaseCombatWeapon *pWeapon);
@ -78,8 +72,8 @@ public:
bool SwitchToNextBestWeapon(C_BaseCombatWeapon *pCurrent);
virtual C_BaseCombatWeapon *GetActiveWeapon( void ) const;
int WeaponCount() const;
C_BaseCombatWeapon *GetWeapon( int i ) const;
int WeaponCount() const;
virtual C_BaseCombatWeapon *GetWeapon( int i ) const;
// This is a sort of hack back-door only used by physgun!
void SetAmmoCount( int iCount, int iAmmoIndex );
@ -92,85 +86,47 @@ public:
// Blood color (see BLOOD_COLOR_* macros in baseentity.h)
void SetBloodColor( int nBloodColor );
virtual void DoMuzzleFlash();
#ifdef GLOWS_ENABLE
CGlowObject *GetGlowObject( void ){ return m_pGlowEffect; }
virtual void GetGlowEffectColor( float *r, float *g, float *b );
#endif // GLOWS_ENABLE
virtual void DoMuzzleFlash();
public:
// BEGIN PREDICTION DATA COMPACTION (these fields are together to allow for faster copying in prediction system)
float m_flNextAttack;
protected:
#ifdef GLOWS_ENABLE
virtual void UpdateGlowEffect( void );
virtual void DestroyGlowEffect( void );
#endif // GLOWS_ENABLE
int m_bloodColor; // color of blood particless
private:
bool ComputeLOS( const Vector &vecEyePosition, const Vector &vecTarget ) const;
private:
bool ComputeLOS( const Vector &vecEyePosition, const Vector &vecTarget ) const;
CNetworkArray( int, m_iAmmo, MAX_AMMO_TYPES );
CHandle<C_BaseCombatWeapon> m_hMyWeapons[MAX_WEAPONS];
CHandle< C_BaseCombatWeapon > m_hActiveWeapon;
#ifdef GLOWS_ENABLE
bool m_bGlowEnabled;
bool m_bOldGlowEnabled;
CGlowObject *m_pGlowEffect;
#endif // GLOWS_ENABLE
// END PREDICTION DATA COMPACTION
protected:
int m_bloodColor; // color of blood particless
private:
private:
C_BaseCombatCharacter( const C_BaseCombatCharacter & ); // not defined, not accessible
//-----------------------
#ifdef INVASION_CLIENT_DLL
public:
virtual void Release( void );
virtual void SetDormant( bool bDormant );
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink( void );
// TF2 Powerups
virtual bool CanBePoweredUp( void ) { return true; }
bool HasPowerup( int iPowerup ) { return ( m_iPowerups & (1 << iPowerup) ) != 0; };
virtual void PowerupStart( int iPowerup, bool bInitial );
virtual void PowerupEnd( int iPowerup );
void RemoveAllPowerups( void );
// Powerup effects
void AddEMPEffect( float flSize );
void AddBuffEffect( float flSize );
C_WeaponCombatShield *GetShield( void );
public:
int m_iPowerups;
int m_iPrevPowerups;
#endif
};
inline C_BaseCombatCharacter *ToBaseCombatCharacter( C_BaseEntity *pEntity )
{
if ( !pEntity || !pEntity->IsBaseCombatCharacter() )
return NULL;
#if _DEBUG
return dynamic_cast<C_BaseCombatCharacter *>( pEntity );
#else
return static_cast<C_BaseCombatCharacter *>( pEntity );
#endif
return pEntity ? pEntity->MyCombatCharacterPointer() : NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
@ -179,16 +135,6 @@ inline int C_BaseCombatCharacter::WeaponCount() const
return MAX_WEAPONS;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : i -
//-----------------------------------------------------------------------------
inline C_BaseCombatWeapon *C_BaseCombatCharacter::GetWeapon( int i ) const
{
Assert( (i >= 0) && (i < MAX_WEAPONS) );
return m_hMyWeapons[i].Get();
}
EXTERN_RECV_TABLE(DT_BaseCombatCharacter);
#endif // C_BASECOMBATCHARACTER_H

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Client side implementation of CBaseCombatWeapon.
//
@ -20,26 +20,13 @@
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Gets the local client's active weapon, if any.
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *GetActiveWeapon( void )
{
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
return NULL;
return player->GetActiveWeapon();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::SetDormant( bool bDormant )
{
// If I'm going from active to dormant and I'm carried by another player, holster me.
if ( !IsDormant() && bDormant && GetOwner() && !IsCarriedByLocalPlayer() )
if ( !IsDormant() && bDormant && !IsCarriedByLocalPlayer() )
{
Holster( NULL );
}
@ -75,16 +62,13 @@ void C_BaseCombatWeapon::NotifyShouldTransmit( ShouldTransmitState_t state )
}
//-----------------------------------------------------------------------------
// Purpose: To wrap PORTAL mod specific functionality into one place
//-----------------------------------------------------------------------------
static inline bool ShouldDrawLocalPlayerViewModel( void )
static inline bool ShouldDrawLocalPlayer( C_BasePlayer *pl )
{
#if defined( PORTAL )
return false;
#else
return !C_BasePlayer::ShouldDrawLocalPlayer();
#endif
Assert( pl );
return pl->ShouldDrawLocalPlayer();
}
//-----------------------------------------------------------------------------
@ -96,7 +80,7 @@ void C_BaseCombatWeapon::OnRestore()
// if the player is holding this weapon,
// mark it as just restored so it won't show as a new pickup
if (GetOwner() == C_BasePlayer::GetLocalPlayer())
if ( C_BasePlayer::IsLocalPlayer( GetOwner() ) )
{
m_bJustRestored = true;
}
@ -104,17 +88,6 @@ void C_BaseCombatWeapon::OnRestore()
int C_BaseCombatWeapon::GetWorldModelIndex( void )
{
if ( GameRules() )
{
const char *pBaseName = modelinfo->GetModelName( modelinfo->GetModel( m_iWorldModelIndex ) );
const char *pTranslatedName = GameRules()->TranslateEffectForVisionFilter( "weapons", pBaseName );
if ( pTranslatedName != pBaseName )
{
return modelinfo->GetModelIndex( pTranslatedName );
}
}
return m_iWorldModelIndex;
}
@ -124,22 +97,23 @@ int C_BaseCombatWeapon::GetWorldModelIndex( void )
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged(updateType);
CHandle< C_BaseCombatWeapon > handle = this;
BaseClass::OnDataChanged( updateType );
// If it's being carried by the *local* player, on the first update,
// find the registered weapon for this ID
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BaseCombatCharacter *pOwner = GetOwner();
C_BasePlayer *pPlayer = ToBasePlayer( pOwner );
// check if weapon is carried by local player
bool bIsLocalPlayer = pPlayer && pPlayer == pOwner;
if ( bIsLocalPlayer && ShouldDrawLocalPlayerViewModel() ) // TODO: figure out the purpose of the ShouldDrawLocalPlayer() test.
bool bIsLocalPlayer = C_BasePlayer::IsLocalPlayer( pPlayer );
if ( bIsLocalPlayer )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( C_BasePlayer::GetSplitScreenSlotForPlayer( pPlayer ) );
// If I was just picked up, or created & immediately carried, add myself to this client's list of weapons
if ( (m_iState != WEAPON_NOT_CARRIED ) && (m_iOldState == WEAPON_NOT_CARRIED) )
if ( ( m_iState != WEAPON_NOT_CARRIED ) &&
( m_iOldState == WEAPON_NOT_CARRIED ) )
{
// Tell the HUD this weapon's been picked up
if ( ShouldDrawPickup() )
@ -154,15 +128,7 @@ void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType )
}
}
}
else // weapon carried by other player or not at all
{
int overrideModelIndex = CalcOverrideModelIndex();
if( overrideModelIndex != -1 && overrideModelIndex != GetModelIndex() )
{
SetModelIndex( overrideModelIndex );
}
}
UpdateVisibility();
m_iOldState = m_iState;
@ -200,10 +166,10 @@ ShadowType_t C_BaseCombatWeapon::ShadowCastType()
if (!IsBeingCarried())
return SHADOWS_RENDER_TO_TEXTURE;
if (IsCarriedByLocalPlayer() && !C_BasePlayer::ShouldDrawLocalPlayer())
if (IsCarriedByLocalPlayer())
return SHADOWS_NONE;
return SHADOWS_RENDER_TO_TEXTURE;
return (m_iState != WEAPON_IS_CARRIED_BY_PLAYER) ? SHADOWS_RENDER_TO_TEXTURE : SHADOWS_NONE;
}
//-----------------------------------------------------------------------------
@ -212,24 +178,24 @@ ShadowType_t C_BaseCombatWeapon::ShadowCastType()
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::Redraw()
{
if ( g_pClientMode->ShouldDrawCrosshair() )
if ( GetClientMode()->ShouldDrawCrosshair() )
{
DrawCrosshair();
}
// ammo drawing has been moved into hud_ammo.cpp
}
//-----------------------------------------------------------------------------
// Purpose: Draw the weapon's crosshair
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::DrawCrosshair()
{
#ifndef INFESTED_DLL
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
return;
Color clr = gHUD.m_clrNormal;
Color clr = GetHud().m_clrNormal;
/*
// TEST: if the thing under your crosshair is on a different team, light the crosshair with a different color.
@ -263,7 +229,7 @@ void C_BaseCombatWeapon::DrawCrosshair()
return;
// Find out if this weapon's auto-aimed onto a target
bool bOnTarget = ( m_iState == WEAPON_IS_ONTARGET );
bool bOnTarget = ( m_iState == WEAPON_IS_ACTIVE ) && player->m_fOnTarget;
if ( player->GetFOV() >= 90 )
{
@ -296,8 +262,8 @@ void C_BaseCombatWeapon::DrawCrosshair()
else
crosshair->ResetCrosshair();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: This weapon is the active weapon, and the viewmodel for it was just drawn.
//-----------------------------------------------------------------------------
@ -313,20 +279,9 @@ bool C_BaseCombatWeapon::IsCarriedByLocalPlayer( void )
if ( !GetOwner() )
return false;
return ( GetOwner() == C_BasePlayer::GetLocalPlayer() );
return ( C_BasePlayer::IsLocalPlayer( GetOwner() ) );
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if this client is carrying this weapon and is
// using the view models
//-----------------------------------------------------------------------------
bool C_BaseCombatWeapon::ShouldDrawUsingViewModel( void )
{
return IsCarriedByLocalPlayer() && !C_BasePlayer::ShouldDrawLocalPlayer();
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if this weapon is the local client's currently wielded weapon
//-----------------------------------------------------------------------------
@ -360,10 +315,17 @@ bool C_BaseCombatWeapon::GetShootPosition( Vector &vOrigin, QAngle &vAngles )
vAngles.Init();
}
QAngle vDummy;
if ( IsActiveByLocalPlayer() && ShouldDrawLocalPlayerViewModel() )
C_BasePlayer *player = ToBasePlayer( pEnt );
bool bUseViewModel = false;
if ( C_BasePlayer::IsLocalPlayer( pEnt ) )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( pEnt );
bUseViewModel = !player->ShouldDrawLocalPlayer();
}
QAngle vDummy;
if ( IsActiveByLocalPlayer() && bUseViewModel )
{
C_BasePlayer *player = ToBasePlayer( pEnt );
C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL;
if ( vm )
{
@ -411,7 +373,6 @@ bool C_BaseCombatWeapon::ShouldDraw( void )
return true;
bool bIsActive = ( m_iState == WEAPON_IS_ACTIVE );
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
// carried by local player?
@ -421,15 +382,8 @@ bool C_BaseCombatWeapon::ShouldDraw( void )
if ( !bIsActive )
return false;
if ( !pOwner->ShouldDraw() )
{
// Our owner is invisible.
// This also tests whether the player is zoomed in, in which case you don't want to draw the weapon.
return false;
}
// 3rd person mode?
if ( !ShouldDrawLocalPlayerViewModel() )
// 3rd person mode
if ( pLocalPlayer->ShouldDrawLocalPlayer() )
return true;
// don't draw active weapon if not in some kind of 3rd person mode, the viewmodel will do that
@ -462,11 +416,40 @@ bool C_BaseCombatWeapon::ShouldDrawPickup( void )
return true;
}
//----------------------------------------------------------------------------
// Hooks into the fast path render system
//----------------------------------------------------------------------------
IClientModelRenderable* C_BaseCombatWeapon::GetClientModelRenderable()
{
if ( !m_bReadyToDraw )
return 0;
// check if local player chases owner of this weapon in first person
C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer();
if ( localplayer && localplayer->IsObserver() && GetOwner() )
{
// don't draw weapon if chasing this guy as spectator
// we don't check that in ShouldDraw() since this may change
// without notification
if ( localplayer->GetObserverMode() == OBS_MODE_IN_EYE &&
localplayer->GetObserverTarget() == GetOwner() )
return NULL;
}
if ( !BaseClass::GetClientModelRenderable() )
return NULL;
EnsureCorrectRenderingModel();
return this;
}
//-----------------------------------------------------------------------------
// Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried
// by this player, otherwise draw the worldmodel.
//-----------------------------------------------------------------------------
int C_BaseCombatWeapon::DrawModel( int flags )
int C_BaseCombatWeapon::DrawModel( int flags, const RenderableInstance_t &instance )
{
VPROF_BUDGET( "C_BaseCombatWeapon::DrawModel", VPROF_BUDGETGROUP_MODEL_RENDERING );
if ( !m_bReadyToDraw )
@ -489,32 +472,40 @@ int C_BaseCombatWeapon::DrawModel( int flags )
return false;
}
return BaseClass::DrawModel( flags );
// See comment below
EnsureCorrectRenderingModel();
return BaseClass::DrawModel( flags, instance );
}
//-----------------------------------------------------------------------------
// Allows the client-side entity to override what the network tells it to use for
// a model. This is used for third person mode, specifically in HL2 where the
// the weapon timings are on the view model and not the world model. That means the
// server needs to use the view model, but the client wants to use the world model.
//-----------------------------------------------------------------------------
int C_BaseCombatWeapon::CalcOverrideModelIndex()
{
// If the local player is visible (thirdperson mode, tf2 taunts, etc., then make sure that we are using the
// w_ (world) model not the v_ (view) model or else the model can flicker, etc.
// Otherwise, if we're not the local player, always use the world model
void C_BaseCombatWeapon::EnsureCorrectRenderingModel()
{
C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer();
if ( localplayer &&
localplayer == GetOwner() &&
ShouldDrawLocalPlayerViewModel() )
!localplayer->ShouldDrawLocalPlayer() )
{
return BaseClass::CalcOverrideModelIndex();
return;
}
else
// BRJ 10/14/02
// FIXME: Remove when Yahn's client-side prediction is done
// It's a hacky workaround for the model indices fighting
// (GetRenderBounds uses the model index, which is for the view model)
SetModelIndex( GetWorldModelIndex() );
// Validate our current sequence just in case ( in theory the view and weapon models should have the same sequences for sequences that overlap at least )
CStudioHdr *pStudioHdr = GetModelPtr();
if ( pStudioHdr &&
GetSequence() >= pStudioHdr->GetNumSeq() )
{
return GetWorldModelIndex();
SetSequence( 0 );
}
}
//-----------------------------------------------------------------------------
// tool recording
//-----------------------------------------------------------------------------

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Client's CBaseCombatWeapon entity
//
@ -19,8 +19,4 @@
class CViewSetup;
class C_BaseViewModel;
// Accessors for local weapons
C_BaseCombatWeapon *GetActiveWeapon( void );
#endif // C_BASECOMBATWEAPON

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
@ -11,15 +11,16 @@
#endif
#include "c_baseentity.h"
#include "c_basetoggle.h"
#if defined( CLIENT_DLL )
#define CBaseDoor C_BaseDoor
#endif
class C_BaseDoor : public C_BaseEntity
class C_BaseDoor : public C_BaseToggle
{
public:
DECLARE_CLASS( C_BaseDoor, C_BaseEntity );
DECLARE_CLASS( C_BaseDoor, C_BaseToggle );
DECLARE_CLIENTCLASS();
C_BaseDoor( void );
@ -29,4 +30,4 @@ public:
float m_flWaveHeight;
};
#endif // C_BASEDOOR_H
#endif // C_BASEDOOR_H

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
@ -16,7 +16,7 @@
#include "c_baseanimatingoverlay.h"
#include "sceneentity_shared.h"
#include "utlvector.h"
#include "UtlVector.h"
//-----------------------------------------------------------------------------
// Purpose: Item in list of loaded scene files
@ -37,93 +37,10 @@ public:
struct Emphasized_Phoneme;
class CSentence;
enum
{
PHONEME_CLASS_WEAK = 0,
PHONEME_CLASS_NORMAL,
PHONEME_CLASS_STRONG,
NUM_PHONEME_CLASSES
};
// Mapping for each loaded scene file used by this actor
struct FS_LocalToGlobal_t
{
explicit FS_LocalToGlobal_t() :
m_Key( 0 ),
m_nCount( 0 ),
m_Mapping( 0 )
{
}
explicit FS_LocalToGlobal_t( const flexsettinghdr_t *key ) :
m_Key( key ),
m_nCount( 0 ),
m_Mapping( 0 )
{
}
void SetCount( int count )
{
Assert( !m_Mapping );
Assert( count > 0 );
m_nCount = count;
m_Mapping = new int[ m_nCount ];
Q_memset( m_Mapping, 0, m_nCount * sizeof( int ) );
}
FS_LocalToGlobal_t( const FS_LocalToGlobal_t& src )
{
m_Key = src.m_Key;
delete m_Mapping;
m_Mapping = new int[ src.m_nCount ];
Q_memcpy( m_Mapping, src.m_Mapping, src.m_nCount * sizeof( int ) );
m_nCount = src.m_nCount;
}
~FS_LocalToGlobal_t()
{
delete m_Mapping;
m_nCount = 0;
m_Mapping = 0;
}
const flexsettinghdr_t *m_Key;
int m_nCount;
int *m_Mapping = NULL;
};
bool FlexSettingLessFunc( const FS_LocalToGlobal_t& lhs, const FS_LocalToGlobal_t& rhs );
class IHasLocalToGlobalFlexSettings
{
public:
virtual void EnsureTranslations( const flexsettinghdr_t *pSettinghdr ) = 0;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
struct Emphasized_Phoneme
{
// Global fields, setup at start
char classname[ 64 ];
bool required;
// Global fields setup first time tracks played
bool basechecked;
const flexsettinghdr_t *base;
const flexsetting_t *exp;
// Local fields, processed for each sentence
bool valid;
float amount;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_BaseFlex : public C_BaseAnimatingOverlay, public IHasLocalToGlobalFlexSettings
class C_BaseFlex : public C_BaseAnimatingOverlay
{
DECLARE_CLASS( C_BaseFlex, C_BaseAnimatingOverlay );
public:
@ -136,35 +53,29 @@ public:
virtual void Spawn();
virtual IClientModelRenderable* GetClientModelRenderable();
virtual void InitPhonemeMappings();
void SetupMappings( char const *pchFileRoot );
virtual CStudioHdr *OnNewModel( void );
virtual void StandardBlendingRules( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
virtual void StandardBlendingRules( CStudioHdr *hdr, Vector pos[], QuaternionAligned q[], float currentTime, int boneMask );
virtual void OnThreadedDrawSetup();
// model specific
virtual void BuildTransformations( CStudioHdr *pStudioHdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed );
static void LinkToGlobalFlexControllers( CStudioHdr *hdr );
virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
virtual bool SetupGlobalWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
static void RunFlexDelay( int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights, float &flFlexDelayTime );
virtual void SetupLocalWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
virtual bool UsesFlexDelayedWeights();
static void RunFlexRules( CStudioHdr *pStudioHdr, float *dest );
virtual Vector SetViewTarget( CStudioHdr *pStudioHdr );
virtual bool GetSoundSpatialization( SpatializationInfo_t& info );
virtual void GetToolRecordingState( KeyValues *msg );
// Called at the lowest level to actually apply a flex animation
void AddFlexAnimation( CSceneEventInfo *info );
void AddFlexAnimation( CSceneEventInfo *info );
void SetFlexWeight( LocalFlexController_t index, float value );
float GetFlexWeight( LocalFlexController_t index );
@ -181,7 +92,7 @@ public:
int m_blinktoggle;
static int AddGlobalFlexController( const char *szName );
static int AddGlobalFlexController( char *szName );
static char const *GetGlobalFlexControllerName( int idx );
// bah, this should be unified with all prev/current stuff.
@ -195,16 +106,6 @@ public:
// Start the specifics of an scene event
virtual bool StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, C_BaseEntity *pTarget );
// Manipulation of events for the object
// Should be called by think function to process all scene events
// The default implementation resets m_flexWeight array and calls
// AddSceneEvents
virtual void ProcessSceneEvents( bool bFlexEvents );
// Assumes m_flexWeight array has been set up, this adds the actual currently playing
// expressions to the flex weights and adds other scene events as needed
virtual bool ProcessSceneEvent( bool bFlexEvents, CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
virtual bool ProcessSequenceSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
// Remove all playing events
@ -214,7 +115,7 @@ public:
virtual bool ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled );
// Add the event to the queue for this actor
void AddSceneEvent( CChoreoScene *scene, CChoreoEvent *event, C_BaseEntity *pTarget = NULL, bool bClientSide = false );
void AddSceneEvent( CChoreoScene *scene, CChoreoEvent *event, C_BaseEntity *pTarget = NULL, bool bClientSide = false, C_SceneEntity *pSceneEntity = NULL );
// Remove the event from the queue for this actor
void RemoveSceneEvent( CChoreoScene *scene, CChoreoEvent *event, bool fastKill );
@ -226,20 +127,33 @@ public:
virtual bool CheckSceneEventCompletion( CSceneEventInfo *info, float currenttime, CChoreoScene *scene, CChoreoEvent *event );
int FlexControllerLocalToGlobal( const flexsettinghdr_t *pSettinghdr, int key );
// IHasLocalToGlobalFlexSettings
virtual void EnsureTranslations( const flexsettinghdr_t *pSettinghdr );
void EnsureTranslations( const flexsettinghdr_t *pSettinghdr );
// For handling scene files
void *FindSceneFile( const char *filename );
const void *FindSceneFile( const char *filename );
static void InvalidateFlexCaches();
bool IsFlexCacheValid() const;
private:
Vector SetViewTarget( CStudioHdr *pStudioHdr, const float *pGlobalFlexWeight );
void RunFlexRules( CStudioHdr *pStudioHdr, const float *pGlobalFlexWeight, float *dest );
// Manipulation of events for the object
// Should be called by think function to process all scene events
// The default implementation resets m_flexWeight array and calls
// AddSceneEvents
void ProcessSceneEvents( bool bFlexEvents, float *pGlobalFlexWeight );
// Assumes m_flexWeight array has been set up, this adds the actual currently playing
// expressions to the flex weights and adds other scene events as needed
bool ProcessSceneEvent( float *pGlobalFlexWeight, bool bFlexEvents, CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
bool RequestStartSequenceSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget );
bool ProcessFlexAnimationSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
bool ProcessFlexSettingSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
void AddFlexSetting( const char *expr, float scale,
bool ProcessFlexSettingSceneEvent( float *pGlobalFlexWeight, CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
void AddFlexSetting( float *pGlobalFlexWeight, const char *expr, float scale,
const flexsettinghdr_t *pSettinghdr, bool newexpression );
// Array of active SceneEvents, in order oldest to newest
@ -249,28 +163,107 @@ private:
bool HasSceneEvents() const;
private:
// Mapping for each loaded scene file used by this actor
struct FS_LocalToGlobal_t
{
explicit FS_LocalToGlobal_t() :
m_Key( 0 ),
m_nCount( 0 ),
m_Mapping( 0 )
{
}
explicit FS_LocalToGlobal_t( const flexsettinghdr_t *key ) :
m_Key( key ),
m_nCount( 0 ),
m_Mapping( 0 )
{
}
void SetCount( int count )
{
Assert( !m_Mapping );
Assert( count > 0 );
m_nCount = count;
m_Mapping = new int[ m_nCount ];
Q_memset( m_Mapping, 0, m_nCount * sizeof( int ) );
}
FS_LocalToGlobal_t( const FS_LocalToGlobal_t& src )
{
m_Key = src.m_Key;
delete m_Mapping;
m_Mapping = new int[ src.m_nCount ];
Q_memcpy( m_Mapping, src.m_Mapping, src.m_nCount * sizeof( int ) );
m_nCount = src.m_nCount;
}
~FS_LocalToGlobal_t()
{
delete m_Mapping;
m_nCount = 0;
m_Mapping = 0;
}
const flexsettinghdr_t *m_Key;
int m_nCount;
int *m_Mapping;
};
static bool FlexSettingLessFunc( const FS_LocalToGlobal_t& lhs, const FS_LocalToGlobal_t& rhs );
CUtlRBTree< FS_LocalToGlobal_t, unsigned short > m_LocalToGlobal;
float m_blinktime;
int m_prevblinktoggle;
int m_iBlink;
LocalFlexController_t m_iEyeUpdown;
LocalFlexController_t m_iEyeRightleft;
bool m_bSearchedForEyeFlexes;
int m_iBlink;
LocalFlexController_t m_iEyeUpdown;
LocalFlexController_t m_iEyeRightleft;
int m_iMouthAttachment;
float m_flFlexDelayTime;
float *m_flFlexDelayedWeight;
int m_cFlexDelayedWeight;
int m_iMostRecentFlexCounter;
Vector m_CachedViewTarget;
CUtlVector< float > m_CachedFlexWeights;
CUtlVector< float > m_CachedDelayedFlexWeights;
// shared flex controllers
static int g_numflexcontrollers;
static char *g_flexcontroller[MAXSTUDIOFLEXCTRL*4]; // room for global set of flexcontrollers
static float g_flexweight[MAXSTUDIOFLEXDESC];
static float s_pGlobalFlexWeight[MAXSTUDIOFLEXCTRL*4];
protected:
enum
{
PHONEME_CLASS_WEAK = 0,
PHONEME_CLASS_NORMAL,
PHONEME_CLASS_STRONG,
NUM_PHONEME_CLASSES
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
struct Emphasized_Phoneme
{
// Global fields, setup at start
char classname[ 64 ];
bool required;
// Global fields setup first time tracks played
bool basechecked;
const flexsettinghdr_t *base;
const flexsetting_t *exp;
// Local fields, processed for each sentence
bool valid;
float amount;
};
Emphasized_Phoneme m_PhonemeClasses[ NUM_PHONEME_CLASSES ];
private:
@ -279,9 +272,9 @@ private:
const flexsetting_t *FindNamedSetting( const flexsettinghdr_t *pSettinghdr, const char *expr );
void ProcessVisemes( Emphasized_Phoneme *classes );
void AddVisemesForSentence( Emphasized_Phoneme *classes, float emphasis_intensity, CSentence *sentence, float t, float dt, bool juststarted );
void AddViseme( Emphasized_Phoneme *classes, float emphasis_intensity, int phoneme, float scale, bool newexpression );
void ProcessVisemes( Emphasized_Phoneme *classes, float *pGlobalFlexWeight );
void AddVisemesForSentence( float *pGlobalFlexWeight, Emphasized_Phoneme *classes, float emphasis_intensity, CSentence *sentence, float t, float dt, bool juststarted );
void AddViseme( float *pGlobalFlexWeight, Emphasized_Phoneme *classes, float emphasis_intensity, int phoneme, float scale, bool newexpression );
bool SetupEmphasisBlend( Emphasized_Phoneme *classes, int phoneme );
void ComputeBlendedSetting( Emphasized_Phoneme *classes, float emphasis_intensity );
@ -296,30 +289,6 @@ public:
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CFlexSceneFileManager : CAutoGameSystem
{
public:
CFlexSceneFileManager() : CAutoGameSystem( "CFlexSceneFileManager" )
{
}
virtual bool Init();
virtual void Shutdown();
void EnsureTranslations( IHasLocalToGlobalFlexSettings *instance, const flexsettinghdr_t *pSettinghdr );
void *FindSceneFile( IHasLocalToGlobalFlexSettings *instance, const char *filename, bool allowBlockingIO );
private:
void DeleteSceneFiles();
CUtlVector< CFlexSceneFile * > m_FileList;
};
//-----------------------------------------------------------------------------
// Do we have active expressions?
//-----------------------------------------------------------------------------
@ -333,7 +302,6 @@ EXTERN_RECV_TABLE(DT_BaseFlex);
float *GetVisemeWeights( int phoneme );
#endif // C_STUDIOFLEX_H

3820
game/client/c_baselesson.cpp Normal file

File diff suppressed because it is too large Load Diff

446
game/client/c_baselesson.h Normal file
View File

@ -0,0 +1,446 @@
//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ============//
//
// Purpose: Client handler for instruction players how to play
//
//=============================================================================//
#ifndef _C_BASELESSON_H_
#define _C_BASELESSON_H_
#include "GameEventListener.h"
#include "hud_locator_target.h"
#define DECLARE_LESSON( _lessonClassName, _baseLessonClassName ) \
typedef _baseLessonClassName BaseClass;\
typedef _lessonClassName ThisClass;\
_lessonClassName( const char *pchName, bool bIsDefaultHolder, bool bIsOpenOpportunity, int nSplitScreenSlot )\
: _baseLessonClassName( pchName, bIsDefaultHolder, bIsOpenOpportunity, nSplitScreenSlot )\
{\
Init();\
}
enum LessonInstanceType
{
LESSON_INSTANCE_MULTIPLE,
LESSON_INSTANCE_SINGLE_OPEN,
LESSON_INSTANCE_FIXED_REPLACE,
LESSON_INSTANCE_SINGLE_ACTIVE,
LESSON_INSTANCE_TYPE_TOTAL
};
// This is used to solve a problem where bots can take the place of a player, where on or the other don't have valid entities on the client at the same time
#define MAX_DELAYED_PLAYER_SWAPS 8
struct delayed_player_swap_t
{
CHandle<C_BaseEntity> *phHandleToChange;
int iNewUserID;
delayed_player_swap_t( void )
{
phHandleToChange = NULL;
iNewUserID = -1;
}
};
abstract_class CBaseLesson : public CGameEventListener
{
public:
CBaseLesson( const char *pchName, bool bIsDefaultHolder, bool bIsOpenOpportunity, int nSplitScreenSlot );
virtual ~CBaseLesson( void );
void AddPrerequisite( const char *pchLessonName );
const CGameInstructorSymbol& GetNameSymbol( void ) const { return m_stringName; }
const char * GetName( void ) const { return m_stringName.String(); }
int GetPriority( void ) const { return m_iPriority; }
const char * GetCloseReason( void ) const { return m_stringCloseReason.String(); }
void SetCloseReason( const char *pchReason ) { m_stringCloseReason = pchReason; }
CBaseLesson* GetRoot( void ) const { return m_pRoot; }
void SetRoot( CBaseLesson *pRoot );
const CUtlVector < CBaseLesson * >* GetChildren( void ) const { return &m_OpenOpportunities; }
float GetInitTime( void ) { return m_fInitTime; }
void SetStartTime( void ) { m_fStartTime = gpGlobals->curtime; }
void ResetStartTime( void ) { m_fStartTime = 0.0f; m_bHasPlayedSound = false; }
bool ShouldShowSpew( void );
bool NoPriority( void ) const;
bool IsDefaultHolder( void ) const { return m_bIsDefaultHolder; }
bool IsOpenOpportunity( void ) const { return m_bIsOpenOpportunity; }
bool IsLocked( void ) const;
bool CanOpenWhenDead( void ) const { return m_bCanOpenWhenDead; }
bool IsInstructing( void ) const { return ( m_fStartTime > 0.0f ); }
bool IsLearned( void ) const;
bool PrerequisitesHaveBeenMet( void ) const;
bool IsTimedOut( void );
int InstanceType( void ) const { return m_iInstanceType; }
const CGameInstructorSymbol& GetReplaceKeySymbol( void ) const { return m_stringReplaceKey; }
const char* GetReplaceKey( void ) const { return m_stringReplaceKey.String(); }
int GetFixedInstancesMax( void ) const { return m_iFixedInstancesMax; }
bool ShouldReplaceOnlyWhenStopped( void ) const { return m_bReplaceOnlyWhenStopped; }
void SetInstanceActive( bool bInstanceActive ) { m_bInstanceActive = bInstanceActive; }
bool IsInstanceActive( void ) const { return m_bInstanceActive; }
void ResetDisplaysAndSuccesses( void );
bool IncDisplayCount( void );
bool IncSuccessCount( void );
void SetDisplayCount( int iDisplayCount ) { m_iDisplayCount = iDisplayCount; }
void SetSuccessCount( int iSuccessCount ) { m_iSuccessCount = iSuccessCount; }
int GetDisplayCount( void ) const { return m_iDisplayCount; }
int GetSuccessCount( void ) const { return m_iSuccessCount; }
int GetDisplayLimit( void ) const { return m_iDisplayLimit; }
int GetSuccessLimit( void ) const { return m_iSuccessLimit; }
void Init( void ); // NOT virtual, each constructor calls their own
virtual void InitPrerequisites( void ) {};
virtual void Start( void ) = 0;
virtual void Stop( void ) = 0;
virtual void OnOpen( void ) {};
virtual void Update( void ) {};
virtual void UpdateInactive( void ) {};
virtual bool ShouldDisplay( void ) const { return true; }
virtual bool IsVisible( void ) const { return true; }
virtual bool WasDisplayed( void ) const { return m_bWasDisplayed ? true : false; }
virtual void SwapOutPlayers( int iOldUserID, int iNewUserID ) {}
virtual void TakePlaceOf( CBaseLesson *pLesson );
int GetSplitScreenSlot() const { return m_nSplitScreenSlot; }
const char *GetGroup() { return m_szLessonGroup.String(); }
void SetEnabled( bool bEnabled ) { m_bDisabled = !bEnabled; }
protected:
void MarkSucceeded( void );
void CloseOpportunity( const char *pchReason );
bool DoDelayedPlayerSwaps( void ) const;
private:
CBaseLesson *m_pRoot;
CUtlVector < CBaseLesson * > m_OpenOpportunities;
CUtlVector < const CBaseLesson * > m_Prerequisites;
CGameInstructorSymbol m_stringCloseReason;
CGameInstructorSymbol m_stringName;
bool m_bInstanceActive : 1;
bool m_bSuccessCounted : 1;
bool m_bIsDefaultHolder : 1;
bool m_bIsOpenOpportunity : 1;
protected:
LessonInstanceType m_iInstanceType;
int m_iPriority;
CGameInstructorSymbol m_stringReplaceKey;
int m_iFixedInstancesMax;
bool m_bReplaceOnlyWhenStopped;
int m_iTeam;
bool m_bOnlyKeyboard;
bool m_bOnlyGamepad;
int m_iDisplayLimit;
int m_iDisplayCount;
bool m_bWasDisplayed;
int m_iSuccessLimit;
int m_iSuccessCount;
int m_nSplitScreenSlot;
float m_fLockDuration;
float m_fTimeout;
float m_fInitTime;
float m_fStartTime;
float m_fLockTime;
float m_fUpdateInterval;
bool m_bHasPlayedSound;
CGameInstructorSymbol m_szStartSound;
CGameInstructorSymbol m_szLessonGroup;
bool m_bCanOpenWhenDead;
bool m_bBumpWithTimeoutWhenLearned;
bool m_bCanTimeoutWhileInactive;
bool m_bDisabled;
// Right now we can only queue up 4 swaps...
// this number can be increased if more entity handle scripted variables are added
mutable delayed_player_swap_t m_pDelayedPlayerSwap[ MAX_DELAYED_PLAYER_SWAPS ];
mutable int m_iNumDelayedPlayerSwaps;
public:
// Colors for console spew in verbose mode
static Color m_rgbaVerboseHeader;
static Color m_rgbaVerbosePlain;
static Color m_rgbaVerboseName;
static Color m_rgbaVerboseOpen;
static Color m_rgbaVerboseClose;
static Color m_rgbaVerboseSuccess;
static Color m_rgbaVerboseUpdate;
};
class CTextLesson : public CBaseLesson
{
public:
DECLARE_LESSON( CTextLesson, CBaseLesson );
void Init( void ); // NOT virtual, each constructor calls their own
virtual void Start( void );
virtual void Stop( void );
protected:
CGameInstructorSymbol m_szDisplayText;
CGameInstructorSymbol m_szDisplayParamText;
CGameInstructorSymbol m_szBinding;
CGameInstructorSymbol m_szGamepadBinding;
};
class CIconLesson : public CTextLesson
{
public:
DECLARE_LESSON( CIconLesson, CTextLesson );
void Init( void ); // NOT virtual, each constructor calls their own
virtual void Start( void );
virtual void Stop( void );
virtual void Update( void );
virtual void UpdateInactive( void );
virtual bool ShouldDisplay( void ) const;
virtual bool IsVisible( void ) const;
virtual void SwapOutPlayers( int iOldUserID, int iNewUserID );
virtual void TakePlaceOf( CBaseLesson *pLesson );
void SetLocatorBinding( CLocatorTarget * pLocatorTarget );
const char *GetCaptionColorString() { return m_szCaptionColor.String(); }
bool IsPresentComplete( void );
void PresentStart( void );
void PresentEnd( void );
private:
virtual void UpdateLocatorTarget( CLocatorTarget *pLocatorTarget, C_BaseEntity *pIconTarget );
protected:
CHandle<C_BaseEntity> m_hIconTarget;
CGameInstructorSymbol m_szVguiTargetName;
CGameInstructorSymbol m_szVguiTargetLookup;
int m_nVguiTargetEdge;
float m_flUpOffset;
float m_flRelativeUpOffset;
float m_fFixedPositionX;
float m_fFixedPositionY;
int m_hLocatorTarget;
int m_iFlags;
float m_fRange;
float m_fCurrentDistance;
float m_fOnScreenStartTime;
float m_fUpdateDistanceTime;
CGameInstructorSymbol m_szOnscreenIcon;
CGameInstructorSymbol m_szOffscreenIcon;
CGameInstructorSymbol m_szCaptionColor;
bool m_bFixedPosition;
bool m_bNoIconTarget;
bool m_bAllowNodrawTarget;
bool m_bVisible;
bool m_bShowWhenOccluded;
bool m_bNoOffscreen;
bool m_bForceCaption;
};
enum LessonAction
{
LESSON_ACTION_NONE,
LESSON_ACTION_SCOPE_IN,
LESSON_ACTION_SCOPE_OUT,
LESSON_ACTION_CLOSE,
LESSON_ACTION_SUCCESS,
LESSON_ACTION_LOCK,
LESSON_ACTION_PRESENT_COMPLETE,
LESSON_ACTION_PRESENT_START,
LESSON_ACTION_PRESENT_END,
LESSON_ACTION_REFERENCE_OPEN,
LESSON_ACTION_SET,
LESSON_ACTION_ADD,
LESSON_ACTION_SUBTRACT,
LESSON_ACTION_MULTIPLY,
LESSON_ACTION_IS,
LESSON_ACTION_LESS_THAN,
LESSON_ACTION_HAS_PREFIX,
LESSON_ACTION_HAS_BIT,
LESSON_ACTION_BIT_COUNT_IS,
LESSON_ACTION_BIT_COUNT_LESS_THAN,
LESSON_ACTION_GET_DISTANCE,
LESSON_ACTION_GET_ANGULAR_DISTANCE,
LESSON_ACTION_GET_PLAYER_DISPLAY_NAME,
LESSON_ACTION_CLASSNAME_IS,
LESSON_ACTION_MODELNAME_IS,
LESSON_ACTION_TEAM_IS,
LESSON_ACTION_HEALTH_LESS_THAN,
LESSON_ACTION_HEALTH_PERCENTAGE_LESS_THAN,
LESSON_ACTION_GET_ACTIVE_WEAPON,
LESSON_ACTION_WEAPON_IS,
LESSON_ACTION_WEAPON_HAS,
LESSON_ACTION_GET_ACTIVE_WEAPON_SLOT,
LESSON_ACTION_GET_WEAPON_SLOT,
LESSON_ACTION_GET_WEAPON_IN_SLOT,
LESSON_ACTION_CLIP_PERCENTAGE_LESS_THAN,
LESSON_ACTION_WEAPON_AMMO_LOW,
LESSON_ACTION_WEAPON_AMMO_FULL,
LESSON_ACTION_WEAPON_AMMO_EMPTY,
LESSON_ACTION_WEAPON_CAN_USE,
LESSON_ACTION_USE_TARGET_IS,
LESSON_ACTION_GET_USE_TARGET,
LESSON_ACTION_GET_POTENTIAL_USE_TARGET,
// Enum continued in Mod_LessonAction
LESSON_ACTION_MOD_START,
};
struct LessonElement_t
{
int iVariable;
int iParamVarIndex;
int iAction;
_fieldtypes paramType;
CGameInstructorSymbol szParam;
bool bNot : 1;
bool bOptionalParam : 1;
LessonElement_t( int p_iVariable, int p_iAction, bool p_bNot, bool p_bOptionalParam, const char *pchParam, int p_iParamVarIndex, _fieldtypes p_paramType )
{
iVariable = p_iVariable;
iAction = p_iAction;
bNot = p_bNot;
bOptionalParam = p_bOptionalParam;
szParam = pchParam;
iParamVarIndex = p_iParamVarIndex;
paramType = p_paramType;
}
LessonElement_t( const LessonElement_t &p_LessonElement )
{
iVariable = p_LessonElement.iVariable;
iAction = p_LessonElement.iAction;
bNot = p_LessonElement.bNot;
bOptionalParam = p_LessonElement.bOptionalParam;
szParam = p_LessonElement.szParam;
iParamVarIndex = p_LessonElement.iParamVarIndex;
paramType = p_LessonElement.paramType;
}
};
struct LessonEvent_t
{
CUtlVector< LessonElement_t > elements;
CGameInstructorSymbol szEventName;
};
class CScriptedIconLesson : public CIconLesson
{
public:
DECLARE_LESSON( CScriptedIconLesson, CIconLesson )
virtual ~CScriptedIconLesson( void );
static void PreReadLessonsFromFile( void );
static void Mod_PreReadLessonsFromFile( void );
void Init( void ); // NOT virtual, each constructor calls their own
virtual void InitPrerequisites( void );
virtual void OnOpen( void );
virtual void Update( void );
virtual void SwapOutPlayers( int iOldUserID, int iNewUserID );
virtual void FireGameEvent( IGameEvent *event );
virtual void ProcessOpenGameEvents( const CScriptedIconLesson *pRootLesson, const char *name, IGameEvent *event );
virtual void ProcessCloseGameEvents( const CScriptedIconLesson *pRootLesson, const char *name, IGameEvent *event );
virtual void ProcessSuccessGameEvents( const CScriptedIconLesson *pRootLesson, const char *name, IGameEvent *event );
CUtlVector< LessonEvent_t >& GetOpenEvents( void ) { return m_OpenEvents; }
CUtlVector< LessonEvent_t >& GetCloseEvents( void ) { return m_CloseEvents; }
CUtlVector< LessonEvent_t >& GetSuccessEvents( void ) { return m_SuccessEvents; }
CUtlVector< LessonEvent_t >& GetOnOpenEvents( void ) { return m_OnOpenEvents; }
CUtlVector< LessonEvent_t >& GetUpdateEvents( void ) { return m_UpdateEvents; }
bool ProcessElements( IGameEvent *event, const CUtlVector< LessonElement_t > *pElements );
private:
void InitElementsFromKeys( CUtlVector< LessonElement_t > *pLessonElements, KeyValues *pKey );
void InitElementsFromElements( CUtlVector< LessonElement_t > *pLessonElements, const CUtlVector< LessonElement_t > *pLessonElements2 );
void InitFromKeys( KeyValues *pKey );
bool ProcessElement( IGameEvent *event, const LessonElement_t *pLessonElement, bool bInFailedScope );
bool ProcessElementAction( int iAction, bool bNot, const char *pchVarName, float &bVar, const CGameInstructorSymbol *pchParamName, float fParam );
bool ProcessElementAction( int iAction, bool bNot, const char *pchVarName, int &bVar, const CGameInstructorSymbol *pchParamName, float fParam );
bool ProcessElementAction( int iAction, bool bNot, const char *pchVarName, bool &bVar, const CGameInstructorSymbol *pchParamName, float fParam );
bool ProcessElementAction( int iAction, bool bNot, const char *pchVarName, EHANDLE &hVar, const CGameInstructorSymbol *pchParamName, float fParam, C_BaseEntity *pParam, const char *pchParam );
bool ProcessElementAction( int iAction, bool bNot, const char *pchVarName, CGameInstructorSymbol *pchVar, const CGameInstructorSymbol *pchParamName, const char *pchParam );
// Implemented per mod so they can have custom actions
bool Mod_ProcessElementAction( int iAction, bool bNot, const char *pchVarName, EHANDLE &hVar, const CGameInstructorSymbol *pchParamName, float fParam, C_BaseEntity *pParam, const char *pchParam, bool &bModHandled );
LessonEvent_t * AddOpenEvent( void );
LessonEvent_t * AddCloseEvent( void );
LessonEvent_t * AddSuccessEvent( void );
LessonEvent_t * AddOnOpenEvent( void );
LessonEvent_t * AddUpdateEvent( void );
private:
static CUtlDict< int, int > CScriptedIconLesson::LessonActionMap;
EHANDLE m_hLocalPlayer;
float m_fOutput;
CHandle<C_BaseEntity> m_hEntity1;
CHandle<C_BaseEntity> m_hEntity2;
CGameInstructorSymbol m_szString1;
CGameInstructorSymbol m_szString2;
int m_iInteger1;
int m_iInteger2;
float m_fFloat1;
float m_fFloat2;
CUtlVector< CGameInstructorSymbol > m_PrerequisiteNames;
CUtlVector< LessonEvent_t > m_OpenEvents;
CUtlVector< LessonEvent_t > m_CloseEvents;
CUtlVector< LessonEvent_t > m_SuccessEvents;
CUtlVector< LessonEvent_t > m_OnOpenEvents;
CUtlVector< LessonEvent_t > m_UpdateEvents;
float m_fUpdateEventTime;
CScriptedIconLesson *m_pDefaultHolder;
int m_iScopeDepth;
// Need this to get offsets to scripted variables
friend class LessonVariableInfo;
friend int LessonActionFromString( const char *pchName );
};
#endif // _C_BASELESSON_H_

File diff suppressed because it is too large Load Diff

View File

@ -1,10 +1,10 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Client-side CBasePlayer.
//
// - Manages the player's flashlight effect.
//
//=============================================================================//
//===========================================================================//
#ifndef C_BASEPLAYER_H
#define C_BASEPLAYER_H
@ -14,29 +14,21 @@
#include "c_playerlocaldata.h"
#include "c_basecombatcharacter.h"
#include "PlayerState.h"
#include "playerstate.h"
#include "usercmd.h"
#include "shareddefs.h"
#include "timedevent.h"
#include "smartptr.h"
#include "fx_water.h"
#include "hintsystem.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "soundemittersystem/isoundemittersystembase.h"
#include "c_env_fog_controller.h"
#include "igameevents.h"
#include "GameEventListener.h"
#if defined USES_ECON_ITEMS
#include "econ_item.h"
#include "game_item_schema.h"
#include "econ_item_view.h"
#endif
#include "C_PostProcessController.h"
#include "C_ColorCorrection.h"
class C_BaseCombatWeapon;
class C_BaseViewModel;
class C_FuncLadder;
class CFlashlightEffect;
class C_EconWearable;
extern int g_nKillCamMode;
extern int g_nKillCamTarget1;
@ -58,17 +50,24 @@ public:
Vector error;
};
#define CHASE_CAM_DISTANCE_MIN 16.0f
#define CHASE_CAM_DISTANCE_MAX 96.0f
#define CHASE_CAM_DISTANCE 96.0f
#define WALL_OFFSET 6.0f
enum PlayerRenderMode_t
{
PLAYER_RENDER_NONE = 0,
PLAYER_RENDER_FIRSTPERSON,
PLAYER_RENDER_THIRDPERSON,
};
bool IsInFreezeCam( void );
//-----------------------------------------------------------------------------
// Purpose: Base Player class
//-----------------------------------------------------------------------------
class C_BasePlayer : public C_BaseCombatCharacter, public CGameEventListener
class C_BasePlayer : public C_BaseCombatCharacter
{
public:
DECLARE_CLASS( C_BasePlayer, C_BaseCombatCharacter );
@ -81,7 +80,7 @@ public:
virtual void Spawn( void );
virtual void SharedSpawn(); // Shared between client and server.
virtual bool GetSteamID( CSteamID *pID );
Class_T Classify( void ) { return CLASS_PLAYER; }
// IClientEntity overrides.
virtual void OnPreDataChanged( DataUpdateType_t updateType );
@ -94,17 +93,13 @@ public:
virtual void OnRestore();
virtual void AddEntity( void );
virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
virtual void GetToolRecordingState( KeyValues *msg );
virtual float GetPlayerMaxSpeed();
void SetAnimationExtension( const char *pExtension );
C_BaseViewModel *GetViewModel( int viewmodelindex = 0, bool bObserverOK=true );
C_BaseViewModel *GetViewModel( int viewmodelindex = 0 );
C_BaseCombatWeapon *GetActiveWeapon( void ) const;
const char *GetTracerType( void );
@ -117,17 +112,21 @@ public:
void SmoothViewOnStairs( Vector& eyeOrigin );
virtual float CalcRoll (const QAngle& angles, const Vector& velocity, float rollangle, float rollspeed);
void CalcViewRoll( QAngle& eyeAngles );
virtual void CalcViewBob( Vector& eyeOrigin );
void CreateWaterEffects( void );
virtual void SetPlayerUnderwater( bool state );
void UpdateUnderwaterState( void );
bool IsPlayerUnderwater( void ) { return m_bPlayerUnderwater; }
virtual C_BaseCombatCharacter *ActivePlayerCombatCharacter( void ) { return this; }
virtual Vector Weapon_ShootPosition();
virtual bool Weapon_CanUse( C_BaseCombatWeapon *pWeapon );
virtual void Weapon_DropPrimary( void ) {}
virtual Vector GetAutoaimVector( float flScale );
void SetSuitUpdate(const char *name, int fgroup, int iNoRepeat);
void SetSuitUpdate(char *name, int fgroup, int iNoRepeat);
// Input handling
virtual bool CreateMove( float flInputSampleTime, CUserCmd *pCmd );
@ -146,7 +145,6 @@ public:
// observer mode
virtual int GetObserverMode() const;
void SetObserverMode ( int iNewMode );
virtual CBaseEntity *GetObserverTarget() const;
void SetObserverTarget( EHANDLE hObserverTarget );
@ -169,7 +167,7 @@ public:
virtual IRagdoll* GetRepresentativeRagdoll() const;
// override the initial bone position for ragdolls
virtual void GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt );
virtual void GetRagdollInitBoneArrays( matrix3x4a_t *pDeltaBones0, matrix3x4a_t *pDeltaBones1, matrix3x4a_t *pCurrentBones, float boneDt );
// Returns eye vectors
void EyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL );
@ -184,6 +182,17 @@ public:
// Flashlight
void Flashlight( void );
void UpdateFlashlight( void );
void TurnOffFlashlight( void ); // TERROR
virtual const char *GetFlashlightTextureName( void ) const { return NULL; } // TERROR
virtual float GetFlashlightFOV( void ) const { return 0.0f; } // TERROR
virtual float GetFlashlightFarZ( void ) const { return 0.0f; } // TERROR
virtual float GetFlashlightLinearAtten( void ) const { return 0.0f; } // TERROR
virtual bool CastsFlashlightShadows( void ) const { return true; } // TERROR
virtual void GetFlashlightOffset( const Vector &vecForward, const Vector &vecRight, const Vector &vecUp, Vector *pVecOffset ) const;
Vector m_vecFlashlightOrigin;
Vector m_vecFlashlightForward;
Vector m_vecFlashlightUp;
Vector m_vecFlashlightRight;
// Weapon selection code
virtual bool IsAllowedToSwitchWeapons( void ) { return !IsObserver(); }
@ -195,7 +204,7 @@ public:
virtual C_BaseAnimating* GetRenderedWeaponModel();
virtual bool IsOverridingViewmodel( void ) { return false; };
virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags ) { return 0; };
virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags, const RenderableInstance_t &instance ) { return 0; };
virtual float GetDefaultAnimSpeed( void ) { return 1.0; }
@ -211,27 +220,40 @@ public:
}
bool IsLocalPlayer( void ) const;
// Makes sure s_pLocalPlayer is properly initialized
void CheckForLocalPlayer( int nSplitScreenSlot );
/// Is the passed in player one of the split screen users
static bool IsLocalPlayer( const C_BaseEntity *pl );
/// is this player a local player ( call when you have already verified that your pointer really is a C_BasePlayer )
inline bool IsLocalPlayer( void ) const;
// Global/static methods
virtual void ThirdPersonSwitch( bool bThirdperson );
static bool LocalPlayerInFirstPersonView();
static bool ShouldDrawLocalPlayer();
static C_BasePlayer *GetLocalPlayer( void );
int GetUserID( void );
bool ShouldDrawLocalPlayer();
static C_BasePlayer *GetLocalPlayer( int nSlot = -1 );
static void SetRemoteSplitScreenPlayerViewsAreLocalPlayer( bool bSet ); //if true, calls to GetLocalPlayer() will return a remote splitscreen player when applicable.
static bool HasAnyLocalPlayer();
static int GetSplitScreenSlotForPlayer( C_BaseEntity *pl );
void AddSplitScreenPlayer( C_BasePlayer *pOther );
void RemoveSplitScreenPlayer( C_BasePlayer *pOther );
CUtlVector< CHandle< C_BasePlayer > > &GetSplitScreenPlayers();
bool IsSplitScreenPartner( C_BasePlayer *pPlayer );
bool IsSplitScreenPlayer() const;
int GetSplitScreenPlayerSlot();
virtual IClientModelRenderable* GetClientModelRenderable();
virtual bool PreRender( int nSplitScreenPlayerSlot );
int GetUserID( void ) const;
virtual bool CanSetSoundMixer( void );
virtual int GetVisionFilterFlags( bool bWeaponsCheck = false ) { return 0x00; }
bool HasVisionFilterFlags( int nFlags, bool bWeaponsCheck = false ) { return ( GetVisionFilterFlags( bWeaponsCheck ) & nFlags ) == nFlags; }
virtual void CalculateVisionUsingCurrentFlags( void ) {}
void BuildFirstPersonMeathookTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed, const char *pchHeadBoneName );
// Specific queries about this player.
bool InFirstPersonView();
bool ShouldDrawThisPlayer();
// return the entity used for soundscape radius checks
virtual C_BaseEntity *GetSoundscapeListener();
// Called by the view model if its rendering is being overridden.
virtual bool ViewModel_IsTransparent( void );
virtual bool ViewModel_IsUsingFBTexture( void );
#if !defined( NO_ENTITY_PREDICTION )
void AddToPlayerSimulationList( C_BaseEntity *other );
@ -245,6 +267,7 @@ public:
// Prediction stuff
virtual bool ShouldPredict( void );
virtual C_BasePlayer *GetPredictionOwner( void );
virtual void PreThink( void );
virtual void PostThink( void );
@ -264,10 +287,10 @@ public:
virtual void UpdateClientData( void );
virtual float GetFOV( void );
int GetDefaultFOV( void ) const;
virtual float GetFOV( void ) const;
virtual int GetDefaultFOV( void ) const;
virtual bool IsZoomed( void ) { return false; }
bool SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate = 0.0f, int iZoomStart = 0 );
bool SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate, int iZoomStart = 0 );
void ClearZoomOwner( void );
float GetFOVDistanceAdjustFactor();
@ -278,29 +301,35 @@ public:
void UpdateButtonState( int nUserCmdButtonMask );
int GetImpulse( void ) const;
virtual void Simulate();
virtual bool Simulate();
virtual bool ShouldInterpolate();
virtual bool ShouldDraw();
virtual int DrawModel( int flags );
virtual int DrawModel( int flags, const RenderableInstance_t &instance );
// Called when not in tactical mode. Allows view to be overriden for things like driving a tank.
virtual void OverrideView( CViewSetup *pSetup );
C_BaseEntity *GetViewEntity( void ) const { return m_hViewEntity; }
// returns the player name
const char * GetPlayerName();
virtual const Vector GetPlayerMins( void ) const; // uses local player
virtual const Vector GetPlayerMaxs( void ) const; // uses local player
virtual void UpdateCollisionBounds( void );
// Is the player dead?
bool IsPlayerDead();
bool IsPoisoned( void ) { return m_Local.m_bPoisoned; }
C_BaseEntity *GetUseEntity();
virtual C_BaseEntity* GetUseEntity( void ) const;
virtual C_BaseEntity* GetPotentialUseEntity( void ) const;
// Vehicles...
IClientVehicle *GetVehicle();
const IClientVehicle *GetVehicle() const;
bool IsInAVehicle() const { return ( NULL != m_hVehicle.Get() ) ? true : false; }
virtual void SetVehicleRole( int nRole );
@ -322,7 +351,7 @@ public:
int CurrentCommandNumber() const;
const CUserCmd *GetCurrentUserCommand() const;
const QAngle& GetPunchAngle();
virtual const QAngle& GetPunchAngle();
void SetPunchAngle( const QAngle &angle );
float GetWaterJumpTime() const;
@ -346,9 +375,6 @@ public:
virtual surfacedata_t * GetFootstepSurface( const Vector &origin, const char *surfaceName );
virtual void GetStepSoundVelocities( float *velwalk, float *velrun );
virtual void SetStepSoundTime( stepsoundtimes_t iStepSoundTime, bool bWalking );
virtual const char *GetOverrideStepSound( const char *pszBaseStepSoundName ) { return pszBaseStepSoundName; }
virtual void OnEmitFootstepSound( const CSoundParameters& params, const Vector& vecOrigin, float fVolume ) {}
// Called by prediction when it detects a prediction correction.
// vDelta is the line from where the client had predicted the player to at the usercmd in question,
@ -361,9 +387,13 @@ public:
virtual void ExitLadder() {}
surfacedata_t *GetLadderSurface( const Vector &origin );
surfacedata_t *GetSurfaceData( void ) { return m_pSurfaceData; }
void ForceButtons( int nButtons );
void UnforceButtons( int nButtons );
void SetLadderNormal( Vector vecLadderNormal ) { m_vecLadderNormal = vecLadderNormal; }
const Vector &GetLadderNormal( void ) const { return m_vecLadderNormal; }
int GetLadderSurfaceProps( void ) const { return m_ladderSurfaceProps; }
// Hints
virtual CHintSystem *Hints( void ) { return NULL; }
@ -374,89 +404,142 @@ public:
virtual IMaterial *GetHeadLabelMaterial( void );
// Fog
fogparams_t *GetFogParams( void ) { return &m_CurrentFog; }
virtual fogparams_t *GetFogParams( void ) { return &m_CurrentFog; }
void FogControllerChanged( bool bSnap );
void UpdateFogController( void );
void UpdateFogBlend( void );
C_PostProcessController* GetActivePostProcessController() const;
C_ColorCorrection* GetActiveColorCorrection() const;
void IncrementEFNoInterpParity();
int GetEFNoInterpParity() const;
float GetFOVTime( void ){ return m_flFOVTime; }
PlayerRenderMode_t GetPlayerRenderMode( int nSlot );
virtual void OnAchievementAchieved( int iAchievement ) {}
bool ShouldAnnounceAchievement( void ){ return m_flNextAchievementAnnounceTime < gpGlobals->curtime; }
void SetNextAchievementAnnounceTime( float flTime ){ m_flNextAchievementAnnounceTime = flTime; }
#if defined USES_ECON_ITEMS
// Wearables
void UpdateWearables();
C_EconWearable *GetWearable( int i ) { return m_hMyWearables[i]; }
int GetNumWearables( void ) { return m_hMyWearables.Count(); }
#endif
bool HasFiredWeapon( void ) { return m_bFiredWeapon; }
void SetFiredWeapon( bool bFlag ) { m_bFiredWeapon = bFlag; }
virtual bool CanUseFirstPersonCommand( void ){ return true; }
protected:
fogparams_t m_CurrentFog;
EHANDLE m_hOldFogController;
public:
// RecvProxies
static void RecvProxy_LocalVelocityX( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_LocalVelocityY( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_LocalVelocityZ( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_ObserverTarget( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_ObserverMode( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_LocalOriginXY( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_LocalOriginZ( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_NonLocalOriginXY( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_NonLocalOriginZ( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_NonLocalCellOriginXY( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_NonLocalCellOriginZ( const CRecvProxyData *pData, void *pStruct, void *pOut );
virtual bool ShouldRegenerateOriginFromCellBits() const;
public:
int m_StuckLast;
// Data for only the local player
CNetworkVarEmbedded( CPlayerLocalData, m_Local );
#if defined USES_ECON_ITEMS
CNetworkVarEmbedded( CAttributeList, m_AttributeList );
#endif
EHANDLE m_hTonemapController;
// Data common to all other players, too
CPlayerState pl;
public:
// BEGIN PREDICTION DATA COMPACTION (these fields are together to allow for faster copying in prediction system)
// FTYPEDESC_INSENDTABLE STUFF
// Player FOV values
int m_iFOV; // field of view
int m_iFOVStart; // starting value of the FOV changing over time (client only)
int m_afButtonLast;
int m_afButtonPressed;
int m_afButtonReleased;
int m_nButtons;
protected:
int m_nImpulse;
CNetworkVar( int, m_ladderSurfaceProps );
int m_flPhysics;
public:
float m_flFOVTime; // starting time of the FOV zoom
int m_iDefaultFOV; // default FOV if no other zooms are occurring
private:
float m_flWaterJumpTime; // used to be called teleport_time
float m_flSwimSoundTime;
protected:
float m_flStepSoundTime;
float m_surfaceFriction;
private:
CNetworkVector( m_vecLadderNormal );
// FTYPEDESC_INSENDTABLE STUFF (end)
public:
char m_szAnimExtension[32];
private:
int m_nOldTickBase;
private:
int m_iBonusProgress;
int m_iBonusChallenge;
private:
float m_flMaxspeed;
public:
EHANDLE m_hZoomOwner; // This is a pointer to the entity currently controlling the player's zoom
// Only this entity can change the zoom state once it has ownership
private:
EHANDLE m_hVehicle;
typedef CHandle<C_BaseCombatWeapon> CBaseCombatWeaponHandle;
CBaseCombatWeaponHandle m_hLastWeapon;
// players own view models, left & right hand
CHandle< C_BaseViewModel > m_hViewModel[ MAX_VIEWMODELS ];
public:
// For weapon prediction
bool m_fOnTarget; //Is the crosshair on a target?
char m_szAnimExtension[32];
bool m_fOnTarget; //Is the crosshair on a target?
int m_afButtonLast;
int m_afButtonPressed;
int m_afButtonReleased;
int m_nButtons;
// END PREDICTION DATA COMPACTION
public:
int m_iDefaultFOV; // default FOV if no other zooms are occurring
// Only this entity can change the zoom state once it has ownership
int m_afButtonForced; // These are forced onto the player's inputs
CUserCmd *m_pCurrentCommand;
EHANDLE m_hViewEntity;
// Movement constraints
EHANDLE m_hConstraintEntity;
Vector m_vecConstraintCenter;
float m_flConstraintRadius;
float m_flConstraintWidth;
float m_flConstraintSpeedFactor;
bool m_bConstraintPastRadius;
protected:
void CalcPlayerView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
virtual void CalcPlayerView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
void CalcVehicleView(IClientVehicle *pVehicle, Vector& eyeOrigin, QAngle& eyeAngles,
float& zNear, float& zFar, float& fov );
virtual void CalcObserverView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
virtual Vector GetChaseCamViewOffset( CBaseEntity *target );
void CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
virtual void CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
virtual float GetDeathCamInterpolationTime();
void CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
virtual void CalcDeathCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
void CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov);
virtual void CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov);
virtual void CalcFreezeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
// Check to see if we're in vgui input mode...
@ -469,8 +552,6 @@ protected:
// used by client side player footsteps
surfacedata_t* GetGroundSurface();
virtual void FireGameEvent( IGameEvent *event );
protected:
// Did we just enter a vehicle this frame?
bool JustEnteredVehicle();
@ -485,8 +566,6 @@ protected:
bool m_bWasFreezeFraming;
float m_flDeathTime; // last time player died
float m_flStepSoundTime;
bool m_IsFootprintOnLeft;
private:
// Make sure no one calls this...
@ -494,50 +573,33 @@ private:
C_BasePlayer( const C_BasePlayer & ); // not defined, not accessible
// Vehicle stuff.
EHANDLE m_hVehicle;
EHANDLE m_hOldVehicle;
EHANDLE m_hUseEntity;
float m_flMaxspeed;
int m_iBonusProgress;
int m_iBonusChallenge;
CInterpolatedVar< Vector > m_iv_vecViewOffset;
// Not replicated
Vector m_vecWaterJumpVel;
float m_flWaterJumpTime; // used to be called teleport_time
int m_nImpulse;
float m_flSwimSoundTime;
Vector m_vecLadderNormal;
protected:
QAngle m_vecOldViewAngles;
private:
bool m_bWasFrozen;
int m_flPhysics;
int m_nTickBase;
int m_nFinalPredictedTick;
EHANDLE m_pCurrentVguiScreen;
bool m_bFiredWeapon;
// Player flashlight dynamic light pointers
CFlashlightEffect *m_pFlashlight;
typedef CHandle<C_BaseCombatWeapon> CBaseCombatWeaponHandle;
CNetworkVar( CBaseCombatWeaponHandle, m_hLastWeapon );
bool m_bFlashlightEnabled[ MAX_SPLITSCREEN_PLAYERS ];
#if !defined( NO_ENTITY_PREDICTION )
CUtlVector< CHandle< C_BaseEntity > > m_SimulatedByThisPlayer;
#endif
// players own view models, left & right hand
CHandle< C_BaseViewModel > m_hViewModel[ MAX_VIEWMODELS ];
float m_flOldPlayerZ;
float m_flOldPlayerViewOffsetZ;
@ -561,16 +623,17 @@ private:
bool m_bPlayerUnderwater;
friend class CPrediction;
friend class CASW_Prediction;
// HACK FOR TF2 Prediction
friend class CTFGameMovementRecon;
friend class CGameMovement;
friend class CTFGameMovement;
friend class CHL1GameMovement;
friend class CCSGameMovement;
friend class CHL2GameMovement;
friend class CDODGameMovement;
friend class CPortalGameMovement;
friend class CASW_MarineGameMovement;
friend class CPaintGameMovement;
// Accessors for gamemovement
float GetStepSize( void ) const { return m_Local.m_flStepSize; }
@ -585,7 +648,7 @@ protected:
virtual bool IsDucked( void ) const { return m_Local.m_bDucked; }
virtual bool IsDucking( void ) const { return m_Local.m_bDucking; }
virtual float GetFallVelocity( void ) { return m_Local.m_flFallVelocity; }
void ForceSetupBonesAtTimeFakeInterpolation( matrix3x4_t *pBonesOut, float curtimeOffset );
void ForceSetupBonesAtTimeFakeInterpolation( matrix3x4a_t *pBonesOut, float curtimeOffset );
float m_flLaggedMovementValue;
@ -602,20 +665,18 @@ protected:
// Texture names and surface data, used by CGameMovement
int m_surfaceProps;
surfacedata_t* m_pSurfaceData;
float m_surfaceFriction;
char m_chTextureType;
bool m_bSentFreezeFrame;
float m_flFreezeZOffset;
byte m_ubEFNoInterpParity;
byte m_ubOldEFNoInterpParity;
float m_flNextAchievementAnnounceTime;
int m_nForceVisionFilterFlags; // Force our vision filter to a specific setting
#if defined USES_ECON_ITEMS
// Wearables
CUtlVector<CHandle<C_EconWearable > > m_hMyWearables;
#endif
// If we have any attached split users, this is the list of them
CUtlVector< CHandle< CBasePlayer > > m_hSplitScreenPlayers;
int m_nSplitScreenSlot; //-1 == not a split player
CHandle< CBasePlayer > m_hSplitOwner;
bool m_bIsLocalPlayer;
private:
@ -636,6 +697,17 @@ public:
bool ShouldGoSouth( Vector vNPCForward, Vector vNPCRight ); //Such a bad name.
void SetOldPlayerZ( float flOld ) { m_flOldPlayerZ = flOld; }
const fogplayerparams_t& GetPlayerFog() const { return m_PlayerFog; }
private:
friend class CMoveHelperClient;
CNetworkHandle( CPostProcessController, m_hPostProcessCtrl ); // active postprocessing controller
CNetworkHandle( CColorCorrection, m_hColorCorrectionCtrl ); // active FXVolume color correction
// fog params
fogplayerparams_t m_PlayerFog;
};
EXTERN_RECV_TABLE(DT_BasePlayer);
@ -655,12 +727,20 @@ inline C_BasePlayer *ToBasePlayer( C_BaseEntity *pEntity )
return static_cast<C_BasePlayer *>( pEntity );
}
inline C_BaseEntity *C_BasePlayer::GetUseEntity()
{
return m_hUseEntity;
inline const C_BasePlayer *ToBasePlayer( const C_BaseEntity *pEntity )
{
if ( !pEntity || !pEntity->IsPlayer() )
return NULL;
#if _DEBUG
Assert( dynamic_cast<const C_BasePlayer *>( pEntity ) != NULL );
#endif
return static_cast<const C_BasePlayer *>( pEntity );
}
inline IClientVehicle *C_BasePlayer::GetVehicle()
{
C_BaseEntity *pVehicleEnt = m_hVehicle.Get();
@ -686,6 +766,8 @@ inline C_CommandContext* C_BasePlayer::GetCommandContext()
inline int CBasePlayer::CurrentCommandNumber() const
{
Assert( m_pCurrentCommand );
if ( !m_pCurrentCommand )
return 0;
return m_pCurrentCommand->command_number;
}
@ -695,4 +777,17 @@ inline const CUserCmd *CBasePlayer::GetCurrentUserCommand() const
return m_pCurrentCommand;
}
extern bool g_bEngineIsHLTV;
inline bool C_BasePlayer::IsHLTV() const
{
return m_bIsLocalPlayer && g_bEngineIsHLTV;
}
inline bool C_BasePlayer::IsLocalPlayer( void ) const
{
return m_bIsLocalPlayer;
}
#endif // C_BASEPLAYER_H

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Core Temp Entity client implementation.
//

View File

@ -1,9 +1,9 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
//===========================================================================//
#ifndef C_BASETEMPENTITY_H
#define C_BASETEMPENTITY_H
@ -46,7 +46,8 @@ public:
virtual IClientEntity* GetIClientEntity() { return 0; }
virtual C_BaseEntity* GetBaseEntity() { return 0; }
virtual IClientThinkable* GetClientThinkable() { return 0; }
virtual IClientModelRenderable* GetClientModelRenderable() { return 0; }
virtual IClientAlphaProperty* GetClientAlphaProperty() { return 0; }
// IClientNetworkable overrides.
public:

View File

@ -0,0 +1,33 @@
//--------------------------------------------------------------------------------------------------------
// Copyright (c) 2007 Turtle Rock Studios, Inc.
#include "cbase.h"
#include "c_basetoggle.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT( C_BaseToggle, DT_BaseToggle, CBaseToggle )
END_RECV_TABLE()
//--------------------------------------------------------------------------------------------------------
// Returns the velocity imparted to players standing on us.
void C_BaseToggle::GetGroundVelocityToApply( Vector &vecGroundVel )
{
vecGroundVel = GetLocalVelocity();
vecGroundVel.z = 0.0f; // don't give upward velocity, or it could predict players into the air.
}
//--------------------------------------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_DT( C_BaseButton, DT_BaseButton, CBaseButton )
RecvPropBool( RECVINFO( m_usable ) ),
END_RECV_TABLE()
//--------------------------------------------------------------------------------------------------------
bool C_BaseButton::IsPotentiallyUsable( void )
{
return true;
}

View File

@ -0,0 +1,42 @@
//--------------------------------------------------------------------------------------------------------
// Copyright (c) 2007 Turtle Rock Studios, Inc.
#if !defined( C_BASETOGGLE_H )
#define C_BASETOGGLE_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
//--------------------------------------------------------------------------------------------------------
class C_BaseToggle: public C_BaseEntity
{
public:
DECLARE_CLASS( C_BaseToggle, C_BaseEntity );
DECLARE_CLIENTCLASS();
virtual void GetGroundVelocityToApply( Vector &vecGroundVel );
};
//--------------------------------------------------------------------------------------------------------
class C_BaseButton: public C_BaseToggle
{
public:
DECLARE_CLASS( C_BaseButton, C_BaseToggle );
DECLARE_CLIENTCLASS();
C_BaseButton()
{
}
virtual bool IsPotentiallyUsable( void );
private:
bool m_usable;
};
#endif // C_BASETOGGLE_H

View File

@ -1,10 +1,10 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Client side view model implementation. Responsible for drawing
// the view model.
//
// $NoKeywords: $
//=============================================================================//
//===========================================================================//
#include "cbase.h"
#include "c_baseviewmodel.h"
#include "model_types.h"
@ -18,34 +18,43 @@
#include "tools/bonelist.h"
#include <KeyValues.h>
#include "hltvcamera.h"
#include "r_efx.h"
#include "dlight.h"
#include "clientalphaproperty.h"
#include "iinput.h"
#if defined( REPLAY_ENABLED )
#include "replay/replaycamera.h"
#include "replay/ireplaysystem.h"
#include "replay/ienginereplay.h"
#include "replaycamera.h"
#endif
// NVNT haptics system interface
#include "haptics/ihaptics.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef CSTRIKE_DLL
ConVar cl_righthand( "cl_righthand", "1", FCVAR_ARCHIVE, "Use right-handed view models." );
#endif
#ifdef TF_CLIENT_DLL
ConVar cl_flipviewmodels( "cl_flipviewmodels", "0", FCVAR_USERINFO | FCVAR_ARCHIVE | FCVAR_NOT_CONNECTED, "Flip view models." );
#endif
ConVar vm_debug( "vm_debug", "0", FCVAR_CHEAT );
ConVar vm_draw_always( "vm_draw_always", "0" );
void PostToolMessage( HTOOLHANDLE hEntity, KeyValues *msg );
extern float g_flMuzzleFlashScale;
void FormatViewModelAttachment( Vector &vOrigin, bool bInverse )
void FormatViewModelAttachment( C_BasePlayer *pPlayer, Vector &vOrigin, bool bInverse )
{
int nSlot = 0;
if ( pPlayer )
{
int nPlayerSlot = C_BasePlayer::GetSplitScreenSlotForPlayer( pPlayer );
if ( nPlayerSlot == -1 )
{
nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
}
else
{
nSlot = nPlayerSlot;
}
}
Assert( nSlot != -1 );
// Presumably, SetUpView has been called so we know our FOV and render origin.
const CViewSetup *pViewSetup = view->GetPlayerViewSetup();
const CViewSetup *pViewSetup = view->GetPlayerViewSetup( nSlot );
float worldx = tan( pViewSetup->fov * M_PI/360.0 );
float viewx = tan( pViewSetup->fovViewmodel * M_PI/360.0 );
@ -59,7 +68,7 @@ void FormatViewModelAttachment( Vector &vOrigin, bool bInverse )
// Get the coordinates in the viewer's space.
Vector tmp = vOrigin - pViewSetup->origin;
Vector vTransformed( MainViewRight().Dot( tmp ), MainViewUp().Dot( tmp ), MainViewForward().Dot( tmp ) );
Vector vTransformed( MainViewRight(nSlot).Dot( tmp ), MainViewUp(nSlot).Dot( tmp ), MainViewForward(nSlot).Dot( tmp ) );
// Now squash X and Y.
if ( bInverse )
@ -84,39 +93,35 @@ void FormatViewModelAttachment( Vector &vOrigin, bool bInverse )
// Transform back to world space.
Vector vOut = (MainViewRight() * vTransformed.x) + (MainViewUp() * vTransformed.y) + (MainViewForward() * vTransformed.z);
Vector vOut = (MainViewRight(nSlot) * vTransformed.x) + (MainViewUp(nSlot) * vTransformed.y) + (MainViewForward(nSlot) * vTransformed.z);
vOrigin = pViewSetup->origin + vOut;
}
void C_BaseViewModel::FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld )
{
C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
Vector vecOrigin;
MatrixPosition( attachmentToWorld, vecOrigin );
::FormatViewModelAttachment( vecOrigin, false );
::FormatViewModelAttachment( pPlayer, vecOrigin, false );
PositionMatrix( vecOrigin, attachmentToWorld );
}
bool C_BaseViewModel::IsViewModel() const
{
return true;
}
void C_BaseViewModel::UncorrectViewModelAttachment( Vector &vOrigin )
{
C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
// Unformat the attachment.
::FormatViewModelAttachment( vOrigin, true );
::FormatViewModelAttachment( pPlayer, vOrigin, true );
}
//-----------------------------------------------------------------------------
// Purpose
//-----------------------------------------------------------------------------
void C_BaseViewModel::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
void C_BaseViewModel::FireEvent( const Vector& origin, const QAngle& angles, int eventNum, const char *options )
{
// We override sound requests so that we can play them locally on the owning player
if ( ( event == AE_CL_PLAYSOUND ) || ( event == CL_EVENT_SOUND ) )
if ( ( eventNum == AE_CL_PLAYSOUND ) || ( eventNum == CL_EVENT_SOUND ) )
{
// Only do this if we're owned by someone
if ( GetOwner() != NULL )
@ -127,18 +132,23 @@ void C_BaseViewModel::FireEvent( const Vector& origin, const QAngle& angles, int
}
}
C_BasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( !pOwner )
return;
ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( pOwner );
// Otherwise pass the event to our associated weapon
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
C_BaseCombatWeapon *pWeapon = pOwner->GetActiveWeapon();
if ( pWeapon )
{
// NVNT notify the haptics system of our viewmodel's event
if ( haptics )
haptics->ProcessHapticEvent(4,"Weapons",pWeapon->GetName(),"AnimationEvents",VarArgs("%i",event));
bool bResult = pWeapon->OnFireEvent( this, origin, angles, event, options );
bool bResult = pWeapon->OnFireEvent( this, origin, angles, eventNum, options );
if ( !bResult )
{
BaseClass::FireEvent( origin, angles, event, options );
if ( eventNum == AE_CLIENT_EFFECT_ATTACH && ::input->CAM_IsThirdPerson() )
return;
BaseClass::FireEvent( origin, angles, eventNum, options );
}
}
}
@ -153,7 +163,7 @@ bool C_BaseViewModel::Interpolate( float currentTime )
// Hack to extrapolate cycle counter for view model
float elapsed_time = currentTime - m_flAnimTime;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
// Predicted viewmodels have fixed up interval
if ( GetPredictable() || IsClientCreated() )
@ -162,10 +172,7 @@ bool C_BaseViewModel::Interpolate( float currentTime )
float curtime = pPlayer ? pPlayer->GetFinalPredictedTime() : gpGlobals->curtime;
elapsed_time = curtime - m_flAnimTime;
// Adjust for interpolated partial frame
if ( !engine->IsPaused() )
{
elapsed_time += ( gpGlobals->interpolation_amount * TICK_INTERVAL );
}
elapsed_time += ( gpGlobals->interpolation_amount * TICK_INTERVAL );
}
// Prediction errors?
@ -174,7 +181,7 @@ bool C_BaseViewModel::Interpolate( float currentTime )
elapsed_time = 0;
}
float dt = elapsed_time * GetSequenceCycleRate( pStudioHdr, GetSequence() ) * GetPlaybackRate();
float dt = elapsed_time * GetSequenceCycleRate( pStudioHdr, GetSequence() );
if ( dt >= 1.0f )
{
if ( !IsSequenceLooping( GetSequence() ) )
@ -194,24 +201,6 @@ bool C_BaseViewModel::Interpolate( float currentTime )
inline bool C_BaseViewModel::ShouldFlipViewModel()
{
#ifdef CSTRIKE_DLL
// If cl_righthand is set, then we want them all right-handed.
CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
if ( pWeapon )
{
const FileWeaponInfo_t *pInfo = &pWeapon->GetWpnData();
return pInfo->m_bAllowFlipping && pInfo->m_bBuiltRightHanded != cl_righthand.GetBool();
}
#endif
#ifdef TF_CLIENT_DLL
CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
if ( pWeapon )
{
return pWeapon->m_bFlipViewModel != cl_flipviewmodels.GetBool();
}
#endif
return false;
}
@ -220,6 +209,8 @@ void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
{
if ( ShouldFlipViewModel() )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( GetOwner() );
matrix3x4_t viewMatrix, viewMatrixInverse;
// We could get MATERIAL_VIEW here, but this is called sometimes before the renderer
@ -256,13 +247,13 @@ void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
//-----------------------------------------------------------------------------
bool C_BaseViewModel::ShouldDraw()
{
if ( engine->IsHLTV() )
if ( g_bEngineIsHLTV )
{
return ( HLTVCamera()->GetMode() == OBS_MODE_IN_EYE &&
HLTVCamera()->GetPrimaryTarget() == GetOwner() );
}
#if defined( REPLAY_ENABLED )
else if ( g_pEngineClientReplay->IsPlayingReplayDemo() )
else if ( engine->IsReplay() )
{
return ( ReplayCamera()->GetMode() == OBS_MODE_IN_EYE &&
ReplayCamera()->GetPrimaryTarget() == GetOwner() );
@ -270,6 +261,14 @@ bool C_BaseViewModel::ShouldDraw()
#endif
else
{
Assert( !IsEffectActive( EF_NODRAW ) );
Assert( GetRenderMode() != kRenderNone );
if ( vm_draw_always.GetBool() )
return true;
if ( GetOwner() != C_BasePlayer::GetLocalPlayer() )
return false;
return BaseClass::ShouldDraw();
}
}
@ -278,7 +277,7 @@ bool C_BaseViewModel::ShouldDraw()
// Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried
// by this player, otherwise draw the worldmodel.
//-----------------------------------------------------------------------------
int C_BaseViewModel::DrawModel( int flags )
int C_BaseViewModel::DrawModel( int flags, const RenderableInstance_t &instance )
{
if ( !m_bReadyToDraw )
return 0;
@ -286,7 +285,7 @@ int C_BaseViewModel::DrawModel( int flags )
if ( flags & STUDIO_RENDER )
{
// Determine blending amount and tell engine
float blend = (float)( GetFxBlend() / 255.0f );
float blend = (float)( instance.m_nAlpha / 255.0f );
// Totally gone
if ( blend <= 0.0f )
@ -299,24 +298,32 @@ int C_BaseViewModel::DrawModel( int flags )
GetColorModulation( color );
render->SetColorModulation( color );
}
CMatRenderContextPtr pRenderContext( materials );
if ( ShouldFlipViewModel() )
pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
int ret = 0;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
int ret;
// If the local player's overriding the viewmodel rendering, let him do it
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
{
ret = pPlayer->DrawOverriddenViewmodel( this, flags );
ret = pPlayer->DrawOverriddenViewmodel( this, flags, instance );
}
else if ( pWeapon && pWeapon->IsOverridingViewmodel() )
{
ret = pWeapon->DrawOverriddenViewmodel( this, flags );
ret = pWeapon->DrawOverriddenViewmodel( this, flags, instance );
}
else
{
ret = BaseClass::DrawModel( flags );
ret = BaseClass::DrawModel( flags, instance );
}
pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
// Now that we've rendered, reset the animation restart flag
if ( flags & STUDIO_RENDER )
{
@ -324,111 +331,120 @@ int C_BaseViewModel::DrawModel( int flags )
{
m_nOldAnimationParity = m_nAnimationParity;
}
// Tell the weapon itself that we've rendered, in case it wants to do something
if ( pWeapon )
{
pWeapon->ViewModelDrawn( this );
}
if ( vm_debug.GetBool() )
{
MDLCACHE_CRITICAL_SECTION();
int line = 16;
CStudioHdr *hdr = GetModelPtr();
engine->Con_NPrintf( line++, "%s: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n",
(hdr)?hdr->pszName():"(null)",
GetSequenceName( GetSequence() ),
GetSequence(),
GetCycle(),
GetSequenceCycleRate( hdr, GetSequence() ),
GetPlaybackRate()
);
if ( hdr )
{
for( int i=0; i < hdr->GetNumPoseParameters(); ++i )
{
const mstudioposeparamdesc_t &Pose = hdr->pPoseParameter( i );
engine->Con_NPrintf( line++, "pose_param %s: %f",
Pose.pszName(), GetPoseParameter( i ) );
}
}
// Determine blending amount and tell engine
float blend = (float)( instance.m_nAlpha / 255.0f );
float color[3];
GetColorModulation( color );
engine->Con_NPrintf( line++, "blend=%f, color=%f,%f,%f", blend, color[0], color[1], color[2] );
engine->Con_NPrintf( line++, "GetRenderMode()=%d", GetRenderMode() );
engine->Con_NPrintf( line++, "m_nRenderFX=0x%8.8X", GetRenderFX() );
color24 c = GetRenderColor();
unsigned char a = GetRenderAlpha();
engine->Con_NPrintf( line++, "rendercolor=%d,%d,%d,%d", c.r, c.g, c.b, a );
engine->Con_NPrintf( line++, "origin=%f, %f, %f", GetRenderOrigin().x, GetRenderOrigin().y, GetRenderOrigin().z );
engine->Con_NPrintf( line++, "angles=%f, %f, %f", GetRenderAngles()[0], GetRenderAngles()[1], GetRenderAngles()[2] );
if ( IsEffectActive( EF_NODRAW ) )
{
engine->Con_NPrintf( line++, "EF_NODRAW" );
}
}
}
return ret;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_BaseViewModel::InternalDrawModel( int flags )
{
CMatRenderContextPtr pRenderContext( materials );
if ( ShouldFlipViewModel() )
pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
int ret = BaseClass::InternalDrawModel( flags );
pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
return ret;
}
//-----------------------------------------------------------------------------
// Purpose: Called by the player when the player's overriding the viewmodel drawing. Avoids infinite recursion.
//-----------------------------------------------------------------------------
int C_BaseViewModel::DrawOverriddenViewmodel( int flags )
int C_BaseViewModel::DrawOverriddenViewmodel( int flags, const RenderableInstance_t &instance )
{
return BaseClass::DrawModel( flags );
return BaseClass::DrawModel( flags, instance );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int C_BaseViewModel::GetFxBlend( void )
uint8 C_BaseViewModel::OverrideAlphaModulation( uint8 nAlpha )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( GetOwner() );
// See if the local player wants to override the viewmodel's rendering
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
{
pPlayer->ComputeFxBlend();
return pPlayer->GetFxBlend();
}
return pPlayer->AlphaProp()->ComputeRenderAlpha();
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
if ( pWeapon && pWeapon->IsOverridingViewmodel() )
{
pWeapon->ComputeFxBlend();
return pWeapon->GetFxBlend();
}
return pWeapon->AlphaProp()->ComputeRenderAlpha();
return nAlpha;
return BaseClass::GetFxBlend();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_BaseViewModel::IsTransparent( void )
RenderableTranslucencyType_t C_BaseViewModel::ComputeTranslucencyType( void )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( GetOwner() );
// See if the local player wants to override the viewmodel's rendering
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
{
return pPlayer->ViewModel_IsTransparent();
}
return pPlayer->ComputeTranslucencyType();
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
if ( pWeapon && pWeapon->IsOverridingViewmodel() )
return pWeapon->ViewModel_IsTransparent();
return pWeapon->ComputeTranslucencyType();
return BaseClass::ComputeTranslucencyType();
return BaseClass::IsTransparent();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseViewModel::UsesPowerOfTwoFrameBufferTexture( void )
{
// See if the local player wants to override the viewmodel's rendering
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
{
return pPlayer->ViewModel_IsUsingFBTexture();
}
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
if ( pWeapon && pWeapon->IsOverridingViewmodel() )
{
return pWeapon->ViewModel_IsUsingFBTexture();
}
return BaseClass::UsesPowerOfTwoFrameBufferTexture();
}
//-----------------------------------------------------------------------------
// Purpose: If the animation parity of the weapon has changed, we reset cycle to avoid popping
//-----------------------------------------------------------------------------
void C_BaseViewModel::UpdateAnimationParity( void )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
// If we're predicting, then we don't use animation parity because we change the animations on the clientside
// while predicting. When not predicting, only the server changes the animations, so a parity mismatch
@ -450,27 +466,26 @@ void C_BaseViewModel::UpdateAnimationParity( void )
//-----------------------------------------------------------------------------
void C_BaseViewModel::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED )
{
AlphaProp()->EnableAlphaModulationOverride( true );
}
SetPredictionEligible( true );
BaseClass::OnDataChanged(updateType);
}
void C_BaseViewModel::PostDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PostDataUpdate(updateType);
OnLatchInterpolatedVariables( LATCH_ANIMATION_VAR );
}
//-----------------------------------------------------------------------------
// Purpose: Add entity to visible view models list
// Purpose: Return the player who will predict this entity
//-----------------------------------------------------------------------------
void C_BaseViewModel::AddEntity( void )
CBasePlayer *C_BaseViewModel::GetPredictionOwner()
{
// Server says don't interpolate this frame, so set previous info to new info.
if ( IsNoInterpolationFrame() )
{
ResetLatched();
}
return ToBasePlayer( GetOwner() );
}
//-----------------------------------------------------------------------------
@ -481,18 +496,14 @@ void C_BaseViewModel::GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS])
BaseClass::GetBoneControllers( controllers );
// Tell the weapon itself that we've rendered, in case it wants to do something
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
return;
C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if ( pWeapon )
{
pWeapon->GetViewmodelBoneControllers( this, controllers );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : RenderGroup_t
//-----------------------------------------------------------------------------
RenderGroup_t C_BaseViewModel::GetRenderGroup()
{
return RENDER_GROUP_VIEW_MODEL_OPAQUE;
}

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Client side view model implementation. Responsible for drawing
// the view model.
@ -13,7 +13,8 @@
#endif
#include "c_baseanimating.h"
#include "utlvector.h"
#include "UtlVector.h"
#include "baseviewmodel_shared.h"
#endif // C_BASEVIEWMODEL_H

View File

@ -0,0 +1,354 @@
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "dlight.h"
#include "iefx.h"
#include "beam_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CSpotlightTraceCacheEntry
{
public:
CSpotlightTraceCacheEntry()
{
m_origin.Init();
m_radius = -1.0f;
}
bool IsValidFor( const Vector &origin )
{
if ( m_radius > 0 && m_origin.DistToSqr(origin) < 1.0f )
return true;
return false;
}
void Cache( const Vector &origin, const trace_t &tr )
{
m_radius = (tr.endpos - origin).Length();
m_origin = origin;
}
Vector m_origin;
float m_radius;
};
static const int NUM_CACHE_ENTRIES = 64;
class C_BeamSpotLight : public C_BaseEntity
{
public:
DECLARE_CLASS( C_BeamSpotLight, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_BeamSpotLight();
~C_BeamSpotLight();
bool ShouldDraw();
void ClientThink( void );
void OnDataChanged( DataUpdateType_t updateType );
void Release( void );
private:
Vector SpotlightCurrentPos(void);
void SpotlightCreate(void);
void SpotlightDestroy(void);
// Computes render info for a spotlight
void ComputeRenderInfo();
private:
int m_nHaloIndex;
int m_nRotationAxis;
float m_flRotationSpeed;
bool m_bSpotlightOn;
bool m_bHasDynamicLight;
float m_flSpotlightMaxLength;
float m_flSpotlightGoalWidth;
float m_flHDRColorScale;
Vector m_vSpotlightTargetPos;
Vector m_vSpotlightCurrentPos;
Vector m_vSpotlightDir;
CHandle<C_Beam> m_hSpotlight;
float m_flSpotlightCurLength;
float m_flLightScale;
dlight_t* m_pDynamicLight;
float m_lastTime;
CSpotlightTraceCacheEntry *m_pCache;
};
LINK_ENTITY_TO_CLASS( beam_spotlight, C_BeamSpotLight );
IMPLEMENT_CLIENTCLASS_DT( C_BeamSpotLight, DT_BeamSpotlight, CBeamSpotlight )
RecvPropInt( RECVINFO(m_nHaloIndex) ),
RecvPropBool( RECVINFO(m_bSpotlightOn) ),
RecvPropBool( RECVINFO(m_bHasDynamicLight) ),
RecvPropFloat( RECVINFO(m_flSpotlightMaxLength) ),
RecvPropFloat( RECVINFO(m_flSpotlightGoalWidth) ),
RecvPropFloat( RECVINFO(m_flHDRColorScale) ),
RecvPropInt( RECVINFO(m_nRotationAxis) ),
RecvPropFloat( RECVINFO(m_flRotationSpeed) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
C_BeamSpotLight::C_BeamSpotLight()
: m_vSpotlightTargetPos( vec3_origin )
, m_vSpotlightCurrentPos( vec3_origin )
, m_vSpotlightDir( vec3_origin )
, m_flSpotlightCurLength( 0.0f )
, m_flLightScale( 100.0f )
, m_pDynamicLight( NULL )
, m_lastTime( 0.0f )
, m_pCache(NULL)
{
}
C_BeamSpotLight::~C_BeamSpotLight()
{
delete[] m_pCache;
}
//-----------------------------------------------------------------------------
bool C_BeamSpotLight::ShouldDraw()
{
return false;
}
//-----------------------------------------------------------------------------
void C_BeamSpotLight::ClientThink( void )
{
float dt = gpGlobals->curtime - m_lastTime;
if ( !m_lastTime )
{
dt = 0.0f;
}
m_lastTime = gpGlobals->curtime;
// ---------------------------------------------------
// If I don't have a spotlight attempt to create one
// ---------------------------------------------------
if ( !m_hSpotlight )
{
if ( m_bSpotlightOn )
{
// Make the spotlight
SpotlightCreate();
}
else
{
SetNextClientThink( CLIENT_THINK_NEVER );
return;
}
}
else if ( !m_bSpotlightOn )
{
SpotlightDestroy();
SetNextClientThink( CLIENT_THINK_NEVER );
return;
}
// update rotation
if ( m_flRotationSpeed != 0.0f )
{
QAngle angles = GetAbsAngles();
angles[m_nRotationAxis] += m_flRotationSpeed * dt;
angles[m_nRotationAxis] = anglemod(angles[m_nRotationAxis]);
if ( !m_pCache )
{
m_pCache = new CSpotlightTraceCacheEntry[NUM_CACHE_ENTRIES];
}
SetAbsAngles( angles );
}
m_vSpotlightCurrentPos = SpotlightCurrentPos();
Assert( m_hSpotlight );
m_hSpotlight->SetStartPos( GetAbsOrigin() );
m_hSpotlight->SetEndPos( m_vSpotlightCurrentPos );
// Avoid sudden change in where beam fades out when cross disconinuities
Vector dir = m_vSpotlightCurrentPos - GetAbsOrigin();
float flBeamLength = VectorNormalize( dir );
m_flSpotlightCurLength = (0.60*m_flSpotlightCurLength) + (0.4*flBeamLength);
ComputeRenderInfo();
m_hSpotlight->RelinkBeam();
//NDebugOverlay::Cross3D(GetAbsOrigin(),Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1);
//NDebugOverlay::Cross3D(m_vSpotlightCurrentPos,Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1);
//NDebugOverlay::Cross3D(m_vSpotlightTargetPos,Vector(-5,-5,-5),Vector(5,5,5),255,0,0,true,0.1);
// Do we need to keep updating?
if ( !GetMoveParent() && m_flRotationSpeed == 0 )
{
// No reason to think again, we're not going to move unless there's a data change
SetNextClientThink( CLIENT_THINK_NEVER );
}
}
//-----------------------------------------------------------------------------
void C_BeamSpotLight::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
m_flSpotlightCurLength = m_flSpotlightMaxLength;
}
// On a data change always think again
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
//------------------------------------------------------------------------------
void C_BeamSpotLight::Release()
{
SpotlightDestroy();
BaseClass::Release();
}
//------------------------------------------------------------------------------
void C_BeamSpotLight::SpotlightCreate(void)
{
m_vSpotlightTargetPos = SpotlightCurrentPos();
{
//C_Beam *beam = CBeam::BeamCreate( "sprites/spotlight.vmt", m_flSpotlightGoalWidth );
C_Beam *beam = C_Beam::BeamCreate( "sprites/glow_test02.vmt", m_flSpotlightGoalWidth );
// Beam only exists client side
ClientEntityList().AddNonNetworkableEntity( beam );
m_hSpotlight = beam;
}
// Set the temporary spawnflag on the beam so it doesn't save (we'll recreate it on restore)
m_hSpotlight->SetHDRColorScale( m_flHDRColorScale );
const color24 c = GetRenderColor();
m_hSpotlight->SetColor( c.r, c.g, c.b );
m_hSpotlight->SetHaloTexture(m_nHaloIndex);
m_hSpotlight->SetHaloScale(60);
m_hSpotlight->SetEndWidth(m_flSpotlightGoalWidth);
m_hSpotlight->SetBeamFlags( (FBEAM_SHADEOUT|FBEAM_NOTILE) );
m_hSpotlight->SetBrightness( 64 );
m_hSpotlight->SetNoise( 0 );
m_hSpotlight->PointsInit( GetAbsOrigin(), m_vSpotlightTargetPos );
}
//------------------------------------------------------------------------------
void C_BeamSpotLight::SpotlightDestroy(void)
{
if ( m_hSpotlight )
{
UTIL_Remove( m_hSpotlight );
m_hSpotlight.Term();
}
}
//------------------------------------------------------------------------------
Vector C_BeamSpotLight::SpotlightCurrentPos(void)
{
QAngle angles = GetAbsAngles();
GetVectors( &m_vSpotlightDir, NULL, NULL );
Vector position = GetAbsOrigin();
int cacheIndex = -1;
if ( m_pCache )
{
cacheIndex = int( angles[m_nRotationAxis] * float(NUM_CACHE_ENTRIES) * (1.0f / 360.0f)) & (NUM_CACHE_ENTRIES - 1);
if ( m_pCache[cacheIndex].IsValidFor(GetAbsOrigin()) )
{
return position + m_vSpotlightDir * m_pCache[cacheIndex].m_radius;
}
}
// Get beam end point. Only collide with solid objects, not npcs
trace_t tr;
UTIL_TraceLine( position, position + (m_vSpotlightDir * 2 * m_flSpotlightMaxLength), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( cacheIndex >= 0 )
{
m_pCache[cacheIndex].Cache(position, tr);
}
return tr.endpos;
}
//-----------------------------------------------------------------------------
// Computes render info for a spotlight
//-----------------------------------------------------------------------------
void C_BeamSpotLight::ComputeRenderInfo()
{
// Fade out spotlight end if past max length.
if ( m_flSpotlightCurLength > 2*m_flSpotlightMaxLength )
{
SetRenderAlpha( 0 );
m_hSpotlight->SetFadeLength( m_flSpotlightMaxLength );
}
else if ( m_flSpotlightCurLength > m_flSpotlightMaxLength )
{
SetRenderAlpha( (1-((m_flSpotlightCurLength-m_flSpotlightMaxLength)/m_flSpotlightMaxLength)) );
m_hSpotlight->SetFadeLength( m_flSpotlightMaxLength );
}
else
{
SetRenderAlpha( 1.0 );
m_hSpotlight->SetFadeLength( m_flSpotlightCurLength );
}
// Adjust end width to keep beam width constant
float flNewWidth = m_flSpotlightGoalWidth * (m_flSpotlightCurLength / m_flSpotlightMaxLength);
flNewWidth = clamp(flNewWidth, 0, MAX_BEAM_WIDTH );
m_hSpotlight->SetEndWidth(flNewWidth);
if ( m_bHasDynamicLight )
{
// <<TODO>> - magic number 1.8 depends on sprite size
m_flLightScale = 1.8*flNewWidth;
if ( m_flLightScale > 0 )
{
const color24 c = GetRenderColor();
float a = GetRenderAlpha() / 255.0f;
ColorRGBExp32 color;
color.r = c.r * a;
color.g = c.g * a;
color.b = c.b * a;
color.exponent = 0;
if ( color.r == 0 && color.g == 0 && color.b == 0 )
return;
// Deal with the environment light
if ( !m_pDynamicLight || (m_pDynamicLight->key != index) )
{
m_pDynamicLight = effects->CL_AllocDlight( index );
assert (m_pDynamicLight);
}
//m_pDynamicLight->flags = DLIGHT_NO_MODEL_ILLUMINATION;
m_pDynamicLight->radius = m_flLightScale*3.0f;
m_pDynamicLight->origin = GetAbsOrigin() + Vector(0,0,5);
m_pDynamicLight->die = gpGlobals->curtime + 0.05f;
m_pDynamicLight->color = color;
}
}
}

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
@ -18,6 +18,7 @@
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT(C_BreakableProp, DT_BreakableProp, CBreakableProp)
RecvPropBool( RECVINFO( m_bClientPhysics ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
@ -28,19 +29,23 @@ C_BreakableProp::C_BreakableProp( void )
m_takedamage = DAMAGE_YES;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BreakableProp::SetFadeMinMax( float fademin, float fademax )
{
m_fadeMinDist = fademin;
m_fadeMaxDist = fademax;
}
//-----------------------------------------------------------------------------
// Copy fade from another breakable prop
//-----------------------------------------------------------------------------
void C_BreakableProp::CopyFadeFrom( C_BreakableProp *pSource )
{
m_flFadeScale = pSource->m_flFadeScale;
SetGlobalFadeScale( pSource->GetGlobalFadeScale() );
SetDistanceFade( pSource->GetMinFadeDist(), pSource->GetMaxFadeDist() );
}
void C_BreakableProp::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
if ( m_bClientPhysics )
{
bool bCreate = (type == DATA_UPDATE_CREATED) ? true : false;
VPhysicsShadowDataChanged(bCreate, this);
}
}

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
@ -20,11 +20,18 @@ public:
DECLARE_CLIENTCLASS();
C_BreakableProp();
virtual void SetFadeMinMax( float fademin, float fademax );
virtual bool IsProp( void ) const
{
return true;
};
// Copy fade from another breakable prop
void CopyFadeFrom( C_BreakableProp *pSource );
virtual void OnDataChanged( DataUpdateType_t type );
private:
bool m_bClientPhysics;
};
#endif // C_BREAKABLEPROP_H

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Color correction entity with simple radial falloff
//
@ -6,10 +6,12 @@
//===========================================================================//
#include "cbase.h"
#include "c_colorcorrection.h"
#include "filesystem.h"
#include "cdll_client_int.h"
#include "colorcorrectionmgr.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "materialsystem/materialsystemutil.h"
#include "iclientmode.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -17,46 +19,25 @@
static ConVar mat_colcorrection_disableentities( "mat_colcorrection_disableentities", "0", FCVAR_NONE, "Disable map color-correction entities" );
static ConVar mat_colcorrection_forceentitiesclientside( "mat_colcorrection_forceentitiesclientside", "0", FCVAR_CHEAT, "Forces color correction entities to be updated on the client" );
//------------------------------------------------------------------------------
// Purpose : Color correction entity with radial falloff
//------------------------------------------------------------------------------
class C_ColorCorrection : public C_BaseEntity
{
public:
DECLARE_CLASS( C_ColorCorrection, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_ColorCorrection();
virtual ~C_ColorCorrection();
void OnDataChanged(DataUpdateType_t updateType);
bool ShouldDraw();
void ClientThink();
private:
Vector m_vecOrigin;
float m_minFalloff;
float m_maxFalloff;
float m_flCurWeight;
char m_netLookupFilename[MAX_PATH];
bool m_bEnabled;
ClientCCHandle_t m_CCHandle;
};
#ifdef CColorCorrection
#undef CColorCorrection
#endif
IMPLEMENT_CLIENTCLASS_DT(C_ColorCorrection, DT_ColorCorrection, CColorCorrection)
RecvPropVector( RECVINFO(m_vecOrigin) ),
RecvPropFloat( RECVINFO(m_minFalloff) ),
RecvPropFloat( RECVINFO(m_maxFalloff) ),
RecvPropFloat( RECVINFO(m_flCurWeight) ),
RecvPropFloat( RECVINFO(m_flMaxWeight) ),
RecvPropFloat( RECVINFO(m_flFadeInDuration) ),
RecvPropFloat( RECVINFO(m_flFadeOutDuration) ),
RecvPropString( RECVINFO(m_netLookupFilename) ),
RecvPropBool( RECVINFO(m_bEnabled) ),
RecvPropBool( RECVINFO(m_bMaster) ),
RecvPropBool( RECVINFO(m_bClientSide) ),
RecvPropBool( RECVINFO(m_bExclusive) )
END_RECV_TABLE()
@ -65,14 +46,38 @@ END_RECV_TABLE()
//------------------------------------------------------------------------------
C_ColorCorrection::C_ColorCorrection()
{
m_minFalloff = -1.0f;
m_maxFalloff = -1.0f;
m_flFadeInDuration = 0.0f;
m_flFadeOutDuration = 0.0f;
m_flCurWeight = 0.0f;
m_flMaxWeight = 1.0f;
m_netLookupFilename[0] = '\0';
m_bEnabled = false;
m_bMaster = false;
m_bExclusive = false;
m_CCHandle = INVALID_CLIENT_CCHANDLE;
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; i++ )
{
m_bEnabledOnClient[i] = false;
m_flCurWeightOnClient[i] = 0.0f;
m_bFadingIn[i] = false;
m_flFadeStartWeight[i] = 0.0f;
m_flFadeStartTime[i] = 0.0f;
m_flFadeDuration[i] = 0.0f;
}
}
C_ColorCorrection::~C_ColorCorrection()
{
g_pColorCorrectionMgr->RemoveColorCorrection( m_CCHandle );
g_pColorCorrectionMgr->RemoveColorCorrectionEntity( this, m_CCHandle );
}
bool C_ColorCorrection::IsClientSide() const
{
return m_bClientSide || mat_colcorrection_forceentitiesclientside.GetBool();
}
//------------------------------------------------------------------------------
// Purpose :
@ -87,11 +92,13 @@ void C_ColorCorrection::OnDataChanged(DataUpdateType_t updateType)
{
if ( m_CCHandle == INVALID_CLIENT_CCHANDLE )
{
char filename[MAX_PATH];
Q_strncpy( filename, m_netLookupFilename, MAX_PATH );
// forming a unique name without extension
char cleanName[MAX_PATH];
V_StripExtension( m_netLookupFilename, cleanName, sizeof( cleanName ) );
char name[MAX_PATH];
Q_snprintf( name, MAX_PATH, "%s_%d", cleanName, entindex() );
m_CCHandle = g_pColorCorrectionMgr->AddColorCorrection( filename );
SetNextClientThink( ( m_CCHandle != INVALID_CLIENT_CCHANDLE ) ? CLIENT_THINK_ALWAYS : CLIENT_THINK_NEVER );
m_CCHandle = g_pColorCorrectionMgr->AddColorCorrectionEntity( this, name, m_netLookupFilename );
}
}
}
@ -104,27 +111,33 @@ bool C_ColorCorrection::ShouldDraw()
return false;
}
void C_ColorCorrection::ClientThink()
void C_ColorCorrection::Update( C_BasePlayer *pPlayer, float ccScale )
{
if ( m_CCHandle == INVALID_CLIENT_CCHANDLE )
return;
Assert( m_CCHandle != INVALID_CLIENT_CCHANDLE );
if ( mat_colcorrection_disableentities.GetInt() )
{
// Allow the colorcorrectionui panel (or user) to turn off color-correction entities
g_pColorCorrectionMgr->SetColorCorrectionWeight( m_CCHandle, 0.0f );
g_pColorCorrectionMgr->SetColorCorrectionWeight( m_CCHandle, 0.0f, m_bExclusive );
return;
}
if( !m_bEnabled && m_flCurWeight == 0.0f )
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
bool bEnabled = IsClientSide() ? m_bEnabledOnClient[nSlot] : m_bEnabled;
// fade weight on client
if ( IsClientSide() )
{
g_pColorCorrectionMgr->SetColorCorrectionWeight( m_CCHandle, 0.0f );
return;
m_flCurWeightOnClient[nSlot] = Lerp( GetFadeRatio( nSlot ), m_flFadeStartWeight[nSlot], m_bFadingIn[nSlot] ? m_flMaxWeight : 0.0f );
}
C_BaseEntity *pPlayer = C_BasePlayer::GetLocalPlayer();
if( !pPlayer )
float flCurWeight = IsClientSide() ? m_flCurWeightOnClient[nSlot] : m_flCurWeight;
if( !bEnabled && flCurWeight == 0.0f )
{
g_pColorCorrectionMgr->SetColorCorrectionWeight( m_CCHandle, 0.0f, m_bExclusive );
return;
}
Vector playerOrigin = pPlayer->GetAbsOrigin();
@ -136,21 +149,99 @@ void C_ColorCorrection::ClientThink()
if ( weight<0.0f ) weight = 0.0f;
if ( weight>1.0f ) weight = 1.0f;
}
g_pColorCorrectionMgr->SetColorCorrectionWeight( m_CCHandle, m_flCurWeight * ( 1.0 - weight ) );
BaseClass::ClientThink();
g_pColorCorrectionMgr->SetColorCorrectionWeight( m_CCHandle, flCurWeight * ( 1.0 - weight ) * ccScale, m_bExclusive );
}
void C_ColorCorrection::EnableOnClient( bool bEnable, bool bSkipFade )
{
if ( !IsClientSide() )
{
return;
}
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
if( m_bEnabledOnClient[nSlot] == bEnable )
{
return;
}
m_bFadingIn[nSlot] = bEnable;
m_bEnabledOnClient[nSlot] = bEnable;
// initialize countdown timer
m_flFadeStartWeight[nSlot] = m_flCurWeightOnClient[nSlot];
float flFadeTimeScale = 1.0f;
if ( m_flMaxWeight != 0.0f )
{
flFadeTimeScale = m_flCurWeightOnClient[nSlot] / m_flMaxWeight;
}
if ( m_bFadingIn[nSlot] )
{
flFadeTimeScale = 1.0f - flFadeTimeScale;
}
if ( bSkipFade )
{
flFadeTimeScale = 0.0f;
}
StartFade( nSlot, flFadeTimeScale * ( m_bFadingIn[nSlot] ? m_flFadeInDuration : m_flFadeOutDuration ) );
// update the clientside weight once here, in case the fade duration is 0
m_flCurWeightOnClient[nSlot] = Lerp( GetFadeRatio( nSlot ), m_flFadeStartWeight[nSlot], m_bFadingIn[nSlot] ? m_flMaxWeight : 0.0f );
}
Vector C_ColorCorrection::GetOrigin()
{
return m_vecOrigin;
}
float C_ColorCorrection::GetMinFalloff()
{
return m_minFalloff;
}
float C_ColorCorrection::GetMaxFalloff()
{
return m_maxFalloff;
}
void C_ColorCorrection::SetWeight( float fWeight )
{
g_pColorCorrectionMgr->SetColorCorrectionWeight( m_CCHandle, fWeight, false );
}
void C_ColorCorrection::StartFade( int nSplitScreenSlot, float flDuration )
{
m_flFadeStartTime[nSplitScreenSlot] = gpGlobals->curtime;
m_flFadeDuration[nSplitScreenSlot] = MAX( flDuration, 0.0f );
}
float C_ColorCorrection::GetFadeRatio( int nSplitScreenSlot ) const
{
float flRatio = 1.0f;
if ( m_flFadeDuration[nSplitScreenSlot] != 0.0f )
{
flRatio = ( gpGlobals->curtime - m_flFadeStartTime[nSplitScreenSlot] ) / m_flFadeDuration[nSplitScreenSlot];
flRatio = clamp( flRatio, 0.0f, 1.0f );
}
return flRatio;
}
bool C_ColorCorrection::IsFadeTimeElapsed( int nSplitScreenSlot ) const
{
return ( ( gpGlobals->curtime - m_flFadeStartTime[nSplitScreenSlot] ) > m_flFadeDuration[nSplitScreenSlot] ) ||
( ( gpGlobals->curtime - m_flFadeStartTime[nSplitScreenSlot] ) < 0.0f );
}
void UpdateColorCorrectionEntities( C_BasePlayer *pPlayer, float ccScale, C_ColorCorrection **pList, int listCount )
{
for ( int i = 0; i < listCount; i++ )
{
pList[i]->Update(pPlayer, ccScale);
}
}

View File

@ -0,0 +1,76 @@
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Color correction entity with simple radial falloff
//
// $NoKeywords: $
//===========================================================================//
#ifndef C_COLORCORRECTION_H
#define C_COLORCORRECTION_H
#ifdef _WIN32
#pragma once
#endif
#include "colorcorrectionmgr.h"
//------------------------------------------------------------------------------
// Purpose : Color correction entity with radial falloff
//------------------------------------------------------------------------------
class C_ColorCorrection : public C_BaseEntity
{
public:
DECLARE_CLASS( C_ColorCorrection, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_ColorCorrection();
virtual ~C_ColorCorrection();
void OnDataChanged(DataUpdateType_t updateType);
bool ShouldDraw();
virtual void Update(C_BasePlayer *pPlayer, float ccScale);
bool IsMaster() const { return m_bMaster; }
bool IsClientSide() const;
bool IsExclusive() const { return m_bExclusive; }
void EnableOnClient( bool bEnable, bool bSkipFade = false );
Vector GetOrigin();
float GetMinFalloff();
float GetMaxFalloff();
void SetWeight( float fWeight );
protected:
void StartFade( int nSplitScreenSlot, float flDuration );
float GetFadeRatio( int nSplitScreenSlot ) const;
bool IsFadeTimeElapsed( int nSplitScreenSlot ) const;
Vector m_vecOrigin;
float m_minFalloff;
float m_maxFalloff;
float m_flFadeInDuration;
float m_flFadeOutDuration;
float m_flMaxWeight;
float m_flCurWeight; // networked from server
char m_netLookupFilename[MAX_PATH];
bool m_bEnabled; // networked from server
bool m_bMaster;
bool m_bClientSide;
bool m_bExclusive;
bool m_bEnabledOnClient[MAX_SPLITSCREEN_PLAYERS];
float m_flCurWeightOnClient[MAX_SPLITSCREEN_PLAYERS];
bool m_bFadingIn[MAX_SPLITSCREEN_PLAYERS];
float m_flFadeStartWeight[MAX_SPLITSCREEN_PLAYERS];
float m_flFadeStartTime[MAX_SPLITSCREEN_PLAYERS];
float m_flFadeDuration[MAX_SPLITSCREEN_PLAYERS];
ClientCCHandle_t m_CCHandle;
};
#endif

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Color correction entity.
//
@ -8,8 +8,11 @@
#include "filesystem.h"
#include "cdll_client_int.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "materialsystem/materialsystemutil.h"
#include "colorcorrectionmgr.h"
#include "c_triggers.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -22,11 +25,10 @@
//------------------------------------------------------------------------------
// Purpose : Shadow control entity
//------------------------------------------------------------------------------
class C_ColorCorrectionVolume : public C_BaseEntity
class C_ColorCorrectionVolume : public C_BaseTrigger
{
public:
DECLARE_CLASS( C_ColorCorrectionVolume, C_BaseEntity );
DECLARE_CLASS( C_ColorCorrectionVolume, C_BaseTrigger );
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
@ -36,9 +38,20 @@ public:
void OnDataChanged(DataUpdateType_t updateType);
bool ShouldDraw();
void ClientThink();
void Update( C_BasePlayer *pPlayer, float ccScale );
void StartTouch( C_BaseEntity *pOther );
void EndTouch( C_BaseEntity *pOther );
private:
float m_LastEnterWeight;
float m_LastEnterTime;
float m_LastExitWeight;
float m_LastExitTime;
bool m_bEnabled;
float m_MaxWeight;
float m_FadeDuration;
float m_Weight;
char m_lookupFilename[MAX_PATH];
@ -46,6 +59,9 @@ private:
};
IMPLEMENT_CLIENTCLASS_DT(C_ColorCorrectionVolume, DT_ColorCorrectionVolume, CColorCorrectionVolume)
RecvPropBool( RECVINFO(m_bEnabled) ),
RecvPropFloat( RECVINFO(m_MaxWeight) ),
RecvPropFloat( RECVINFO(m_FadeDuration) ),
RecvPropFloat( RECVINFO(m_Weight) ),
RecvPropString( RECVINFO(m_lookupFilename) ),
END_RECV_TABLE()
@ -65,7 +81,7 @@ C_ColorCorrectionVolume::C_ColorCorrectionVolume()
C_ColorCorrectionVolume::~C_ColorCorrectionVolume()
{
g_pColorCorrectionMgr->RemoveColorCorrection( m_CCHandle );
g_pColorCorrectionMgr->RemoveColorCorrectionVolume( this, m_CCHandle );
}
@ -82,11 +98,16 @@ void C_ColorCorrectionVolume::OnDataChanged(DataUpdateType_t updateType)
{
if ( m_CCHandle == INVALID_CLIENT_CCHANDLE )
{
char filename[MAX_PATH];
Q_strncpy( filename, m_lookupFilename, MAX_PATH );
// forming a unique name without extension
char cleanName[MAX_PATH];
V_StripExtension( m_lookupFilename, cleanName, sizeof( cleanName ) );
char name[MAX_PATH];
Q_snprintf( name, MAX_PATH, "%s_%d", cleanName, entindex() );
m_CCHandle = g_pColorCorrectionMgr->AddColorCorrection( filename );
SetNextClientThink( ( m_CCHandle != INVALID_CLIENT_CCHANDLE ) ? CLIENT_THINK_ALWAYS : CLIENT_THINK_NEVER );
m_CCHandle = g_pColorCorrectionMgr->AddColorCorrectionVolume( this, name, m_lookupFilename );
SetSolid( SOLID_BSP );
SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
}
}
}
@ -99,21 +120,85 @@ bool C_ColorCorrectionVolume::ShouldDraw()
return false;
}
void C_ColorCorrectionVolume::ClientThink()
//--------------------------------------------------------------------------------------------------------
void C_ColorCorrectionVolume::StartTouch( CBaseEntity *pEntity )
{
Vector entityPosition = GetAbsOrigin();
g_pColorCorrectionMgr->SetColorCorrectionWeight( m_CCHandle, m_Weight );
m_LastEnterTime = gpGlobals->curtime;
m_LastEnterWeight = m_Weight;
}
//--------------------------------------------------------------------------------------------------------
void C_ColorCorrectionVolume::EndTouch( CBaseEntity *pEntity )
{
m_LastExitTime = gpGlobals->curtime;
m_LastExitWeight = m_Weight;
}
void C_ColorCorrectionVolume::Update( C_BasePlayer *pPlayer, float ccScale )
{
if ( pPlayer )
{
bool isTouching = CollisionProp()->IsPointInBounds( pPlayer->EyePosition() );
bool wasTouching = m_LastEnterTime > m_LastExitTime;
if ( isTouching && !wasTouching )
{
StartTouch( pPlayer );
}
else if ( !isTouching && wasTouching )
{
EndTouch( pPlayer );
}
}
if( !m_bEnabled )
{
m_Weight = 0.0f;
}
else
{
if( m_LastEnterTime > m_LastExitTime )
{
// we most recently entered the volume
if( m_Weight < 1.0f )
{
float dt = gpGlobals->curtime - m_LastEnterTime;
float weight = m_LastEnterWeight + dt / ((1.0f-m_LastEnterWeight)*m_FadeDuration);
if( weight>1.0f )
weight = 1.0f;
m_Weight = weight;
}
}
else
{
// we most recently exitted the volume
if( m_Weight > 0.0f )
{
float dt = gpGlobals->curtime - m_LastExitTime;
float weight = (1.0f-m_LastExitWeight) + dt / (m_LastExitWeight*m_FadeDuration);
if( weight>1.0f )
weight = 1.0f;
m_Weight = 1.0f - weight;
}
}
}
// Vector entityPosition = GetAbsOrigin();
g_pColorCorrectionMgr->SetColorCorrectionWeight( m_CCHandle, m_Weight * ccScale );
}
void UpdateColorCorrectionVolumes( C_BasePlayer *pPlayer, float ccScale, C_ColorCorrectionVolume **pList, int listCount )
{
for ( int i = 0; i < listCount; i++ )
{
pList[i]->Update(pPlayer, ccScale);
}
}

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Dynamic light
//
@ -9,7 +9,7 @@
#include "cbase.h"
#include "dlight.h"
#include "iefx.h"
#include "iviewrender.h"
#include "IViewRender.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -152,9 +152,10 @@ void C_DynamicLight::ClientThink(void)
m_pDynamicLight->flags = m_Flags;
if ( m_OuterAngle > 0 )
m_pDynamicLight->flags |= DLIGHT_NO_WORLD_ILLUMINATION;
m_pDynamicLight->color.r = m_clrRender->r;
m_pDynamicLight->color.g = m_clrRender->g;
m_pDynamicLight->color.b = m_clrRender->b;
color24 c = GetRenderColor();
m_pDynamicLight->color.r = c.r;
m_pDynamicLight->color.g = c.g;
m_pDynamicLight->color.b = c.b;
m_pDynamicLight->color.exponent = m_Exponent; // this makes it match the world
m_pDynamicLight->origin = GetAbsOrigin();
m_pDynamicLight->m_InnerAngle = m_InnerAngle;
@ -210,9 +211,10 @@ void C_DynamicLight::ClientThink(void)
m_pSpotlightEnd->flags = DLIGHT_NO_MODEL_ILLUMINATION | (m_Flags & DLIGHT_DISPLACEMENT_MASK);
m_pSpotlightEnd->radius = m_SpotRadius; // * falloff;
m_pSpotlightEnd->die = gpGlobals->curtime + 1e6;
m_pSpotlightEnd->color.r = m_clrRender->r * falloff;
m_pSpotlightEnd->color.g = m_clrRender->g * falloff;
m_pSpotlightEnd->color.b = m_clrRender->b * falloff;
color24 c = GetRenderColor();
m_pSpotlightEnd->color.r = c.r * falloff;
m_pSpotlightEnd->color.g = c.g * falloff;
m_pSpotlightEnd->color.b = c.b * falloff;
m_pSpotlightEnd->color.exponent = m_Exponent;
// For bumped lighting

File diff suppressed because it is too large Load Diff

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
@ -10,9 +10,201 @@
#pragma once
#endif
#include "cbase.h"
#include "precipitation_shared.h"
// Draw rain effects.
void DrawPrecipitation();
//-----------------------------------------------------------------------------
// Precipitation particle type
//-----------------------------------------------------------------------------
class CPrecipitationParticle
{
public:
Vector m_Pos;
Vector m_Velocity;
float m_SpawnTime; // Note: Tweak with this to change lifetime
float m_Mass;
float m_Ramp;
float m_flMaxLifetime;
int m_nSplitScreenPlayerSlot;
};
class CClient_Precipitation;
static CUtlVector<CClient_Precipitation*> g_Precipitations;
//===========
// Snow fall
//===========
class CSnowFallManager;
static CSnowFallManager *s_pSnowFallMgr[ MAX_SPLITSCREEN_PLAYERS ];
bool SnowFallManagerCreate( CClient_Precipitation *pSnowEntity );
void SnowFallManagerDestroy( void );
class AshDebrisEffect : public CSimpleEmitter
{
public:
AshDebrisEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
static AshDebrisEffect* Create( const char *pDebugName );
virtual float UpdateAlpha( const SimpleParticle *pParticle );
virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta );
private:
AshDebrisEffect( const AshDebrisEffect & );
};
//-----------------------------------------------------------------------------
// Precipitation blocker entity
//-----------------------------------------------------------------------------
class C_PrecipitationBlocker : public C_BaseEntity
{
public:
DECLARE_CLASS( C_PrecipitationBlocker, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_PrecipitationBlocker();
virtual ~C_PrecipitationBlocker();
};
//-----------------------------------------------------------------------------
// Precipitation base entity
//-----------------------------------------------------------------------------
class CClient_Precipitation : public C_BaseEntity
{
class CPrecipitationEffect;
friend class CClient_Precipitation::CPrecipitationEffect;
public:
DECLARE_CLASS( CClient_Precipitation, C_BaseEntity );
DECLARE_CLIENTCLASS();
CClient_Precipitation();
virtual ~CClient_Precipitation();
// Inherited from C_BaseEntity
virtual void Precache( );
virtual RenderableTranslucencyType_t ComputeTranslucencyType() { return RENDERABLE_IS_TRANSLUCENT; }
void Render();
// Computes where we're gonna emit
bool ComputeEmissionArea( Vector& origin, Vector2D& size, C_BaseCombatCharacter *pCharacter );
private:
// Creates a single particle
CPrecipitationParticle* CreateParticle();
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink();
void Simulate( float dt );
// Renders the particle
void RenderParticle( CPrecipitationParticle* pParticle, CMeshBuilder &mb );
void CreateWaterSplashes();
// Emits the actual particles
void EmitParticles( float fTimeDelta );
// Gets the tracer width and speed
float GetWidth() const;
float GetLength() const;
float GetSpeed() const;
// Gets the remaining lifetime of the particle
float GetRemainingLifetime( CPrecipitationParticle* pParticle ) const;
// Computes the wind vector
static void ComputeWindVector( );
// simulation methods
bool SimulateRain( CPrecipitationParticle* pParticle, float dt );
bool SimulateSnow( CPrecipitationParticle* pParticle, float dt );
void CreateParticlePrecip( void );
void InitializeParticlePrecip( void );
void DispatchOuterParticlePrecip( int nSlot, C_BasePlayer *pPlayer, Vector vForward );
void DispatchInnerParticlePrecip( int nSlot, C_BasePlayer *pPlayer, Vector vForward );
void DestroyOuterParticlePrecip( int nSlot );
void DestroyInnerParticlePrecip( int nSlot );
void UpdateParticlePrecip( C_BasePlayer *pPlayer, int nSlot );
float GetDensity() { return m_flDensity; }
private:
void CreateAshParticle( void );
void CreateRainOrSnowParticle( const Vector &vSpawnPosition, const Vector &vEndPosition, const Vector &vVelocity ); // TERROR: adding end pos for lifetime calcs
// Information helpful in creating and rendering particles
IMaterial *m_MatHandle; // material used
float m_Color[4]; // precip color
float m_Lifetime; // Precip lifetime
float m_InitialRamp; // Initial ramp value
float m_Speed; // Precip speed
float m_Width; // Tracer width
float m_Remainder; // particles we should render next time
PrecipitationType_t m_nPrecipType; // Precip type
float m_flHalfScreenWidth; // Precalculated each frame.
float m_flDensity;
#ifdef INFESTED_DLL
int m_nSnowDustAmount;
#endif
// Some state used in rendering and simulation
// Used to modify the rain density and wind from the console
static ConVar s_raindensity;
static ConVar s_rainwidth;
static ConVar s_rainlength;
static ConVar s_rainspeed;
static Vector s_WindVector; // Stores the wind speed vector
CUtlLinkedList<CPrecipitationParticle> m_Particles;
CUtlVector<Vector> m_Splashes;
struct AshSplit_t
{
AshSplit_t() : m_bActiveAshEmitter( false ), m_vAshSpawnOrigin( 0, 0, 0 ), m_iAshCount( 0 )
{
}
CSmartPtr<AshDebrisEffect> m_pAshEmitter;
TimedEvent m_tAshParticleTimer;
TimedEvent m_tAshParticleTraceTimer;
bool m_bActiveAshEmitter;
Vector m_vAshSpawnOrigin;
int m_iAshCount;
};
protected:
AshSplit_t m_Ash[ MAX_SPLITSCREEN_PLAYERS ];
float m_flParticleInnerDist; //The distance at which to start drawing the inner system
char *m_pParticleInnerNearDef; //Name of the first inner system
char *m_pParticleInnerFarDef; //Name of the second inner system
char *m_pParticleOuterDef; //Name of the outer system
HPARTICLEFFECT m_pParticlePrecipInnerNear[ MAX_SPLITSCREEN_PLAYERS ];
HPARTICLEFFECT m_pParticlePrecipInnerFar[ MAX_SPLITSCREEN_PLAYERS ];
HPARTICLEFFECT m_pParticlePrecipOuter[ MAX_SPLITSCREEN_PLAYERS ];
TimedEvent m_tParticlePrecipTraceTimer[ MAX_SPLITSCREEN_PLAYERS ];
bool m_bActiveParticlePrecipEmitter[ MAX_SPLITSCREEN_PLAYERS ];
bool m_bParticlePrecipInitialized;
private:
CClient_Precipitation( const CClient_Precipitation & ); // not defined, not accessible
};
#endif // C_EFFECTS_H

View File

@ -1,13 +1,13 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
//===========================================================================//
#include "cbase.h"
#include "iviewrender.h"
#include "IViewRender.h"
#include "view.h"
#include "studio.h"
#include "bone_setup.h"
@ -19,16 +19,16 @@
#include "IEffects.h"
#include "c_entitydissolve.h"
#include "movevars_shared.h"
#include "clienteffectprecachesystem.h"
#include "precache_register.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectBuild )
CLIENTEFFECT_MATERIAL( "effects/tesla_glow_noz" )
CLIENTEFFECT_MATERIAL( "effects/spark" )
CLIENTEFFECT_MATERIAL( "effects/combinemuzzle2" )
CLIENTEFFECT_REGISTER_END()
PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheEffectBuild )
PRECACHE( MATERIAL,"effects/tesla_glow_noz" )
PRECACHE( MATERIAL,"effects/spark" )
PRECACHE( MATERIAL,"effects/combinemuzzle2" )
PRECACHE_REGISTER_END()
//-----------------------------------------------------------------------------
// Networking
@ -55,9 +55,8 @@ PMaterialHandle g_Material_AR2Glow = NULL;
C_EntityDissolve::C_EntityDissolve( void )
{
m_bLinkedToServerEnt = true;
m_pController = NULL;
m_pController = false;
m_bCoreExplode = false;
m_vEffectColor = Vector( 255, 255, 255 );
}
//-----------------------------------------------------------------------------
@ -112,7 +111,7 @@ IMotionEvent::simresult_e C_EntityDissolve::Simulate( IPhysicsMotionController *
angular.Init();
// Make it zero g
linear.z -= -1.02 * GetCurrentGravity();
linear.z -= -1.02 * sv_gravity.GetFloat();
Vector vel;
AngularImpulse angVel;
@ -226,10 +225,12 @@ void C_EntityDissolve::BuildTeslaEffect( mstudiobbox_t *pHitBox, const matrix3x4
{
if ( !EffectOccluded( tr.endpos ) )
{
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
// Move it towards the camera
Vector vecFlash = tr.endpos;
Vector vecForward;
AngleVectors( MainViewAngles(), &vecForward );
AngleVectors( MainViewAngles(nSlot), &vecForward );
vecFlash -= (vecForward * 8);
g_pEffects->EnergySplash( vecFlash, -vecForward, false );
@ -503,26 +504,16 @@ float C_EntityDissolve::GetModelFadeOutPercentage( void )
//-----------------------------------------------------------------------------
void C_EntityDissolve::ClientThink( void )
{
C_BaseEntity *pEnt = GetMoveParent();
if ( !pEnt )
return;
bool bIsRagdoll;
#ifdef TF_CLIENT_DLL
bIsRagdoll = true;
#else
C_BaseAnimating *pAnimating = GetMoveParent() ? GetMoveParent()->GetBaseAnimating() : NULL;
if (!pAnimating)
return;
bIsRagdoll = pAnimating->IsRagdoll();
#endif
// 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 ) && bIsRagdoll )
if (( !m_pController ) && ( m_nDissolveType == ENTITY_DISSOLVE_NORMAL ) && pAnimating->IsRagdoll())
{
IPhysicsObject *ppList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
int nCount = pEnt->VPhysicsGetObjectList( ppList, ARRAYSIZE(ppList) );
int nCount = pAnimating->VPhysicsGetObjectList( ppList, ARRAYSIZE(ppList) );
if ( nCount > 0 )
{
m_pController = physenv->CreateMotionController( this );
@ -535,14 +526,13 @@ void C_EntityDissolve::ClientThink( void )
color32 color;
color.r = ( 1.0f - GetFadeInPercentage() ) * m_vEffectColor.x;
color.g = ( 1.0f - GetFadeInPercentage() ) * m_vEffectColor.y;
color.b = ( 1.0f - GetFadeInPercentage() ) * m_vEffectColor.z;
color.r = color.g = color.b = ( 1.0f - GetFadeInPercentage() ) * 255.0f;
color.a = GetModelFadeOutPercentage() * 255.0f;
// Setup the entity fade
pEnt->SetRenderMode( kRenderTransColor );
pEnt->SetRenderColor( color.r, color.g, color.b, color.a );
pAnimating->SetRenderMode( kRenderTransColor );
pAnimating->SetRenderColor( color.r, color.g, color.b );
pAnimating->SetRenderAlpha( color.a );
if ( GetModelFadeOutPercentage() <= 0.2f )
{
@ -566,18 +556,12 @@ void C_EntityDissolve::ClientThink( void )
{
Release();
C_ClientRagdoll *pRagdoll = dynamic_cast <C_ClientRagdoll *> ( pEnt );
C_ClientRagdoll *pRagdoll = dynamic_cast <C_ClientRagdoll *> ( pAnimating );
if ( pRagdoll )
{
pRagdoll->ReleaseRagdoll();
}
#ifdef TF_CLIENT_DLL
else
{
pEnt->Release();
}
#endif
}
}
}
@ -587,7 +571,7 @@ void C_EntityDissolve::ClientThink( void )
// Input : flags -
// Output : int
//-----------------------------------------------------------------------------
int C_EntityDissolve::DrawModel( int flags )
int C_EntityDissolve::DrawModel( int flags, const RenderableInstance_t &instance )
{
// See if we should draw
if ( gpGlobals->frametime == 0 || m_bReadyToDraw == false )
@ -660,7 +644,7 @@ int C_EntityDissolve::DrawModel( int flags )
yDir = yvec;
float yScale = VectorNormalize( yDir ) * 0.75f;
int numParticles = clamp( 3.0f * fadePerc, 0.f, 3.f );
int numParticles = clamp( 3.0f * fadePerc, 0, 3 );
int iTempParts = 2;
@ -737,9 +721,9 @@ int C_EntityDissolve::DrawModel( int flags )
float alpha = 255;
sParticle->m_uchColor[0] = m_vEffectColor.x;
sParticle->m_uchColor[1] = m_vEffectColor.y;
sParticle->m_uchColor[2] = m_vEffectColor.z;
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;
@ -765,9 +749,9 @@ int C_EntityDissolve::DrawModel( int flags )
float alpha = 255;
sParticle->m_uchColor[0] = m_vEffectColor.x;
sParticle->m_uchColor[1] = m_vEffectColor.y;
sParticle->m_uchColor[2] = m_vEffectColor.z;
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;

View File

@ -1,9 +1,9 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
//===========================================================================//
#ifndef C_ENTITY_DISSOLVE_H
#define C_ENTITY_DISSOLVE_H
@ -23,14 +23,11 @@ public:
// Inherited from C_BaseEntity
virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
virtual int DrawModel( int flags );
virtual int DrawModel( int flags, const RenderableInstance_t &instance );
virtual bool ShouldDraw() { return true; }
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void UpdateOnRemove( void );
virtual Vector GetEffectColor( void ) { return m_vEffectColor; }
virtual void SetEffectColor( Vector v ) { m_vEffectColor = v; }
// Inherited from IMotionEvent
virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
@ -50,8 +47,6 @@ public:
int m_nDissolveType;
float m_flNextSparkTime;
Vector m_vEffectColor;
Vector m_vDissolverOrigin;
int m_nMagnitude;

View File

@ -0,0 +1,156 @@
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "c_entityflame.h"
#include "particle_property.h"
#include "iefx.h"
#include "dlight.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Datadesc
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_DT( C_EntityFlame, DT_EntityFlame, CEntityFlame )
RecvPropEHandle(RECVINFO(m_hEntAttached)),
RecvPropBool(RECVINFO(m_bCheapEffect)),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_EntityFlame::C_EntityFlame( void ) : m_hEffect( NULL )
{
m_hOldAttached = NULL;
AddToEntityList( ENTITY_LIST_SIMULATE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_EntityFlame::~C_EntityFlame( void )
{
StopEffect();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_EntityFlame::StopEffect( void )
{
if ( m_hEffect )
{
ParticleProp()->StopEmission( m_hEffect, true );
m_hEffect = NULL;
}
if ( m_hEntAttached )
{
m_hEntAttached->RemoveFlag( FL_ONFIRE );
m_hEntAttached->SetEffectEntity( NULL );
m_hEntAttached->StopSound( "General.BurningFlesh" );
m_hEntAttached->StopSound( "General.BurningObject" );
m_hEntAttached = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_EntityFlame::UpdateOnRemove( void )
{
StopEffect();
BaseClass::UpdateOnRemove();
}
void C_EntityFlame::CreateEffect( void )
{
if ( m_hEffect )
{
m_hOldAttached = m_hEntAttached;
ParticleProp()->StopEmission( m_hEffect, true );
m_hEffect = NULL;
}
C_BaseEntity *pEntity = m_hEntAttached;
if ( pEntity && !pEntity->IsAbleToHaveFireEffect() )
return;
m_hEffect = ParticleProp()->Create( m_bCheapEffect ? "burning_gib_01" : "burning_character", PATTACH_ABSORIGIN_FOLLOW );
if ( m_hEffect )
{
m_hOldAttached = m_hEntAttached;
ParticleProp()->AddControlPoint( m_hEffect, 1, pEntity, PATTACH_ABSORIGIN_FOLLOW );
m_hEffect->SetControlPoint( 0, GetAbsOrigin() );
m_hEffect->SetControlPoint( 1, GetAbsOrigin() );
m_hEffect->SetControlPointEntity( 0, pEntity );
m_hEffect->SetControlPointEntity( 1, pEntity );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_EntityFlame::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED )
{
CreateEffect();
}
// FIXME: This is a bit of a shady path
if ( updateType == DATA_UPDATE_DATATABLE_CHANGED )
{
// If our owner changed, then recreate the effect
if ( m_hEntAttached != m_hOldAttached )
{
CreateEffect();
}
}
BaseClass::OnDataChanged( updateType );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_EntityFlame::Simulate( void )
{
if ( gpGlobals->frametime <= 0.0f )
return true;
#ifdef HL2_EPISODIC
if ( IsEffectActive(EF_BRIGHTLIGHT) || IsEffectActive(EF_DIMLIGHT) )
{
dlight_t *dl = effects->CL_AllocDlight( index );
dl->origin = GetAbsOrigin();
dl->origin[2] += 16;
dl->color.r = 254;
dl->color.g = 174;
dl->color.b = 10;
dl->radius = random->RandomFloat(400,431);
dl->die = gpGlobals->curtime + 0.001;
}
#endif // HL2_EPISODIC
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_EntityFlame::ClientThink( void )
{
StopEffect();
Release();
}

View File

@ -0,0 +1,43 @@
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef C_ENTITY_FLAME_H
#define C_ENTITY_FLAME_H
#include "c_baseentity.h"
//
// Entity flame, client-side implementation
//
class C_EntityFlame : public C_BaseEntity
{
public:
DECLARE_CLIENTCLASS();
DECLARE_CLASS( C_EntityFlame, C_BaseEntity );
C_EntityFlame( void );
virtual ~C_EntityFlame( void );
virtual bool Simulate( void );
virtual void UpdateOnRemove( void );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink( void );
EHANDLE m_hEntAttached; // The entity that we are burning (attached to).
private:
void CreateEffect( void );
void StopEffect( void );
CUtlReference<CNewParticleEffect> m_hEffect;
EHANDLE m_hOldAttached;
bool m_bCheapEffect;
};
#endif // C_ENTITY_FLAME_H

View File

@ -0,0 +1,116 @@
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "c_entityfreezing.h"
#include "studio.h"
#include "bone_setup.h"
#include "c_surfacerender.h"
#include "engine/ivdebugoverlay.h"
#include "dt_utlvector_recv.h"
#include "debugoverlay_shared.h"
#include "animation.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar cl_blobulator_freezing_max_metaball_radius( "cl_blobulator_freezing_max_metaball_radius",
#ifdef INFESTED_DLL
"25.0", // Don't need as much precision in Alien swarm because everything is zoomed out
#else
"12.0",
#endif
FCVAR_NONE, "Setting this can create more complex surfaces on large hitboxes at the cost of performance.", true, 12.0f, true, 100.0f );
//PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheEffectFreezing )
// PRECACHE( MATERIAL,"effects/tesla_glow_noz" )
// PRECACHE( MATERIAL,"effects/spark" )
// PRECACHE( MATERIAL,"effects/combinemuzzle2" )
//PRECACHE_REGISTER_END()
//-----------------------------------------------------------------------------
// Networking
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_DT( C_EntityFreezing, DT_EntityFreezing, CEntityFreezing )
RecvPropVector( RECVINFO(m_vFreezingOrigin) ),
RecvPropArray3( RECVINFO_ARRAY(m_flFrozenPerHitbox), RecvPropFloat( RECVINFO( m_flFrozenPerHitbox[0] ) ) ),
RecvPropFloat( RECVINFO(m_flFrozen) ),
RecvPropBool( RECVINFO(m_bFinishFreezing) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_EntityFreezing::GetRenderBounds( Vector& theMins, Vector& theMaxs )
{
if ( GetMoveParent() )
{
GetMoveParent()->GetRenderBounds( theMins, theMaxs );
}
else
{
theMins = GetAbsOrigin();
theMaxs = theMaxs;
}
}
//-----------------------------------------------------------------------------
// Yes we bloody are
//-----------------------------------------------------------------------------
RenderableTranslucencyType_t C_EntityFreezing::ComputeTranslucencyType( )
{
return RENDERABLE_IS_TRANSLUCENT;
}
//-----------------------------------------------------------------------------
// On data changed
//-----------------------------------------------------------------------------
void C_EntityFreezing::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_EntityFreezing::ClientThink( void )
{
__asm nop;
//C_BaseAnimating *pAnimating = GetMoveParent() ? GetMoveParent()->GetBaseAnimating() : NULL;
//if (!pAnimating)
// return;
//color32 color = pAnimating->GetRenderColor();
//color.r = color.g = ( 1.0f - m_flFrozen ) * 255.0f;
//// Setup the entity fade
//pAnimating->SetRenderMode( kRenderTransColor );
//pAnimating->SetRenderColor( color.r, color.g, color.b, color.a );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flags -
// Output : int
//-----------------------------------------------------------------------------
int C_EntityFreezing::DrawModel( int flags, const RenderableInstance_t &instance )
{
return 1;
}

View File

@ -0,0 +1,47 @@
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_ENTITY_FREEZING_H
#define C_ENTITY_FREEZING_H
#include "cbase.h"
struct EntityFreezingHitboxBlobData_t
{
CUtlVector<Vector> m_vPoints;
};
//-----------------------------------------------------------------------------
// Entity Dissolve, client-side implementation
//-----------------------------------------------------------------------------
class C_EntityFreezing : public C_BaseEntity
{
public:
DECLARE_CLIENTCLASS();
DECLARE_CLASS( C_EntityFreezing, C_BaseEntity );
virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
virtual RenderableTranslucencyType_t ComputeTranslucencyType( );
virtual int DrawModel( int flags, const RenderableInstance_t &instance );
virtual bool ShouldDraw() { return true; }
virtual void OnDataChanged( DataUpdateType_t updateType );
void ClientThink( void );
private:
Vector m_vFreezingOrigin;
float m_flFrozenPerHitbox[ 50 ];
float m_flFrozen;
bool m_bFinishFreezing;
CUtlVector<EntityFreezingHitboxBlobData_t> m_HitboxBlobData;
};
#endif // C_ENTITY_FREEZING_H

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

View File

@ -0,0 +1,95 @@
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Ambient light controller entity with simple radial falloff
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "c_spatialentity.h"
#include "spatialentitymgr.h"
#include "c_env_ambient_light.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar cl_ambient_light_disableentities( "cl_ambient_light_disableentities", "0", FCVAR_NONE, "Disable map ambient light entities." );
static CSpatialEntityMgr s_EnvAmbientLightMgr;
IMPLEMENT_CLIENTCLASS_DT( C_EnvAmbientLight, DT_EnvAmbientLight, CEnvAmbientLight )
RecvPropVector( RECVINFO_NAME( m_Value, m_vecColor ) ),
END_RECV_TABLE()
void C_EnvAmbientLight::ApplyAccumulation( void )
{
Vector rgbVal = BlendedValue();
static ConVarRef mat_ambient_light_r( "mat_ambient_light_r" );
static ConVarRef mat_ambient_light_g( "mat_ambient_light_g" );
static ConVarRef mat_ambient_light_b( "mat_ambient_light_b" );
if ( mat_ambient_light_r.IsValid() )
{
mat_ambient_light_r.SetValue( rgbVal.x );
}
if ( mat_ambient_light_g.IsValid() )
{
mat_ambient_light_g.SetValue( rgbVal.y );
}
if ( mat_ambient_light_b.IsValid() )
{
mat_ambient_light_b.SetValue( rgbVal.z );
}
}
void C_EnvAmbientLight::AddToPersonalSpatialEntityMgr( void )
{
s_EnvAmbientLightMgr.AddSpatialEntity( this );
}
void C_EnvAmbientLight::RemoveFromPersonalSpatialEntityMgr( void )
{
s_EnvAmbientLightMgr.RemoveSpatialEntity( this );
}
void C_EnvAmbientLight::SetColor( const Vector &vecColor, float flLerpTime )
{
if ( flLerpTime <= 0 )
{
m_Value = vecColor / 255.0f;
m_colorTimer.Invalidate();
return;
}
m_vecStartColor = m_Value;
m_vecTargetColor = vecColor / 255.0f;
m_colorTimer.Start( flLerpTime );
}
void C_EnvAmbientLight::ClientThink( void )
{
BaseClass::ClientThink();
if ( m_colorTimer.HasStarted() )
{
if ( m_colorTimer.IsElapsed() )
{
m_Value = m_vecTargetColor;
m_colorTimer.Invalidate();
}
else
{
m_Value = m_vecTargetColor - ( m_vecTargetColor - m_vecStartColor ) * m_colorTimer.GetRemainingRatio();
}
}
}

View File

@ -0,0 +1,30 @@
#ifndef _INCLUDED_C_ENV_AMBIENT_LIGHT_H
#define _INCLUDED_C_ENV_AMBIENT_LIGHT_H
#include "c_spatialentity.h"
//------------------------------------------------------------------------------
// Purpose : Ambient light controller entity with radial falloff
//------------------------------------------------------------------------------
class C_EnvAmbientLight : public C_SpatialEntityTemplate<Vector>
{
public:
DECLARE_CLASS( C_EnvAmbientLight, C_SpatialEntityTemplate<Vector> );
DECLARE_CLIENTCLASS();
virtual void ApplyAccumulation( void );
virtual void ClientThink( void );
void SetColor( const Vector &vecColor, float flLerpTime = 0 );
Vector GetTargetColor() { return m_vecTargetColor * 255.0f; }
protected:
virtual void AddToPersonalSpatialEntityMgr( void );
virtual void RemoveFromPersonalSpatialEntityMgr( void );
Vector m_vecStartColor;
Vector m_vecTargetColor;
CountdownTimer m_colorTimer;
};
#endif // _INCLUDED_C_ENV_AMBIENT_LIGHT_H

View File

@ -0,0 +1,100 @@
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
extern bool g_bDOFEnabled;
extern float g_flDOFNearBlurDepth;
extern float g_flDOFNearFocusDepth;
extern float g_flDOFFarFocusDepth;
extern float g_flDOFFarBlurDepth;
extern float g_flDOFNearBlurRadius;
extern float g_flDOFFarBlurRadius;
EHANDLE g_hDOFControllerInUse = NULL;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_EnvDOFController : public C_BaseEntity
{
DECLARE_CLASS( C_EnvDOFController, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
C_EnvDOFController();
~C_EnvDOFController();
virtual void OnDataChanged( DataUpdateType_t updateType );
private:
bool m_bDOFEnabled;
float m_flNearBlurDepth;
float m_flNearFocusDepth;
float m_flFarFocusDepth;
float m_flFarBlurDepth;
float m_flNearBlurRadius;
float m_flFarBlurRadius;
private:
C_EnvDOFController( const C_EnvDOFController & );
};
IMPLEMENT_CLIENTCLASS_DT( C_EnvDOFController, DT_EnvDOFController, CEnvDOFController )
RecvPropInt( RECVINFO(m_bDOFEnabled) ),
RecvPropFloat( RECVINFO(m_flNearBlurDepth) ),
RecvPropFloat( RECVINFO(m_flNearFocusDepth) ),
RecvPropFloat( RECVINFO(m_flFarFocusDepth) ),
RecvPropFloat( RECVINFO(m_flFarBlurDepth) ),
RecvPropFloat( RECVINFO(m_flNearBlurRadius) ),
RecvPropFloat( RECVINFO(m_flFarBlurRadius) )
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_EnvDOFController::C_EnvDOFController( void )
: m_bDOFEnabled( true ),
m_flNearBlurDepth( 50.0f ),
m_flNearFocusDepth( 100.0f ),
m_flFarFocusDepth( 250.0f ),
m_flFarBlurDepth( 1000.0f ),
m_flNearBlurRadius( 0.0f ), // no near blur by default
m_flFarBlurRadius( 5.0f )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_EnvDOFController::~C_EnvDOFController( void )
{
if ( g_hDOFControllerInUse == this )
{
g_bDOFEnabled = false;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_EnvDOFController::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
g_bDOFEnabled = m_bDOFEnabled && ( ( m_flNearBlurRadius > 0.0f ) || ( m_flFarBlurRadius > 0.0f ) );
g_flDOFNearBlurDepth = m_flNearBlurDepth;
g_flDOFNearFocusDepth = m_flNearFocusDepth;
g_flDOFFarFocusDepth = m_flFarFocusDepth;
g_flDOFFarBlurDepth = m_flFarBlurDepth;
g_flDOFNearBlurRadius = m_flNearBlurRadius;
g_flDOFFarBlurRadius = m_flFarBlurRadius;
g_hDOFControllerInUse = this;
}

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ====
//
// An entity that allows level designer control over the fog parameters.
//
@ -20,19 +20,21 @@ BEGIN_NETWORK_TABLE_NOBASE( CFogController, DT_FogController )
RecvPropInt( RECVINFO( m_fog.enable ) ),
RecvPropInt( RECVINFO( m_fog.blend ) ),
RecvPropVector( RECVINFO( m_fog.dirPrimary ) ),
RecvPropInt( RECVINFO( m_fog.colorPrimary ) ),
RecvPropInt( RECVINFO( m_fog.colorSecondary ) ),
RecvPropInt( RECVINFO( m_fog.colorPrimary ), 0, RecvProxy_Int32ToColor32 ),
RecvPropInt( RECVINFO( m_fog.colorSecondary ), 0, RecvProxy_Int32ToColor32 ),
RecvPropFloat( RECVINFO( m_fog.start ) ),
RecvPropFloat( RECVINFO( m_fog.end ) ),
RecvPropFloat( RECVINFO( m_fog.farz ) ),
RecvPropFloat( RECVINFO( m_fog.maxdensity ) ),
RecvPropInt( RECVINFO( m_fog.colorPrimaryLerpTo ) ),
RecvPropInt( RECVINFO( m_fog.colorSecondaryLerpTo ) ),
RecvPropInt( RECVINFO( m_fog.colorPrimaryLerpTo ), 0, RecvProxy_Int32ToColor32 ),
RecvPropInt( RECVINFO( m_fog.colorSecondaryLerpTo ), 0, RecvProxy_Int32ToColor32 ),
RecvPropFloat( RECVINFO( m_fog.startLerpTo ) ),
RecvPropFloat( RECVINFO( m_fog.endLerpTo ) ),
RecvPropFloat( RECVINFO( m_fog.maxdensityLerpTo ) ),
RecvPropFloat( RECVINFO( m_fog.lerptime ) ),
RecvPropFloat( RECVINFO( m_fog.duration ) ),
RecvPropFloat( RECVINFO( m_fog.HDRColorScale ) ),
END_NETWORK_TABLE()
//-----------------------------------------------------------------------------
@ -43,4 +45,5 @@ C_FogController::C_FogController()
// Make sure that old maps without fog fields don't get wacked out fog values.
m_fog.enable = false;
m_fog.maxdensity = 1.0f;
m_fog.HDRColorScale = 1.0f;
}

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

View File

@ -0,0 +1,248 @@
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Sunlight shadow control entity.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_baseplayer.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar cl_sunlight_ortho_size;
extern ConVar cl_sunlight_depthbias;
ConVar cl_globallight_freeze( "cl_globallight_freeze", "0" );
ConVar cl_globallight_xoffset( "cl_globallight_xoffset", "-800" );
ConVar cl_globallight_yoffset( "cl_globallight_yoffset", "1600" );
//------------------------------------------------------------------------------
// Purpose : Sunlights shadow control entity
//------------------------------------------------------------------------------
class C_GlobalLight : public C_BaseEntity
{
public:
DECLARE_CLASS( C_GlobalLight, C_BaseEntity );
DECLARE_CLIENTCLASS();
virtual ~C_GlobalLight();
void OnDataChanged( DataUpdateType_t updateType );
void Spawn();
bool ShouldDraw();
void ClientThink();
private:
Vector m_shadowDirection;
bool m_bEnabled;
char m_TextureName[ MAX_PATH ];
CTextureReference m_SpotlightTexture;
color32 m_LightColor;
Vector m_CurrentLinearFloatLightColor;
float m_flCurrentLinearFloatLightAlpha;
float m_flColorTransitionTime;
float m_flSunDistance;
float m_flFOV;
float m_flNearZ;
float m_flNorthOffset;
bool m_bEnableShadows;
bool m_bOldEnableShadows;
static ClientShadowHandle_t m_LocalFlashlightHandle;
};
ClientShadowHandle_t C_GlobalLight::m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
IMPLEMENT_CLIENTCLASS_DT(C_GlobalLight, DT_GlobalLight, CGlobalLight)
RecvPropVector(RECVINFO(m_shadowDirection)),
RecvPropBool(RECVINFO(m_bEnabled)),
RecvPropString(RECVINFO(m_TextureName)),
RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_Int32ToColor32),
RecvPropFloat(RECVINFO(m_flColorTransitionTime)),
RecvPropFloat(RECVINFO(m_flSunDistance)),
RecvPropFloat(RECVINFO(m_flFOV)),
RecvPropFloat(RECVINFO(m_flNearZ)),
RecvPropFloat(RECVINFO(m_flNorthOffset)),
RecvPropBool(RECVINFO(m_bEnableShadows)),
END_RECV_TABLE()
C_GlobalLight::~C_GlobalLight()
{
if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
{
g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle );
m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
}
}
void C_GlobalLight::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED )
{
m_SpotlightTexture.Init( m_TextureName, TEXTURE_GROUP_OTHER, true );
}
BaseClass::OnDataChanged( updateType );
}
void C_GlobalLight::Spawn()
{
BaseClass::Spawn();
m_bOldEnableShadows = m_bEnableShadows;
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
//------------------------------------------------------------------------------
// We don't draw...
//------------------------------------------------------------------------------
bool C_GlobalLight::ShouldDraw()
{
return false;
}
void C_GlobalLight::ClientThink()
{
VPROF("C_GlobalLight::ClientThink");
bool bSupressWorldLights = false;
if ( cl_globallight_freeze.GetBool() == true )
{
return;
}
if ( m_bEnabled )
{
Vector vLinearFloatLightColor( m_LightColor.r, m_LightColor.g, m_LightColor.b );
float flLinearFloatLightAlpha = m_LightColor.a;
if ( m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha )
{
float flColorTransitionSpeed = gpGlobals->frametime * m_flColorTransitionTime * 255.0f;
m_CurrentLinearFloatLightColor.x = Approach( vLinearFloatLightColor.x, m_CurrentLinearFloatLightColor.x, flColorTransitionSpeed );
m_CurrentLinearFloatLightColor.y = Approach( vLinearFloatLightColor.y, m_CurrentLinearFloatLightColor.y, flColorTransitionSpeed );
m_CurrentLinearFloatLightColor.z = Approach( vLinearFloatLightColor.z, m_CurrentLinearFloatLightColor.z, flColorTransitionSpeed );
m_flCurrentLinearFloatLightAlpha = Approach( flLinearFloatLightAlpha, m_flCurrentLinearFloatLightAlpha, flColorTransitionSpeed );
}
FlashlightState_t state;
Vector vDirection = m_shadowDirection;
VectorNormalize( vDirection );
//Vector vViewUp = Vector( 0.0f, 1.0f, 0.0f );
Vector vSunDirection2D = vDirection;
vSunDirection2D.z = 0.0f;
HACK_GETLOCALPLAYER_GUARD( "C_GlobalLight::ClientThink" );
if ( !C_BasePlayer::GetLocalPlayer() )
return;
Vector vPos;
QAngle EyeAngles;
float flZNear, flZFar, flFov;
C_BasePlayer::GetLocalPlayer()->CalcView( vPos, EyeAngles, flZNear, flZFar, flFov );
// Vector vPos = C_BasePlayer::GetLocalPlayer()->GetAbsOrigin();
// vPos = Vector( 0.0f, 0.0f, 500.0f );
vPos = ( vPos + vSunDirection2D * m_flNorthOffset ) - vDirection * m_flSunDistance;
vPos += Vector( cl_globallight_xoffset.GetFloat(), cl_globallight_yoffset.GetFloat(), 0.0f );
QAngle angAngles;
VectorAngles( vDirection, angAngles );
Vector vForward, vRight, vUp;
AngleVectors( angAngles, &vForward, &vRight, &vUp );
state.m_fHorizontalFOVDegrees = m_flFOV;
state.m_fVerticalFOVDegrees = m_flFOV;
state.m_vecLightOrigin = vPos;
BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation );
state.m_fQuadraticAtten = 0.0f;
state.m_fLinearAtten = m_flSunDistance * 2.0f;
state.m_fConstantAtten = 0.0f;
state.m_FarZAtten = m_flSunDistance * 2.0f;
state.m_Color[0] = m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
state.m_Color[1] = m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
state.m_Color[2] = m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
state.m_NearZ = 4.0f;
state.m_FarZ = m_flSunDistance * 2.0f;
state.m_fBrightnessScale = 2.0f;
state.m_bGlobalLight = true;
float flOrthoSize = 1000.0f;
if ( flOrthoSize > 0 )
{
state.m_bOrtho = true;
state.m_fOrthoLeft = -flOrthoSize;
state.m_fOrthoTop = -flOrthoSize;
state.m_fOrthoRight = flOrthoSize;
state.m_fOrthoBottom = flOrthoSize;
}
else
{
state.m_bOrtho = false;
}
state.m_bDrawShadowFrustum = true;
state.m_flShadowSlopeScaleDepthBias = g_pMaterialSystemHardwareConfig->GetShadowSlopeScaleDepthBias();;
state.m_flShadowDepthBias = g_pMaterialSystemHardwareConfig->GetShadowDepthBias();
state.m_bEnableShadows = m_bEnableShadows;
state.m_pSpotlightTexture = m_SpotlightTexture;
state.m_pProjectedMaterial = NULL; // don't complain cause we aren't using simple projection in this class
state.m_nSpotlightTextureFrame = 0;
state.m_nShadowQuality = 1; // Allow entity to affect shadow quality
// state.m_bShadowHighRes = true;
if ( m_bOldEnableShadows != m_bEnableShadows )
{
// If they change the shadow enable/disable, we need to make a new handle
if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
{
g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle );
m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
}
m_bOldEnableShadows = m_bEnableShadows;
}
if( m_LocalFlashlightHandle == CLIENTSHADOW_INVALID_HANDLE )
{
m_LocalFlashlightHandle = g_pClientShadowMgr->CreateFlashlight( state );
}
else
{
g_pClientShadowMgr->UpdateFlashlightState( m_LocalFlashlightHandle, state );
g_pClientShadowMgr->UpdateProjectedTexture( m_LocalFlashlightHandle, true );
}
bSupressWorldLights = m_bEnableShadows;
}
else if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
{
g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle );
m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
}
g_pClientShadowMgr->SetShadowFromWorldLightsEnabled( !bSupressWorldLights );
BaseClass::ClientThink();
}

View File

@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
@ -41,8 +41,7 @@ public:
// NOTE: Ths enclosed particle effect binding will do all the drawing
// But we have to return true, unlike other particle systems, for the animation events to work
virtual bool ShouldDraw() { return true; }
virtual int DrawModel( int flags ) { return 0; }
virtual int GetFxBlend( void ) { return 0; }
virtual int DrawModel( int flags, const RenderableInstance_t &instance ) { return 0; }
virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
virtual void OnPreDataChanged( DataUpdateType_t updateType );
@ -107,9 +106,10 @@ void C_EnvParticleScript::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if(updateType == DATA_UPDATE_CREATED)
if( updateType == DATA_UPDATE_CREATED )
{
ParticleMgr()->AddEffect( &m_ParticleEffect, this );
g_pClientLeafSystem->EnableRendering( RenderHandle(), false );
}
if ( m_nOldSequence != GetSequence() )

Some files were not shown because too many files have changed in this diff Show More