817 lines
21 KiB
C++
817 lines
21 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements visual effects entities: sprites, beams, bubbles, etc.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "beam_shared.h"
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#include "ndebugoverlay.h"
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#include "filters.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Keeps us from doing strcmps in the tracefilter.
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string_t g_iszPhysicsPropClassname;
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enum Touch_t
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{
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touch_none = 0,
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touch_player_only,
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touch_npc_only,
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touch_player_or_npc,
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touch_player_or_npc_or_physicsprop,
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};
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class CEnvBeam : public CBeam
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{
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public:
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DECLARE_CLASS( CEnvBeam, CBeam );
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void Spawn( void );
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void Precache( void );
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void Activate( void );
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void StrikeThink( void );
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void UpdateThink( void );
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void RandomArea( void );
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void RandomPoint( const Vector &vecSrc );
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void Zap( const Vector &vecSrc, const Vector &vecDest );
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void Strike( void );
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bool PassesTouchFilters(CBaseEntity *pOther);
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void InputTurnOn( inputdata_t &inputdata );
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void InputTurnOff( inputdata_t &inputdata );
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void InputToggle( inputdata_t &inputdata );
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void InputStrikeOnce( inputdata_t &inputdata );
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void TurnOn( void );
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void TurnOff( void );
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void Toggle( void );
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const char *GetDecalName( void ){ return STRING( m_iszDecal );}
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inline bool ServerSide( void )
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{
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if ( m_life == 0 && !HasSpawnFlags(SF_BEAM_RING) )
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return true;
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return false;
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}
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DECLARE_DATADESC();
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void BeamUpdateVars( void );
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protected:
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// true if the end point vecline was specified in hammer
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inline bool HasEndPointHandle() { return !m_vEndPointRelative.IsZero(); }
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int m_active;
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int m_spriteTexture;
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string_t m_iszStartEntity;
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string_t m_iszEndEntity;
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float m_life;
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float m_boltWidth;
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float m_noiseAmplitude;
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int m_speed;
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float m_restrike;
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string_t m_iszSpriteName;
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int m_frameStart;
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// endpoint may be optionally specified as a vecline instead of a target entity.
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// note: this mechanism seems rather roundabout, because the parent CBeam has
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// the m_vecEndPos data member; however, the CEnvBeam is programmed to overwrite it
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// each frame with the position of a target entity, so the easiest way to
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// implement this behavior was to put this bit of redundant data in the child
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// class and have it get written back every frame. If this bothers you,
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// please fix it.
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Vector m_vEndPointWorld; // this is the point as read from the level spec; however it's not used, because
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Vector m_vEndPointRelative; // on spawn, endpoint is transformed into local space here.
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float m_radius;
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Touch_t m_TouchType;
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string_t m_iFilterName;
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EHANDLE m_hFilter;
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string_t m_iszDecal;
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COutputEvent m_OnTouchedByEntity;
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};
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LINK_ENTITY_TO_CLASS( env_beam, CEnvBeam );
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BEGIN_DATADESC( CEnvBeam )
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DEFINE_FIELD( m_active, FIELD_INTEGER ),
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DEFINE_FIELD( m_spriteTexture, FIELD_INTEGER ),
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DEFINE_KEYFIELD( m_iszStartEntity, FIELD_STRING, "LightningStart" ),
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DEFINE_KEYFIELD( m_iszEndEntity, FIELD_STRING, "LightningEnd" ),
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DEFINE_KEYFIELD( m_vEndPointWorld, FIELD_VECTOR, "targetpoint" ),
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DEFINE_KEYFIELD( m_life, FIELD_FLOAT, "life" ),
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DEFINE_KEYFIELD( m_boltWidth, FIELD_FLOAT, "BoltWidth" ),
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DEFINE_KEYFIELD( m_noiseAmplitude, FIELD_FLOAT, "NoiseAmplitude" ),
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DEFINE_KEYFIELD( m_speed, FIELD_INTEGER, "TextureScroll" ),
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DEFINE_KEYFIELD( m_restrike, FIELD_FLOAT, "StrikeTime" ),
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DEFINE_KEYFIELD( m_iszSpriteName, FIELD_STRING, "texture" ),
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DEFINE_KEYFIELD( m_frameStart, FIELD_INTEGER, "framestart" ),
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DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "Radius" ),
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DEFINE_KEYFIELD( m_TouchType, FIELD_INTEGER, "TouchType" ),
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DEFINE_KEYFIELD( m_iFilterName, FIELD_STRING, "filtername" ),
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DEFINE_KEYFIELD( m_iszDecal, FIELD_STRING, "decalname" ),
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DEFINE_KEYFIELD( m_nClipStyle, FIELD_INTEGER, "ClipStyle" ),
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DEFINE_FIELD( m_hFilter, FIELD_EHANDLE ),
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// Function Pointers
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DEFINE_FUNCTION( StrikeThink ),
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DEFINE_FUNCTION( UpdateThink ),
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// Input functions
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StrikeOnce", InputStrikeOnce ),
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DEFINE_OUTPUT( m_OnTouchedByEntity, "OnTouchedByEntity" ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvBeam::Spawn( void )
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{
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if ( !m_iszSpriteName )
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{
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SetThink( &CEnvBeam::SUB_Remove );
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return;
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}
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BaseClass::Spawn();
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m_noiseAmplitude = MIN(MAX_BEAM_NOISEAMPLITUDE, m_noiseAmplitude);
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// Check for tapering
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if ( HasSpawnFlags( SF_BEAM_TAPEROUT ) )
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{
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SetWidth( m_boltWidth );
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SetEndWidth( 0 );
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}
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else
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{
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SetWidth( m_boltWidth );
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SetEndWidth( GetWidth() ); // Note: EndWidth is not scaled
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}
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// if a non-targetentity endpoint was specified, transform it into local relative space
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// so it can move along with the base
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if (!m_vEndPointWorld.IsZero())
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{
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WorldToEntitySpace( m_vEndPointWorld, &m_vEndPointRelative );
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}
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else
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{
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m_vEndPointRelative.Zero();
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}
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if ( ServerSide() )
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{
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SetThink( &CEnvBeam::UpdateThink );
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SetNextThink( gpGlobals->curtime );
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SetFireTime( gpGlobals->curtime );
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if ( GetEntityName() != NULL_STRING )
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{
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if ( !(m_spawnflags & SF_BEAM_STARTON) )
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{
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AddEffects( EF_NODRAW );
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m_active = 0;
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SetNextThink( TICK_NEVER_THINK );
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}
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else
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{
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m_active = 1;
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}
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}
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}
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else
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{
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m_active = 0;
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if ( !GetEntityName() || FBitSet(m_spawnflags, SF_BEAM_STARTON) )
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{
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SetThink( &CEnvBeam::StrikeThink );
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SetNextThink( gpGlobals->curtime + 1.0f );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvBeam::Precache( void )
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{
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if ( !Q_stristr( STRING(m_iszSpriteName), ".vmt" ) )
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{
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// HACK/YWB: This was almost always the laserbeam.spr, so alloc'ing the name a second time with the proper extension isn't going to
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// kill us on memrory.
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//Warning( "Level Design Error: %s (%i:%s) Sprite name (%s) missing .vmt extension!\n",
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// STRING( m_iClassname ), entindex(), GetEntityName(), STRING(m_iszSpriteName) );
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char fixedname[ 512 ];
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Q_strncpy( fixedname, STRING( m_iszSpriteName ), sizeof( fixedname ) );
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Q_SetExtension( fixedname, ".vmt", sizeof( fixedname ) );
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m_iszSpriteName = AllocPooledString( fixedname );
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}
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g_iszPhysicsPropClassname = AllocPooledString( "prop_physics" );
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m_spriteTexture = PrecacheModel( STRING(m_iszSpriteName) );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvBeam::Activate( void )
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{
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// Get a handle to my filter entity if there is one
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if (m_iFilterName != NULL_STRING)
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{
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m_hFilter = dynamic_cast<CBaseFilter *>(gEntList.FindEntityByName( NULL, m_iFilterName ));
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}
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BaseClass::Activate();
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if ( ServerSide() )
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BeamUpdateVars();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler to turn the lightning on either continually or for
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// interval refiring.
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//-----------------------------------------------------------------------------
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void CEnvBeam::InputTurnOn( inputdata_t &inputdata )
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{
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if ( !m_active )
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{
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TurnOn();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler to turn the lightning off.
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//-----------------------------------------------------------------------------
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void CEnvBeam::InputTurnOff( inputdata_t &inputdata )
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{
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if ( m_active )
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{
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TurnOff();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler to toggle the lightning on/off.
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//-----------------------------------------------------------------------------
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void CEnvBeam::InputToggle( inputdata_t &inputdata )
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{
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if ( m_active )
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{
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TurnOff();
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}
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else
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{
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TurnOn();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for making the beam strike once. This will not affect
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// any interval refiring that might be going on. If the lifetime is set
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// to zero (infinite) it will turn on and stay on.
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//-----------------------------------------------------------------------------
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void CEnvBeam::InputStrikeOnce( inputdata_t &inputdata )
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{
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Strike();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Turns the lightning on. If it is set for interval refiring, it will
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// begin doing so. If it is set to be continually on, it will do so.
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//-----------------------------------------------------------------------------
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void CEnvBeam::TurnOn( void )
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{
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m_active = 1;
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if ( ServerSide() )
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{
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RemoveEffects( EF_NODRAW );
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DoSparks( GetAbsStartPos(), GetAbsEndPos() );
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SetThink( &CEnvBeam::UpdateThink );
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SetNextThink( gpGlobals->curtime );
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SetFireTime( gpGlobals->curtime );
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}
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else
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{
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SetThink( &CEnvBeam::StrikeThink );
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SetNextThink( gpGlobals->curtime );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvBeam::TurnOff( void )
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{
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m_active = 0;
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if ( ServerSide() )
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{
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AddEffects( EF_NODRAW );
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}
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SetNextThink( TICK_NEVER_THINK );
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SetThink( NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Think function for striking at intervals.
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//-----------------------------------------------------------------------------
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void CEnvBeam::StrikeThink( void )
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{
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if ( m_life != 0 )
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{
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if ( m_spawnflags & SF_BEAM_RANDOM )
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SetNextThink( gpGlobals->curtime + m_life + random->RandomFloat( 0, m_restrike ) );
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else
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SetNextThink( gpGlobals->curtime + m_life + m_restrike );
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}
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m_active = 1;
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if (!m_iszEndEntity && !HasEndPointHandle())
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{
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if (!m_iszStartEntity)
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{
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RandomArea( );
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}
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else
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{
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CBaseEntity *pStart = RandomTargetname( STRING(m_iszStartEntity) );
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if (pStart != NULL)
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{
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RandomPoint( pStart->GetAbsOrigin() );
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}
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else
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{
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Msg( "env_beam: unknown entity \"%s\"\n", STRING(m_iszStartEntity) );
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}
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}
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return;
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}
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Strike();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Strikes once for its configured lifetime.
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//-----------------------------------------------------------------------------
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void CEnvBeam::Strike( void )
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{
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CBroadcastRecipientFilter filter;
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CBaseEntity *pStart = RandomTargetname( STRING(m_iszStartEntity) );
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CBaseEntity *pEnd = RandomTargetname( STRING(m_iszEndEntity) );
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// if the end entity is missing, we use the Hammer-specified vector offset instead.
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bool bEndPointFromEntity = pEnd != NULL;
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if ( pStart == NULL || ( !bEndPointFromEntity && !HasEndPointHandle() ) )
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return;
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Vector vEndPointLocation;
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if ( bEndPointFromEntity )
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{
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vEndPointLocation = pEnd->GetAbsOrigin() ;
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}
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else
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{
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EntityToWorldSpace( m_vEndPointRelative, &vEndPointLocation );
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}
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m_speed = clamp( m_speed, 0, MAX_BEAM_SCROLLSPEED );
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bool pointStart = IsStaticPointEntity( pStart );
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bool pointEnd = !bEndPointFromEntity || IsStaticPointEntity( pEnd );
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if ( pointStart || pointEnd )
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{
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if ( m_spawnflags & SF_BEAM_RING )
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{
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// don't work
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return;
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}
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te->BeamEntPoint( filter, 0.0,
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pointStart ? 0 : pStart->entindex(),
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pointStart ? &pStart->GetAbsOrigin() : NULL,
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pointEnd ? 0 : pEnd->entindex(),
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pointEnd ? &vEndPointLocation : NULL,
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m_spriteTexture,
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0, // No halo
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m_frameStart,
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(int)m_flFrameRate,
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m_life,
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m_boltWidth,
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m_boltWidth, // End width
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0, // No fade
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m_noiseAmplitude,
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m_clrRender->r, m_clrRender->g, m_clrRender->b, m_clrRender->a,
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m_speed );
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}
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else
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{
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if ( m_spawnflags & SF_BEAM_RING)
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{
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te->BeamRing( filter, 0.0,
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pStart->entindex(),
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pEnd->entindex(),
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m_spriteTexture,
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0, // No halo
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m_frameStart,
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(int)m_flFrameRate,
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m_life,
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m_boltWidth,
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0, // No spread
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m_noiseAmplitude,
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m_clrRender->r,
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m_clrRender->g,
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m_clrRender->b,
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m_clrRender->a,
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m_speed );
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}
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else
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{
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te->BeamEnts( filter, 0.0,
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pStart->entindex(),
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pEnd->entindex(),
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m_spriteTexture,
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0, // No halo
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m_frameStart,
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(int)m_flFrameRate,
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m_life,
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m_boltWidth,
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m_boltWidth, // End width
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0, // No fade
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m_noiseAmplitude,
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m_clrRender->r,
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m_clrRender->g,
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m_clrRender->b,
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m_clrRender->a,
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m_speed );
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}
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}
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DoSparks( pStart->GetAbsOrigin(), pEnd->GetAbsOrigin() );
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if ( m_flDamage > 0 )
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{
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trace_t tr;
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UTIL_TraceLine( pStart->GetAbsOrigin(), pEnd->GetAbsOrigin(), MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr );
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BeamDamageInstant( &tr, m_flDamage );
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}
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}
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class CTraceFilterPlayersNPCs : public ITraceFilter
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{
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public:
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bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
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{
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CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
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if ( pEntity )
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{
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if ( pEntity->IsPlayer() || pEntity->MyNPCPointer() )
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return true;
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}
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return false;
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}
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virtual TraceType_t GetTraceType() const
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{
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return TRACE_ENTITIES_ONLY;
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}
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};
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class CTraceFilterPlayersNPCsPhysicsProps : public ITraceFilter
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{
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public:
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bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
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{
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CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
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if ( pEntity )
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{
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if ( pEntity->IsPlayer() || pEntity->MyNPCPointer() || pEntity->m_iClassname == g_iszPhysicsPropClassname )
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return true;
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}
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return false;
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}
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virtual TraceType_t GetTraceType() const
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{
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return TRACE_ENTITIES_ONLY;
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}
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};
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CEnvBeam::PassesTouchFilters(CBaseEntity *pOther)
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{
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bool fPassedSoFar = false;
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// Touched some player or NPC!
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if( m_TouchType != touch_npc_only )
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{
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if( pOther->IsPlayer() )
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{
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fPassedSoFar = true;
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}
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}
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if( m_TouchType != touch_player_only )
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{
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if( pOther->IsNPC() )
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{
|
|
fPassedSoFar = true;
|
|
}
|
|
}
|
|
|
|
if( m_TouchType == touch_player_or_npc_or_physicsprop )
|
|
{
|
|
if( pOther->m_iClassname == g_iszPhysicsPropClassname )
|
|
{
|
|
fPassedSoFar = true;
|
|
}
|
|
}
|
|
|
|
if( fPassedSoFar )
|
|
{
|
|
CBaseFilter* pFilter = (CBaseFilter*)(m_hFilter.Get());
|
|
return (!pFilter) ? true : pFilter->PassesFilter( this, pOther );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CEnvBeam::UpdateThink( void )
|
|
{
|
|
// Apply damage every 1/10th of a second.
|
|
if ( ( m_flDamage > 0 ) && ( gpGlobals->curtime >= m_flFireTime + 0.1 ) )
|
|
{
|
|
trace_t tr;
|
|
UTIL_TraceLine( GetAbsStartPos(), GetAbsEndPos(), MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr );
|
|
BeamDamage( &tr );
|
|
// BeamDamage calls RelinkBeam, so no need to call it again.
|
|
}
|
|
else
|
|
{
|
|
RelinkBeam();
|
|
}
|
|
|
|
if( m_TouchType != touch_none )
|
|
{
|
|
trace_t tr;
|
|
Ray_t ray;
|
|
ray.Init( GetAbsStartPos(), GetAbsEndPos() );
|
|
|
|
if( m_TouchType == touch_player_or_npc_or_physicsprop )
|
|
{
|
|
CTraceFilterPlayersNPCsPhysicsProps traceFilter;
|
|
enginetrace->TraceRay( ray, MASK_SHOT, &traceFilter, &tr );
|
|
}
|
|
else
|
|
{
|
|
CTraceFilterPlayersNPCs traceFilter;
|
|
enginetrace->TraceRay( ray, MASK_SHOT, &traceFilter, &tr );
|
|
}
|
|
|
|
if( tr.fraction != 1.0 && PassesTouchFilters( tr.m_pEnt ) )
|
|
{
|
|
m_OnTouchedByEntity.FireOutput( tr.m_pEnt, this, 0 );
|
|
return;
|
|
}
|
|
}
|
|
|
|
SetNextThink( gpGlobals->curtime );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &vecSrc -
|
|
// &vecDest -
|
|
//-----------------------------------------------------------------------------
|
|
void CEnvBeam::Zap( const Vector &vecSrc, const Vector &vecDest )
|
|
{
|
|
CBroadcastRecipientFilter filter;
|
|
|
|
te->BeamPoints( filter, 0.0,
|
|
&vecSrc,
|
|
&vecDest,
|
|
m_spriteTexture,
|
|
0, // No halo
|
|
m_frameStart,
|
|
(int)m_flFrameRate,
|
|
m_life,
|
|
m_boltWidth,
|
|
m_boltWidth, // End width
|
|
0, // No fade
|
|
m_noiseAmplitude,
|
|
m_clrRender->r,
|
|
m_clrRender->g,
|
|
m_clrRender->b,
|
|
m_clrRender->a,
|
|
m_speed );
|
|
|
|
DoSparks( vecSrc, vecDest );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CEnvBeam::RandomArea( void )
|
|
{
|
|
int iLoops = 0;
|
|
|
|
for (iLoops = 0; iLoops < 10; iLoops++)
|
|
{
|
|
Vector vecSrc = GetAbsOrigin();
|
|
|
|
Vector vecDir1 = Vector( random->RandomFloat( -1.0, 1.0 ), random->RandomFloat( -1.0, 1.0 ),random->RandomFloat( -1.0, 1.0 ) );
|
|
VectorNormalize( vecDir1 );
|
|
trace_t tr1;
|
|
UTIL_TraceLine( vecSrc, vecSrc + vecDir1 * m_radius, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr1 );
|
|
|
|
if (tr1.fraction == 1.0)
|
|
continue;
|
|
|
|
Vector vecDir2;
|
|
do {
|
|
vecDir2 = Vector( random->RandomFloat( -1.0, 1.0 ), random->RandomFloat( -1.0, 1.0 ),random->RandomFloat( -1.0, 1.0 ) );
|
|
} while (DotProduct(vecDir1, vecDir2 ) > 0);
|
|
VectorNormalize( vecDir2 );
|
|
trace_t tr2;
|
|
UTIL_TraceLine( vecSrc, vecSrc + vecDir2 * m_radius, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr2 );
|
|
|
|
if (tr2.fraction == 1.0)
|
|
continue;
|
|
|
|
if ((tr1.endpos - tr2.endpos).Length() < m_radius * 0.1)
|
|
continue;
|
|
|
|
UTIL_TraceLine( tr1.endpos, tr2.endpos, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr2 );
|
|
|
|
if (tr2.fraction != 1.0)
|
|
continue;
|
|
|
|
Zap( tr1.endpos, tr2.endpos );
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : vecSrc -
|
|
//-----------------------------------------------------------------------------
|
|
void CEnvBeam::RandomPoint( const Vector &vecSrc )
|
|
{
|
|
int iLoops = 0;
|
|
|
|
for (iLoops = 0; iLoops < 10; iLoops++)
|
|
{
|
|
Vector vecDir1 = Vector( random->RandomFloat( -1.0, 1.0 ), random->RandomFloat( -1.0, 1.0 ),random->RandomFloat( -1.0, 1.0 ) );
|
|
VectorNormalize( vecDir1 );
|
|
trace_t tr1;
|
|
UTIL_TraceLine( vecSrc, vecSrc + vecDir1 * m_radius, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr1 );
|
|
|
|
if ((tr1.endpos - vecSrc).Length() < m_radius * 0.1)
|
|
continue;
|
|
|
|
if (tr1.fraction == 1.0)
|
|
continue;
|
|
|
|
Zap( vecSrc, tr1.endpos );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CEnvBeam::BeamUpdateVars( void )
|
|
{
|
|
CBaseEntity *pStart = gEntList.FindEntityByName( NULL, m_iszStartEntity );
|
|
CBaseEntity *pEnd = gEntList.FindEntityByName( NULL, m_iszEndEntity );
|
|
|
|
// if the end entity is missing, we use the Hammer-specified vector offset instead.
|
|
bool bEndPointFromEntity = pEnd != NULL;
|
|
|
|
if (( pStart == NULL ) || ( !bEndPointFromEntity && !HasEndPointHandle() ))
|
|
{
|
|
return;
|
|
}
|
|
|
|
Vector vEndPointPos;
|
|
if ( bEndPointFromEntity )
|
|
{
|
|
vEndPointPos = pEnd->GetAbsOrigin();
|
|
}
|
|
else
|
|
{
|
|
EntityToWorldSpace( m_vEndPointRelative, &vEndPointPos );
|
|
}
|
|
|
|
m_nNumBeamEnts = 2;
|
|
|
|
m_speed = clamp( m_speed, 0, MAX_BEAM_SCROLLSPEED );
|
|
|
|
// NOTE: If the end entity is the beam itself (and the start entity
|
|
// isn't *also* the beam itself, we've got problems. This is a problem
|
|
// because SetAbsStartPos actually sets the entity's origin.
|
|
if ( ( pEnd == this ) && ( pStart != this ) )
|
|
{
|
|
DevMsg("env_beams cannot have the end entity be the beam itself\n"
|
|
"unless the start entity is also the beam itself!\n" );
|
|
Assert(0);
|
|
}
|
|
|
|
SetModelName( m_iszSpriteName );
|
|
SetTexture( m_spriteTexture );
|
|
|
|
SetType( BEAM_ENTPOINT );
|
|
|
|
if ( IsStaticPointEntity( pStart ) )
|
|
{
|
|
SetAbsStartPos( pStart->GetAbsOrigin() );
|
|
}
|
|
else
|
|
{
|
|
SetStartEntity( pStart );
|
|
}
|
|
|
|
if ( !bEndPointFromEntity || IsStaticPointEntity( pEnd ) )
|
|
{
|
|
SetAbsEndPos( vEndPointPos );
|
|
}
|
|
else
|
|
{
|
|
SetEndEntity( pEnd );
|
|
}
|
|
|
|
RelinkBeam();
|
|
|
|
SetWidth( MIN(MAX_BEAM_WIDTH, m_boltWidth) );
|
|
SetNoise( MIN(MAX_BEAM_NOISEAMPLITUDE, m_noiseAmplitude) );
|
|
SetFrame( m_frameStart );
|
|
SetScrollRate( m_speed );
|
|
if ( m_spawnflags & SF_BEAM_SHADEIN )
|
|
{
|
|
SetBeamFlags( FBEAM_SHADEIN );
|
|
}
|
|
else if ( m_spawnflags & SF_BEAM_SHADEOUT )
|
|
{
|
|
SetBeamFlags( FBEAM_SHADEOUT );
|
|
}
|
|
}
|