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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/tf2/c_shield.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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Diffstat (limited to 'game/client/tf2/c_shield.h')
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diff --git a/game/client/tf2/c_shield.h b/game/client/tf2/c_shield.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Client's sheild entity
+//
+// $Workfile: $
+// $Date: $
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef C_SHIELD_H
+#define C_SHIELD_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "SplinePatch.h"
+
+//-----------------------------------------------------------------------------
+// Shield:
+//-----------------------------------------------------------------------------
+class C_Shield : public C_BaseEntity
+{
+public:
+ DECLARE_CLASS( C_Shield, C_BaseEntity );
+ DECLARE_CLIENTCLASS();
+
+ // constructor, destructor
+ C_Shield();
+ ~C_Shield();
+
+ // Inherited classes should call this in their constructor to indicate size...
+ void InitShield( int w, int h, int subdivisions );
+
+ void OnDataChanged( DataUpdateType_t updateType );
+ int DrawModel( int flags );
+ void ReceiveMessage( int classID, bf_read &msg );
+
+ void CreateShieldDeflection( int hitgroup, const Vector &dir, bool partialBlock );
+
+ virtual bool ShouldDraw();
+ virtual bool IsTransparent() { return true; }
+ virtual void SetAlwaysOrient( bool bOrient ) {}
+ virtual bool IsAlwaysOrienting( ) { return false; }
+ virtual void SetCenterAngles( const QAngle & ) {}
+ virtual void SetAttachmentIndex( int nAttachmentIndex ) {}
+
+ // returns the address of a variable that stores the material animation frame
+ float GetTextureAnimationStartTime();
+
+ // Indicates that a texture animation has wrapped
+ void TextureAnimationWrapped();
+
+ virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
+
+ // Collision detection
+ // Activates/deactivates a shield for collision purposes
+ void ActivateCollisions( bool activate );
+
+ // Deactivates all shields of players on a particular team
+ // If you don't specify a team, it'll affect all shields
+ static void ActivateShields( bool activate, int team = -1 );
+ virtual const Vector& GetPoint( int x, int y ) { return vec3_origin; }
+
+ // For collision testing
+ bool TestCollision( const Ray_t& ray, unsigned int mask, trace_t& trace );
+
+ // Called when we hit something that we deflect...
+ void RegisterDeflection(const Vector& vecDir, int bitsDamageType, trace_t *ptr);
+
+ float GetPowerLevel( void ) { return m_flPowerLevel; }
+
+ bool IsEMPed() const;
+ void SetEMPed( bool bIsEmped );
+
+protected:
+ //
+ // Inheriting classes must implement these methods!!!
+ //
+
+ // Return true if the panel is active
+ virtual bool IsPanelActive( int x, int y ) { assert(0); return false; }
+
+ // Gets at the control point data; who knows how it was made?
+ virtual void GetShieldData( Vector const** ppVerts, float* pOpacity, float* pBlend ) { assert(0); }
+
+private:
+ void DrawWireframeModel( Vector const** pPositions );
+ void ComputePoint( float s, float t, Vector& pt, Vector& normal, float& opacity );
+ void ComputeShieldPoints( Vector* pt, Vector* normal, float* opacity );
+ void RippleShieldPoints( Vector* pt, float* opacity );
+ void DrawShieldPoints(Vector* pt, Vector* normal, float* opacity);
+ void DrawShieldDecals(Vector* pt, bool hitDecals );
+ void SetCurrentDecal( int idx );
+
+ int Width() const;
+ int Height() const;
+
+protected:
+ // Used to fade out the shield
+ float m_FadeValue;
+
+ // Used to make the shield more or less curvy
+ float m_CurveValue;
+
+private:
+ // no copy constructor
+ C_Shield( const C_Shield& );
+
+ // Data needs to ripple the shield control points
+ struct Ripple_t
+ {
+ float m_RippleU;
+ float m_RippleV;
+ float m_Amplitude;
+ float m_Radius;
+ float m_StartTime;
+ Vector m_Direction;
+ };
+
+ struct Decal_t
+ {
+ float m_RippleU;
+ float m_RippleV;
+ float m_Radius;
+ float m_StartTime;
+ };
+
+ // Owner entity
+ int m_nOwningPlayerIndex;
+
+ // number of subdivisions
+ int m_SubdivisionCount;
+ float m_InvSubdivisionCount;
+
+ // Shield powerlevel
+ float m_flPowerLevel;
+
+ // Texture animation
+ float m_StartTime;
+
+ bool m_bCollisionsActive;
+ bool m_bIsEMPed;
+
+ // Used to do spline queries
+ CSplinePatch m_SplinePatch;
+
+ // List of all ripples + decals
+ int m_CurrentDecal;
+ CUtlVector< Ripple_t > m_Ripples;
+ CUtlVector< Decal_t > m_Decals;
+
+ // All the various materials we use
+ CMaterialReference m_pWireframe;
+ CMaterialReference m_pShield;
+ CMaterialReference m_pHitDecal;
+ CMaterialReference m_pPassDecal;
+ CMaterialReference m_pPassDecal2;
+
+ // A little state used only during rendering, but I didn't want
+ // to pass these as arguments to a bunch of functions
+ bool m_ShieldOwnedByLocalPlayer;
+ Vector m_ViewDir;
+
+ // List of all active shields
+ static CUtlVector< C_Shield* > s_Shields;
+};
+
+
+//-----------------------------------------------------------------------------
+// Inline methods
+//-----------------------------------------------------------------------------
+inline int C_Shield::Width() const
+{
+ return m_SplinePatch.Width();
+}
+
+inline int C_Shield::Height() const
+{
+ return m_SplinePatch.Height();
+}
+
+inline bool C_Shield::IsEMPed() const
+{
+ return m_bIsEMPed;
+}
+
+inline void C_Shield::SetEMPed( bool bIsEmped )
+{
+ m_bIsEMPed = bIsEmped;
+}
+
+
+//-----------------------------------------------------------------------------
+// Class factory methods to create the various versions of the shield
+//-----------------------------------------------------------------------------
+C_Shield* CreateMobileShield( C_BaseEntity *owner, float flFrontDistance = 0 );
+
+#endif // C_SHIELD_H \ No newline at end of file