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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/shared/hl2mp/weapon_stunstick.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/hl2mp/weapon_stunstick.cpp')
-rw-r--r--game/shared/hl2mp/weapon_stunstick.cpp902
1 files changed, 902 insertions, 0 deletions
diff --git a/game/shared/hl2mp/weapon_stunstick.cpp b/game/shared/hl2mp/weapon_stunstick.cpp
new file mode 100644
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--- /dev/null
+++ b/game/shared/hl2mp/weapon_stunstick.cpp
@@ -0,0 +1,902 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Stun Stick- beating stick with a zappy end
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "npcevent.h"
+#include "weapon_hl2mpbasebasebludgeon.h"
+#include "IEffects.h"
+#include "debugoverlay_shared.h"
+
+#ifndef CLIENT_DLL
+ #include "npc_metropolice.h"
+ #include "te_effect_dispatch.h"
+#endif
+
+#ifdef CLIENT_DLL
+
+ #include "iviewrender_beams.h"
+ #include "beam_shared.h"
+ #include "materialsystem/imaterial.h"
+ #include "model_types.h"
+ #include "c_te_effect_dispatch.h"
+ #include "fx_quad.h"
+ #include "fx.h"
+
+ extern void DrawHalo( IMaterial* pMaterial, const Vector &source, float scale, float const *color, float flHDRColorScale );
+ extern void FormatViewModelAttachment( Vector &vOrigin, bool bInverse );
+
+#endif
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+extern ConVar metropolice_move_and_melee;
+
+#define STUNSTICK_RANGE 75.0f
+#define STUNSTICK_REFIRE 0.8f
+#define STUNSTICK_BEAM_MATERIAL "sprites/lgtning.vmt"
+#define STUNSTICK_GLOW_MATERIAL "sprites/light_glow02_add"
+#define STUNSTICK_GLOW_MATERIAL2 "effects/blueflare1"
+#define STUNSTICK_GLOW_MATERIAL_NOZ "sprites/light_glow02_add_noz"
+
+#ifdef CLIENT_DLL
+#define CWeaponStunStick C_WeaponStunStick
+#endif
+
+class CWeaponStunStick : public CBaseHL2MPBludgeonWeapon
+{
+ DECLARE_CLASS( CWeaponStunStick, CBaseHL2MPBludgeonWeapon );
+
+public:
+
+ CWeaponStunStick();
+
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+#ifndef CLIENT_DLL
+ DECLARE_ACTTABLE();
+#endif
+
+#ifdef CLIENT_DLL
+ virtual int DrawModel( int flags );
+ virtual void ClientThink( void );
+ virtual void OnDataChanged( DataUpdateType_t updateType );
+ virtual RenderGroup_t GetRenderGroup( void );
+ virtual void ViewModelDrawn( C_BaseViewModel *pBaseViewModel );
+
+#endif
+
+ virtual void Precache();
+
+ void Spawn();
+
+ float GetRange( void ) { return STUNSTICK_RANGE; }
+ float GetFireRate( void ) { return STUNSTICK_REFIRE; }
+
+
+ bool Deploy( void );
+ bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
+
+ void Drop( const Vector &vecVelocity );
+ void ImpactEffect( trace_t &traceHit );
+ void SecondaryAttack( void ) {}
+ void SetStunState( bool state );
+ bool GetStunState( void );
+
+#ifndef CLIENT_DLL
+ void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
+ int WeaponMeleeAttack1Condition( float flDot, float flDist );
+#endif
+
+ float GetDamageForActivity( Activity hitActivity );
+
+ CWeaponStunStick( const CWeaponStunStick & );
+
+private:
+
+#ifdef CLIENT_DLL
+
+ #define NUM_BEAM_ATTACHMENTS 9
+
+ struct stunstickBeamInfo_t
+ {
+ int IDs[2]; // 0 - top, 1 - bottom
+ };
+
+ stunstickBeamInfo_t m_BeamAttachments[NUM_BEAM_ATTACHMENTS]; // Lookup for arc attachment points on the head of the stick
+ int m_BeamCenterAttachment; // "Core" of the effect (center of the head)
+
+ void SetupAttachmentPoints( void );
+ void DrawFirstPersonEffects( void );
+ void DrawThirdPersonEffects( void );
+ void DrawEffects( void );
+ bool InSwing( void );
+
+ bool m_bSwungLastFrame;
+
+ #define FADE_DURATION 0.25f
+
+ float m_flFadeTime;
+
+#endif
+
+ CNetworkVar( bool, m_bActive );
+};
+
+//-----------------------------------------------------------------------------
+// CWeaponStunStick
+//-----------------------------------------------------------------------------
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponStunStick, DT_WeaponStunStick )
+
+BEGIN_NETWORK_TABLE( CWeaponStunStick, DT_WeaponStunStick )
+#ifdef CLIENT_DLL
+ RecvPropInt( RECVINFO( m_bActive ) ),
+#else
+ SendPropInt( SENDINFO( m_bActive ), 1, SPROP_UNSIGNED ),
+#endif
+
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponStunStick )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_stunstick, CWeaponStunStick );
+PRECACHE_WEAPON_REGISTER( weapon_stunstick );
+
+
+#ifndef CLIENT_DLL
+
+acttable_t CWeaponStunStick::m_acttable[] =
+{
+ { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
+ { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
+ { ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
+ { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
+ { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
+ { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
+ { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
+ { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false },
+};
+
+IMPLEMENT_ACTTABLE(CWeaponStunStick);
+
+#endif
+
+
+//-----------------------------------------------------------------------------
+// Constructor
+//-----------------------------------------------------------------------------
+CWeaponStunStick::CWeaponStunStick( void )
+{
+ // HACK: Don't call SetStunState because this tried to Emit a sound before
+ // any players are connected which is a bug
+ m_bActive = false;
+
+#ifdef CLIENT_DLL
+ m_bSwungLastFrame = false;
+ m_flFadeTime = FADE_DURATION; // Start off past the fade point
+#endif
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CWeaponStunStick::Spawn()
+{
+ Precache();
+
+ BaseClass::Spawn();
+ AddSolidFlags( FSOLID_NOT_STANDABLE );
+}
+
+void CWeaponStunStick::Precache()
+{
+ BaseClass::Precache();
+
+ PrecacheScriptSound( "Weapon_StunStick.Activate" );
+ PrecacheScriptSound( "Weapon_StunStick.Deactivate" );
+
+ PrecacheModel( STUNSTICK_BEAM_MATERIAL );
+ PrecacheModel( "sprites/light_glow02_add.vmt" );
+ PrecacheModel( "effects/blueflare1.vmt" );
+ PrecacheModel( "sprites/light_glow02_add_noz.vmt" );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Get the damage amount for the animation we're doing
+// Input : hitActivity - currently played activity
+// Output : Damage amount
+//-----------------------------------------------------------------------------
+float CWeaponStunStick::GetDamageForActivity( Activity hitActivity )
+{
+ return 40.0f;
+}
+
+//-----------------------------------------------------------------------------
+// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
+//-----------------------------------------------------------------------------
+extern ConVar sk_crowbar_lead_time;
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponStunStick::ImpactEffect( trace_t &traceHit )
+{
+
+//#ifndef CLIENT_DLL
+
+ CEffectData data;
+
+ data.m_vNormal = traceHit.plane.normal;
+ data.m_vOrigin = traceHit.endpos + ( data.m_vNormal * 4.0f );
+
+ DispatchEffect( "StunstickImpact", data );
+
+//#endif
+
+ //FIXME: need new decals
+ UTIL_ImpactTrace( &traceHit, DMG_CLUB );
+}
+
+#ifndef CLIENT_DLL
+
+
+int CWeaponStunStick::WeaponMeleeAttack1Condition( float flDot, float flDist )
+{
+ // Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
+ CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
+ CBaseEntity *pEnemy = pNPC->GetEnemy();
+ if (!pEnemy)
+ return COND_NONE;
+
+ Vector vecVelocity;
+ AngularImpulse angVelocity;
+ pEnemy->GetVelocity( &vecVelocity, &angVelocity );
+
+ // Project where the enemy will be in a little while, add some randomness so he doesn't always hit
+ float dt = sk_crowbar_lead_time.GetFloat();
+ dt += random->RandomFloat( -0.3f, 0.2f );
+ if ( dt < 0.0f )
+ dt = 0.0f;
+
+ Vector vecExtrapolatedPos;
+ VectorMA( pEnemy->WorldSpaceCenter(), dt, vecVelocity, vecExtrapolatedPos );
+
+ Vector vecDelta;
+ VectorSubtract( vecExtrapolatedPos, pNPC->WorldSpaceCenter(), vecDelta );
+
+ if ( fabs( vecDelta.z ) > 70 )
+ {
+ return COND_TOO_FAR_TO_ATTACK;
+ }
+
+ Vector vecForward = pNPC->BodyDirection2D( );
+ vecDelta.z = 0.0f;
+ float flExtrapolatedDot = DotProduct2D( vecDelta.AsVector2D(), vecForward.AsVector2D() );
+ if ((flDot < 0.7) && (flExtrapolatedDot < 0.7))
+ {
+ return COND_NOT_FACING_ATTACK;
+ }
+
+ float flExtrapolatedDist = Vector2DNormalize( vecDelta.AsVector2D() );
+
+ if( pEnemy->IsPlayer() )
+ {
+ //Vector vecDir = pEnemy->GetSmoothedVelocity();
+ //float flSpeed = VectorNormalize( vecDir );
+
+ // If player will be in front of me in one-half second, clock his arse.
+ Vector vecProjectEnemy = pEnemy->GetAbsOrigin() + (pEnemy->GetAbsVelocity() * 0.35);
+ Vector vecProjectMe = GetAbsOrigin();
+
+ if( (vecProjectMe - vecProjectEnemy).Length2D() <= 48.0f )
+ {
+ return COND_CAN_MELEE_ATTACK1;
+ }
+ }
+/*
+ if( metropolice_move_and_melee.GetBool() )
+ {
+ if( pNPC->IsMoving() )
+ {
+ flTargetDist *= 1.5f;
+ }
+ }
+*/
+ float flTargetDist = 48.0f;
+ if ((flDist > flTargetDist) && (flExtrapolatedDist > flTargetDist))
+ {
+ return COND_TOO_FAR_TO_ATTACK;
+ }
+
+ return COND_CAN_MELEE_ATTACK1;
+}
+
+
+void CWeaponStunStick::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
+{
+ switch( pEvent->event )
+ {
+ case EVENT_WEAPON_MELEE_HIT:
+ {
+ // Trace up or down based on where the enemy is...
+ // But only if we're basically facing that direction
+ Vector vecDirection;
+ AngleVectors( GetAbsAngles(), &vecDirection );
+
+ CBaseEntity *pEnemy = pOperator->MyNPCPointer() ? pOperator->MyNPCPointer()->GetEnemy() : NULL;
+ if ( pEnemy )
+ {
+ Vector vecDelta;
+ VectorSubtract( pEnemy->WorldSpaceCenter(), pOperator->Weapon_ShootPosition(), vecDelta );
+ VectorNormalize( vecDelta );
+
+ Vector2D vecDelta2D = vecDelta.AsVector2D();
+ Vector2DNormalize( vecDelta2D );
+ if ( DotProduct2D( vecDelta2D, vecDirection.AsVector2D() ) > 0.8f )
+ {
+ vecDirection = vecDelta;
+ }
+ }
+
+ Vector vecEnd;
+ VectorMA( pOperator->Weapon_ShootPosition(), 32, vecDirection, vecEnd );
+ // Stretch the swing box down to catch low level physics objects
+ CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd,
+ Vector(-16,-16,-40), Vector(16,16,16), GetDamageForActivity( GetActivity() ), DMG_CLUB, 0.5f, false );
+
+ // did I hit someone?
+ if ( pHurt )
+ {
+ // play sound
+ WeaponSound( MELEE_HIT );
+
+ CBasePlayer *pPlayer = ToBasePlayer( pHurt );
+
+ bool bFlashed = false;
+
+ // Punch angles
+ if ( pPlayer != NULL && !(pPlayer->GetFlags() & FL_GODMODE) )
+ {
+ float yawKick = random->RandomFloat( -48, -24 );
+
+ //Kick the player angles
+ pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) );
+
+ Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin();
+
+ // If the player's on my head, don't knock him up
+ if ( pPlayer->GetGroundEntity() == pOperator )
+ {
+ dir = vecDirection;
+ dir.z = 0;
+ }
+
+ VectorNormalize(dir);
+
+ dir *= 500.0f;
+
+ //If not on ground, then don't make them fly!
+ if ( !(pPlayer->GetFlags() & FL_ONGROUND ) )
+ dir.z = 0.0f;
+
+ //Push the target back
+ pHurt->ApplyAbsVelocityImpulse( dir );
+
+ if ( !bFlashed )
+ {
+ color32 red = {128,0,0,128};
+ UTIL_ScreenFade( pPlayer, red, 0.5f, 0.1f, FFADE_IN );
+ }
+
+ // Force the player to drop anyting they were holding
+ pPlayer->ForceDropOfCarriedPhysObjects();
+ }
+
+ // do effect?
+ }
+ else
+ {
+ WeaponSound( MELEE_MISS );
+ }
+ }
+ break;
+ default:
+ BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
+ break;
+ }
+}
+
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose: Sets the state of the stun stick
+//-----------------------------------------------------------------------------
+void CWeaponStunStick::SetStunState( bool state )
+{
+ m_bActive = state;
+
+ if ( m_bActive )
+ {
+ //FIXME: START - Move to client-side
+
+ Vector vecAttachment;
+ QAngle vecAttachmentAngles;
+
+ GetAttachment( 1, vecAttachment, vecAttachmentAngles );
+ g_pEffects->Sparks( vecAttachment );
+
+ //FIXME: END - Move to client-side
+
+ EmitSound( "Weapon_StunStick.Activate" );
+ }
+ else
+ {
+ EmitSound( "Weapon_StunStick.Deactivate" );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CWeaponStunStick::Deploy( void )
+{
+ SetStunState( true );
+
+ return BaseClass::Deploy();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CWeaponStunStick::Holster( CBaseCombatWeapon *pSwitchingTo )
+{
+ if ( BaseClass::Holster( pSwitchingTo ) == false )
+ return false;
+
+ SetStunState( false );
+ SetWeaponVisible( false );
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &vecVelocity -
+//-----------------------------------------------------------------------------
+void CWeaponStunStick::Drop( const Vector &vecVelocity )
+{
+ SetStunState( false );
+
+#ifndef CLIENT_DLL
+ UTIL_Remove( this );
+#endif
+
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CWeaponStunStick::GetStunState( void )
+{
+ return m_bActive;
+}
+
+#ifdef CLIENT_DLL
+
+//-----------------------------------------------------------------------------
+// Purpose: Get the attachment point on a viewmodel that a base weapon is using
+//-----------------------------------------------------------------------------
+bool UTIL_GetWeaponAttachment( C_BaseCombatWeapon *pWeapon, int attachmentID, Vector &absOrigin, QAngle &absAngles )
+{
+ // This is already correct in third-person
+ if ( pWeapon && pWeapon->ShouldDrawUsingViewModel() == false )
+ {
+ return pWeapon->GetAttachment( attachmentID, absOrigin, absAngles );
+ }
+
+ // Otherwise we need to translate the attachment to the viewmodel's version and reformat it
+ CBasePlayer *pOwner = ToBasePlayer( pWeapon->GetOwner() );
+
+ if ( pOwner != NULL )
+ {
+ int ret = pOwner->GetViewModel()->GetAttachment( attachmentID, absOrigin, absAngles );
+ FormatViewModelAttachment( absOrigin, true );
+
+ return ret;
+ }
+
+ // Wasn't found
+ return false;
+}
+
+#define BEAM_ATTACH_CORE_NAME "sparkrear"
+
+//-----------------------------------------------------------------------------
+// Purpose: Sets up the attachment point lookup for the model
+//-----------------------------------------------------------------------------
+void C_WeaponStunStick::SetupAttachmentPoints( void )
+{
+ // Setup points for both types of views
+ if ( ShouldDrawUsingViewModel() )
+ {
+ const char *szBeamAttachNamesTop[NUM_BEAM_ATTACHMENTS] =
+ {
+ "spark1a","spark2a","spark3a","spark4a",
+ "spark5a","spark6a","spark7a","spark8a",
+ "spark9a",
+ };
+
+ const char *szBeamAttachNamesBottom[NUM_BEAM_ATTACHMENTS] =
+ {
+ "spark1b","spark2b","spark3b","spark4b",
+ "spark5b","spark6b","spark7b","spark8b",
+ "spark9b",
+ };
+
+ // Lookup and store all connections
+ for ( int i = 0; i < NUM_BEAM_ATTACHMENTS; i++ )
+ {
+ m_BeamAttachments[i].IDs[0] = LookupAttachment( szBeamAttachNamesTop[i] );
+ m_BeamAttachments[i].IDs[1] = LookupAttachment( szBeamAttachNamesBottom[i] );
+ }
+
+ // Setup the center beam point
+ m_BeamCenterAttachment = LookupAttachment( BEAM_ATTACH_CORE_NAME );
+ }
+ else
+ {
+ // Setup the center beam point
+ m_BeamCenterAttachment = 1;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Draws the stunstick model (with extra effects)
+//-----------------------------------------------------------------------------
+int C_WeaponStunStick::DrawModel( int flags )
+{
+ if ( ShouldDraw() == false )
+ return 0;
+
+ // Only render these on the transparent pass
+ if ( flags & STUDIO_TRANSPARENCY )
+ {
+ DrawEffects();
+ return 1;
+ }
+
+ return BaseClass::DrawModel( flags );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Randomly adds extra effects
+//-----------------------------------------------------------------------------
+void C_WeaponStunStick::ClientThink( void )
+{
+ if ( InSwing() == false )
+ {
+ if ( m_bSwungLastFrame )
+ {
+ // Start fading
+ m_flFadeTime = gpGlobals->curtime;
+ m_bSwungLastFrame = false;
+ }
+
+ return;
+ }
+
+ // Remember if we were swinging last frame
+ m_bSwungLastFrame = InSwing();
+
+ if ( IsEffectActive( EF_NODRAW ) )
+ return;
+
+ if ( ShouldDrawUsingViewModel() )
+ {
+ // Update our effects
+ if ( gpGlobals->frametime != 0.0f && ( random->RandomInt( 0, 3 ) == 0 ) )
+ {
+ Vector vecOrigin;
+ QAngle vecAngles;
+
+ // Inner beams
+ BeamInfo_t beamInfo;
+
+ int attachment = random->RandomInt( 0, 15 );
+
+ UTIL_GetWeaponAttachment( this, attachment, vecOrigin, vecAngles );
+ ::FormatViewModelAttachment( vecOrigin, false );
+
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+ CBaseEntity *pBeamEnt = pOwner->GetViewModel();
+
+ beamInfo.m_vecStart = vec3_origin;
+ beamInfo.m_pStartEnt= pBeamEnt;
+ beamInfo.m_nStartAttachment = attachment;
+
+ beamInfo.m_pEndEnt = NULL;
+ beamInfo.m_nEndAttachment = -1;
+ beamInfo.m_vecEnd = vecOrigin + RandomVector( -8, 8 );
+
+ beamInfo.m_pszModelName = STUNSTICK_BEAM_MATERIAL;
+ beamInfo.m_flHaloScale = 0.0f;
+ beamInfo.m_flLife = 0.05f;
+ beamInfo.m_flWidth = random->RandomFloat( 1.0f, 2.0f );
+ beamInfo.m_flEndWidth = 0;
+ beamInfo.m_flFadeLength = 0.0f;
+ beamInfo.m_flAmplitude = random->RandomFloat( 16, 32 );
+ beamInfo.m_flBrightness = 255.0;
+ beamInfo.m_flSpeed = 0.0;
+ beamInfo.m_nStartFrame = 0.0;
+ beamInfo.m_flFrameRate = 1.0f;
+ beamInfo.m_flRed = 255.0f;;
+ beamInfo.m_flGreen = 255.0f;
+ beamInfo.m_flBlue = 255.0f;
+ beamInfo.m_nSegments = 16;
+ beamInfo.m_bRenderable = true;
+ beamInfo.m_nFlags = 0;
+
+ beams->CreateBeamEntPoint( beamInfo );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Starts the client-side version thinking
+//-----------------------------------------------------------------------------
+void C_WeaponStunStick::OnDataChanged( DataUpdateType_t updateType )
+{
+ BaseClass::OnDataChanged( updateType );
+ if ( updateType == DATA_UPDATE_CREATED )
+ {
+ SetNextClientThink( CLIENT_THINK_ALWAYS );
+ SetupAttachmentPoints();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Tells us we're always a translucent entity
+//-----------------------------------------------------------------------------
+RenderGroup_t C_WeaponStunStick::GetRenderGroup( void )
+{
+ return RENDER_GROUP_TWOPASS;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Tells us we're always a translucent entity
+//-----------------------------------------------------------------------------
+bool C_WeaponStunStick::InSwing( void )
+{
+ int activity = GetActivity();
+
+ // FIXME: This is needed until the actual animation works
+ if ( ShouldDrawUsingViewModel() == false )
+ return true;
+
+ // These are the swing activities this weapon can play
+ if ( activity == GetPrimaryAttackActivity() ||
+ activity == GetSecondaryAttackActivity() ||
+ activity == ACT_VM_MISSCENTER ||
+ activity == ACT_VM_MISSCENTER2 )
+ return true;
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Draw our special effects
+//-----------------------------------------------------------------------------
+void C_WeaponStunStick::DrawThirdPersonEffects( void )
+{
+ Vector vecOrigin;
+ QAngle vecAngles;
+ float color[3];
+ float scale;
+
+ CMatRenderContextPtr pRenderContext( materials );
+ IMaterial *pMaterial = materials->FindMaterial( STUNSTICK_GLOW_MATERIAL, NULL, false );
+ pRenderContext->Bind( pMaterial );
+
+ // Get bright when swung
+ if ( InSwing() )
+ {
+ color[0] = color[1] = color[2] = 0.4f;
+ scale = 22.0f;
+ }
+ else
+ {
+ color[0] = color[1] = color[2] = 0.1f;
+ scale = 20.0f;
+ }
+
+ // Draw an all encompassing glow around the entire head
+ UTIL_GetWeaponAttachment( this, m_BeamCenterAttachment, vecOrigin, vecAngles );
+ DrawHalo( pMaterial, vecOrigin, scale, color );
+
+ if ( InSwing() )
+ {
+ pMaterial = materials->FindMaterial( STUNSTICK_GLOW_MATERIAL2, NULL, false );
+ pRenderContext->Bind( pMaterial );
+
+ color[0] = color[1] = color[2] = random->RandomFloat( 0.6f, 0.8f );
+ scale = random->RandomFloat( 4.0f, 6.0f );
+
+ // Draw an all encompassing glow around the entire head
+ UTIL_GetWeaponAttachment( this, m_BeamCenterAttachment, vecOrigin, vecAngles );
+ DrawHalo( pMaterial, vecOrigin, scale, color );
+
+ // Update our effects
+ if ( gpGlobals->frametime != 0.0f && ( random->RandomInt( 0, 5 ) == 0 ) )
+ {
+ Vector vecOrigin;
+ QAngle vecAngles;
+
+ GetAttachment( 1, vecOrigin, vecAngles );
+
+ Vector vForward;
+ AngleVectors( vecAngles, &vForward );
+
+ Vector vEnd = vecOrigin - vForward * 1.0f;
+
+ // Inner beams
+ BeamInfo_t beamInfo;
+
+ beamInfo.m_vecStart = vEnd;
+ Vector offset = RandomVector( -12, 8 );
+
+ offset += Vector(4,4,4);
+ beamInfo.m_vecEnd = vecOrigin + offset;
+
+ beamInfo.m_pStartEnt= cl_entitylist->GetEnt( BEAMENT_ENTITY( entindex() ) );
+ beamInfo.m_pEndEnt = cl_entitylist->GetEnt( BEAMENT_ENTITY( entindex() ) );
+ beamInfo.m_nStartAttachment = 1;
+ beamInfo.m_nEndAttachment = -1;
+
+ beamInfo.m_nType = TE_BEAMTESLA;
+ beamInfo.m_pszModelName = STUNSTICK_BEAM_MATERIAL;
+ beamInfo.m_flHaloScale = 0.0f;
+ beamInfo.m_flLife = 0.01f;
+ beamInfo.m_flWidth = random->RandomFloat( 1.0f, 3.0f );
+ beamInfo.m_flEndWidth = 0;
+ beamInfo.m_flFadeLength = 0.0f;
+ beamInfo.m_flAmplitude = random->RandomFloat( 1, 2 );
+ beamInfo.m_flBrightness = 255.0;
+ beamInfo.m_flSpeed = 0.0;
+ beamInfo.m_nStartFrame = 0.0;
+ beamInfo.m_flFrameRate = 1.0f;
+ beamInfo.m_flRed = 255.0f;;
+ beamInfo.m_flGreen = 255.0f;
+ beamInfo.m_flBlue = 255.0f;
+ beamInfo.m_nSegments = 16;
+ beamInfo.m_bRenderable = true;
+ beamInfo.m_nFlags = FBEAM_SHADEOUT;
+
+ beams->CreateBeamPoints( beamInfo );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Draw our special effects
+//-----------------------------------------------------------------------------
+void C_WeaponStunStick::DrawFirstPersonEffects( void )
+{
+ Vector vecOrigin;
+ QAngle vecAngles;
+ float color[3];
+ float scale;
+
+ CMatRenderContextPtr pRenderContext( materials );
+ IMaterial *pMaterial = materials->FindMaterial( STUNSTICK_GLOW_MATERIAL_NOZ, NULL, false );
+ // FIXME: Needs to work with new IMaterial system!
+ pRenderContext->Bind( pMaterial );
+
+ // Find where we are in the fade
+ float fadeAmount = RemapValClamped( gpGlobals->curtime, m_flFadeTime, m_flFadeTime + FADE_DURATION, 1.0f, 0.1f );
+
+ // Get bright when swung
+ if ( InSwing() )
+ {
+ color[0] = color[1] = color[2] = 0.4f;
+ scale = 22.0f;
+ }
+ else
+ {
+ color[0] = color[1] = color[2] = 0.4f * fadeAmount;
+ scale = 20.0f;
+ }
+
+ if ( color[0] > 0.0f )
+ {
+ // Draw an all encompassing glow around the entire head
+ UTIL_GetWeaponAttachment( this, m_BeamCenterAttachment, vecOrigin, vecAngles );
+ DrawHalo( pMaterial, vecOrigin, scale, color );
+ }
+
+ // Draw bright points at each attachment location
+ for ( int i = 0; i < (NUM_BEAM_ATTACHMENTS*2)+1; i++ )
+ {
+ if ( InSwing() )
+ {
+ color[0] = color[1] = color[2] = random->RandomFloat( 0.05f, 0.5f );
+ scale = random->RandomFloat( 4.0f, 5.0f );
+ }
+ else
+ {
+ color[0] = color[1] = color[2] = random->RandomFloat( 0.05f, 0.5f ) * fadeAmount;
+ scale = random->RandomFloat( 4.0f, 5.0f ) * fadeAmount;
+ }
+
+ if ( color[0] > 0.0f )
+ {
+ UTIL_GetWeaponAttachment( this, i, vecOrigin, vecAngles );
+ DrawHalo( pMaterial, vecOrigin, scale, color );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Draw our special effects
+//-----------------------------------------------------------------------------
+void C_WeaponStunStick::DrawEffects( void )
+{
+ if ( ShouldDrawUsingViewModel() )
+ {
+ DrawFirstPersonEffects();
+ }
+ else
+ {
+ DrawThirdPersonEffects();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Viewmodel was drawn
+//-----------------------------------------------------------------------------
+void C_WeaponStunStick::ViewModelDrawn( C_BaseViewModel *pBaseViewModel )
+{
+ // Don't bother when we're not deployed
+ if ( IsWeaponVisible() )
+ {
+ // Do all our special effects
+ DrawEffects();
+ }
+
+ BaseClass::ViewModelDrawn( pBaseViewModel );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Draw a cheap glow quad at our impact point (with sparks)
+//-----------------------------------------------------------------------------
+void StunstickImpactCallback( const CEffectData &data )
+{
+ float scale = random->RandomFloat( 16, 32 );
+
+ FX_AddQuad( data.m_vOrigin,
+ data.m_vNormal,
+ scale,
+ scale*2.0f,
+ 1.0f,
+ 1.0f,
+ 0.0f,
+ 0.0f,
+ random->RandomInt( 0, 360 ),
+ 0,
+ Vector( 1.0f, 1.0f, 1.0f ),
+ 0.1f,
+ "sprites/light_glow02_add",
+ 0 );
+
+ FX_Sparks( data.m_vOrigin, 1, 2, data.m_vNormal, 6, 64, 256 );
+}
+
+DECLARE_CLIENT_EFFECT( "StunstickImpact", StunstickImpactCallback );
+
+#endif \ No newline at end of file