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path: root/game/client/portal/c_prop_energy_ball.cpp
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-rw-r--r--game/client/portal/c_prop_energy_ball.cpp133
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diff --git a/game/client/portal/c_prop_energy_ball.cpp b/game/client/portal/c_prop_energy_ball.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// c_prop_energy_ball.cpp
+//
+// Purpose: Portal version of the combine ball. This client code is needed to provide a different
+// look when the energy ball has infinite life and to have modified client effects.
+//
+//=====================================================================================//
+
+
+#include "cbase.h" // precompiled headers
+#include "c_prop_combine_ball.h" // Our parent class
+#include "clienteffectprecachesystem.h" // To precache our new material
+
+ConVar cl_energy_ball_start_fade_time ( "cl_energy_ball_start_fade_time", "8", FCVAR_CHEAT );
+
+//-----------------------------------------------------------------------------
+// Purpose: Portal version of a combine ball
+//-----------------------------------------------------------------------------
+class C_PropEnergyBall : public C_PropCombineBall
+{
+public:
+ DECLARE_CLASS( C_PropEnergyBall, C_PropCombineBall );
+ DECLARE_CLIENTCLASS();
+ DECLARE_PREDICTABLE();
+
+ C_PropEnergyBall();
+
+ virtual void OnDataChanged( DataUpdateType_t updateType );
+
+protected:
+ bool InitMaterials();
+
+ bool m_bIsInfiniteLife; // if this energy ball is an infinite life variety
+ float m_fTimeTillDeath; // If this is a finite life energy ball, the time remaining until detonation
+ float m_fCurAlpha; // The amount of alpha to apply at DrawModel, to simulate a decaying energy ball
+};
+
+LINK_ENTITY_TO_CLASS( prop_energy_ball, C_PropEnergyBall );
+
+// precache our different materials for the infinite life energy balls
+CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectEnergyBall )
+
+ CLIENTEFFECT_MATERIAL( "effects/eball_infinite_life" )
+ CLIENTEFFECT_MATERIAL( "effects/eball_finite_life" )
+
+CLIENTEFFECT_REGISTER_END()
+
+
+IMPLEMENT_CLIENTCLASS_DT( C_PropEnergyBall, DT_PropEnergyBall, CPropEnergyBall )
+
+ RecvPropBool( RECVINFO( m_bIsInfiniteLife ) ),
+ RecvPropFloat( RECVINFO( m_fTimeTillDeath ) ),
+
+END_RECV_TABLE()
+
+
+BEGIN_PREDICTION_DATA( C_PropEnergyBall )
+
+ DEFINE_PRED_FIELD( m_bIsInfiniteLife, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
+ DEFINE_PRED_FIELD( m_fTimeTillDeath, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
+
+END_PREDICTION_DATA()
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+C_PropEnergyBall::C_PropEnergyBall(): m_bIsInfiniteLife(false), m_fTimeTillDeath(-1), m_fCurAlpha ( 1.0f )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Flag our data as new this frame
+// Input : DataUpdateType_t, either created or updated
+// Output : void
+//-----------------------------------------------------------------------------
+void C_PropEnergyBall::OnDataChanged(DataUpdateType_t updateType )
+{
+ BaseClass::OnDataChanged( updateType );
+
+ // If our data changed this frame, then operate based on it next think
+ if ( updateType == DATA_UPDATE_DATATABLE_CHANGED )
+ {
+ float fStartFadeTime = cl_energy_ball_start_fade_time.GetFloat();
+
+ if ( fStartFadeTime < 1.0f )
+ {
+ fStartFadeTime = 1.0f;
+ }
+
+ // The last x seconds of life, fade
+ if ( (m_fTimeTillDeath > 0.0f) )
+ {
+ float fNewAlpha = m_fTimeTillDeath / fStartFadeTime;
+ clamp( fNewAlpha, 0.0f, 1.0f );
+ m_fCurAlpha = fNewAlpha;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Use our custom body materials for energy ball, but otherwise use the base class materials (base being C_PropCombineBall)
+// Output : bool
+//-----------------------------------------------------------------------------
+bool C_PropEnergyBall::InitMaterials()
+{
+ // Use the same materials as a combine ball
+ bool bRetVal = BaseClass::InitMaterials();
+
+ // If we're an infinite life combine ball, swap out the body material (and the base implementation didnt fail)
+ IMaterial* pBodyMat;
+ if ( m_bIsInfiniteLife )
+ {
+ pBodyMat = materials->FindMaterial( "effects/eball_infinite_life", NULL, false );
+ }
+ else
+ {
+ pBodyMat = materials->FindMaterial( "effects/eball_finite_life", NULL, false );
+ }
+
+ // If we can find our custom material, use it.
+ if ( pBodyMat == NULL )
+ {
+ bRetVal = false;
+ }
+ else
+ {
+ m_pBodyMaterial = pBodyMat;
+ m_pBodyMaterial->AlphaModulate( m_fCurAlpha );
+ }
+
+ return bRetVal;
+} \ No newline at end of file