1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements the Effects API
// Created: YWB 9/5/2000
//
//===========================================================================//
#include "quakedef.h"
#include "r_efx.h"
#include "r_efxextern.h"
#include "r_local.h"
#include "cl_main.h"
#include "decal.h"
#include "client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Effects API object.
static CVEfx efx;
// Engine internal accessor to effects api ( see cl_parsetent.cpp, etc. )
CVEfx *g_pEfx = &efx;
extern CClientState cl;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CVEfx::Draw_DecalIndexFromName( char *name )
{
bool found = false;
return ::Draw_DecalIndexFromName( name, &found );
}
//-----------------------------------------------------------------------------
// Retrieve decal texture name from decal by index
//-----------------------------------------------------------------------------
const char *CVEfx::Draw_DecalNameFromIndex( int nIndex )
{
return ::Draw_DecalNameFromIndex( nIndex );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : textureIndex -
// entity -
// modelIndex -
// position -
// flags -
//-----------------------------------------------------------------------------
void CVEfx::DecalShoot( int textureIndex, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles, const Vector& position, const Vector *saxis, int flags)
{
color32 white = {255,255,255,255};
DecalColorShoot( textureIndex, entity, model, model_origin, model_angles, position, saxis, flags, white );
}
void CVEfx::DecalColorShoot( int textureIndex, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles,
const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor)
{
Vector localPosition = position;
if ( entity ) // Not world?
{
matrix3x4_t matrix;
AngleMatrix( model_angles, model_origin, matrix );
VectorITransform( position, matrix, localPosition );
}
::R_DecalShoot( textureIndex, entity, model, localPosition, saxis, flags, rgbaColor, NULL );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *material -
// userdata -
// entity -
// *model -
// position -
// *saxis -
// flags -
// &rgbaColor -
//-----------------------------------------------------------------------------
void CVEfx::PlayerDecalShoot( IMaterial *material, void *userdata, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles,
const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor )
{
Vector localPosition = position;
if ( entity ) // Not world?
{
matrix3x4_t matrix;
AngleMatrix( model_angles, model_origin, matrix );
VectorITransform( position, matrix, localPosition );
}
R_PlayerDecalShoot( material, userdata, entity, model, position, saxis, flags, rgbaColor );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : key -
// Output : dlight_t
//-----------------------------------------------------------------------------
dlight_t *CVEfx::CL_AllocDlight( int key )
{
return ::CL_AllocDlight( key );
}
int CVEfx::CL_GetActiveDLights( dlight_t *pList[MAX_DLIGHTS] )
{
int nOut = 0;
if ( g_bActiveDlights )
{
for ( int i=0; i < MAX_DLIGHTS; i++ )
{
if ( r_dlightactive & (1 << i) )
{
pList[nOut++] = &cl_dlights[i];
}
}
}
return nOut;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : key -
// Output : dlight_t
//-----------------------------------------------------------------------------
dlight_t *CVEfx::CL_AllocElight( int key )
{
return ::CL_AllocElight( key );
}
// Given an elight key, find it. Does not search ordinary dlights. May return NULL.
dlight_t *CVEfx::GetElightByKey( int key )
{
if ( g_bActiveElights )
{
for ( unsigned int i = 0 ; i < MAX_ELIGHTS ; ++i )
{
// if the keys match...
if (cl_elights[i].key == key)
{
// then if the light is active, return it. If it's died,
// return NULL.
if ( cl_elights[i].die > cl.GetTime() )
{
return cl_elights + i;
}
else
{
return NULL;
}
}
}
}
// if we are down here, we found nothing, or no lights were active
return NULL;
}
// Expose it to the client .dll
EXPOSE_SINGLE_INTERFACE( CVEfx, IVEfx, VENGINE_EFFECTS_INTERFACE_VERSION );
|