summaryrefslogtreecommitdiff
path: root/game/client/tf/c_playerattachedmodel.cpp
blob: aeb59f544a2f25cb9b64ff96c80f0a5ecd45301b (plain) (blame)
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
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A clientside, visual only model that's attached to players
//
//=============================================================================

#include "cbase.h"
#include "c_playerattachedmodel.h"

// Todo: Turn these all into parameters
#define PAM_ANIMATE_TIME		0.075
#define PAM_ROTATE_TIME			0.075

#define PAM_SCALE_SPEED			7
#define PAM_MAX_SCALE			3
#define PAM_SPIN_SPEED			360

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
C_PlayerAttachedModel *C_PlayerAttachedModel::Create( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, Vector vecOffset, float flLifetime, int iFlags )
{
	C_PlayerAttachedModel *pFlash = new C_PlayerAttachedModel;
	if ( !pFlash )
		return NULL;

	if ( !pFlash->Initialize( pszModelName, pParent, iAttachment, vecOffset, flLifetime, iFlags ) )
		return NULL;

	return pFlash;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool C_PlayerAttachedModel::Initialize( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, Vector vecOffset, float flLifetime, int iFlags )
{
	AddEffects( EF_NORECEIVESHADOW | EF_NOSHADOW );
	if ( InitializeAsClientEntity( pszModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false )
	{
		Release();
		return false;
	}

	SetParent( pParent, iAttachment ); 
	SetLocalOrigin( vecOffset );
	SetLocalAngles( vec3_angle );

	AddSolidFlags( FSOLID_NOT_SOLID );

	SetLifetime( flLifetime );
	SetNextClientThink( CLIENT_THINK_ALWAYS );

	SetCycle( 0 );

	m_iFlags = iFlags;
	m_flScale = 0;

	if ( m_iFlags & PAM_ROTATE_RANDOMLY )
	{
		m_flRotateAt = gpGlobals->curtime + PAM_ANIMATE_TIME;
	}
	if ( m_iFlags & PAM_ANIMATE_RANDOMLY )
	{
		m_flAnimateAt = gpGlobals->curtime + PAM_ROTATE_TIME;
	}

	return true;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_PlayerAttachedModel::SetLifetime( float flLifetime )
{
	if ( flLifetime == PAM_PERMANENT )
	{
		m_flExpiresAt = PAM_PERMANENT;
	}
	else
	{
		// Expire when the lifetime is up
		m_flExpiresAt = gpGlobals->curtime + flLifetime;
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_PlayerAttachedModel::ClientThink( void )
{
	if ( !GetMoveParent() || (m_flExpiresAt != PAM_PERMANENT && gpGlobals->curtime > m_flExpiresAt) )
	{
		Release();
		return;
	}

	if ( m_iFlags & PAM_ANIMATE_RANDOMLY && gpGlobals->curtime > m_flAnimateAt )
	{
		float flDelta = RandomFloat(0.2,0.4) * (RandomInt(0,1) == 1 ? 1 : -1);
		float flCycle = clamp( GetCycle() + flDelta, 0.f, 1.f );
		SetCycle( flCycle );
		m_flAnimateAt = gpGlobals->curtime + PAM_ANIMATE_TIME;
	}

	if ( m_iFlags & PAM_ROTATE_RANDOMLY && gpGlobals->curtime > m_flRotateAt )
	{
		SetLocalAngles( QAngle(0,0,RandomFloat(0,360)) );
		m_flRotateAt = gpGlobals->curtime + PAM_ROTATE_TIME;
	}

	if ( m_iFlags & PAM_SPIN_Z )
	{
		float flAng = GetAbsAngles().y + (gpGlobals->frametime * PAM_SPIN_SPEED);
		SetLocalAngles( QAngle(0,flAng,0) );
	}

	if ( m_iFlags & PAM_SCALEUP )
	{
		m_flScale = MIN( m_flScale + (gpGlobals->frametime * PAM_SCALE_SPEED), PAM_MAX_SCALE );
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_PlayerAttachedModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
{
	BaseClass::ApplyBoneMatrixTransform( transform );

	if ( !(m_iFlags & PAM_SCALEUP) )
		return;

	VectorScale( transform[0], m_flScale, transform[0] );
	VectorScale( transform[1], m_flScale, transform[1] );
	VectorScale( transform[2], m_flScale, transform[2] );
}