diff options
Diffstat (limited to 'mp/src/game/client/hl2/c_env_alyxtemp.cpp')
| -rw-r--r-- | mp/src/game/client/hl2/c_env_alyxtemp.cpp | 486 |
1 files changed, 486 insertions, 0 deletions
diff --git a/mp/src/game/client/hl2/c_env_alyxtemp.cpp b/mp/src/game/client/hl2/c_env_alyxtemp.cpp new file mode 100644 index 00000000..aa37c277 --- /dev/null +++ b/mp/src/game/client/hl2/c_env_alyxtemp.cpp @@ -0,0 +1,486 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "particles_simple.h"
+#include "citadel_effects_shared.h"
+#include "particles_attractor.h"
+
+class C_AlyxEmpEffect : public C_BaseEntity
+{
+ DECLARE_CLASS( C_AlyxEmpEffect, C_BaseEntity );
+ DECLARE_CLIENTCLASS();
+
+public:
+ void OnDataChanged( DataUpdateType_t updateType );
+ RenderGroup_t GetRenderGroup( void );
+
+ void ClientThink( void );
+ void NotifyShouldTransmit( ShouldTransmitState_t state );
+
+ void UpdateIdle( float percentage );
+ void UpdateCharging( float percentage );
+ void UpdateDischarging( void );
+
+private:
+
+ bool SetupEmitters( void );
+ inline float GetStateDurationPercentage( void );
+
+ int m_nState;
+ float m_flDuration;
+ float m_flStartTime;
+ TimedEvent m_tParticleSpawn;
+
+ CSmartPtr<CSimpleEmitter> m_pSimpleEmitter;
+ CSmartPtr<CParticleAttractor> m_pAttractorEmitter;
+};
+
+IMPLEMENT_CLIENTCLASS_DT( C_AlyxEmpEffect, DT_AlyxEmpEffect, CAlyxEmpEffect )
+ RecvPropInt( RECVINFO(m_nState) ),
+ RecvPropFloat( RECVINFO(m_flDuration) ),
+ RecvPropFloat( RECVINFO(m_flStartTime) ),
+END_RECV_TABLE()
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : RenderGroup_t
+//-----------------------------------------------------------------------------
+RenderGroup_t C_AlyxEmpEffect::GetRenderGroup( void )
+{
+ return RENDER_GROUP_TRANSLUCENT_ENTITY;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : updateType -
+//-----------------------------------------------------------------------------
+void C_AlyxEmpEffect::OnDataChanged( DataUpdateType_t updateType )
+{
+ BaseClass::OnDataChanged( updateType );
+
+ if ( updateType == DATA_UPDATE_CREATED )
+ {
+ m_tParticleSpawn.Init( 32 );
+ SetNextClientThink( CLIENT_THINK_ALWAYS );
+ SetupEmitters();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool C_AlyxEmpEffect::SetupEmitters( void )
+{
+ // Setup the basic core emitter
+ if ( m_pSimpleEmitter.IsValid() == false )
+ {
+ m_pSimpleEmitter = CSimpleEmitter::Create( "energycore" );
+
+ if ( m_pSimpleEmitter.IsValid() == false )
+ return false;
+ }
+
+ // Setup the attractor emitter
+ if ( m_pAttractorEmitter.IsValid() == false )
+ {
+ m_pAttractorEmitter = CParticleAttractor::Create( GetAbsOrigin(), "energyattractor" );
+
+ if ( m_pAttractorEmitter.IsValid() == false )
+ return false;
+ }
+
+ return true;
+}
+
+#define EMP_SCALE 0.5f
+
+#define EMP_PARTICLES "effects/ar2_altfire1b"
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : percentage -
+//-----------------------------------------------------------------------------
+void C_AlyxEmpEffect::UpdateIdle( float percentage )
+{
+#if 0
+
+ // Must be active
+ if ( percentage >= 1.0f )
+ return;
+
+ // Emitters must be valid
+ if ( SetupEmitters() == false )
+ return;
+
+ // Reset our sort origin
+ m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() );
+
+ SimpleParticle *sParticle;
+
+ // Do the charging particles
+ m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() );
+
+ Vector forward, right, up;
+ AngleVectors( GetAbsAngles(), &forward, &right, &up );
+
+ Vector offset;
+ float dist;
+
+ int numParticles = floor( 4.0f * percentage );
+
+ float dTime = gpGlobals->frametime;
+
+ while ( m_tParticleSpawn.NextEvent( dTime ) )
+ {
+ for ( int i = 0; i < numParticles; i++ )
+ {
+ dist = random->RandomFloat( 4.0f * EMP_SCALE * percentage, 64.0f * EMP_SCALE * percentage );
+
+ offset = forward * dist;
+
+ dist = RemapValClamped( dist, 4.0f * EMP_SCALE * percentage, 64.0f * EMP_SCALE * percentage, 6.0f, 1.0f );
+ offset += right * random->RandomFloat( -4.0f * EMP_SCALE * dist, 4.0f * EMP_SCALE * dist );
+ offset += up * random->RandomFloat( -4.0f * EMP_SCALE * dist, 4.0f * EMP_SCALE * dist );
+
+ offset += GetAbsOrigin();
+
+ sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( EMP_PARTICLES ), offset );
+
+ if ( sParticle == NULL )
+ return;
+
+ sParticle->m_vecVelocity = Vector(0,0,8);
+ sParticle->m_flDieTime = 0.5f;
+ sParticle->m_flLifetime = 0.0f;
+
+ sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
+ sParticle->m_flRollDelta = 0.0f;
+
+ float alpha = 255 * percentage;
+
+ sParticle->m_uchColor[0] = alpha;
+ sParticle->m_uchColor[1] = alpha;
+ sParticle->m_uchColor[2] = alpha;
+ sParticle->m_uchStartAlpha = alpha;
+ sParticle->m_uchEndAlpha = 0;
+
+ sParticle->m_uchStartSize = random->RandomFloat( 1, 2 );
+ sParticle->m_uchEndSize = 0;
+ }
+ }
+
+#endif
+
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : percentage -
+//-----------------------------------------------------------------------------
+void C_AlyxEmpEffect::UpdateCharging( float percentage )
+{
+ // Emitters must be valid
+ if ( SetupEmitters() == false )
+ return;
+
+ if ( percentage <= 0.0f )
+ return;
+
+ // Reset our sort origin
+ m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() );
+
+ float flScale = 4.0f * EMP_SCALE * percentage;
+
+ SimpleParticle *sParticle;
+
+ float dTime = gpGlobals->frametime;
+
+ while ( m_tParticleSpawn.NextEvent( dTime ) )
+ {
+ // Do the core effects
+ sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() );
+
+ if ( sParticle == NULL )
+ return;
+
+ sParticle->m_vecVelocity = vec3_origin;
+ sParticle->m_flDieTime = 0.1f;
+ sParticle->m_flLifetime = 0.0f;
+
+ sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
+ sParticle->m_flRollDelta = 0.0f;
+
+ float alpha = 255 * percentage;
+
+ sParticle->m_uchColor[0] = alpha;
+ sParticle->m_uchColor[1] = alpha;
+ sParticle->m_uchColor[2] = alpha;
+ sParticle->m_uchStartAlpha = alpha;
+ sParticle->m_uchEndAlpha = 0;
+
+ sParticle->m_uchStartSize = flScale;
+ sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f;
+ }
+
+#if 0
+
+ // Do the charging particles
+ m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() );
+
+ Vector forward, right, up;
+ AngleVectors( GetAbsAngles(), &forward, &right, &up );
+
+ Vector offset;
+ float dist;
+
+ int numParticles = floor( 4.0f * percentage );
+
+ for ( i = 0; i < numParticles; i++ )
+ {
+ dist = random->RandomFloat( 4.0f * percentage, 64.0f * percentage );
+
+ offset = forward * dist;
+
+ dist = RemapValClamped( dist, 4.0f * percentage, 64.0f * percentage, 6.0f, 1.0f );
+ offset += right * random->RandomFloat( -4.0f * dist, 4.0f * dist );
+ offset += up * random->RandomFloat( -4.0f * dist, 4.0f * dist );
+
+ offset += GetAbsOrigin();
+
+ sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( EMP_PARTICLES ), offset );
+
+ if ( sParticle == NULL )
+ return;
+
+ sParticle->m_vecVelocity = Vector(0,0,8);
+ sParticle->m_flDieTime = 0.5f;
+ sParticle->m_flLifetime = 0.0f;
+
+ sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
+ sParticle->m_flRollDelta = 0.0f;
+
+ float alpha = 255 * percentage;
+
+ sParticle->m_uchColor[0] = alpha;
+ sParticle->m_uchColor[1] = alpha;
+ sParticle->m_uchColor[2] = alpha;
+ sParticle->m_uchStartAlpha = alpha;
+ sParticle->m_uchEndAlpha = 0;
+
+ sParticle->m_uchStartSize = random->RandomFloat( 1, 2 );
+ sParticle->m_uchEndSize = 0;
+ }
+
+#endif
+
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : percentage -
+//-----------------------------------------------------------------------------
+void C_AlyxEmpEffect::UpdateDischarging( void )
+{
+ // Emitters must be valid
+ if ( SetupEmitters() == false )
+ return;
+
+ // Reset our sort origin
+ m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() );
+
+ float flScale = EMP_SCALE * 8.0f;
+
+ Vector forward, right, up;
+ AngleVectors( GetAbsAngles(), &forward, &right, &up );
+
+ SimpleParticle *sParticle;
+
+ float dTime = gpGlobals->frametime;
+
+ while ( m_tParticleSpawn.NextEvent( dTime ) )
+ {
+ // Base of the core effect
+ sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() );
+
+ if ( sParticle == NULL )
+ return;
+
+ sParticle->m_vecVelocity = vec3_origin;
+ sParticle->m_flDieTime = 0.25f;
+ sParticle->m_flLifetime = 0.0f;
+
+ sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
+ sParticle->m_flRollDelta = 0.0f;
+
+ float alpha = 64;
+
+ sParticle->m_uchColor[0] = alpha;
+ sParticle->m_uchColor[1] = alpha;
+ sParticle->m_uchColor[2] = alpha;
+ sParticle->m_uchStartAlpha = alpha;
+ sParticle->m_uchEndAlpha = 0;
+
+ sParticle->m_uchStartSize = flScale * 4.0f;
+ sParticle->m_uchEndSize = 0.0f;
+
+ // Base of the core effect
+ sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() );
+
+ if ( sParticle == NULL )
+ return;
+
+ sParticle->m_vecVelocity = vec3_origin;
+ sParticle->m_flDieTime = 0.1f;
+ sParticle->m_flLifetime = 0.0f;
+
+ sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
+ sParticle->m_flRollDelta = 0.0f;
+
+ alpha = 128;
+
+ sParticle->m_uchColor[0] = alpha;
+ sParticle->m_uchColor[1] = alpha;
+ sParticle->m_uchColor[2] = alpha;
+ sParticle->m_uchStartAlpha = alpha;
+ sParticle->m_uchEndAlpha = 0;
+
+ sParticle->m_uchStartSize = 0.0f;
+ sParticle->m_uchEndSize = flScale * 2.0f;
+
+ // Make sure we encompass the complete particle here!
+ m_pSimpleEmitter->SetParticleCullRadius( sParticle->m_uchEndSize );
+
+ // Do the core effects
+ sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() );
+
+ if ( sParticle == NULL )
+ return;
+
+ sParticle->m_vecVelocity = RandomVector( -32.0f, 32.0f );
+ sParticle->m_flDieTime = 0.2f;
+ sParticle->m_flLifetime = 0.0f;
+
+ sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
+ sParticle->m_flRollDelta = 0.0f;
+
+ alpha = 255;
+
+ sParticle->m_uchColor[0] = alpha;
+ sParticle->m_uchColor[1] = alpha;
+ sParticle->m_uchColor[2] = alpha;
+ sParticle->m_uchStartAlpha = alpha;
+ sParticle->m_uchEndAlpha = 0;
+
+ sParticle->m_uchStartSize = flScale;
+ sParticle->m_uchEndSize = 0.0f;
+ }
+
+#if 0
+
+ // Do the charging particles
+ m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() );
+
+ Vector offset;
+ float dist;
+
+ for ( i = 0; i < 4; i++ )
+ {
+ dist = random->RandomFloat( 4.0f, 64.0f );
+
+ offset = forward * dist;
+
+ dist = RemapValClamped( dist, 4.0f, 64.0f, 6.0f, 1.0f );
+ offset += right * random->RandomFloat( -2.0f * dist, 2.0f * dist );
+ offset += up * random->RandomFloat( -2.0f * dist, 2.0f * dist );
+
+ offset += GetAbsOrigin();
+
+ sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( "effects/combinemuzzle2_dark" ), offset );
+
+ if ( sParticle == NULL )
+ return;
+
+ sParticle->m_vecVelocity = Vector(0,0,2);
+ sParticle->m_flDieTime = 0.5f;
+ sParticle->m_flLifetime = 0.0f;
+
+ sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
+ sParticle->m_flRollDelta = 0.0f;
+
+ float alpha = 255;
+
+ sParticle->m_uchColor[0] = alpha;
+ sParticle->m_uchColor[1] = alpha;
+ sParticle->m_uchColor[2] = alpha;
+ sParticle->m_uchStartAlpha = alpha;
+ sParticle->m_uchEndAlpha = 0;
+
+ sParticle->m_uchStartSize = 1;
+ sParticle->m_uchEndSize = 0;
+ }
+
+#endif
+
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : inline float
+//-----------------------------------------------------------------------------
+inline float C_AlyxEmpEffect::GetStateDurationPercentage( void )
+{
+ if ( m_flDuration == 0 )
+ return 0.0f;
+
+ return RemapValClamped( ( gpGlobals->curtime - m_flStartTime ), 0, m_flDuration, 0, 1.0f );;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void C_AlyxEmpEffect::NotifyShouldTransmit( ShouldTransmitState_t state )
+{
+ BaseClass::NotifyShouldTransmit( state );
+
+ // Turn off
+ if ( state == SHOULDTRANSMIT_END )
+ {
+ SetNextClientThink( CLIENT_THINK_NEVER );
+ }
+
+ // Turn on
+ if ( state == SHOULDTRANSMIT_START )
+ {
+ SetNextClientThink( CLIENT_THINK_ALWAYS );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void C_AlyxEmpEffect::ClientThink( void )
+{
+ if ( gpGlobals->frametime <= 0.0f )
+ return;
+
+ float flDuration = GetStateDurationPercentage();
+
+ switch( m_nState )
+ {
+ case ENERGYCORE_STATE_OFF:
+ UpdateIdle( 1.0f - flDuration );
+ break;
+
+ case ENERGYCORE_STATE_CHARGING:
+ UpdateCharging( flDuration );
+ break;
+
+ case ENERGYCORE_STATE_DISCHARGING:
+ UpdateDischarging( );
+ break;
+ }
+}
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