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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "model_types.h"
#include "clienteffectprecachesystem.h"
#include "fx.h"
#include "c_te_effect_dispatch.h"
#include "beamdraw.h"
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectCrossbow )
CLIENTEFFECT_MATERIAL( "effects/muzzleflash1" )
CLIENTEFFECT_REGISTER_END()
//
// Crossbow bolt
//
class C_CrossbowBolt : public C_BaseCombatCharacter
{
DECLARE_CLASS( C_CrossbowBolt, C_BaseCombatCharacter );
DECLARE_CLIENTCLASS();
public:
C_CrossbowBolt( void );
virtual RenderGroup_t GetRenderGroup( void )
{
// We want to draw translucent bits as well as our main model
return RENDER_GROUP_TWOPASS;
}
virtual void ClientThink( void );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual int DrawModel( int flags );
private:
C_CrossbowBolt( const C_CrossbowBolt & ); // not defined, not accessible
Vector m_vecLastOrigin;
bool m_bUpdated;
};
IMPLEMENT_CLIENTCLASS_DT( C_CrossbowBolt, DT_CrossbowBolt, CCrossbowBolt )
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_CrossbowBolt::C_CrossbowBolt( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void C_CrossbowBolt::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
m_bUpdated = false;
m_vecLastOrigin = GetAbsOrigin();
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flags -
// Output : int
//-----------------------------------------------------------------------------
int C_CrossbowBolt::DrawModel( int flags )
{
// See if we're drawing the motion blur
if ( flags & STUDIO_TRANSPARENCY )
{
float color[3];
IMaterial *pBlurMaterial = materials->FindMaterial( "effects/muzzleflash1", NULL, false );
Vector vecDir = GetAbsOrigin() - m_vecLastOrigin;
float speed = VectorNormalize( vecDir );
speed = clamp( speed, 0, 32 );
if ( speed > 0 )
{
float stepSize = MIN( ( speed * 0.5f ), 4.0f );
Vector spawnPos = GetAbsOrigin() + ( vecDir * 24.0f );
Vector spawnStep = -vecDir * stepSize;
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( pBlurMaterial );
float alpha;
// Draw the motion blurred trail
for ( int i = 0; i < 20; i++ )
{
spawnPos += spawnStep;
alpha = RemapValClamped( i, 5, 11, 0.25f, 0.05f );
color[0] = color[1] = color[2] = alpha;
DrawHalo( pBlurMaterial, spawnPos, 3.0f, color );
}
}
if ( gpGlobals->frametime > 0.0f && !m_bUpdated)
{
m_bUpdated = true;
m_vecLastOrigin = GetAbsOrigin();
}
return 1;
}
// Draw the normal portion
return BaseClass::DrawModel( flags );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_CrossbowBolt::ClientThink( void )
{
m_bUpdated = false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void CrosshairLoadCallback( const CEffectData &data )
{
IClientRenderable *pRenderable = data.GetRenderable( );
if ( !pRenderable )
return;
Vector position;
QAngle angles;
// If we found the attachment, emit sparks there
if ( pRenderable->GetAttachment( data.m_nAttachmentIndex, position, angles ) )
{
FX_ElectricSpark( position, 1.0f, 1.0f, NULL );
}
}
DECLARE_CLIENT_EFFECT( "CrossbowLoad", CrosshairLoadCallback );
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