mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-09 22:31:33 +00:00
116 lines
No EOL
2.7 KiB
C++
116 lines
No EOL
2.7 KiB
C++
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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const idEventDef EV_setcamerapointvisibility( "setcamerapointvisibility", "d" );
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CLASS_DECLARATION( idEntity, idCameraPoint )
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EVENT( EV_setcamerapointvisibility, idCameraPoint::Event_setcamerapointvisibility)
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END_CLASS
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void idCameraPoint::Save( idSaveGame *savefile ) const
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{
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savefile->WriteBool(snapped);
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savefile->WriteObject(arrowModel);
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}
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void idCameraPoint::Restore( idRestoreGame *savefile )
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{
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savefile->ReadBool(snapped);
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savefile->ReadObject(reinterpret_cast<idClass *&>(arrowModel));
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}
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void idCameraPoint::Spawn( void )
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{
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this->GetPhysics()->SetContents(0);
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snapped = false;
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renderEntity.weaponDepthHack = true;
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idDict args;
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args.Clear();
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args.SetVector( "origin", this->GetPhysics()->GetOrigin() );
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args.Set( "model", "models/camerapoint_arrow/tris.ase" );
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args.SetInt( "solid", 0 );
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arrowModel = gameLocal.SpawnEntityType( idStaticEntity::Type, &args );
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arrowModel->GetRenderEntity()->weaponDepthHack = true;
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arrowModel->Bind(this, false);
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BecomeActive( TH_THINK );
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}
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void idCameraPoint::SetSnapped()
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{
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SetSkin(declManager->FindSkin("skins/camerapoint/dotted"));
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arrowModel->Hide();
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snapped = true;
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}
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void idCameraPoint::SetHover(int value)
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{
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if (value > 0)
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{
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SetSkin(declManager->FindSkin("skins/camerapoint/hover"));
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arrowModel->SetSkin(declManager->FindSkin("skins/camerapoint_arrow/green"));
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}
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else
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{
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SetSkin(declManager->FindSkin("skins/camerapoint/skin"));
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arrowModel->SetSkin(declManager->FindSkin("skins/camerapoint_arrow/skin"));
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}
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}
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void idCameraPoint::Event_setcamerapointvisibility( int value)
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{
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if (value <= 0)
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{
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//hide it.
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arrowModel->Hide();
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this->Hide();
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return;
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}
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//else, show it.
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this->Show();
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if (snapped)
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return;
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arrowModel->Show(); //but only show arrow if pic hasnt been snapped yet.
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}
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/*
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void idCameraPoint::Think( void )
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{
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//Present();
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}*/
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/*
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void idCameraPoint::Present( void )
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{
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//blink speed.
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if (!snapped && gameLocal.GetLocalPlayer()->isCasing)
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{
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if ((int)(gameLocal.time * 0.004) % 4 != 0)
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{
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int lineLength = 128;
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//idVec3 ang = this->GetPhysics()->GetAxis().ToAngles().ToForward();
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//gameRenderWorld->DebugCircle(idVec4(1,1,1,1), this->GetPhysics()->GetOrigin(), ang, 15, 9);
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float modifier = 8 * idMath::Sin(gameLocal.time * 0.008);
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gameRenderWorld->DebugArrow(idVec4(.8f, .8f, .8f, 1), this->GetPhysics()->GetOrigin() + idVec3(0,0, lineLength + modifier*4), this->GetPhysics()->GetOrigin() + idVec3(0,0,32 + modifier), 16);
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gameRenderWorld->DebugArrow(idVec4(.8f, .8f, .8f, 1), this->GetPhysics()->GetOrigin() + idVec3(0,0, -lineLength + modifier*4), this->GetPhysics()->GetOrigin() + idVec3(0,0,-32 - modifier), 16);
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}
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}
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idEntity::Present();
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}*/ |