mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
1199 lines
32 KiB
C++
1199 lines
32 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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/*
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SecurityCamera.cpp
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Security camera that triggers targets when player is in view
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*/
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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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#define CAMERAGHOST_LIFETIME 20 //how long ghost sits there.
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/***********************************************************************
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idSecurityCamera
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***********************************************************************/
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const idEventDef EV_SecurityCam_ReverseSweep( "<reverseSweep>" );
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const idEventDef EV_SecurityCam_ContinueSweep( "<continueSweep>" );
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const idEventDef EV_SecurityCam_Pause( "<pause>" );
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const idEventDef EV_SecurityCam_Alert( "<alert>" );
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const idEventDef EV_SecurityCam_AddLight( "<addLight>" );
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const idEventDef EV_SecurityCam_camOff( "camOff" );
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const idEventDef EV_SecurityCam_camOn( "camOn" );
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const idEventDef EV_SecurityCam_KillGhost( "<killghost>" );
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const idEventDef EV_SecurityCam_reset( "camreset" );
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CLASS_DECLARATION( idEntity, idSecurityCamera )
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EVENT( EV_SecurityCam_ReverseSweep, idSecurityCamera::Event_ReverseSweep )
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EVENT( EV_SecurityCam_ContinueSweep, idSecurityCamera::Event_ContinueSweep )
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EVENT( EV_SecurityCam_Pause, idSecurityCamera::Event_Pause )
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EVENT( EV_SecurityCam_Alert, idSecurityCamera::Event_Alert )
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EVENT( EV_SecurityCam_AddLight, idSecurityCamera::Event_AddLight )
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EVENT( EV_SecurityCam_camOff, idSecurityCamera::Event_camOff)
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EVENT( EV_SecurityCam_camOn, idSecurityCamera::Event_camOn)
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EVENT( EV_SecurityCam_KillGhost, idSecurityCamera::Event_KillGhost)
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EVENT( EV_SecurityCam_reset, idSecurityCamera::reset)
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END_CLASS
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/*
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================
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idSecurityCamera::Save
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================
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*/
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void idSecurityCamera::Save( idSaveGame *savefile ) const {
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savefile->WriteFloat( angle );
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savefile->WriteFloat( sweepAngle );
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savefile->WriteInt( modelAxis );
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savefile->WriteBool( flipAxis );
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savefile->WriteFloat( scanDist );
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savefile->WriteFloat( scanFov );
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savefile->WriteFloat( sweepStart );
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savefile->WriteFloat( sweepEnd );
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savefile->WriteBool( negativeSweep );
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savefile->WriteBool( sweeping );
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savefile->WriteInt( alertMode );
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savefile->WriteFloat( stopSweeping );
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savefile->WriteFloat( scanFovCos );
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savefile->WriteVec3( viewOffset );
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savefile->WriteInt( pvsArea );
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savefile->WriteStaticObject( physicsObj );
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savefile->WriteTraceModel( trm );
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savefile->WriteBool(camActive);
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savefile->WriteFloat(softAlarmTimer);
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savefile->WriteBool(softAlarmActivated);
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savefile->WriteFloat(targetDist);
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savefile->WriteFloat(closeTolerance);
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lastSpottedEnt.Save(savefile);
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savefile->WriteObject(beam);
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savefile->WriteObject(beamTarget);
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savefile->WriteObject(ghostImage);
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int i;
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for (i = 0; i < VIEWCONE_SPOKES; i++)
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{
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savefile->WriteObject(boundBeam[i]);
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savefile->WriteObject(boundBeamTarget[i]);
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}
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}
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/*
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================
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idSecurityCamera::Restore
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================
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*/
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void idSecurityCamera::Restore( idRestoreGame *savefile ) {
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savefile->ReadFloat( angle );
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savefile->ReadFloat( sweepAngle );
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savefile->ReadInt( modelAxis );
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savefile->ReadBool( flipAxis );
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savefile->ReadFloat( scanDist );
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savefile->ReadFloat( scanFov );
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savefile->ReadFloat( sweepStart );
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savefile->ReadFloat( sweepEnd );
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savefile->ReadBool( negativeSweep );
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savefile->ReadBool( sweeping );
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savefile->ReadInt( alertMode );
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savefile->ReadFloat( stopSweeping );
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savefile->ReadFloat( scanFovCos );
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savefile->ReadVec3( viewOffset );
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savefile->ReadInt( pvsArea );
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savefile->ReadStaticObject( physicsObj );
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savefile->ReadTraceModel( trm );
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savefile->ReadBool(camActive);
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savefile->ReadFloat(softAlarmTimer);
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savefile->ReadBool(softAlarmActivated);
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savefile->ReadFloat(targetDist);
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savefile->ReadFloat(closeTolerance);
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lastSpottedEnt.Restore(savefile);
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savefile->ReadObject(reinterpret_cast<idClass *&>(beam));
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savefile->ReadObject(reinterpret_cast<idClass *&>(beamTarget));
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savefile->ReadObject(reinterpret_cast<idClass *&>(ghostImage));
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int i;
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for (i = 0; i < VIEWCONE_SPOKES; i++)
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{
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savefile->ReadObject(reinterpret_cast<idClass *&>(boundBeam[i]));
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savefile->ReadObject(reinterpret_cast<idClass *&>(boundBeamTarget[i]));
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}
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}
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/*
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================
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idSecurityCamera::Spawn
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================
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*/
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void idSecurityCamera::Spawn( void ) {
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idStr str;
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int pitch;
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int i;
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sweepAngle = spawnArgs.GetFloat( "sweepAngle", "90" );
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health = spawnArgs.GetInt( "health", "100" );
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scanFov = spawnArgs.GetFloat( "scanFov", "90" );
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scanDist = spawnArgs.GetFloat( "scanDist", "200" );
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flipAxis = spawnArgs.GetBool( "flipAxis" );
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modelAxis = spawnArgs.GetInt( "modelAxis" );
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if ( modelAxis < 0 || modelAxis > 2 ) {
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modelAxis = 0;
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}
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//bc tilt the camera down.
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pitch = spawnArgs.GetInt("pitch", "35");
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idAngles curAng = GetPhysics()->GetAxis().ToAngles();
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curAng.pitch = pitch;
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SetAxis( curAng.ToMat3() );
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this->closeTolerance = spawnArgs.GetInt("closeTolerance", "130");
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this->camActive = true;
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spawnArgs.GetVector( "viewOffset", "0 0 0", viewOffset );
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if ( spawnArgs.GetBool( "spotLight" ) ) {
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PostEventMS( &EV_SecurityCam_AddLight, 0 );
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}
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negativeSweep = ( sweepAngle < 0 ) ? true : false;
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sweepAngle = abs( sweepAngle );
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scanFovCos = cos( scanFov * idMath::PI / 360.0f );
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angle = GetPhysics()->GetAxis().ToAngles().yaw;
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this->baseAngle = this->angle;
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if (this->baseAngle < 0)
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this->baseAngle += 360.0f;
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StartSweep();
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SetAlertMode( SCANNING );
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BecomeActive( TH_THINK );
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if ( health ) {
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fl.takedamage = true;
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}
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pvsArea = gameLocal.pvs.GetPVSArea( GetPhysics()->GetOrigin() );
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// if no target specified use ourself
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str = spawnArgs.GetString( "cameraTarget" );
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if ( str.Length() == 0 ) {
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spawnArgs.Set( "cameraTarget", spawnArgs.GetString( "name" ) );
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}
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// check if a clip model is set
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spawnArgs.GetString( "clipmodel", "", str );
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if ( !str[0] ) {
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str = spawnArgs.GetString( "model" ); // use the visual model
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}
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if ( !collisionModelManager->TrmFromModel( str, trm ) ) {
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gameLocal.Error( "idSecurityCamera '%s': cannot load collision model %s", name.c_str(), str.c_str() );
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return;
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}
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GetPhysics()->SetContents( CONTENTS_SOLID );
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GetPhysics()->SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
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// setup the physics
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UpdateChangeableSpawnArgs( NULL );
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//Beam stuff.
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idDict args;
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args.SetVector( "origin", vec3_origin );
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args.SetBool( "start_off", true );
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this->beamTarget = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
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args.Clear();
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args.Set( "target", beamTarget->name.c_str() );
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args.SetVector( "origin", vec3_origin );
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args.SetBool( "start_off", false );
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args.Set( "width", "2" );
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args.Set( "skin", "skins/beam_cameraline" );
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this->beam = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
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for ( i = 0; i < VIEWCONE_SPOKES; i++ )
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{
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args.Clear();
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args.SetVector( "origin", vec3_origin );
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args.SetBool( "start_off", false );
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this->boundBeamTarget[ i ] = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
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args.Clear();
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args.Set( "target", this->boundBeamTarget[ i ]->name.c_str() );
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args.SetVector( "origin", vec3_origin );
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args.SetBool( "start_off", false );
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args.Set( "width", "12" );
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args.Set( "skin", "skins/beam_camera" );
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this->boundBeam[ i ] = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
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this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = 0;
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this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = 1.0f;
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this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = 0;
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this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_TIMESCALE ] = 0.3f;
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}
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args.Clear();
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//args.SetInt( "solid", 0 );
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args.SetVector( "origin", vec3_origin );
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//args.Set( "model", "models/monster_npc/tris.md5mesh" );
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//this->ghostImage = ( idAnimated * )gameLocal.SpawnEntityType( idAnimated::Type, &args );
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args.Set( "classname", "env_cameradummy" );
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gameLocal.SpawnEntityDef( args, &this->ghostImage );
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this->beam->Hide();
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this->ghostImage->Hide();
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renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
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renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
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renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
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StartSound( "snd_hum", SND_CHANNEL_DEMONIC, 0, false, NULL );
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}
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/*
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================
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idSecurityCamera::Event_AddLight
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================
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*/
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void idSecurityCamera::Event_AddLight( void ) {
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idDict args;
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idVec3 right, up, target, temp;
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idVec3 dir;
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float radius;
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idVec3 lightOffset;
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idLight *spotLight;
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dir = GetAxis();
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dir.NormalVectors( right, up );
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target = GetPhysics()->GetOrigin() + dir * scanDist;
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radius = tan( scanFov * idMath::PI / 360.0f );
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up = dir + up * radius;
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up.Normalize();
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up = GetPhysics()->GetOrigin() + up * scanDist;
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up -= target;
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right = dir + right * radius;
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right.Normalize();
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right = GetPhysics()->GetOrigin() + right * scanDist;
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right -= target;
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spawnArgs.GetVector( "lightOffset", "0 0 0", lightOffset );
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args.Set( "origin", ( GetPhysics()->GetOrigin() + lightOffset ).ToString() );
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args.Set( "light_target", target.ToString() );
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args.Set( "light_right", right.ToString() );
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args.Set( "light_up", up.ToString() );
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args.SetFloat( "angle", GetPhysics()->GetAxis()[0].ToYaw() );
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args.SetInt("alarmlight", 0);
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spotLight = static_cast<idLight *>( gameLocal.SpawnEntityType( idLight::Type, &args ) );
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spotLight->Bind( this, true );
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spotLight->UpdateVisuals();
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}
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/*
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================
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idSecurityCamera::DrawFov
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================
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*/
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void idSecurityCamera::DrawFov( void ) {
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int i;
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float radius, a, s, c, halfRadius;
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idVec3 right, up;
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idVec4 color(1, 0, 0, 1), color2(0, 0, 1, 1);
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idVec3 lastPoint, point, lastHalfPoint, halfPoint, center;
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idVec3 dir = GetAxis();
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dir.NormalVectors( right, up );
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radius = tan( scanFov * idMath::PI / 360.0f );
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halfRadius = radius * 0.5f;
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lastPoint = dir + up * radius;
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lastPoint.Normalize();
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lastPoint = GetPhysics()->GetOrigin() + lastPoint * scanDist;
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lastHalfPoint = dir + up * halfRadius;
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lastHalfPoint.Normalize();
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lastHalfPoint = GetPhysics()->GetOrigin() + lastHalfPoint * scanDist;
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center = GetPhysics()->GetOrigin() + dir * scanDist;
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for ( i = 1; i < 12; i++ ) {
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a = idMath::TWO_PI * i / 12.0f;
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idMath::SinCos( a, s, c );
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point = dir + right * s * radius + up * c * radius;
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point.Normalize();
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point = GetPhysics()->GetOrigin() + point * scanDist;
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gameRenderWorld->DebugLine( color, lastPoint, point );
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gameRenderWorld->DebugLine( color, GetPhysics()->GetOrigin(), point );
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lastPoint = point;
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halfPoint = dir + right * s * halfRadius + up * c * halfRadius;
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halfPoint.Normalize();
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halfPoint = GetPhysics()->GetOrigin() + halfPoint * scanDist;
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gameRenderWorld->DebugLine( color2, point, halfPoint );
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gameRenderWorld->DebugLine( color2, lastHalfPoint, halfPoint );
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lastHalfPoint = halfPoint;
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gameRenderWorld->DebugLine( color2, halfPoint, center );
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}
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}
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idVec3 idSecurityCamera::GetLensPos()
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{
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idVec3 forward, right, up;
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GetPhysics()->GetAxis().ToAngles().ToVectors( &forward, &right, &up );
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return GetPhysics()->GetOrigin() + (forward * viewOffset.x) + (right * viewOffset.y) + (up * viewOffset.z);
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}
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/*
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================
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idSecurityCamera::GetRenderView
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================
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*/
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renderView_t *idSecurityCamera::GetRenderView()
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{
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idVec3 forward, right, up;
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GetPhysics()->GetAxis().ToAngles().ToVectors( &forward, &right, &up );
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renderView_t *rv = idEntity::GetRenderView();
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rv->fov_x = scanFov;
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rv->fov_y = scanFov;
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rv->viewaxis = GetAxis().ToAngles().ToMat3();
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rv->vieworg = GetLensPos();
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return rv;
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}
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/*
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================
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idSecurityCamera::CanSeePlayer
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================
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*/
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bool idSecurityCamera::CanSeePlayer( void ) {
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int i;
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float dist;
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idPlayer *ent;
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trace_t tr;
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idVec3 dir;
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pvsHandle_t handle;
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idEntity *projector = NULL; //bc
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if (this->IsHidden())
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return false;
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if (g_skill.GetInteger() <= 0)
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return false;
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handle = gameLocal.pvs.SetupCurrentPVS( pvsArea );
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for ( i = 0; i < gameLocal.num_entities; i++ )
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{
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if ( !gameLocal.entities[ i ] )
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continue;
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//check if the classname matches.
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if (idStr::Icmp( "env_projector", gameLocal.entities[ i ]->spawnArgs.GetString( "classname" )) == 0)
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{
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projector = gameLocal.entities[i];
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break;
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}
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}
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/*
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if (projector)
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{
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float leftLength = projector->spawnArgs.GetFloat("leftlength", "");
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float ceilingLength = projector->spawnArgs.GetFloat("ceilinglength", "");
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float rightLength = projector->spawnArgs.GetFloat("rightlength", "");
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idBounds bounds = idBounds( idVec3( -4, -rightLength, 0 ), idVec3( 4, leftLength, ceilingLength ) );
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bounds.RotateSelf( projector->GetPhysics()->GetAxis().ToAngles().ToMat3() );
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gameRenderWorld->DebugBounds( colorMagenta, bounds, projector->GetPhysics()->GetOrigin(), gameLocal.msec );
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}
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*/
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for ( i = 0; i < gameLocal.numClients; i++ )
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{
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ent = static_cast<idPlayer*>(gameLocal.entities[ i ]);
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//if ( !ent || ( ent->fl.notarget ) )
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if ( !ent || ( ent->fl.notarget ) || ent->noclip)
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{
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continue;
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}
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// if there is no way we can see this player
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if ( !gameLocal.pvs.InCurrentPVS( handle, ent->GetPVSAreas(), ent->GetNumPVSAreas() ) ) {
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continue;
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}
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dir = ent->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
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dist = dir.Normalize();
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if ( dist > scanDist ) {
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continue;
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}
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if ( dir * GetAxis() < scanFovCos ) {
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continue;
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}
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idVec3 eye;
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eye = ent->EyeOffset();
|
|
|
|
|
|
|
|
//gameRenderWorld->DebugLine( colorWhite, GetPhysics()->GetOrigin(), ent->GetPhysics()->GetOrigin() + eye + idVec3(0,0,-1), 1000 );
|
|
//gameRenderWorld->DebugCircle( colorWhite, GetPhysics()->GetOrigin() + idVec3(0,0,-3.5f) /*close to where lens is*/, idVec3(0,0,1), 2, 5, 200);
|
|
//gameRenderWorld->DebugCircle( colorWhite, GetPhysics()->GetOrigin() + (GetPhysics()->GetAxis().ToAngles().ToForward() * 6), idVec3(0,0,1), 2, 5, 200);
|
|
|
|
gameLocal.clip.TracePoint( tr, GetLensPos()/*close to where lens is*/,
|
|
ent->GetPhysics()->GetOrigin() + eye, /*MASK_OPAQUE*/MASK_SOLID, this );
|
|
|
|
if (projector)
|
|
{
|
|
if (gameLocal.GetTraceEntity( tr ) == projector)
|
|
{
|
|
float projectorDot = DotProduct( this->GetPhysics()->GetAxis().ToAngles().ToForward(), projector->GetPhysics()->GetAxis().ToAngles().ToForward() );
|
|
|
|
//if blocked by the projector screen...
|
|
if (projectorDot > 0)
|
|
{
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
//projector is facing away from camera. Therefore we need the trace to now IGNORE the projector screen.
|
|
gameLocal.clip.TracePoint( tr, GetPhysics()->GetOrigin() + idVec3(0,0,-3), ent->GetPhysics()->GetOrigin() + eye,
|
|
MASK_SOLID, projector );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( tr.fraction >= 1.0 || ( gameLocal.GetTraceEntity( tr ) == ent ) )
|
|
{
|
|
gameLocal.pvs.FreeCurrentPVS( handle );
|
|
this->targetDist = dist;
|
|
this->lastSpottedEnt = ent;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
gameLocal.pvs.FreeCurrentPVS( handle );
|
|
|
|
this->lastSpottedEnt = NULL;
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::SetAlertMode
|
|
================
|
|
*/
|
|
void idSecurityCamera::SetAlertMode( int alert ) {
|
|
if (alert >= SCANNING && alert <= ACTIVATED) {
|
|
alertMode = alert;
|
|
}
|
|
renderEntity.shaderParms[ SHADERPARM_MODE ] = alertMode;
|
|
UpdateVisuals();
|
|
}
|
|
|
|
void idSecurityCamera::DrawBounds( void ) {
|
|
int i;
|
|
float radius, a, s, c, halfRadius;
|
|
idVec3 right, up;
|
|
idVec4 color(1, 1, 1, 0.1f), color2(1, 0.5f, 0, 1);
|
|
idVec3 lastPoint, point, lastHalfPoint, halfPoint, center;
|
|
|
|
idVec3 last3dPoint, first3dPoint;
|
|
|
|
idVec3 dir = GetAxis();
|
|
dir.NormalVectors( right, up );
|
|
|
|
radius = tan( scanFov * idMath::PI / 360.0f );
|
|
halfRadius = radius * 0.5f;
|
|
lastPoint = dir + up * radius;
|
|
lastPoint.Normalize();
|
|
lastPoint = GetPhysics()->GetOrigin() + lastPoint * scanDist;
|
|
lastHalfPoint = dir + up * halfRadius;
|
|
lastHalfPoint.Normalize();
|
|
lastHalfPoint = GetPhysics()->GetOrigin() + lastHalfPoint * scanDist;
|
|
center = GetPhysics()->GetOrigin() + dir * scanDist;
|
|
|
|
first3dPoint.Set( 0,0,0 );
|
|
|
|
for ( i = 1; i < VIEWCONE_SPOKES; i++ )
|
|
{
|
|
trace_t tr;
|
|
|
|
a = idMath::TWO_PI * i / (VIEWCONE_SPOKES * 1.0f);
|
|
idMath::SinCos( a, s, c );
|
|
point = dir + right * s * radius + up * c * radius;
|
|
point.Normalize();
|
|
point = GetPhysics()->GetOrigin() + point * scanDist;
|
|
|
|
//gameRenderWorld->DebugLine( color, lastPoint, point ); //draw circle.
|
|
//gameRenderWorld->DebugLine( color, GetPhysics()->GetOrigin(), point ); //draw spokes.
|
|
|
|
gameLocal.clip.TracePoint( tr, GetPhysics()->GetOrigin(), point, MASK_SOLID, this );
|
|
|
|
if (i >= 2)
|
|
{
|
|
//gameRenderWorld->DebugLine( color, last3dPoint, tr.endpos );
|
|
|
|
this->boundBeam[ i - 1 ]->SetOrigin( last3dPoint + dir * -4 );
|
|
this->boundBeamTarget[ i - 1 ]->SetOrigin( tr.endpos + dir * -4 );
|
|
}
|
|
|
|
if ( first3dPoint.x == 0 && first3dPoint.y == 0 && first3dPoint.z == 0 )
|
|
{
|
|
first3dPoint.Set( tr.endpos.x, tr.endpos.y, tr.endpos.z );
|
|
}
|
|
|
|
last3dPoint = tr.endpos;
|
|
|
|
|
|
lastPoint = point;
|
|
|
|
halfPoint = dir + right * s * halfRadius + up * c * halfRadius;
|
|
halfPoint.Normalize();
|
|
halfPoint = GetPhysics()->GetOrigin() + halfPoint * scanDist;
|
|
//gameRenderWorld->DebugLine( color2, point, halfPoint );
|
|
//gameRenderWorld->DebugLine( color2, lastHalfPoint, halfPoint );
|
|
lastHalfPoint = halfPoint;
|
|
|
|
//gameRenderWorld->DebugLine( color2, halfPoint, center );
|
|
|
|
|
|
}
|
|
|
|
this->boundBeam[ VIEWCONE_SPOKES - 1 ]->SetOrigin( last3dPoint + dir * -4 );
|
|
this->boundBeamTarget[ VIEWCONE_SPOKES - 1 ]->SetOrigin( first3dPoint + dir * -4 );
|
|
//gameRenderWorld->DebugLine( color, first3dPoint, last3dPoint );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Think
|
|
================
|
|
*/
|
|
void idSecurityCamera::Think( void ) {
|
|
float pct;
|
|
float travel;
|
|
|
|
if ( thinkFlags & TH_THINK ) {
|
|
if ( g_showEntityInfo.GetBool() ) {
|
|
DrawFov();
|
|
}
|
|
|
|
DrawBounds();
|
|
|
|
if (health <= 0) {
|
|
BecomeInactive( TH_THINK );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// run physics
|
|
RunPhysics();
|
|
|
|
|
|
|
|
if ( thinkFlags & TH_THINK )
|
|
{
|
|
if (!this->camActive)
|
|
{
|
|
//do nothing.
|
|
if (gameLocal.time > this->softAlarmTimer && !this->softAlarmActivated)
|
|
{
|
|
uiAlarmTimer = gameLocal.time + UIALARMTIME;
|
|
|
|
//trigger soft alarm.
|
|
this->softAlarmActivated = true;
|
|
|
|
|
|
gameLocal.GetLocalPlayer()->Event_hudMessage( va( common->GetLanguageDict()->GetString( "#str_01203" ), this->GetName() ) );
|
|
|
|
idStr funcname = spawnArgs.GetString( "softalarmtarget", "" );
|
|
if ( funcname.Length() )
|
|
{
|
|
idEntity *softAlarmEnt;
|
|
softAlarmEnt = gameLocal.FindEntity( funcname );
|
|
if ( softAlarmEnt->RespondsTo( EV_Activate ) || softAlarmEnt->HasSignal( SIG_TRIGGER ) )
|
|
{
|
|
softAlarmEnt->Signal( SIG_TRIGGER );
|
|
softAlarmEnt->ProcessEvent( &EV_Activate, this );
|
|
}
|
|
}
|
|
}
|
|
|
|
Present();
|
|
return;
|
|
}
|
|
|
|
|
|
if (CanSeePlayer())
|
|
{
|
|
if (alertMode == SCANNING)
|
|
{
|
|
float sightTime;
|
|
int i;
|
|
|
|
SetAlertMode(ALERT);
|
|
stopSweeping = gameLocal.time;
|
|
|
|
if (sweeping)
|
|
{
|
|
CancelEvents( &EV_SecurityCam_Pause );
|
|
}
|
|
else
|
|
{
|
|
CancelEvents( &EV_SecurityCam_ReverseSweep );
|
|
}
|
|
|
|
sweeping = false;
|
|
StopSound( SND_CHANNEL_ANY, false );
|
|
StartSound( "snd_sight", SND_CHANNEL_BODY, 0, false, NULL );
|
|
|
|
|
|
renderEntity.shaderParms[ SHADERPARM_RED ] = 1;
|
|
renderEntity.shaderParms[ SHADERPARM_GREEN ] = .9f;
|
|
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
|
|
|
|
for ( i = 0; i < VIEWCONE_SPOKES; i++ )
|
|
{
|
|
//re-enable the boundbeam. Suspicious.
|
|
|
|
// set skin.
|
|
this->boundBeam[ i ]->SetSkin( declManager->FindSkin( "skins/beam_camera" ) );
|
|
|
|
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = 1;
|
|
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = 0.8f;
|
|
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = 0;
|
|
}
|
|
|
|
//bc if player is very close, then player is spotted immediately.
|
|
if (this->targetDist < this->closeTolerance)
|
|
{
|
|
sightTime = spawnArgs.GetFloat( "closeSightTime", "0.3" );
|
|
}
|
|
else
|
|
{
|
|
sightTime = spawnArgs.GetFloat( "sightTime", "0.6" );
|
|
}
|
|
|
|
PostEventSec(&EV_SecurityCam_Alert, sightTime);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (alertMode == ALERT)
|
|
{
|
|
float sightResume;
|
|
|
|
SetAlertMode(LOSINGINTEREST);
|
|
CancelEvents( &EV_SecurityCam_Alert );
|
|
|
|
sightResume = spawnArgs.GetFloat( "sightResume", "3" );
|
|
PostEventSec( &EV_SecurityCam_ContinueSweep, sightResume );
|
|
}
|
|
|
|
if ( sweeping && sweepAngle > 0)
|
|
{
|
|
idAngles a = GetPhysics()->GetAxis().ToAngles();
|
|
|
|
pct = ( gameLocal.time - sweepStart ) / ( sweepEnd - sweepStart );
|
|
travel = pct * sweepAngle;
|
|
|
|
if ( negativeSweep )
|
|
{
|
|
a.yaw = angle + travel;
|
|
}
|
|
else
|
|
{
|
|
a.yaw = angle - travel;
|
|
}
|
|
|
|
/*
|
|
//verify the camera isn't using some wacky angle.
|
|
if (idMath::Fabs(a.yaw) > this->baseAngle + 2)
|
|
{
|
|
a.yaw = this->baseAngle + 2;
|
|
}
|
|
|
|
if (idMath::Fabs(a.yaw) < this->baseAngle - this->sweepAngle - 2)
|
|
{
|
|
a.yaw = this->baseAngle - this->sweepAngle - 2;
|
|
}
|
|
*/
|
|
|
|
|
|
SetAngles( a );
|
|
}
|
|
}
|
|
}
|
|
Present();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::GetAxis
|
|
================
|
|
*/
|
|
const idVec3 idSecurityCamera::GetAxis( void ) const {
|
|
return (flipAxis) ? -GetPhysics()->GetAxis()[modelAxis] : GetPhysics()->GetAxis()[modelAxis];
|
|
};
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::SweepSpeed
|
|
================
|
|
*/
|
|
float idSecurityCamera::SweepSpeed( void ) const {
|
|
return spawnArgs.GetFloat( "sweepSpeed", "5" );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::StartSweep
|
|
================
|
|
*/
|
|
void idSecurityCamera::StartSweep( void ) {
|
|
int speed;
|
|
|
|
sweeping = true;
|
|
sweepStart = gameLocal.time;
|
|
speed = SEC2MS( SweepSpeed() );
|
|
sweepEnd = sweepStart + speed;
|
|
PostEventMS( &EV_SecurityCam_Pause, speed );
|
|
|
|
if ( this->sweepAngle != 0 )
|
|
StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
|
|
|
|
|
|
}
|
|
|
|
void idSecurityCamera::Event_KillGhost( void )
|
|
{
|
|
this->beam->Hide();
|
|
this->ghostImage->Hide();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Event_ContinueSweep
|
|
================
|
|
*/
|
|
void idSecurityCamera::Event_ContinueSweep( void ) {
|
|
int i;
|
|
float pct = (stopSweeping - sweepStart) / (sweepEnd - sweepStart);
|
|
|
|
float f = gameLocal.time - (sweepEnd - sweepStart) * pct;
|
|
int speed;
|
|
|
|
sweepStart = f;
|
|
//speed = MS2SEC( SweepSpeed() );
|
|
speed = SEC2MS( SweepSpeed() ); //bc fixed bug.
|
|
sweepEnd = sweepStart + speed;
|
|
|
|
PostEventMS( &EV_SecurityCam_Pause, speed * (1.0 - pct));
|
|
|
|
|
|
if ( this->sweepAngle != 0 )
|
|
StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
|
|
|
|
SetAlertMode(SCANNING);
|
|
sweeping = true;
|
|
|
|
renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
|
|
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
|
|
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
|
|
|
|
for ( i = 0; i < VIEWCONE_SPOKES; i++ )
|
|
{
|
|
//re-enable the boundbeam.
|
|
|
|
// set skin.
|
|
this->boundBeam[ i ]->SetSkin( declManager->FindSkin( "skins/beam_camera" ) );
|
|
|
|
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = 0;
|
|
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = 1.0f;
|
|
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = 0;
|
|
}
|
|
|
|
StartSound( "snd_hum", SND_CHANNEL_DEMONIC, 0, false, NULL );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Event_Alert
|
|
================
|
|
*/
|
|
void idSecurityCamera::Event_Alert( void ) {
|
|
float wait;
|
|
int i;
|
|
|
|
//the camera has confirmed the suspicious thingamajig. Go red.
|
|
if ( this->lastSpottedEnt.IsValid() )
|
|
{
|
|
CancelEvents( &EV_SecurityCam_KillGhost );
|
|
|
|
this->beam->Show();
|
|
this->ghostImage->Show();
|
|
|
|
//draw the beam to the entity.
|
|
this->beam->SetOrigin( GetLensPos() );
|
|
this->beamTarget->SetOrigin( this->lastSpottedEnt.GetEntity()->GetPhysics()->GetAbsBounds().GetCenter() );
|
|
this->ghostImage->SetOrigin( this->lastSpottedEnt.GetEntity()->GetPhysics()->GetOrigin() );
|
|
|
|
//set the ghost angle.
|
|
idAngles playerAng;
|
|
playerAng.yaw = static_cast<idPlayer *>( this->lastSpottedEnt.GetEntity() )->viewAngles.yaw;
|
|
playerAng.pitch = 0;
|
|
playerAng.roll = 0;
|
|
this->ghostImage->SetAxis( playerAng.ToMat3() );
|
|
|
|
PostEventSec( &EV_SecurityCam_KillGhost, CAMERAGHOST_LIFETIME );
|
|
|
|
//common->Printf("Event: CAUGHT BY CAMERA: %s\n", this->GetName() );
|
|
gameLocal.GetLocalPlayer()->Event_hudMessage( va( common->GetLanguageDict()->GetString( "#str_01202" ), this->GetName() ) );
|
|
}
|
|
|
|
renderEntity.shaderParms[ SHADERPARM_RED ] = 1;
|
|
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 0;
|
|
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
|
|
|
|
for ( i = 0; i < VIEWCONE_SPOKES; i++ )
|
|
{
|
|
//re-enable the boundbeam. Caught player.
|
|
|
|
// set skin.
|
|
this->boundBeam[ i ]->SetSkin( declManager->FindSkin( "skins/beam_camera" ) );
|
|
|
|
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = 1;
|
|
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = 0;
|
|
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = 0;
|
|
}
|
|
|
|
SetAlertMode(ACTIVATED);
|
|
StopSound( SND_CHANNEL_ANY, false );
|
|
StartSound( "snd_activate", SND_CHANNEL_BODY, 0, false, NULL ); //"You've been spotted!" sound.
|
|
ActivateTargets(this);
|
|
CancelEvents( &EV_SecurityCam_ContinueSweep );
|
|
|
|
wait = spawnArgs.GetFloat( "wait", "2" );
|
|
PostEventSec( &EV_SecurityCam_ContinueSweep, wait );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Event_ReverseSweep
|
|
================
|
|
*/
|
|
void idSecurityCamera::Event_ReverseSweep( void ) {
|
|
|
|
if (spawnArgs.GetBool("hidebeam"))
|
|
{
|
|
int i;
|
|
for ( i = 0; i < VIEWCONE_SPOKES; i++ )
|
|
{
|
|
this->boundBeam[i]->Hide();
|
|
}
|
|
}
|
|
|
|
angle = GetPhysics()->GetAxis().ToAngles().yaw;
|
|
|
|
negativeSweep = !negativeSweep;
|
|
StartSweep();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Event_Pause
|
|
================
|
|
*/
|
|
void idSecurityCamera::Event_Pause( void ) {
|
|
float sweepWait;
|
|
|
|
sweepWait = spawnArgs.GetFloat( "sweepWait", "0.5" );
|
|
sweeping = false;
|
|
StopSound( SND_CHANNEL_BODY, false );
|
|
StartSound( "snd_stop", SND_CHANNEL_BODY, 0, false, NULL );
|
|
PostEventSec( &EV_SecurityCam_ReverseSweep, sweepWait );
|
|
}
|
|
|
|
|
|
|
|
void idSecurityCamera::Event_camOff( void )
|
|
{
|
|
int i;
|
|
idDict args;
|
|
|
|
if (!this->camActive)
|
|
return;
|
|
|
|
this->camActive = false;
|
|
StopSound( SND_CHANNEL_ANY, false );
|
|
CancelEvents( &EV_SecurityCam_ContinueSweep );
|
|
CancelEvents( &EV_SecurityCam_Pause );
|
|
CancelEvents( &EV_SecurityCam_ReverseSweep );
|
|
CancelEvents( &EV_SecurityCam_Alert );
|
|
|
|
this->stopSweeping = gameLocal.time;
|
|
|
|
this->softAlarmTimer = gameLocal.time + 100 /*leeway time*/ + (spawnArgs.GetFloat( "softalarmtime", "3" ) * 1000.0f);
|
|
|
|
|
|
for ( i = 0; i < VIEWCONE_SPOKES; i++ )
|
|
{
|
|
//this->boundBeamTarget[ i ]->Hide();
|
|
//this->boundBeam[ i ]->Hide();
|
|
|
|
//cam has been disabled.
|
|
//this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = 0.1f;
|
|
//this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = 0.1f;
|
|
//this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = 0.1f;
|
|
|
|
// set skin.
|
|
this->boundBeam[ i ]->SetSkin( declManager->FindSkin( "skins/beam_camera_noscroll" ) );
|
|
}
|
|
|
|
//StopSound( SND_CHANNEL_ANY, false );
|
|
StartSound( "snd_off", SND_CHANNEL_BODY2, 0, false, NULL );
|
|
|
|
|
|
args.Clear();
|
|
args.SetVector( "origin", this->GetPhysics()->GetOrigin() +idVec3(0,0,-4) );
|
|
args.Set( "model", "sparkburst3.prt" );
|
|
args.SetBool( "start_off", false );
|
|
gameLocal.SpawnEntityType( idExplodable::Type, &args );
|
|
|
|
|
|
renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
|
|
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 0;
|
|
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
|
|
UpdateVisuals();
|
|
|
|
uiHackTimer = gameLocal.time + UIHACKTIME;
|
|
}
|
|
|
|
void idSecurityCamera::Event_camOn( void )
|
|
{
|
|
int i;
|
|
if (this->camActive)
|
|
return;
|
|
|
|
StopSound( SND_CHANNEL_ANY, false );
|
|
|
|
|
|
|
|
renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
|
|
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
|
|
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
|
|
|
|
for ( i = 0; i < VIEWCONE_SPOKES; i++ )
|
|
{
|
|
//re-enable the boundbeam. Normal idle.
|
|
|
|
// set skin.
|
|
this->boundBeam[ i ]->SetSkin( declManager->FindSkin( "skins/beam_camera" ) );
|
|
|
|
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = 0;
|
|
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = 1.0f;
|
|
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = 0;
|
|
}
|
|
|
|
|
|
this->camActive = true;
|
|
this->softAlarmActivated = false;
|
|
Event_ContinueSweep();
|
|
|
|
StartSound( "snd_on", SND_CHANNEL_BODY2, 0, false, NULL );
|
|
|
|
StartSound( "snd_hum", SND_CHANNEL_DEMONIC, 0, false, NULL );
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
============
|
|
idSecurityCamera::Killed
|
|
============
|
|
*/
|
|
void idSecurityCamera::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
|
sweeping = false;
|
|
StopSound( SND_CHANNEL_ANY, false );
|
|
const char *fx = spawnArgs.GetString( "fx_destroyed" );
|
|
if ( fx[0] != '\0' ) {
|
|
idEntityFx::StartFx( fx, NULL, NULL, this, true );
|
|
}
|
|
|
|
physicsObj.SetSelf( this );
|
|
physicsObj.SetClipModel( new idClipModel( trm ), 0.02f );
|
|
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
|
|
physicsObj.SetAxis( GetPhysics()->GetAxis() );
|
|
physicsObj.SetBouncyness( 0.2f );
|
|
physicsObj.SetFriction( 0.6f, 0.6f, 0.2f );
|
|
physicsObj.SetGravity( gameLocal.GetGravity() );
|
|
physicsObj.SetContents( CONTENTS_SOLID );
|
|
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
|
|
SetPhysics( &physicsObj );
|
|
physicsObj.DropToFloor();
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
idSecurityCamera::Pain
|
|
============
|
|
*/
|
|
bool idSecurityCamera::Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
|
const char *fx = spawnArgs.GetString( "fx_damage" );
|
|
if ( fx[0] != '\0' ) {
|
|
idEntityFx::StartFx( fx, NULL, NULL, this, true );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
void idSecurityCamera::reset( void )
|
|
{
|
|
int i;
|
|
|
|
CancelEvents( &EV_SecurityCam_Alert );
|
|
|
|
this->beam->Hide();
|
|
this->ghostImage->Hide();
|
|
|
|
this->camActive = false;
|
|
StopSound( SND_CHANNEL_ANY, false );
|
|
|
|
renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
|
|
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
|
|
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
|
|
|
|
for ( i = 0; i < VIEWCONE_SPOKES; i++ )
|
|
{
|
|
//re-enable the boundbeam. Normal idle.
|
|
|
|
// set skin.
|
|
this->boundBeam[ i ]->SetSkin( declManager->FindSkin( "skins/beam_camera" ) );
|
|
|
|
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = 0;
|
|
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = 1.0f;
|
|
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = 0;
|
|
}
|
|
|
|
this->camActive = true;
|
|
this->softAlarmActivated = false;
|
|
|
|
alertMode = SCANNING;
|
|
|
|
StartSound( "snd_hum", SND_CHANNEL_DEMONIC, 0, false, NULL );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Present
|
|
|
|
Present is called to allow entities to generate refEntities, lights, etc for the renderer.
|
|
================
|
|
*/
|
|
void idSecurityCamera::Present( void ) {
|
|
// don't present to the renderer if the entity hasn't changed
|
|
if ( !( thinkFlags & TH_UPDATEVISUALS ) ) {
|
|
return;
|
|
}
|
|
BecomeInactive( TH_UPDATEVISUALS );
|
|
|
|
// camera target for remote render views
|
|
if ( cameraTarget ) {
|
|
renderEntity.remoteRenderView = cameraTarget->GetRenderView();
|
|
}
|
|
|
|
// if set to invisible, skip
|
|
if ( !renderEntity.hModel || IsHidden() ) {
|
|
return;
|
|
}
|
|
|
|
// add to refresh list
|
|
if ( modelDefHandle == -1 ) {
|
|
modelDefHandle = gameRenderWorld->AddEntityDef( &renderEntity );
|
|
} else {
|
|
gameRenderWorld->UpdateEntityDef( modelDefHandle, &renderEntity );
|
|
}
|
|
}
|