doom3-bfg/neo/d3xp/Fx.cpp

981 lines
23 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
/*
===============================================================================
idEntityFx
===============================================================================
*/
const idEventDef EV_Fx_KillFx( "_killfx" );
const idEventDef EV_Fx_Action( "_fxAction", "e" ); // implemented by subclasses
CLASS_DECLARATION( idEntity, idEntityFx )
EVENT( EV_Activate, idEntityFx::Event_Trigger )
EVENT( EV_Fx_KillFx, idEntityFx::Event_ClearFx )
END_CLASS
/*
================
idEntityFx::Save
================
*/
void idEntityFx::Save( idSaveGame* savefile ) const
{
int i;
savefile->WriteInt( started );
savefile->WriteInt( nextTriggerTime );
savefile->WriteFX( fxEffect );
savefile->WriteString( systemName );
savefile->WriteInt( actions.Num() );
for( i = 0; i < actions.Num(); i++ )
{
if( actions[i].lightDefHandle >= 0 )
{
savefile->WriteBool( true );
savefile->WriteRenderLight( actions[i].renderLight );
}
else
{
savefile->WriteBool( false );
}
if( actions[i].modelDefHandle >= 0 )
{
savefile->WriteBool( true );
savefile->WriteRenderEntity( actions[i].renderEntity );
}
else
{
savefile->WriteBool( false );
}
savefile->WriteFloat( actions[i].delay );
savefile->WriteInt( actions[i].start );
savefile->WriteBool( actions[i].soundStarted );
savefile->WriteBool( actions[i].shakeStarted );
savefile->WriteBool( actions[i].decalDropped );
savefile->WriteBool( actions[i].launched );
}
}
/*
================
idEntityFx::Restore
================
*/
void idEntityFx::Restore( idRestoreGame* savefile )
{
int i;
int num;
bool hasObject;
savefile->ReadInt( started );
savefile->ReadInt( nextTriggerTime );
savefile->ReadFX( fxEffect );
savefile->ReadString( systemName );
savefile->ReadInt( num );
actions.SetNum( num );
for( i = 0; i < num; i++ )
{
savefile->ReadBool( hasObject );
if( hasObject )
{
savefile->ReadRenderLight( actions[i].renderLight );
actions[i].lightDefHandle = gameRenderWorld->AddLightDef( &actions[i].renderLight );
}
else
{
memset( &actions[i].renderLight, 0, sizeof( renderLight_t ) );
actions[i].lightDefHandle = -1;
}
savefile->ReadBool( hasObject );
if( hasObject )
{
savefile->ReadRenderEntity( actions[i].renderEntity );
actions[i].modelDefHandle = gameRenderWorld->AddEntityDef( &actions[i].renderEntity );
}
else
{
memset( &actions[i].renderEntity, 0, sizeof( renderEntity_t ) );
actions[i].modelDefHandle = -1;
}
savefile->ReadFloat( actions[i].delay );
// let the FX regenerate the particleSystem
actions[i].particleSystem = -1;
savefile->ReadInt( actions[i].start );
savefile->ReadBool( actions[i].soundStarted );
savefile->ReadBool( actions[i].shakeStarted );
savefile->ReadBool( actions[i].decalDropped );
savefile->ReadBool( actions[i].launched );
}
}
/*
================
idEntityFx::Setup
================
*/
void idEntityFx::Setup( const char* fx )
{
if( started >= 0 )
{
return; // already started
}
// early during MP Spawn() with no information. wait till we ReadFromSnapshot for more
if( common->IsClient() && ( !fx || fx[0] == '\0' ) )
{
return;
}
systemName = fx;
started = 0;
fxEffect = static_cast<const idDeclFX*>( declManager->FindType( DECL_FX, systemName.c_str() ) );
if( fxEffect )
{
idFXLocalAction localAction;
memset( &localAction, 0, sizeof( idFXLocalAction ) );
actions.AssureSize( fxEffect->events.Num(), localAction );
for( int i = 0; i < fxEffect->events.Num(); i++ )
{
const idFXSingleAction& fxaction = fxEffect->events[i];
idFXLocalAction& laction = actions[i];
if( fxaction.random1 || fxaction.random2 )
{
laction.delay = fxaction.random1 + gameLocal.random.RandomFloat() * ( fxaction.random2 - fxaction.random1 );
}
else
{
laction.delay = fxaction.delay;
}
laction.start = -1;
laction.lightDefHandle = -1;
laction.modelDefHandle = -1;
laction.particleSystem = -1;
laction.shakeStarted = false;
laction.decalDropped = false;
laction.launched = false;
}
}
}
/*
================
idEntityFx::EffectName
================
*/
const char* idEntityFx::EffectName()
{
return fxEffect ? fxEffect->GetName() : NULL;
}
/*
================
idEntityFx::Joint
================
*/
const char* idEntityFx::Joint()
{
return fxEffect ? fxEffect->joint.c_str() : NULL;
}
/*
================
idEntityFx::CleanUp
================
*/
void idEntityFx::CleanUp()
{
if( !fxEffect )
{
return;
}
for( int i = 0; i < fxEffect->events.Num(); i++ )
{
const idFXSingleAction& fxaction = fxEffect->events[i];
idFXLocalAction& laction = actions[i];
CleanUpSingleAction( fxaction, laction );
}
}
/*
================
idEntityFx::CleanUpSingleAction
================
*/
void idEntityFx::CleanUpSingleAction( const idFXSingleAction& fxaction, idFXLocalAction& laction )
{
if( laction.lightDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHLIGHT )
{
gameRenderWorld->FreeLightDef( laction.lightDefHandle );
laction.lightDefHandle = -1;
}
if( laction.modelDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHENTITY )
{
gameRenderWorld->FreeEntityDef( laction.modelDefHandle );
laction.modelDefHandle = -1;
}
laction.start = -1;
}
/*
================
idEntityFx::Start
================
*/
void idEntityFx::Start( int time )
{
if( !fxEffect )
{
return;
}
started = time;
for( int i = 0; i < fxEffect->events.Num(); i++ )
{
idFXLocalAction& laction = actions[i];
laction.start = time;
laction.soundStarted = false;
laction.shakeStarted = false;
laction.particleSystem = -1;
laction.decalDropped = false;
laction.launched = false;
}
}
/*
================
idEntityFx::Stop
================
*/
void idEntityFx::Stop()
{
CleanUp();
started = -1;
}
/*
================
idEntityFx::Duration
================
*/
const int idEntityFx::Duration()
{
int max = 0;
if( !fxEffect )
{
return max;
}
for( int i = 0; i < fxEffect->events.Num(); i++ )
{
const idFXSingleAction& fxaction = fxEffect->events[i];
int d = ( fxaction.delay + fxaction.duration ) * 1000.0f;
if( d > max )
{
max = d;
}
}
return max;
}
/*
================
idEntityFx::Done
================
*/
const bool idEntityFx::Done()
{
if( started > 0 && gameLocal.time > started + Duration() )
{
return true;
}
return false;
}
/*
================
idEntityFx::ApplyFade
================
*/
void idEntityFx::ApplyFade( const idFXSingleAction& fxaction, idFXLocalAction& laction, const int time, const int actualStart )
{
if( fxaction.fadeInTime || fxaction.fadeOutTime )
{
float fadePct = ( float )( time - actualStart ) / ( 1000.0f * ( ( fxaction.fadeInTime != 0 ) ? fxaction.fadeInTime : fxaction.fadeOutTime ) );
if( fadePct > 1.0 )
{
fadePct = 1.0;
}
if( laction.modelDefHandle != -1 )
{
laction.renderEntity.shaderParms[SHADERPARM_RED] = ( fxaction.fadeInTime ) ? fadePct : 1.0f - fadePct;
laction.renderEntity.shaderParms[SHADERPARM_GREEN] = ( fxaction.fadeInTime ) ? fadePct : 1.0f - fadePct;
laction.renderEntity.shaderParms[SHADERPARM_BLUE] = ( fxaction.fadeInTime ) ? fadePct : 1.0f - fadePct;
gameRenderWorld->UpdateEntityDef( laction.modelDefHandle, &laction.renderEntity );
}
if( laction.lightDefHandle != -1 )
{
laction.renderLight.shaderParms[SHADERPARM_RED] = fxaction.lightColor.x * ( ( fxaction.fadeInTime ) ? fadePct : 1.0f - fadePct );
laction.renderLight.shaderParms[SHADERPARM_GREEN] = fxaction.lightColor.y * ( ( fxaction.fadeInTime ) ? fadePct : 1.0f - fadePct );
laction.renderLight.shaderParms[SHADERPARM_BLUE] = fxaction.lightColor.z * ( ( fxaction.fadeInTime ) ? fadePct : 1.0f - fadePct );
gameRenderWorld->UpdateLightDef( laction.lightDefHandle, &laction.renderLight );
}
}
}
/*
================
idEntityFx::Run
================
*/
void idEntityFx::Run( int time )
{
int ieff, j;
idEntity* ent = NULL;
const idDict* projectileDef = NULL;
idProjectile* projectile = NULL;
if( !fxEffect )
{
return;
}
for( ieff = 0; ieff < fxEffect->events.Num(); ieff++ )
{
const idFXSingleAction& fxaction = fxEffect->events[ieff];
idFXLocalAction& laction = actions[ieff];
//
// if we're currently done with this one
//
if( laction.start == -1 )
{
continue;
}
//
// see if it's delayed
//
if( laction.delay )
{
if( laction.start + ( time - laction.start ) < laction.start + ( laction.delay * 1000 ) )
{
continue;
}
}
//
// each event can have it's own delay and restart
//
int actualStart = laction.delay ? laction.start + ( int )( laction.delay * 1000 ) : laction.start;
float pct = ( float )( time - actualStart ) / ( 1000 * fxaction.duration );
if( pct >= 1.0f )
{
laction.start = -1;
float totalDelay = 0.0f;
if( fxaction.restart )
{
if( fxaction.random1 || fxaction.random2 )
{
totalDelay = fxaction.random1 + gameLocal.random.RandomFloat() * ( fxaction.random2 - fxaction.random1 );
}
else
{
totalDelay = fxaction.delay;
}
laction.delay = totalDelay;
laction.start = time;
}
continue;
}
if( fxaction.fire.Length() )
{
for( j = 0; j < fxEffect->events.Num(); j++ )
{
if( fxEffect->events[j].name.Icmp( fxaction.fire ) == 0 )
{
actions[j].delay = 0;
}
}
}
idFXLocalAction* useAction;
if( fxaction.sibling == -1 )
{
useAction = &laction;
}
else
{
useAction = &actions[fxaction.sibling];
}
assert( useAction );
switch( fxaction.type )
{
case FX_ATTACHLIGHT:
case FX_LIGHT:
{
if( useAction->lightDefHandle == -1 )
{
if( fxaction.type == FX_LIGHT )
{
memset( &useAction->renderLight, 0, sizeof( renderLight_t ) );
useAction->renderLight.origin = GetPhysics()->GetOrigin() + fxaction.offset;
useAction->renderLight.axis = GetPhysics()->GetAxis();
useAction->renderLight.lightRadius[0] = fxaction.lightRadius;
useAction->renderLight.lightRadius[1] = fxaction.lightRadius;
useAction->renderLight.lightRadius[2] = fxaction.lightRadius;
useAction->renderLight.shader = declManager->FindMaterial( fxaction.data, false );
useAction->renderLight.shaderParms[ SHADERPARM_RED ] = fxaction.lightColor.x;
useAction->renderLight.shaderParms[ SHADERPARM_GREEN ] = fxaction.lightColor.y;
useAction->renderLight.shaderParms[ SHADERPARM_BLUE ] = fxaction.lightColor.z;
useAction->renderLight.shaderParms[ SHADERPARM_TIMESCALE ] = 1.0f;
useAction->renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( time );
useAction->renderLight.referenceSound = refSound.referenceSound;
useAction->renderLight.pointLight = true;
if( fxaction.noshadows )
{
useAction->renderLight.noShadows = true;
}
useAction->lightDefHandle = gameRenderWorld->AddLightDef( &useAction->renderLight );
}
if( fxaction.noshadows )
{
for( j = 0; j < fxEffect->events.Num(); j++ )
{
idFXLocalAction& laction2 = actions[j];
if( laction2.modelDefHandle != -1 )
{
laction2.renderEntity.noShadow = true;
}
}
}
}
ApplyFade( fxaction, *useAction, time, actualStart );
break;
}
case FX_SOUND:
{
if( !useAction->soundStarted )
{
useAction->soundStarted = true;
const idSoundShader* shader = declManager->FindSound( fxaction.data );
StartSoundShader( shader, SND_CHANNEL_ANY, 0, false, NULL );
for( j = 0; j < fxEffect->events.Num(); j++ )
{
idFXLocalAction& laction2 = actions[j];
if( laction2.lightDefHandle != -1 )
{
laction2.renderLight.referenceSound = refSound.referenceSound;
gameRenderWorld->UpdateLightDef( laction2.lightDefHandle, &laction2.renderLight );
}
}
}
break;
}
case FX_DECAL:
{
if( !useAction->decalDropped )
{
useAction->decalDropped = true;
gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 8.0f, true, fxaction.size, fxaction.data );
}
break;
}
case FX_SHAKE:
{
if( !useAction->shakeStarted )
{
idDict args;
args.Clear();
args.SetFloat( "kick_time", fxaction.shakeTime );
args.SetFloat( "kick_amplitude", fxaction.shakeAmplitude );
for( j = 0; j < gameLocal.numClients; j++ )
{
idPlayer* player = gameLocal.GetClientByNum( j );
if( player && ( player->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin() ).LengthSqr() < Square( fxaction.shakeDistance ) )
{
if( !common->IsMultiplayer() || !fxaction.shakeIgnoreMaster || GetBindMaster() != player )
{
player->playerView.DamageImpulse( fxaction.offset, &args );
}
}
}
if( fxaction.shakeImpulse != 0.0f && fxaction.shakeDistance != 0.0f )
{
idEntity* ignore_ent = NULL;
if( common->IsMultiplayer() )
{
ignore_ent = this;
if( fxaction.shakeIgnoreMaster )
{
ignore_ent = GetBindMaster();
}
}
// lookup the ent we are bound to?
gameLocal.RadiusPush( GetPhysics()->GetOrigin(), fxaction.shakeDistance, fxaction.shakeImpulse, this, ignore_ent, 1.0f, true );
}
useAction->shakeStarted = true;
}
break;
}
case FX_ATTACHENTITY:
case FX_PARTICLE:
case FX_MODEL:
{
if( useAction->modelDefHandle == -1 )
{
memset( &useAction->renderEntity, 0, sizeof( renderEntity_t ) );
useAction->renderEntity.origin = GetPhysics()->GetOrigin() + fxaction.offset;
useAction->renderEntity.axis = ( fxaction.explicitAxis ) ? fxaction.axis : GetPhysics()->GetAxis();
useAction->renderEntity.hModel = renderModelManager->FindModel( fxaction.data );
useAction->renderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f;
useAction->renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
useAction->renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
useAction->renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( time );
useAction->renderEntity.shaderParms[3] = 1.0f;
useAction->renderEntity.shaderParms[5] = 0.0f;
if( useAction->renderEntity.hModel )
{
useAction->renderEntity.bounds = useAction->renderEntity.hModel->Bounds( &useAction->renderEntity );
}
useAction->modelDefHandle = gameRenderWorld->AddEntityDef( &useAction->renderEntity );
}
else if( fxaction.trackOrigin )
{
useAction->renderEntity.origin = GetPhysics()->GetOrigin() + fxaction.offset;
useAction->renderEntity.axis = fxaction.explicitAxis ? fxaction.axis : GetPhysics()->GetAxis();
gameRenderWorld->UpdateEntityDef( useAction->modelDefHandle, &useAction->renderEntity );
}
ApplyFade( fxaction, *useAction, time, actualStart );
break;
}
case FX_LAUNCH:
{
if( common->IsClient() )
{
// client never spawns entities outside of ClientReadSnapshot
useAction->launched = true;
break;
}
if( !useAction->launched )
{
useAction->launched = true;
projectile = NULL;
// FIXME: may need to cache this if it is slow
projectileDef = gameLocal.FindEntityDefDict( fxaction.data, false );
if( !projectileDef )
{
gameLocal.Warning( "projectile \'%s\' not found", fxaction.data.c_str() );
}
else
{
gameLocal.SpawnEntityDef( *projectileDef, &ent, false );
if( ent && ent->IsType( idProjectile::Type ) )
{
projectile = ( idProjectile* )ent;
projectile->Create( this, GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[0] );
projectile->Launch( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[0], vec3_origin );
}
}
}
break;
}
case FX_SHOCKWAVE:
{
if( common->IsClient() )
{
useAction->shakeStarted = true;
break;
}
if( !useAction->shakeStarted )
{
idStr shockDefName;
useAction->shakeStarted = true;
shockDefName = fxaction.data;
if( !shockDefName.Length() )
{
shockDefName = "func_shockwave";
}
projectileDef = gameLocal.FindEntityDefDict( shockDefName, false );
if( !projectileDef )
{
gameLocal.Warning( "shockwave \'%s\' not found", shockDefName.c_str() );
}
else
{
gameLocal.SpawnEntityDef( *projectileDef, &ent );
ent->SetOrigin( GetPhysics()->GetOrigin() + fxaction.offset );
ent->PostEventMS( &EV_Remove, ent->spawnArgs.GetInt( "duration" ) );
}
}
break;
}
}
}
}
/*
================
idEntityFx::idEntityFx
================
*/
idEntityFx::idEntityFx()
{
fxEffect = NULL;
started = -1;
nextTriggerTime = -1;
fl.networkSync = true;
}
/*
================
idEntityFx::~idEntityFx
================
*/
idEntityFx::~idEntityFx()
{
CleanUp();
fxEffect = NULL;
}
/*
================
idEntityFx::Spawn
================
*/
void idEntityFx::Spawn()
{
if( g_skipFX.GetBool() )
{
return;
}
const char* fx;
nextTriggerTime = 0;
fxEffect = NULL;
if( spawnArgs.GetString( "fx", "", &fx ) )
{
systemName = fx;
}
if( !spawnArgs.GetBool( "triggered" ) )
{
Setup( fx );
if( spawnArgs.GetBool( "test" ) || spawnArgs.GetBool( "start" ) || spawnArgs.GetFloat( "restart" ) )
{
PostEventMS( &EV_Activate, 0, this );
}
}
}
/*
================
idEntityFx::Think
Clears any visual fx started when {item,mob,player} was spawned
================
*/
void idEntityFx::Think()
{
if( g_skipFX.GetBool() )
{
return;
}
if( thinkFlags & TH_THINK )
{
Run( gameLocal.time );
}
RunPhysics();
Present();
}
/*
================
idEntityFx::Event_ClearFx
Clears any visual fx started when item(mob) was spawned
================
*/
void idEntityFx::Event_ClearFx()
{
if( g_skipFX.GetBool() )
{
return;
}
Stop();
CleanUp();
BecomeInactive( TH_THINK );
if( spawnArgs.GetBool( "test" ) )
{
PostEventMS( &EV_Activate, 0, this );
}
else
{
if( spawnArgs.GetFloat( "restart" ) || !spawnArgs.GetBool( "triggered" ) )
{
float rest = spawnArgs.GetFloat( "restart", "0" );
if( rest == 0.0f )
{
PostEventSec( &EV_Remove, 0.1f );
}
else
{
rest *= gameLocal.random.RandomFloat();
PostEventSec( &EV_Activate, rest, this );
}
}
}
}
/*
================
idEntityFx::Event_Trigger
================
*/
void idEntityFx::Event_Trigger( idEntity* activator )
{
if( g_skipFX.GetBool() )
{
return;
}
float fxActionDelay;
const char* fx;
if( gameLocal.time < nextTriggerTime )
{
return;
}
if( spawnArgs.GetString( "fx", "", &fx ) )
{
Setup( fx );
Start( gameLocal.time );
PostEventMS( &EV_Fx_KillFx, Duration() );
BecomeActive( TH_THINK );
}
fxActionDelay = spawnArgs.GetFloat( "fxActionDelay" );
if( fxActionDelay != 0.0f )
{
nextTriggerTime = gameLocal.time + SEC2MS( fxActionDelay );
}
else
{
// prevent multiple triggers on same frame
nextTriggerTime = gameLocal.time + 1;
}
PostEventSec( &EV_Fx_Action, fxActionDelay, activator );
}
/*
================
idEntityFx::StartFx
================
*/
idEntityFx* idEntityFx::StartFx( const char* fx, const idVec3* useOrigin, const idMat3* useAxis, idEntity* ent, bool bind )
{
if( g_skipFX.GetBool() || !fx || !*fx )
{
return NULL;
}
idDict args;
args.SetBool( "start", true );
args.Set( "fx", fx );
idEntityFx* nfx = static_cast<idEntityFx*>( gameLocal.SpawnEntityType( idEntityFx::Type, &args ) );
if( nfx->Joint() && *nfx->Joint() )
{
nfx->BindToJoint( ent, nfx->Joint(), true );
nfx->SetOrigin( vec3_origin );
}
else
{
nfx->SetOrigin( ( useOrigin ) ? *useOrigin : ent->GetPhysics()->GetOrigin() );
nfx->SetAxis( ( useAxis ) ? *useAxis : ent->GetPhysics()->GetAxis() );
}
if( bind )
{
// never bind to world spawn
if( ent != gameLocal.world )
{
nfx->Bind( ent, true );
}
}
nfx->Show();
return nfx;
}
/*
=================
idEntityFx::WriteToSnapshot
=================
*/
void idEntityFx::WriteToSnapshot( idBitMsg& msg ) const
{
GetPhysics()->WriteToSnapshot( msg );
WriteBindToSnapshot( msg );
msg.WriteLong( ( fxEffect != NULL ) ? gameLocal.ServerRemapDecl( -1, DECL_FX, fxEffect->Index() ) : -1 );
msg.WriteLong( started );
}
/*
=================
idEntityFx::ReadFromSnapshot
=================
*/
void idEntityFx::ReadFromSnapshot( const idBitMsg& msg )
{
int fx_index, start_time, max_lapse;
GetPhysics()->ReadFromSnapshot( msg );
ReadBindFromSnapshot( msg );
fx_index = gameLocal.ClientRemapDecl( DECL_FX, msg.ReadLong() );
start_time = msg.ReadLong();
if( fx_index != -1 && start_time > 0 && !fxEffect && started < 0 )
{
spawnArgs.GetInt( "effect_lapse", "1000", max_lapse );
if( gameLocal.time - start_time > max_lapse )
{
// too late, skip the effect completely
started = 0;
return;
}
const idDeclFX* fx = static_cast<const idDeclFX*>( declManager->DeclByIndex( DECL_FX, fx_index ) );
if( !fx )
{
gameLocal.Error( "FX at index %d not found", fx_index );
}
fxEffect = fx;
Setup( fx->GetName() );
Start( start_time );
}
}
/*
=================
idEntityFx::ClientThink
=================
*/
void idEntityFx::ClientThink( const int curTime, const float fraction, const bool predict )
{
if( gameLocal.isNewFrame )
{
Run( gameLocal.serverTime );
}
InterpolatePhysics( fraction );
Present();
}
/*
=================
idEntityFx::ClientPredictionThink
=================
*/
void idEntityFx::ClientPredictionThink()
{
if( gameLocal.isNewFrame )
{
Run( gameLocal.time );
}
RunPhysics();
Present();
}
/*
===============================================================================
idTeleporter
===============================================================================
*/
CLASS_DECLARATION( idEntityFx, idTeleporter )
EVENT( EV_Fx_Action, idTeleporter::Event_DoAction )
END_CLASS
/*
================
idTeleporter::Event_DoAction
================
*/
void idTeleporter::Event_DoAction( idEntity* activator )
{
float angle;
angle = spawnArgs.GetFloat( "angle" );
idAngles a( 0, spawnArgs.GetFloat( "angle" ), 0 );
activator->Teleport( GetPhysics()->GetOrigin(), a, NULL );
}