halflife25-sdk/dmc/cl_dll/quake/quake_objects.cpp
2013-08-30 13:34:05 -07:00

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2 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "../hud.h"
#include "../cl_util.h"
#include "../demo.h"
#include "demo_api.h"
#include "const.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "pm_defs.h"
#include "event_api.h"
#include "entity_types.h"
#include "r_efx.h"
extern BEAM *pBeam;
void HUD_GetLastOrg( float *org );
void UpdateBeams ( void )
{
vec3_t forward, vecSrc, vecEnd, origin, angles, right, up;
vec3_t view_ofs;
pmtrace_t tr;
cl_entity_t *pthisplayer = gEngfuncs.GetLocalPlayer();
int idx = pthisplayer->index;
// Get our exact viewangles from engine
gEngfuncs.GetViewAngles( (float *)angles );
// Determine our last predicted origin
HUD_GetLastOrg( (float *)&origin );
AngleVectors( angles, forward, right, up );
VectorCopy( origin, vecSrc );
VectorMA( vecSrc, 2048, forward, vecEnd );
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
gEngfuncs.pEventAPI->EV_PopPMStates();
pBeam->target = tr.endpos;
pBeam->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case.
}
/*
=====================
Game_AddObjects
Add game specific, client-side objects here
=====================
*/
void Game_AddObjects( void )
{
if ( pBeam )
UpdateBeams();
}