forked from valve/halflife-sdk
151 lines
3.5 KiB
C++
151 lines
3.5 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "../hud.h"
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#include "../cl_util.h"
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#include "../demo.h"
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#include "demo_api.h"
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "pm_defs.h"
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#include "event_api.h"
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#include "entity_types.h"
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#include "r_efx.h"
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#include "twm.h"
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#include "../twmmanager.h"
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#include "../ParseBspEnt.h"
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#include "../ParseBsp.h"
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#include "../tri.h"
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#include "../ParticleBase.h"
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extern cvar_t *cl_enablefog;
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int EnvFog_SetFog();
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void HUD_GetLastOrg( float *org );
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void UpdateBeams ( void )
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{
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vec3_t forward, vecSrc, vecEnd, origin, angles, right, up;
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vec3_t view_ofs;
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pmtrace_t tr;
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cl_entity_t *pthisplayer = gEngfuncs.GetLocalPlayer();
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int idx = pthisplayer->index;
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// Get our exact viewangles from engine
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gEngfuncs.GetViewAngles( (float *)angles );
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// Determine our last predicted origin
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HUD_GetLastOrg( (float *)&origin );
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AngleVectors( angles, forward, right, up );
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VectorCopy( origin, vecSrc );
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VectorMA( vecSrc, 2048, forward, vecEnd );
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gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
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// Store off the old count
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gEngfuncs.pEventAPI->EV_PushPMStates();
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// Now add in all of the players.
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gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
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gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
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gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
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gEngfuncs.pEventAPI->EV_PopPMStates();
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}
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void Game_CrosshairInfo()
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{
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vec3_t angles,origin,forward,right,up,src,dest;
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pmtrace_t tr;
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cl_entity_t *pLocalPlayer = gEngfuncs.GetLocalPlayer();
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int idx = pLocalPlayer->index;
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// Get player's origin and angle
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gEngfuncs.GetViewAngles((float*)&angles);
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HUD_GetLastOrg((float*)&origin);
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AngleVectors(angles,forward,right,up);
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// Set up source and dest vectors
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VectorCopy(origin,src);
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VectorMA(src,128,forward,dest);
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// Trace ahead to find a player
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gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction(false,true);
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// Store off the old count
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gEngfuncs.pEventAPI->EV_PushPMStates();
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// Now add in all of the players.
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gEngfuncs.pEventAPI->EV_SetSolidPlayers(idx - 1);
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gEngfuncs.pEventAPI->EV_SetTraceHull(2);
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gEngfuncs.pEventAPI->EV_PlayerTrace(src,dest,PM_STUDIO_BOX,-1,&tr);
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gEngfuncs.pEventAPI->EV_PopPMStates();
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// We hit something
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if(tr.fraction != 1.0f)
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gHUD.m_CrosshairInfo.UpdateInfo(tr.ent);
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}
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/*
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=====================
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Game_AddObjects
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Add game specific, client-side objects here
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=====================
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*/
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void Game_AddObjects( void )
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{
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}
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/*
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=====================
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Game_UpdateObjects
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Update info needed
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=====================
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*/
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void Game_UpdateObjects(double frametime)
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{
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// Update particles
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g_ParticleSystemManager.Update( frametime );
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// Update crosshair
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Game_CrosshairInfo();
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// Update 3d muzzleflashes
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TWM_UPDATE_ARRAY(g_MuzzleflashModels,g_iNumMuzzleflashModels,frametime);
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// Update fog
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if(!EnvFog_SetFog())
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{
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R_SetFog(g_Worldspawn.flFogcolor_r,
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g_Worldspawn.flFogcolor_g,
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g_Worldspawn.flFogcolor_b,
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g_Worldspawn.flFogcolor_start,
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g_Worldspawn.flFogcolor_end,
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cl_enablefog->value ? g_Worldspawn.iEnableFog : 0);
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}
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}
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