mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-18 03:35:07 +02:00
Initial Prey Game integration support.
This commit is contained in:
@@ -0,0 +1,637 @@
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#include "precompiled.h"
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#pragma hdrstop
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#include "prey_local.h"
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CLASS_DECLARATION( idEntityFx, hhEntityFx )
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EVENT( EV_Activate, hhEntityFx::Event_Trigger )
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EVENT( EV_Fx_KillFx, hhEntityFx::Event_ClearFx )
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END_CLASS
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/*
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================
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hhEntityFx::hhEntityFx
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================
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*/
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hhEntityFx::hhEntityFx() {
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// HUMANHEAD nla
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setFxInfo = false;
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// HUMANHEAD
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// HUMANHEAD bg
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restartActive = false;
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// HUMANHEAD END
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}
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/*
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================
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hhEntityFx::~hhEntityFx
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================
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*/
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hhEntityFx::~hhEntityFx() {
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//HUMANHEAD: aob - need to shut everything down
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Event_ClearFx();
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//HUMANHEAD END
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}
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void hhEntityFx::Save(idSaveGame *savefile) const {
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savefile->WriteStaticObject( fxInfo );
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savefile->WriteBool( setFxInfo );
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savefile->WriteBool( removeWhenDone );
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// HUMANHEAD bg
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savefile->WriteBool( restartActive );
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// HUMANHEAD END
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}
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void hhEntityFx::Restore( idRestoreGame *savefile ) {
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savefile->ReadStaticObject( fxInfo );
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savefile->ReadBool( setFxInfo );
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savefile->ReadBool( removeWhenDone );
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// HUMANHEAD bg
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savefile->ReadBool( restartActive );
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// HUMANHEAD END
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}
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void hhEntityFx::WriteToSnapshot( idBitMsgDelta &msg ) const {
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idEntityFx::WriteToSnapshot(msg);
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fxInfo.WriteToSnapshot(msg);
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}
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void hhEntityFx::ReadFromSnapshot( const idBitMsgDelta &msg ) {
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idEntityFx::ReadFromSnapshot(msg);
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fxInfo.ReadFromSnapshot(msg);
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}
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/*
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================
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hhEntityFx::CleanUpSingleAction
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================
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*/
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void hhEntityFx::CleanUpSingleAction( const idFXSingleAction& fxaction, idFXLocalAction& laction ) {
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idEntityFx::CleanUpSingleAction( fxaction, laction );
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// HUMANHEAD pdm: sound "duration" support
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if ( fxaction.type == FX_SOUND && fxaction.sibling == -1 && laction.soundStarted ) {
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const idSoundShader *def = declManager->FindSound( fxaction.data );
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refSound.referenceSound->StopSound( SND_CHANNEL_ANY );
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}
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if ( fxaction.type == FX_PARTICLE && fxaction.sibling == -1 ) {
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laction.particleSystem = NULL;
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laction.particleStartTime = -1;
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}
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// HUMANHEAD END
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}
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/*
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================
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hhEntityFx::Hide
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================
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*/
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void hhEntityFx::Hide() {
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CleanUp();
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}
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/*
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================
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hhEntityFx::Run
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PDMMERGE PERSISTENTMERGE: Overridden, Done for 6-03-05 merge
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================
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*/
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void hhEntityFx::Run( int time ) {
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int ieff, j;
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idEntity *ent = NULL;
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const idDict *projectileDef = NULL;
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idProjectile *projectile = NULL;
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if ( !fxEffect || IsHidden() ) {
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return;
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}
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for( ieff = 0; ieff < fxEffect->events.Num(); ieff++ ) {
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const idFXSingleAction& fxaction = fxEffect->events[ieff];
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idFXLocalAction& laction = actions[ieff];
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//
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// if we're currently done with this one
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//
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if ( laction.start == -1 ) {
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continue;
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}
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//
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// see if it's delayed
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//
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if ( laction.delay ) {
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if ( laction.start + (time - laction.start) < laction.start + (laction.delay * 1000) ) {
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continue;
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}
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}
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//
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// each event can have it's own delay and restart
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//
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int actualStart = laction.delay ? laction.start + (int)( laction.delay * 1000 ) : laction.start;
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float pct = (float)( time - actualStart ) / (1000 * fxaction.duration );
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if ( pct >= 1.0f ) {
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laction.start = -1;
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float totalDelay = 0.0f;
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if ( fxaction.restart ) {
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if ( fxaction.random1 || fxaction.random2 ) {
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totalDelay = fxaction.random1 + gameLocal.random.RandomFloat() * (fxaction.random2 - fxaction.random1);
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} else {
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totalDelay = fxaction.delay;
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}
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laction.delay = totalDelay;
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laction.start = time;
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}
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continue;
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}
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if ( fxaction.fire.Length() ) {
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for( j = 0; j < fxEffect->events.Num(); j++ ) {
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if ( fxEffect->events[j].name.Icmp( fxaction.fire ) == 0 ) {
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actions[j].delay = 0;
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}
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}
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}
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idFXLocalAction *useAction = NULL;
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if ( fxaction.sibling == -1 ) {
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useAction = &laction;
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} else {
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useAction = &actions[fxaction.sibling];
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}
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assert( useAction );
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switch( fxaction.type ) {
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case FX_ATTACHLIGHT:
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case FX_LIGHT: {
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if ( useAction->lightDefHandle == -1 ) {
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if ( fxaction.type == FX_LIGHT ) {
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memset( &useAction->renderLight, 0, sizeof( renderLight_t ) );
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//HUMANHEAD: bjk once again fixing aob code
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useAction->renderLight.axis = DetermineAxis( fxaction );
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useAction->renderLight.origin = GetOrigin() + fxaction.offset * useAction->renderLight.axis;
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useAction->renderLight.axis = hhUtils::SwapXZ( useAction->renderLight.axis );
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//HUMANHEAD END
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useAction->renderLight.lightRadius[0] = fxaction.lightRadius;
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useAction->renderLight.lightRadius[1] = fxaction.lightRadius;
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useAction->renderLight.lightRadius[2] = fxaction.lightRadius;
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useAction->renderLight.shader = declManager->FindMaterial( fxaction.data, false );
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useAction->renderLight.shaderParms[ SHADERPARM_RED ] = fxaction.lightColor.x;
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useAction->renderLight.shaderParms[ SHADERPARM_GREEN ] = fxaction.lightColor.y;
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useAction->renderLight.shaderParms[ SHADERPARM_BLUE ] = fxaction.lightColor.z;
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useAction->renderLight.shaderParms[ SHADERPARM_TIMESCALE ] = 1.0f;
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useAction->renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( time );
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useAction->renderLight.referenceSound = refSound.referenceSound;
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useAction->renderLight.pointLight = true;
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if ( fxaction.noshadows ) {
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useAction->renderLight.noShadows = true;
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}
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useAction->lightDefHandle = gameRenderWorld->AddLightDef( &useAction->renderLight );
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}
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if ( fxaction.noshadows ) {
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for( j = 0; j < fxEffect->events.Num(); j++ ) {
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idFXLocalAction& laction2 = actions[j];
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if ( laction2.modelDefHandle != -1 ) {
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laction2.renderEntity.noShadow = true;
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}
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}
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}
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} else if ( fxaction.trackOrigin ) {
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//HUMANHEAD: bjk
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useAction->renderLight.axis = DetermineAxis( fxaction );
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useAction->renderLight.origin = GetOrigin() + fxaction.offset * useAction->renderLight.axis;
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useAction->renderLight.axis = hhUtils::SwapXZ( useAction->renderLight.axis );
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gameRenderWorld->UpdateLightDef( useAction->lightDefHandle, &useAction->renderLight );
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//HUMANHEAD END
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}
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ApplyFade( fxaction, *useAction, time, actualStart );
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break;
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}
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case FX_SOUND: {
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if ( !useAction->soundStarted ) {
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useAction->soundStarted = true;
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const idSoundShader *shader = declManager->FindSound(fxaction.data);
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StartSoundShader( shader, SND_CHANNEL_ANY, 0, false, NULL );
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for( j = 0; j < fxEffect->events.Num(); j++ ) {
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idFXLocalAction& laction2 = actions[j];
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if ( laction2.lightDefHandle != -1 ) {
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laction2.renderLight.referenceSound = refSound.referenceSound;
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gameRenderWorld->UpdateLightDef( laction2.lightDefHandle, &laction2.renderLight );
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}
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}
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}
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break;
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}
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case FX_DECAL: {
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if ( !useAction->decalDropped ) {
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useAction->decalDropped = true;
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// HUMANHEAD pdm: Increased depth to from 8 to 25
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//TODO: Expose depth and parrallel to the FX files
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gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 25.0f, true, fxaction.size, fxaction.data );
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}
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break;
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}
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case FX_SHAKE: {
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if ( !useAction->shakeStarted ) {
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idDict args;
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args.Clear();
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args.SetFloat( "kick_time", fxaction.shakeTime );
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args.SetFloat( "kick_amplitude", fxaction.shakeAmplitude );
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for ( j = 0; j < gameLocal.numClients; j++ ) {
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idPlayer *player = gameLocal.GetClientByNum( j );
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if ( player && ( player->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin() ).LengthSqr() < Square( fxaction.shakeDistance ) ) {
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if ( !gameLocal.isMultiplayer || !fxaction.shakeIgnoreMaster || GetBindMaster() != player ) {
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player->playerView.DamageImpulse( fxaction.offset, &args );
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}
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}
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}
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if ( fxaction.shakeImpulse != 0.0f && fxaction.shakeDistance != 0.0f ) {
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idEntity *ignore_ent = NULL;
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if ( gameLocal.isMultiplayer ) {
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ignore_ent = this;
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if ( fxaction.shakeIgnoreMaster ) {
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ignore_ent = GetBindMaster();
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}
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}
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// lookup the ent we are bound to?
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gameLocal.RadiusPush( GetPhysics()->GetOrigin(), fxaction.shakeDistance, fxaction.shakeImpulse, this, ignore_ent, 1.0f, true );
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}
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useAction->shakeStarted = true;
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}
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break;
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}
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case FX_ATTACHENTITY:
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case FX_MODEL: {
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if ( useAction->modelDefHandle == -1 ) {
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memset( &useAction->renderEntity, 0, sizeof( renderEntity_t ) );
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//HUMANHEAD: aob - rotated offset by axis
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useAction->renderEntity.axis = DetermineAxis( fxaction );
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useAction->renderEntity.origin = GetOrigin() + fxaction.offset * useAction->renderEntity.axis;
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useAction->renderEntity.axis = hhUtils::SwapXZ( useAction->renderEntity.axis );
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useAction->renderEntity.weaponDepthHack = renderEntity.weaponDepthHack;
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useAction->renderEntity.onlyVisibleInSpirit = renderEntity.onlyVisibleInSpirit;
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useAction->renderEntity.onlyInvisibleInSpirit = renderEntity.onlyInvisibleInSpirit; // tmj
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useAction->renderEntity.allowSurfaceInViewID = renderEntity.allowSurfaceInViewID; // bjk
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//HUMANHEAD END
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useAction->renderEntity.hModel = renderModelManager->FindModel( fxaction.data );
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// HUMANHEAD pdm: allow color on fx, but they'll be the same for all particles
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if ( renderEntity.shaderParms[SHADERPARM_RED] != 0.0f ||
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renderEntity.shaderParms[SHADERPARM_GREEN] != 0.0f ||
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renderEntity.shaderParms[SHADERPARM_BLUE] != 0.0f) {
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useAction->renderEntity.shaderParms[ SHADERPARM_RED ] = renderEntity.shaderParms[SHADERPARM_RED];
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useAction->renderEntity.shaderParms[ SHADERPARM_GREEN ] = renderEntity.shaderParms[SHADERPARM_GREEN];
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useAction->renderEntity.shaderParms[ SHADERPARM_BLUE ] = renderEntity.shaderParms[SHADERPARM_BLUE];
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}
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else {
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useAction->renderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f;
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useAction->renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
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useAction->renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
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}
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useAction->renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( time );
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useAction->renderEntity.shaderParms[3] = 1.0f;
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useAction->renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = gameLocal.random.RandomFloat(); //HUMANHEAD bjk
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if ( useAction->renderEntity.hModel ) {
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useAction->renderEntity.bounds = useAction->renderEntity.hModel->Bounds( &useAction->renderEntity );
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}
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useAction->modelDefHandle = gameRenderWorld->AddEntityDef( &useAction->renderEntity );
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} else if ( fxaction.trackOrigin ) {
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//HUMANHEAD: aob - rotated offset by axis
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useAction->renderEntity.axis = DetermineAxis( fxaction );
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if (fxaction.offset.x || fxaction.offset.y || fxaction.offset.z) {
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useAction->renderEntity.origin = GetOrigin() + fxaction.offset * useAction->renderEntity.axis;
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}
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else {
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useAction->renderEntity.origin = GetOrigin();
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}
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useAction->renderEntity.axis = hhUtils::SwapXZ( useAction->renderEntity.axis );
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gameRenderWorld->UpdateEntityDef( useAction->modelDefHandle, &useAction->renderEntity );
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//HUMANHEAD END
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}
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ApplyFade( fxaction, *useAction, time, actualStart );
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break;
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}
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case FX_PARTICLE: {
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//HUMANHEAD: aob
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//rww - kind of a hack, but otherwise the timing is off, which causes issues in mp.
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if (useAction->particleStartTime == -2) {
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useAction->particleStartTime = gameLocal.time;
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}
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if( !useAction->particleSystem && fxaction.data.Length() ) {
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useAction->particleSystem = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, fxaction.data, false ) );
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} else if( useAction->particleStartTime >= 0 && useAction->particleSystem ) {
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idMat3 axis = DetermineAxis( fxaction );
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if( !gameLocal.smokeParticles->EmitSmoke(useAction->particleSystem, useAction->particleStartTime, gameLocal.random.RandomFloat(), GetOrigin() + fxaction.offset * axis, hhUtils::SwapXZ(axis)) ) {
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useAction->particleStartTime = -1;
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}
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}
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// HUMANHEAD END
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break;
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}
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case FX_LAUNCH: {
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//HUMANHEAD rww - if this is a client ent then assert.
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assert(!fl.clientEntity);
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if ( gameLocal.isClient ) {
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// client never spawns entities outside of ClientReadSnapshot
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useAction->launched = true;
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break;
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}
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if ( !useAction->launched ) {
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useAction->launched = true;
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projectile = NULL;
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// FIXME: may need to cache this if it is slow
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projectileDef = gameLocal.FindEntityDefDict( fxaction.data, false );
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if ( !projectileDef ) {
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gameLocal.Warning( "projectile \'%s\' not found", fxaction.data.c_str() );
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} else {
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gameLocal.SpawnEntityDef( *projectileDef, &ent, false );
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if ( ent && ent->IsType( idProjectile::Type ) ) {
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projectile = ( idProjectile * )ent;
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projectile->Create( this, GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[0] );
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projectile->Launch( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[0], vec3_origin );
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}
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}
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}
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break;
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}
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}
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}
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}
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/*
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================
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hhEntityFx::DetermineAxis
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HUMANHEAD: aob
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================
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||||
*/
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idMat3 hhEntityFx::DetermineAxis( const idFXSingleAction& fxaction ) {
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idVec3 fxDir;
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if( fxaction.explicitAxis ) {
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if (fxaction.useAxis == AXIS_CUSTOMLOCAL) {
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// When customlocal is set, axis is the specifed axis, untransformed by the entities axis
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return fxaction.dir.ToMat3();
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}
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return (fxaction.dir[0] * GetAxis()[0] + fxaction.dir[1] * GetAxis()[1] + fxaction.dir[2] * GetAxis()[2]).ToMat3();
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} else if( fxInfo.GetAxisFor(fxaction.useAxis, fxDir) ) {
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return fxDir.ToMat3();
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}
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return GetAxis();
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}
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/*
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================
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hhEntityFx::Nozzle
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HUMANHEAD: aob - used to toggle particle systems
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================
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*/
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void hhEntityFx::Nozzle( bool bOn ) {
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if ( !fxEffect ) {
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return;
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}
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if( bOn && !IsActive( TH_THINK ) ) {
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Event_Trigger( NULL );
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}
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if( !bOn ) {
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//Canceling events incase we are toggled before our actvate event has fired.
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CancelEvents( &EV_Activate );
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if( IsActive( TH_THINK ) ) {
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Event_ClearFx();
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}
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}
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}
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||||
/*
|
||||
================
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hhEntityFx::DormantBegin
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//HUMANHEAD: aob
|
||||
================
|
||||
*/
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void hhEntityFx::DormantBegin() {
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idEntityFx::DormantBegin();
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//HUMANHEAD: aob - used CleanUp directly so 'started' doesn't get reset
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//Stop();
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CleanUp();
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//HUMANHEAD END
|
||||
|
||||
//want to make sure we can trigger these back on
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nextTriggerTime = -1;
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}
|
||||
|
||||
/*
|
||||
================
|
||||
hhEntityFx::DormantEnd
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||||
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||||
//HUMANHEAD: aob
|
||||
================
|
||||
*/
|
||||
void hhEntityFx::DormantEnd() {
|
||||
idEntityFx::DormantEnd();
|
||||
|
||||
if ( started >= 0 ) {
|
||||
CreateFx( this );
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
hhEntityFx::Event_Trigger
|
||||
================
|
||||
*/
|
||||
void hhEntityFx::Event_Trigger( idEntity *activator ) {
|
||||
if ( gameLocal.time < nextTriggerTime ) {
|
||||
return;
|
||||
}
|
||||
|
||||
// HUMANHEAD bg: Special handling for "restart" fx enable/disable.
|
||||
if ( restartActive && (activator != this) ) {
|
||||
CancelEvents( &EV_Fx_Action );
|
||||
CancelEvents( &EV_Activate );
|
||||
CancelEvents( &EV_Fx_KillFx );
|
||||
Stop();
|
||||
CleanUp();
|
||||
BecomeInactive( TH_THINK );
|
||||
restartActive = false;
|
||||
return;
|
||||
}
|
||||
if ( !restartActive && spawnArgs.GetFloat( "restart" ) ) {
|
||||
restartActive = true;
|
||||
}
|
||||
// HUMANHEAD END
|
||||
|
||||
//HUMANHEAD: aob
|
||||
if( spawnArgs.GetBool("toggle") && IsActive(TH_THINK) ) {
|
||||
ProcessEvent( &EV_Fx_KillFx );
|
||||
return;
|
||||
}
|
||||
//HUMANHEAD END
|
||||
|
||||
//HUMANHEAD: aob - moved logic to helper function so I can call code specifically
|
||||
CreateFx( activator );
|
||||
//HUMANHEAD END
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
hhEntityFx::CreateFx
|
||||
|
||||
HUMANHEAD: aob
|
||||
================
|
||||
*/
|
||||
void hhEntityFx::CreateFx( idEntity *activator ) {
|
||||
if ( g_skipFX.GetBool() ) {
|
||||
return;
|
||||
}
|
||||
|
||||
float fxActionDelay;
|
||||
const char *fx;
|
||||
|
||||
if ( spawnArgs.GetString( "fx", "", &fx) ) {
|
||||
Setup( fx );
|
||||
Start( gameLocal.time );
|
||||
//HUMANHEAD: aob - added so fx can be deleted at end of duration
|
||||
if( RemoveWhenDone() ) {
|
||||
PostEventMS( &EV_Remove, Duration() );
|
||||
} else {
|
||||
PostEventMS( &EV_Fx_KillFx, Duration() );
|
||||
}
|
||||
//HUMANHEAD END
|
||||
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 );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
hhEntityFx::StartFx
|
||||
|
||||
creates an fx entity, ONLY CALL THIS ON THE SERVER. -rww
|
||||
================
|
||||
*/
|
||||
hhEntityFx *hhEntityFx::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 );
|
||||
hhEntityFx *nfx = static_cast<hhEntityFx *>( gameLocal.SpawnEntityType( hhEntityFx::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;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
hhEntityFx::SetParticleShaderParm
|
||||
Allow setting shader parms directly to particle renderentities
|
||||
Note that this functionality isn't set to the default SetShaderParm()
|
||||
to avoid breaking any existing code
|
||||
================
|
||||
*/
|
||||
void hhEntityFx::SetParticleShaderParm( int parmnum, float value ) {
|
||||
|
||||
if ( ( parmnum < 0 ) || ( parmnum >= MAX_ENTITY_SHADER_PARMS ) ) {
|
||||
gameLocal.Warning( "shader parm index (%d) out of range", parmnum );
|
||||
return;
|
||||
}
|
||||
|
||||
for( int ieff = 0; ieff < fxEffect->events.Num(); ieff++ ) {
|
||||
const idFXSingleAction& fxaction = fxEffect->events[ieff];
|
||||
idFXLocalAction *useAction = NULL;
|
||||
idFXLocalAction& laction = actions[ieff];
|
||||
if ( fxaction.sibling == -1 ) {
|
||||
useAction = &laction;
|
||||
} else {
|
||||
useAction = &actions[fxaction.sibling];
|
||||
}
|
||||
if ( !useAction ) {
|
||||
continue;
|
||||
}
|
||||
switch( fxaction.type ) {
|
||||
case FX_MODEL: {
|
||||
useAction->renderEntity.shaderParms[parmnum] = value;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
hhEntityFx::Event_ClearFx
|
||||
|
||||
Clears any visual fx started when item(mob) was spawned
|
||||
================
|
||||
*/
|
||||
void hhEntityFx::Event_ClearFx( void ) {
|
||||
|
||||
if ( g_skipFX.GetBool() ) {
|
||||
return;
|
||||
}
|
||||
|
||||
Stop();
|
||||
CleanUp();
|
||||
BecomeInactive( TH_THINK );
|
||||
|
||||
if ( spawnArgs.GetBool("test") ) {
|
||||
PostEventMS( &EV_Activate, 0, this );
|
||||
} else {
|
||||
if (!spawnArgs.GetBool("triggered")) {
|
||||
float rest = spawnArgs.GetInt( "restart", "0" );
|
||||
if ( rest == 0.0f ) {
|
||||
//HUMANHEAD: aob - added RemoveWhenDone and CancelEvents call
|
||||
if( RemoveWhenDone() ) {
|
||||
PostEventSec( &EV_Remove, 0.1f );
|
||||
} else {
|
||||
CancelEvents( &EV_Fx_Action );
|
||||
}
|
||||
//HUMANHEAD END
|
||||
} else {
|
||||
rest *= gameLocal.random.RandomFloat();
|
||||
// HUMANHEAD bg: Give ability for minimum restart time by adding offset.
|
||||
rest += spawnArgs.GetFloat( "restartDelay", "0" );
|
||||
// HUMANHEAD END
|
||||
PostEventSec( &EV_Activate, rest, this );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user