ddnet/src/game/client/components/items.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <engine/demo.h>
#include <engine/graphics.h>
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#include <engine/shared/config.h>
#include <game/generated/client_data.h>
#include <game/generated/client_data7.h>
#include <game/generated/protocol.h>
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#include <game/client/gameclient.h>
#include <game/client/projectile_data.h>
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#include <game/client/render.h>
#include <game/client/ui.h>
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#include <game/client/components/effects.h>
#include <game/client/components/flow.h>
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#include "items.h"
void CItems::RenderProjectile(const CProjectileData *pCurrent, int ItemID)
{
int CurWeapon = clamp(pCurrent->m_Type, 0, NUM_WEAPONS - 1);
// get positions
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float Curvature = 0;
float Speed = 0;
CTuningParams Tuning = GameClient()->GetTunes(pCurrent->m_TuneZone);
if(CurWeapon == WEAPON_GRENADE)
{
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Curvature = Tuning.m_GrenadeCurvature;
Speed = Tuning.m_GrenadeSpeed;
}
else if(CurWeapon == WEAPON_SHOTGUN)
{
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Curvature = Tuning.m_ShotgunCurvature;
Speed = Tuning.m_ShotgunSpeed;
}
else if(CurWeapon == WEAPON_GUN)
{
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Curvature = Tuning.m_GunCurvature;
Speed = Tuning.m_GunSpeed;
}
bool LocalPlayerInGame = false;
if(m_pClient->m_Snap.m_pLocalInfo)
LocalPlayerInGame = m_pClient->m_aClients[m_pClient->m_Snap.m_pLocalInfo->m_ClientID].m_Team != TEAM_SPECTATORS;
static float s_LastGameTickTime = Client()->GameTickTime(g_Config.m_ClDummy);
if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED))
s_LastGameTickTime = Client()->GameTickTime(g_Config.m_ClDummy);
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bool IsOtherTeam = (pCurrent->m_ExtraInfo && pCurrent->m_Owner >= 0 && m_pClient->IsOtherTeam(pCurrent->m_Owner));
float Ct;
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if(m_pClient->Predict() && m_pClient->AntiPingGrenade() && LocalPlayerInGame && !IsOtherTeam)
Ct = ((float)(Client()->PredGameTick(g_Config.m_ClDummy) - 1 - pCurrent->m_StartTick) + Client()->PredIntraGameTick(g_Config.m_ClDummy)) / (float)SERVER_TICK_SPEED;
else
Ct = (Client()->PrevGameTick(g_Config.m_ClDummy) - pCurrent->m_StartTick) / (float)SERVER_TICK_SPEED + s_LastGameTickTime;
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if(Ct < 0)
{
if(Ct > -s_LastGameTickTime / 2)
{
// Fixup the timing which might be screwed during demo playback because
// s_LastGameTickTime depends on the system timer, while the other part
// (Client()->PrevGameTick(g_Config.m_ClDummy) - pCurrent->m_StartTick) / (float)SERVER_TICK_SPEED
// is virtually constant (for projectiles fired on the current game tick):
// (x - (x+2)) / 50 = -0.04
//
// We have a strict comparison for the passed time being more than the time between ticks
// if(CurtickStart > m_Info.m_CurrentTime) in CDemoPlayer::Update()
// so on the practice the typical value of s_LastGameTickTime varies from 0.02386 to 0.03999
// which leads to Ct from -0.00001 to -0.01614.
// Round up those to 0.0 to fix missing rendering of the projectile.
Ct = 0;
}
else
{
return; // projectile haven't been shot yet
}
}
vec2 Pos = CalcPos(pCurrent->m_StartPos, pCurrent->m_StartVel, Curvature, Speed, Ct);
vec2 PrevPos = CalcPos(pCurrent->m_StartPos, pCurrent->m_StartVel, Curvature, Speed, Ct - 0.001f);
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float Alpha = 1.f;
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if(IsOtherTeam)
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{
Alpha = g_Config.m_ClShowOthersAlpha / 100.0f;
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}
vec2 Vel = Pos - PrevPos;
// add particle for this projectile
// don't check for validity of the projectile for the current weapon here, so particle effects are rendered for mod compability
if(CurWeapon == WEAPON_GRENADE)
{
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m_pClient->m_Effects.SmokeTrail(Pos, Vel * -1, Alpha);
static float s_Time = 0.0f;
static float s_LastLocalTime = LocalTime();
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
{
const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
if(!pInfo->m_Paused)
s_Time += (LocalTime() - s_LastLocalTime) * pInfo->m_Speed;
}
else
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{
if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED))
s_Time += LocalTime() - s_LastLocalTime;
}
Graphics()->QuadsSetRotation(s_Time * pi * 2 * 2 + ItemID);
s_LastLocalTime = LocalTime();
}
else
{
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m_pClient->m_Effects.BulletTrail(Pos, Alpha);
if(length(Vel) > 0.00001f)
Graphics()->QuadsSetRotation(angle(Vel));
else
Graphics()->QuadsSetRotation(0);
}
if(GameClient()->m_GameSkin.m_SpriteWeaponProjectiles[CurWeapon].IsValid())
{
Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpriteWeaponProjectiles[CurWeapon]);
Graphics()->SetColor(1.f, 1.f, 1.f, Alpha);
int QuadOffset = 2 + 8 + NUM_WEAPONS + CurWeapon;
Graphics()->RenderQuadContainerAsSprite(m_ItemsQuadContainerIndex, QuadOffset, Pos.x, Pos.y);
}
}
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void CItems::RenderPickup(const CNetObj_Pickup *pPrev, const CNetObj_Pickup *pCurrent, bool IsPredicted)
{
const int c[] = {
SPRITE_PICKUP_HEALTH,
SPRITE_PICKUP_ARMOR,
SPRITE_PICKUP_WEAPON,
SPRITE_PICKUP_NINJA};
int CurWeapon = clamp(pCurrent->m_Subtype, 0, NUM_WEAPONS - 1);
if(c[pCurrent->m_Type] == SPRITE_PICKUP_HEALTH)
Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpritePickupHealth);
else if(c[pCurrent->m_Type] == SPRITE_PICKUP_ARMOR)
Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpritePickupArmor);
else if(c[pCurrent->m_Type] == SPRITE_PICKUP_WEAPON)
{
Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpritePickupWeapons[CurWeapon]);
}
else if(c[pCurrent->m_Type] == SPRITE_PICKUP_NINJA)
Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpritePickupNinja);
Graphics()->QuadsSetRotation(0);
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
int QuadOffset = 2;
float IntraTick = IsPredicted ? Client()->PredIntraGameTick(g_Config.m_ClDummy) : Client()->IntraGameTick(g_Config.m_ClDummy);
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vec2 Pos = mix(vec2(pPrev->m_X, pPrev->m_Y), vec2(pCurrent->m_X, pCurrent->m_Y), IntraTick);
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float Angle = 0.0f;
if(pCurrent->m_Type == POWERUP_WEAPON)
{
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Angle = 0; //-pi/6;//-0.25f * pi * 2.0f;
QuadOffset += 2 + CurWeapon;
}
else
{
QuadOffset += pCurrent->m_Type;
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if(c[pCurrent->m_Type] == SPRITE_PICKUP_NINJA)
{
QuadOffset = 2 + 8 - 1; // ninja is the last weapon
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m_pClient->m_Effects.PowerupShine(Pos, vec2(96, 18));
Pos.x -= 10.0f;
}
}
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Graphics()->QuadsSetRotation(Angle);
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static float s_Time = 0.0f;
static float s_LastLocalTime = LocalTime();
float Offset = Pos.y / 32.0f + Pos.x / 32.0f;
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
{
const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
if(!pInfo->m_Paused)
s_Time += (LocalTime() - s_LastLocalTime) * pInfo->m_Speed;
}
else
{
if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED))
s_Time += LocalTime() - s_LastLocalTime;
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}
Pos.x += cosf(s_Time * 2.0f + Offset) * 2.5f;
Pos.y += sinf(s_Time * 2.0f + Offset) * 2.5f;
s_LastLocalTime = LocalTime();
Graphics()->RenderQuadContainerAsSprite(m_ItemsQuadContainerIndex, QuadOffset, Pos.x, Pos.y);
}
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void CItems::RenderFlag(const CNetObj_Flag *pPrev, const CNetObj_Flag *pCurrent, const CNetObj_GameData *pPrevGameData, const CNetObj_GameData *pCurGameData)
{
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float Angle = 0.0f;
float Size = 42.0f;
if(pCurrent->m_Team == TEAM_RED)
Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpriteFlagRed);
else
Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpriteFlagBlue);
Graphics()->QuadsSetRotation(0);
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
int QuadOffset = 0;
if(pCurrent->m_Team != TEAM_RED)
++QuadOffset;
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Graphics()->QuadsSetRotation(Angle);
vec2 Pos = mix(vec2(pPrev->m_X, pPrev->m_Y), vec2(pCurrent->m_X, pCurrent->m_Y), Client()->IntraGameTick(g_Config.m_ClDummy));
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if(pCurGameData)
{
int FlagCarrier = (pCurrent->m_Team == TEAM_RED) ? pCurGameData->m_FlagCarrierRed : pCurGameData->m_FlagCarrierBlue;
// use the flagcarriers position if available
if(FlagCarrier >= 0 && m_pClient->m_Snap.m_aCharacters[FlagCarrier].m_Active)
Pos = m_pClient->m_aClients[FlagCarrier].m_RenderPos;
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// make sure that the flag isn't interpolated between capture and return
if(pPrevGameData &&
((pCurrent->m_Team == TEAM_RED && pPrevGameData->m_FlagCarrierRed != pCurGameData->m_FlagCarrierRed) ||
(pCurrent->m_Team == TEAM_BLUE && pPrevGameData->m_FlagCarrierBlue != pCurGameData->m_FlagCarrierBlue)))
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Pos = vec2(pCurrent->m_X, pCurrent->m_Y);
}
Graphics()->RenderQuadContainerAsSprite(m_ItemsQuadContainerIndex, QuadOffset, Pos.x, Pos.y - Size * 0.75f);
}
void CItems::RenderLaser(const struct CNetObj_Laser *pCurrent, bool IsPredicted)
{
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ColorRGBA RGB;
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vec2 Pos = vec2(pCurrent->m_X, pCurrent->m_Y);
vec2 From = vec2(pCurrent->m_FromX, pCurrent->m_FromY);
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float Len = distance(Pos, From);
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RGB = color_cast<ColorRGBA>(ColorHSLA(g_Config.m_ClLaserOutlineColor));
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ColorRGBA OuterColor(RGB.r, RGB.g, RGB.b, 1.0f);
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RGB = color_cast<ColorRGBA>(ColorHSLA(g_Config.m_ClLaserInnerColor));
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ColorRGBA InnerColor(RGB.r, RGB.g, RGB.b, 1.0f);
int TuneZone = GameClient()->m_GameWorld.m_WorldConfig.m_UseTuneZones ? Collision()->IsTune(Collision()->GetMapIndex(From)) : 0;
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vec2 Dir;
if(Len > 0)
{
Dir = normalize_pre_length(Pos - From, Len);
float Ticks;
if(IsPredicted)
Ticks = (float)(Client()->PredGameTick(g_Config.m_ClDummy) - pCurrent->m_StartTick) + Client()->PredIntraGameTick(g_Config.m_ClDummy);
else
Ticks = (float)(Client()->GameTick(g_Config.m_ClDummy) - pCurrent->m_StartTick) + Client()->IntraGameTick(g_Config.m_ClDummy);
float Ms = (Ticks / 50.0f) * 1000.0f;
float a = Ms / m_pClient->GetTunes(TuneZone).m_LaserBounceDelay;
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a = clamp(a, 0.0f, 1.0f);
float Ia = 1 - a;
vec2 Out;
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Graphics()->TextureClear();
Graphics()->QuadsBegin();
// do outline
Graphics()->SetColor(OuterColor.r, OuterColor.g, OuterColor.b, 1.0f);
Out = vec2(Dir.y, -Dir.x) * (7.0f * Ia);
IGraphics::CFreeformItem Freeform(
From.x - Out.x, From.y - Out.y,
From.x + Out.x, From.y + Out.y,
Pos.x - Out.x, Pos.y - Out.y,
Pos.x + Out.x, Pos.y + Out.y);
Graphics()->QuadsDrawFreeform(&Freeform, 1);
// do inner
Out = vec2(Dir.y, -Dir.x) * (5.0f * Ia);
Graphics()->SetColor(InnerColor.r, InnerColor.g, InnerColor.b, 1.0f); // center
Freeform = IGraphics::CFreeformItem(
From.x - Out.x, From.y - Out.y,
From.x + Out.x, From.y + Out.y,
Pos.x - Out.x, Pos.y - Out.y,
Pos.x + Out.x, Pos.y + Out.y);
Graphics()->QuadsDrawFreeform(&Freeform, 1);
Graphics()->QuadsEnd();
}
// render head
{
int CurParticle = (Client()->GameTick(g_Config.m_ClDummy) % 3);
int QuadOffset = 2 + 8 + NUM_WEAPONS * 2 + CurParticle;
Graphics()->TextureSet(GameClient()->m_ParticlesSkin.m_SpriteParticleSplat[CurParticle]);
Graphics()->QuadsSetRotation(Client()->GameTick(g_Config.m_ClDummy));
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Graphics()->SetColor(OuterColor.r, OuterColor.g, OuterColor.b, 1.0f);
Graphics()->RenderQuadContainerAsSprite(m_ItemsQuadContainerIndex, QuadOffset, Pos.x, Pos.y);
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Graphics()->SetColor(InnerColor.r, InnerColor.g, InnerColor.b, 1.0f);
Graphics()->RenderQuadContainerAsSprite(m_ItemsQuadContainerIndex, QuadOffset, Pos.x, Pos.y, 20.f / 24.f, 20.f / 24.f);
}
}
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void CItems::OnRender()
{
if(Client()->State() < IClient::STATE_ONLINE)
return;
bool IsSuper = m_pClient->IsLocalCharSuper();
int Ticks = Client()->GameTick(g_Config.m_ClDummy) % Client()->GameTickSpeed();
bool BlinkingPickup = (Ticks % 22) < 4;
bool BlinkingGun = (Ticks % 22) < 4;
bool BlinkingDragger = (Ticks % 22) < 4;
bool BlinkingProj = (Ticks % 20) < 2;
bool BlinkingProjEx = (Ticks % 6) < 2;
bool BlinkingLight = (Ticks % 6) < 2;
int SwitcherTeam = m_pClient->SwitchStateTeam();
int DraggerStartTick = maximum((Client()->GameTick(g_Config.m_ClDummy) / 7) * 7, Client()->GameTick(g_Config.m_ClDummy) - 4);
int GunStartTick = (Client()->GameTick(g_Config.m_ClDummy) / 7) * 7;
bool UsePredicted = GameClient()->Predict() && GameClient()->AntiPingGunfire();
if(UsePredicted)
{
for(auto *pProj = (CProjectile *)GameClient()->m_PredictedWorld.FindFirst(CGameWorld::ENTTYPE_PROJECTILE); pProj; pProj = (CProjectile *)pProj->NextEntity())
{
if(!IsSuper && pProj->m_Number > 0 && pProj->m_Number < Collision()->m_NumSwitchers + 1 && !Collision()->m_pSwitchers[pProj->m_Number].m_Status[SwitcherTeam] && (pProj->m_Explosive ? BlinkingProjEx : BlinkingProj))
continue;
CProjectileData Data = pProj->GetData();
RenderProjectile(&Data, pProj->ID());
}
for(CEntity *pEnt = GameClient()->m_PredictedWorld.FindFirst(CGameWorld::ENTTYPE_LASER); pEnt; pEnt = pEnt->NextEntity())
{
auto *const pLaser = dynamic_cast<CLaser *>(pEnt);
if(!pLaser || pLaser->GetOwner() < 0 || !GameClient()->m_aClients[pLaser->GetOwner()].m_IsPredictedLocal)
continue;
CNetObj_Laser Data;
pLaser->FillInfo(&Data);
RenderLaser(&Data, true);
}
for(auto *pPickup = (CPickup *)GameClient()->m_PredictedWorld.FindFirst(CGameWorld::ENTTYPE_PICKUP); pPickup; pPickup = (CPickup *)pPickup->NextEntity())
{
if(!IsSuper && pPickup->m_Layer == LAYER_SWITCH && pPickup->m_Number > 0 && pPickup->m_Number < Collision()->m_NumSwitchers + 1 && !Collision()->m_pSwitchers[pPickup->m_Number].m_Status[SwitcherTeam] && BlinkingPickup)
continue;
if(pPickup->InDDNetTile())
{
if(auto *pPrev = (CPickup *)GameClient()->m_PrevPredictedWorld.GetEntity(pPickup->ID(), CGameWorld::ENTTYPE_PICKUP))
{
CNetObj_Pickup Data, Prev;
pPickup->FillInfo(&Data);
pPrev->FillInfo(&Prev);
RenderPickup(&Prev, &Data, true);
}
}
}
}
for(const CSnapEntities &Ent : m_pClient->SnapEntities())
{
const IClient::CSnapItem Item = Ent.m_Item;
const void *pData = Ent.m_pData;
const CNetObj_EntityEx *pEntEx = Ent.m_pDataEx;
bool Inactive = false;
if(pEntEx)
Inactive = !IsSuper && pEntEx->m_SwitchNumber > 0 && pEntEx->m_SwitchNumber < Collision()->m_NumSwitchers + 1 && !Collision()->m_pSwitchers[pEntEx->m_SwitchNumber].m_Status[SwitcherTeam];
if(Item.m_Type == NETOBJTYPE_PROJECTILE || Item.m_Type == NETOBJTYPE_DDNETPROJECTILE)
{
CProjectileData Data;
if(Item.m_Type == NETOBJTYPE_PROJECTILE)
{
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Data = ExtractProjectileInfo((const CNetObj_Projectile *)pData, &GameClient()->m_GameWorld);
}
else
{
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Data = ExtractProjectileInfoDDNet((const CNetObj_DDNetProjectile *)pData, &GameClient()->m_GameWorld);
}
if(UsePredicted)
{
if(auto *pProj = (CProjectile *)GameClient()->m_GameWorld.FindMatch(Item.m_ID, Item.m_Type, pData))
{
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bool IsOtherTeam = m_pClient->IsOtherTeam(pProj->GetOwner());
if(pProj->m_LastRenderTick <= 0 && (pProj->m_Type != WEAPON_SHOTGUN || (!pProj->m_Freeze && !pProj->m_Explosive)) // skip ddrace shotgun bullets
&& (pProj->m_Type == WEAPON_SHOTGUN || fabs(length(pProj->m_Direction) - 1.f) < 0.02) // workaround to skip grenades on ball mod
&& (pProj->GetOwner() < 0 || !GameClient()->m_aClients[pProj->GetOwner()].m_IsPredictedLocal || IsOtherTeam) // skip locally predicted projectiles
&& !Client()->SnapFindItem(IClient::SNAP_PREV, Item.m_Type, Item.m_ID))
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{
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ReconstructSmokeTrail(&Data, pProj->m_DestroyTick);
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}
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pProj->m_LastRenderTick = Client()->GameTick(g_Config.m_ClDummy);
if(!IsOtherTeam)
continue;
}
}
if(Inactive && (Data.m_Explosive ? BlinkingProjEx : BlinkingProj))
continue;
RenderProjectile(&Data, Item.m_ID);
}
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else if(Item.m_Type == NETOBJTYPE_PICKUP)
{
if(Inactive && BlinkingPickup)
continue;
if(UsePredicted)
{
auto *pPickup = (CPickup *)GameClient()->m_GameWorld.FindMatch(Item.m_ID, Item.m_Type, pData);
if(pPickup && pPickup->InDDNetTile())
continue;
}
const void *pPrev = Client()->SnapFindItem(IClient::SNAP_PREV, Item.m_Type, Item.m_ID);
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if(pPrev)
RenderPickup((const CNetObj_Pickup *)pPrev, (const CNetObj_Pickup *)pData);
}
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else if(Item.m_Type == NETOBJTYPE_LASER)
{
if(UsePredicted)
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{
auto *pLaser = dynamic_cast<CLaser *>(GameClient()->m_GameWorld.FindMatch(Item.m_ID, Item.m_Type, pData));
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if(pLaser && pLaser->GetOwner() >= 0 && GameClient()->m_aClients[pLaser->GetOwner()].m_IsPredictedLocal)
continue;
}
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CNetObj_Laser Laser = *((const CNetObj_Laser *)pData);
if(pEntEx)
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{
if(pEntEx->m_EntityClass == ENTITYCLASS_LIGHT)
{
if(Inactive && BlinkingLight)
continue;
Laser.m_StartTick = DraggerStartTick;
}
if(pEntEx->m_EntityClass >= ENTITYCLASS_GUN_NORMAL && pEntEx->m_EntityClass <= ENTITYCLASS_GUN_UNFREEZE)
{
if(Inactive && BlinkingGun)
continue;
Laser.m_StartTick = GunStartTick;
}
if(pEntEx->m_EntityClass >= ENTITYCLASS_DRAGGER_WEAK && pEntEx->m_EntityClass <= ENTITYCLASS_DRAGGER_STRONG)
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{
if(Inactive && BlinkingDragger)
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continue;
Laser.m_StartTick = DraggerStartTick;
}
if(pEntEx->m_EntityClass == ENTITYCLASS_DOOR)
{
if(Inactive || IsSuper)
{
Laser.m_FromX = Laser.m_X;
Laser.m_FromY = Laser.m_Y;
}
Laser.m_StartTick = Client()->GameTick(g_Config.m_ClDummy);
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}
}
RenderLaser(&Laser);
}
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}
int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT);
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// render flag
for(int i = 0; i < Num; i++)
{
IClient::CSnapItem Item;
const void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, i, &Item);
if(Item.m_Type == NETOBJTYPE_FLAG)
{
const void *pPrev = Client()->SnapFindItem(IClient::SNAP_PREV, Item.m_Type, Item.m_ID);
if(pPrev)
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{
const void *pPrevGameData = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_GAMEDATA, m_pClient->m_Snap.m_GameDataSnapID);
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RenderFlag(static_cast<const CNetObj_Flag *>(pPrev), static_cast<const CNetObj_Flag *>(pData),
static_cast<const CNetObj_GameData *>(pPrevGameData), m_pClient->m_Snap.m_pGameDataObj);
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}
}
}
Graphics()->QuadsSetRotation(0);
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
}
void CItems::OnInit()
{
Graphics()->QuadsSetRotation(0);
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
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m_ItemsQuadContainerIndex = Graphics()->CreateQuadContainer(false);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, -21.f, -42.f, 42.f, 84.f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, -21.f, -42.f, 42.f, 84.f);
float ScaleX, ScaleY;
RenderTools()->GetSpriteScale(SPRITE_PICKUP_HEALTH, ScaleX, ScaleY);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, 64.f * ScaleX, 64.f * ScaleY);
RenderTools()->GetSpriteScale(SPRITE_PICKUP_ARMOR, ScaleX, ScaleY);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, 64.f * ScaleX, 64.f * ScaleY);
RenderTools()->GetSpriteScale(&client_data7::g_pData->m_aSprites[client_data7::SPRITE_PICKUP_HAMMER], ScaleX, ScaleY);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, client_data7::g_pData->m_Weapons.m_aId[WEAPON_HAMMER].m_VisualSize * ScaleX, client_data7::g_pData->m_Weapons.m_aId[WEAPON_HAMMER].m_VisualSize * ScaleY);
RenderTools()->GetSpriteScale(&client_data7::g_pData->m_aSprites[client_data7::SPRITE_PICKUP_GUN], ScaleX, ScaleY);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, client_data7::g_pData->m_Weapons.m_aId[WEAPON_GUN].m_VisualSize * ScaleX, client_data7::g_pData->m_Weapons.m_aId[WEAPON_GUN].m_VisualSize * ScaleY);
RenderTools()->GetSpriteScale(&client_data7::g_pData->m_aSprites[client_data7::SPRITE_PICKUP_SHOTGUN], ScaleX, ScaleY);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, client_data7::g_pData->m_Weapons.m_aId[WEAPON_SHOTGUN].m_VisualSize * ScaleX, client_data7::g_pData->m_Weapons.m_aId[WEAPON_SHOTGUN].m_VisualSize * ScaleY);
RenderTools()->GetSpriteScale(&client_data7::g_pData->m_aSprites[client_data7::SPRITE_PICKUP_GRENADE], ScaleX, ScaleY);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, client_data7::g_pData->m_Weapons.m_aId[WEAPON_GRENADE].m_VisualSize * ScaleX, client_data7::g_pData->m_Weapons.m_aId[WEAPON_GRENADE].m_VisualSize * ScaleY);
RenderTools()->GetSpriteScale(&client_data7::g_pData->m_aSprites[client_data7::SPRITE_PICKUP_LASER], ScaleX, ScaleY);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, client_data7::g_pData->m_Weapons.m_aId[WEAPON_LASER].m_VisualSize * ScaleX, client_data7::g_pData->m_Weapons.m_aId[WEAPON_LASER].m_VisualSize * ScaleY);
RenderTools()->GetSpriteScale(SPRITE_PICKUP_NINJA, ScaleX, ScaleY);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, 128.f * ScaleX, 128.f * ScaleY);
for(int i = 0; i < NUM_WEAPONS; ++i)
{
RenderTools()->GetSpriteScale(g_pData->m_Weapons.m_aId[i].m_pSpriteBody, ScaleX, ScaleY);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, g_pData->m_Weapons.m_aId[i].m_VisualSize * ScaleX, g_pData->m_Weapons.m_aId[i].m_VisualSize * ScaleY);
}
for(int i = 0; i < NUM_WEAPONS; ++i)
{
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, 32.f);
}
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, 24.f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, 24.f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, 24.f);
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Graphics()->QuadContainerUpload(m_ItemsQuadContainerIndex);
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}
void CItems::ReconstructSmokeTrail(const CProjectileData *pCurrent, int DestroyTick)
{
bool LocalPlayerInGame = false;
if(m_pClient->m_Snap.m_pLocalInfo)
LocalPlayerInGame = m_pClient->m_aClients[m_pClient->m_Snap.m_pLocalInfo->m_ClientID].m_Team != TEAM_SPECTATORS;
if(!m_pClient->AntiPingGunfire() || !LocalPlayerInGame)
return;
if(Client()->PredGameTick(g_Config.m_ClDummy) == pCurrent->m_StartTick)
return;
// get positions
float Curvature = 0;
float Speed = 0;
CTuningParams Tuning = GameClient()->GetTunes(pCurrent->m_TuneZone);
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if(pCurrent->m_Type == WEAPON_GRENADE)
{
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Curvature = Tuning.m_GrenadeCurvature;
Speed = Tuning.m_GrenadeSpeed;
}
else if(pCurrent->m_Type == WEAPON_SHOTGUN)
{
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Curvature = Tuning.m_ShotgunCurvature;
Speed = Tuning.m_ShotgunSpeed;
}
else if(pCurrent->m_Type == WEAPON_GUN)
{
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Curvature = Tuning.m_GunCurvature;
Speed = Tuning.m_GunSpeed;
}
float Pt = ((float)(Client()->PredGameTick(g_Config.m_ClDummy) - pCurrent->m_StartTick) + Client()->PredIntraGameTick(g_Config.m_ClDummy)) / (float)SERVER_TICK_SPEED;
if(Pt < 0)
return; // projectile haven't been shot yet
float Gt = (Client()->PrevGameTick(g_Config.m_ClDummy) - pCurrent->m_StartTick) / (float)SERVER_TICK_SPEED + Client()->GameTickTime(g_Config.m_ClDummy);
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float Alpha = 1.f;
if(pCurrent->m_ExtraInfo && pCurrent->m_Owner >= 0 && m_pClient->IsOtherTeam(pCurrent->m_Owner))
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{
Alpha = g_Config.m_ClShowOthersAlpha / 100.0f;
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}
float T = Pt;
if(DestroyTick >= 0)
T = minimum(Pt, ((float)(DestroyTick - 1 - pCurrent->m_StartTick) + Client()->PredIntraGameTick(g_Config.m_ClDummy)) / (float)SERVER_TICK_SPEED);
float MinTrailSpan = 0.4f * ((pCurrent->m_Type == WEAPON_GRENADE) ? 0.5f : 0.25f);
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float Step = maximum(Client()->FrameTimeAvg(), (pCurrent->m_Type == WEAPON_GRENADE) ? 0.02f : 0.01f);
for(int i = 1 + (int)(Gt / Step); i < (int)(T / Step); i++)
{
float t = Step * (float)i + 0.4f * Step * (random_float() - 0.5f);
vec2 Pos = CalcPos(pCurrent->m_StartPos, pCurrent->m_StartVel, Curvature, Speed, t);
vec2 PrevPos = CalcPos(pCurrent->m_StartPos, pCurrent->m_StartVel, Curvature, Speed, t - 0.001f);
vec2 Vel = Pos - PrevPos;
float TimePassed = Pt - t;
if(Pt - MinTrailSpan > 0.01f)
TimePassed = minimum(TimePassed, (TimePassed - MinTrailSpan) / (Pt - MinTrailSpan) * (MinTrailSpan * 0.5f) + MinTrailSpan);
// add particle for this projectile
if(pCurrent->m_Type == WEAPON_GRENADE)
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m_pClient->m_Effects.SmokeTrail(Pos, Vel * -1, Alpha, TimePassed);
else
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m_pClient->m_Effects.BulletTrail(Pos, Alpha, TimePassed);
}
}