feat(client): revamp the flashlight
parent
3bda029e34
commit
70feb0870b
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@ -292,7 +292,7 @@ namespace spades {
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audioDevice->RegisterSound("Sounds/Weapons/AimDownSightLocal.opus");
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renderer->RegisterImage("Gfx/Ball.png");
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renderer->RegisterModel("Models/Player/Dead.kv6");
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renderer->RegisterImage("Gfx/Spotlight.png");
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renderer->RegisterImage("Gfx/Spotlight.jpg");
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renderer->RegisterModel("Models/Weapons/Spade/Spade.kv6");
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renderer->RegisterModel("Models/Weapons/Block/Block2.kv6");
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renderer->RegisterModel("Models/Weapons/Grenade/Grenade.kv6");
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@ -51,6 +51,7 @@ SPADES_SETTING(cg_ragdoll);
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SPADES_SETTING(cg_ejectBrass);
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DEFINE_SPADES_SETTING(cg_animations, "1");
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SPADES_SETTING(cg_shake);
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SPADES_SETTING(r_hdr);
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DEFINE_SPADES_SETTING(cg_environmentalAudio, "1");
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DEFINE_SPADES_SETTING(cg_viewWeaponX, "0");
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DEFINE_SPADES_SETTING(cg_viewWeaponY, "0");
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@ -662,18 +663,18 @@ namespace spades {
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// no flashlight if spectating other players while dead
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if (client.flashlightOn && world->GetLocalPlayer()->IsAlive()) {
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float brightness;
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brightness = client.time - client.flashlightOnTime;
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float brightness = client.time - client.flashlightOnTime;
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brightness = 1.f - expf(-brightness * 5.f);
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brightness *= r_hdr ? 3.0f : 1.5f;
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// add flash light
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DynamicLightParam light;
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Handle<IImage> image = renderer.RegisterImage("Gfx/Spotlight.png");
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Handle<IImage> image = renderer.RegisterImage("Gfx/Spotlight.jpg");
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light.origin = (eyeMatrix * MakeVector3(0, -0.05f, -0.1f)).GetXYZ();
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light.color = MakeVector3(1, .7f, .5f) * 1.5f * brightness;
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light.radius = 40.f;
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light.color = MakeVector3(1.0f, 0.7f, 0.5f) * brightness;
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light.radius = 60.f;
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light.type = DynamicLightTypeSpotlight;
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light.spotAngle = 30.f * M_PI / 180.f;
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light.spotAngle = 90.f * M_PI / 180.f;
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light.spotAxis = GetFlashlightAxes();
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light.image = image.GetPointerOrNull();
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renderer.AddLight(light);
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