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19 changes: 17 additions & 2 deletions src/game/client/neo/c_neo_player.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -749,8 +749,23 @@ void C_NEO_Player::AddPoints(int score, bool bAllowNegativeScore, bool bIgnorePl
//pl.frags = m_iFrags; NEO TODO (Adam) Is this actually used anywhere? should we include a xp field in CPlayerState?
}

bool C_NEO_Player::IsDrawnTransparent() const
{
auto pTargetPlayer = C_NEO_Player::GetVisionTargetNEOPlayer();
if (!pTargetPlayer)
{
return IsCloaked();
}

bool inThermalVision = pTargetPlayer->IsInVision() && pTargetPlayer->GetClass() == NEO_CLASS_SUPPORT;
return IsCloaked() && !inThermalVision;
}

ShadowType_t C_NEO_Player::ShadowCastType( void )
{
// NEO TODO (Adam) should cloaked players cast shadows in thermals? If they are drawn opaque, it follows that cloaked players block light on a
// spectrum that thermals can see, so light in that same spectrum would be absent where the shadow would be, hence the shadow should be drawn
// if so, replace IsCloaked() with IsDrawnTransparent()
if (IsCloaked())
{
return SHADOWS_NONE;
Expand All @@ -770,12 +785,12 @@ const QAngle& C_NEO_Player::GetRenderAngles()

RenderGroup_t C_NEO_Player::GetRenderGroup()
{
return IsCloaked() ? RENDER_GROUP_TRANSLUCENT_ENTITY : RENDER_GROUP_OPAQUE_ENTITY;
return IsDrawnTransparent() ? RENDER_GROUP_TRANSLUCENT_ENTITY : RENDER_GROUP_OPAQUE_ENTITY;
}

bool C_NEO_Player::UsesPowerOfTwoFrameBufferTexture()
{
return IsCloaked();
return IsDrawnTransparent();
}

bool C_NEO_Player::ShouldDraw( void )
Expand Down
3 changes: 2 additions & 1 deletion src/game/client/neo/c_neo_player.h
Original file line number Diff line number Diff line change
Expand Up @@ -162,7 +162,8 @@ class C_NEO_Player : public C_HL2MP_Player

C_NEOPredictedViewModel *GetNEOViewModel() { return static_cast<C_NEOPredictedViewModel*>(GetViewModel()); }

bool IsCloaked() const { return m_bInThermOpticCamo; }
inline bool IsCloaked() const { return m_bInThermOpticCamo; }
bool IsDrawnTransparent() const;
float GetCloakFactor() const { return m_flTocFactor; }
bool IsAirborne() const { return (!(GetFlags() & FL_ONGROUND)); }
bool IsInVision() const { return m_bInVision; }
Expand Down
9 changes: 9 additions & 0 deletions src/game/server/neo/neo_player.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -231,6 +231,9 @@ ConVar sv_neo_bot_cloak_detection_bonus_lighting("sv_neo_bot_cloak_detection_bon
"Bot cloak detection bonus for target being in a well lit area (scaled by light intensity ratio 0.0-1.0)", true, 0, true, 100);


ConVar sv_neo_infinite_cloak("sv_neo_infinite_cloak", "0", FCVAR_CHEAT | FCVAR_REPLICATED, "Don't drain cloak", true, 0, true, 1);


void CNEO_Player::RequestSetClass(int newClass)
{
if (newClass < 0 || newClass >= NEO_CLASS_ENUM_COUNT)
Expand Down Expand Up @@ -3702,6 +3705,12 @@ void CNEO_Player::CloakPower_Update(void)

bool CNEO_Player::CloakPower_Drain(float flPower)
{
// NEO TODO (Adam) predict client side
if (sv_neo_infinite_cloak.GetBool())
{
return true;
}

m_HL2Local.m_cloakPower -= flPower;

if (m_HL2Local.m_cloakPower < 0.0)
Expand Down
10 changes: 4 additions & 6 deletions src/game/shared/neo/neo_predicted_viewmodel.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -626,21 +626,19 @@ void CNEOPredictedViewModel::ProcessMuzzleFlashEvent()

RenderGroup_t CNEOPredictedViewModel::GetRenderGroup()
{
auto pPlayer = static_cast<C_NEO_Player*>(GetOwner());
if (pPlayer)
if (auto pPlayer = static_cast<C_NEO_Player*>(GetOwner()))
{
return pPlayer->IsCloaked() ? RENDER_GROUP_VIEW_MODEL_TRANSLUCENT : RENDER_GROUP_VIEW_MODEL_OPAQUE;
return pPlayer->IsDrawnTransparent() ? RENDER_GROUP_VIEW_MODEL_TRANSLUCENT : RENDER_GROUP_VIEW_MODEL_OPAQUE;
}

return BaseClass::GetRenderGroup();
}

bool CNEOPredictedViewModel::UsesPowerOfTwoFrameBufferTexture()
{
auto pPlayer = static_cast<C_NEO_Player*>(GetOwner());
if (pPlayer)
if (auto pPlayer = static_cast<C_NEO_Player*>(GetOwner()))
{
return pPlayer->IsCloaked() ? true : false;
return pPlayer->IsDrawnTransparent() ? true : false;
}

return BaseClass::UsesPowerOfTwoFrameBufferTexture();
Expand Down
10 changes: 4 additions & 6 deletions src/game/shared/neo/weapons/weapon_neobasecombatweapon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1318,21 +1318,19 @@ int CNEOBaseCombatWeapon::DrawModel(int flags)

RenderGroup_t CNEOBaseCombatWeapon::GetRenderGroup()
{
auto pPlayer = static_cast<C_NEO_Player*>(GetOwner());
if (pPlayer)
if (auto pPlayer = static_cast<C_NEO_Player*>(GetOwner()))
{
return pPlayer->IsCloaked() ? RENDER_GROUP_TRANSLUCENT_ENTITY : RENDER_GROUP_OPAQUE_ENTITY;
return pPlayer->IsDrawnTransparent() ? RENDER_GROUP_TRANSLUCENT_ENTITY : RENDER_GROUP_OPAQUE_ENTITY;
}

return BaseClass::GetRenderGroup();
}

bool CNEOBaseCombatWeapon::UsesPowerOfTwoFrameBufferTexture()
{
auto pPlayer = static_cast<C_NEO_Player*>(GetOwner());
if (pPlayer)
if (auto pPlayer = static_cast<C_NEO_Player*>(GetOwner()))
{
return pPlayer->IsCloaked();
return pPlayer->IsDrawnTransparent();
}

return BaseClass::UsesPowerOfTwoFrameBufferTexture();
Expand Down
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