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Use bullet smoke trail from Zombie-X(Such as in original mod).

eftd
Night Owl 6 years ago
parent
commit
a7b32cb4d3
  1. 171
      cl_dll/ev_hldm.cpp

171
cl_dll/ev_hldm.cpp

@ -252,14 +252,6 @@ char *EV_HLDM_DamageDecal( physent_t *pe )
return decalname; return decalname;
} }
//=====================
// EV_WallPuffCallback
//=====================
void EV_WallPuffCallback( struct tempent_s *ent, float frametime, float currenttime )
{
ent->entity.angles = ent->entity.baseline.vuser1;
}
void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName ) void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName )
{ {
int iRand; int iRand;
@ -300,35 +292,6 @@ void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName )
gEngfuncs.pEfxAPI->R_DecalShoot( gEngfuncs.pEfxAPI->R_DecalShoot(
gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ), gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ),
gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 ); gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 );
//
// Spawn small smoke puffs at the trace end location.
//
int modelindex = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/wallsmoke.spr" );
Vector position = pTrace->endpos + pTrace->plane.normal * 2;
Vector velocity = pTrace->plane.normal * gEngfuncs.pfnRandomFloat( 8, 10 );
TEMPENTITY* pSmoke = gEngfuncs.pEfxAPI->R_TempSprite(
position, // position
velocity, // velocity
0.4, // scale
modelindex, // model index
kRenderNormal, // rendermode
kRenderFxNoDissipation, // renderfx
1.0, // alpha
0.3, // life
FTENT_SPRCYCLE | FTENT_FADEOUT); // flags
if( pSmoke )
{
Vector angles;
VectorAngles( velocity, angles );
pSmoke->flags |= FTENT_CLIENTCUSTOM;
pSmoke->entity.curstate.framerate = 4;
pSmoke->entity.baseline.vuser1 = angles;
pSmoke->callback = EV_WallPuffCallback;
}
} }
} }
} }
@ -410,6 +373,136 @@ int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, flo
return tracer; return tracer;
} }
/*
TTT: Event which spawns a smokepuff and/or sparks at a given origin
Note that you have to precache the sprites in the game dll
*/
void EV_HLDM_SmokePuff( pmtrace_t *pTrace, float *vecSrc, float *vecEnd )
{
physent_t *pe;
// get entity at endpoint
pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
if( pe && pe->solid == SOLID_BSP )
{
// if it's a solid wall / entity
char chTextureType = CHAR_TEX_CONCRETE;
const char *pTextureName;
char texname[64];
char szbuffer[64];
// get texture name
pTextureName = gEngfuncs.pEventAPI->EV_TraceTexture( pTrace->ent, vecSrc, vecEnd );
if( pTextureName )
{
strcpy( texname, pTextureName );
pTextureName = texname;
// strip leading '-0' or '+0~' or '{' or '!'
if(*pTextureName == '-' || *pTextureName == '+')
{
pTextureName += 2;
}
if (*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ')
{
pTextureName++;
}
// '}}'
strcpy( szbuffer, pTextureName );
szbuffer[CBTEXTURENAMEMAX - 1 ] = 0;
// get texture type
chTextureType = PM_FindTextureType( szbuffer );
}
bool fDoPuffs = false;
bool fDoSparks = false;
int a, r, g, b;
switch( chTextureType )
{
// do smoke puff and eventually add sparks
case CHAR_TEX_TILE:
case CHAR_TEX_CONCRETE:
fDoSparks = ( gEngfuncs.pfnRandomLong( 1, 4 ) == 1 );
fDoPuffs = true;
a = 128;
r = 200;
g = 200;
b = 200;
break;
// don't draw puff, but add sparks often
case CHAR_TEX_VENT:
case CHAR_TEX_GRATE:
case CHAR_TEX_METAL:
fDoSparks = ( gEngfuncs.pfnRandomLong( 1, 2 ) == 1 );
break;
// draw brown puff, but don't do sparks
case CHAR_TEX_DIRT:
case CHAR_TEX_WOOD:
fDoPuffs = true;
a = 250;
r = 97;
g = 86;
b = 53;
break;
// don't do anything if those textures (perhaps add something later...)
default:
case CHAR_TEX_GLASS:
case CHAR_TEX_COMPUTER:
case CHAR_TEX_SLOSH:
break;
}
if( fDoPuffs )
{
vec3_t angles, forward, right, up;
VectorAngles( pTrace->plane.normal, angles );
AngleVectors( angles, forward, up, right );
forward.z = -forward.z;
// get sprite index
int iWallsmoke = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/wallsmoke.spr" );
// create sprite
TEMPENTITY *pTemp = gEngfuncs.pEfxAPI->R_TempSprite(
pTrace->endpos,
forward * gEngfuncs.pfnRandomFloat( 10, 30 ) + right * gEngfuncs.pfnRandomFloat( -6, 6 ) + up * gEngfuncs.pfnRandomFloat( 0, 6 ),
0.4,
iWallsmoke,
kRenderTransAlpha,
kRenderFxNone,
1.0,
0.3,
FTENT_SPRANIMATE | FTENT_FADEOUT
);
if( pTemp )
{
// sprite created successfully, adjust some things
pTemp->fadeSpeed = 2.0;
pTemp->entity.curstate.framerate = 20.0;
pTemp->entity.curstate.renderamt = a;
pTemp->entity.curstate.rendercolor.r = r;
pTemp->entity.curstate.rendercolor.g = g;
pTemp->entity.curstate.rendercolor.b = b;
}
}
if( fDoSparks )
{
// spawn some sparks
gEngfuncs.pEfxAPI->R_SparkShower( pTrace->endpos );
}
}
}
/* /*
================ ================
FireBullets FireBullets
@ -475,6 +568,7 @@ void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int
case BULLET_PLAYER_9MM: case BULLET_PLAYER_9MM:
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
EV_HLDM_DecalGunshot( &tr, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType );
EV_HLDM_SmokePuff( &tr, vecSrc, vecEnd );
break; break;
case BULLET_PLAYER_MP5: case BULLET_PLAYER_MP5:
case BULLET_PLAYER_AK47: case BULLET_PLAYER_AK47:
@ -483,15 +577,18 @@ void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int
{ {
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
EV_HLDM_DecalGunshot( &tr, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType );
EV_HLDM_SmokePuff( &tr, vecSrc, vecEnd );
} }
break; break;
case BULLET_PLAYER_BUCKSHOT: case BULLET_PLAYER_BUCKSHOT:
EV_HLDM_DecalGunshot( &tr, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType );
EV_HLDM_SmokePuff( &tr, vecSrc, vecEnd );
break; break;
case BULLET_PLAYER_357: case BULLET_PLAYER_357:
case BULLET_PLAYER_SNIPER: case BULLET_PLAYER_SNIPER:
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
EV_HLDM_DecalGunshot( &tr, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType );
EV_HLDM_SmokePuff( &tr, vecSrc, vecEnd );
break; break;
} }
} }

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