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320 lines
10 KiB
320 lines
10 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "cbase.h"
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#include "fx_impact.h"
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#include "engine/IEngineSound.h"
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#include "c_tf_player.h"
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#include "view.h"
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#include "tf_gamerules.h"
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#include "player_vs_environment/c_tf_tank_boss.h"
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#include "decals.h"
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#include "clientsideeffects.h"
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#include "fx_quad.h"
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//-----------------------------------------------------------------------------
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// Purpose: Handle weapon impacts
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//-----------------------------------------------------------------------------
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static int g_MvMRobotImpactCount = 0;
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static int g_MvMTankImpactCount = 0;
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void ImpactCallback( const CEffectData &data )
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{
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trace_t tr;
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Vector vecOrigin, vecStart, vecShotDir;
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int iMaterial, iDamageType, iHitbox;
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short nSurfaceProp;
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C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
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if ( !pEntity )
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return;
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bool bImpact = ( data.m_nDamageType != pEntity->GetTeamNumber() || pEntity->GetTeamNumber() < FIRST_GAME_TEAM );
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if ( data.m_nDamageType != pEntity->GetTeamNumber() && pEntity->IsPlayer() )
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{
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C_TFPlayer *pPlayer = ToTFPlayer( pEntity );
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// Don't impact spies disguised as the same team as this syringe/projectile
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if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) )
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{
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if ( pPlayer->m_Shared.GetDisguiseTeam() == data.m_nDamageType )
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{
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bImpact = false;
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}
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}
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}
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if ( bImpact )
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{
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// We create lots of impact sounds, especially from Heavy's firing miniguns. To cut down on the number
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// of active sounds, we precull impact sounds that are too far from the current viewpoint.
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bool bIsMVM = TFGameRules() && TFGameRules()->IsMannVsMachineMode();
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int nApparentTeam = pEntity->GetTeamNumber();
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C_TFPlayer *pPlayer = ToTFPlayer( pEntity );
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if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) )
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{
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nApparentTeam = pPlayer->m_Shared.GetDisguiseTeam();
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}
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bool bPlaySound = true;
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bool bIsRobotImpact = false;
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if ( bIsMVM && pPlayer && nApparentTeam == TF_TEAM_PVE_INVADERS )
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{
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bPlaySound = true;
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bIsRobotImpact = true;
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}
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else
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{
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bPlaySound = (MainViewOrigin() - vecOrigin).LengthSqr() < (1024*1024);
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}
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// If we hit, perform our custom effects and play the sound
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if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
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{
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// Check for custom effects based on the Decal index
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PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1 );
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//Play a ricochet sound some of the time
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if ( bPlaySound && random->RandomInt(1,10) <= 3 && (iDamageType == DMG_BULLET) )
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{
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CLocalPlayerFilter filter;
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C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "Bounce.Shrapnel", &vecOrigin );
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}
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}
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if ( bPlaySound )
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{
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// every other one of the mvm impacts are emitted from the world to allow for ~2 impacts playing at a time
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if ( bIsRobotImpact )
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{
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//pEntity->EmitSound( "MVM_Robot.BulletImpact" );
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CLocalPlayerFilter filter;
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if ( g_MvMRobotImpactCount % 4 == 0 )
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{
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if( pPlayer->IsMiniBoss() )
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{
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C_BaseEntity::EmitSound( filter, pEntity->entindex(), "MVM_Giant.BulletImpact", &vecOrigin );
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}
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else
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{
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C_BaseEntity::EmitSound( filter, pEntity->entindex(), "MVM_Robot.BulletImpact", &vecOrigin );
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}
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}
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else
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{
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C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "MVM_Robot.BulletImpact", &vecOrigin );
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}
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g_MvMRobotImpactCount++;
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}
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else if ( bIsMVM && dynamic_cast< C_TFTankBoss* >( pEntity ) )
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{
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//pEntity->EmitSound( "MVM_Robot.BulletImpact" );
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CLocalPlayerFilter filter;
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if ( g_MvMTankImpactCount % 4 == 0 )
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{
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C_BaseEntity::EmitSound( filter, pEntity->entindex(), "MVM_Tank.BulletImpact", &vecOrigin );
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}
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else
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{
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C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "MVM_Tank.BulletImpact", &vecOrigin );
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}
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g_MvMTankImpactCount++;
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}
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else
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{
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PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
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}
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}
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}
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}
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DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void TFSplashCallbackHelper( const CEffectData &data, const char *pszEffectName )
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{
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Vector normal;
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AngleVectors( data.m_vAngles, &normal );
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CSmartPtr<CNewParticleEffect> pEffect = CNewParticleEffect::Create( NULL, pszEffectName );
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if ( pEffect->IsValid() )
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{
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pEffect->SetSortOrigin( data.m_vOrigin );
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pEffect->SetControlPoint( 0, data.m_vOrigin );
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pEffect->SetControlPointOrientation( 0, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) );
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}
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}
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void TFSplashCallback( const CEffectData &data )
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{
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TFSplashCallbackHelper( data, "water_bulletsplash01" );
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}
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DECLARE_CLIENT_EFFECT( "tf_gunshotsplash", TFSplashCallback );
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void TFSplashCallbackMinigun( const CEffectData &data )
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{
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TFSplashCallbackHelper( data, "water_bulletsplash01_minigun" );
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}
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DECLARE_CLIENT_EFFECT( "tf_gunshotsplash_minigun", TFSplashCallbackMinigun );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void TFPaintBombSplashCallback( const CEffectData &data )
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{
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C_BaseEntity *pEntity = data.GetEntity();
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if ( !pEntity )
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return;
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trace_t tr;
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// Get a color if it exists
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Color cColor;
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if ( data.m_bCustomColors )
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{
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cColor.SetColor( data.m_CustomColors.m_vecColor1.x * 255, data.m_CustomColors.m_vecColor1.y * 255, data.m_CustomColors.m_vecColor1.z * 255, 255 );
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}
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else
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{
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cColor.SetColor( 255, 255, 255, 255 );
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}
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CTFPlayer *pPlayer = ToTFPlayer( pEntity );
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// Build out the decal name from nMaterial
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int nPaintIndex = data.m_nMaterial;
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// Decals
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// Special case for world entity with hitbox:
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if ( (pEntity->index == 0) && (data.m_nHitBox != 0) )
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{
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int nMaterial = decalsystem->GetDecalIndexForName( VarArgs( "%s%d%s", "TF_Paint_", nPaintIndex, "_Prop" ) );
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staticpropmgr->AddColorDecalToStaticProp( data.m_vStart, data.m_vOrigin, data.m_nHitBox - 1, nMaterial, false, tr, true, cColor );
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}
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else
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{
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int nMaterial = 0;
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if ( pEntity->index == 0 )
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{
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nMaterial = decalsystem->GetDecalIndexForName( VarArgs( "%s%d%s", "TF_Paint_", nPaintIndex, "_World" ) );
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}
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else if ( pPlayer )
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{
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nMaterial = decalsystem->GetDecalIndexForName( VarArgs( "%s%d%s", "TF_Paint_", nPaintIndex, "_Player" ) );
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}
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else
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{
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nMaterial = decalsystem->GetDecalIndexForName( VarArgs( "%s%d%s", "TF_Paint_", nPaintIndex, "_Prop" ) );
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}
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pEntity->AddColoredDecal( data.m_vStart, data.m_vOrigin, data.m_vOrigin, data.m_nHitBox, nMaterial, false, tr, cColor );
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}
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}
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DECLARE_CLIENT_EFFECT( "tf_paint_bomb", TFPaintBombSplashCallback );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void TFEnergyShieldImpactCallback( const CEffectData &data )
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{
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// Customized EnergySplash
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C_BaseEntity *pEntity = data.GetEntity();
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if ( !pEntity )
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return;
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Vector vecPos = data.m_vOrigin;
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Vector vecNormal = data.m_vNormal;
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Vector vecOffset = vecPos + ( vecNormal * 2.f );
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float flMagnitude = data.m_flMagnitude;
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float flFlashAlpha = 0.25f * flMagnitude;
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float flLingerAlpha = 0.2f * flMagnitude;
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float flFlashLife = 0.1f * flMagnitude;
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float flLingerLife = 0.2f * flMagnitude;
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float flRed = random->RandomFloat( 0.7f, 1.f );
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float flGreen = random->RandomFloat( 0.25f, 0.45f );
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float flBlue = random->RandomFloat( 0.25f, 0.45f );
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// Impact
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FX_AddQuad( vecPos, // Origin
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vecNormal, // Normal
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16.f * flMagnitude, // Start size
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0.f, // End size
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0.5f, // Size bias
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flFlashAlpha, // Start alpha
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0.f, // End alpha
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0.1f, // Alpha bias
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random->RandomInt( 0, 360 ), // Yaw
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0.f, // Delta Yaw
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Vector( flRed, flGreen, flBlue ), // Color
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flFlashLife, // Lifetime
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"effects/circle_nocull",
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(FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) );
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// Burn
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FX_AddQuad( vecPos, // Origin
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vecNormal, // Normal
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6.f * flMagnitude, // Start size
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18.f * flMagnitude, // End size
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0.75f, // Size bias
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flLingerAlpha, // Start alpha
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0.f, // End alpha
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0.4f, // Alpha bias
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random->RandomInt( 0, 360 ), // Yaw
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0.f, // Delta Yaw
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Vector( flRed, flGreen, flBlue ), // Color
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flLingerLife, // Lifetime
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"effects/circle_nocull",
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(FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) );
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CSmartPtr< CSimpleEmitter > pEmitter;
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pEmitter = CSimpleEmitter::Create( "C_EntityDissolve" );
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pEmitter->SetSortOrigin( vecPos );
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PMaterialHandle pMaterialSpark = pEmitter->GetPMaterial( "effects/spark" );
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if ( !pMaterialSpark )
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return;
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SimpleParticle *sParticle;
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for ( int j = 0; j < 6; j++ )
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{
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vecOffset.x = random->RandomFloat( -8.f, 8.f );
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vecOffset.y = random->RandomFloat( -8.f, 8.f );
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vecOffset.z = random->RandomFloat( 0.f, 4.f );
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vecOffset += vecPos;
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sParticle = (SimpleParticle *) pEmitter->AddParticle( sizeof(SimpleParticle), pMaterialSpark, vecOffset );
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if ( !sParticle )
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return;
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sParticle->m_vecVelocity = Vector( random->RandomFloat( -8.f, 8.f ), random->RandomFloat( -8.f, 8.f ), random->RandomFloat( 16.f, 64.f ) );
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sParticle->m_uchStartSize = random->RandomFloat( 1.5f, 3.f );
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sParticle->m_flDieTime = random->RandomFloat( 0.2f, 0.4f );
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sParticle->m_flLifetime = 0.f;
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sParticle->m_flRoll = random->RandomInt( 0, 360 );
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float flAlpha = 255.f;
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sParticle->m_flRollDelta = random->RandomFloat( -16.f, 16.f );
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sParticle->m_uchColor[0] = random->RandomInt( 120, 150 );
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sParticle->m_uchColor[1] = random->RandomInt( 40, 70 );
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sParticle->m_uchColor[2] = random->RandomInt( 40, 70 );
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sParticle->m_uchStartAlpha = flAlpha;
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sParticle->m_uchEndAlpha = 0;
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sParticle->m_uchEndSize = 0;
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}
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}
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DECLARE_CLIENT_EFFECT( "EnergyShieldImpact", TFEnergyShieldImpactCallback );
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