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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base explosion effect
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "fx_explosion.h"
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#include "clienteffectprecachesystem.h"
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#include "fx_sparks.h"
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#include "dlight.h"
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#include "tempentity.h"
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#include "iefx.h"
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#include "engine/IEngineSound.h"
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#include "engine/ivdebugoverlay.h"
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#include "c_te_effect_dispatch.h"
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#include "fx.h"
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#include "fx_quad.h"
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#include "fx_line.h"
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#include "fx_water.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define __EXPLOSION_DEBUG 0
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectExplosion )
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CLIENTEFFECT_MATERIAL( "effects/fire_cloud1" )
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CLIENTEFFECT_MATERIAL( "effects/fire_cloud2" )
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CLIENTEFFECT_MATERIAL( "effects/fire_embers1" )
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CLIENTEFFECT_MATERIAL( "effects/fire_embers2" )
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CLIENTEFFECT_MATERIAL( "effects/fire_embers3" )
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CLIENTEFFECT_MATERIAL( "particle/particle_smokegrenade" )
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CLIENTEFFECT_MATERIAL( "particle/particle_smokegrenade1" )
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CLIENTEFFECT_MATERIAL( "effects/splash3" )
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CLIENTEFFECT_MATERIAL( "effects/splashwake1" )
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CLIENTEFFECT_REGISTER_END()
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//
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// CExplosionParticle
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//
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class CExplosionParticle : public CSimpleEmitter
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{
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public:
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CExplosionParticle( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
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//Create
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static CExplosionParticle *Create( const char *pDebugName )
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{
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return new CExplosionParticle( pDebugName );
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}
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//Roll
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virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta )
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{
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pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta;
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pParticle->m_flRollDelta += pParticle->m_flRollDelta * ( timeDelta * -8.0f );
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//Cap the minimum roll
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if ( fabs( pParticle->m_flRollDelta ) < 0.5f )
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{
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pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.5f : -0.5f;
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}
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return pParticle->m_flRoll;
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}
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//Velocity
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virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
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{
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Vector saveVelocity = pParticle->m_vecVelocity;
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//Decellerate
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//pParticle->m_vecVelocity += pParticle->m_vecVelocity * ( timeDelta * -20.0f );
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static float dtime;
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static float decay;
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if ( dtime != timeDelta )
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{
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dtime = timeDelta;
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float expected = 0.5;
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decay = exp( log( 0.0001f ) * dtime / expected );
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}
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pParticle->m_vecVelocity = pParticle->m_vecVelocity * decay;
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//Cap the minimum speed
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if ( pParticle->m_vecVelocity.LengthSqr() < (32.0f*32.0f) )
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{
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VectorNormalize( saveVelocity );
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pParticle->m_vecVelocity = saveVelocity * 32.0f;
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}
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}
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//Alpha
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virtual float UpdateAlpha( const SimpleParticle *pParticle )
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{
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float tLifetime = pParticle->m_flLifetime / pParticle->m_flDieTime;
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float ramp = 1.0f - tLifetime;
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return Bias( ramp, 0.25f );
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}
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//Color
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virtual Vector UpdateColor( const SimpleParticle *pParticle )
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{
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Vector color;
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float tLifetime = pParticle->m_flLifetime / pParticle->m_flDieTime;
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float ramp = Bias( 1.0f - tLifetime, 0.25f );
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color[0] = ( (float) pParticle->m_uchColor[0] * ramp ) / 255.0f;
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color[1] = ( (float) pParticle->m_uchColor[1] * ramp ) / 255.0f;
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color[2] = ( (float) pParticle->m_uchColor[2] * ramp ) / 255.0f;
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return color;
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}
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private:
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CExplosionParticle( const CExplosionParticle & );
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};
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//Singleton static member definition
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C_BaseExplosionEffect C_BaseExplosionEffect::m_instance;
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C_BaseExplosionEffect::C_BaseExplosionEffect( void ) : m_Material_Smoke( NULL ), m_Material_FireCloud( NULL )
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{
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m_Material_Embers[0] = NULL;
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m_Material_Embers[1] = NULL;
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}
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//Singleton accessor
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C_BaseExplosionEffect &BaseExplosionEffect( void )
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{
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return C_BaseExplosionEffect::Instance();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &deviant -
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// &source -
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// Output : float
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//-----------------------------------------------------------------------------
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float C_BaseExplosionEffect::ScaleForceByDeviation( Vector &deviant, Vector &source, float spread, float *force )
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{
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if ( ( deviant == vec3_origin ) || ( source == vec3_origin ) )
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return 1.0f;
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float dot = source.Dot( deviant );
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dot = spread * fabs( dot );
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if ( force != NULL )
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{
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(*force) *= dot;
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}
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return dot;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : position -
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// force -
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// Output : virtual void
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//-----------------------------------------------------------------------------
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void C_BaseExplosionEffect::Create( const Vector &position, float force, float scale, int flags )
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{
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m_vecOrigin = position;
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m_fFlags = flags;
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//Find the force of the explosion
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GetForceDirection( m_vecOrigin, force, &m_vecDirection, &m_flForce );
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#if __EXPLOSION_DEBUG
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debugoverlay->AddBoxOverlay( m_vecOrigin, -Vector(32,32,32), Vector(32,32,32), vec3_angle, 255, 0, 0, 64, 5.0f );
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debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin+(m_vecDirection*force*m_flForce), 0, 0, 255, false, 3 );
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#endif
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PlaySound();
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if ( scale != 0 )
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{
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// UNDONE: Make core size parametric to scale or remove scale?
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CreateCore();
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}
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CreateDebris();
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//FIXME: CreateDynamicLight();
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CreateMisc();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseExplosionEffect::CreateCore( void )
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{
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if ( m_fFlags & TE_EXPLFLAG_NOFIREBALL )
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return;
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Vector offset;
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int i;
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//Spread constricts as force rises
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float force = m_flForce;
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//Cap our force
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if ( force < EXPLOSION_FORCE_MIN )
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force = EXPLOSION_FORCE_MIN;
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if ( force > EXPLOSION_FORCE_MAX )
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force = EXPLOSION_FORCE_MAX;
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float spread = 1.0f - (0.15f*force);
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SimpleParticle *pParticle;
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CSmartPtr<CExplosionParticle> pSimple = CExplosionParticle::Create( "exp_smoke" );
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pSimple->SetSortOrigin( m_vecOrigin );
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pSimple->SetNearClip( 64, 128 );
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pSimple->GetBinding().SetBBox( m_vecOrigin - Vector( 128, 128, 128 ), m_vecOrigin + Vector( 128, 128, 128 ) );
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if ( m_Material_Smoke == NULL )
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{
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m_Material_Smoke = g_Mat_DustPuff[1];
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}
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//FIXME: Better sampling area
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offset = m_vecOrigin + ( m_vecDirection * 32.0f );
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//Find area ambient light color and use it to tint smoke
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Vector worldLight = WorldGetLightForPoint( offset, true );
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Vector tint;
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float luminosity;
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if ( worldLight == vec3_origin )
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{
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tint = vec3_origin;
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luminosity = 0.0f;
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}
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else
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{
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UTIL_GetNormalizedColorTintAndLuminosity( worldLight, &tint, &luminosity );
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}
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// We only take a portion of the tint
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tint = (tint * 0.25f)+(Vector(0.75f,0.75f,0.75f));
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// Rescale to a character range
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luminosity *= 255;
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if ( (m_fFlags & TE_EXPLFLAG_NOFIREBALLSMOKE) == 0 )
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{
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//
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// Smoke - basic internal filler
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//
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for ( i = 0; i < 4; i++ )
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{
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Smoke, m_vecOrigin );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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#ifdef INVASION_CLIENT_DLL
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pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
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#endif
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#ifdef _XBOX
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pParticle->m_flDieTime = 1.0f;
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#else
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pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f );
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#endif
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pParticle->m_vecVelocity.Random( -spread, spread );
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pParticle->m_vecVelocity += ( m_vecDirection * random->RandomFloat( 1.0f, 6.0f ) );
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VectorNormalize( pParticle->m_vecVelocity );
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float fForce = random->RandomFloat( 1, 750 ) * force;
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//Scale the force down as we fall away from our main direction
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ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread, &fForce );
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pParticle->m_vecVelocity *= fForce;
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#if __EXPLOSION_DEBUG
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debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 );
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#endif
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int nColor = random->RandomInt( luminosity*0.5f, luminosity );
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pParticle->m_uchColor[0] = ( worldLight[0] * nColor );
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pParticle->m_uchColor[1] = ( worldLight[1] * nColor );
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pParticle->m_uchColor[2] = ( worldLight[2] * nColor );
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pParticle->m_uchStartSize = 72;
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2;
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pParticle->m_uchStartAlpha = 255;
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -2.0f, 2.0f );
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}
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}
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//
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// Inner core
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//
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#ifndef _XBOX
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for ( i = 0; i < 8; i++ )
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{
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offset.Random( -16.0f, 16.0f );
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offset += m_vecOrigin;
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Smoke, offset );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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#ifdef INVASION_CLIENT_DLL
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pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
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#else
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pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
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#endif
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pParticle->m_vecVelocity.Random( -spread, spread );
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pParticle->m_vecVelocity += ( m_vecDirection * random->RandomFloat( 1.0f, 6.0f ) );
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VectorNormalize( pParticle->m_vecVelocity );
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float fForce = random->RandomFloat( 1, 2000 ) * force;
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//Scale the force down as we fall away from our main direction
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ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread, &fForce );
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pParticle->m_vecVelocity *= fForce;
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#if __EXPLOSION_DEBUG
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debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 );
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#endif
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int nColor = random->RandomInt( luminosity*0.5f, luminosity );
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pParticle->m_uchColor[0] = ( worldLight[0] * nColor );
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pParticle->m_uchColor[1] = ( worldLight[1] * nColor );
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pParticle->m_uchColor[2] = ( worldLight[2] * nColor );
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pParticle->m_uchStartSize = random->RandomInt( 32, 64 );
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2;
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pParticle->m_uchStartAlpha = random->RandomFloat( 128, 255 );
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f );
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}
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}
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#endif // !_XBOX
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//
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// Ground ring
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//
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Vector vRight, vUp;
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VectorVectors( m_vecDirection, vRight, vUp );
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Vector forward;
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#ifndef INVASION_CLIENT_DLL
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#ifndef _XBOX
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int numRingSprites = 32;
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#else
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int numRingSprites = 8;
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#endif
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float flIncr = (2*M_PI) / (float) numRingSprites; // Radians
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float flYaw = 0.0f;
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for ( i = 0; i < numRingSprites; i++ )
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{
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flYaw += flIncr;
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SinCos( flYaw, &forward.y, &forward.x );
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forward.z = 0.0f;
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offset = ( RandomVector( -4.0f, 4.0f ) + m_vecOrigin ) + ( forward * random->RandomFloat( 8.0f, 16.0f ) );
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Smoke, offset );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.5f );
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pParticle->m_vecVelocity = forward;
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float fForce = random->RandomFloat( 500, 2000 ) * force;
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//Scale the force down as we fall away from our main direction
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ScaleForceByDeviation( pParticle->m_vecVelocity, pParticle->m_vecVelocity, spread, &fForce );
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pParticle->m_vecVelocity *= fForce;
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#if __EXPLOSION_DEBUG
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debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 );
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#endif
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int nColor = random->RandomInt( luminosity*0.5f, luminosity );
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pParticle->m_uchColor[0] = ( worldLight[0] * nColor );
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pParticle->m_uchColor[1] = ( worldLight[1] * nColor );
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pParticle->m_uchColor[2] = ( worldLight[2] * nColor );
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pParticle->m_uchStartSize = random->RandomInt( 16, 32 );
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4;
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pParticle->m_uchStartAlpha = random->RandomFloat( 16, 32 );
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f );
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}
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}
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#endif
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}
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#ifndef _XBOX
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//
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// Embers
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//
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if ( m_Material_Embers[0] == NULL )
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{
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m_Material_Embers[0] = pSimple->GetPMaterial( "effects/fire_embers1" );
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}
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if ( m_Material_Embers[1] == NULL )
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{
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m_Material_Embers[1] = pSimple->GetPMaterial( "effects/fire_embers2" );
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}
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for ( i = 0; i < 16; i++ )
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{
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offset.Random( -32.0f, 32.0f );
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offset += m_vecOrigin;
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Embers[random->RandomInt(0,1)], offset );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f );
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pParticle->m_vecVelocity.Random( -spread*2, spread*2 );
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pParticle->m_vecVelocity += m_vecDirection;
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VectorNormalize( pParticle->m_vecVelocity );
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float fForce = random->RandomFloat( 1.0f, 400.0f );
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//Scale the force down as we fall away from our main direction
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float vDev = ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread );
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pParticle->m_vecVelocity *= fForce * ( 16.0f * (vDev*vDev*0.5f) );
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#if __EXPLOSION_DEBUG
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debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 );
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#endif
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int nColor = random->RandomInt( 192, 255 );
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pParticle->m_uchColor[0] = pParticle->m_uchColor[1] = pParticle->m_uchColor[2] = nColor;
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pParticle->m_uchStartSize = random->RandomInt( 8, 16 ) * vDev;
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pParticle->m_uchStartSize = clamp( pParticle->m_uchStartSize, (uint8) 4, (uint8) 32 );
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pParticle->m_uchEndSize = pParticle->m_uchStartSize;
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pParticle->m_uchStartAlpha = 255;
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f );
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}
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}
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#endif // !_XBOX
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//
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// Fireballs
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//
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if ( m_Material_FireCloud == NULL )
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{
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m_Material_FireCloud = pSimple->GetPMaterial( "effects/fire_cloud2" );
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}
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#ifndef _XBOX
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int numFireballs = 32;
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#else
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int numFireballs = 16;
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#endif
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for ( i = 0; i < numFireballs; i++ )
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{
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offset.Random( -48.0f, 48.0f );
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offset += m_vecOrigin;
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_FireCloud, offset );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = random->RandomFloat( 0.2f, 0.4f );
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pParticle->m_vecVelocity.Random( -spread*0.75f, spread*0.75f );
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pParticle->m_vecVelocity += m_vecDirection;
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VectorNormalize( pParticle->m_vecVelocity );
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float fForce = random->RandomFloat( 400.0f, 800.0f );
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//Scale the force down as we fall away from our main direction
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float vDev = ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread );
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pParticle->m_vecVelocity *= fForce * ( 16.0f * (vDev*vDev*0.5f) );
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#if __EXPLOSION_DEBUG
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debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 );
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#endif
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int nColor = random->RandomInt( 128, 255 );
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pParticle->m_uchColor[0] = pParticle->m_uchColor[1] = pParticle->m_uchColor[2] = nColor;
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pParticle->m_uchStartSize = random->RandomInt( 32, 85 ) * vDev;
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pParticle->m_uchStartSize = clamp( pParticle->m_uchStartSize, (uint8) 32, (uint8) 85 );
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pParticle->m_uchEndSize = (int)((float)pParticle->m_uchStartSize * 1.5f);
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pParticle->m_uchStartAlpha = 255;
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -16.0f, 16.0f );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseExplosionEffect::CreateDebris( void )
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{
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if ( m_fFlags & TE_EXPLFLAG_NOPARTICLES )
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return;
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//
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// Sparks
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//
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CSmartPtr<CTrailParticles> pSparkEmitter = CTrailParticles::Create( "CreateDebris 1" );
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if ( pSparkEmitter == NULL )
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{
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assert(0);
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return;
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}
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if ( m_Material_FireCloud == NULL )
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{
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m_Material_FireCloud = pSparkEmitter->GetPMaterial( "effects/fire_cloud2" );
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}
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pSparkEmitter->SetSortOrigin( m_vecOrigin );
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pSparkEmitter->m_ParticleCollision.SetGravity( 200.0f );
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pSparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN );
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pSparkEmitter->SetVelocityDampen( 8.0f );
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// Set our bbox, don't auto-calculate it!
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pSparkEmitter->GetBinding().SetBBox( m_vecOrigin - Vector( 128, 128, 128 ), m_vecOrigin + Vector( 128, 128, 128 ) );
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#ifndef _XBOX
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int numSparks = random->RandomInt( 8, 16 );
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#else
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int numSparks = random->RandomInt( 2, 4 );
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#endif
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Vector dir;
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float spread = 1.0f;
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TrailParticle *tParticle;
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// Dump out sparks
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int i;
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for ( i = 0; i < numSparks; i++ )
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{
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tParticle = (TrailParticle *) pSparkEmitter->AddParticle( sizeof(TrailParticle), m_Material_FireCloud, m_vecOrigin );
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if ( tParticle == NULL )
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break;
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tParticle->m_flLifetime = 0.0f;
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tParticle->m_flDieTime = random->RandomFloat( 0.1f, 0.15f );
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dir.Random( -spread, spread );
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dir += m_vecDirection;
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VectorNormalize( dir );
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tParticle->m_flWidth = random->RandomFloat( 2.0f, 16.0f );
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tParticle->m_flLength = random->RandomFloat( 0.05f, 0.1f );
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tParticle->m_vecVelocity = dir * random->RandomFloat( 1500, 2500 );
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Color32Init( tParticle->m_color, 255, 255, 255, 255 );
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}
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#ifndef _XBOX
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//
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// Chunks
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//
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Vector offset;
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CSmartPtr<CFleckParticles> fleckEmitter = CFleckParticles::Create( "CreateDebris 2", m_vecOrigin, Vector(128,128,128) );
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if ( !fleckEmitter )
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return;
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// Setup our collision information
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fleckEmitter->m_ParticleCollision.Setup( m_vecOrigin, &m_vecDirection, 0.9f, 512, 1024, 800, 0.5f );
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#ifdef _XBOX
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int numFlecks = random->RandomInt( 8, 16 );
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#else
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int numFlecks = random->RandomInt( 16, 32 );
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#endif // _XBOX
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// Dump out flecks
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for ( i = 0; i < numFlecks; i++ )
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{
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offset = m_vecOrigin + ( m_vecDirection * 16.0f );
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offset[0] += random->RandomFloat( -8.0f, 8.0f );
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offset[1] += random->RandomFloat( -8.0f, 8.0f );
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offset[2] += random->RandomFloat( -8.0f, 8.0f );
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FleckParticle *pParticle = (FleckParticle *) fleckEmitter->AddParticle( sizeof(FleckParticle), g_Mat_Fleck_Cement[random->RandomInt(0,1)], offset );
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if ( pParticle == NULL )
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break;
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = 3.0f;
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dir[0] = m_vecDirection[0] + random->RandomFloat( -1.0f, 1.0f );
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dir[1] = m_vecDirection[1] + random->RandomFloat( -1.0f, 1.0f );
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dir[2] = m_vecDirection[2] + random->RandomFloat( -1.0f, 1.0f );
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pParticle->m_uchSize = random->RandomInt( 1, 3 );
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VectorNormalize( dir );
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float fForce = ( random->RandomFloat( 64, 256 ) * ( 4 - pParticle->m_uchSize ) );
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float fDev = ScaleForceByDeviation( dir, m_vecDirection, 0.8f );
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pParticle->m_vecVelocity = dir * ( fForce * ( 16.0f * (fDev*fDev*0.5f) ) );
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pParticle->m_flRoll = random->RandomFloat( 0, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( 0, 360 );
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float colorRamp = random->RandomFloat( 0.5f, 1.5f );
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pParticle->m_uchColor[0] = MIN( 1.0f, 0.25f*colorRamp )*255.0f;
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pParticle->m_uchColor[1] = MIN( 1.0f, 0.25f*colorRamp )*255.0f;
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pParticle->m_uchColor[2] = MIN( 1.0f, 0.25f*colorRamp )*255.0f;
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}
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#endif // !_XBOX
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseExplosionEffect::CreateMisc( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseExplosionEffect::CreateDynamicLight( void )
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{
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if ( m_fFlags & TE_EXPLFLAG_NODLIGHTS )
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return;
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dlight_t *dl = effects->CL_AllocDlight( 0 );
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VectorCopy (m_vecOrigin, dl->origin);
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dl->decay = 200;
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dl->radius = 255;
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dl->color.r = 255;
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dl->color.g = 220;
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dl->color.b = 128;
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dl->die = gpGlobals->curtime + 0.1f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseExplosionEffect::PlaySound( void )
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{
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if ( m_fFlags & TE_EXPLFLAG_NOSOUND )
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return;
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CLocalPlayerFilter filter;
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C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "BaseExplosionEffect.Sound", &m_vecOrigin );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : origin -
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// &m_vecDirection -
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// strength -
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// Output : float
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//-----------------------------------------------------------------------------
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float C_BaseExplosionEffect::Probe( const Vector &origin, Vector *vecDirection, float strength )
|
|
|
|
{
|
|
|
|
//Press out
|
|
|
|
Vector endpos = origin + ( (*vecDirection) * strength );
|
|
|
|
|
|
|
|
//Trace into the world
|
|
|
|
trace_t tr;
|
|
|
|
UTIL_TraceLine( origin, endpos, CONTENTS_SOLID, NULL, COLLISION_GROUP_NONE, &tr );
|
|
|
|
|
|
|
|
//Push back a proportional amount to the probe
|
|
|
|
(*vecDirection) = -(*vecDirection) * (1.0f-tr.fraction);
|
|
|
|
|
|
|
|
#if __EXPLOSION_DEBUG
|
|
|
|
debugoverlay->AddLineOverlay( m_vecOrigin, endpos, (255*(1.0f-tr.fraction)), (255*tr.fraction), 0, false, 3 );
|
|
|
|
#endif
|
|
|
|
|
|
|
|
assert(( 1.0f - tr.fraction ) >= 0.0f );
|
|
|
|
|
|
|
|
//Return the impacted proportion of the probe
|
|
|
|
return (1.0f-tr.fraction);
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Input : origin -
|
|
|
|
// &m_vecDirection -
|
|
|
|
// &m_flForce -
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void C_BaseExplosionEffect::GetForceDirection( const Vector &origin, float magnitude, Vector *resultDirection, float *resultForce )
|
|
|
|
{
|
|
|
|
Vector d[6];
|
|
|
|
|
|
|
|
//All cardinal directions
|
|
|
|
d[0] = Vector( 1, 0, 0 );
|
|
|
|
d[1] = Vector( -1, 0, 0 );
|
|
|
|
d[2] = Vector( 0, 1, 0 );
|
|
|
|
d[3] = Vector( 0, -1, 0 );
|
|
|
|
d[4] = Vector( 0, 0, 1 );
|
|
|
|
d[5] = Vector( 0, 0, -1 );
|
|
|
|
|
|
|
|
//Init the results
|
|
|
|
(*resultDirection).Init();
|
|
|
|
(*resultForce) = 1.0f;
|
|
|
|
|
|
|
|
//Get the aggregate force vector
|
|
|
|
for ( int i = 0; i < 6; i++ )
|
|
|
|
{
|
|
|
|
(*resultForce) += Probe( origin, &d[i], magnitude );
|
|
|
|
(*resultDirection) += d[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
//If we've hit nothing, then point up
|
|
|
|
if ( (*resultDirection) == vec3_origin )
|
|
|
|
{
|
|
|
|
(*resultDirection) = Vector( 0, 0, 1 );
|
|
|
|
(*resultForce) = EXPLOSION_FORCE_MIN;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Just return the direction
|
|
|
|
VectorNormalize( (*resultDirection) );
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Intercepts the water explosion dispatch effect
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void ExplosionCallback( const CEffectData &data )
|
|
|
|
{
|
|
|
|
BaseExplosionEffect().Create( data.m_vOrigin, data.m_flMagnitude, data.m_flScale, data.m_fFlags );
|
|
|
|
}
|
|
|
|
|
|
|
|
DECLARE_CLIENT_EFFECT( "Explosion", ExplosionCallback );
|
|
|
|
|
|
|
|
|
|
|
|
//===============================================================================================================
|
|
|
|
// Water Explosion
|
|
|
|
//===============================================================================================================
|
|
|
|
//
|
|
|
|
// CExplosionParticle
|
|
|
|
//
|
|
|
|
|
|
|
|
class CWaterExplosionParticle : public CSimpleEmitter
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
|
|
|
|
CWaterExplosionParticle( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
|
|
|
|
|
|
|
|
//Create
|
|
|
|
static CWaterExplosionParticle *Create( const char *pDebugName )
|
|
|
|
{
|
|
|
|
return new CWaterExplosionParticle( pDebugName );
|
|
|
|
}
|
|
|
|
|
|
|
|
//Roll
|
|
|
|
virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta )
|
|
|
|
{
|
|
|
|
pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta;
|
|
|
|
|
|
|
|
pParticle->m_flRollDelta += pParticle->m_flRollDelta * ( timeDelta * -8.0f );
|
|
|
|
|
|
|
|
//Cap the minimum roll
|
|
|
|
if ( fabs( pParticle->m_flRollDelta ) < 0.25f )
|
|
|
|
{
|
|
|
|
pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.25f : -0.25f;
|
|
|
|
}
|
|
|
|
|
|
|
|
return pParticle->m_flRoll;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Velocity
|
|
|
|
virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
|
|
|
|
{
|
|
|
|
Vector saveVelocity = pParticle->m_vecVelocity;
|
|
|
|
|
|
|
|
//Decellerate
|
|
|
|
//pParticle->m_vecVelocity += pParticle->m_vecVelocity * ( timeDelta * -20.0f );
|
|
|
|
static float dtime;
|
|
|
|
static float decay;
|
|
|
|
|
|
|
|
if ( dtime != timeDelta )
|
|
|
|
{
|
|
|
|
dtime = timeDelta;
|
|
|
|
float expected = 0.5;
|
|
|
|
decay = exp( log( 0.0001f ) * dtime / expected );
|
|
|
|
}
|
|
|
|
|
|
|
|
pParticle->m_vecVelocity = pParticle->m_vecVelocity * decay;
|
|
|
|
|
|
|
|
|
|
|
|
//Cap the minimum speed
|
|
|
|
if ( pParticle->m_vecVelocity.LengthSqr() < (8.0f*8.0f) )
|
|
|
|
{
|
|
|
|
VectorNormalize( saveVelocity );
|
|
|
|
pParticle->m_vecVelocity = saveVelocity * 8.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//Alpha
|
|
|
|
virtual float UpdateAlpha( const SimpleParticle *pParticle )
|
|
|
|
{
|
|
|
|
float tLifetime = pParticle->m_flLifetime / pParticle->m_flDieTime;
|
|
|
|
float ramp = 1.0f - tLifetime;
|
|
|
|
|
|
|
|
//Non-linear fade
|
|
|
|
if ( ramp < 0.75f )
|
|
|
|
ramp *= ramp;
|
|
|
|
|
|
|
|
return ramp;
|
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
|
|
|
CWaterExplosionParticle( const CWaterExplosionParticle & );
|
|
|
|
};
|
|
|
|
|
|
|
|
//Singleton static member definition
|
|
|
|
C_WaterExplosionEffect C_WaterExplosionEffect::m_waterinstance;
|
|
|
|
|
|
|
|
//Singleton accessor
|
|
|
|
C_WaterExplosionEffect &WaterExplosionEffect( void )
|
|
|
|
{
|
|
|
|
return C_WaterExplosionEffect::Instance();
|
|
|
|
}
|
|
|
|
|
|
|
|
#define MAX_WATER_SURFACE_DISTANCE 512
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void C_WaterExplosionEffect::Create( const Vector &position, float force, float scale, int flags )
|
|
|
|
{
|
|
|
|
m_vecOrigin = position;
|
|
|
|
|
|
|
|
// Find our water surface by tracing up till we're out of the water
|
|
|
|
trace_t tr;
|
|
|
|
Vector vecTrace( 0, 0, MAX_WATER_SURFACE_DISTANCE );
|
|
|
|
UTIL_TraceLine( m_vecOrigin, m_vecOrigin + vecTrace, MASK_WATER, NULL, COLLISION_GROUP_NONE, &tr );
|
|
|
|
|
|
|
|
// If we didn't start in water, we're above it
|
|
|
|
if ( tr.startsolid == false )
|
|
|
|
{
|
|
|
|
// Look downward to find the surface
|
|
|
|
vecTrace.Init( 0, 0, -MAX_WATER_SURFACE_DISTANCE );
|
|
|
|
UTIL_TraceLine( m_vecOrigin, m_vecOrigin + vecTrace, MASK_WATER, NULL, COLLISION_GROUP_NONE, &tr );
|
|
|
|
|
|
|
|
// If we hit it, setup the explosion
|
|
|
|
if ( tr.fraction < 1.0f )
|
|
|
|
{
|
|
|
|
m_vecWaterSurface = tr.endpos;
|
|
|
|
m_flDepth = 0.0f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//NOTENOTE: We somehow got into a water explosion without being near water?
|
|
|
|
Assert( 0 );
|
|
|
|
m_vecWaterSurface = m_vecOrigin;
|
|
|
|
m_flDepth = 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if ( tr.fractionleftsolid )
|
|
|
|
{
|
|
|
|
// Otherwise we came out of the water at this point
|
|
|
|
m_vecWaterSurface = m_vecOrigin + (vecTrace * tr.fractionleftsolid);
|
|
|
|
m_flDepth = MAX_WATER_SURFACE_DISTANCE * tr.fractionleftsolid;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Use default values, we're really deep
|
|
|
|
m_vecWaterSurface = m_vecOrigin;
|
|
|
|
m_flDepth = MAX_WATER_SURFACE_DISTANCE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Get our lighting information
|
|
|
|
FX_GetSplashLighting( m_vecOrigin + Vector( 0, 0, 32 ), &m_vecColor, &m_flLuminosity );
|
|
|
|
|
|
|
|
BaseClass::Create( position, force, scale, flags );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void C_WaterExplosionEffect::CreateCore( void )
|
|
|
|
{
|
|
|
|
if ( m_fFlags & TE_EXPLFLAG_NOFIREBALL )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Get our lighting information for the water surface
|
|
|
|
Vector color;
|
|
|
|
float luminosity;
|
|
|
|
FX_GetSplashLighting( m_vecWaterSurface + Vector( 0, 0, 8 ), &color, &luminosity );
|
|
|
|
|
|
|
|
float lifetime = random->RandomFloat( 0.8f, 1.0f );
|
|
|
|
|
|
|
|
// Ground splash
|
|
|
|
FX_AddQuad( m_vecWaterSurface + Vector(0,0,2),
|
|
|
|
Vector(0,0,1),
|
|
|
|
64,
|
|
|
|
64 * 4.0f,
|
|
|
|
0.85f,
|
|
|
|
luminosity,
|
|
|
|
0.0f,
|
|
|
|
0.25f,
|
|
|
|
random->RandomInt( 0, 360 ),
|
|
|
|
random->RandomFloat( -4, 4 ),
|
|
|
|
color,
|
|
|
|
2.0f,
|
|
|
|
"effects/splashwake1",
|
|
|
|
(FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) );
|
|
|
|
|
|
|
|
Vector vRight, vUp;
|
|
|
|
VectorVectors( Vector(0,0,1) , vRight, vUp );
|
|
|
|
|
|
|
|
Vector start, end;
|
|
|
|
|
|
|
|
float radius = 50.0f;
|
|
|
|
|
|
|
|
unsigned int flags = 0;
|
|
|
|
|
|
|
|
// Base vertical shaft
|
|
|
|
FXLineData_t lineData;
|
|
|
|
|
|
|
|
start = m_vecWaterSurface;
|
|
|
|
end = start + ( Vector( 0, 0, 1 ) * random->RandomFloat( radius, radius*1.5f ) );
|
|
|
|
|
|
|
|
if ( random->RandomInt( 0, 1 ) )
|
|
|
|
{
|
|
|
|
flags |= FXSTATICLINE_FLIP_HORIZONTAL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
flags = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
lineData.m_flDieTime = lifetime * 0.5f;
|
|
|
|
|
|
|
|
lineData.m_flStartAlpha= luminosity;
|
|
|
|
lineData.m_flEndAlpha = 0.0f;
|
|
|
|
|
|
|
|
lineData.m_flStartScale = radius*0.5f;
|
|
|
|
lineData.m_flEndScale = radius*2;
|
|
|
|
|
|
|
|
lineData.m_pMaterial = materials->FindMaterial( "effects/splash3", 0, 0 );
|
|
|
|
|
|
|
|
lineData.m_vecStart = start;
|
|
|
|
lineData.m_vecStartVelocity = vec3_origin;
|
|
|
|
|
|
|
|
lineData.m_vecEnd = end;
|
|
|
|
lineData.m_vecEndVelocity = Vector(0,0,random->RandomFloat( 650, 750 ));
|
|
|
|
|
|
|
|
FX_AddLine( lineData );
|
|
|
|
|
|
|
|
// Inner filler shaft
|
|
|
|
start = m_vecWaterSurface;
|
|
|
|
end = start + ( Vector(0,0,1) * random->RandomFloat( 32, 64 ) );
|
|
|
|
|
|
|
|
if ( random->RandomInt( 0, 1 ) )
|
|
|
|
{
|
|
|
|
flags |= FXSTATICLINE_FLIP_HORIZONTAL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
flags = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
lineData.m_flDieTime = lifetime * 0.5f;
|
|
|
|
|
|
|
|
lineData.m_flStartAlpha= luminosity;
|
|
|
|
lineData.m_flEndAlpha = 0.0f;
|
|
|
|
|
|
|
|
lineData.m_flStartScale = radius;
|
|
|
|
lineData.m_flEndScale = radius*2;
|
|
|
|
|
|
|
|
lineData.m_pMaterial = materials->FindMaterial( "effects/splash3", 0, 0 );
|
|
|
|
|
|
|
|
lineData.m_vecStart = start;
|
|
|
|
lineData.m_vecStartVelocity = vec3_origin;
|
|
|
|
|
|
|
|
lineData.m_vecEnd = end;
|
|
|
|
lineData.m_vecEndVelocity = Vector(0,0,1) * random->RandomFloat( 64, 128 );
|
|
|
|
|
|
|
|
FX_AddLine( lineData );
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void C_WaterExplosionEffect::CreateDebris( void )
|
|
|
|
{
|
|
|
|
if ( m_fFlags & TE_EXPLFLAG_NOPARTICLES )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Must be in deep enough water
|
|
|
|
if ( m_flDepth <= 128 )
|
|
|
|
return;
|
|
|
|
|
|
|
|
Vector offset;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
//Spread constricts as force rises
|
|
|
|
float force = m_flForce;
|
|
|
|
|
|
|
|
//Cap our force
|
|
|
|
if ( force < EXPLOSION_FORCE_MIN )
|
|
|
|
force = EXPLOSION_FORCE_MIN;
|
|
|
|
|
|
|
|
if ( force > EXPLOSION_FORCE_MAX )
|
|
|
|
force = EXPLOSION_FORCE_MAX;
|
|
|
|
|
|
|
|
float spread = 1.0f - (0.15f*force);
|
|
|
|
|
|
|
|
SimpleParticle *pParticle;
|
|
|
|
|
|
|
|
CSmartPtr<CWaterExplosionParticle> pSimple = CWaterExplosionParticle::Create( "waterexp_bubbles" );
|
|
|
|
pSimple->SetSortOrigin( m_vecOrigin );
|
|
|
|
pSimple->SetNearClip( 64, 128 );
|
|
|
|
|
|
|
|
//FIXME: Better sampling area
|
|
|
|
offset = m_vecOrigin + ( m_vecDirection * 64.0f );
|
|
|
|
|
|
|
|
//Find area ambient light color and use it to tint bubbles
|
|
|
|
Vector worldLight;
|
|
|
|
FX_GetSplashLighting( offset, &worldLight, NULL );
|
|
|
|
|
|
|
|
//
|
|
|
|
// Smoke
|
|
|
|
//
|
|
|
|
|
|
|
|
CParticleSubTexture *pMaterial[2];
|
|
|
|
|
|
|
|
pMaterial[0] = pSimple->GetPMaterial( "effects/splash1" );
|
|
|
|
pMaterial[1] = pSimple->GetPMaterial( "effects/splash2" );
|
|
|
|
|
|
|
|
for ( i = 0; i < 16; i++ )
|
|
|
|
{
|
|
|
|
offset.Random( -32.0f, 32.0f );
|
|
|
|
offset += m_vecOrigin;
|
|
|
|
|
|
|
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pMaterial[random->RandomInt(0,1)], offset );
|
|
|
|
|
|
|
|
if ( pParticle != NULL )
|
|
|
|
{
|
|
|
|
pParticle->m_flLifetime = 0.0f;
|
|
|
|
|
|
|
|
#ifdef INVASION_CLIENT_DLL
|
|
|
|
pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
|
|
|
|
#else
|
|
|
|
pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f );
|
|
|
|
#endif
|
|
|
|
|
|
|
|
pParticle->m_vecVelocity.Random( -spread, spread );
|
|
|
|
pParticle->m_vecVelocity += ( m_vecDirection * random->RandomFloat( 1.0f, 6.0f ) );
|
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|
VectorNormalize( pParticle->m_vecVelocity );
|
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|
float fForce = 1500 * force;
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|
|
|
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|
|
//Scale the force down as we fall away from our main direction
|
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|
ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread, &fForce );
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|
|
|
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|
|
pParticle->m_vecVelocity *= fForce;
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|
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|
|
|
|
#if __EXPLOSION_DEBUG
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|
|
debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 );
|
|
|
|
#endif
|
|
|
|
|
|
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|
pParticle->m_uchColor[0] = m_vecColor.x * 255;
|
|
|
|
pParticle->m_uchColor[1] = m_vecColor.y * 255;
|
|
|
|
pParticle->m_uchColor[2] = m_vecColor.z * 255;
|
|
|
|
|
|
|
|
pParticle->m_uchStartSize = random->RandomInt( 32, 64 );
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|
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2;
|
|
|
|
|
|
|
|
pParticle->m_uchStartAlpha = m_flLuminosity;
|
|
|
|
pParticle->m_uchEndAlpha = 0;
|
|
|
|
|
|
|
|
pParticle->m_flRoll = random->RandomInt( 0, 360 );
|
|
|
|
pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
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|
//-----------------------------------------------------------------------------
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|
// Purpose:
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|
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|
//-----------------------------------------------------------------------------
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|
void C_WaterExplosionEffect::CreateMisc( void )
|
|
|
|
{
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|
Vector offset;
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|
float colorRamp;
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|
|
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|
|
int i;
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|
|
float flScale = 2.0f;
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|
|
PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/splash2" );
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|
|
#ifndef _XBOX
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|
int numDrops = 32;
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|
float length = 0.1f;
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|
Vector vForward, vRight, vUp;
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|
Vector offDir;
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TrailParticle *tParticle;
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|
CSmartPtr<CTrailParticles> sparkEmitter = CTrailParticles::Create( "splash" );
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|
if ( !sparkEmitter )
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|
return;
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sparkEmitter->SetSortOrigin( m_vecWaterSurface );
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|
sparkEmitter->m_ParticleCollision.SetGravity( 800.0f );
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|
sparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN );
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|
sparkEmitter->SetVelocityDampen( 2.0f );
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|
|
//Dump out drops
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|
for ( i = 0; i < numDrops; i++ )
|
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|
|
{
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|
offset = m_vecWaterSurface;
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|
offset[0] += random->RandomFloat( -16.0f, 16.0f ) * flScale;
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|
offset[1] += random->RandomFloat( -16.0f, 16.0f ) * flScale;
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|
|
tParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
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|
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|
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|
|
if ( tParticle == NULL )
|
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|
|
break;
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|
|
tParticle->m_flLifetime = 0.0f;
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|
|
tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
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|
|
offDir = Vector(0,0,1) + RandomVector( -1.0f, 1.0f );
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|
|
tParticle->m_vecVelocity = offDir * random->RandomFloat( 50.0f * flScale * 2.0f, 100.0f * flScale * 2.0f );
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|
|
tParticle->m_vecVelocity[2] += random->RandomFloat( 32.0f, 128.0f ) * flScale;
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|
|
tParticle->m_flWidth = clamp( random->RandomFloat( 1.0f, 3.0f ) * flScale, 0.1f, 4.0f );
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|
|
tParticle->m_flLength = random->RandomFloat( length*0.25f, length )/* * flScale*/;
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|
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|
|
colorRamp = random->RandomFloat( 1.5f, 2.0f );
|
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|
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|
|
FloatToColor32( tParticle->m_color, MIN( 1.0f, m_vecColor[0] * colorRamp ), MIN( 1.0f, m_vecColor[1] * colorRamp ), MIN( 1.0f, m_vecColor[2] * colorRamp ), m_flLuminosity );
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|
|
|
}
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|
|
|
|
|
|
|
//Dump out drops
|
|
|
|
for ( i = 0; i < 4; i++ )
|
|
|
|
{
|
|
|
|
offset = m_vecWaterSurface;
|
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|
|
offset[0] += random->RandomFloat( -16.0f, 16.0f ) * flScale;
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|
|
offset[1] += random->RandomFloat( -16.0f, 16.0f ) * flScale;
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|
|
|
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|
|
tParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
|
|
|
|
|
|
|
|
if ( tParticle == NULL )
|
|
|
|
break;
|
|
|
|
|
|
|
|
tParticle->m_flLifetime = 0.0f;
|
|
|
|
tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
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|
|
|
|
|
|
|
offDir = Vector(0,0,1) + RandomVector( -0.2f, 0.2f );
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|
|
|
|
|
|
|
tParticle->m_vecVelocity = offDir * random->RandomFloat( 50 * flScale * 3.0f, 100 * flScale * 3.0f );
|
|
|
|
tParticle->m_vecVelocity[2] += random->RandomFloat( 32.0f, 128.0f ) * flScale;
|
|
|
|
|
|
|
|
tParticle->m_flWidth = clamp( random->RandomFloat( 2.0f, 3.0f ) * flScale, 0.1f, 4.0f );
|
|
|
|
tParticle->m_flLength = random->RandomFloat( length*0.25f, length )/* * flScale*/;
|
|
|
|
|
|
|
|
colorRamp = random->RandomFloat( 1.5f, 2.0f );
|
|
|
|
|
|
|
|
FloatToColor32( tParticle->m_color, MIN( 1.0f, m_vecColor[0] * colorRamp ), MIN( 1.0f, m_vecColor[1] * colorRamp ), MIN( 1.0f, m_vecColor[2] * colorRamp ), m_flLuminosity );
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
CSmartPtr<CSplashParticle> pSimple = CSplashParticle::Create( "splish" );
|
|
|
|
pSimple->SetSortOrigin( m_vecWaterSurface );
|
|
|
|
pSimple->SetClipHeight( m_vecWaterSurface.z );
|
|
|
|
pSimple->GetBinding().SetBBox( m_vecWaterSurface-(Vector(32.0f, 32.0f, 32.0f)*flScale), m_vecWaterSurface+(Vector(32.0f, 32.0f, 32.0f)*flScale) );
|
|
|
|
|
|
|
|
SimpleParticle *pParticle;
|
|
|
|
|
|
|
|
for ( i = 0; i < 16; i++ )
|
|
|
|
{
|
|
|
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, m_vecWaterSurface );
|
|
|
|
|
|
|
|
if ( pParticle == NULL )
|
|
|
|
break;
|
|
|
|
|
|
|
|
pParticle->m_flLifetime = 0.0f;
|
|
|
|
pParticle->m_flDieTime = 2.0f; //NOTENOTE: We use a clip plane to realistically control our lifespan
|
|
|
|
|
|
|
|
pParticle->m_vecVelocity.Random( -0.2f, 0.2f );
|
|
|
|
pParticle->m_vecVelocity += ( Vector( 0, 0, random->RandomFloat( 4.0f, 6.0f ) ) );
|
|
|
|
|
|
|
|
VectorNormalize( pParticle->m_vecVelocity );
|
|
|
|
|
|
|
|
pParticle->m_vecVelocity *= 50 * flScale * (8-i);
|
|
|
|
|
|
|
|
colorRamp = random->RandomFloat( 0.75f, 1.25f );
|
|
|
|
|
|
|
|
pParticle->m_uchColor[0] = MIN( 1.0f, m_vecColor[0] * colorRamp ) * 255.0f;
|
|
|
|
pParticle->m_uchColor[1] = MIN( 1.0f, m_vecColor[1] * colorRamp ) * 255.0f;
|
|
|
|
pParticle->m_uchColor[2] = MIN( 1.0f, m_vecColor[2] * colorRamp ) * 255.0f;
|
|
|
|
|
|
|
|
pParticle->m_uchStartSize = 24 * flScale * RemapValClamped( i, 7, 0, 1, 0.5f );
|
|
|
|
pParticle->m_uchEndSize = MIN( 255, pParticle->m_uchStartSize * 2 );
|
|
|
|
|
|
|
|
pParticle->m_uchStartAlpha = RemapValClamped( i, 7, 0, 255, 32 ) * m_flLuminosity;
|
|
|
|
pParticle->m_uchEndAlpha = 0;
|
|
|
|
|
|
|
|
pParticle->m_flRoll = random->RandomInt( 0, 360 );
|
|
|
|
pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void C_WaterExplosionEffect::PlaySound( void )
|
|
|
|
{
|
|
|
|
if ( m_fFlags & TE_EXPLFLAG_NOSOUND )
|
|
|
|
return;
|
|
|
|
|
|
|
|
CLocalPlayerFilter filter;
|
|
|
|
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "Physics.WaterSplash", &m_vecWaterSurface );
|
|
|
|
|
|
|
|
if ( m_flDepth > 128 )
|
|
|
|
{
|
|
|
|
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "WaterExplosionEffect.Sound", &m_vecOrigin );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "BaseExplosionEffect.Sound", &m_vecOrigin );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Intercepts the water explosion dispatch effect
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void WaterSurfaceExplosionCallback( const CEffectData &data )
|
|
|
|
{
|
|
|
|
WaterExplosionEffect().Create( data.m_vOrigin, data.m_flMagnitude, data.m_flScale, data.m_fFlags );
|
|
|
|
}
|
|
|
|
|
|
|
|
DECLARE_CLIENT_EFFECT( "WaterSurfaceExplosion", WaterSurfaceExplosionCallback );
|
|
|
|
|
|
|
|
//Singleton static member definition
|
|
|
|
C_MegaBombExplosionEffect C_MegaBombExplosionEffect::m_megainstance;
|
|
|
|
|
|
|
|
//Singleton accessor
|
|
|
|
C_MegaBombExplosionEffect &MegaBombExplosionEffect( void )
|
|
|
|
{
|
|
|
|
return C_MegaBombExplosionEffect::Instance();
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void C_MegaBombExplosionEffect::CreateCore( void )
|
|
|
|
{
|
|
|
|
if ( m_fFlags & TE_EXPLFLAG_NOFIREBALL )
|
|
|
|
return;
|
|
|
|
|
|
|
|
Vector offset;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
//Spread constricts as force rises
|
|
|
|
float force = m_flForce;
|
|
|
|
|
|
|
|
//Cap our force
|
|
|
|
if ( force < EXPLOSION_FORCE_MIN )
|
|
|
|
force = EXPLOSION_FORCE_MIN;
|
|
|
|
|
|
|
|
if ( force > EXPLOSION_FORCE_MAX )
|
|
|
|
force = EXPLOSION_FORCE_MAX;
|
|
|
|
|
|
|
|
float spread = 1.0f - (0.15f*force);
|
|
|
|
|
|
|
|
CSmartPtr<CExplosionParticle> pSimple = CExplosionParticle::Create( "exp_smoke" );
|
|
|
|
pSimple->SetSortOrigin( m_vecOrigin );
|
|
|
|
pSimple->SetNearClip( 32, 64 );
|
|
|
|
|
|
|
|
SimpleParticle *pParticle;
|
|
|
|
|
|
|
|
if ( m_Material_FireCloud == NULL )
|
|
|
|
{
|
|
|
|
m_Material_FireCloud = pSimple->GetPMaterial( "effects/fire_cloud2" );
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Fireballs
|
|
|
|
//
|
|
|
|
|
|
|
|
for ( i = 0; i < 32; i++ )
|
|
|
|
{
|
|
|
|
offset.Random( -48.0f, 48.0f );
|
|
|
|
offset += m_vecOrigin;
|
|
|
|
|
|
|
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_FireCloud, offset );
|
|
|
|
|
|
|
|
if ( pParticle != NULL )
|
|
|
|
{
|
|
|
|
pParticle->m_flLifetime = 0.0f;
|
|
|
|
pParticle->m_flDieTime = random->RandomFloat( 0.2f, 0.4f );
|
|
|
|
|
|
|
|
pParticle->m_vecVelocity.Random( -spread*0.75f, spread*0.75f );
|
|
|
|
pParticle->m_vecVelocity += m_vecDirection;
|
|
|
|
|
|
|
|
VectorNormalize( pParticle->m_vecVelocity );
|
|
|
|
|
|
|
|
float fForce = random->RandomFloat( 400.0f, 800.0f );
|
|
|
|
|
|
|
|
//Scale the force down as we fall away from our main direction
|
|
|
|
float vDev = ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread );
|
|
|
|
|
|
|
|
pParticle->m_vecVelocity *= fForce * ( 16.0f * (vDev*vDev*0.5f) );
|
|
|
|
|
|
|
|
#if __EXPLOSION_DEBUG
|
|
|
|
debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 );
|
|
|
|
#endif
|
|
|
|
|
|
|
|
int nColor = random->RandomInt( 128, 255 );
|
|
|
|
pParticle->m_uchColor[0] = pParticle->m_uchColor[1] = pParticle->m_uchColor[2] = nColor;
|
|
|
|
|
|
|
|
pParticle->m_uchStartSize = random->RandomInt( 32, 85 ) * vDev;
|
|
|
|
|
|
|
|
pParticle->m_uchStartSize = clamp( pParticle->m_uchStartSize, (uint8) 32, (uint8) 85 );
|
|
|
|
|
|
|
|
pParticle->m_uchEndSize = (int)((float)pParticle->m_uchStartSize * 1.5f);
|
|
|
|
|
|
|
|
pParticle->m_uchStartAlpha = 255;
|
|
|
|
pParticle->m_uchEndAlpha = 0;
|
|
|
|
|
|
|
|
pParticle->m_flRoll = random->RandomInt( 0, 360 );
|
|
|
|
pParticle->m_flRollDelta = random->RandomFloat( -16.0f, 16.0f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Input : &data -
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HelicopterMegaBombCallback( const CEffectData &data )
|
|
|
|
{
|
|
|
|
C_MegaBombExplosionEffect().Create( data.m_vOrigin, 1.0f, 1.0f, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
DECLARE_CLIENT_EFFECT( "HelicopterMegaBomb", HelicopterMegaBombCallback );
|