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334 lines
10 KiB
334 lines
10 KiB
5 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 "particles_simple.h"
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#include "particles_localspace.h"
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#include "c_te_effect_dispatch.h"
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#include "clienteffectprecachesystem.h"
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#include "tier0/vprof.h"
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#include "fx.h"
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#include "r_efx.h"
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#include "tier1/KeyValues.h"
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#include "dlight.h"
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#include "tf_shareddefs.h"
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#include "tf_fx_muzzleflash.h"
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#include "toolframework/itoolframework.h"
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#include "IEffects.h"
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#include "fx_sparks.h"
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#include "iefx.h"
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#include "fx_quad.h"
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#include "fx.h"
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#include "toolframework_client.h"
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// Precache our effects
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffect_TF_MuzzleFlash )
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CLIENTEFFECT_MATERIAL( "effects/muzzleflash1" )
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CLIENTEFFECT_MATERIAL( "effects/muzzleflash2" )
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CLIENTEFFECT_MATERIAL( "effects/muzzleflash3" )
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CLIENTEFFECT_MATERIAL( "effects/muzzleflash4" )
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CLIENTEFFECT_REGISTER_END()
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ConVar cl_muzzleflash_dlight_1st( "cl_muzzleflash_dlight_1st", "1" );
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void TE_DynamicLight( IRecipientFilter& filter, float delay,
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const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay, int nLightIndex = LIGHT_INDEX_TE_DYNAMIC );
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extern PMaterialHandle g_Material_Spark;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void TF_3rdPersonMuzzleFlashCallback( const CEffectData &data )
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{
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float scale = data.m_flMagnitude;
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int attachmentIndex = data.m_nAttachmentIndex;
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CSmartPtr<CLocalSpaceEmitter> pSimple = CLocalSpaceEmitter::Create( "MuzzleFlash", data.m_hEntity, attachmentIndex, 0 );
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Vector forward(1,0,0), offset, right(0,1,0);
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//
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// Flash
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//
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if ( data.m_nHitBox > 0 ) // >0 is a mg flash in script based muzzleflashes ..
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{
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offset = vec3_origin;
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// small inner cone
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scale *= 4;
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float flScale = random->RandomFloat( scale-0.1f, scale+0.1f );
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for ( int i = 1; i < 9; i++ )
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{
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offset = (forward * (i*2.0f*scale));
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SimpleParticle *pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( VarArgs( "effects/muzzleflash%d", random->RandomInt(1,4) ) ), offset );
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if ( pParticle == NULL )
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return;
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = 0.1f;
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pParticle->m_vecVelocity.Init();
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pParticle->m_uchColor[0] = 255;
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pParticle->m_uchColor[1] = 255;
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pParticle->m_uchColor[2] = 255;
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pParticle->m_uchStartAlpha = 255;
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pParticle->m_uchEndAlpha = 128;
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pParticle->m_uchStartSize = (random->RandomFloat( 6.0f, 9.0f ) * (12-(i))/9) * flScale;
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pParticle->m_uchEndSize = pParticle->m_uchStartSize;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = 0.0f;
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}
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}
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else
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{
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scale *= 4;
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float flScale = random->RandomFloat( scale-0.1f, scale+0.1f );
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for ( int i = 1; i < 9; i++ )
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{
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offset = (forward * (i*2.0f*scale));
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SimpleParticle *pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( VarArgs( "effects/muzzleflash%d", random->RandomInt(1,4) ) ), offset );
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if ( pParticle == NULL )
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return;
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = 0.1f;
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pParticle->m_vecVelocity.Init();
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pParticle->m_uchColor[0] = 255;
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pParticle->m_uchColor[1] = 255;
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pParticle->m_uchColor[2] = 255;
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pParticle->m_uchStartAlpha = 128;
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pParticle->m_uchEndAlpha = 64;
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pParticle->m_uchStartSize = (random->RandomFloat( 6.0f, 9.0f ) * (12-(i))/9) * flScale;
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pParticle->m_uchEndSize = pParticle->m_uchStartSize;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = 0.0f;
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}
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}
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//Smoke
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int i;
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offset = vec3_origin;
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for( i=0;i<3;i++ )
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{
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SimpleParticle *pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[0], offset );
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if ( pParticle )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = 0.3f;
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pParticle->m_vecVelocity.Init();
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pParticle->m_vecVelocity = forward * ( random->RandomFloat( 80.0f, 100.0f ) + (2-i)*15 );
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int color = random->RandomInt( 200, 255 );
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pParticle->m_uchColor[0] = color;
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pParticle->m_uchColor[1] = color;
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pParticle->m_uchColor[2] = color;
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pParticle->m_uchStartAlpha = 32;
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_uchStartSize = ( 4.0 + 3.0*(2-i) ) * data.m_flMagnitude;
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 13.0f;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -0.5f, 0.5f );
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}
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}
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}
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void TF_3rdPersonMuzzleFlashCallback_SentryGun( const CEffectData &data )
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{
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int iMuzzleFlashAttachment = data.m_nAttachmentIndex;
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int iUpgradeLevel = data.m_fFlags;
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C_BaseEntity *pEnt = data.GetEntity();
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if ( pEnt && !pEnt->IsDormant() )
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{
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// The created entity kills itself
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//C_MuzzleFlashModel::CreateMuzzleFlashModel( "models/effects/sentry1_muzzle/sentry1_muzzle.mdl", pEnt, iMuzzleFlashAttachment );
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const char *pszMuzzleFlashParticleEffect = NULL;
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switch( iUpgradeLevel )
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{
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case 1:
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default:
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pszMuzzleFlashParticleEffect = "muzzle_sentry";
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break;
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case 2:
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case 3:
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pszMuzzleFlashParticleEffect = "muzzle_sentry2";
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break;
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}
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DispatchParticleEffect( pszMuzzleFlashParticleEffect, PATTACH_POINT_FOLLOW, pEnt, iMuzzleFlashAttachment );
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}
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}
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//TODO: Come back and make this guy a nice particle.
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DECLARE_CLIENT_EFFECT( "TF_3rdPersonMuzzleFlash", TF_3rdPersonMuzzleFlashCallback );
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DECLARE_CLIENT_EFFECT( "TF_3rdPersonMuzzleFlash_SentryGun", TF_3rdPersonMuzzleFlashCallback_SentryGun );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pszModelName -
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// vecOrigin -
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// vecForceDir -
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// vecAngularImp -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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C_MuzzleFlashModel *C_MuzzleFlashModel::CreateMuzzleFlashModel( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, float flLifetime )
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{
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C_MuzzleFlashModel *pFlash = new C_MuzzleFlashModel;
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if ( !pFlash )
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return NULL;
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if ( !pFlash->InitializeMuzzleFlash( pszModelName, pParent, iAttachment, flLifetime ) )
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return NULL;
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return pFlash;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool C_MuzzleFlashModel::InitializeMuzzleFlash( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, float flLifetime )
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{
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AddEffects( EF_NORECEIVESHADOW | EF_NOSHADOW );
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if ( InitializeAsClientEntity( pszModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false )
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{
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Release();
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return false;
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}
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SetParent( pParent, iAttachment );
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SetLocalOrigin( vec3_origin );
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SetLocalAngles( vec3_angle );
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AddSolidFlags( FSOLID_NOT_SOLID );
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m_flRotateAt = gpGlobals->curtime + 0.2;
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SetLifetime( flLifetime );
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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SetCycle( 0 );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_MuzzleFlashModel::SetLifetime( float flLifetime )
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{
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// Expire when the lifetime is up
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m_flExpiresAt = gpGlobals->curtime + flLifetime;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_MuzzleFlashModel::ClientThink( void )
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{
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if ( !GetMoveParent() || gpGlobals->curtime > m_flExpiresAt )
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{
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Release();
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return;
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}
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if ( gpGlobals->curtime > m_flRotateAt )
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{
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// Pick a new anim frame
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float flDelta = RandomFloat(0.2,0.4) * (RandomInt(0,1) == 1 ? 1 : -1);
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float flCycle = clamp( GetCycle() + flDelta, 0.f, 1.f );
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SetCycle( flCycle );
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SetLocalAngles( QAngle(0,0,RandomFloat(0,360)) );
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m_flRotateAt = gpGlobals->curtime + 0.075;
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}
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}
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//-----------------------------------------------------------------------------
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// This is an incredibly brutal hack to get muzzle flashes positioned correctly for recording
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//-----------------------------------------------------------------------------
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void C_MuzzleFlashModel::SetIs3rdPersonFlash( bool bEnable )
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{
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m_bIs3rdPersonFlash = bEnable;
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}
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bool C_MuzzleFlashModel::SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime )
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{
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// FIXME: This is an incredibly brutal hack to get muzzle flashes positioned correctly for recording
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// NOTE: The correct, long-term solution, is to make weapon models
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// always store the 3rd person model and to have view model entities
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// always store the 1st person model. I didn't have time to do that for Leipzig.
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int nModelIndex = 0;
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int nWorldModelIndex = 0;
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CBaseCombatWeapon *pParent = dynamic_cast<CBaseCombatWeapon*>( GetMoveParent() );
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if ( m_bIs3rdPersonFlash && pParent )
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{
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nModelIndex = pParent->GetModelIndex();
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nWorldModelIndex = pParent->GetWorldModelIndex();
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pParent->SetModelIndex( nWorldModelIndex );
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}
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bool bResult = BaseClass::SetupBones( pBoneToWorldOut, nMaxBones, boneMask, currentTime );
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if ( m_bIs3rdPersonFlash && pParent )
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{
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pParent->SetModelIndex( nModelIndex );
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}
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return bResult;
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}
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//-----------------------------------------------------------------------------
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// Recording
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//-----------------------------------------------------------------------------
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void C_MuzzleFlashModel::GetToolRecordingState( KeyValues *msg )
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{
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if ( !ToolsEnabled() )
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return;
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VPROF_BUDGET( "C_MuzzleFlashModel::GetToolRecordingState", VPROF_BUDGETGROUP_TOOLS );
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BaseClass::GetToolRecordingState( msg );
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C_BaseEntity *pParent = GetMoveParent();
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if ( pParent )
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{
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BaseEntityRecordingState_t *pBaseEntity = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" );
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pBaseEntity->m_nOwner = pParent->entindex();
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// FIXME: This recording path is a giant hack in a cascading series of hacks
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C_BaseCombatWeapon *pParentWeapon = dynamic_cast<C_BaseCombatWeapon*>( pParent );
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if ( pParentWeapon )
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{
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if ( pParentWeapon->WeaponState() == WEAPON_NOT_CARRIED )
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{
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pBaseEntity->m_bVisible = false;
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}
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}
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}
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}
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