Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "particles_simple.h"
#include "particles_localspace.h"
#include "c_te_effect_dispatch.h"
#include "clienteffectprecachesystem.h"
#include "tier0/vprof.h"
#include "fx.h"
#include "r_efx.h"
#include "tier1/KeyValues.h"
#include "dlight.h"
#include "tf_shareddefs.h"
#include "tf_fx_muzzleflash.h"
#include "toolframework/itoolframework.h"
#include "IEffects.h"
#include "fx_sparks.h"
#include "iefx.h"
#include "fx_quad.h"
#include "fx.h"
#include "toolframework_client.h"
// Precache our effects
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffect_TF_MuzzleFlash )
CLIENTEFFECT_MATERIAL( "effects/muzzleflash1" )
CLIENTEFFECT_MATERIAL( "effects/muzzleflash2" )
CLIENTEFFECT_MATERIAL( "effects/muzzleflash3" )
CLIENTEFFECT_MATERIAL( "effects/muzzleflash4" )
CLIENTEFFECT_REGISTER_END()
ConVar cl_muzzleflash_dlight_1st( "cl_muzzleflash_dlight_1st", "1" );
void TE_DynamicLight( IRecipientFilter& filter, float delay,
const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay, int nLightIndex = LIGHT_INDEX_TE_DYNAMIC );
extern PMaterialHandle g_Material_Spark;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TF_3rdPersonMuzzleFlashCallback( const CEffectData &data )
{
float scale = data.m_flMagnitude;
int attachmentIndex = data.m_nAttachmentIndex;
CSmartPtr<CLocalSpaceEmitter> pSimple = CLocalSpaceEmitter::Create( "MuzzleFlash", data.m_hEntity, attachmentIndex, 0 );
Vector forward(1,0,0), offset, right(0,1,0);
//
// Flash
//
if ( data.m_nHitBox > 0 ) // >0 is a mg flash in script based muzzleflashes ..
{
offset = vec3_origin;
// small inner cone
scale *= 4;
float flScale = random->RandomFloat( scale-0.1f, scale+0.1f );
for ( int i = 1; i < 9; i++ )
{
offset = (forward * (i*2.0f*scale));
SimpleParticle *pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( VarArgs( "effects/muzzleflash%d", random->RandomInt(1,4) ) ), offset );
if ( pParticle == NULL )
return;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = 0.1f;
pParticle->m_vecVelocity.Init();
pParticle->m_uchColor[0] = 255;
pParticle->m_uchColor[1] = 255;
pParticle->m_uchColor[2] = 255;
pParticle->m_uchStartAlpha = 255;
pParticle->m_uchEndAlpha = 128;
pParticle->m_uchStartSize = (random->RandomFloat( 6.0f, 9.0f ) * (12-(i))/9) * flScale;
pParticle->m_uchEndSize = pParticle->m_uchStartSize;
pParticle->m_flRoll = random->RandomInt( 0, 360 );
pParticle->m_flRollDelta = 0.0f;
}
}
else
{
scale *= 4;
float flScale = random->RandomFloat( scale-0.1f, scale+0.1f );
for ( int i = 1; i < 9; i++ )
{
offset = (forward * (i*2.0f*scale));
SimpleParticle *pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( VarArgs( "effects/muzzleflash%d", random->RandomInt(1,4) ) ), offset );
if ( pParticle == NULL )
return;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = 0.1f;
pParticle->m_vecVelocity.Init();
pParticle->m_uchColor[0] = 255;
pParticle->m_uchColor[1] = 255;
pParticle->m_uchColor[2] = 255;
pParticle->m_uchStartAlpha = 128;
pParticle->m_uchEndAlpha = 64;
pParticle->m_uchStartSize = (random->RandomFloat( 6.0f, 9.0f ) * (12-(i))/9) * flScale;
pParticle->m_uchEndSize = pParticle->m_uchStartSize;
pParticle->m_flRoll = random->RandomInt( 0, 360 );
pParticle->m_flRollDelta = 0.0f;
}
}
//Smoke
int i;
offset = vec3_origin;
for( i=0;i<3;i++ )
{
SimpleParticle *pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[0], offset );
if ( pParticle )
{
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = 0.3f;
pParticle->m_vecVelocity.Init();
pParticle->m_vecVelocity = forward * ( random->RandomFloat( 80.0f, 100.0f ) + (2-i)*15 );
int color = random->RandomInt( 200, 255 );
pParticle->m_uchColor[0] = color;
pParticle->m_uchColor[1] = color;
pParticle->m_uchColor[2] = color;
pParticle->m_uchStartAlpha = 32;
pParticle->m_uchEndAlpha = 0;
pParticle->m_uchStartSize = ( 4.0 + 3.0*(2-i) ) * data.m_flMagnitude;
pParticle->m_uchEndSize = pParticle->m_uchStartSize * 13.0f;
pParticle->m_flRoll = random->RandomInt( 0, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -0.5f, 0.5f );
}
}
}
void TF_3rdPersonMuzzleFlashCallback_SentryGun( const CEffectData &data )
{
int iMuzzleFlashAttachment = data.m_nAttachmentIndex;
int iUpgradeLevel = data.m_fFlags;
C_BaseEntity *pEnt = data.GetEntity();
if ( pEnt && !pEnt->IsDormant() )
{
// The created entity kills itself
//C_MuzzleFlashModel::CreateMuzzleFlashModel( "models/effects/sentry1_muzzle/sentry1_muzzle.mdl", pEnt, iMuzzleFlashAttachment );
const char *pszMuzzleFlashParticleEffect = NULL;
switch( iUpgradeLevel )
{
case 1:
default:
pszMuzzleFlashParticleEffect = "muzzle_sentry";
break;
case 2:
case 3:
pszMuzzleFlashParticleEffect = "muzzle_sentry2";
break;
}
DispatchParticleEffect( pszMuzzleFlashParticleEffect, PATTACH_POINT_FOLLOW, pEnt, iMuzzleFlashAttachment );
}
}
//TODO: Come back and make this guy a nice particle.
DECLARE_CLIENT_EFFECT( "TF_3rdPersonMuzzleFlash", TF_3rdPersonMuzzleFlashCallback );
DECLARE_CLIENT_EFFECT( "TF_3rdPersonMuzzleFlash_SentryGun", TF_3rdPersonMuzzleFlashCallback_SentryGun );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pszModelName -
// vecOrigin -
// vecForceDir -
// vecAngularImp -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
C_MuzzleFlashModel *C_MuzzleFlashModel::CreateMuzzleFlashModel( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, float flLifetime )
{
C_MuzzleFlashModel *pFlash = new C_MuzzleFlashModel;
if ( !pFlash )
return NULL;
if ( !pFlash->InitializeMuzzleFlash( pszModelName, pParent, iAttachment, flLifetime ) )
return NULL;
return pFlash;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_MuzzleFlashModel::InitializeMuzzleFlash( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, float flLifetime )
{
AddEffects( EF_NORECEIVESHADOW | EF_NOSHADOW );
if ( InitializeAsClientEntity( pszModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false )
{
Release();
return false;
}
SetParent( pParent, iAttachment );
SetLocalOrigin( vec3_origin );
SetLocalAngles( vec3_angle );
AddSolidFlags( FSOLID_NOT_SOLID );
m_flRotateAt = gpGlobals->curtime + 0.2;
SetLifetime( flLifetime );
SetNextClientThink( CLIENT_THINK_ALWAYS );
SetCycle( 0 );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_MuzzleFlashModel::SetLifetime( float flLifetime )
{
// Expire when the lifetime is up
m_flExpiresAt = gpGlobals->curtime + flLifetime;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_MuzzleFlashModel::ClientThink( void )
{
if ( !GetMoveParent() || gpGlobals->curtime > m_flExpiresAt )
{
Release();
return;
}
if ( gpGlobals->curtime > m_flRotateAt )
{
// Pick a new anim frame
float flDelta = RandomFloat(0.2,0.4) * (RandomInt(0,1) == 1 ? 1 : -1);
float flCycle = clamp( GetCycle() + flDelta, 0.f, 1.f );
SetCycle( flCycle );
SetLocalAngles( QAngle(0,0,RandomFloat(0,360)) );
m_flRotateAt = gpGlobals->curtime + 0.075;
}
}
//-----------------------------------------------------------------------------
// This is an incredibly brutal hack to get muzzle flashes positioned correctly for recording
//-----------------------------------------------------------------------------
void C_MuzzleFlashModel::SetIs3rdPersonFlash( bool bEnable )
{
m_bIs3rdPersonFlash = bEnable;
}
bool C_MuzzleFlashModel::SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime )
{
// FIXME: This is an incredibly brutal hack to get muzzle flashes positioned correctly for recording
// NOTE: The correct, long-term solution, is to make weapon models
// always store the 3rd person model and to have view model entities
// always store the 1st person model. I didn't have time to do that for Leipzig.
int nModelIndex = 0;
int nWorldModelIndex = 0;
CBaseCombatWeapon *pParent = dynamic_cast<CBaseCombatWeapon*>( GetMoveParent() );
if ( m_bIs3rdPersonFlash && pParent )
{
nModelIndex = pParent->GetModelIndex();
nWorldModelIndex = pParent->GetWorldModelIndex();
pParent->SetModelIndex( nWorldModelIndex );
}
bool bResult = BaseClass::SetupBones( pBoneToWorldOut, nMaxBones, boneMask, currentTime );
if ( m_bIs3rdPersonFlash && pParent )
{
pParent->SetModelIndex( nModelIndex );
}
return bResult;
}
//-----------------------------------------------------------------------------
// Recording
//-----------------------------------------------------------------------------
void C_MuzzleFlashModel::GetToolRecordingState( KeyValues *msg )
{
if ( !ToolsEnabled() )
return;
VPROF_BUDGET( "C_MuzzleFlashModel::GetToolRecordingState", VPROF_BUDGETGROUP_TOOLS );
BaseClass::GetToolRecordingState( msg );
C_BaseEntity *pParent = GetMoveParent();
if ( pParent )
{
BaseEntityRecordingState_t *pBaseEntity = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" );
pBaseEntity->m_nOwner = pParent->entindex();
// FIXME: This recording path is a giant hack in a cascading series of hacks
C_BaseCombatWeapon *pParentWeapon = dynamic_cast<C_BaseCombatWeapon*>( pParent );
if ( pParentWeapon )
{
if ( pParentWeapon->WeaponState() == WEAPON_NOT_CARRIED )
{
pBaseEntity->m_bVisible = false;
}
}
}
}