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696 lines
21 KiB
696 lines
21 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Game-specific impact effect hooks
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//
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//=============================================================================//
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#include "cbase.h"
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#include "fx.h"
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#include "c_te_effect_dispatch.h"
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#include "tier0/vprof.h"
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#include "fx_line.h"
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#include "fx_quad.h"
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#include "view.h"
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#include "particles_localspace.h"
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#include "dlight.h"
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#include "iefx.h"
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#include "clienteffectprecachesystem.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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extern Vector GetTracerOrigin( const CEffectData &data );
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extern void FX_TracerSound( const Vector &start, const Vector &end, int iTracerType );
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extern ConVar muzzleflash_light;
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheTracers )
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CLIENTEFFECT_MATERIAL( "effects/gunshiptracer" )
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CLIENTEFFECT_MATERIAL( "effects/combinemuzzle1" )
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CLIENTEFFECT_MATERIAL( "effects/combinemuzzle2_nocull" )
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CLIENTEFFECT_REGISTER_END()
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//-----------------------------------------------------------------------------
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// Purpose: Gunship's Tracer
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//-----------------------------------------------------------------------------
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void GunshipTracerCallback( const CEffectData &data )
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{
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float flVelocity = data.m_flScale;
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bool bWhiz = (data.m_fFlags & TRACER_FLAG_WHIZ);
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FX_GunshipTracer( (Vector&)data.m_vStart, (Vector&)data.m_vOrigin, flVelocity, bWhiz );
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}
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DECLARE_CLIENT_EFFECT( "GunshipTracer", GunshipTracerCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Strider's Tracer
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//-----------------------------------------------------------------------------
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void StriderTracerCallback( const CEffectData &data )
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{
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float flVelocity = data.m_flScale;
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bool bWhiz = (data.m_fFlags & TRACER_FLAG_WHIZ);
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FX_StriderTracer( (Vector&)data.m_vStart, (Vector&)data.m_vOrigin, flVelocity, bWhiz );
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}
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DECLARE_CLIENT_EFFECT( "StriderTracer", StriderTracerCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Hunter's Tracer
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//-----------------------------------------------------------------------------
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void HunterTracerCallback( const CEffectData &data )
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{
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float flVelocity = data.m_flScale;
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bool bWhiz = (data.m_fFlags & TRACER_FLAG_WHIZ);
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FX_HunterTracer( (Vector&)data.m_vStart, (Vector&)data.m_vOrigin, flVelocity, bWhiz );
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}
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DECLARE_CLIENT_EFFECT( "HunterTracer", HunterTracerCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Gauss Gun's Tracer
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//-----------------------------------------------------------------------------
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void GaussTracerCallback( const CEffectData &data )
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{
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float flVelocity = data.m_flScale;
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bool bWhiz = (data.m_fFlags & TRACER_FLAG_WHIZ);
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FX_GaussTracer( (Vector&)data.m_vStart, (Vector&)data.m_vOrigin, flVelocity, bWhiz );
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}
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DECLARE_CLIENT_EFFECT( "GaussTracer", GaussTracerCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Airboat gun tracers
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//-----------------------------------------------------------------------------
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void AirboatGunHeavyTracerCallback( const CEffectData &data )
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{
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// Grab the data
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Vector vecStart = GetTracerOrigin( data );
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float flVelocity = data.m_flScale;
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// Use default velocity if none specified
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if ( !flVelocity )
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{
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flVelocity = 8000;
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}
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//Get out shot direction and length
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Vector vecShotDir;
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VectorSubtract( data.m_vOrigin, vecStart, vecShotDir );
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float flTotalDist = VectorNormalize( vecShotDir );
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// Don't make small tracers
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if ( flTotalDist <= 64 )
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return;
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float flLength = random->RandomFloat( 300.0f, 400.0f );
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float flLife = ( flTotalDist + flLength ) / flVelocity; //NOTENOTE: We want the tail to finish its run as well
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// Add it
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FX_AddDiscreetLine( vecStart, vecShotDir, flVelocity, flLength, flTotalDist, 5.0f, flLife, "effects/gunshiptracer" );
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}
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DECLARE_CLIENT_EFFECT( "AirboatGunHeavyTracer", AirboatGunHeavyTracerCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Airboat gun tracers
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//-----------------------------------------------------------------------------
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void AirboatGunTracerCallback( const CEffectData &data )
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{
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// Grab the data
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Vector vecStart = GetTracerOrigin( data );
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float flVelocity = data.m_flScale;
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// Use default velocity if none specified
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if ( !flVelocity )
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{
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flVelocity = 10000;
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}
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//Get out shot direction and length
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Vector vecShotDir;
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VectorSubtract( data.m_vOrigin, vecStart, vecShotDir );
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float flTotalDist = VectorNormalize( vecShotDir );
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// Don't make small tracers
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if ( flTotalDist <= 64 )
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return;
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float flLength = random->RandomFloat( 256.0f, 384.0f );
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float flLife = ( flTotalDist + flLength ) / flVelocity; //NOTENOTE: We want the tail to finish its run as well
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// Add it
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FX_AddDiscreetLine( vecStart, vecShotDir, flVelocity, flLength, flTotalDist, 2.0f, flLife, "effects/gunshiptracer" );
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}
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DECLARE_CLIENT_EFFECT( "AirboatGunTracer", AirboatGunTracerCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Airboat gun tracers
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//-----------------------------------------------------------------------------
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void HelicopterTracerCallback( const CEffectData &data )
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{
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// Grab the data
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Vector vecStart = GetTracerOrigin( data );
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float flVelocity = data.m_flScale;
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// Use default velocity if none specified
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if ( !flVelocity )
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{
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flVelocity = 8000;
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}
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//Get out shot direction and length
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Vector vecShotDir;
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VectorSubtract( data.m_vOrigin, vecStart, vecShotDir );
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float flTotalDist = VectorNormalize( vecShotDir );
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// Don't make small tracers
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if ( flTotalDist <= 256 )
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return;
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float flLength = random->RandomFloat( 256.0f, 384.0f );
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float flLife = ( flTotalDist + flLength ) / flVelocity; //NOTENOTE: We want the tail to finish its run as well
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// Add it
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FX_AddDiscreetLine( vecStart, vecShotDir, flVelocity, flLength, flTotalDist, 5.0f, flLife, "effects/gunshiptracer" );
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if (data.m_fFlags & TRACER_FLAG_WHIZ)
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{
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FX_TracerSound( vecStart, data.m_vOrigin, TRACER_TYPE_GUNSHIP );
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}
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}
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DECLARE_CLIENT_EFFECT( "HelicopterTracer", HelicopterTracerCallback );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : start -
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// end -
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//-----------------------------------------------------------------------------
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void FX_PlayerAR2Tracer( const Vector &start, const Vector &end )
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{
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VPROF_BUDGET( "FX_PlayerAR2Tracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
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Vector shotDir, dStart, dEnd;
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float length;
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//Find the direction of the tracer
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VectorSubtract( end, start, shotDir );
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length = VectorNormalize( shotDir );
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//We don't want to draw them if they're too close to us
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if ( length < 128 )
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return;
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//Randomly place the tracer along this line, with a random length
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VectorMA( start, random->RandomFloat( 0.0f, 8.0f ), shotDir, dStart );
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VectorMA( dStart, MIN( length, random->RandomFloat( 256.0f, 1024.0f ) ), shotDir, dEnd );
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//Create the line
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CFXStaticLine *tracerLine = new CFXStaticLine( "Tracer", dStart, dEnd, random->RandomFloat( 6.0f, 12.0f ), 0.01f, "effects/gunshiptracer", 0 );
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assert( tracerLine );
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//Throw it into the list
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clienteffects->AddEffect( tracerLine );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : start -
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// end -
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// velocity -
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// makeWhiz -
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//-----------------------------------------------------------------------------
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void FX_AR2Tracer( Vector& start, Vector& end, int velocity, bool makeWhiz )
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{
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VPROF_BUDGET( "FX_AR2Tracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
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//Don't make small tracers
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float dist;
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Vector dir;
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VectorSubtract( end, start, dir );
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dist = VectorNormalize( dir );
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// Don't make short tracers.
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if ( dist < 128 )
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return;
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float length = random->RandomFloat( 128.0f, 256.0f );
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float life = ( dist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well
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//Add it
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FX_AddDiscreetLine( start, dir, velocity, length, dist, random->RandomFloat( 0.5f, 1.5f ), life, "effects/gunshiptracer" );
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if( makeWhiz )
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{
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FX_TracerSound( start, end, TRACER_TYPE_GUNSHIP );
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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 AR2TracerCallback( const CEffectData &data )
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{
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( player == NULL )
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return;
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// Grab the data
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Vector vecStart = GetTracerOrigin( data );
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float flVelocity = data.m_flScale;
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bool bWhiz = (data.m_fFlags & TRACER_FLAG_WHIZ);
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int iEntIndex = data.entindex();
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if ( iEntIndex && iEntIndex == player->index )
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{
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Vector foo = data.m_vStart;
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QAngle vangles;
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Vector vforward, vright, vup;
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engine->GetViewAngles( vangles );
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AngleVectors( vangles, &vforward, &vright, &vup );
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VectorMA( data.m_vStart, 4, vright, foo );
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foo[2] -= 0.5f;
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FX_PlayerAR2Tracer( foo, (Vector&)data.m_vOrigin );
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return;
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}
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// Use default velocity if none specified
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if ( !flVelocity )
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{
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flVelocity = 8000;
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}
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// Do tracer effect
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FX_AR2Tracer( (Vector&)vecStart, (Vector&)data.m_vOrigin, flVelocity, bWhiz );
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}
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DECLARE_CLIENT_EFFECT( "AR2Tracer", AR2TracerCallback );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &data -
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//-----------------------------------------------------------------------------
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void AR2ExplosionCallback( const CEffectData &data )
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{
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float lifetime = random->RandomFloat( 0.4f, 0.75f );
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// Ground splash
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FX_AddQuad( data.m_vOrigin,
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data.m_vNormal,
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data.m_flRadius,
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data.m_flRadius * 4.0f,
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0.85f,
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1.0f,
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0.0f,
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0.25f,
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random->RandomInt( 0, 360 ),
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random->RandomFloat( -4, 4 ),
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Vector( 1.0f, 1.0f, 1.0f ),
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lifetime,
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"effects/combinemuzzle1",
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(FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) );
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Vector vRight, vUp;
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VectorVectors( data.m_vNormal, vRight, vUp );
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Vector start, end;
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float radius = data.m_flRadius * 0.15f;
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// Base vertical shaft
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FXLineData_t lineData;
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start = data.m_vOrigin;
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end = start + ( data.m_vNormal * random->RandomFloat( radius*2.0f, radius*4.0f ) );
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lineData.m_flDieTime = lifetime;
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lineData.m_flStartAlpha= 1.0f;
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lineData.m_flEndAlpha = 0.0f;
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lineData.m_flStartScale = radius*4;
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lineData.m_flEndScale = radius*5;
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lineData.m_pMaterial = materials->FindMaterial( "effects/ar2ground2", 0, 0 );
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lineData.m_vecStart = start;
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lineData.m_vecStartVelocity = vec3_origin;
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lineData.m_vecEnd = end;
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lineData.m_vecEndVelocity = data.m_vNormal * random->RandomFloat( 200, 350 );
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FX_AddLine( lineData );
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// Inner filler shaft
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start = data.m_vOrigin;
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end = start + ( data.m_vNormal * random->RandomFloat( 16, radius*0.25f ) );
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lineData.m_flDieTime = lifetime - 0.1f;
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lineData.m_flStartAlpha= 1.0f;
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lineData.m_flEndAlpha = 0.0f;
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lineData.m_flStartScale = radius*2;
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lineData.m_flEndScale = radius*4;
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lineData.m_pMaterial = materials->FindMaterial( "effects/ar2ground2", 0, 0 );
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lineData.m_vecStart = start;
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lineData.m_vecStartVelocity = vec3_origin;
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lineData.m_vecEnd = end;
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lineData.m_vecEndVelocity = data.m_vNormal * random->RandomFloat( 64, 128 );
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FX_AddLine( lineData );
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}
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DECLARE_CLIENT_EFFECT( "AR2Explosion", AR2ExplosionCallback );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &data -
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//-----------------------------------------------------------------------------
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void AR2ImpactCallback( const CEffectData &data )
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{
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FX_AddQuad( data.m_vOrigin,
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data.m_vNormal,
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random->RandomFloat( 24, 32 ),
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0,
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0.75f,
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1.0f,
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0.0f,
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0.4f,
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random->RandomInt( 0, 360 ),
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0,
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Vector( 1.0f, 1.0f, 1.0f ),
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0.25f,
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"effects/combinemuzzle2_nocull",
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(FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) );
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}
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DECLARE_CLIENT_EFFECT( "AR2Impact", AR2ImpactCallback );
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//-----------------------------------------------------------------------------
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// Creates a muzzleflash elight
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//-----------------------------------------------------------------------------
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void CreateMuzzleflashELight( const Vector &origin, int exponent, int nMinRadius, int nMaxRadius, ClientEntityHandle_t hEntity )
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{
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if ( muzzleflash_light.GetInt() )
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{
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int entityIndex = ClientEntityList().HandleToEntIndex( hEntity );
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if ( entityIndex >= 0 )
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{
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dlight_t *el = effects->CL_AllocElight( LIGHT_INDEX_MUZZLEFLASH + entityIndex );
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el->origin = origin;
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el->color.r = 255;
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el->color.g = 192;
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el->color.b = 64;
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el->color.exponent = exponent;
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el->radius = random->RandomInt( nMinRadius, nMaxRadius );
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el->decay = el->radius / 0.05f;
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el->die = gpGlobals->curtime + 0.1f;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Airboat muzzle flashes
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//-----------------------------------------------------------------------------
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void MuzzleFlash_Airboat( ClientEntityHandle_t hEntity, int attachmentIndex )
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{
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||
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VPROF_BUDGET( "MuzzleFlash_Airboat", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
|
||
|
|
||
|
CSmartPtr<CLocalSpaceEmitter> pSimple = CLocalSpaceEmitter::Create( "MuzzleFlash", hEntity, attachmentIndex );
|
||
|
|
||
|
SimpleParticle *pParticle;
|
||
|
Vector forward(1,0,0), offset; //NOTENOTE: All coords are in local space
|
||
|
|
||
|
float flScale = random->RandomFloat( 0.75f, IsXbox() ? 2.0f : 2.5f );
|
||
|
|
||
|
PMaterialHandle pMuzzle[2];
|
||
|
pMuzzle[0] = pSimple->GetPMaterial( "effects/combinemuzzle1" );
|
||
|
pMuzzle[1] = pSimple->GetPMaterial( "effects/combinemuzzle2" );
|
||
|
|
||
|
// Flash
|
||
|
for ( int i = 1; i < 7; i++ )
|
||
|
{
|
||
|
offset = (forward * (i*6.0f*flScale));
|
||
|
|
||
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pMuzzle[random->RandomInt(0,1)], offset );
|
||
|
|
||
|
if ( pParticle == NULL )
|
||
|
return;
|
||
|
|
||
|
pParticle->m_flLifetime = 0.0f;
|
||
|
pParticle->m_flDieTime = IsXbox() ? 0.0001f : 0.01f;
|
||
|
|
||
|
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, 8.0f ) * (9-(i))/7) * flScale );
|
||
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize;
|
||
|
pParticle->m_flRoll = random->RandomInt( 0, 360 );
|
||
|
pParticle->m_flRollDelta = 0.0f;
|
||
|
}
|
||
|
|
||
|
// Tack on the smoke
|
||
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "sprites/ar2_muzzle1" ), vec3_origin );
|
||
|
|
||
|
if ( pParticle == NULL )
|
||
|
return;
|
||
|
|
||
|
pParticle->m_flLifetime = 0.0f;
|
||
|
pParticle->m_flDieTime = 0.05f;
|
||
|
|
||
|
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( 16.0f, 24.0f );
|
||
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize;
|
||
|
|
||
|
float spokePos = random->RandomInt( 0, 5 );
|
||
|
|
||
|
pParticle->m_flRoll = (360.0/6.0f)*spokePos;
|
||
|
pParticle->m_flRollDelta = 0.0f;
|
||
|
|
||
|
#ifndef _XBOX
|
||
|
// Grab the origin out of the transform for the attachment
|
||
|
if ( muzzleflash_light.GetInt() )
|
||
|
{
|
||
|
// If the client hasn't seen this entity yet, bail.
|
||
|
matrix3x4_t matAttachment;
|
||
|
if ( FX_GetAttachmentTransform( hEntity, attachmentIndex, matAttachment ) )
|
||
|
{
|
||
|
Vector origin;
|
||
|
MatrixGetColumn( matAttachment, 3, &origin );
|
||
|
CreateMuzzleflashELight( origin, 5, 64, 128, hEntity );
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void AirboatMuzzleFlashCallback( const CEffectData &data )
|
||
|
{
|
||
|
MuzzleFlash_Airboat( data.m_hEntity, data.m_nAttachmentIndex );
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "AirboatMuzzleFlash", AirboatMuzzleFlashCallback );
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Chopper muzzle flashes
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void MuzzleFlash_Chopper( ClientEntityHandle_t hEntity, int attachmentIndex )
|
||
|
{
|
||
|
VPROF_BUDGET( "MuzzleFlash_Chopper", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
|
||
|
|
||
|
matrix3x4_t matAttachment;
|
||
|
// If the client hasn't seen this entity yet, bail.
|
||
|
if ( !FX_GetAttachmentTransform( hEntity, attachmentIndex, matAttachment ) )
|
||
|
return;
|
||
|
|
||
|
CSmartPtr<CLocalSpaceEmitter> pSimple = CLocalSpaceEmitter::Create( "MuzzleFlash", hEntity, attachmentIndex );
|
||
|
|
||
|
SimpleParticle *pParticle;
|
||
|
Vector forward(1,0,0), offset; //NOTENOTE: All coords are in local space
|
||
|
|
||
|
float flScale = random->RandomFloat( 2.5f, 4.5f );
|
||
|
|
||
|
// Flash
|
||
|
for ( int i = 1; i < 7; i++ )
|
||
|
{
|
||
|
offset = (forward * (i*2.0f*flScale));
|
||
|
|
||
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( VarArgs( "effects/combinemuzzle%d", random->RandomInt(1,2) ) ), offset );
|
||
|
|
||
|
if ( pParticle == NULL )
|
||
|
return;
|
||
|
|
||
|
pParticle->m_flLifetime = 0.0f;
|
||
|
pParticle->m_flDieTime = random->RandomFloat( 0.05f, 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, 8.0f ) * (10-(i))/7) * flScale );
|
||
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize;
|
||
|
pParticle->m_flRoll = random->RandomInt( 0, 360 );
|
||
|
pParticle->m_flRollDelta = 0.0f;
|
||
|
}
|
||
|
|
||
|
// Grab the origin out of the transform for the attachment
|
||
|
Vector origin;
|
||
|
MatrixGetColumn( matAttachment, 3, &origin );
|
||
|
CreateMuzzleflashELight( origin, 6, 128, 256, hEntity );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void ChopperMuzzleFlashCallback( const CEffectData &data )
|
||
|
{
|
||
|
MuzzleFlash_Chopper( data.m_hEntity, data.m_nAttachmentIndex );
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "ChopperMuzzleFlash", ChopperMuzzleFlashCallback );
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Gunship muzzle flashes
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void MuzzleFlash_Gunship( ClientEntityHandle_t hEntity, int attachmentIndex )
|
||
|
{
|
||
|
VPROF_BUDGET( "MuzzleFlash_Gunship", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
|
||
|
|
||
|
// If the client hasn't seen this entity yet, bail.
|
||
|
matrix3x4_t matAttachment;
|
||
|
if ( !FX_GetAttachmentTransform( hEntity, attachmentIndex, matAttachment ) )
|
||
|
return;
|
||
|
|
||
|
CSmartPtr<CLocalSpaceEmitter> pSimple = CLocalSpaceEmitter::Create( "MuzzleFlash", hEntity, attachmentIndex );
|
||
|
|
||
|
SimpleParticle *pParticle;
|
||
|
Vector forward(1,0,0), offset; //NOTENOTE: All coords are in local space
|
||
|
|
||
|
float flScale = random->RandomFloat( 2.5f, 4.5f );
|
||
|
|
||
|
// Flash
|
||
|
offset = (forward * (2.0f*flScale));
|
||
|
|
||
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/gunshipmuzzle" ), offset );
|
||
|
if ( pParticle == NULL )
|
||
|
return;
|
||
|
|
||
|
pParticle->m_flLifetime = 0.0f;
|
||
|
pParticle->m_flDieTime = random->RandomFloat( 0.05f, 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, 8.0f ) * 10.0/7.0) * flScale );
|
||
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize;
|
||
|
pParticle->m_flRoll = random->RandomInt( 0, 360 );
|
||
|
pParticle->m_flRollDelta = 0.0f;
|
||
|
|
||
|
// Grab the origin out of the transform for the attachment
|
||
|
Vector origin;
|
||
|
MatrixGetColumn( matAttachment, 3, &origin );
|
||
|
CreateMuzzleflashELight( origin, 6, 128, 256, hEntity );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void GunshipMuzzleFlashCallback( const CEffectData &data )
|
||
|
{
|
||
|
MuzzleFlash_Gunship( data.m_hEntity, data.m_nAttachmentIndex );
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "GunshipMuzzleFlash", GunshipMuzzleFlashCallback );
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Hunter muzzle flashes
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void MuzzleFlash_Hunter( ClientEntityHandle_t hEntity, int attachmentIndex )
|
||
|
{
|
||
|
VPROF_BUDGET( "MuzzleFlash_Hunter", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
|
||
|
|
||
|
// If the client hasn't seen this entity yet, bail.
|
||
|
matrix3x4_t matAttachment;
|
||
|
if ( !FX_GetAttachmentTransform( hEntity, attachmentIndex, matAttachment ) )
|
||
|
return;
|
||
|
|
||
|
// Grab the origin out of the transform for the attachment
|
||
|
Vector origin;
|
||
|
MatrixGetColumn( matAttachment, 3, &origin );
|
||
|
|
||
|
dlight_t *el = effects->CL_AllocElight( LIGHT_INDEX_MUZZLEFLASH );
|
||
|
el->origin = origin;// + Vector( 12.0f, 0, 0 );
|
||
|
|
||
|
el->color.r = 50;
|
||
|
el->color.g = 222;
|
||
|
el->color.b = 213;
|
||
|
el->color.exponent = 5;
|
||
|
|
||
|
el->radius = random->RandomInt( 120, 200 );
|
||
|
el->decay = el->radius / 0.05f;
|
||
|
el->die = gpGlobals->curtime + 0.05f;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void HunterMuzzleFlashCallback( const CEffectData &data )
|
||
|
{
|
||
|
MuzzleFlash_Hunter( data.m_hEntity, data.m_nAttachmentIndex );
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "HunterMuzzleFlash", HunterMuzzleFlashCallback );
|