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454 lines
16 KiB
454 lines
16 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_impact.h"
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#include "decals.h"
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#include "IEffects.h"
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#include "c_breakableprop.h"
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#include "tempent.h"
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#include "c_te_legacytempents.h"
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#include "tf_shareddefs.h"
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#include "fx.h"
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void ImpactCreateHurtShards( Vector &vecOrigin, trace_t &tr, Vector &shotDir, int iMaterial, bool bLarge, bool bBlood );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void MakeHurt( const CEffectData &data, bool bBlood )
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{
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trace_t tr;
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Vector vecOrigin, vecStart, vecShotDir;
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int iMaterial, iDamageType, iHitbox;
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short nSurfaceProp;
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C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
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if ( !pEntity )
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return;
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// If we hit, perform our custom effects and play the sound
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if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
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{
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// Throw out shards to show the player he's hurting it
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ImpactCreateHurtShards( vecOrigin, tr, vecShotDir, iMaterial, false, bBlood );
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// Check for custom effects based on the Decal index
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PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1.0 );
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}
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PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Impact for:
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// Bullets hitting targets that CAN be hurt
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//-----------------------------------------------------------------------------
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void ImpactCallback( const CEffectData &data )
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{
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MakeHurt( data, true );
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}
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DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Bloodless Impact for:
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// Bullets hitting targets that CAN be hurt
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//-----------------------------------------------------------------------------
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void ImpactNoBloodCallback( const CEffectData &data )
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{
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MakeHurt( data, false );
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}
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DECLARE_CLIENT_EFFECT( "ImpactNoBlood", ImpactNoBloodCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Impact for:
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// Bullets hitting targets that CANNOT be hurt
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//-----------------------------------------------------------------------------
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void ImpactUnhurtCallback( const CEffectData &data )
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{
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trace_t tr;
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Vector vecOrigin, vecStart, vecShotDir;
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int iMaterial, iDamageType, iHitbox;
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short nSurfaceProp;
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C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
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if ( !pEntity )
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return;
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// If we hit, perform our custom effects and play the sound
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// Don't decal team members, but decal everything else
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bool bShouldDecal = !( pEntity && pEntity->IsPlayer() );
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if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, bShouldDecal ? 0 : IMPACT_NODECAL ) )
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{
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// Check for custom effects based on the Decal index
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PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 0 );
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}
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PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
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}
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DECLARE_CLIENT_EFFECT( "ImpactUnhurt", ImpactUnhurtCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Impact for:
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// Bullets hitting player's handheld shields
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//-----------------------------------------------------------------------------
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void ImpactShieldCallback( const CEffectData &data )
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{
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trace_t tr;
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Vector vecOrigin, vecStart, vecShotDir;
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int iMaterial, iDamageType, iHitbox;
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short nSurfaceProp;
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ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
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// Don't call Impact() because we don't want to decal the player
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Vector reflect = -vecShotDir;
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reflect[0] += random->RandomFloat( -0.5f, 0.5f );
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reflect[1] += random->RandomFloat( -0.5f, 0.5f );
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reflect[2] += random->RandomFloat( 0, 0.5f );
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FX_MetalSpark( vecOrigin, reflect, -vecShotDir, 3 );
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}
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DECLARE_CLIENT_EFFECT( "ImpactShield", ImpactShieldCallback );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void MakePlasmaHurt( const CEffectData &data, bool bBlood )
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{
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trace_t tr;
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Vector vecOrigin, vecStart, vecShotDir;
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int iMaterial, iDamageType, iHitbox;
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short nSurfaceProp;
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C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
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if ( !pEntity )
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return;
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// If we hit, play our splash
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if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
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{
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// Throw out shards to show the player he's hurting it
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ImpactCreateHurtShards( vecOrigin, tr, vecShotDir, iMaterial, false, bBlood );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Impact for:
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// Plasma hitting targets that CAN be hurt
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//-----------------------------------------------------------------------------
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void ImpactPlasmaCallback( const CEffectData &data )
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{
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MakePlasmaHurt( data, true );
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}
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DECLARE_CLIENT_EFFECT( "PlasmaHurt", ImpactPlasmaCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Impact for:
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// Plasma hitting targets that CAN be hurt
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//-----------------------------------------------------------------------------
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void ImpactPlasmaNoBloodCallback( const CEffectData &data )
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{
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MakePlasmaHurt( data, false );
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}
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DECLARE_CLIENT_EFFECT( "PlasmaHurtNoBlood", ImpactPlasmaNoBloodCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Impact for:
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// Plasma hitting targets that CANNOT be hurt
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//-----------------------------------------------------------------------------
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void ImpactPlasmaUnhurtCallback( const CEffectData &data )
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{
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trace_t tr;
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Vector vecOrigin, vecStart, vecShotDir;
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int iMaterial, iDamageType, iHitbox;
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short nSurfaceProp;
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C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
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if ( !pEntity )
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return;
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// If we hit, play our splash
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bool bShouldDecal = !( pEntity && pEntity->IsPlayer() );
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if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, bShouldDecal ? 0 : IMPACT_NODECAL ) )
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{
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g_pEffects->EnergySplash( vecOrigin, tr.plane.normal, false );
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}
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}
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DECLARE_CLIENT_EFFECT( "PlasmaUnhurt", ImpactPlasmaUnhurtCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Impact for:
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// Plasma hitting player's handheld shields
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//-----------------------------------------------------------------------------
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void ImpactPlasmaShieldCallback( const CEffectData &data )
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{
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trace_t tr;
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Vector vecOrigin, vecStart, vecShotDir;
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int iMaterial, iDamageType, iHitbox;
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short nSurfaceProp;
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ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
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// Bounce sparks away from the shield
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// Don't call Impact() because we don't want to decal the player
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Vector offset = vecOrigin - ( vecShotDir * 1.0f );
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Vector vecDir = -vecShotDir + Vector(0,0,1.5);
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g_pEffects->Sparks( offset, 2, 2, &vecDir );
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}
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DECLARE_CLIENT_EFFECT( "PlasmaShield", ImpactPlasmaShieldCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Impact for:
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// Strider hitting anything
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//-----------------------------------------------------------------------------
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void ImpactStriderCallback( const CEffectData &data )
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{
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trace_t tr;
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Vector vecOrigin, vecStart, vecShotDir;
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int iMaterial, iDamageType, iHitbox;
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short nSurfaceProp;
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C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
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if ( !pEntity )
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return;
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// If we hit, play our splash
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if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
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{
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PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 5 );
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}
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}
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DECLARE_CLIENT_EFFECT( "Strider", ImpactStriderCallback );
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//=====================================================================================
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// SHARDS.
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// Models for small impact tempents (not vphysics simulated)
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//--------------------------------------------------------------------
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// WOOD
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//--------------------------------------------------------------------
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#define WOOD_SHARDS 5
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const char *ImpactHurtShards_Wood_Small_Models[ WOOD_SHARDS ] =
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{
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"models/props_debris/wood_shard_001.mdl",
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"models/props_debris/wood_shard_002.mdl",
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"models/props_debris/wood_shard_003.mdl",
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"models/props_debris/wood_shard_004.mdl",
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"models/props_debris/wood_shard_005.mdl",
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};
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// Model pointers for the above
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model_t *ImpactHurtShards_Wood_Small[ WOOD_SHARDS ];
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//--------------------------------------------------------------------
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// FOLIAGE
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//--------------------------------------------------------------------
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#define FOLIAGE_SHARDS 5
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const char *ImpactHurtShards_Foliage_Small_Models[ FOLIAGE_SHARDS ] =
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{
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"models/props_debris/foliage_shard_001.mdl",
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"models/props_debris/foliage_shard_002.mdl",
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"models/props_debris/foliage_shard_003.mdl",
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"models/props_debris/foliage_shard_004.mdl",
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"models/props_debris/foliage_shard_005.mdl",
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};
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// Model pointers for the above
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model_t *ImpactHurtShards_Foliage_Small[ FOLIAGE_SHARDS ];
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//--------------------------------------------------------------------
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// CONCRETE
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//--------------------------------------------------------------------
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#define CONCRETE_SHARDS 1
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const char *ImpactHurtShards_Concrete_Small_Models[ CONCRETE_SHARDS ] =
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{
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"models/props_debris/metal_shard_001.mdl",
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};
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// Model pointers for the above
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model_t *ImpactHurtShards_Concrete_Small[ CONCRETE_SHARDS ];
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//--------------------------------------------------------------------
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// METAL
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//--------------------------------------------------------------------
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#define METAL_SHARDS 6
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const char *ImpactHurtShards_Metal_Small_Models[ METAL_SHARDS ] =
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{
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"models/props_debris/metal_shard_001.mdl",
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"models/props_debris/metal_shard_002.mdl",
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"models/props_debris/metal_shard_003.mdl",
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"models/props_debris/metal_shard_004.mdl",
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"models/props_debris/metal_shard_005.mdl",
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"models/props_debris/metal_shard_006.mdl",
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};
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// Model pointers for the above
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model_t *ImpactHurtShards_Metal_Small[ METAL_SHARDS ];
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//-----------------------------------------------------------------------------
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// Purpose: Precache all our shards
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//-----------------------------------------------------------------------------
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void PrecacheImpactShards(void *pUser)
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{
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int i;
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// Wood
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for ( i = 0; i < WOOD_SHARDS; i++ )
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{
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const char *sFile = ImpactHurtShards_Wood_Small_Models[i];
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ImpactHurtShards_Wood_Small[i] = (model_t *)engine->LoadModel( sFile );
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}
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// Foliage
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for ( i = 0; i < FOLIAGE_SHARDS; i++ )
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{
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const char *sFile = ImpactHurtShards_Foliage_Small_Models[i];
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ImpactHurtShards_Foliage_Small[i] = (model_t *)engine->LoadModel( sFile );
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}
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// Concrete
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for ( i = 0; i < CONCRETE_SHARDS; i++ )
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{
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const char *sFile = ImpactHurtShards_Concrete_Small_Models[i];
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ImpactHurtShards_Concrete_Small[i] = (model_t *)engine->LoadModel( sFile );
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}
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// Metal
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for ( i = 0; i < METAL_SHARDS; i++ )
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{
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const char *sFile = ImpactHurtShards_Metal_Small_Models[i];
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ImpactHurtShards_Metal_Small[i] = (model_t *)engine->LoadModel( sFile );
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}
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}
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PRECACHE_REGISTER_FN(PrecacheImpactShards);
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//-----------------------------------------------------------------------------
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// Purpose: Throw out shards from the impact point to show we can hurt the target
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//-----------------------------------------------------------------------------
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void ImpactCreateHurtShards( Vector &vecOrigin, trace_t &tr, Vector &shotDir, int iMaterial, bool bLarge, bool bBlood )
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{
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// Throw out the effect if any of these are true
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if ( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) )
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return;
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float flShardSpread = 0.5;
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Vector vecSpawnOrigin = vecOrigin;
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int iNumGibs = random->RandomInt( 1, 2 );
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for ( int i = 0; i < iNumGibs; i++ )
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{
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QAngle vecAngles;
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vecAngles[0] = random->RandomFloat(-255, 255);
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vecAngles[1] = random->RandomFloat(-255, 255);
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vecAngles[2] = random->RandomFloat(-255, 255);
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Vector vecForceDir;
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float spreadOfs = random->RandomFloat( 3.0f, 4.0f );
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vecForceDir[0] = -shotDir[0] + random->RandomFloat( -(flShardSpread*spreadOfs), (flShardSpread*spreadOfs) );
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vecForceDir[1] = -shotDir[1] + random->RandomFloat( -(flShardSpread*spreadOfs), (flShardSpread*spreadOfs) );
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vecForceDir[2] = -shotDir[2] + random->RandomFloat( -(flShardSpread*spreadOfs), (flShardSpread*spreadOfs) );
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// Add some extra vertical height
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vecForceDir[2] += random->RandomFloat( 0, 5 );
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vecForceDir *= random->RandomFloat( 30.0,60.0 );
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model_t *pModel = NULL;
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int iFlags = ( FTENT_COLLIDEWORLD | FTENT_FADEOUT | FTENT_GRAVITY );
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// Select the right chunk for the job
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switch ( iMaterial )
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{
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case CHAR_TEX_WOOD:
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iFlags |= FTENT_ROTATE;
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pModel = ImpactHurtShards_Wood_Small[ random->RandomInt(0,WOOD_SHARDS-1) ];
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break;
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case CHAR_TEX_FOLIAGE:
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pModel = ImpactHurtShards_Foliage_Small[ random->RandomInt(0,FOLIAGE_SHARDS-1) ];
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break;
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case CHAR_TEX_METAL:
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case CHAR_TEX_VENT:
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case CHAR_TEX_GRATE:
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case CHAR_TEX_CONCRETE:
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default:
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pModel = ImpactHurtShards_Metal_Small[ random->RandomInt(0,METAL_SHARDS-1) ];
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break;
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case CHAR_TEX_FLESH:
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// Spray some blood out
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if ( !bBlood )
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return;
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CEffectData data;
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data.m_vOrigin = vecOrigin;
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data.m_vNormal = tr.plane.normal;
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data.m_flScale = 4;
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data.m_fFlags = FX_BLOODSPRAY_ALL;
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data.m_nEntIndex = tr.m_pEnt ? tr.m_pEnt->entindex() : 0;
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DispatchEffect( "tf2blood", data );
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return;
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break;
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/*
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case CHAR_TEX_CONCRETE:
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default:
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pModel = ImpactHurtShards_Concrete_Small[ random->RandomInt(0,CONCRETE_SHARDS-1) ];
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break;
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*/
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}
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Assert( pModel );
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||
|
|
||
|
// ROBIN: Removed until optimized
|
||
|
return;
|
||
|
|
||
|
// Throw it out
|
||
|
tempents->SpawnTempModel( pModel, vecSpawnOrigin, vecAngles, vecForceDir, random->RandomFloat(0.5,1.5), iFlags );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Throw out breakable, vphysics gibs from the surface we hit
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void ImpactCreateHurtGibs( Vector &vecOrigin, trace_t &tr, Vector &shotDir, int iMaterial, bool bLarge )
|
||
|
{
|
||
|
// Throw out the effect if any of these are true
|
||
|
if ( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) )
|
||
|
return;
|
||
|
|
||
|
Vector vecSpawnOrigin = vecOrigin - (shotDir * 32);
|
||
|
float flGibSpread = 0.8;
|
||
|
|
||
|
// Custom TF2 impact effects
|
||
|
if ( iMaterial == CHAR_TEX_FOLIAGE )
|
||
|
{
|
||
|
int iNumGibs = random->RandomInt( 1, 2 );
|
||
|
for ( int i = 0; i < iNumGibs; i++ )
|
||
|
{
|
||
|
AngularImpulse angVel;
|
||
|
angVel.Random( -400.0f, 400.0f );
|
||
|
Vector vecForceDir;
|
||
|
float spreadOfs = random->RandomFloat( 3.0f, 4.0f );
|
||
|
vecForceDir[0] = -shotDir[0] + random->RandomFloat( -(flGibSpread*spreadOfs), (flGibSpread*spreadOfs) );
|
||
|
vecForceDir[1] = -shotDir[1] + random->RandomFloat( -(flGibSpread*spreadOfs), (flGibSpread*spreadOfs) );
|
||
|
vecForceDir[2] = -shotDir[2] + random->RandomFloat( -(flGibSpread*spreadOfs), (flGibSpread*spreadOfs) );
|
||
|
// Add some extra vertical height
|
||
|
vecForceDir[2] += 5;
|
||
|
vecForceDir *= random->RandomFloat( 10.0,30.0 );
|
||
|
|
||
|
//C_BreakableProp *pProp = new C_BreakableProp;
|
||
|
//pProp->CreateClientsideProp( ImpactHurtGibs_Wood_Small[ random->RandomInt(0,NUM_WOOD_GIBS_SMALL-1) ], vecSpawnOrigin, vecForceDir, angVel );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PerformCustomEffects( vecOrigin, tr, shotDir, iMaterial, 1 );
|
||
|
}
|
||
|
}
|