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738 lines
24 KiB
738 lines
24 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Effects played when objects are building
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//
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//=============================================================================//
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#include "cbase.h"
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#include "clienteffectprecachesystem.h"
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#include "fx_sparks.h"
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#include "iefx.h"
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#include "c_te_effect_dispatch.h"
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#include "particles_ez.h"
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#include "decals.h"
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#include "engine/IEngineSound.h"
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#include "fx_quad.h"
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#include "engine/ivdebugoverlay.h"
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#include "shareddefs.h"
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#include "tf_shareddefs.h"
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#include "c_impact_effects.h"
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#include "fx.h"
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#include "iviewrender_beams.h"
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#include "view.h"
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#include "IEffects.h"
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#include "c_tracer.h"
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheTF2EffectBuild )
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CLIENTEFFECT_MATERIAL( "effects/blood" )
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CLIENTEFFECT_MATERIAL( "effects/human_build_warp" )
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CLIENTEFFECT_MATERIAL( "effects/tesla_glow_noz" )
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CLIENTEFFECT_MATERIAL( "particle/particle_smokegrenade" )
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CLIENTEFFECT_MATERIAL( "effects/human_tracers/human_sparksprite_A1" )
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CLIENTEFFECT_MATERIAL( "effects/human_tracers/human_sparktracer_A_" )
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CLIENTEFFECT_MATERIAL( "effects/alien_tracers/alien_pbtracer_A_" )
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CLIENTEFFECT_MATERIAL( "effects/alien_tracers/alien_pbsprite_A1" )
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CLIENTEFFECT_REGISTER_END()
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//-----------------------------------------------------------------------------
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// Purpose: Build impact
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//-----------------------------------------------------------------------------
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void FX_BuildImpact( const Vector &origin, const QAngle &vecAngles, const Vector &vecNormal, float flScale, bool bGround = false, CBaseEntity *pIgnore = NULL )
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{
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Vector offset;
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float spread = 0.1f;
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CSmartPtr<CDustParticle> pSimple = CDustParticle::Create( "dust" );
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pSimple->SetSortOrigin( origin );
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SimpleParticle *pParticle;
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Vector color( 0.35, 0.35, 0.35 );
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float colorRamp;
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// If we're hitting the ground, try and get the ground color
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if ( bGround )
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{
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trace_t tr;
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UTIL_TraceLine( origin, origin + Vector(0,0,-32), MASK_SHOT, pIgnore, COLLISION_GROUP_NONE, &tr );
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GetColorForSurface( &tr, &color );
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}
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int iNumPuffs = 8;
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for ( int i = 0; i < iNumPuffs; i++ )
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{
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QAngle vecTemp = vecAngles;
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vecTemp[YAW] += (360 / iNumPuffs) * i;
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Vector vecForward;
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AngleVectors( vecTemp, &vecForward );
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[0], origin );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = RandomFloat( 0.5f, 1.0f );
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pParticle->m_vecVelocity.Random( -spread, spread );
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pParticle->m_vecVelocity += ( vecForward * RandomFloat( 1.0f, 6.0f ) );
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VectorNormalize( pParticle->m_vecVelocity );
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float fForce = RandomFloat( 500, 750 );
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// scaled
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pParticle->m_vecVelocity *= fForce * flScale;
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colorRamp = RandomFloat( 0.75f, 1.25f );
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pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
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// scaled
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pParticle->m_uchStartSize = flScale * RandomInt( 15, 20 );
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// scaled
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pParticle->m_uchEndSize = flScale * pParticle->m_uchStartSize * 4;
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pParticle->m_uchStartAlpha = RandomInt( 32, 255 );
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = RandomInt( 0, 360 );
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pParticle->m_flRollDelta = RandomFloat( -8.0f, 8.0f );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Large dust impact
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//-----------------------------------------------------------------------------
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void BuildImpactCallback( const CEffectData &data )
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{
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Vector vecOrigin = data.m_vOrigin;
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QAngle vecAngles = data.m_vAngles;
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Vector vecNormal = data.m_vNormal;
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FX_BuildImpact( vecOrigin, vecAngles, vecNormal, 1 );
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// Randomly play sparks
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if ( RandomFloat() > 0.35 )
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{
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// Angle them up
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vecAngles[PITCH] = -90;
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Vector vecForward;
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AngleVectors( vecAngles, &vecForward );
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// Sparks
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FX_Sparks( vecOrigin, 2, 4, vecForward, 2.5, 48, 64 );
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}
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}
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DECLARE_CLIENT_EFFECT( "BuildImpact", BuildImpactCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Small dust impact
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//-----------------------------------------------------------------------------
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void BuildImpactSmallCallback( const CEffectData &data )
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{
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Vector vecOrigin = data.m_vOrigin;
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QAngle vecAngles = data.m_vAngles;
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Vector vecNormal = data.m_vNormal;
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FX_BuildImpact( vecOrigin, vecAngles, vecNormal, 0.65 );
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}
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DECLARE_CLIENT_EFFECT( "BuildImpactSmall", BuildImpactSmallCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Large dust impact to be used only when something's landed on the ground
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//-----------------------------------------------------------------------------
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void BuildImpactGroundCallback( const CEffectData &data )
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{
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Vector vecOrigin = data.m_vOrigin;
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QAngle vecAngles = data.m_vAngles;
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Vector vecNormal = data.m_vNormal;
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int iEntIndex = data.m_nEntIndex;
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C_BaseEntity *pEntity = ClientEntityList().GetEnt( iEntIndex );
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FX_BuildImpact( vecOrigin, vecAngles, vecNormal, 1, true, pEntity );
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}
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DECLARE_CLIENT_EFFECT( "BuildImpactGround", BuildImpactGroundCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Create a tesla effect between two points
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//-----------------------------------------------------------------------------
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void TF2_FX_BuildTesla( C_BaseEntity *pEntity, Vector &vecOrigin, Vector &vecEnd )
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{
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BeamInfo_t beamInfo;
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beamInfo.m_nType = TE_BEAMTESLA;
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beamInfo.m_vecStart = vecOrigin;
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beamInfo.m_vecEnd = vecEnd;
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beamInfo.m_pszModelName = "sprites/physbeam.vmt";
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beamInfo.m_flHaloScale = 0.0;
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beamInfo.m_flLife = RandomFloat( 0.3, 0.55 );
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beamInfo.m_flWidth = 5.0;
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beamInfo.m_flEndWidth = 1;
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beamInfo.m_flFadeLength = 0.3;
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beamInfo.m_flAmplitude = 16;
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beamInfo.m_flBrightness = 200.0;
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beamInfo.m_flSpeed = 0.0;
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beamInfo.m_nStartFrame = 0.0;
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beamInfo.m_flFrameRate = 1.0;
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beamInfo.m_flRed = 255.0;
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beamInfo.m_flGreen = 255.0;
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beamInfo.m_flBlue = 255.0;
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beamInfo.m_nSegments = 20;
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beamInfo.m_bRenderable = true;
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beamInfo.m_nFlags = FBEAM_ONLYNOISEONCE;
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beams->CreateBeamPoints( beamInfo );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Tesla effect
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//-----------------------------------------------------------------------------
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void TF2_BuildTeslaCallback( const CEffectData &data )
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{
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Vector vecOrigin = data.m_vOrigin;
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QAngle vecAngles = data.m_vAngles;
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int iEntIndex = data.m_nEntIndex;
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C_BaseEntity *pEntity = ClientEntityList().GetEnt( iEntIndex );
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// Send out beams around us
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int iNumBeamsAround = 4;
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int iNumRandomBeams = 2;
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int iTotalBeams = iNumBeamsAround + iNumRandomBeams;
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float flYawOffset = RandomFloat(0,360);
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for ( int i = 0; i < iTotalBeams; i++ )
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{
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// Make a couple of tries at it
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int iTries = -1;
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Vector vecForward;
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trace_t tr;
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do
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{
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iTries++;
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// Some beams are deliberatly aimed around the point, the rest are random.
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if ( i < iNumBeamsAround )
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{
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QAngle vecTemp = vecAngles;
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vecTemp[YAW] += anglemod( flYawOffset + ((360 / iTotalBeams) * i) );
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AngleVectors( vecTemp, &vecForward );
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// Randomly angle it up or down
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vecForward.z = RandomFloat( -1, 1 );
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}
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else
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{
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vecForward = RandomVector( -1, 1 );
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}
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UTIL_TraceLine( vecOrigin, vecOrigin + (vecForward * 192), MASK_SHOT, pEntity, COLLISION_GROUP_NONE, &tr );
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} while ( tr.fraction >= 1.0 && iTries < 3 );
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Vector vecEnd = tr.endpos - (vecForward * 8);
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// Only spark & glow if we hit something
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if ( tr.fraction < 1.0 )
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{
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if ( !EffectOccluded( tr.endpos ) )
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{
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// Move it towards the camera
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Vector vecFlash = tr.endpos;
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Vector vecForward;
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AngleVectors( MainViewAngles(), &vecForward );
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vecFlash -= (vecForward * 8);
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g_pEffects->EnergySplash( vecFlash, -vecForward, false );
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// End glow
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CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "dust" );
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pSimple->SetSortOrigin( vecFlash );
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SimpleParticle *pParticle;
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/tesla_glow_noz" ), vecFlash );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = RandomFloat( 0.5, 1 );
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pParticle->m_vecVelocity = vec3_origin;
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Vector color( 1,1,1 );
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float colorRamp = RandomFloat( 0.75f, 1.25f );
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pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
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pParticle->m_uchStartSize = RandomFloat( 6,13 );
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pParticle->m_uchEndSize = pParticle->m_uchStartSize - 2;
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pParticle->m_uchStartAlpha = 255;
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pParticle->m_uchEndAlpha = 10;
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pParticle->m_flRoll = RandomFloat( 0,360 );
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pParticle->m_flRollDelta = 0;
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}
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}
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}
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// Build the tesla
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TF2_FX_BuildTesla( pEntity, vecOrigin, tr.endpos );
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}
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}
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DECLARE_CLIENT_EFFECT( "TF2BuildTesla", TF2_BuildTeslaCallback );
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//-----------------------------------------------------------------------------
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// Purpose: WarpParticle emitter
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// This is a particle that scales up to its max size in WARPEMMITER_MIDPOINT
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// of it's lifetime, the drops back to its initial size by the end of its life.
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// Alpha scales the same way.
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//-----------------------------------------------------------------------------
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#define WARPEMMITER_MIDPOINT 0.6
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class CWarpParticleEmitter : public CSimpleEmitter
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{
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public:
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CWarpParticleEmitter( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
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//Create
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static CWarpParticleEmitter *Create( const char *pDebugName="dust" )
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{
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return new CWarpParticleEmitter( pDebugName );
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}
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// Scale
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virtual float UpdateScale( const SimpleParticle *pParticle )
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{
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float tLifeTime = pParticle->m_flLifetime / pParticle->m_flDieTime;
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// Ramp up for the first 75% of my life, then reduce for the rest
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if ( tLifeTime < WARPEMMITER_MIDPOINT )
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{
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tLifeTime = RemapVal( tLifeTime, 0, WARPEMMITER_MIDPOINT, 0, 1.0 );
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return (float)pParticle->m_uchStartSize + ( (float)pParticle->m_uchEndSize - (float)pParticle->m_uchStartSize ) * tLifeTime;
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}
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tLifeTime -= WARPEMMITER_MIDPOINT;
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tLifeTime = RemapVal( tLifeTime, 0, 1 - WARPEMMITER_MIDPOINT, 0, 1.0 );
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return (float)pParticle->m_uchEndSize - ( (float)pParticle->m_uchEndSize - (float)pParticle->m_uchStartSize ) * tLifeTime;
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}
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//Alpha
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virtual float UpdateAlpha( const SimpleParticle *pParticle )
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{
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float tLifeTime = pParticle->m_flLifetime / pParticle->m_flDieTime;
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float flAlpha = 0;
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// Ramp up for the first 75% of my life, then reduce for the rest
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if ( tLifeTime < WARPEMMITER_MIDPOINT )
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{
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tLifeTime = RemapVal( tLifeTime, 0, WARPEMMITER_MIDPOINT, 0, 1.0 );
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flAlpha = (float)pParticle->m_uchStartAlpha + ( (float)pParticle->m_uchEndAlpha - (float)pParticle->m_uchStartAlpha ) * tLifeTime;
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}
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else
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{
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tLifeTime -= WARPEMMITER_MIDPOINT;
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tLifeTime = RemapVal( tLifeTime, 0, 1 - WARPEMMITER_MIDPOINT, 0, 1.0 );
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flAlpha = (float)pParticle->m_uchEndAlpha - ( (float)pParticle->m_uchEndAlpha - (float)pParticle->m_uchStartAlpha ) * tLifeTime;
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}
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flAlpha = flAlpha / 255;
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return flAlpha;
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}
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private:
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CWarpParticleEmitter( const CWarpParticleEmitter & ); // not defined, not accessible
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void FX_BuildWarp( Vector &vecOrigin, QAngle &vecAngles, float flScale )
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{
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if ( EffectOccluded( vecOrigin ) )
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return;
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CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "dust" );
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pSimple->SetSortOrigin( vecOrigin );
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SimpleParticle *pParticle;
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Vector color( 1, 1, 1 );
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float colorRamp;
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// Big flash
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/blueflare2" ), vecOrigin );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = 0.5;
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pParticle->m_vecVelocity = vec3_origin;
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colorRamp = RandomFloat( 0.75f, 1.25f );
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pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
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pParticle->m_uchStartSize = RandomFloat( 10,15 );
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 8 * flScale;
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pParticle->m_uchStartAlpha = 48;
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = 0;
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pParticle->m_flRollDelta = 0;
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}
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// Bright light
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// Move it towards the camera
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||
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Vector vecForward;
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AngleVectors( MainViewAngles(), &vecForward );
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vecOrigin -= (vecForward * 8);
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CSmartPtr<CWarpParticleEmitter> pWarpEmitter = CWarpParticleEmitter::Create( "dust" );
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pWarpEmitter->SetSortOrigin( vecOrigin );
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||
|
pParticle = (SimpleParticle *) pWarpEmitter->AddParticle( sizeof( SimpleParticle ), pWarpEmitter->GetPMaterial( "effects/human_build_warp" ), vecOrigin );
|
||
|
if ( pParticle != NULL )
|
||
|
{
|
||
|
pParticle->m_flLifetime = 0.0f;
|
||
|
pParticle->m_flDieTime = 0.4;
|
||
|
pParticle->m_vecVelocity = vec3_origin;
|
||
|
|
||
|
colorRamp = RandomFloat( 0.75f, 1.25f );
|
||
|
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
|
||
|
pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
|
||
|
pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
|
||
|
|
||
|
pParticle->m_uchStartSize = RandomInt( 10,13 ) * flScale;
|
||
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize * 9;
|
||
|
|
||
|
pParticle->m_uchStartAlpha = 32;
|
||
|
pParticle->m_uchEndAlpha = 192;
|
||
|
|
||
|
pParticle->m_flRoll = 0;
|
||
|
pParticle->m_flRollDelta = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Warp effect
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void BuildWarpCallback( const CEffectData &data )
|
||
|
{
|
||
|
Vector vecOrigin = data.m_vOrigin;
|
||
|
QAngle vecAngles = data.m_vAngles;
|
||
|
|
||
|
// Warp effect
|
||
|
FX_BuildWarp( vecOrigin, vecAngles, 2 );
|
||
|
g_pEffects->EnergySplash( vecOrigin, Vector(0,0,1), false );
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "BuildWarp", BuildWarpCallback );
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Small Warp effect
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void BuildWarpSmallCallback( const CEffectData &data )
|
||
|
{
|
||
|
Vector vecOrigin = data.m_vOrigin;
|
||
|
QAngle vecAngles = data.m_vAngles;
|
||
|
|
||
|
// Warp effect
|
||
|
FX_BuildWarp( vecOrigin, vecAngles, 1.5 );
|
||
|
g_pEffects->EnergySplash( vecOrigin, Vector(0,0,1), false );
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "BuildWarpSmall", BuildWarpSmallCallback );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Spark effects
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void BuildSparksCallback( const CEffectData &data )
|
||
|
{
|
||
|
Vector vecOrigin = data.m_vOrigin;
|
||
|
QAngle vecAngles = data.m_vAngles;
|
||
|
|
||
|
// Angle them up
|
||
|
vecAngles[PITCH] = -90;
|
||
|
Vector vecForward;
|
||
|
AngleVectors( vecAngles, &vecForward );
|
||
|
|
||
|
// Sparks
|
||
|
FX_Sparks( vecOrigin, 2, 4, vecForward, 2.5, 48, 64 );
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "BuildSparks", BuildSparksCallback );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Red Spark effects
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void BuildSparksRedCallback( const CEffectData &data )
|
||
|
{
|
||
|
Vector vecOrigin = data.m_vOrigin;
|
||
|
QAngle vecAngles = data.m_vAngles;
|
||
|
|
||
|
// Angle them up
|
||
|
vecAngles[PITCH] = -90;
|
||
|
Vector vecForward;
|
||
|
AngleVectors( vecAngles, &vecForward );
|
||
|
|
||
|
// Sparks
|
||
|
FX_Sparks( vecOrigin, 2, 4, vecForward, 2.5, 48, 64, "effects/spark2" );
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "BuildSparksRed", BuildSparksRedCallback );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Electric sparks effect
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void BuildSparksElectricCallback( const CEffectData &data )
|
||
|
{
|
||
|
Vector vecOrigin = data.m_vOrigin;
|
||
|
Vector vecNormal = data.m_vNormal;
|
||
|
|
||
|
// Sparks
|
||
|
FX_ElectricSpark( vecOrigin, 2, 4, &vecNormal );
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "BuildSparksElectric", BuildSparksElectricCallback );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Metal sparks effect
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void BuildSparksMetalCallback( const CEffectData &data )
|
||
|
{
|
||
|
Vector vecOrigin = data.m_vOrigin;
|
||
|
Vector vecNormal = data.m_vNormal;
|
||
|
|
||
|
// Sparks
|
||
|
FX_MetalSpark( vecOrigin, vecNormal, vecNormal, 2 );
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "BuildSparksMetal", BuildSparksMetalCallback );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Metal scrape effect
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void BuildMetalScrapeCallback( const CEffectData &data )
|
||
|
{
|
||
|
Vector vecOrigin = data.m_vOrigin;
|
||
|
Vector vecNormal = data.m_vNormal;
|
||
|
|
||
|
// Sparks
|
||
|
FX_MetalScrape( vecOrigin, vecNormal );
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "BuildMetalScrape", BuildMetalScrapeCallback );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Warp effect that looks like it's sucking things to it
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void FX_BuildWarpSuck( Vector &vecOrigin, QAngle &vecAngles, float flScale )
|
||
|
{
|
||
|
CSmartPtr<CTrailParticles> pEmitter = CTrailParticles::Create( "BuildWarpSuck" );
|
||
|
PMaterialHandle hParticleMaterial = pEmitter->GetPMaterial( "effects/bluespark" );
|
||
|
pEmitter->Setup( (Vector &) vecOrigin,
|
||
|
NULL,
|
||
|
0.0,
|
||
|
0,
|
||
|
64,
|
||
|
0,
|
||
|
0,
|
||
|
bitsPARTICLE_TRAIL_VELOCITY_DAMPEN | bitsPARTICLE_TRAIL_FADE );
|
||
|
|
||
|
// Add particles
|
||
|
int iNumParticles = 60;
|
||
|
for ( int i = 0; i < iNumParticles; i++ )
|
||
|
{
|
||
|
Vector vOffset = RandomVector( -1, 1 );
|
||
|
VectorNormalize( vOffset );
|
||
|
float flDistance = RandomFloat( 16, 64 ) * flScale;
|
||
|
Vector vPos = vecOrigin + (vOffset * flDistance);
|
||
|
|
||
|
TrailParticle *pParticle = (TrailParticle *) pEmitter->AddParticle( sizeof(TrailParticle), hParticleMaterial, vPos );
|
||
|
if ( pParticle )
|
||
|
{
|
||
|
float flSpeed = RandomFloat(8,16) * (flScale * flScale * flScale);
|
||
|
pParticle->m_vecVelocity = vOffset * -flSpeed;
|
||
|
pParticle->m_flDieTime = MIN( 3, (flDistance / flSpeed) + RandomFloat(0.0, 0.2) );
|
||
|
pParticle->m_flLifetime = 0;
|
||
|
pParticle->m_flWidth = RandomFloat( 2, 3 ) * flScale;
|
||
|
pParticle->m_flLength = RandomFloat( 1, 2 ) * flScale;
|
||
|
|
||
|
Color32Init( pParticle->m_color, 255, 255, 255, 255 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Warp effect that looks like it's sucking things to it
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void BuildWarpSuckCallback( const CEffectData &data )
|
||
|
{
|
||
|
Vector vecOrigin = data.m_vOrigin;
|
||
|
QAngle vecAngles = data.m_vAngles;
|
||
|
|
||
|
FX_BuildWarpSuck( vecOrigin, vecAngles, 1.0 );
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "BuildWarpSuck", BuildWarpSuckCallback );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Bigger Warp effect that looks like it's sucking things to it
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void BuildWarpSuckBigCallback( const CEffectData &data )
|
||
|
{
|
||
|
Vector vecOrigin = data.m_vOrigin;
|
||
|
QAngle vecAngles = data.m_vAngles;
|
||
|
|
||
|
FX_BuildWarpSuck( vecOrigin, vecAngles, 2.0 );
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "BuildWarpSuckBig", BuildWarpSuckBigCallback );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: GasSpurt Emitter
|
||
|
// This is an emitter that keeps spitting out particles for its lifetime
|
||
|
// It won't create particles if it's not in view, so it's best when short lived
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CGasSpurtEmitter : public CSimpleEmitter
|
||
|
{
|
||
|
typedef CSimpleEmitter BaseClass;
|
||
|
public:
|
||
|
CGasSpurtEmitter( const char *pDebugName ) : CSimpleEmitter( pDebugName )
|
||
|
{
|
||
|
m_flDeathTime = 0;
|
||
|
m_flLastParticleSpawnTime = 0;
|
||
|
}
|
||
|
|
||
|
// Create
|
||
|
static CGasSpurtEmitter *Create( const char *pDebugName="gasspurt" )
|
||
|
{
|
||
|
return new CGasSpurtEmitter( pDebugName );
|
||
|
}
|
||
|
|
||
|
void SetLifeTime( float flTime )
|
||
|
{
|
||
|
m_flDeathTime = gpGlobals->curtime + flTime;
|
||
|
}
|
||
|
|
||
|
void SetSpurtAngle( QAngle &vecAngles )
|
||
|
{
|
||
|
AngleVectors( vecAngles, &m_vecSpurtForward );
|
||
|
}
|
||
|
|
||
|
void SetSpurtColor( const Vector4D &pColor )
|
||
|
{
|
||
|
for ( int i = 0; i <= 3; i++ )
|
||
|
{
|
||
|
m_SpurtColor[i] = pColor[i];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void SetSpawnRate( float flRate )
|
||
|
{
|
||
|
m_flSpawnRate = flRate;
|
||
|
}
|
||
|
|
||
|
void CreateSpurtParticles( void )
|
||
|
{
|
||
|
SimpleParticle *pParticle;
|
||
|
|
||
|
// Smoke
|
||
|
int numParticles = RandomInt( 1,2 );
|
||
|
for ( int i = 0; i < numParticles; i++ )
|
||
|
{
|
||
|
pParticle = (SimpleParticle *) AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[0], m_vSortOrigin );
|
||
|
if ( pParticle == NULL )
|
||
|
break;
|
||
|
|
||
|
pParticle->m_flLifetime = 0.0f;
|
||
|
pParticle->m_flDieTime = RandomFloat( 0.5, 1.0 );
|
||
|
|
||
|
// Random velocity around the angles forward
|
||
|
Vector vecVelocity;
|
||
|
vecVelocity.Random( -0.1f, 0.1f );
|
||
|
vecVelocity += m_vecSpurtForward;
|
||
|
VectorNormalize( vecVelocity );
|
||
|
vecVelocity *= RandomFloat( 16.0f, 64.0f );
|
||
|
pParticle->m_vecVelocity = vecVelocity;
|
||
|
|
||
|
// Randomize the color a little
|
||
|
int color[3][2];
|
||
|
for( int i = 0; i < 3; ++i )
|
||
|
{
|
||
|
color[i][0] = MAX( 0, m_SpurtColor[i] - 64 );
|
||
|
color[i][1] = MIN( 255, m_SpurtColor[i] + 64 );
|
||
|
}
|
||
|
pParticle->m_uchColor[0] = random->RandomInt( color[0][0], color[0][1] );
|
||
|
pParticle->m_uchColor[1] = random->RandomInt( color[1][0], color[1][1] );
|
||
|
pParticle->m_uchColor[2] = random->RandomInt( color[2][0], color[2][1] );
|
||
|
|
||
|
pParticle->m_uchStartAlpha = m_SpurtColor[3];
|
||
|
pParticle->m_uchEndAlpha = 0;
|
||
|
pParticle->m_uchStartSize = RandomInt( 1, 2 );
|
||
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize*3;
|
||
|
pParticle->m_flRoll = RandomFloat( 0, 360 );
|
||
|
pParticle->m_flRollDelta = RandomFloat( -4.0f, 4.0f );
|
||
|
}
|
||
|
|
||
|
m_flLastParticleSpawnTime = gpGlobals->curtime + m_flSpawnRate;
|
||
|
}
|
||
|
|
||
|
virtual void SimulateParticles( CParticleSimulateIterator *pIterator )
|
||
|
{
|
||
|
Particle *pParticle = (Particle*)pIterator->GetFirst();
|
||
|
while ( pParticle )
|
||
|
{
|
||
|
// If our lifetime isn't up, create more particles
|
||
|
if ( m_flDeathTime > gpGlobals->curtime )
|
||
|
{
|
||
|
if ( m_flLastParticleSpawnTime <= gpGlobals->curtime )
|
||
|
{
|
||
|
CreateSpurtParticles();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
pParticle = (Particle*)pIterator->GetNext();
|
||
|
}
|
||
|
|
||
|
BaseClass::SimulateParticles( pIterator );
|
||
|
}
|
||
|
|
||
|
|
||
|
private:
|
||
|
float m_flDeathTime;
|
||
|
float m_flLastParticleSpawnTime;
|
||
|
float m_flSpawnRate;
|
||
|
Vector m_vecSpurtForward;
|
||
|
Vector4D m_SpurtColor;
|
||
|
|
||
|
CGasSpurtEmitter( const CGasSpurtEmitter & ); // not defined, not accessible
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Small hose gas spurt
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void FX_BuildGasSpurt( Vector &vecOrigin, QAngle &vecAngles, float flLifeTime, const Vector4D &pColor )
|
||
|
{
|
||
|
CSmartPtr<CGasSpurtEmitter> pSimple = CGasSpurtEmitter::Create( "FX_Smoke" );
|
||
|
pSimple->SetSortOrigin( vecOrigin );
|
||
|
pSimple->SetLifeTime( flLifeTime );
|
||
|
pSimple->SetSpurtAngle( vecAngles );
|
||
|
pSimple->SetSpurtColor( pColor );
|
||
|
pSimple->SetSpawnRate( 0.03 );
|
||
|
pSimple->CreateSpurtParticles();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Green hose gas spurt
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void GasGreenCallback( const CEffectData &data )
|
||
|
{
|
||
|
Vector vecOrigin = data.m_vOrigin;
|
||
|
QAngle vecAngles = data.m_vAngles;
|
||
|
|
||
|
Vector4D color( 50,192,50,255 );
|
||
|
FX_BuildGasSpurt( vecOrigin, vecAngles, 1.0, color );
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "GasGreen", GasGreenCallback );
|