You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
348 lines
11 KiB
348 lines
11 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: A blood spray effect to expose successful hits.
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "clienteffectprecachesystem.h"
|
||
|
#include "fx_sparks.h"
|
||
|
#include "iefx.h"
|
||
|
#include "c_te_effect_dispatch.h"
|
||
|
#include "particles_ez.h"
|
||
|
#include "decals.h"
|
||
|
#include "engine/IEngineSound.h"
|
||
|
#include "fx_quad.h"
|
||
|
#include "engine/ivdebugoverlay.h"
|
||
|
#include "shareddefs.h"
|
||
|
#include "fx_blood.h"
|
||
|
#include "tf_shareddefs.h"
|
||
|
#include "view.h"
|
||
|
#include "c_basetfplayer.h"
|
||
|
|
||
|
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectTF2BloodSpray )
|
||
|
CLIENTEFFECT_MATERIAL( "effects/blood_gore" )
|
||
|
CLIENTEFFECT_MATERIAL( "effects/blood_drop" )
|
||
|
CLIENTEFFECT_MATERIAL( "effects/blood_puff" )
|
||
|
CLIENTEFFECT_REGISTER_END()
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : origin -
|
||
|
// normal -
|
||
|
// scale -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void FX_TF2_BloodSpray( const Vector &origin, const Vector &normal, float scale, unsigned char r, unsigned char g, unsigned char b, int flags )
|
||
|
{
|
||
|
if ( UTIL_IsLowViolence() )
|
||
|
return;
|
||
|
|
||
|
//debugoverlay->AddLineOverlay( origin, origin + normal * 72, 255, 255, 255, true, 10 );
|
||
|
|
||
|
float spread = 0.2f;
|
||
|
Vector color = Vector( r / 255.0f, g / 255.0f, b / 255.0f );
|
||
|
float colorRamp;
|
||
|
Vector offset;
|
||
|
int i;
|
||
|
|
||
|
Vector offDir;
|
||
|
Vector right;
|
||
|
Vector up;
|
||
|
Vector vecNormal = normal;
|
||
|
|
||
|
// Get the distance to the view
|
||
|
float flDistance = (origin - MainViewOrigin()).Length();
|
||
|
float flLODDistance = 0.25 * (flDistance / 512);
|
||
|
float flDistanceScale = 1.0 + flLODDistance;
|
||
|
|
||
|
if (vecNormal != Vector(0, 0, 1) )
|
||
|
{
|
||
|
right = vecNormal.Cross( Vector(0, 0, 1) );
|
||
|
up = right.Cross( vecNormal );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
right = Vector(0, 0, 1);
|
||
|
up = right.Cross( vecNormal );
|
||
|
}
|
||
|
|
||
|
// If the normal's too close to being along the view, push it out
|
||
|
Vector vecForward, vecRight;
|
||
|
AngleVectors( MainViewAngles(), &vecForward, &vecRight, NULL );
|
||
|
float flDot = DotProduct( vecNormal, vecForward );
|
||
|
if ( fabs(flDot) > 0.5 )
|
||
|
{
|
||
|
float flPush = random->RandomFloat(0.5, 1.5) + flLODDistance;
|
||
|
float flRightDot = DotProduct( vecNormal, vecRight );
|
||
|
// If we're up close, randomly move it around. If we're at a distance, always push it to the side
|
||
|
// Up close, this can move it back towards the view, but the random chance still looks better
|
||
|
if ( ( flDistance >= 512 && flRightDot > 0 ) || ( flDistance < 512 && RandomFloat(0,1) > 0.5 ) )
|
||
|
{
|
||
|
// Turn it to the right
|
||
|
vecNormal += (vecRight * flPush);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Turn it to the left
|
||
|
vecNormal -= (vecRight * flPush);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Dump out drops
|
||
|
//
|
||
|
// Don't bother with these over midrange distance
|
||
|
if (flags & FX_BLOODSPRAY_DROPS && ( flDistance < 1500 ) )
|
||
|
{
|
||
|
TrailParticle *tParticle;
|
||
|
|
||
|
CSmartPtr<CTrailParticles> pTrailEmitter = CTrailParticles::Create( "blooddrops" );
|
||
|
if ( !pTrailEmitter )
|
||
|
return;
|
||
|
|
||
|
pTrailEmitter->SetSortOrigin( origin );
|
||
|
|
||
|
// Partial gravity on blood drops.
|
||
|
pTrailEmitter->SetGravity( 600.0 );
|
||
|
|
||
|
// Enable simple collisions with nearby surfaces.
|
||
|
pTrailEmitter->Setup(origin, &vecNormal, 1, 10, 100, 600, 0.2, 0 );
|
||
|
|
||
|
PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_drop" );
|
||
|
|
||
|
//
|
||
|
// Long stringy drops of blood.
|
||
|
//
|
||
|
for ( i = 0; i < 7; i++ )
|
||
|
{
|
||
|
// Originate from within a circle 'scale' inches in diameter.
|
||
|
offset = origin;
|
||
|
offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale;
|
||
|
offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale;
|
||
|
|
||
|
tParticle = (TrailParticle *) pTrailEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
|
||
|
|
||
|
if ( tParticle == NULL )
|
||
|
break;
|
||
|
|
||
|
tParticle->m_flLifetime = 0.0f;
|
||
|
|
||
|
offDir = vecNormal + RandomVector( -0.3f, 0.3f );
|
||
|
|
||
|
tParticle->m_vecVelocity = offDir * random->RandomFloat( 4.0f * scale, 40.0f * scale );
|
||
|
tParticle->m_vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f ) * scale;
|
||
|
|
||
|
tParticle->m_flWidth = random->RandomFloat( 0.5f, 1.0f ) * scale * (flDistanceScale * 1.25);
|
||
|
tParticle->m_flLength = random->RandomFloat( 0.02f, 0.03f ) * scale * (flDistanceScale * 1.25);
|
||
|
tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
|
||
|
|
||
|
// Ramp up the brightness as it gets farther away
|
||
|
colorRamp = random->RandomFloat( 0.5f, 0.75f ) + flLODDistance;
|
||
|
FloatToColor32( tParticle->m_color, MIN( 1.0, color[0] * colorRamp ), MIN( 1.0, color[1] * colorRamp ), MIN( 1.0, color[2] * colorRamp ), 1.0f );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Shorter droplets.
|
||
|
//
|
||
|
// Only do these at short range
|
||
|
if ( flDistance < 512 )
|
||
|
{
|
||
|
for ( i = 0; i < 10; i++ )
|
||
|
{
|
||
|
// Originate from within a circle 'scale' inches in diameter.
|
||
|
offset = origin;
|
||
|
offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale;
|
||
|
offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale;
|
||
|
|
||
|
tParticle = (TrailParticle *) pTrailEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
|
||
|
|
||
|
if ( tParticle == NULL )
|
||
|
break;
|
||
|
|
||
|
tParticle->m_flLifetime = 0.0f;
|
||
|
|
||
|
offDir = vecNormal + RandomVector( -1.0f, 1.0f );
|
||
|
offDir[2] += random->RandomFloat(0, 1.0f);
|
||
|
|
||
|
tParticle->m_vecVelocity = offDir * random->RandomFloat( 2.0f * scale, 25.0f * scale );
|
||
|
tParticle->m_vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f ) * scale;
|
||
|
|
||
|
tParticle->m_flWidth = random->RandomFloat( 0.25f, 0.375f ) * scale * flDistanceScale;
|
||
|
tParticle->m_flLength = random->RandomFloat( 0.0025f, 0.005f ) * scale * flDistanceScale;
|
||
|
tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
|
||
|
|
||
|
colorRamp = random->RandomFloat( 0.5f, 0.75f ) + flLODDistance;
|
||
|
FloatToColor32( tParticle->m_color, MIN( 1.0, color[0] * colorRamp ), MIN( 1.0, color[1] * colorRamp ), MIN( 1.0, color[2] * colorRamp ), 1.0f );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ((flags & FX_BLOODSPRAY_GORE) || (flags & FX_BLOODSPRAY_CLOUD))
|
||
|
{
|
||
|
CSmartPtr<CBloodSprayEmitter> pSimple = CBloodSprayEmitter::Create( "bloodgore" );
|
||
|
if ( !pSimple )
|
||
|
return;
|
||
|
|
||
|
pSimple->SetSortOrigin( origin );
|
||
|
pSimple->SetGravity( 0 );
|
||
|
|
||
|
PMaterialHandle hMaterial;
|
||
|
|
||
|
//
|
||
|
// Tight blossom of blood at the center.
|
||
|
//
|
||
|
if (flags & FX_BLOODSPRAY_GORE)
|
||
|
{
|
||
|
hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_gore" );
|
||
|
|
||
|
SimpleParticle *pParticle;
|
||
|
|
||
|
for ( i = 0; i < 6; i++ )
|
||
|
{
|
||
|
// Originate from within a circle 'scale' inches in diameter.
|
||
|
offset = origin + ( 0.5 * scale * vecNormal );
|
||
|
offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale;
|
||
|
offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale;
|
||
|
|
||
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, offset );
|
||
|
|
||
|
if ( pParticle != NULL )
|
||
|
{
|
||
|
pParticle->m_flLifetime = 0.0f;
|
||
|
pParticle->m_flDieTime = 0.3f;
|
||
|
|
||
|
spread = 0.2f;
|
||
|
pParticle->m_vecVelocity.Random( -spread, spread );
|
||
|
pParticle->m_vecVelocity += vecNormal * random->RandomInt( 10, 100 );
|
||
|
//VectorNormalize( pParticle->m_vecVelocity );
|
||
|
|
||
|
colorRamp = random->RandomFloat( 0.75f, 1.0f ) + flLODDistance;
|
||
|
|
||
|
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 = random->RandomFloat( scale, scale * 4 ) * flDistanceScale;
|
||
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2 * flDistanceScale;
|
||
|
|
||
|
pParticle->m_uchStartAlpha = random->RandomInt( 200, 255 );
|
||
|
pParticle->m_uchEndAlpha = 0;
|
||
|
|
||
|
pParticle->m_flRoll = random->RandomInt( 0, 360 );
|
||
|
pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Diffuse cloud just in front of the exit wound.
|
||
|
//
|
||
|
if (flags & FX_BLOODSPRAY_CLOUD)
|
||
|
{
|
||
|
hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_puff" );
|
||
|
|
||
|
SimpleParticle *pParticle;
|
||
|
|
||
|
for ( i = 0; i < 6; i++ )
|
||
|
{
|
||
|
// Originate from within a circle '2 * scale' inches in diameter.
|
||
|
offset = origin + ( scale * vecNormal * 0.5 );
|
||
|
offset += right * random->RandomFloat( -1, 1 ) * scale;
|
||
|
offset += up * random->RandomFloat( -1, 1 ) * scale;
|
||
|
|
||
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, offset );
|
||
|
|
||
|
if ( pParticle != NULL )
|
||
|
{
|
||
|
pParticle->m_flLifetime = 0.0f;
|
||
|
pParticle->m_flDieTime = random->RandomFloat( 0.5f, 0.8f);
|
||
|
|
||
|
spread = 0.5f;
|
||
|
pParticle->m_vecVelocity.Random( -spread, spread );
|
||
|
pParticle->m_vecVelocity += vecNormal * random->RandomInt( 100, 200 );
|
||
|
|
||
|
colorRamp = random->RandomFloat( 0.5f, 0.75f ) + flLODDistance;
|
||
|
|
||
|
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 = random->RandomFloat( scale * 0.5, scale ) * flDistanceScale;
|
||
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4 * flDistanceScale;
|
||
|
|
||
|
pParticle->m_uchStartAlpha = random->RandomInt( 80, 128 );
|
||
|
pParticle->m_uchEndAlpha = 0;
|
||
|
|
||
|
pParticle->m_flRoll = random->RandomInt( 0, 360 );
|
||
|
pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// TODO: Play a sound?
|
||
|
//CLocalPlayerFilter filter;
|
||
|
//C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, CHAN_VOICE, "Physics.WaterSplash", 1.0, ATTN_NORM, 0, 100, &origin );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : bloodtype -
|
||
|
// r -
|
||
|
// g -
|
||
|
// b -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void GetBloodColorForTeam( int iTeam, unsigned char &r, unsigned char &g, unsigned char &b )
|
||
|
{
|
||
|
if ( iTeam == TEAM_ALIENS )
|
||
|
{
|
||
|
r = 0;
|
||
|
g = 255;
|
||
|
b = 0;
|
||
|
}
|
||
|
else if ( iTeam == TEAM_HUMANS )
|
||
|
{
|
||
|
// Humans
|
||
|
r = 255;
|
||
|
g = 0;
|
||
|
b = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// NPCs?
|
||
|
r = 200;
|
||
|
g = 0;
|
||
|
b = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Intercepts the blood spray message.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void TF2BloodSprayCallback( const CEffectData &data )
|
||
|
{
|
||
|
unsigned char r = 0;
|
||
|
unsigned char g = 0;
|
||
|
unsigned char b = 0;
|
||
|
|
||
|
// Get the entity we've hit
|
||
|
C_BaseEntity *pEntity = ClientEntityList().GetEnt( data.m_nEntIndex );
|
||
|
if ( pEntity )
|
||
|
{
|
||
|
GetBloodColorForTeam( pEntity->GetTeamNumber(), r, g, b );
|
||
|
if ( pEntity->IsPlayer() )
|
||
|
{
|
||
|
C_BaseTFPlayer *pPlayer = (C_BaseTFPlayer *)pEntity;
|
||
|
pPlayer->PainSound();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GetBloodColorForTeam( 0, r, g, b );
|
||
|
}
|
||
|
FX_TF2_BloodSpray( data.m_vOrigin, data.m_vNormal, data.m_flScale, r, g, b, data.m_fFlags );
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "tf2blood", TF2BloodSprayCallback );
|