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214 lines
5.8 KiB
214 lines
5.8 KiB
5 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 "c_te_effect_dispatch.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 "c_rope.h"
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// NOTE: Always include this last!
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#include "tier0/memdbgon.h"
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// Used for cycling so that they're sequencially ordered on each strand
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int g_nHolidayLightColor = 0;
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// 4 light colors
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Color g_rgbaHolidayRed( 255, 0, 0, 255 );
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Color g_rgbaHolidayYellow( 2, 110, 197, 255 );
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Color g_rgbaHolidayGreen( 117, 193, 8, 255 );
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Color g_rgbaHolidayBlue( 255, 151, 29, 255 );
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Color *(rgbaHolidayLightColors[]) = { &g_rgbaHolidayRed,
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&g_rgbaHolidayYellow,
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&g_rgbaHolidayGreen,
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&g_rgbaHolidayBlue };
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struct HolidayLightData_t
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{
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Vector vOrigin;
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int nID;
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int nSubID;
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float fScale;
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};
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void CreateHolidayLight( const HolidayLightData_t &holidayLight );
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class CHolidayLightManager : public CAutoGameSystemPerFrame
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{
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public:
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CHolidayLightManager( char const *name );
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// Methods of IGameSystem
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virtual void Update( float frametime );
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virtual void LevelInitPostEntity( void );
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virtual void LevelShutdownPreEntity();
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void AddHolidayLight( const CEffectData &data );
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private:
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CUtlVector< HolidayLightData_t > m_PendingLightData;
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};
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CHolidayLightManager g_CHolidayLightManager( "CHolidayLightManager" );
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CHolidayLightManager::CHolidayLightManager( char const *name ) : CAutoGameSystemPerFrame( name )
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{
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}
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// Methods of IGameSystem
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void CHolidayLightManager::Update( float frametime )
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{
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for ( int i = 0; i < m_PendingLightData.Count(); ++i )
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{
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CreateHolidayLight( m_PendingLightData[ i ] );
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}
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m_PendingLightData.RemoveAll();
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}
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void CHolidayLightManager::LevelInitPostEntity( void )
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{
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m_PendingLightData.RemoveAll();
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}
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void CHolidayLightManager::LevelShutdownPreEntity()
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{
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m_PendingLightData.RemoveAll();
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}
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void CHolidayLightManager::AddHolidayLight( const CEffectData &data )
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return;
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// Too far away?
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if ( pPlayer->GetAbsOrigin().DistTo( data.m_vOrigin ) > 2000.0f )
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return;
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// In the skybox?
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sky3dparams_t *pSky = &(pPlayer->m_Local.m_skybox3d);
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if ( pSky->origin->DistTo( data.m_vOrigin ) < 2000.0f )
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return;
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HolidayLightData_t newData;
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newData.vOrigin = data.m_vOrigin;
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// HACK: Use these ints to ID the light later
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newData.nID = data.m_nMaterial;
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newData.nSubID = data.m_nHitBox;
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// Skybox lights pass in a smaller scale
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newData.fScale = data.m_flScale;
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if ( m_PendingLightData.Count() < CTempEnts::MAX_TEMP_ENTITIES / 2 )
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{
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m_PendingLightData.AddToTail( newData );
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}
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}
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void TF_HolidayLightCallback( const CEffectData &data )
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{
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g_CHolidayLightManager.AddHolidayLight( data );
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}
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void CreateHolidayLight( const HolidayLightData_t &holidayLight )
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{
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int nHolidayLightStyle = RopeManager()->GetHolidayLightStyle();
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const model_t *pModel = ( nHolidayLightStyle == 0 ? engine->LoadModel( "effects/christmas_bulb.vmt" ) : engine->LoadModel( "effects/mtp_fluff.vmt" ) );
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if ( !pModel )
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return;
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Assert( pModel );
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C_LocalTempEntity *pTemp = tempents->FindTempEntByID( holidayLight.nID, holidayLight.nSubID );
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if ( !pTemp )
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{
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// Didn't find one with that ID, so make a new one!
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// Randomize the angle
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QAngle angOrientation = ( nHolidayLightStyle == 0 ? QAngle( 0.0f, 0.0f, RandomFloat( -180.0f, 180.0f ) ) : vec3_angle );
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pTemp = tempents->SpawnTempModel( pModel, holidayLight.vOrigin, angOrientation, vec3_origin, 2.0f, FTENT_NEVERDIE );
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if ( !pTemp )
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{
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return;
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}
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pTemp->clientIndex = 0;
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// HACK: Use these ints to ID the light later
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pTemp->m_nSkin = holidayLight.nID;
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pTemp->hitSound = holidayLight.nSubID;
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// Skybox lights pass in a smaller scale
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pTemp->m_flSpriteScale = holidayLight.fScale;
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// Smuggle the color index here
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pTemp->m_nHitboxSet = g_nHolidayLightColor;
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// Set the color
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pTemp->SetRenderColor( rgbaHolidayLightColors[ g_nHolidayLightColor ]->r(),
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rgbaHolidayLightColors[ g_nHolidayLightColor ]->g(),
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rgbaHolidayLightColors[ g_nHolidayLightColor ]->b(),
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rgbaHolidayLightColors[ g_nHolidayLightColor ]->a() );
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// Next color in the pattern
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g_nHolidayLightColor = ( g_nHolidayLightColor + 1 ) % ARRAYSIZE( rgbaHolidayLightColors );
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// Animate if needed
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pTemp->m_flFrameMax = modelinfo->GetModelFrameCount( pModel ) - 1;
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pTemp->flags = ( FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP );
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pTemp->m_flFrameRate = 10;
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}
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else
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{
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// Update the position
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pTemp->SetAbsOrigin( holidayLight.vOrigin );
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// Every 10 light strands have a blink cycle
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if ( pTemp->m_nSkin % 5 == 0 )
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{
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// Magic! Basically this makes the on/off cycle of each color different and offsets it by the segment index.
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// That way it looks like a timed pattern but is also chaotic.
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int nCycle = ( pTemp->hitSound + static_cast< int >( gpGlobals->curtime * 2.0f ) ) % ( pTemp->m_nHitboxSet + ARRAYSIZE( rgbaHolidayLightColors ) + 1 );
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pTemp->SetRenderColorA( nCycle < ARRAYSIZE( rgbaHolidayLightColors ) ? 255 : 64 );
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}
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// Update the scale
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pTemp->m_flSpriteScale = holidayLight.fScale;
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// Extend it's life
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pTemp->die = gpGlobals->curtime + 2.0f;
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}
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}
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DECLARE_CLIENT_EFFECT( "TF_HolidayLight", TF_HolidayLightCallback );
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void RopesHolidayLightColor( const CCommand &args )
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{
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if ( args.ArgC() < 5 )
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return;
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int nLight = atoi( args[ 1 ] );
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if ( nLight < 0 || nLight >= ARRAYSIZE( rgbaHolidayLightColors ) )
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return;
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rgbaHolidayLightColors[ nLight ]->SetColor( atoi( args[ 2 ] ), atoi( args[ 3 ] ), atoi( args[ 4 ] ) );
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}
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ConCommand r_ropes_holiday_light_color( "r_ropes_holiday_light_color", RopesHolidayLightColor, "Set each light's color: [light0-3] [r0-255] [g0-255] [b0-255]", FCVAR_NONE );
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