Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "fx.h"
#include "c_te_effect_dispatch.h"
#include "basecombatweapon_shared.h"
#include "baseviewmodel_shared.h"
#include "particles_new.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar r_drawtracers( "r_drawtracers", "1", FCVAR_CHEAT );
ConVar r_drawtracers_firstperson( "r_drawtracers_firstperson", "1", FCVAR_ARCHIVE, "Toggle visibility of first person weapon tracers" );
#define TRACER_SPEED 5000
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector GetTracerOrigin( const CEffectData &data )
{
Vector vecStart = data.m_vStart;
QAngle vecAngles;
int iAttachment = data.m_nAttachmentIndex;
// Attachment?
if ( data.m_fFlags & TRACER_FLAG_USEATTACHMENT )
{
C_BaseViewModel *pViewModel = NULL;
// If the entity specified is a weapon being carried by this player, use the viewmodel instead
IClientRenderable *pRenderable = data.GetRenderable();
if ( !pRenderable )
return vecStart;
C_BaseEntity *pEnt = data.GetEntity();
// This check should probably be for all multiplayer games, investigate later
#if defined( HL2MP ) || defined( TF_CLIENT_DLL )
if ( pEnt && pEnt->IsDormant() )
return vecStart;
#endif
C_BaseCombatWeapon *pWpn = dynamic_cast<C_BaseCombatWeapon *>( pEnt );
if ( pWpn && pWpn->ShouldDrawUsingViewModel() )
{
C_BasePlayer *player = ToBasePlayer( pWpn->GetOwner() );
// Use GetRenderedWeaponModel() instead?
pViewModel = player ? player->GetViewModel( 0 ) : NULL;
if ( pViewModel )
{
// Get the viewmodel and use it instead
pRenderable = pViewModel;
}
}
// Get the attachment origin
if ( !pRenderable->GetAttachment( iAttachment, vecStart, vecAngles ) )
{
DevMsg( "GetTracerOrigin: Couldn't find attachment %d on model %s\n", iAttachment,
modelinfo->GetModelName( pRenderable->GetModel() ) );
}
}
return vecStart;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TracerCallback( const CEffectData &data )
{
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
return;
if ( !r_drawtracers.GetBool() )
return;
if ( !r_drawtracers_firstperson.GetBool() )
{
C_BasePlayer *pPlayer = dynamic_cast<C_BasePlayer*>( data.GetEntity() );
if ( pPlayer && !pPlayer->ShouldDrawThisPlayer() )
return;
}
// Grab the data
Vector vecStart = GetTracerOrigin( data );
float flVelocity = data.m_flScale;
bool bWhiz = (data.m_fFlags & TRACER_FLAG_WHIZ);
int iEntIndex = data.entindex();
if ( iEntIndex && iEntIndex == player->index )
{
Vector foo = data.m_vStart;
QAngle vangles;
Vector vforward, vright, vup;
engine->GetViewAngles( vangles );
AngleVectors( vangles, &vforward, &vright, &vup );
VectorMA( data.m_vStart, 4, vright, foo );
foo[2] -= 0.5f;
FX_PlayerTracer( foo, (Vector&)data.m_vOrigin );
return;
}
// Use default velocity if none specified
if ( !flVelocity )
{
flVelocity = TRACER_SPEED;
}
// Do tracer effect
FX_Tracer( (Vector&)vecStart, (Vector&)data.m_vOrigin, flVelocity, bWhiz );
}
DECLARE_CLIENT_EFFECT( "Tracer", TracerCallback );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ParticleTracerCallback( const CEffectData &data )
{
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
return;
if ( !r_drawtracers.GetBool() )
return;
if ( !r_drawtracers_firstperson.GetBool() )
{
C_BasePlayer *pPlayer = dynamic_cast<C_BasePlayer*>( data.GetEntity() );
if ( pPlayer && !pPlayer->ShouldDrawThisPlayer() )
return;
}
// Grab the data
Vector vecStart = GetTracerOrigin( data );
Vector vecEnd = data.m_vOrigin;
// Adjust view model tracers
C_BaseEntity *pEntity = data.GetEntity();
if ( data.entindex() && data.entindex() == player->index )
{
QAngle vangles;
Vector vforward, vright, vup;
engine->GetViewAngles( vangles );
AngleVectors( vangles, &vforward, &vright, &vup );
VectorMA( data.m_vStart, 4, vright, vecStart );
vecStart[2] -= 0.5f;
}
// Create the particle effect
QAngle vecAngles;
Vector vecToEnd = vecEnd - vecStart;
VectorNormalize(vecToEnd);
VectorAngles( vecToEnd, vecAngles );
DispatchParticleEffect( data.m_nHitBox, vecStart, vecEnd, vecAngles, pEntity );
if ( data.m_fFlags & TRACER_FLAG_WHIZ )
{
FX_TracerSound( vecStart, vecEnd, TRACER_TYPE_DEFAULT );
}
}
DECLARE_CLIENT_EFFECT( "ParticleTracer", ParticleTracerCallback );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TracerSoundCallback( const CEffectData &data )
{
// Grab the data
Vector vecStart = GetTracerOrigin( data );
// Do tracer effect
FX_TracerSound( vecStart, (Vector&)data.m_vOrigin, data.m_fFlags );
}
DECLARE_CLIENT_EFFECT( "TracerSound", TracerSoundCallback );