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107 lines
3.0 KiB
107 lines
3.0 KiB
3 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Game-specific explosion effects
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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 "dod_shareddefs.h"
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#include "engine/IEngineSound.h"
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#include "c_basetempentity.h"
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#include "tier0/vprof.h"
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#include "fx_explosion.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void DODExplosionCallback( const Vector &vecOrigin, const Vector &vecNormal )
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{
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// Calculate the angles, given the normal.
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bool bInAir = false;
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QAngle angExplosion( 0.0f, 0.0f, 0.0f );
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// Cannot use zeros here because we are sending the normal at a smaller bit size.
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if ( fabs( vecNormal.x ) < 0.05f && fabs( vecNormal.y ) < 0.05f && fabs( vecNormal.z ) < 0.05f )
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{
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bInAir = true;
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angExplosion.Init();
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}
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else
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{
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VectorAngles( vecNormal, angExplosion );
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bInAir = false;
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}
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// Base explosion effect and sound.
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char *pszEffect = "explosion";
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char *pszSound = "BaseExplosionEffect.Sound";
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// Explosions.
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if ( UTIL_PointContents( vecOrigin ) & CONTENTS_WATER )
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{
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WaterExplosionEffect().Create( vecOrigin, 1 /*m_nMagnitude*/, 1 /*m_fScale*/, 0 /*m_nFlags*/ );
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return;
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}
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else if ( bInAir )
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{
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pszEffect = "explosioncore_midair";
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}
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else
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{
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pszEffect = "explosioncore_floor";
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}
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CLocalPlayerFilter filter;
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C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, pszSound, &vecOrigin );
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DispatchParticleEffect( pszEffect, vecOrigin, angExplosion );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class C_TEDODExplosion : public C_BaseTempEntity
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{
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public:
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DECLARE_CLASS( C_TEDODExplosion, C_BaseTempEntity );
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DECLARE_CLIENTCLASS();
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C_TEDODExplosion( void );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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public:
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Vector m_vecOrigin;
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Vector m_vecNormal;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_TEDODExplosion::C_TEDODExplosion( void )
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{
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m_vecOrigin.Init();
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m_vecNormal.Init();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_TEDODExplosion::PostDataUpdate( DataUpdateType_t updateType )
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{
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VPROF( "C_TETFExplosion::PostDataUpdate" );
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DODExplosionCallback( m_vecOrigin, m_vecNormal );
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}
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IMPLEMENT_CLIENTCLASS_EVENT_DT( C_TEDODExplosion, DT_TEDODExplosion, CTEDODExplosion )
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RecvPropFloat( RECVINFO( m_vecOrigin[0] ) ),
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RecvPropFloat( RECVINFO( m_vecOrigin[1] ) ),
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RecvPropFloat( RECVINFO( m_vecOrigin[2] ) ),
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RecvPropVector( RECVINFO( m_vecNormal ) ),
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END_RECV_TABLE()
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