//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "model_types.h" #include "view_shared.h" #include "iviewrender.h" #include "tempentity.h" #include "dlight.h" #include "tempent.h" #include "c_te_legacytempents.h" #include "clientsideeffects.h" #include "cl_animevent.h" #include "iefx.h" #include "engine/IEngineSound.h" #include "env_wind_shared.h" #include "clienteffectprecachesystem.h" #include "fx_sparks.h" #include "fx.h" #include "movevars_shared.h" #include "engine/ivmodelinfo.h" #include "SoundEmitterSystem/isoundemittersystembase.h" #include "view.h" #include "tier0/vprof.h" #include "particles_localspace.h" #include "physpropclientside.h" #include "tier0/icommandline.h" #include "datacache/imdlcache.h" #include "engine/ivdebugoverlay.h" #include "effect_dispatch_data.h" #include "c_te_effect_dispatch.h" #include "c_props.h" #include "c_basedoor.h" // NOTE: Always include this last! #include "tier0/memdbgon.h" extern ConVar muzzleflash_light; #define TENT_WIND_ACCEL 50 //Precache the effects #ifndef TF_CLIENT_DLL CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectMuzzleFlash ) CLIENTEFFECT_MATERIAL( "effects/muzzleflash1" ) CLIENTEFFECT_MATERIAL( "effects/muzzleflash2" ) CLIENTEFFECT_MATERIAL( "effects/muzzleflash3" ) CLIENTEFFECT_MATERIAL( "effects/muzzleflash4" ) CLIENTEFFECT_MATERIAL( "effects/muzzleflash1_noz" ) CLIENTEFFECT_MATERIAL( "effects/muzzleflash2_noz" ) CLIENTEFFECT_MATERIAL( "effects/muzzleflash3_noz" ) CLIENTEFFECT_MATERIAL( "effects/muzzleflash4_noz" ) #ifndef CSTRIKE_DLL CLIENTEFFECT_MATERIAL( "effects/combinemuzzle1" ) CLIENTEFFECT_MATERIAL( "effects/combinemuzzle2" ) CLIENTEFFECT_MATERIAL( "effects/combinemuzzle1_noz" ) CLIENTEFFECT_MATERIAL( "effects/combinemuzzle2_noz" ) CLIENTEFFECT_MATERIAL( "effects/strider_muzzle" ) #endif CLIENTEFFECT_REGISTER_END() #endif //Whether or not to eject brass from weapons ConVar cl_ejectbrass( "cl_ejectbrass", "1" ); ConVar func_break_max_pieces( "func_break_max_pieces", "15", FCVAR_ARCHIVE | FCVAR_REPLICATED ); ConVar cl_fasttempentcollision( "cl_fasttempentcollision", "5" ); #if !defined( HL1_CLIENT_DLL ) // HL1 implements a derivative of CTempEnts // Temp entity interface static CTempEnts g_TempEnts; // Expose to rest of the client .dll ITempEnts *tempents = ( ITempEnts * )&g_TempEnts; #endif C_LocalTempEntity::C_LocalTempEntity() { #ifdef _DEBUG tentOffset.Init(); m_vecTempEntVelocity.Init(); m_vecTempEntAngVelocity.Init(); m_vecNormal.Init(); #endif m_vecTempEntAcceleration.Init(); m_pfnDrawHelper = 0; m_pszImpactEffect = NULL; } #if defined( CSTRIKE_DLL ) || defined (SDK_DLL ) #define TE_RIFLE_SHELL 1024 #define TE_PISTOL_SHELL 2048 #define TE_SHOTGUN_SHELL 4096 #endif //----------------------------------------------------------------------------- // Purpose: Prepare a temp entity for creation // Input : time - // *model - //----------------------------------------------------------------------------- void C_LocalTempEntity::Prepare( const model_t *pmodel, float time ) { Interp_SetupMappings( GetVarMapping() ); index = -1; Clear(); // Use these to set per-frame and termination conditions / actions flags = FTENT_NONE; die = time + 0.75; SetModelPointer( pmodel ); SetRenderMode( kRenderNormal ); m_nRenderFX = kRenderFxNone; m_nBody = 0; m_nSkin = 0; fadeSpeed = 0.5; hitSound = 0; clientIndex = -1; bounceFactor = 1; m_nFlickerFrame = 0; m_bParticleCollision = false; } //----------------------------------------------------------------------------- // Sets the velocity //----------------------------------------------------------------------------- void C_LocalTempEntity::SetVelocity( const Vector &vecVelocity ) { m_vecTempEntVelocity = vecVelocity; } //----------------------------------------------------------------------------- // Sets the velocity //----------------------------------------------------------------------------- void C_LocalTempEntity::SetAcceleration( const Vector &vecVelocity ) { m_vecTempEntAcceleration = vecVelocity; } //----------------------------------------------------------------------------- // Purpose: // Output : int //----------------------------------------------------------------------------- int C_LocalTempEntity::DrawStudioModel( int flags ) { VPROF_BUDGET( "C_LocalTempEntity::DrawStudioModel", VPROF_BUDGETGROUP_MODEL_RENDERING ); int drawn = 0; if ( !GetModel() || modelinfo->GetModelType( GetModel() ) != mod_studio ) return drawn; // Make sure m_pstudiohdr is valid for drawing MDLCACHE_CRITICAL_SECTION(); if ( !GetModelPtr() ) return drawn; if ( m_pfnDrawHelper ) { drawn = ( *m_pfnDrawHelper )( this, flags ); } else { drawn = modelrender->DrawModel( flags, this, MODEL_INSTANCE_INVALID, index, GetModel(), GetAbsOrigin(), GetAbsAngles(), m_nSkin, m_nBody, m_nHitboxSet ); } return drawn; } //----------------------------------------------------------------------------- // Purpose: // Input : flags - //----------------------------------------------------------------------------- int C_LocalTempEntity::DrawModel( int flags ) { int drawn = 0; if ( !GetModel() ) { return drawn; } if ( GetRenderMode() == kRenderNone ) return drawn; if ( this->flags & FTENT_BEOCCLUDED ) { // Check normal Vector vecDelta = (GetAbsOrigin() - MainViewOrigin()); VectorNormalize( vecDelta ); float flDot = DotProduct( m_vecNormal, vecDelta ); if ( flDot > 0 ) { float flAlpha = RemapVal( MIN(flDot,0.3), 0, 0.3, 0, 1 ); flAlpha = MAX( 1.0, tempent_renderamt - (tempent_renderamt * flAlpha) ); SetRenderColorA( flAlpha ); } } switch ( modelinfo->GetModelType( GetModel() ) ) { case mod_sprite: drawn = DrawSprite( this, GetModel(), GetAbsOrigin(), GetAbsAngles(), m_flFrame, // sprite frame to render m_nBody > 0 ? cl_entitylist->GetBaseEntity( m_nBody ) : NULL, // attach to m_nSkin, // attachment point GetRenderMode(), // rendermode m_nRenderFX, // renderfx m_clrRender->a, // alpha m_clrRender->r, m_clrRender->g, m_clrRender->b, m_flSpriteScale // sprite scale ); break; case mod_studio: drawn = DrawStudioModel( flags ); break; default: break; } return drawn; } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool C_LocalTempEntity::IsActive( void ) { bool active = true; float life = die - gpGlobals->curtime; if ( life < 0 ) { if ( flags & FTENT_FADEOUT ) { int alpha; if (GetRenderMode() == kRenderNormal) { SetRenderMode( kRenderTransTexture ); } alpha = tempent_renderamt * ( 1 + life * fadeSpeed ); if ( alpha <= 0 ) { active = false; alpha = 0; } SetRenderColorA( alpha ); } else { active = false; } } // Never die tempents only die when their die is cleared if ( flags & FTENT_NEVERDIE ) { active = (die != 0); } return active; } bool C_LocalTempEntity::Frame( float frametime, int framenumber ) { float fastFreq = gpGlobals->curtime * 5.5; float gravity = -frametime * GetCurrentGravity(); float gravitySlow = gravity * 0.5; float traceFraction = 1; Assert( !GetMoveParent() ); m_vecPrevLocalOrigin = GetLocalOrigin(); m_vecTempEntVelocity = m_vecTempEntVelocity + ( m_vecTempEntAcceleration * frametime ); if ( flags & FTENT_PLYRATTACHMENT ) { if ( IClientEntity *pClient = cl_entitylist->GetClientEntity( clientIndex ) ) { SetLocalOrigin( pClient->GetAbsOrigin() + tentOffset ); } } else if ( flags & FTENT_SINEWAVE ) { x += m_vecTempEntVelocity[0] * frametime; y += m_vecTempEntVelocity[1] * frametime; SetLocalOrigin( Vector( x + sin( m_vecTempEntVelocity[2] + gpGlobals->curtime /* * anim.prevframe */ ) * (10*m_flSpriteScale), y + sin( m_vecTempEntVelocity[2] + fastFreq + 0.7 ) * (8*m_flSpriteScale), GetLocalOriginDim( Z_INDEX ) + m_vecTempEntVelocity[2] * frametime ) ); } else if ( flags & FTENT_SPIRAL ) { float s, c; SinCos( m_vecTempEntVelocity[2] + fastFreq, &s, &c ); SetLocalOrigin( GetLocalOrigin() + Vector( m_vecTempEntVelocity[0] * frametime + 8 * sin( gpGlobals->curtime * 20 ), m_vecTempEntVelocity[1] * frametime + 4 * sin( gpGlobals->curtime * 30 ), m_vecTempEntVelocity[2] * frametime ) ); } else { SetLocalOrigin( GetLocalOrigin() + m_vecTempEntVelocity * frametime ); } if ( flags & FTENT_SPRANIMATE ) { m_flFrame += frametime * m_flFrameRate; if ( m_flFrame >= m_flFrameMax ) { m_flFrame = m_flFrame - (int)(m_flFrame); if ( !(flags & FTENT_SPRANIMATELOOP) ) { // this animating sprite isn't set to loop, so destroy it. die = 0.0f; return false; } } } else if ( flags & FTENT_SPRCYCLE ) { m_flFrame += frametime * 10; if ( m_flFrame >= m_flFrameMax ) { m_flFrame = m_flFrame - (int)(m_flFrame); } } if ( flags & FTENT_SMOKEGROWANDFADE ) { m_flSpriteScale += frametime * 0.5f; //m_clrRender.a -= frametime * 1500; } if ( flags & FTENT_ROTATE ) { SetLocalAngles( GetLocalAngles() + m_vecTempEntAngVelocity * frametime ); } else if ( flags & FTENT_ALIGNTOMOTION ) { if ( m_vecTempEntVelocity.Length() > 0.0f ) { QAngle angles; VectorAngles( m_vecTempEntVelocity, angles ); SetAbsAngles( angles ); } } if ( flags & (FTENT_COLLIDEALL | FTENT_COLLIDEWORLD | FTENT_COLLIDEPROPS ) ) { Vector traceNormal; traceNormal.Init(); bool bShouldCollide = true; trace_t trace; if ( flags & (FTENT_COLLIDEALL | FTENT_COLLIDEPROPS) ) { Vector vPrevOrigin = m_vecPrevLocalOrigin; if ( cl_fasttempentcollision.GetInt() > 0 && flags & FTENT_USEFASTCOLLISIONS ) { if ( m_iLastCollisionFrame + cl_fasttempentcollision.GetInt() > gpGlobals->framecount ) { bShouldCollide = false; } else { if ( m_vLastCollisionOrigin != vec3_origin ) { vPrevOrigin = m_vLastCollisionOrigin; } m_iLastCollisionFrame = gpGlobals->framecount; bShouldCollide = true; } } if ( bShouldCollide == true ) { // If the FTENT_COLLISIONGROUP flag is set, use the entity's collision group int collisionGroup = COLLISION_GROUP_NONE; if ( flags & FTENT_COLLISIONGROUP ) { collisionGroup = GetCollisionGroup(); } UTIL_TraceLine( vPrevOrigin, GetLocalOrigin(), MASK_SOLID, GetOwnerEntity(), collisionGroup, &trace ); if ( (flags & FTENT_COLLIDEPROPS) && trace.m_pEnt ) { bool bIsDynamicProp = ( NULL != dynamic_cast( trace.m_pEnt ) ); bool bIsDoor = ( NULL != dynamic_cast( trace.m_pEnt ) ); if ( !bIsDynamicProp && !bIsDoor && !trace.m_pEnt->IsWorld() ) // Die on props, doors, and the world. return true; } // Make sure it didn't bump into itself... (?!?) if ( (trace.fraction != 1) && ( (trace.DidHitWorld()) || (trace.m_pEnt != ClientEntityList().GetEnt(clientIndex)) ) ) { traceFraction = trace.fraction; VectorCopy( trace.plane.normal, traceNormal ); } m_vLastCollisionOrigin = trace.endpos; } } else if ( flags & FTENT_COLLIDEWORLD ) { CTraceFilterWorldOnly traceFilter; UTIL_TraceLine( m_vecPrevLocalOrigin, GetLocalOrigin(), MASK_SOLID, &traceFilter, &trace ); if ( trace.fraction != 1 ) { traceFraction = trace.fraction; VectorCopy( trace.plane.normal, traceNormal ); } } if ( traceFraction != 1 ) // Decent collision now, and damping works { float proj, damp; SetLocalOrigin( trace.endpos ); // Damp velocity damp = bounceFactor; if ( flags & (FTENT_GRAVITY|FTENT_SLOWGRAVITY) ) { damp *= 0.5; if ( traceNormal[2] > 0.9 ) // Hit floor? { if ( m_vecTempEntVelocity[2] <= 0 && m_vecTempEntVelocity[2] >= gravity*3 ) { damp = 0; // Stop flags &= ~(FTENT_ROTATE|FTENT_GRAVITY|FTENT_SLOWGRAVITY|FTENT_COLLIDEWORLD|FTENT_SMOKETRAIL); SetLocalAnglesDim( X_INDEX, 0 ); SetLocalAnglesDim( Z_INDEX, 0 ); } } } if ( flags & (FTENT_CHANGERENDERONCOLLIDE) ) { m_RenderGroup = RENDER_GROUP_OTHER; flags &= ~FTENT_CHANGERENDERONCOLLIDE; } if (hitSound) { tempents->PlaySound(this, damp); } if ( m_pszImpactEffect ) { CEffectData data; //data.m_vOrigin = newOrigin; data.m_vOrigin = trace.endpos; data.m_vStart = trace.startpos; data.m_nSurfaceProp = trace.surface.surfaceProps; data.m_nHitBox = trace.hitbox; data.m_nDamageType = TEAM_UNASSIGNED; IClientNetworkable *pClient = cl_entitylist->GetClientEntity( clientIndex ); if ( pClient ) { C_BasePlayer *pPlayer = dynamic_cast(pClient); if( pPlayer ) { data.m_nDamageType = pPlayer->GetTeamNumber(); } } if ( trace.m_pEnt ) { data.m_hEntity = ClientEntityList().EntIndexToHandle( trace.m_pEnt->entindex() ); } DispatchEffect( m_pszImpactEffect, data ); } // Check for a collision and stop the particle system. if ( flags & FTENT_CLIENTSIDEPARTICLES ) { // Stop the emission of particles on collision - removed from the ClientEntityList on removal from the tempent pool. ParticleProp()->StopEmission(); m_bParticleCollision = true; } if (flags & FTENT_COLLIDEKILL) { // die on impact flags &= ~FTENT_FADEOUT; die = gpGlobals->curtime; } else if ( flags & FTENT_ATTACHTOTARGET) { // If we've hit the world, just stop moving if ( trace.DidHitWorld() && !( trace.surface.flags & SURF_SKY ) ) { m_vecTempEntVelocity = vec3_origin; m_vecTempEntAcceleration = vec3_origin; // Remove movement flags so we don't keep tracing flags &= ~(FTENT_COLLIDEALL | FTENT_COLLIDEWORLD); } else { // Couldn't attach to this entity. Die. flags &= ~FTENT_FADEOUT; die = gpGlobals->curtime; } } else { // Reflect velocity if ( damp != 0 ) { proj = ((Vector)m_vecTempEntVelocity).Dot(traceNormal); VectorMA( m_vecTempEntVelocity, -proj*2, traceNormal, m_vecTempEntVelocity ); // Reflect rotation (fake) SetLocalAnglesDim( Y_INDEX, -GetLocalAnglesDim( Y_INDEX ) ); } if ( damp != 1 ) { VectorScale( m_vecTempEntVelocity, damp, m_vecTempEntVelocity ); SetLocalAngles( GetLocalAngles() * 0.9 ); } } } } if ( (flags & FTENT_FLICKER) && framenumber == m_nFlickerFrame ) { dlight_t *dl = effects->CL_AllocDlight (LIGHT_INDEX_TE_DYNAMIC); VectorCopy (GetLocalOrigin(), dl->origin); dl->radius = 60; dl->color.r = 255; dl->color.g = 120; dl->color.b = 0; dl->die = gpGlobals->curtime + 0.01; } if ( flags & FTENT_SMOKETRAIL ) { Assert( !"FIXME: Rework smoketrail to be client side\n" ); } // add gravity if we didn't collide in this frame if ( traceFraction == 1 ) { if ( flags & FTENT_GRAVITY ) m_vecTempEntVelocity[2] += gravity; else if ( flags & FTENT_SLOWGRAVITY ) m_vecTempEntVelocity[2] += gravitySlow; } if ( flags & FTENT_WINDBLOWN ) { Vector vecWind; GetWindspeedAtTime( gpGlobals->curtime, vecWind ); for ( int i = 0 ; i < 2 ; i++ ) { if ( m_vecTempEntVelocity[i] < vecWind[i] ) { m_vecTempEntVelocity[i] += ( frametime * TENT_WIND_ACCEL ); // clamp if ( m_vecTempEntVelocity[i] > vecWind[i] ) m_vecTempEntVelocity[i] = vecWind[i]; } else if (m_vecTempEntVelocity[i] > vecWind[i] ) { m_vecTempEntVelocity[i] -= ( frametime * TENT_WIND_ACCEL ); // clamp. if ( m_vecTempEntVelocity[i] < vecWind[i] ) m_vecTempEntVelocity[i] = vecWind[i]; } } } return true; } //----------------------------------------------------------------------------- // Purpose: Attach a particle effect to a temp entity. //----------------------------------------------------------------------------- CNewParticleEffect* C_LocalTempEntity::AddParticleEffect( const char *pszParticleEffect ) { // Do we have a valid particle effect. if ( !pszParticleEffect || ( pszParticleEffect[0] == '\0' ) ) return NULL; // Check to see that we don't already have a particle effect. if ( ( flags & FTENT_CLIENTSIDEPARTICLES ) != 0 ) return NULL; // Add the entity to the ClientEntityList and create the particle system. ClientEntityList().AddNonNetworkableEntity( this ); CNewParticleEffect* pEffect = ParticleProp()->Create( pszParticleEffect, PATTACH_ABSORIGIN_FOLLOW ); // Set the particle flag on the temp entity and save the name of the particle effect. flags |= FTENT_CLIENTSIDEPARTICLES; SetParticleEffect( pszParticleEffect ); return pEffect; } //----------------------------------------------------------------------------- // Purpose: This helper keeps track of batches of "breakmodels" so that they can all share the lighting origin // of the first of the group (because the server sends down 15 chunks at a time, and rebuilding 15 light cache // entries for a map with a lot of worldlights is really slow). //----------------------------------------------------------------------------- class CBreakableHelper { public: void Insert( C_LocalTempEntity *entity, bool isSlave ); void Remove( C_LocalTempEntity *entity ); void Clear(); const Vector *GetLightingOrigin( C_LocalTempEntity *entity ); private: // A context is the first master until the next one, which starts a new context struct BreakableList_t { unsigned int context; C_LocalTempEntity *entity; }; CUtlLinkedList< BreakableList_t, unsigned short > m_Breakables; unsigned int m_nCurrentContext; }; //----------------------------------------------------------------------------- // Purpose: Adds brekable to list, starts new context if needed // Input : *entity - // isSlave - //----------------------------------------------------------------------------- void CBreakableHelper::Insert( C_LocalTempEntity *entity, bool isSlave ) { // A master signifies the start of a new run of broken objects if ( !isSlave ) { ++m_nCurrentContext; } BreakableList_t entry; entry.context = m_nCurrentContext; entry.entity = entity; m_Breakables.AddToTail( entry ); } //----------------------------------------------------------------------------- // Purpose: Removes all instances of entity in the list // Input : *entity - //----------------------------------------------------------------------------- void CBreakableHelper::Remove( C_LocalTempEntity *entity ) { for ( unsigned short i = m_Breakables.Head(); i != m_Breakables.InvalidIndex() ; ) { unsigned short n = m_Breakables.Next( i ); if ( m_Breakables[ i ].entity == entity ) { m_Breakables.Remove( i ); } i = n; } } //----------------------------------------------------------------------------- // Purpose: For a given breakable, find the "first" or head object and use it's current // origin as the lighting origin for the entire group of objects // Input : *entity - // Output : const Vector //----------------------------------------------------------------------------- const Vector *CBreakableHelper::GetLightingOrigin( C_LocalTempEntity *entity ) { unsigned int nCurContext = 0; C_LocalTempEntity *head = NULL; FOR_EACH_LL( m_Breakables, i ) { BreakableList_t& e = m_Breakables[ i ]; if ( e.context != nCurContext ) { nCurContext = e.context; head = e.entity; } if ( e.entity == entity ) { Assert( head ); return head ? &head->GetAbsOrigin() : NULL; } } return NULL; } //----------------------------------------------------------------------------- // Purpose: Wipe breakable helper list // Input : - //----------------------------------------------------------------------------- void CBreakableHelper::Clear() { m_Breakables.RemoveAll(); m_nCurrentContext = 0; } static CBreakableHelper g_BreakableHelper; //----------------------------------------------------------------------------- // Purpose: See if it's in the breakable helper list and, if so, remove // Input : - //----------------------------------------------------------------------------- void C_LocalTempEntity::OnRemoveTempEntity() { g_BreakableHelper.Remove( this ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTempEnts::CTempEnts( void ) : m_TempEntsPool( ( MAX_TEMP_ENTITIES / 20 ), CUtlMemoryPool::GROW_SLOW ) { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTempEnts::~CTempEnts( void ) { m_TempEntsPool.Clear(); m_TempEnts.RemoveAll(); } //----------------------------------------------------------------------------- // Purpose: Create a fizz effect // Input : *pent - // modelIndex - // density - //----------------------------------------------------------------------------- void CTempEnts::FizzEffect( C_BaseEntity *pent, int modelIndex, int density, int current ) { C_LocalTempEntity *pTemp; const model_t *model; int i, width, depth, count, frameCount; float maxHeight, speed, xspeed, yspeed; Vector origin; Vector mins, maxs; if ( !pent->GetModel() || !modelIndex ) return; model = modelinfo->GetModel( modelIndex ); if ( !model ) return; count = density + 1; density = count * 3 + 6; modelinfo->GetModelBounds( pent->GetModel(), mins, maxs ); maxHeight = maxs[2] - mins[2]; width = maxs[0] - mins[0]; depth = maxs[1] - mins[1]; speed = current; SinCos( pent->GetLocalAngles()[1]*M_PI/180, &yspeed, &xspeed ); xspeed *= speed; yspeed *= speed; frameCount = modelinfo->GetModelFrameCount( model ); for (i=0 ; iRandomInt(0,width-1); origin[1] = mins[1] + random->RandomInt(0,depth-1); origin[2] = mins[2]; pTemp = TempEntAlloc( origin, model ); if (!pTemp) return; pTemp->flags |= FTENT_SINEWAVE; pTemp->x = origin[0]; pTemp->y = origin[1]; float zspeed = random->RandomInt(80,140); pTemp->SetVelocity( Vector(xspeed, yspeed, zspeed) ); pTemp->die = gpGlobals->curtime + (maxHeight / zspeed) - 0.1; pTemp->m_flFrame = random->RandomInt(0,frameCount-1); // Set sprite scale pTemp->m_flSpriteScale = 1.0 / random->RandomFloat(2,5); pTemp->SetRenderMode( kRenderTransAlpha ); pTemp->SetRenderColorA( 255 ); } } //----------------------------------------------------------------------------- // Purpose: Create bubbles // Input : *mins - // *maxs - // height - // modelIndex - // count - // speed - //----------------------------------------------------------------------------- void CTempEnts::Bubbles( const Vector &mins, const Vector &maxs, float height, int modelIndex, int count, float speed ) { C_LocalTempEntity *pTemp; const model_t *model; int i, frameCount; float sine, cosine; Vector origin; if ( !modelIndex ) return; model = modelinfo->GetModel( modelIndex ); if ( !model ) return; frameCount = modelinfo->GetModelFrameCount( model ); for (i=0 ; iRandomInt( mins[0], maxs[0] ); origin[1] = random->RandomInt( mins[1], maxs[1] ); origin[2] = random->RandomInt( mins[2], maxs[2] ); pTemp = TempEntAlloc( origin, model ); if (!pTemp) return; pTemp->flags |= FTENT_SINEWAVE; pTemp->x = origin[0]; pTemp->y = origin[1]; SinCos( random->RandomInt( -3, 3 ), &sine, &cosine ); float zspeed = random->RandomInt(80,140); pTemp->SetVelocity( Vector(speed * cosine, speed * sine, zspeed) ); pTemp->die = gpGlobals->curtime + ((height - (origin[2] - mins[2])) / zspeed) - 0.1; pTemp->m_flFrame = random->RandomInt( 0, frameCount-1 ); // Set sprite scale pTemp->m_flSpriteScale = 1.0 / random->RandomFloat(4,16); pTemp->SetRenderMode( kRenderTransAlpha ); pTemp->SetRenderColor( 255, 255, 255, 192 ); } } //----------------------------------------------------------------------------- // Purpose: Create bubble trail // Input : *start - // *end - // height - // modelIndex - // count - // speed - //----------------------------------------------------------------------------- void CTempEnts::BubbleTrail( const Vector &start, const Vector &end, float flWaterZ, int modelIndex, int count, float speed ) { C_LocalTempEntity *pTemp; const model_t *model; int i, frameCount; float dist, angle; Vector origin; if ( !modelIndex ) return; model = modelinfo->GetModel( modelIndex ); if ( !model ) return; frameCount = modelinfo->GetModelFrameCount( model ); for (i=0 ; iRandomFloat( 0, 1.0 ); VectorLerp( start, end, dist, origin ); pTemp = TempEntAlloc( origin, model ); if (!pTemp) return; pTemp->flags |= FTENT_SINEWAVE; pTemp->x = origin[0]; pTemp->y = origin[1]; angle = random->RandomInt( -3, 3 ); float zspeed = random->RandomInt(80,140); pTemp->SetVelocity( Vector(speed * cos(angle), speed * sin(angle), zspeed) ); pTemp->die = gpGlobals->curtime + ((flWaterZ - origin[2]) / zspeed) - 0.1; pTemp->m_flFrame = random->RandomInt(0,frameCount-1); // Set sprite scale pTemp->m_flSpriteScale = 1.0 / random->RandomFloat(4,8); pTemp->SetRenderMode( kRenderTransAlpha ); pTemp->SetRenderColor( 255, 255, 255, 192 ); } } #define SHARD_VOLUME 12.0 // on shard ever n^3 units //----------------------------------------------------------------------------- // Purpose: Only used by BreakModel temp ents for now. Allows them to share a single // lighting origin amongst a group of objects. If the master object goes away, the next object // in the group becomes the new lighting origin, etc. // Input : *entity - // flags - // Output : int //----------------------------------------------------------------------------- int BreakModelDrawHelper( C_LocalTempEntity *entity, int flags ) { ModelRenderInfo_t sInfo; sInfo.flags = flags; sInfo.pRenderable = entity; sInfo.instance = MODEL_INSTANCE_INVALID; sInfo.entity_index = entity->index; sInfo.pModel = entity->GetModel(); sInfo.origin = entity->GetRenderOrigin(); sInfo.angles = entity->GetRenderAngles(); sInfo.skin = entity->m_nSkin; sInfo.body = entity->m_nBody; sInfo.hitboxset = entity->m_nHitboxSet; // This is the main change, look up a lighting origin from the helper singleton const Vector *pLightingOrigin = g_BreakableHelper.GetLightingOrigin( entity ); if ( pLightingOrigin ) { sInfo.pLightingOrigin = pLightingOrigin; } int drawn = modelrender->DrawModelEx( sInfo ); return drawn; } //----------------------------------------------------------------------------- // Purpose: Create model shattering shards // Input : *pos - // *size - // *dir - // random - // life - // count - // modelIndex - // flags - //----------------------------------------------------------------------------- void CTempEnts::BreakModel( const Vector &pos, const QAngle &angles, const Vector &size, const Vector &dir, float randRange, float life, int count, int modelIndex, char flags) { int i, frameCount; C_LocalTempEntity *pTemp; const model_t *pModel; if (!modelIndex) return; pModel = modelinfo->GetModel( modelIndex ); if ( !pModel ) return; // See g_BreakableHelper above for notes... bool isSlave = ( flags & BREAK_SLAVE ) ? true : false; frameCount = modelinfo->GetModelFrameCount( pModel ); if (count == 0) { // assume surface (not volume) count = (size[0] * size[1] + size[1] * size[2] + size[2] * size[0])/(3 * SHARD_VOLUME * SHARD_VOLUME); } if ( count > func_break_max_pieces.GetInt() ) { count = func_break_max_pieces.GetInt(); } matrix3x4_t transform; AngleMatrix( angles, pos, transform ); for ( i = 0; i < count; i++ ) { Vector vecLocalSpot, vecSpot; // fill up the box with stuff vecLocalSpot[0] = random->RandomFloat(-0.5,0.5) * size[0]; vecLocalSpot[1] = random->RandomFloat(-0.5,0.5) * size[1]; vecLocalSpot[2] = random->RandomFloat(-0.5,0.5) * size[2]; VectorTransform( vecLocalSpot, transform, vecSpot ); pTemp = TempEntAlloc(vecSpot, pModel); if (!pTemp) return; // keep track of break_type, so we know how to play sound on collision pTemp->hitSound = flags; if ( modelinfo->GetModelType( pModel ) == mod_sprite ) { pTemp->m_flFrame = random->RandomInt(0,frameCount-1); } else if ( modelinfo->GetModelType( pModel ) == mod_studio ) { pTemp->m_nBody = random->RandomInt(0,frameCount-1); } pTemp->flags |= FTENT_COLLIDEWORLD | FTENT_FADEOUT | FTENT_SLOWGRAVITY; if ( random->RandomInt(0,255) < 200 ) { pTemp->flags |= FTENT_ROTATE; pTemp->m_vecTempEntAngVelocity[0] = random->RandomFloat(-256,255); pTemp->m_vecTempEntAngVelocity[1] = random->RandomFloat(-256,255); pTemp->m_vecTempEntAngVelocity[2] = random->RandomFloat(-256,255); } if ( (random->RandomInt(0,255) < 100 ) && (flags & BREAK_SMOKE) ) { pTemp->flags |= FTENT_SMOKETRAIL; } if ((flags & BREAK_GLASS) || (flags & BREAK_TRANS)) { pTemp->SetRenderMode( kRenderTransTexture ); pTemp->SetRenderColorA( 128 ); pTemp->tempent_renderamt = 128; pTemp->bounceFactor = 0.3f; } else { pTemp->SetRenderMode( kRenderNormal ); pTemp->tempent_renderamt = 255; // Set this for fadeout } pTemp->SetVelocity( Vector( dir[0] + random->RandomFloat(-randRange,randRange), dir[1] + random->RandomFloat(-randRange,randRange), dir[2] + random->RandomFloat( 0,randRange) ) ); pTemp->die = gpGlobals->curtime + life + random->RandomFloat(0,1); // Add an extra 0-1 secs of life // We use a special rendering function because these objects will want to share their lighting // origin with the first/master object. Prevents a huge spike in Light Cache building in maps // with many worldlights. pTemp->SetDrawHelper( BreakModelDrawHelper ); g_BreakableHelper.Insert( pTemp, isSlave ); } } void CTempEnts::PhysicsProp( int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects ) { C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew(); if ( !pEntity ) return; const model_t *model = modelinfo->GetModel( modelindex ); if ( !model ) { DevMsg("CTempEnts::PhysicsProp: model index %i not found\n", modelindex ); return; } pEntity->SetModelName( modelinfo->GetModelName(model) ); pEntity->m_nSkin = skin; pEntity->SetAbsOrigin( pos ); pEntity->SetAbsAngles( angles ); pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE ); pEntity->SetEffects( effects ); if ( !pEntity->Initialize() ) { pEntity->Release(); return; } IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject(); if( pPhysicsObject ) { pPhysicsObject->AddVelocity( &vel, NULL ); } else { // failed to create a physics object pEntity->Release(); return; } if ( flags & 1 ) { pEntity->SetHealth( 0 ); pEntity->Break(); } } //----------------------------------------------------------------------------- // Purpose: Create a clientside projectile // Input : vecOrigin - // vecVelocity - // modelindex - // lifetime - // *pOwner - //----------------------------------------------------------------------------- C_LocalTempEntity *CTempEnts::ClientProjectile( const Vector& vecOrigin, const Vector& vecVelocity, const Vector& vecAcceleration, int modelIndex, int lifetime, CBaseEntity *pOwner, const char *pszImpactEffect, const char *pszParticleEffect ) { C_LocalTempEntity *pTemp; const model_t *model; if ( !modelIndex ) return NULL; model = modelinfo->GetModel( modelIndex ); if ( !model ) { Warning("ClientProjectile: No model %d!\n", modelIndex); return NULL; } pTemp = TempEntAlloc( vecOrigin, model ); if (!pTemp) return NULL; pTemp->SetVelocity( vecVelocity ); pTemp->SetAcceleration( vecAcceleration ); QAngle angles; VectorAngles( vecVelocity, angles ); pTemp->SetAbsAngles( angles ); pTemp->SetAbsOrigin( vecOrigin ); pTemp->die = gpGlobals->curtime + lifetime; pTemp->flags = FTENT_COLLIDEALL | FTENT_ATTACHTOTARGET | FTENT_ALIGNTOMOTION; pTemp->clientIndex = ( pOwner != NULL ) ? pOwner->entindex() : 0; pTemp->SetOwnerEntity( pOwner ); pTemp->SetImpactEffect( pszImpactEffect ); if ( pszParticleEffect ) { // Add the entity to the ClientEntityList and create the particle system. ClientEntityList().AddNonNetworkableEntity( pTemp ); pTemp->ParticleProp()->Create( pszParticleEffect, PATTACH_ABSORIGIN_FOLLOW ); // Set the particle flag on the temp entity and save the name of the particle effect. pTemp->flags |= FTENT_CLIENTSIDEPARTICLES; pTemp->SetParticleEffect( pszParticleEffect ); } return pTemp; } //----------------------------------------------------------------------------- // Purpose: Create sprite TE // Input : *pos - // *dir - // scale - // modelIndex - // rendermode - // renderfx - // a - // life - // flags - // Output : C_LocalTempEntity //----------------------------------------------------------------------------- C_LocalTempEntity *CTempEnts::TempSprite( const Vector &pos, const Vector &dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags, const Vector &normal ) { C_LocalTempEntity *pTemp; const model_t *model; int frameCount; if ( !modelIndex ) return NULL; model = modelinfo->GetModel( modelIndex ); if ( !model ) { Warning("No model %d!\n", modelIndex); return NULL; } frameCount = modelinfo->GetModelFrameCount( model ); pTemp = TempEntAlloc( pos, model ); if (!pTemp) return NULL; pTemp->m_flFrameMax = frameCount - 1; pTemp->m_flFrameRate = 10; pTemp->SetRenderMode( (RenderMode_t)rendermode ); pTemp->m_nRenderFX = renderfx; pTemp->m_flSpriteScale = scale; pTemp->tempent_renderamt = a * 255; pTemp->m_vecNormal = normal; pTemp->SetRenderColor( 255, 255, 255, a * 255 ); pTemp->flags |= flags; pTemp->SetVelocity( dir ); pTemp->SetLocalOrigin( pos ); if ( life ) pTemp->die = gpGlobals->curtime + life; else pTemp->die = gpGlobals->curtime + (frameCount * 0.1) + 1; pTemp->m_flFrame = 0; return pTemp; } //----------------------------------------------------------------------------- // Purpose: Spray sprite // Input : *pos - // *dir - // modelIndex - // count - // speed - // iRand - //----------------------------------------------------------------------------- void CTempEnts::Sprite_Spray( const Vector &pos, const Vector &dir, int modelIndex, int count, int speed, int iRand ) { C_LocalTempEntity *pTemp; const model_t *pModel; float noise; float znoise; int frameCount; int i; noise = (float)iRand / 100; // more vertical displacement znoise = noise * 1.5; if ( znoise > 1 ) { znoise = 1; } pModel = modelinfo->GetModel( modelIndex ); if ( !pModel ) { Warning("No model %d!\n", modelIndex); return; } frameCount = modelinfo->GetModelFrameCount( pModel ) - 1; for ( i = 0; i < count; i++ ) { pTemp = TempEntAlloc( pos, pModel ); if (!pTemp) return; pTemp->SetRenderMode( kRenderTransAlpha ); pTemp->SetRenderColor( 255, 255, 255, 255 ); pTemp->tempent_renderamt = 255; pTemp->m_nRenderFX = kRenderFxNoDissipation; //pTemp->scale = random->RandomFloat( 0.1, 0.25 ); pTemp->m_flSpriteScale = 0.5; pTemp->flags |= FTENT_FADEOUT | FTENT_SLOWGRAVITY; pTemp->fadeSpeed = 2.0; // make the spittle fly the direction indicated, but mix in some noise. Vector velocity; velocity.x = dir[ 0 ] + random->RandomFloat ( -noise, noise ); velocity.y = dir[ 1 ] + random->RandomFloat ( -noise, noise ); velocity.z = dir[ 2 ] + random->RandomFloat ( 0, znoise ); velocity *= random->RandomFloat( (speed * 0.8), (speed * 1.2) ); pTemp->SetVelocity( velocity ); pTemp->SetLocalOrigin( pos ); pTemp->die = gpGlobals->curtime + 0.35; pTemp->m_flFrame = random->RandomInt( 0, frameCount ); } } void CTempEnts::Sprite_Trail( const Vector &vecStart, const Vector &vecEnd, int modelIndex, int nCount, float flLife, float flSize, float flAmplitude, int nRenderamt, float flSpeed ) { C_LocalTempEntity *pTemp; const model_t *pModel; int flFrameCount; pModel = modelinfo->GetModel( modelIndex ); if ( !pModel ) { Warning("No model %d!\n", modelIndex); return; } flFrameCount = modelinfo->GetModelFrameCount( pModel ); Vector vecDelta; VectorSubtract( vecEnd, vecStart, vecDelta ); Vector vecDir; VectorCopy( vecDelta, vecDir ); VectorNormalize( vecDir ); flAmplitude /= 256.0; for ( int i = 0 ; i < nCount; i++ ) { Vector vecPos; // Be careful of divide by 0 when using 'count' here... if ( i == 0 ) { VectorMA( vecStart, 0, vecDelta, vecPos ); } else { VectorMA( vecStart, i / (nCount - 1.0), vecDelta, vecPos ); } pTemp = TempEntAlloc( vecPos, pModel ); if (!pTemp) return; pTemp->flags |= FTENT_COLLIDEWORLD | FTENT_SPRCYCLE | FTENT_FADEOUT | FTENT_SLOWGRAVITY; Vector vecVel = vecDir * flSpeed; vecVel.x += random->RandomInt( -127,128 ) * flAmplitude; vecVel.y += random->RandomInt( -127,128 ) * flAmplitude; vecVel.z += random->RandomInt( -127,128 ) * flAmplitude; pTemp->SetVelocity( vecVel ); pTemp->SetLocalOrigin( vecPos ); pTemp->m_flSpriteScale = flSize; pTemp->SetRenderMode( kRenderGlow ); pTemp->m_nRenderFX = kRenderFxNoDissipation; pTemp->tempent_renderamt = nRenderamt; pTemp->SetRenderColor( 255, 255, 255 ); pTemp->m_flFrame = random->RandomInt( 0, flFrameCount - 1 ); pTemp->m_flFrameMax = flFrameCount - 1; pTemp->die = gpGlobals->curtime + flLife + random->RandomFloat( 0, 4 ); } } //----------------------------------------------------------------------------- // Purpose: Attaches entity to player // Input : client - // modelIndex - // zoffset - // life - //----------------------------------------------------------------------------- void CTempEnts::AttachTentToPlayer( int client, int modelIndex, float zoffset, float life ) { C_LocalTempEntity *pTemp; const model_t *pModel; Vector position; int frameCount; if ( client <= 0 || client > gpGlobals->maxClients ) { Warning("Bad client in AttachTentToPlayer()!\n"); return; } IClientEntity *clientClass = cl_entitylist->GetClientEntity( client ); if ( !clientClass ) { Warning("Couldn't get IClientEntity for %i\n", client ); return; } pModel = modelinfo->GetModel( modelIndex ); if ( !pModel ) { Warning("No model %d!\n", modelIndex); return; } VectorCopy( clientClass->GetAbsOrigin(), position ); position[ 2 ] += zoffset; pTemp = TempEntAllocHigh( position, pModel ); if (!pTemp) { Warning("No temp ent.\n"); return; } pTemp->SetRenderMode( kRenderNormal ); pTemp->SetRenderColorA( 255 ); pTemp->tempent_renderamt = 255; pTemp->m_nRenderFX = kRenderFxNoDissipation; pTemp->clientIndex = client; pTemp->tentOffset[ 0 ] = 0; pTemp->tentOffset[ 1 ] = 0; pTemp->tentOffset[ 2 ] = zoffset; pTemp->die = gpGlobals->curtime + life; pTemp->flags |= FTENT_PLYRATTACHMENT | FTENT_PERSIST; // is the model a sprite? if ( modelinfo->GetModelType( pTemp->GetModel() ) == mod_sprite ) { frameCount = modelinfo->GetModelFrameCount( pModel ); pTemp->m_flFrameMax = frameCount - 1; pTemp->flags |= FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP; pTemp->m_flFrameRate = 10; } else { // no animation support for attached clientside studio models. pTemp->m_flFrameMax = 0; } pTemp->m_flFrame = 0; } //----------------------------------------------------------------------------- // Purpose: Detach entity from player //----------------------------------------------------------------------------- void CTempEnts::KillAttachedTents( int client ) { if ( client <= 0 || client > gpGlobals->maxClients ) { Warning("Bad client in KillAttachedTents()!\n"); return; } FOR_EACH_LL( m_TempEnts, i ) { C_LocalTempEntity *pTemp = m_TempEnts[ i ]; if ( pTemp->flags & FTENT_PLYRATTACHMENT ) { // this TENT is player attached. // if it is attached to this client, set it to die instantly. if ( pTemp->clientIndex == client ) { pTemp->die = gpGlobals->curtime;// good enough, it will die on next tent update. } } } } //----------------------------------------------------------------------------- // Purpose: Create ricochet sprite // Input : *pos - // *pmodel - // duration - // scale - //----------------------------------------------------------------------------- void CTempEnts::RicochetSprite( const Vector &pos, model_t *pmodel, float duration, float scale ) { C_LocalTempEntity *pTemp; pTemp = TempEntAlloc( pos, pmodel ); if (!pTemp) return; pTemp->SetRenderMode( kRenderGlow ); pTemp->m_nRenderFX = kRenderFxNoDissipation; pTemp->SetRenderColorA( 200 ); pTemp->tempent_renderamt = 200; pTemp->m_flSpriteScale = scale; pTemp->flags = FTENT_FADEOUT; pTemp->SetVelocity( vec3_origin ); pTemp->SetLocalOrigin( pos ); pTemp->fadeSpeed = 8; pTemp->die = gpGlobals->curtime; pTemp->m_flFrame = 0; pTemp->SetLocalAnglesDim( Z_INDEX, 45 * random->RandomInt( 0, 7 ) ); } //----------------------------------------------------------------------------- // Purpose: Create blood sprite // Input : *org - // colorindex - // modelIndex - // modelIndex2 - // size - //----------------------------------------------------------------------------- void CTempEnts::BloodSprite( const Vector &org, int r, int g, int b, int a, int modelIndex, int modelIndex2, float size ) { const model_t *model; //Validate the model first if ( modelIndex && (model = modelinfo->GetModel( modelIndex ) ) != NULL ) { C_LocalTempEntity *pTemp; int frameCount = modelinfo->GetModelFrameCount( model ); color32 impactcolor = { (uint8)r, (uint8)g, (uint8)b, (uint8)a }; //Large, single blood sprite is a high-priority tent if ( ( pTemp = TempEntAllocHigh( org, model ) ) != NULL ) { pTemp->SetRenderMode( kRenderTransTexture ); pTemp->m_nRenderFX = kRenderFxClampMinScale; pTemp->m_flSpriteScale = random->RandomFloat( size / 25, size / 35); pTemp->flags = FTENT_SPRANIMATE; pTemp->m_clrRender = impactcolor; pTemp->tempent_renderamt= pTemp->m_clrRender->a; pTemp->SetVelocity( vec3_origin ); pTemp->m_flFrameRate = frameCount * 4; // Finish in 0.250 seconds pTemp->die = gpGlobals->curtime + (frameCount / pTemp->m_flFrameRate); // Play the whole thing Once pTemp->m_flFrame = 0; pTemp->m_flFrameMax = frameCount - 1; pTemp->bounceFactor = 0; pTemp->SetLocalAnglesDim( Z_INDEX, random->RandomInt( 0, 360 ) ); } } } //----------------------------------------------------------------------------- // Purpose: Create default sprite TE // Input : *pos - // spriteIndex - // framerate - // Output : C_LocalTempEntity //----------------------------------------------------------------------------- C_LocalTempEntity *CTempEnts::DefaultSprite( const Vector &pos, int spriteIndex, float framerate ) { C_LocalTempEntity *pTemp; int frameCount; const model_t *pSprite; // don't spawn while paused if ( gpGlobals->frametime == 0.0 ) return NULL; pSprite = modelinfo->GetModel( spriteIndex ); if ( !spriteIndex || !pSprite || modelinfo->GetModelType( pSprite ) != mod_sprite ) { DevWarning( 1,"No Sprite %d!\n", spriteIndex); return NULL; } frameCount = modelinfo->GetModelFrameCount( pSprite ); pTemp = TempEntAlloc( pos, pSprite ); if (!pTemp) return NULL; pTemp->m_flFrameMax = frameCount - 1; pTemp->m_flSpriteScale = 1.0; pTemp->flags |= FTENT_SPRANIMATE; if ( framerate == 0 ) framerate = 10; pTemp->m_flFrameRate = framerate; pTemp->die = gpGlobals->curtime + (float)frameCount / framerate; pTemp->m_flFrame = 0; pTemp->SetLocalOrigin( pos ); return pTemp; } //----------------------------------------------------------------------------- // Purpose: Create sprite smoke // Input : *pTemp - // scale - //----------------------------------------------------------------------------- void CTempEnts::Sprite_Smoke( C_LocalTempEntity *pTemp, float scale ) { if ( !pTemp ) return; pTemp->SetRenderMode( kRenderTransAlpha ); pTemp->m_nRenderFX = kRenderFxNone; pTemp->SetVelocity( Vector( 0, 0, 30 ) ); int iColor = random->RandomInt(20,35); pTemp->SetRenderColor( iColor, iColor, iColor, 255 ); pTemp->SetLocalOriginDim( Z_INDEX, pTemp->GetLocalOriginDim( Z_INDEX ) + 20 ); pTemp->m_flSpriteScale = scale; pTemp->flags = FTENT_WINDBLOWN; } //----------------------------------------------------------------------------- // Purpose: // Input : pos1 - // angles - // type - //----------------------------------------------------------------------------- void CTempEnts::EjectBrass( const Vector &pos1, const QAngle &angles, const QAngle &gunAngles, int type ) { if ( cl_ejectbrass.GetBool() == false ) return; const model_t *pModel = m_pShells[type]; if ( pModel == NULL ) return; C_LocalTempEntity *pTemp = TempEntAlloc( pos1, pModel ); if ( pTemp == NULL ) return; //Keep track of shell type if ( type == 2 ) { pTemp->hitSound = BOUNCE_SHOTSHELL; } else { pTemp->hitSound = BOUNCE_SHELL; } pTemp->m_nBody = 0; pTemp->flags |= ( FTENT_COLLIDEWORLD | FTENT_FADEOUT | FTENT_GRAVITY | FTENT_ROTATE ); pTemp->m_vecTempEntAngVelocity[0] = random->RandomFloat(-1024,1024); pTemp->m_vecTempEntAngVelocity[1] = random->RandomFloat(-1024,1024); pTemp->m_vecTempEntAngVelocity[2] = random->RandomFloat(-1024,1024); //Face forward pTemp->SetAbsAngles( gunAngles ); pTemp->SetRenderMode( kRenderNormal ); pTemp->tempent_renderamt = 255; // Set this for fadeout Vector dir; AngleVectors( angles, &dir ); dir *= random->RandomFloat( 150.0f, 200.0f ); pTemp->SetVelocity( Vector(dir[0] + random->RandomFloat(-64,64), dir[1] + random->RandomFloat(-64,64), dir[2] + random->RandomFloat( 0,64) ) ); pTemp->die = gpGlobals->curtime + 1.0f + random->RandomFloat( 0.0f, 1.0f ); // Add an extra 0-1 secs of life } //----------------------------------------------------------------------------- // Purpose: Create some simple physically simulated models //----------------------------------------------------------------------------- C_LocalTempEntity * CTempEnts::SpawnTempModel( const model_t *pModel, const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecVelocity, float flLifeTime, int iFlags ) { Assert( pModel ); // Alloc a new tempent C_LocalTempEntity *pTemp = TempEntAlloc( vecOrigin, pModel ); if ( !pTemp ) return NULL; pTemp->SetAbsAngles( vecAngles ); pTemp->m_nBody = 0; pTemp->flags |= iFlags; pTemp->m_vecTempEntAngVelocity[0] = random->RandomFloat(-255,255); pTemp->m_vecTempEntAngVelocity[1] = random->RandomFloat(-255,255); pTemp->m_vecTempEntAngVelocity[2] = random->RandomFloat(-255,255); pTemp->SetRenderMode( kRenderNormal ); pTemp->tempent_renderamt = 255; pTemp->SetVelocity( vecVelocity ); pTemp->die = gpGlobals->curtime + flLifeTime; return pTemp; } //----------------------------------------------------------------------------- // Purpose: // Input : type - // entityIndex - // attachmentIndex - // firstPerson - //----------------------------------------------------------------------------- void CTempEnts::MuzzleFlash( int type, ClientEntityHandle_t hEntity, int attachmentIndex, bool firstPerson ) { switch( type ) { case MUZZLEFLASH_COMBINE: if ( firstPerson ) { MuzzleFlash_Combine_Player( hEntity, attachmentIndex ); } else { MuzzleFlash_Combine_NPC( hEntity, attachmentIndex ); } break; case MUZZLEFLASH_SMG1: if ( firstPerson ) { MuzzleFlash_SMG1_Player( hEntity, attachmentIndex ); } else { MuzzleFlash_SMG1_NPC( hEntity, attachmentIndex ); } break; case MUZZLEFLASH_PISTOL: if ( firstPerson ) { MuzzleFlash_Pistol_Player( hEntity, attachmentIndex ); } else { MuzzleFlash_Pistol_NPC( hEntity, attachmentIndex ); } break; case MUZZLEFLASH_SHOTGUN: if ( firstPerson ) { MuzzleFlash_Shotgun_Player( hEntity, attachmentIndex ); } else { MuzzleFlash_Shotgun_NPC( hEntity, attachmentIndex ); } break; case MUZZLEFLASH_357: if ( firstPerson ) { MuzzleFlash_357_Player( hEntity, attachmentIndex ); } break; case MUZZLEFLASH_RPG: if ( firstPerson ) { // MuzzleFlash_RPG_Player( hEntity, attachmentIndex ); } else { MuzzleFlash_RPG_NPC( hEntity, attachmentIndex ); } break; break; default: { //NOTENOTE: This means you specified an invalid muzzleflash type, check your spelling? Assert( 0 ); } break; } } //----------------------------------------------------------------------------- // Purpose: Play muzzle flash // Input : *pos1 - // type - //----------------------------------------------------------------------------- void CTempEnts::MuzzleFlash( const Vector& pos1, const QAngle& angles, int type, ClientEntityHandle_t hEntity, bool firstPerson ) { #ifdef CSTRIKE_DLL return; #else //NOTENOTE: This function is becoming obsolete as the muzzles are moved over to being local to attachments switch ( type ) { // // Shotgun // case MUZZLEFLASH_SHOTGUN: if ( firstPerson ) { MuzzleFlash_Shotgun_Player( hEntity, 1 ); } else { MuzzleFlash_Shotgun_NPC( hEntity, 1 ); } break; // UNDONE: These need their own effects/sprites. For now use the pistol // SMG1 case MUZZLEFLASH_SMG1: if ( firstPerson ) { MuzzleFlash_SMG1_Player( hEntity, 1 ); } else { MuzzleFlash_SMG1_NPC( hEntity, 1 ); } break; // SMG2 case MUZZLEFLASH_SMG2: case MUZZLEFLASH_PISTOL: if ( firstPerson ) { MuzzleFlash_Pistol_Player( hEntity, 1 ); } else { MuzzleFlash_Pistol_NPC( hEntity, 1 ); } break; case MUZZLEFLASH_COMBINE: if ( firstPerson ) { //FIXME: These should go away MuzzleFlash_Combine_Player( hEntity, 1 ); } else { //FIXME: These should go away MuzzleFlash_Combine_NPC( hEntity, 1 ); } break; default: // There's no supported muzzle flash for the type specified! Assert(0); break; } #endif } //----------------------------------------------------------------------------- // Purpose: Create explosion sprite // Input : *pTemp - // scale - // flags - //----------------------------------------------------------------------------- void CTempEnts::Sprite_Explode( C_LocalTempEntity *pTemp, float scale, int flags ) { if ( !pTemp ) return; if ( flags & TE_EXPLFLAG_NOADDITIVE ) { // solid sprite pTemp->SetRenderMode( kRenderNormal ); pTemp->SetRenderColorA( 255 ); } else if( flags & TE_EXPLFLAG_DRAWALPHA ) { // alpha sprite pTemp->SetRenderMode( kRenderTransAlpha ); pTemp->SetRenderColorA( 180 ); } else { // additive sprite pTemp->SetRenderMode( kRenderTransAdd ); pTemp->SetRenderColorA( 180 ); } if ( flags & TE_EXPLFLAG_ROTATE ) { pTemp->SetLocalAnglesDim( Z_INDEX, random->RandomInt( 0, 360 ) ); } pTemp->m_nRenderFX = kRenderFxNone; pTemp->SetVelocity( Vector( 0, 0, 8 ) ); pTemp->SetRenderColor( 255, 255, 255 ); pTemp->SetLocalOriginDim( Z_INDEX, pTemp->GetLocalOriginDim( Z_INDEX ) + 10 ); pTemp->m_flSpriteScale = scale; } enum { SHELL_NONE = 0, SHELL_SMALL, SHELL_BIG, SHELL_SHOTGUN, }; //----------------------------------------------------------------------------- // Purpose: Clear existing temp entities //----------------------------------------------------------------------------- void CTempEnts::Clear( void ) { FOR_EACH_LL( m_TempEnts, i ) { C_LocalTempEntity *p = m_TempEnts[ i ]; m_TempEntsPool.Free( p ); } m_TempEnts.RemoveAll(); g_BreakableHelper.Clear(); } C_LocalTempEntity *CTempEnts::FindTempEntByID( int nID, int nSubID ) { // HACK HACK: We're using skin and hitsounds as a hacky way to store an ID and sub-ID for later identification FOR_EACH_LL( m_TempEnts, i ) { C_LocalTempEntity *p = m_TempEnts[ i ]; if ( p && p->m_nSkin == nID && p->hitSound == nSubID ) { return p; } } return NULL; } //----------------------------------------------------------------------------- // Purpose: Allocate temp entity ( normal/low priority ) // Input : *org - // *model - // Output : C_LocalTempEntity //----------------------------------------------------------------------------- C_LocalTempEntity *CTempEnts::TempEntAlloc( const Vector& org, const model_t *model ) { C_LocalTempEntity *pTemp; if ( !model ) { DevWarning( 1, "Can't create temporary entity with NULL model!\n" ); return NULL; } pTemp = TempEntAlloc(); if ( !pTemp ) { DevWarning( 1, "Overflow %d temporary ents!\n", MAX_TEMP_ENTITIES ); return NULL; } m_TempEnts.AddToTail( pTemp ); pTemp->Prepare( model, gpGlobals->curtime ); pTemp->priority = TENTPRIORITY_LOW; pTemp->SetAbsOrigin( org ); pTemp->m_RenderGroup = RENDER_GROUP_OTHER; pTemp->AddToLeafSystem( pTemp->m_RenderGroup ); if ( CommandLine()->CheckParm( "-tools" ) != NULL ) { #ifdef _DEBUG static bool first = true; if ( first ) { Msg( "Currently not recording tempents, since recording them as entites causes them to be deleted as entities, even though they were allocated through the tempent pool. (crash)\n" ); first = false; } #endif // ClientEntityList().AddNonNetworkableEntity( pTemp ); } return pTemp; } //----------------------------------------------------------------------------- // Purpose: // Output : C_LocalTempEntity //----------------------------------------------------------------------------- C_LocalTempEntity *CTempEnts::TempEntAlloc() { if ( m_TempEnts.Count() >= MAX_TEMP_ENTITIES ) return NULL; C_LocalTempEntity *pTemp = m_TempEntsPool.AllocZero(); return pTemp; } void CTempEnts::TempEntFree( int index ) { C_LocalTempEntity *pTemp = m_TempEnts[ index ]; if ( pTemp ) { // Remove from the active list. m_TempEnts.Remove( index ); // Cleanup its data. pTemp->RemoveFromLeafSystem(); // Remove the tempent from the ClientEntityList before removing it from the pool. if ( ( pTemp->flags & FTENT_CLIENTSIDEPARTICLES ) ) { // Stop the particle emission if this hasn't happened already - collision or system timing out on its own. if ( !pTemp->m_bParticleCollision ) { pTemp->ParticleProp()->StopEmission(); } ClientEntityList().RemoveEntity( pTemp->GetRefEHandle() ); } pTemp->OnRemoveTempEntity(); m_TempEntsPool.Free( pTemp ); } } // Free the first low priority tempent it finds. bool CTempEnts::FreeLowPriorityTempEnt() { int next = 0; for( int i = m_TempEnts.Head(); i != m_TempEnts.InvalidIndex(); i = next ) { next = m_TempEnts.Next( i ); C_LocalTempEntity *pActive = m_TempEnts[ i ]; if ( pActive->priority == TENTPRIORITY_LOW ) { TempEntFree( i ); return true; } } return false; } //----------------------------------------------------------------------------- // Purpose: Allocate a temp entity, if there are no slots, kick out a low priority // one if possible // Input : *org - // *model - // Output : C_LocalTempEntity //----------------------------------------------------------------------------- C_LocalTempEntity *CTempEnts::TempEntAllocHigh( const Vector& org, const model_t *model ) { C_LocalTempEntity *pTemp; if ( !model ) { DevWarning( 1, "temporary ent model invalid\n" ); return NULL; } pTemp = TempEntAlloc(); if ( !pTemp ) { // no temporary ents free, so find the first active low-priority temp ent // and overwrite it. FreeLowPriorityTempEnt(); pTemp = TempEntAlloc(); } if ( !pTemp ) { // didn't find anything? The tent list is either full of high-priority tents // or all tents in the list are still due to live for > 10 seconds. DevWarning( 1,"Couldn't alloc a high priority TENT (max %i)!\n", MAX_TEMP_ENTITIES ); return NULL; } m_TempEnts.AddToTail( pTemp ); pTemp->Prepare( model, gpGlobals->curtime ); pTemp->priority = TENTPRIORITY_HIGH; pTemp->SetLocalOrigin( org ); pTemp->m_RenderGroup = RENDER_GROUP_OTHER; pTemp->AddToLeafSystem( pTemp->m_RenderGroup ); if ( CommandLine()->CheckParm( "-tools" ) != NULL ) { ClientEntityList().AddNonNetworkableEntity( pTemp ); } return pTemp; } //----------------------------------------------------------------------------- // Purpose: Play sound when temp ent collides with something // Input : *pTemp - // damp - //----------------------------------------------------------------------------- void CTempEnts::PlaySound ( C_LocalTempEntity *pTemp, float damp ) { const char *soundname = NULL; float fvol; bool isshellcasing = false; int zvel; switch ( pTemp->hitSound ) { default: return; // null sound case BOUNCE_GLASS: { soundname = "Bounce.Glass"; } break; case BOUNCE_METAL: { soundname = "Bounce.Metal"; } break; case BOUNCE_FLESH: { soundname = "Bounce.Flesh"; } break; case BOUNCE_WOOD: { soundname = "Bounce.Wood"; } break; case BOUNCE_SHRAP: { soundname = "Bounce.Shrapnel"; } break; case BOUNCE_SHOTSHELL: { soundname = "Bounce.ShotgunShell"; isshellcasing = true; // shell casings have different playback parameters } break; case BOUNCE_SHELL: { soundname = "Bounce.Shell"; isshellcasing = true; // shell casings have different playback parameters } break; case BOUNCE_CONCRETE: { soundname = "Bounce.Concrete"; } break; #ifdef CSTRIKE_DLL case TE_PISTOL_SHELL: { soundname = "Bounce.PistolShell"; } break; case TE_RIFLE_SHELL: { soundname = "Bounce.RifleShell"; } break; case TE_SHOTGUN_SHELL: { soundname = "Bounce.ShotgunShell"; } break; #endif } zvel = abs( pTemp->GetVelocity()[2] ); // only play one out of every n if ( isshellcasing ) { // play first bounce, then 1 out of 3 if ( zvel < 200 && random->RandomInt(0,3) ) return; } else { if ( random->RandomInt(0,5) ) return; } CSoundParameters params; if ( !C_BaseEntity::GetParametersForSound( soundname, params, NULL ) ) return; fvol = params.volume; if ( damp > 0.0 ) { int pitch; if ( isshellcasing ) { fvol *= MIN (1.0, ((float)zvel) / 350.0); } else { fvol *= MIN (1.0, ((float)zvel) / 450.0); } if ( !random->RandomInt(0,3) && !isshellcasing ) { pitch = random->RandomInt( params.pitchlow, params.pitchhigh ); } else { pitch = params.pitch; } CLocalPlayerFilter filter; EmitSound_t ep; ep.m_nChannel = params.channel; ep.m_pSoundName = params.soundname; ep.m_flVolume = fvol; ep.m_SoundLevel = params.soundlevel; ep.m_nPitch = pitch; ep.m_pOrigin = &pTemp->GetAbsOrigin(); C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, ep ); } } //----------------------------------------------------------------------------- // Purpose: Add temp entity to visible entities list of it's in PVS // Input : *pEntity - // Output : int //----------------------------------------------------------------------------- int CTempEnts::AddVisibleTempEntity( C_LocalTempEntity *pEntity ) { int i; Vector mins, maxs; Vector model_mins, model_maxs; if ( !pEntity->GetModel() ) return 0; modelinfo->GetModelBounds( pEntity->GetModel(), model_mins, model_maxs ); for (i=0 ; i<3 ; i++) { mins[i] = pEntity->GetAbsOrigin()[i] + model_mins[i]; maxs[i] = pEntity->GetAbsOrigin()[i] + model_maxs[i]; } // FIXME: Vis isn't setup by the time we get here, so this call fails if // you try to add a tempent before the first frame is drawn, and it's // one frame behind the rest of the time. Fix this. // does the box intersect a visible leaf? //if ( engine->IsBoxInViewCluster( mins, maxs ) ) { // Temporary entities have no corresponding element in cl_entitylist pEntity->index = -1; // Add to list if( pEntity->m_RenderGroup == RENDER_GROUP_OTHER ) { pEntity->AddToLeafSystem(); } else { pEntity->AddToLeafSystem( pEntity->m_RenderGroup ); } return 1; } return 0; } //----------------------------------------------------------------------------- // Purpose: Runs Temp Ent simulation routines //----------------------------------------------------------------------------- void CTempEnts::Update(void) { VPROF_("CTempEnts::Update", 1, VPROF_BUDGETGROUP_CLIENT_SIM, false, BUDGETFLAG_CLIENT); static int gTempEntFrame = 0; float frametime; // Don't simulate while loading if ( ( m_TempEnts.Count() == 0 ) || !engine->IsInGame() ) { return; } // !!!BUGBUG -- This needs to be time based gTempEntFrame = (gTempEntFrame+1) & 31; frametime = gpGlobals->frametime; // in order to have tents collide with players, we have to run the player prediction code so // that the client has the player list. We run this code once when we detect any COLLIDEALL // tent, then set this BOOL to true so the code doesn't get run again if there's more than // one COLLIDEALL ent for this update. (often are). // !!! Don't simulate while paused.... This is sort of a hack, revisit. if ( frametime == 0 ) { FOR_EACH_LL( m_TempEnts, i ) { C_LocalTempEntity *current = m_TempEnts[ i ]; AddVisibleTempEntity( current ); } } else { int next = 0; for( int i = m_TempEnts.Head(); i != m_TempEnts.InvalidIndex(); i = next ) { next = m_TempEnts.Next( i ); C_LocalTempEntity *current = m_TempEnts[ i ]; // Kill it if ( !current->IsActive() || !current->Frame( frametime, gTempEntFrame ) ) { TempEntFree( i ); } else { // Cull to PVS (not frustum cull, just PVS) if ( !AddVisibleTempEntity( current ) ) { if ( !( current->flags & FTENT_PERSIST ) ) { // If we can't draw it this frame, just dump it. current->die = gpGlobals->curtime; // Don't fade out, just die current->flags &= ~FTENT_FADEOUT; TempEntFree( i ); } } } } } } // Recache tempents which might have been flushed void CTempEnts::LevelInit() { #ifndef TF_CLIENT_DLL m_pSpriteMuzzleFlash[0] = (model_t *)engine->LoadModel( "sprites/ar2_muzzle1.vmt" ); m_pSpriteMuzzleFlash[1] = (model_t *)engine->LoadModel( "sprites/muzzleflash4.vmt" ); m_pSpriteMuzzleFlash[2] = (model_t *)engine->LoadModel( "sprites/muzzleflash4.vmt" ); m_pSpriteAR2Flash[0] = (model_t *)engine->LoadModel( "sprites/ar2_muzzle1b.vmt" ); m_pSpriteAR2Flash[1] = (model_t *)engine->LoadModel( "sprites/ar2_muzzle2b.vmt" ); m_pSpriteAR2Flash[2] = (model_t *)engine->LoadModel( "sprites/ar2_muzzle3b.vmt" ); m_pSpriteAR2Flash[3] = (model_t *)engine->LoadModel( "sprites/ar2_muzzle4b.vmt" ); m_pSpriteCombineFlash[0] = (model_t *)engine->LoadModel( "effects/combinemuzzle1.vmt" ); m_pSpriteCombineFlash[1] = (model_t *)engine->LoadModel( "effects/combinemuzzle2.vmt" ); m_pShells[0] = (model_t *) engine->LoadModel( "models/weapons/shell.mdl" ); m_pShells[1] = (model_t *) engine->LoadModel( "models/weapons/rifleshell.mdl" ); m_pShells[2] = (model_t *) engine->LoadModel( "models/weapons/shotgun_shell.mdl" ); #endif #if defined( HL1_CLIENT_DLL ) m_pHL1Shell = (model_t *)engine->LoadModel( "models/shell.mdl" ); m_pHL1ShotgunShell = (model_t *)engine->LoadModel( "models/shotgunshell.mdl" ); #endif #if defined( CSTRIKE_DLL ) || defined ( SDK_DLL ) m_pCS_9MMShell = (model_t *)engine->LoadModel( "models/Shells/shell_9mm.mdl" ); m_pCS_57Shell = (model_t *)engine->LoadModel( "models/Shells/shell_57.mdl" ); m_pCS_12GaugeShell = (model_t *)engine->LoadModel( "models/Shells/shell_12gauge.mdl" ); m_pCS_556Shell = (model_t *)engine->LoadModel( "models/Shells/shell_556.mdl" ); m_pCS_762NATOShell = (model_t *)engine->LoadModel( "models/Shells/shell_762nato.mdl" ); m_pCS_338MAGShell = (model_t *)engine->LoadModel( "models/Shells/shell_338mag.mdl" ); #endif } //----------------------------------------------------------------------------- // Purpose: Initialize TE system //----------------------------------------------------------------------------- void CTempEnts::Init (void) { m_pSpriteMuzzleFlash[0] = NULL; m_pSpriteMuzzleFlash[1] = NULL; m_pSpriteMuzzleFlash[2] = NULL; m_pSpriteAR2Flash[0] = NULL; m_pSpriteAR2Flash[1] = NULL; m_pSpriteAR2Flash[2] = NULL; m_pSpriteAR2Flash[3] = NULL; m_pSpriteCombineFlash[0] = NULL; m_pSpriteCombineFlash[1] = NULL; m_pShells[0] = NULL; m_pShells[1] = NULL; m_pShells[2] = NULL; #if defined( HL1_CLIENT_DLL ) m_pHL1Shell = NULL; m_pHL1ShotgunShell = NULL; #endif #if defined( CSTRIKE_DLL ) || defined ( SDK_DLL ) m_pCS_9MMShell = NULL; m_pCS_57Shell = NULL; m_pCS_12GaugeShell = NULL; m_pCS_556Shell = NULL; m_pCS_762NATOShell = NULL; m_pCS_338MAGShell = NULL; #endif // Clear out lists to start Clear(); } void CTempEnts::LevelShutdown() { // Free all active tempents. Clear(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTempEnts::Shutdown() { LevelShutdown(); } //----------------------------------------------------------------------------- // Purpose: Cache off all material references // Input : *pEmitter - Emitter used for material lookup //----------------------------------------------------------------------------- inline void CTempEnts::CacheMuzzleFlashes( void ) { int i; for ( i = 0; i < 4; i++ ) { if ( m_Material_MuzzleFlash_Player[i] == NULL ) { m_Material_MuzzleFlash_Player[i] = ParticleMgr()->GetPMaterial( VarArgs( "effects/muzzleflash%d_noz", i+1 ) ); } } for ( i = 0; i < 4; i++ ) { if ( m_Material_MuzzleFlash_NPC[i] == NULL ) { m_Material_MuzzleFlash_NPC[i] = ParticleMgr()->GetPMaterial( VarArgs( "effects/muzzleflash%d", i+1 ) ); } } for ( i = 0; i < 2; i++ ) { if ( m_Material_Combine_MuzzleFlash_Player[i] == NULL ) { m_Material_Combine_MuzzleFlash_Player[i] = ParticleMgr()->GetPMaterial( VarArgs( "effects/combinemuzzle%d_noz", i+1 ) ); } } for ( i = 0; i < 2; i++ ) { if ( m_Material_Combine_MuzzleFlash_NPC[i] == NULL ) { m_Material_Combine_MuzzleFlash_NPC[i] = ParticleMgr()->GetPMaterial( VarArgs( "effects/combinemuzzle%d", i+1 ) ); } } } //----------------------------------------------------------------------------- // Purpose: // Input : entityIndex - // attachmentIndex - //----------------------------------------------------------------------------- void CTempEnts::MuzzleFlash_Combine_Player( ClientEntityHandle_t hEntity, int attachmentIndex ) { VPROF_BUDGET( "MuzzleFlash_Combine_Player", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); CSmartPtr pSimple = CLocalSpaceEmitter::Create( "MuzzleFlash", hEntity, attachmentIndex, FLE_VIEWMODEL ); CacheMuzzleFlashes(); SimpleParticle *pParticle; Vector forward(1,0,0), offset; //NOTENOTE: All coords are in local space float flScale = random->RandomFloat( 2.0f, 2.25f ); pSimple->SetDrawBeforeViewModel( true ); // Flash for ( int i = 1; i < 6; i++ ) { offset = (forward * (i*8.0f*flScale)); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Combine_MuzzleFlash_Player[random->RandomInt(0,1)], offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.025f; pParticle->m_vecVelocity.Init(); pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 200+random->RandomInt(0,55); pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 255; pParticle->m_uchStartSize = ( (random->RandomFloat( 6.0f, 8.0f ) * (12-(i))/12) * flScale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } // Tack on the smoke pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Combine_MuzzleFlash_Player[random->RandomInt(0,1)], vec3_origin ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.025f; pParticle->m_vecVelocity.Init(); pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255; pParticle->m_uchStartAlpha = random->RandomInt( 64, 128 ); pParticle->m_uchEndAlpha = 32; pParticle->m_uchStartSize = random->RandomFloat( 10.0f, 16.0f ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } //----------------------------------------------------------------------------- // Purpose: // Input : &origin - // &angles - // entityIndex - //----------------------------------------------------------------------------- void CTempEnts::MuzzleFlash_Combine_NPC( ClientEntityHandle_t hEntity, int attachmentIndex ) { VPROF_BUDGET( "MuzzleFlash_Combine_NPC", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); // If the material isn't available, let's not do anything. if ( g_Mat_Combine_Muzzleflash[0] == NULL ) { return; } CSmartPtr pSimple = CLocalSpaceEmitter::Create( "MuzzleFlash_Combine_NPC", hEntity, attachmentIndex ); SimpleParticle *pParticle; Vector forward(1,0,0), offset; //NOTENOTE: All coords are in local space float flScale = random->RandomFloat( 1.0f, 1.5f ); float burstSpeed = random->RandomFloat( 50.0f, 150.0f ); #define FRONT_LENGTH 6 // Front flash for ( int i = 1; i < FRONT_LENGTH; i++ ) { offset = (forward * (i*2.0f*flScale)); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_Combine_Muzzleflash[random->RandomInt(0,1)], offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.1f; pParticle->m_vecVelocity = forward * burstSpeed; pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255; pParticle->m_uchStartAlpha = 255.0f; pParticle->m_uchEndAlpha = 0; pParticle->m_uchStartSize = ( (random->RandomFloat( 6.0f, 8.0f ) * (FRONT_LENGTH*1.25f-(i))/(FRONT_LENGTH)) * flScale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } Vector right(0,1,0), up(0,0,1); Vector dir = right - up; #define SIDE_LENGTH 6 burstSpeed = random->RandomFloat( 50.0f, 150.0f ); // Diagonal flash for ( int i = 1; i < SIDE_LENGTH; i++ ) { offset = (dir * (i*flScale)); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_Combine_Muzzleflash[random->RandomInt(0,1)], offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.2f; pParticle->m_vecVelocity = dir * burstSpeed * 0.25f; pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_uchStartSize = ( (random->RandomFloat( 2.0f, 4.0f ) * (SIDE_LENGTH-(i))/(SIDE_LENGTH*0.5f)) * flScale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } dir = right + up; burstSpeed = random->RandomFloat( 50.0f, 150.0f ); // Diagonal flash for ( int i = 1; i < SIDE_LENGTH; i++ ) { offset = (-dir * (i*flScale)); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_Combine_Muzzleflash[random->RandomInt(0,1)], offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.2f; pParticle->m_vecVelocity = dir * -burstSpeed * 0.25f; pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_uchStartSize = ( (random->RandomFloat( 2.0f, 4.0f ) * (SIDE_LENGTH-(i))/(SIDE_LENGTH*0.5f)) * flScale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } dir = up; burstSpeed = random->RandomFloat( 50.0f, 150.0f ); // Top flash for ( int i = 1; i < SIDE_LENGTH; i++ ) { offset = (dir * (i*flScale)); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_Combine_Muzzleflash[random->RandomInt(0,1)], offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.2f; pParticle->m_vecVelocity = dir * burstSpeed * 0.25f; pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_uchStartSize = ( (random->RandomFloat( 2.0f, 4.0f ) * (SIDE_LENGTH-(i))/(SIDE_LENGTH*0.5f)) * flScale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_Combine_Muzzleflash[2], vec3_origin ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.3f, 0.4f ); pParticle->m_vecVelocity.Init(); pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_uchStartSize = flScale * random->RandomFloat( 12.0f, 16.0f ); pParticle->m_uchEndSize = 0.0f; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; matrix3x4_t matAttachment; Vector origin; // Grab the origin out of the transform for the attachment if ( FX_GetAttachmentTransform( hEntity, attachmentIndex, matAttachment ) ) { origin.x = matAttachment[0][3]; origin.y = matAttachment[1][3]; origin.z = matAttachment[2][3]; } else { //NOTENOTE: If you're here, you've specified an entity or an attachment that is invalid Assert(0); return; } if ( muzzleflash_light.GetBool() ) { C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( hEntity ); if ( pEnt ) { dlight_t *el = effects->CL_AllocElight( LIGHT_INDEX_MUZZLEFLASH + pEnt->entindex() ); el->origin = origin; el->color.r = 64; el->color.g = 128; el->color.b = 255; el->color.exponent = 5; el->radius = random->RandomInt( 32, 128 ); el->decay = el->radius / 0.05f; el->die = gpGlobals->curtime + 0.05f; } } } //================================================== // Purpose: // Input: //================================================== void CTempEnts::MuzzleFlash_AR2_NPC( const Vector &origin, const QAngle &angles, ClientEntityHandle_t hEntity ) { //Draw the cloud of fire FX_MuzzleEffect( origin, angles, 1.0f, hEntity ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTempEnts::MuzzleFlash_SMG1_NPC( ClientEntityHandle_t hEntity, int attachmentIndex ) { //Draw the cloud of fire FX_MuzzleEffectAttached( 1.0f, hEntity, attachmentIndex, NULL, true ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTempEnts::MuzzleFlash_SMG1_Player( ClientEntityHandle_t hEntity, int attachmentIndex ) { VPROF_BUDGET( "MuzzleFlash_SMG1_Player", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); CSmartPtr pSimple = CLocalSpaceEmitter::Create( "MuzzleFlash_SMG1_Player", hEntity, attachmentIndex, FLE_VIEWMODEL ); CacheMuzzleFlashes(); SimpleParticle *pParticle; Vector forward(1,0,0), offset; //NOTENOTE: All coords are in local space float flScale = random->RandomFloat( 1.25f, 1.5f ); pSimple->SetDrawBeforeViewModel( true ); // Flash for ( int i = 1; i < 6; i++ ) { offset = (forward * (i*8.0f*flScale)); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_MuzzleFlash_Player[random->RandomInt(0,3)], offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.025f; pParticle->m_vecVelocity.Init(); pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 200+random->RandomInt(0,55); pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 255; pParticle->m_uchStartSize = ( (random->RandomFloat( 6.0f, 8.0f ) * (8-(i))/6) * flScale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } } //================================================== // Purpose: // Input: //================================================== void CTempEnts::MuzzleFlash_Shotgun_Player( ClientEntityHandle_t hEntity, int attachmentIndex ) { VPROF_BUDGET( "MuzzleFlash_Shotgun_Player", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); CSmartPtr pSimple = CSimpleEmitter::Create( "MuzzleFlash_Shotgun_Player" ); pSimple->SetDrawBeforeViewModel( true ); CacheMuzzleFlashes(); Vector origin; QAngle angles; // Get our attachment's transformation matrix FX_GetAttachmentTransform( hEntity, attachmentIndex, &origin, &angles ); pSimple->GetBinding().SetBBox( origin - Vector( 4, 4, 4 ), origin + Vector( 4, 4, 4 ) ); Vector forward; AngleVectors( angles, &forward, NULL, NULL ); SimpleParticle *pParticle; Vector offset; float flScale = random->RandomFloat( 1.25f, 1.5f ); // Flash for ( int i = 1; i < 6; i++ ) { offset = origin + (forward * (i*8.0f*flScale)); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_MuzzleFlash_Player[random->RandomInt(0,3)], offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.0001f; pParticle->m_vecVelocity.Init(); pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 200+random->RandomInt(0,55); pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 255; pParticle->m_uchStartSize = ( (random->RandomFloat( 6.0f, 8.0f ) * (8-(i))/6) * flScale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } } //================================================== // Purpose: // Input: //================================================== void CTempEnts::MuzzleFlash_Shotgun_NPC( ClientEntityHandle_t hEntity, int attachmentIndex ) { //Draw the cloud of fire FX_MuzzleEffectAttached( 0.75f, hEntity, attachmentIndex ); // If the material isn't available, let's not do anything else. if ( g_Mat_SMG_Muzzleflash[0] == NULL ) { return; } QAngle angles; Vector forward; int i; // Setup the origin. Vector origin; IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( hEntity ); if ( !pRenderable ) return; pRenderable->GetAttachment( attachmentIndex, origin, angles ); AngleVectors( angles, &forward ); //Embers less often if ( random->RandomInt( 0, 2 ) == 0 ) { //Embers CSmartPtr pEmbers = CEmberEffect::Create( "muzzle_embers" ); pEmbers->SetSortOrigin( origin ); SimpleParticle *pParticle; int numEmbers = random->RandomInt( 0, 4 ); for ( int i = 0; i < numEmbers; i++ ) { pParticle = (SimpleParticle *) pEmbers->AddParticle( sizeof( SimpleParticle ), g_Mat_SMG_Muzzleflash[0], origin ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.2f, 0.4f ); pParticle->m_vecVelocity.Random( -0.05f, 0.05f ); pParticle->m_vecVelocity += forward; VectorNormalize( pParticle->m_vecVelocity ); pParticle->m_vecVelocity *= random->RandomFloat( 64.0f, 256.0f ); pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 128; pParticle->m_uchColor[2] = 64; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_uchStartSize = 1; pParticle->m_uchEndSize = 0; pParticle->m_flRoll = 0; pParticle->m_flRollDelta = 0; } } // // Trails // CSmartPtr pTrails = CTrailParticles::Create( "MuzzleFlash_Shotgun_NPC" ); pTrails->SetSortOrigin( origin ); TrailParticle *pTrailParticle; pTrails->SetFlag( bitsPARTICLE_TRAIL_FADE ); pTrails->m_ParticleCollision.SetGravity( 0.0f ); int numEmbers = random->RandomInt( 4, 8 ); for ( i = 0; i < numEmbers; i++ ) { pTrailParticle = (TrailParticle *) pTrails->AddParticle( sizeof( TrailParticle ), g_Mat_SMG_Muzzleflash[0], origin ); if ( pTrailParticle == NULL ) return; pTrailParticle->m_flLifetime = 0.0f; pTrailParticle->m_flDieTime = random->RandomFloat( 0.1f, 0.2f ); float spread = 0.05f; pTrailParticle->m_vecVelocity.Random( -spread, spread ); pTrailParticle->m_vecVelocity += forward; VectorNormalize( pTrailParticle->m_vecVelocity ); VectorNormalize( forward ); float dot = forward.Dot( pTrailParticle->m_vecVelocity ); dot = (1.0f-fabs(dot)) / spread; pTrailParticle->m_vecVelocity *= (random->RandomFloat( 256.0f, 1024.0f ) * (1.0f-dot)); Color32Init( pTrailParticle->m_color, 255, 242, 191, 255 ); pTrailParticle->m_flLength = 0.05f; pTrailParticle->m_flWidth = random->RandomFloat( 0.25f, 0.5f ); } } //================================================== // Purpose: //================================================== void CTempEnts::MuzzleFlash_357_Player( ClientEntityHandle_t hEntity, int attachmentIndex ) { VPROF_BUDGET( "MuzzleFlash_357_Player", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); CSmartPtr pSimple = CSimpleEmitter::Create( "MuzzleFlash_357_Player" ); pSimple->SetDrawBeforeViewModel( true ); CacheMuzzleFlashes(); Vector origin; QAngle angles; // Get our attachment's transformation matrix FX_GetAttachmentTransform( hEntity, attachmentIndex, &origin, &angles ); pSimple->GetBinding().SetBBox( origin - Vector( 4, 4, 4 ), origin + Vector( 4, 4, 4 ) ); Vector forward; AngleVectors( angles, &forward, NULL, NULL ); SimpleParticle *pParticle; Vector offset; // Smoke offset = origin + forward * 8.0f; pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[0], offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); pParticle->m_vecVelocity.Init(); pParticle->m_vecVelocity = forward * random->RandomFloat( 8.0f, 64.0f ); pParticle->m_vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f ); int color = random->RandomInt( 200, 255 ); pParticle->m_uchColor[0] = color; pParticle->m_uchColor[1] = color; pParticle->m_uchColor[2] = color; pParticle->m_uchStartAlpha = random->RandomInt( 64, 128 ); pParticle->m_uchEndAlpha = 0; pParticle->m_uchStartSize = random->RandomInt( 2, 4 ); pParticle->m_uchEndSize = pParticle->m_uchStartSize * 8.0f; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -0.5f, 0.5f ); float flScale = random->RandomFloat( 1.25f, 1.5f ); // Flash for ( int i = 1; i < 6; i++ ) { offset = origin + (forward * (i*8.0f*flScale)); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_MuzzleFlash_Player[random->RandomInt(0,3)], offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.01f; pParticle->m_vecVelocity.Init(); pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 200+random->RandomInt(0,55); pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 255; pParticle->m_uchStartSize = ( (random->RandomFloat( 6.0f, 8.0f ) * (8-(i))/6) * flScale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } } //================================================== // Purpose: // Input: //================================================== void CTempEnts::MuzzleFlash_Pistol_Player( ClientEntityHandle_t hEntity, int attachmentIndex ) { VPROF_BUDGET( "MuzzleFlash_Pistol_Player", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); CSmartPtr pSimple = CSimpleEmitter::Create( "MuzzleFlash_Pistol_Player" ); pSimple->SetDrawBeforeViewModel( true ); CacheMuzzleFlashes(); Vector origin; QAngle angles; // Get our attachment's transformation matrix FX_GetAttachmentTransform( hEntity, attachmentIndex, &origin, &angles ); pSimple->GetBinding().SetBBox( origin - Vector( 4, 4, 4 ), origin + Vector( 4, 4, 4 ) ); Vector forward; AngleVectors( angles, &forward, NULL, NULL ); SimpleParticle *pParticle; Vector offset; // Smoke offset = origin + forward * 8.0f; if ( random->RandomInt( 0, 3 ) != 0 ) { pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[0], offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f ); pParticle->m_vecVelocity.Init(); pParticle->m_vecVelocity = forward * random->RandomFloat( 48.0f, 64.0f ); pParticle->m_vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f ); int color = random->RandomInt( 200, 255 ); pParticle->m_uchColor[0] = color; pParticle->m_uchColor[1] = color; pParticle->m_uchColor[2] = color; pParticle->m_uchStartAlpha = random->RandomInt( 64, 128 ); pParticle->m_uchEndAlpha = 0; pParticle->m_uchStartSize = random->RandomInt( 2, 4 ); pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4.0f; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -0.1f, 0.1f ); } float flScale = random->RandomFloat( 1.0f, 1.25f ); // Flash for ( int i = 1; i < 6; i++ ) { offset = origin + (forward * (i*4.0f*flScale)); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_MuzzleFlash_Player[random->RandomInt(0,3)], offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.01f; pParticle->m_vecVelocity.Init(); pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 200+random->RandomInt(0,55); pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 255; pParticle->m_uchStartSize = ( (random->RandomFloat( 6.0f, 8.0f ) * (8-(i))/6) * flScale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } } //================================================== // Purpose: // Input: //================================================== void CTempEnts::MuzzleFlash_Pistol_NPC( ClientEntityHandle_t hEntity, int attachmentIndex ) { FX_MuzzleEffectAttached( 0.5f, hEntity, attachmentIndex, NULL, true ); } //================================================== // Purpose: // Input: //================================================== void CTempEnts::MuzzleFlash_RPG_NPC( ClientEntityHandle_t hEntity, int attachmentIndex ) { //Draw the cloud of fire FX_MuzzleEffectAttached( 1.5f, hEntity, attachmentIndex ); } void CTempEnts::RocketFlare( const Vector& pos ) { C_LocalTempEntity *pTemp; const model_t *model; int nframeCount; model = (model_t *)engine->LoadModel( "sprites/animglow01.vmt" ); if ( !model ) { return; } nframeCount = modelinfo->GetModelFrameCount( model ); pTemp = TempEntAlloc( pos, model ); if ( !pTemp ) return; pTemp->m_flFrameMax = nframeCount - 1; pTemp->SetRenderMode( kRenderGlow ); pTemp->m_nRenderFX = kRenderFxNoDissipation; pTemp->tempent_renderamt = 255; pTemp->m_flFrameRate = 1.0; pTemp->m_flFrame = random->RandomInt( 0, nframeCount - 1); pTemp->m_flSpriteScale = 1.0; pTemp->SetAbsOrigin( pos ); pTemp->die = gpGlobals->curtime + 0.01; } void CTempEnts::HL1EjectBrass( const Vector &vecPosition, const QAngle &angAngles, const Vector &vecVelocity, int nType ) { const model_t *pModel = NULL; #if defined( HL1_CLIENT_DLL ) switch ( nType ) { case 0: default: pModel = m_pHL1Shell; break; case 1: pModel = m_pHL1ShotgunShell; break; } #endif if ( pModel == NULL ) return; C_LocalTempEntity *pTemp = TempEntAlloc( vecPosition, pModel ); if ( pTemp == NULL ) return; switch ( nType ) { case 0: default: pTemp->hitSound = BOUNCE_SHELL; break; case 1: pTemp->hitSound = BOUNCE_SHOTSHELL; break; } pTemp->m_nBody = 0; pTemp->flags |= ( FTENT_COLLIDEWORLD | FTENT_FADEOUT | FTENT_GRAVITY | FTENT_ROTATE ); pTemp->m_vecTempEntAngVelocity[0] = random->RandomFloat( -512,511 ); pTemp->m_vecTempEntAngVelocity[1] = random->RandomFloat( -256,255 ); pTemp->m_vecTempEntAngVelocity[2] = random->RandomFloat( -256,255 ); //Face forward pTemp->SetAbsAngles( angAngles ); pTemp->SetRenderMode( kRenderNormal ); pTemp->tempent_renderamt = 255; // Set this for fadeout pTemp->SetVelocity( vecVelocity ); pTemp->die = gpGlobals->curtime + 2.5; } #define SHELLTYPE_PISTOL 0 #define SHELLTYPE_RIFLE 1 #define SHELLTYPE_SHOTGUN 2 void CTempEnts::CSEjectBrass( const Vector &vecPosition, const QAngle &angVelocity, int nVelocity, int shellType, CBasePlayer *pShooter ) { const model_t *pModel = NULL; int hitsound = TE_BOUNCE_SHELL; #if defined ( CSTRIKE_DLL ) || defined ( SDK_DLL ) switch( shellType ) { default: case CS_SHELL_9MM: hitsound = TE_PISTOL_SHELL; pModel = m_pCS_9MMShell; break; case CS_SHELL_57: hitsound = TE_PISTOL_SHELL; pModel = m_pCS_57Shell; break; case CS_SHELL_12GAUGE: hitsound = TE_SHOTGUN_SHELL; pModel = m_pCS_12GaugeShell; break; case CS_SHELL_556: hitsound = TE_RIFLE_SHELL; pModel = m_pCS_556Shell; break; case CS_SHELL_762NATO: hitsound = TE_RIFLE_SHELL; pModel = m_pCS_762NATOShell; break; case CS_SHELL_338MAG: hitsound = TE_RIFLE_SHELL; pModel = m_pCS_338MAGShell; break; } #endif if ( pModel == NULL ) return; Vector forward, right, up; Vector velocity; Vector origin; QAngle angle; // Add some randomness to the velocity AngleVectors( angVelocity, &forward, &right, &up ); velocity = forward * nVelocity * random->RandomFloat( 1.2, 2.8 ) + up * random->RandomFloat( -10, 10 ) + right * random->RandomFloat( -20, 20 ); if( pShooter ) velocity += pShooter->GetAbsVelocity(); C_LocalTempEntity *pTemp = TempEntAlloc( vecPosition, pModel ); if ( !pTemp ) return; if( pShooter ) pTemp->SetAbsAngles( pShooter->EyeAngles() ); else pTemp->SetAbsAngles( vec3_angle ); pTemp->SetVelocity( velocity ); pTemp->hitSound = hitsound; pTemp->SetGravity( 0.4 ); pTemp->m_nBody = 0; pTemp->flags = FTENT_FADEOUT | FTENT_GRAVITY | FTENT_COLLIDEALL | FTENT_HITSOUND | FTENT_ROTATE | FTENT_CHANGERENDERONCOLLIDE; pTemp->m_vecTempEntAngVelocity[0] = random->RandomFloat(-256,256); pTemp->m_vecTempEntAngVelocity[1] = random->RandomFloat(-256,256); pTemp->m_vecTempEntAngVelocity[2] = 0; pTemp->SetRenderMode( kRenderNormal ); pTemp->tempent_renderamt = 255; pTemp->die = gpGlobals->curtime + 10; bool bViewModelBrass = false; if ( pShooter && pShooter->GetObserverMode() == OBS_MODE_IN_EYE ) { // we are spectating the shooter in first person view pShooter = ToBasePlayer( pShooter->GetObserverTarget() ); bViewModelBrass = true; } if ( pShooter ) { pTemp->clientIndex = pShooter->entindex(); bViewModelBrass |= pShooter->IsLocalPlayer(); } else { pTemp->clientIndex = 0; } if ( bViewModelBrass ) { // for viewmodel brass put it in the viewmodel renderer group pTemp->m_RenderGroup = RENDER_GROUP_VIEW_MODEL_OPAQUE; } }