//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #include "cbase.h" #include "fx_impact.h" #include "engine/IEngineSound.h" #include "c_tf_player.h" #include "view.h" #include "tf_gamerules.h" #include "player_vs_environment/c_tf_tank_boss.h" #include "decals.h" #include "clientsideeffects.h" #include "fx_quad.h" //----------------------------------------------------------------------------- // Purpose: Handle weapon impacts //----------------------------------------------------------------------------- static int g_MvMRobotImpactCount = 0; static int g_MvMTankImpactCount = 0; void ImpactCallback( const CEffectData &data ) { trace_t tr; Vector vecOrigin, vecStart, vecShotDir; int iMaterial, iDamageType, iHitbox; short nSurfaceProp; C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox ); if ( !pEntity ) return; bool bImpact = ( data.m_nDamageType != pEntity->GetTeamNumber() || pEntity->GetTeamNumber() < FIRST_GAME_TEAM ); if ( data.m_nDamageType != pEntity->GetTeamNumber() && pEntity->IsPlayer() ) { C_TFPlayer *pPlayer = ToTFPlayer( pEntity ); // Don't impact spies disguised as the same team as this syringe/projectile if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) ) { if ( pPlayer->m_Shared.GetDisguiseTeam() == data.m_nDamageType ) { bImpact = false; } } } if ( bImpact ) { // We create lots of impact sounds, especially from Heavy's firing miniguns. To cut down on the number // of active sounds, we precull impact sounds that are too far from the current viewpoint. bool bIsMVM = TFGameRules() && TFGameRules()->IsMannVsMachineMode(); int nApparentTeam = pEntity->GetTeamNumber(); C_TFPlayer *pPlayer = ToTFPlayer( pEntity ); if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) ) { nApparentTeam = pPlayer->m_Shared.GetDisguiseTeam(); } bool bPlaySound = true; bool bIsRobotImpact = false; if ( bIsMVM && pPlayer && nApparentTeam == TF_TEAM_PVE_INVADERS ) { bPlaySound = true; bIsRobotImpact = true; } else { bPlaySound = (MainViewOrigin() - vecOrigin).LengthSqr() < (1024*1024); } // If we hit, perform our custom effects and play the sound if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) ) { // Check for custom effects based on the Decal index PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1 ); //Play a ricochet sound some of the time if ( bPlaySound && random->RandomInt(1,10) <= 3 && (iDamageType == DMG_BULLET) ) { CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "Bounce.Shrapnel", &vecOrigin ); } } if ( bPlaySound ) { // every other one of the mvm impacts are emitted from the world to allow for ~2 impacts playing at a time if ( bIsRobotImpact ) { //pEntity->EmitSound( "MVM_Robot.BulletImpact" ); CLocalPlayerFilter filter; if ( g_MvMRobotImpactCount % 4 == 0 ) { if( pPlayer->IsMiniBoss() ) { C_BaseEntity::EmitSound( filter, pEntity->entindex(), "MVM_Giant.BulletImpact", &vecOrigin ); } else { C_BaseEntity::EmitSound( filter, pEntity->entindex(), "MVM_Robot.BulletImpact", &vecOrigin ); } } else { C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "MVM_Robot.BulletImpact", &vecOrigin ); } g_MvMRobotImpactCount++; } else if ( bIsMVM && dynamic_cast< C_TFTankBoss* >( pEntity ) ) { //pEntity->EmitSound( "MVM_Robot.BulletImpact" ); CLocalPlayerFilter filter; if ( g_MvMTankImpactCount % 4 == 0 ) { C_BaseEntity::EmitSound( filter, pEntity->entindex(), "MVM_Tank.BulletImpact", &vecOrigin ); } else { C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "MVM_Tank.BulletImpact", &vecOrigin ); } g_MvMTankImpactCount++; } else { PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp ); } } } } DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void TFSplashCallbackHelper( const CEffectData &data, const char *pszEffectName ) { Vector normal; AngleVectors( data.m_vAngles, &normal ); CSmartPtr pEffect = CNewParticleEffect::Create( NULL, pszEffectName ); if ( pEffect->IsValid() ) { pEffect->SetSortOrigin( data.m_vOrigin ); pEffect->SetControlPoint( 0, data.m_vOrigin ); pEffect->SetControlPointOrientation( 0, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) ); } } void TFSplashCallback( const CEffectData &data ) { TFSplashCallbackHelper( data, "water_bulletsplash01" ); } DECLARE_CLIENT_EFFECT( "tf_gunshotsplash", TFSplashCallback ); void TFSplashCallbackMinigun( const CEffectData &data ) { TFSplashCallbackHelper( data, "water_bulletsplash01_minigun" ); } DECLARE_CLIENT_EFFECT( "tf_gunshotsplash_minigun", TFSplashCallbackMinigun ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void TFPaintBombSplashCallback( const CEffectData &data ) { C_BaseEntity *pEntity = data.GetEntity(); if ( !pEntity ) return; trace_t tr; // Get a color if it exists Color cColor; if ( data.m_bCustomColors ) { cColor.SetColor( data.m_CustomColors.m_vecColor1.x * 255, data.m_CustomColors.m_vecColor1.y * 255, data.m_CustomColors.m_vecColor1.z * 255, 255 ); } else { cColor.SetColor( 255, 255, 255, 255 ); } CTFPlayer *pPlayer = ToTFPlayer( pEntity ); // Build out the decal name from nMaterial int nPaintIndex = data.m_nMaterial; // Decals // Special case for world entity with hitbox: if ( (pEntity->index == 0) && (data.m_nHitBox != 0) ) { int nMaterial = decalsystem->GetDecalIndexForName( VarArgs( "%s%d%s", "TF_Paint_", nPaintIndex, "_Prop" ) ); staticpropmgr->AddColorDecalToStaticProp( data.m_vStart, data.m_vOrigin, data.m_nHitBox - 1, nMaterial, false, tr, true, cColor ); } else { int nMaterial = 0; if ( pEntity->index == 0 ) { nMaterial = decalsystem->GetDecalIndexForName( VarArgs( "%s%d%s", "TF_Paint_", nPaintIndex, "_World" ) ); } else if ( pPlayer ) { nMaterial = decalsystem->GetDecalIndexForName( VarArgs( "%s%d%s", "TF_Paint_", nPaintIndex, "_Player" ) ); } else { nMaterial = decalsystem->GetDecalIndexForName( VarArgs( "%s%d%s", "TF_Paint_", nPaintIndex, "_Prop" ) ); } pEntity->AddColoredDecal( data.m_vStart, data.m_vOrigin, data.m_vOrigin, data.m_nHitBox, nMaterial, false, tr, cColor ); } } DECLARE_CLIENT_EFFECT( "tf_paint_bomb", TFPaintBombSplashCallback ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void TFEnergyShieldImpactCallback( const CEffectData &data ) { // Customized EnergySplash C_BaseEntity *pEntity = data.GetEntity(); if ( !pEntity ) return; Vector vecPos = data.m_vOrigin; Vector vecNormal = data.m_vNormal; Vector vecOffset = vecPos + ( vecNormal * 2.f ); float flMagnitude = data.m_flMagnitude; float flFlashAlpha = 0.25f * flMagnitude; float flLingerAlpha = 0.2f * flMagnitude; float flFlashLife = 0.1f * flMagnitude; float flLingerLife = 0.2f * flMagnitude; float flRed = random->RandomFloat( 0.7f, 1.f ); float flGreen = random->RandomFloat( 0.25f, 0.45f ); float flBlue = random->RandomFloat( 0.25f, 0.45f ); // Impact FX_AddQuad( vecPos, // Origin vecNormal, // Normal 16.f * flMagnitude, // Start size 0.f, // End size 0.5f, // Size bias flFlashAlpha, // Start alpha 0.f, // End alpha 0.1f, // Alpha bias random->RandomInt( 0, 360 ), // Yaw 0.f, // Delta Yaw Vector( flRed, flGreen, flBlue ), // Color flFlashLife, // Lifetime "effects/circle_nocull", (FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) ); // Burn FX_AddQuad( vecPos, // Origin vecNormal, // Normal 6.f * flMagnitude, // Start size 18.f * flMagnitude, // End size 0.75f, // Size bias flLingerAlpha, // Start alpha 0.f, // End alpha 0.4f, // Alpha bias random->RandomInt( 0, 360 ), // Yaw 0.f, // Delta Yaw Vector( flRed, flGreen, flBlue ), // Color flLingerLife, // Lifetime "effects/circle_nocull", (FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) ); CSmartPtr< CSimpleEmitter > pEmitter; pEmitter = CSimpleEmitter::Create( "C_EntityDissolve" ); pEmitter->SetSortOrigin( vecPos ); PMaterialHandle pMaterialSpark = pEmitter->GetPMaterial( "effects/spark" ); if ( !pMaterialSpark ) return; SimpleParticle *sParticle; for ( int j = 0; j < 6; j++ ) { vecOffset.x = random->RandomFloat( -8.f, 8.f ); vecOffset.y = random->RandomFloat( -8.f, 8.f ); vecOffset.z = random->RandomFloat( 0.f, 4.f ); vecOffset += vecPos; sParticle = (SimpleParticle *) pEmitter->AddParticle( sizeof(SimpleParticle), pMaterialSpark, vecOffset ); if ( !sParticle ) return; sParticle->m_vecVelocity = Vector( random->RandomFloat( -8.f, 8.f ), random->RandomFloat( -8.f, 8.f ), random->RandomFloat( 16.f, 64.f ) ); sParticle->m_uchStartSize = random->RandomFloat( 1.5f, 3.f ); sParticle->m_flDieTime = random->RandomFloat( 0.2f, 0.4f ); sParticle->m_flLifetime = 0.f; sParticle->m_flRoll = random->RandomInt( 0, 360 ); float flAlpha = 255.f; sParticle->m_flRollDelta = random->RandomFloat( -16.f, 16.f ); sParticle->m_uchColor[0] = random->RandomInt( 120, 150 ); sParticle->m_uchColor[1] = random->RandomInt( 40, 70 ); sParticle->m_uchColor[2] = random->RandomInt( 40, 70 ); sParticle->m_uchStartAlpha = flAlpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchEndSize = 0; } } DECLARE_CLIENT_EFFECT( "EnergyShieldImpact", TFEnergyShieldImpactCallback );