//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "fx.h" #include "c_gib.h" #include "c_te_effect_dispatch.h" #include "iefx.h" #include "decals.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" PMaterialHandle g_Material_Blood[2] = { NULL, NULL }; #ifdef _XBOX // XBox only uses a few gibs #define NUM_ANTLION_GIBS 3 const char *pszAntlionGibs[NUM_ANTLION_GIBS] = { "models/gibs/antlion_gib_large_2.mdl", // Head "models/gibs/antlion_gib_medium_1.mdl", // Pincher "models/gibs/antlion_gib_medium_2.mdl", // Leg }; #else // Use all the gibs #define NUM_ANTLION_GIBS_UNIQUE 3 const char *pszAntlionGibs_Unique[NUM_ANTLION_GIBS_UNIQUE] = { "models/gibs/antlion_gib_large_1.mdl", "models/gibs/antlion_gib_large_2.mdl", "models/gibs/antlion_gib_large_3.mdl" }; #define NUM_ANTLION_GIBS_MEDIUM 3 const char *pszAntlionGibs_Medium[NUM_ANTLION_GIBS_MEDIUM] = { "models/gibs/antlion_gib_medium_1.mdl", "models/gibs/antlion_gib_medium_2.mdl", "models/gibs/antlion_gib_medium_3.mdl" }; // XBox doesn't use the smaller gibs, so don't cache them #define NUM_ANTLION_GIBS_SMALL 3 const char *pszAntlionGibs_Small[NUM_ANTLION_GIBS_SMALL] = { "models/gibs/antlion_gib_small_1.mdl", "models/gibs/antlion_gib_small_2.mdl", "models/gibs/antlion_gib_small_3.mdl" }; #endif ConVar g_antlion_maxgibs( "g_antlion_maxgibs", "16", FCVAR_ARCHIVE ); void CAntlionGibManager::LevelInitPreEntity( void ) { m_LRU.Purge(); } CAntlionGibManager s_AntlionGibManager( "CAntlionGibManager" ); void CAntlionGibManager::AddGib( C_BaseEntity *pEntity ) { m_LRU.AddToTail( pEntity ); } void CAntlionGibManager::RemoveGib( C_BaseEntity *pEntity ) { m_LRU.FindAndRemove( pEntity ); } //----------------------------------------------------------------------------- // Methods of IGameSystem //----------------------------------------------------------------------------- void CAntlionGibManager::Update( float frametime ) { if ( m_LRU.Count() < g_antlion_maxgibs.GetInt() ) return; int i = 0; i = m_LRU.Head(); if ( m_LRU[ i ].Get() ) { m_LRU[ i ].Get()->SetNextClientThink( gpGlobals->curtime ); } m_LRU.Remove(i); } // Antlion gib - marks surfaces when it bounces class C_AntlionGib : public C_Gib { typedef C_Gib BaseClass; public: static C_AntlionGib *CreateClientsideGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float m_flLifetime = DEFAULT_GIB_LIFETIME ) { C_AntlionGib *pGib = new C_AntlionGib; if ( pGib == NULL ) return NULL; if ( pGib->InitializeGib( pszModelName, vecOrigin, vecForceDir, vecAngularImp, m_flLifetime ) == false ) return NULL; s_AntlionGibManager.AddGib( pGib ); return pGib; } // Decal the surface virtual void HitSurface( C_BaseEntity *pOther ) { //JDW: Removed for the time being /* int index = decalsystem->GetDecalIndexForName( "YellowBlood" ); if (index >= 0 ) { effects->DecalShoot( index, pOther->entindex(), pOther->GetModel(), pOther->GetAbsOrigin(), pOther->GetAbsAngles(), GetAbsOrigin(), 0, 0 ); } */ } }; //----------------------------------------------------------------------------- // Purpose: // Input : &origin - //----------------------------------------------------------------------------- void FX_AntlionGib( const Vector &origin, const Vector &direction, float scale ) { Vector offset; #ifdef _XBOX // Throw less gibs for XBox for ( int i = 0; i < NUM_ANTLION_GIBS; i++ ) { offset = RandomVector( -32, 32 ) + origin; C_AntlionGib::CreateClientsideGib( pszAntlionGibs[i], offset, ( direction + RandomVector( -0.8f, 0.8f ) ) * ( 250 * scale ), RandomAngularImpulse( -32, 32 ), 1.0f ); } #else int numGibs = random->RandomInt( 1, NUM_ANTLION_GIBS_UNIQUE ); // Spawn all the unique gibs for ( int i = 0; i < numGibs; i++ ) { offset = RandomVector( -16, 16 ) + origin; C_AntlionGib::CreateClientsideGib( pszAntlionGibs_Unique[i], offset, ( direction + RandomVector( -0.8f, 0.8f ) ) * ( 150 * scale ), RandomAngularImpulse( -32, 32 ), 2.0f); } numGibs = random->RandomInt( 1, NUM_ANTLION_GIBS_MEDIUM ); // Spawn all the medium gibs for ( int i = 0; i < numGibs; i++ ) { offset = RandomVector( -16, 16 ) + origin; C_AntlionGib::CreateClientsideGib( pszAntlionGibs_Medium[i], offset, ( direction + RandomVector( -0.8f, 0.8f ) ) * ( 250 * scale ), RandomAngularImpulse( -200, 200 ), 1.0f ); } numGibs = random->RandomInt( 1, NUM_ANTLION_GIBS_SMALL ); // Spawn all the small gibs for ( int i = 0; i < NUM_ANTLION_GIBS_SMALL; i++ ) { offset = RandomVector( -16, 16 ) + origin; C_AntlionGib::CreateClientsideGib( pszAntlionGibs_Small[i], offset, ( direction + RandomVector( -0.8f, 0.8f ) ) * ( 400 * scale ), RandomAngularImpulse( -300, 300 ), 0.5f ); } #endif #ifdef _XBOX // // Throw some blood // CSmartPtr pSimple = CSimpleEmitter::Create( "FX_AntlionGib" ); pSimple->SetSortOrigin( origin ); pSimple->GetBinding().SetBBox( origin - Vector(64,64,64), origin + Vector(64,64,64) ); // Cache this if we're not already if ( g_Material_Blood[0] == NULL ) { g_Material_Blood[0] = g_Mat_BloodPuff[0]; } if ( g_Material_Blood[1] == NULL ) { g_Material_Blood[1] = g_Mat_BloodPuff[1]; } Vector vDir; vDir.Random( -1.0f, 1.0f ); // Gore bits for ( int i = 0; i < 4; i++ ) { SimpleParticle *sParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Material_Blood[0], origin + RandomVector(-16,16)); if ( sParticle == NULL ) return; sParticle->m_flLifetime = 0.0f; sParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f ); float speed = random->RandomFloat( 16.0f, 64.0f ); sParticle->m_vecVelocity.Init(); sParticle->m_uchColor[0] = 255; sParticle->m_uchColor[1] = 200; sParticle->m_uchColor[2] = 32; sParticle->m_uchStartAlpha = 255; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = random->RandomInt( 4, 16 ); sParticle->m_uchEndSize = sParticle->m_uchStartSize * 4; sParticle->m_flRoll = random->RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; } // Middle core SimpleParticle *sParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Material_Blood[1], origin ); if ( sParticle == NULL ) return; sParticle->m_flLifetime = 0.0f; sParticle->m_flDieTime = random->RandomFloat( 0.5f, 0.75f ); float speed = random->RandomFloat( 16.0f, 64.0f ); sParticle->m_vecVelocity = vDir * -speed; sParticle->m_vecVelocity[2] += 16.0f; sParticle->m_uchColor[0] = 255; sParticle->m_uchColor[1] = 200; sParticle->m_uchColor[2] = 32; sParticle->m_uchStartAlpha = random->RandomInt( 64, 128 ); sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = random->RandomInt( 16, 32 ); sParticle->m_uchEndSize = sParticle->m_uchStartSize * 3; sParticle->m_flRoll = random->RandomInt( 0, 360 ); sParticle->m_flRollDelta = random->RandomFloat( -0.2f, 0.2f ); #else // // Non-XBox blood // CSmartPtr pSimple = CSimpleEmitter::Create( "FX_AntlionGib" ); pSimple->SetSortOrigin( origin ); Vector vDir; vDir.Random( -1.0f, 1.0f ); for ( int i = 0; i < 4; i++ ) { SimpleParticle *sParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_BloodPuff[0], origin ); if ( sParticle == NULL ) return; sParticle->m_flLifetime = 0.0f; sParticle->m_flDieTime = random->RandomFloat( 0.5f, 0.75f ); float speed = random->RandomFloat( 16.0f, 64.0f ); sParticle->m_vecVelocity = vDir * -speed; sParticle->m_vecVelocity[2] += 16.0f; sParticle->m_uchColor[0] = 255; sParticle->m_uchColor[1] = 200; sParticle->m_uchColor[2] = 32; sParticle->m_uchStartAlpha = 255; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = random->RandomInt( 16, 32 ); sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2; sParticle->m_flRoll = random->RandomInt( 0, 360 ); sParticle->m_flRollDelta = random->RandomFloat( -1.0f, 1.0f ); } for ( int i = 0; i < 4; i++ ) { SimpleParticle *sParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_BloodPuff[1], origin ); if ( sParticle == NULL ) { return; } sParticle->m_flLifetime = 0.0f; sParticle->m_flDieTime = random->RandomFloat( 0.5f, 0.75f ); float speed = random->RandomFloat( 16.0f, 64.0f ); sParticle->m_vecVelocity = vDir * -speed; sParticle->m_vecVelocity[2] += 16.0f; sParticle->m_uchColor[0] = 255; sParticle->m_uchColor[1] = 200; sParticle->m_uchColor[2] = 32; sParticle->m_uchStartAlpha = random->RandomInt( 64, 128 ); sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = random->RandomInt( 16, 32 ); sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2; sParticle->m_flRoll = random->RandomInt( 0, 360 ); sParticle->m_flRollDelta = random->RandomFloat( -1.0f, 1.0f ); } #endif } //----------------------------------------------------------------------------- // Purpose: // Input : &data - //----------------------------------------------------------------------------- void AntlionGibCallback( const CEffectData &data ) { FX_AntlionGib( data.m_vOrigin, data.m_vNormal, data.m_flScale ); } DECLARE_CLIENT_EFFECT( "AntlionGib", AntlionGibCallback );