//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Game-specific impact effect hooks // //=============================================================================// #include "cbase.h" #include "c_te_effect_dispatch.h" #include "tempent.h" #include "c_te_legacytempents.h" #include "dod_shareddefs.h" #define TE_RIFLE_SHELL 1024 #define TE_PISTOL_SHELL 2048 //----------------------------------------------------------------------------- // Purpose: DOD Eject Brass //----------------------------------------------------------------------------- void DOD_EjectBrassCallback( const CEffectData &data ) { int shelltype = data.m_nHitBox; Vector vForward, vRight, vUp; AngleVectors( data.m_vAngles, &vForward, &vRight, &vUp ); QAngle vecShellAngles; VectorAngles( -vUp, vecShellAngles ); Vector vecVelocity = random->RandomFloat( 130, 180 ) * vForward + random->RandomFloat( -30, 30 ) * vRight + random->RandomFloat( -30, 30 ) * vUp; float flLifeTime = 10.0f; int hitsound = 0; model_t *pModel = NULL; //should be precached .. oh well static model_t *pSmallShell = (model_t *)engine->LoadModel( "models/shells/shell_small.mdl" ); static model_t *pMediumShell = (model_t *)engine->LoadModel( "models/shells/shell_medium.mdl" ); static model_t *pLargeShell = (model_t *)engine->LoadModel( "models/shells/shell_large.mdl" ); static model_t *pGarandClip = (model_t *)engine->LoadModel( "models/shells/garand_clip.mdl" ); int flags = FTENT_FADEOUT | FTENT_GRAVITY | FTENT_COLLIDEALL | FTENT_HITSOUND | FTENT_ROTATE; switch( shelltype ) { case EJECTBRASS_PISTOL: hitsound = TE_PISTOL_SHELL; pModel = pSmallShell; break; case EJECTBRASS_RIFLE: hitsound = TE_PISTOL_SHELL; pModel = pMediumShell; break; case EJECTBRASS_MG: case EJECTBRASS_MG_2: hitsound = TE_RIFLE_SHELL; pModel = pLargeShell; break; case EJECTBRASS_GARANDCLIP: hitsound = TE_RIFLE_SHELL; flags &= ~FTENT_COLLIDEALL; flags |= FTENT_COLLIDEWORLD; pModel = pGarandClip; break; default: break; } Assert( pModel ); C_LocalTempEntity *pTemp = tempents->SpawnTempModel( pModel, data.m_vOrigin, vecShellAngles, vecVelocity, flLifeTime, FTENT_NEVERDIE ); if ( pTemp == NULL ) return; pTemp->m_vecTempEntAngVelocity[0] = random->RandomFloat(-512,511); pTemp->m_vecTempEntAngVelocity[1] = random->RandomFloat(-255,255); pTemp->m_vecTempEntAngVelocity[2] = random->RandomFloat(-255,255); pTemp->hitSound = hitsound; pTemp->SetGravity( 0.4 ); pTemp->m_flSpriteScale = 10; pTemp->flags = flags; // don't collide with owner pTemp->clientIndex = data.entindex(); if ( pTemp->clientIndex < 0 ) { pTemp->clientIndex = 0; } // ::ShouldCollide decides what this collides with pTemp->flags |= FTENT_COLLISIONGROUP; pTemp->SetCollisionGroup( DOD_COLLISIONGROUP_SHELLS ); } DECLARE_CLIENT_EFFECT( "DOD_EjectBrass", DOD_EjectBrassCallback );