//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Game-specific impact effect hooks // //=============================================================================// #include "cbase.h" #include "fx_impact.h" #include "fx.h" #include "decals.h" #include "fx_quad.h" #include "fx_sparks.h" #include "tier0/vprof.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Purpose: Handle jeep impacts //----------------------------------------------------------------------------- void ImpactJeepCallback( 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 ) { // This happens for impacts that occur on an object that's then destroyed. // Clear out the fraction so it uses the server's data tr.fraction = 1.0; PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp ); return; } // 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, 2 ); } PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp ); } DECLARE_CLIENT_EFFECT( "ImpactJeep", ImpactJeepCallback ); //----------------------------------------------------------------------------- // Purpose: Handle gauss impacts //----------------------------------------------------------------------------- void ImpactGaussCallback( 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 ) { // This happens for impacts that occur on an object that's then destroyed. // Clear out the fraction so it uses the server's data tr.fraction = 1.0; PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp ); return; } // 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, 2 ); } PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp ); } DECLARE_CLIENT_EFFECT( "ImpactGauss", ImpactGaussCallback ); //----------------------------------------------------------------------------- // Purpose: Handle weapon impacts //----------------------------------------------------------------------------- void ImpactCallback( const CEffectData &data ) { VPROF_BUDGET( "ImpactCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); 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 ) { // This happens for impacts that occur on an object that's then destroyed. // Clear out the fraction so it uses the server's data tr.fraction = 1.0; PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp ); return; } // 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, 1.0 ); } PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp ); } DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback ); //----------------------------------------------------------------------------- // Purpose: // Input : &origin - // &normal - // scale - //----------------------------------------------------------------------------- void FX_AirboatGunImpact( const Vector &origin, const Vector &normal, float scale ) { #ifdef _XBOX Vector offset = origin + ( normal * 1.0f ); CSmartPtr sparkEmitter = CTrailParticles::Create( "FX_MetalSpark 1" ); if ( sparkEmitter == NULL ) return; //Setup our information sparkEmitter->SetSortOrigin( offset ); sparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN ); sparkEmitter->SetVelocityDampen( 8.0f ); sparkEmitter->SetGravity( 800.0f ); sparkEmitter->SetCollisionDamped( 0.25f ); sparkEmitter->GetBinding().SetBBox( offset - Vector( 32, 32, 32 ), offset + Vector( 32, 32, 32 ) ); int numSparks = random->RandomInt( 4, 8 ); TrailParticle *pParticle; PMaterialHandle hMaterial = sparkEmitter->GetPMaterial( "effects/spark" ); Vector dir; float length = 0.1f; //Dump out sparks for ( int i = 0; i < numSparks; i++ ) { pParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.05f, 0.1f ); float spreadOfs = random->RandomFloat( 0.0f, 2.0f ); dir[0] = normal[0] + random->RandomFloat( -(0.5f*spreadOfs), (0.5f*spreadOfs) ); dir[1] = normal[1] + random->RandomFloat( -(0.5f*spreadOfs), (0.5f*spreadOfs) ); dir[2] = normal[2] + random->RandomFloat( -(0.5f*spreadOfs), (0.5f*spreadOfs) ); VectorNormalize( dir ); pParticle->m_flWidth = random->RandomFloat( 1.0f, 4.0f ); pParticle->m_flLength = random->RandomFloat( length*0.25f, length ); pParticle->m_vecVelocity = dir * random->RandomFloat( (128.0f*(2.0f-spreadOfs)), (512.0f*(2.0f-spreadOfs)) ); Color32Init( pParticle->m_color, 255, 255, 255, 255 ); } #else // Normal metal spark FX_MetalSpark( origin, normal, normal, (int) scale ); #endif // _XBOX // Add a quad to highlite the hit point FX_AddQuad( origin, normal, random->RandomFloat( 16, 32 ), random->RandomFloat( 32, 48 ), 0.75f, 1.0f, 0.0f, 0.4f, random->RandomInt( 0, 360 ), 0, Vector( 1.0f, 1.0f, 1.0f ), 0.05f, "effects/combinemuzzle2_nocull", (FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) ); } //----------------------------------------------------------------------------- // Purpose: Handle weapon impacts from the airboat gun shooting (cheaper versions) //----------------------------------------------------------------------------- void ImpactAirboatGunCallback( const CEffectData &data ) { VPROF_BUDGET( "ImpactAirboatGunCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); 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 ) { // This happens for impacts that occur on an object that's then destroyed. // Clear out the fraction so it uses the server's data tr.fraction = 1.0; PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp ); return; } #if !defined( _XBOX ) // If we hit, perform our custom effects and play the sound. Don't create decals if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, IMPACT_NODECAL | IMPACT_REPORT_RAGDOLL_IMPACTS ) ) { FX_AirboatGunImpact( vecOrigin, tr.plane.normal, 2 ); } #else FX_AirboatGunImpact( vecOrigin, tr.plane.normal, 1 ); #endif } DECLARE_CLIENT_EFFECT( "AirboatGunImpact", ImpactAirboatGunCallback ); //----------------------------------------------------------------------------- // Purpose: Handle weapon impacts from the helicopter shooting (cheaper versions) //----------------------------------------------------------------------------- void ImpactHelicopterCallback( const CEffectData &data ) { VPROF_BUDGET( "ImpactHelicopterCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); 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 ) { // This happens for impacts that occur on an object that's then destroyed. // Clear out the fraction so it uses the server's data tr.fraction = 1.0; PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp ); return; } // If we hit, perform our custom effects and play the sound. Don't create decals if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, IMPACT_NODECAL | IMPACT_REPORT_RAGDOLL_IMPACTS ) ) { FX_AirboatGunImpact( vecOrigin, tr.plane.normal, IsXbox() ? 1 : 2 ); // Only do metal + computer custom effects if ( (iMaterial == CHAR_TEX_METAL) || (iMaterial == CHAR_TEX_COMPUTER) ) { PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1.0, FLAGS_CUSTIOM_EFFECTS_NOFLECKS ); } } PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp ); } DECLARE_CLIENT_EFFECT( "HelicopterImpact", ImpactHelicopterCallback );