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792 lines
23 KiB
792 lines
23 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "iviewrender.h" |
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#include "view.h" |
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#include "studio.h" |
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#include "bone_setup.h" |
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#include "model_types.h" |
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#include "beamdraw.h" |
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#include "engine/ivdebugoverlay.h" |
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#include "iviewrender_beams.h" |
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#include "fx.h" |
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#include "IEffects.h" |
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#include "c_entitydissolve.h" |
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#include "movevars_shared.h" |
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#include "clienteffectprecachesystem.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectBuild ) |
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CLIENTEFFECT_MATERIAL( "effects/tesla_glow_noz" ) |
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CLIENTEFFECT_MATERIAL( "effects/spark" ) |
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CLIENTEFFECT_MATERIAL( "effects/combinemuzzle2" ) |
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CLIENTEFFECT_REGISTER_END() |
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//----------------------------------------------------------------------------- |
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// Networking |
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//----------------------------------------------------------------------------- |
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IMPLEMENT_CLIENTCLASS_DT( C_EntityDissolve, DT_EntityDissolve, CEntityDissolve ) |
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RecvPropTime(RECVINFO(m_flStartTime)), |
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RecvPropFloat(RECVINFO(m_flFadeOutStart)), |
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RecvPropFloat(RECVINFO(m_flFadeOutLength)), |
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RecvPropFloat(RECVINFO(m_flFadeOutModelStart)), |
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RecvPropFloat(RECVINFO(m_flFadeOutModelLength)), |
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RecvPropFloat(RECVINFO(m_flFadeInStart)), |
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RecvPropFloat(RECVINFO(m_flFadeInLength)), |
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RecvPropInt(RECVINFO(m_nDissolveType)), |
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RecvPropVector( RECVINFO( m_vDissolverOrigin) ), |
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RecvPropInt( RECVINFO( m_nMagnitude ) ), |
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END_RECV_TABLE() |
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extern PMaterialHandle g_Material_Spark; |
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PMaterialHandle g_Material_AR2Glow = NULL; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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C_EntityDissolve::C_EntityDissolve( void ) |
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{ |
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m_bLinkedToServerEnt = true; |
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m_pController = NULL; |
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m_bCoreExplode = false; |
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m_vEffectColor = Vector( 255, 255, 255 ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_EntityDissolve::GetRenderBounds( Vector& theMins, Vector& theMaxs ) |
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{ |
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if ( GetMoveParent() ) |
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{ |
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GetMoveParent()->GetRenderBounds( theMins, theMaxs ); |
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} |
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else |
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{ |
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theMins = GetAbsOrigin(); |
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theMaxs = theMaxs; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// On data changed |
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//----------------------------------------------------------------------------- |
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void C_EntityDissolve::OnDataChanged( DataUpdateType_t updateType ) |
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{ |
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BaseClass::OnDataChanged( updateType ); |
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if ( updateType == DATA_UPDATE_CREATED ) |
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{ |
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m_flNextSparkTime = m_flStartTime; |
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SetNextClientThink( CLIENT_THINK_ALWAYS ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Cleanup |
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//----------------------------------------------------------------------------- |
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void C_EntityDissolve::UpdateOnRemove( void ) |
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{ |
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if ( m_pController ) |
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{ |
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physenv->DestroyMotionController( m_pController ); |
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m_pController = NULL; |
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} |
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BaseClass::UpdateOnRemove(); |
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} |
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//------------------------------------------------------------------------------ |
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// Apply the forces to the entity |
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//------------------------------------------------------------------------------ |
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IMotionEvent::simresult_e C_EntityDissolve::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) |
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{ |
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linear.Init(); |
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angular.Init(); |
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// Make it zero g |
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linear.z -= -1.02 * GetCurrentGravity(); |
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Vector vel; |
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AngularImpulse angVel; |
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pObject->GetVelocity( &vel, &angVel ); |
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vel += linear * deltaTime; // account for gravity scale |
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Vector unitVel = vel; |
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Vector unitAngVel = angVel; |
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float speed = VectorNormalize( unitVel ); |
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// float angSpeed = VectorNormalize( unitAngVel ); |
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// float speedScale = 0.0; |
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// float angSpeedScale = 0.0; |
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float flLinearLimit = 50; |
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float flLinearLimitDelta = 40; |
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if ( speed > flLinearLimit ) |
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{ |
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float flDeltaVel = (flLinearLimit - speed) / deltaTime; |
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if ( flLinearLimitDelta != 0.0f ) |
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{ |
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float flMaxDeltaVel = -flLinearLimitDelta / deltaTime; |
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if ( flDeltaVel < flMaxDeltaVel ) |
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{ |
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flDeltaVel = flMaxDeltaVel; |
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} |
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} |
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VectorMA( linear, flDeltaVel, unitVel, linear ); |
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} |
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return SIM_GLOBAL_ACCELERATION; |
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} |
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//----------------------------------------------------------------------------- |
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// Tesla effect |
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//----------------------------------------------------------------------------- |
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static void FX_BuildTesla( C_BaseEntity *pEntity, Vector &vecOrigin, Vector &vecEnd ) |
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{ |
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BeamInfo_t beamInfo; |
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beamInfo.m_pStartEnt = pEntity; |
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beamInfo.m_nStartAttachment = 0; |
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beamInfo.m_pEndEnt = NULL; |
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beamInfo.m_nEndAttachment = 0; |
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beamInfo.m_nType = TE_BEAMTESLA; |
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beamInfo.m_vecStart = vecOrigin; |
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beamInfo.m_vecEnd = vecEnd; |
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beamInfo.m_pszModelName = "sprites/lgtning.vmt"; |
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beamInfo.m_flHaloScale = 0.0; |
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beamInfo.m_flLife = random->RandomFloat( 0.25f, 1.0f ); |
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beamInfo.m_flWidth = random->RandomFloat( 8.0f, 14.0f ); |
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beamInfo.m_flEndWidth = 1.0f; |
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beamInfo.m_flFadeLength = 0.5f; |
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beamInfo.m_flAmplitude = 24; |
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beamInfo.m_flBrightness = 255.0; |
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beamInfo.m_flSpeed = 150.0f; |
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beamInfo.m_nStartFrame = 0.0; |
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beamInfo.m_flFrameRate = 30.0; |
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beamInfo.m_flRed = 255.0; |
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beamInfo.m_flGreen = 255.0; |
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beamInfo.m_flBlue = 255.0; |
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beamInfo.m_nSegments = 18; |
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beamInfo.m_bRenderable = true; |
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beamInfo.m_nFlags = 0; //FBEAM_ONLYNOISEONCE; |
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beams->CreateBeamEntPoint( beamInfo ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Tesla effect |
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//----------------------------------------------------------------------------- |
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void C_EntityDissolve::BuildTeslaEffect( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld, bool bRandom, float flYawOffset ) |
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{ |
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Vector vecOrigin; |
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QAngle vecAngles; |
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MatrixGetColumn( hitboxToWorld, 3, vecOrigin ); |
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MatrixAngles( hitboxToWorld, vecAngles.Base() ); |
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C_BaseEntity *pEntity = GetMoveParent(); |
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// Make a couple of tries at it |
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int iTries = -1; |
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Vector vecForward; |
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trace_t tr; |
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do |
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{ |
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iTries++; |
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// Some beams are deliberatly aimed around the point, the rest are random. |
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if ( !bRandom ) |
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{ |
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QAngle vecTemp = vecAngles; |
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vecTemp[YAW] += flYawOffset; |
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AngleVectors( vecTemp, &vecForward ); |
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// Randomly angle it up or down |
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vecForward.z = RandomFloat( -1, 1 ); |
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} |
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else |
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{ |
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vecForward = RandomVector( -1, 1 ); |
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} |
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UTIL_TraceLine( vecOrigin, vecOrigin + (vecForward * 192), MASK_SHOT, pEntity, COLLISION_GROUP_NONE, &tr ); |
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} while ( tr.fraction >= 1.0 && iTries < 3 ); |
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Vector vecEnd = tr.endpos - (vecForward * 8); |
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// Only spark & glow if we hit something |
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if ( tr.fraction < 1.0 ) |
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{ |
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if ( !EffectOccluded( tr.endpos ) ) |
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{ |
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// Move it towards the camera |
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Vector vecFlash = tr.endpos; |
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Vector vecForward; |
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AngleVectors( MainViewAngles(), &vecForward ); |
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vecFlash -= (vecForward * 8); |
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g_pEffects->EnergySplash( vecFlash, -vecForward, false ); |
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// End glow |
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CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "dust" ); |
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pSimple->SetSortOrigin( vecFlash ); |
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SimpleParticle *pParticle; |
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/tesla_glow_noz" ), vecFlash ); |
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if ( pParticle != NULL ) |
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{ |
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pParticle->m_flLifetime = 0.0f; |
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pParticle->m_flDieTime = RandomFloat( 0.5, 1 ); |
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pParticle->m_vecVelocity = vec3_origin; |
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Vector color( 1,1,1 ); |
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float colorRamp = RandomFloat( 0.75f, 1.25f ); |
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pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f; |
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pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f; |
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pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f; |
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pParticle->m_uchStartSize = RandomFloat( 6,13 ); |
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pParticle->m_uchEndSize = pParticle->m_uchStartSize - 2; |
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pParticle->m_uchStartAlpha = 255; |
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pParticle->m_uchEndAlpha = 10; |
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pParticle->m_flRoll = RandomFloat( 0,360 ); |
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pParticle->m_flRollDelta = 0; |
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} |
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} |
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} |
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// Build the tesla |
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FX_BuildTesla( pEntity, vecOrigin, tr.endpos ); |
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} |
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//----------------------------------------------------------------------------- |
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// Sorts the components of a vector |
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//----------------------------------------------------------------------------- |
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static inline void SortAbsVectorComponents( const Vector& src, int* pVecIdx ) |
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{ |
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Vector absVec( fabs(src[0]), fabs(src[1]), fabs(src[2]) ); |
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int maxIdx = (absVec[0] > absVec[1]) ? 0 : 1; |
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if (absVec[2] > absVec[maxIdx]) |
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{ |
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maxIdx = 2; |
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} |
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// always choose something right-handed.... |
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switch( maxIdx ) |
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{ |
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case 0: |
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pVecIdx[0] = 1; |
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pVecIdx[1] = 2; |
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pVecIdx[2] = 0; |
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break; |
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case 1: |
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pVecIdx[0] = 2; |
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pVecIdx[1] = 0; |
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pVecIdx[2] = 1; |
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break; |
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case 2: |
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pVecIdx[0] = 0; |
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pVecIdx[1] = 1; |
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pVecIdx[2] = 2; |
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break; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Compute the bounding box's center, size, and basis |
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//----------------------------------------------------------------------------- |
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void C_EntityDissolve::ComputeRenderInfo( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld, |
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Vector *pVecAbsOrigin, Vector *pXVec, Vector *pYVec ) |
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{ |
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// Compute the center of the hitbox in worldspace |
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Vector vecHitboxCenter; |
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VectorAdd( pHitBox->bbmin, pHitBox->bbmax, vecHitboxCenter ); |
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vecHitboxCenter *= 0.5f; |
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VectorTransform( vecHitboxCenter, hitboxToWorld, *pVecAbsOrigin ); |
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// Get the object's basis |
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Vector vec[3]; |
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MatrixGetColumn( hitboxToWorld, 0, vec[0] ); |
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MatrixGetColumn( hitboxToWorld, 1, vec[1] ); |
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MatrixGetColumn( hitboxToWorld, 2, vec[2] ); |
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// vec[1] *= -1.0f; |
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Vector vecViewDir; |
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VectorSubtract( CurrentViewOrigin(), *pVecAbsOrigin, vecViewDir ); |
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VectorNormalize( vecViewDir ); |
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// Project the shadow casting direction into the space of the hitbox |
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Vector localViewDir; |
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localViewDir[0] = DotProduct( vec[0], vecViewDir ); |
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localViewDir[1] = DotProduct( vec[1], vecViewDir ); |
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localViewDir[2] = DotProduct( vec[2], vecViewDir ); |
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// Figure out which vector has the largest component perpendicular |
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// to the view direction... |
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// Sort by how perpendicular it is |
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int vecIdx[3]; |
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SortAbsVectorComponents( localViewDir, vecIdx ); |
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// Here's our hitbox basis vectors; namely the ones that are |
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// most perpendicular to the view direction |
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*pXVec = vec[vecIdx[0]]; |
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*pYVec = vec[vecIdx[1]]; |
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// Project them into a plane perpendicular to the view direction |
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*pXVec -= vecViewDir * DotProduct( vecViewDir, *pXVec ); |
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*pYVec -= vecViewDir * DotProduct( vecViewDir, *pYVec ); |
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VectorNormalize( *pXVec ); |
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VectorNormalize( *pYVec ); |
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// Compute the hitbox size |
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Vector boxSize; |
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VectorSubtract( pHitBox->bbmax, pHitBox->bbmin, boxSize ); |
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// We project the two longest sides into the vectors perpendicular |
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// to the projection direction, then add in the projection of the perp direction |
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Vector2D size( boxSize[vecIdx[0]], boxSize[vecIdx[1]] ); |
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size.x *= fabs( DotProduct( vec[vecIdx[0]], *pXVec ) ); |
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size.y *= fabs( DotProduct( vec[vecIdx[1]], *pYVec ) ); |
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// Add the third component into x and y |
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size.x += boxSize[vecIdx[2]] * fabs( DotProduct( vec[vecIdx[2]], *pXVec ) ); |
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size.y += boxSize[vecIdx[2]] * fabs( DotProduct( vec[vecIdx[2]], *pYVec ) ); |
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// Bloat a bit, since the shadow wants to extend outside the model a bit |
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size *= 2.0f; |
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// Clamp the minimum size |
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Vector2DMax( size, Vector2D(10.0f, 10.0f), size ); |
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// Factor the size into the xvec + yvec |
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(*pXVec) *= size.x * 0.5f; |
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(*pYVec) *= size.y * 0.5f; |
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} |
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//----------------------------------------------------------------------------- |
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// Sparks! |
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//----------------------------------------------------------------------------- |
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void C_EntityDissolve::DoSparks( mstudiohitboxset_t *set, matrix3x4_t *hitboxbones[MAXSTUDIOBONES] ) |
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{ |
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if ( m_flNextSparkTime > gpGlobals->curtime ) |
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return; |
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float dt = m_flStartTime + m_flFadeOutStart - gpGlobals->curtime; |
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dt = clamp( dt, 0.0f, m_flFadeOutStart ); |
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float flNextTime; |
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if (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) |
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{ |
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flNextTime = SimpleSplineRemapVal( dt, 0.0f, m_flFadeOutStart, 2.0f * TICK_INTERVAL, 0.4f ); |
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} |
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else |
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{ |
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// m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT); |
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flNextTime = SimpleSplineRemapVal( dt, 0.0f, m_flFadeOutStart, 0.3f, 1.0f ); |
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} |
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m_flNextSparkTime = gpGlobals->curtime + flNextTime; |
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// Send out beams around us |
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int iNumBeamsAround = 2; |
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int iNumRandomBeams = 1; |
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int iTotalBeams = iNumBeamsAround + iNumRandomBeams; |
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float flYawOffset = RandomFloat(0,360); |
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for ( int i = 0; i < iTotalBeams; i++ ) |
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{ |
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int nHitbox = random->RandomInt( 0, set->numhitboxes - 1 ); |
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mstudiobbox_t *pBox = set->pHitbox(nHitbox); |
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float flActualYawOffset = 0; |
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bool bRandom = ( i >= iNumBeamsAround ); |
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if ( !bRandom ) |
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{ |
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flActualYawOffset = anglemod( flYawOffset + ((360 / iTotalBeams) * i) ); |
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} |
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BuildTeslaEffect( pBox, *hitboxbones[pBox->bone], bRandom, flActualYawOffset ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_EntityDissolve::SetupEmitter( void ) |
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{ |
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if ( !m_pEmitter ) |
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{ |
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m_pEmitter = CSimpleEmitter::Create( "C_EntityDissolve" ); |
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m_pEmitter->SetSortOrigin( GetAbsOrigin() ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : float |
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//----------------------------------------------------------------------------- |
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float C_EntityDissolve::GetFadeInPercentage( void ) |
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{ |
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float dt = gpGlobals->curtime - m_flStartTime; |
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if ( dt > m_flFadeOutStart ) |
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return 1.0f; |
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if ( dt < m_flFadeInStart ) |
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return 0.0f; |
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if ( (dt > m_flFadeInStart) && (dt < m_flFadeInStart + m_flFadeInLength) ) |
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{ |
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dt -= m_flFadeInStart; |
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return ( dt / m_flFadeInLength ); |
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} |
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return 1.0f; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : float |
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//----------------------------------------------------------------------------- |
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float C_EntityDissolve::GetFadeOutPercentage( void ) |
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{ |
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float dt = gpGlobals->curtime - m_flStartTime; |
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if ( dt < m_flFadeInStart ) |
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return 1.0f; |
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if ( dt > m_flFadeOutStart ) |
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{ |
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dt -= m_flFadeOutStart; |
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if ( dt > m_flFadeOutLength ) |
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return 0.0f; |
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return 1.0f - ( dt / m_flFadeOutLength ); |
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} |
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return 1.0f; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : float |
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//----------------------------------------------------------------------------- |
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float C_EntityDissolve::GetModelFadeOutPercentage( void ) |
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{ |
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float dt = gpGlobals->curtime - m_flStartTime; |
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if ( dt < m_flFadeOutModelStart ) |
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return 1.0f; |
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if ( dt > m_flFadeOutModelStart ) |
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{ |
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dt -= m_flFadeOutModelStart; |
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if ( dt > m_flFadeOutModelLength ) |
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return 0.0f; |
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return 1.0f - ( dt / m_flFadeOutModelLength ); |
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} |
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return 1.0f; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_EntityDissolve::ClientThink( void ) |
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{ |
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C_BaseEntity *pEnt = GetMoveParent(); |
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if ( !pEnt ) |
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return; |
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bool bIsRagdoll; |
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#ifdef TF_CLIENT_DLL |
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bIsRagdoll = true; |
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#else |
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C_BaseAnimating *pAnimating = GetMoveParent() ? GetMoveParent()->GetBaseAnimating() : NULL; |
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if (!pAnimating) |
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return; |
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bIsRagdoll = pAnimating->IsRagdoll(); |
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#endif |
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// NOTE: IsRagdoll means *client-side* ragdoll. We shouldn't be trying to fight |
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// the server ragdoll (or any server physics) on the client |
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if (( !m_pController ) && ( m_nDissolveType == ENTITY_DISSOLVE_NORMAL ) && bIsRagdoll ) |
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{ |
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IPhysicsObject *ppList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; |
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int nCount = pEnt->VPhysicsGetObjectList( ppList, ARRAYSIZE(ppList) ); |
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if ( nCount > 0 ) |
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{ |
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m_pController = physenv->CreateMotionController( this ); |
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for ( int i = 0; i < nCount; ++i ) |
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{ |
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m_pController->AttachObject( ppList[i], true ); |
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} |
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} |
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} |
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color32 color; |
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color.r = ( 1.0f - GetFadeInPercentage() ) * m_vEffectColor.x; |
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color.g = ( 1.0f - GetFadeInPercentage() ) * m_vEffectColor.y; |
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color.b = ( 1.0f - GetFadeInPercentage() ) * m_vEffectColor.z; |
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color.a = GetModelFadeOutPercentage() * 255.0f; |
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// Setup the entity fade |
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pEnt->SetRenderMode( kRenderTransColor ); |
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pEnt->SetRenderColor( color.r, color.g, color.b, color.a ); |
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if ( GetModelFadeOutPercentage() <= 0.2f ) |
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{ |
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m_bCoreExplode = true; |
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} |
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// If we're dead, fade out |
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if ( GetFadeOutPercentage() <= 0.0f ) |
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{ |
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// Do NOT remove from the client entity list. It'll confuse the local network backdoor, and the entity will never get destroyed |
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// because when the server says to destroy it, the client won't be able to find it. |
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// ClientEntityList().RemoveEntity( GetClientHandle() ); |
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|
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partition->Remove( PARTITION_CLIENT_SOLID_EDICTS | PARTITION_CLIENT_RESPONSIVE_EDICTS | PARTITION_CLIENT_NON_STATIC_EDICTS, CollisionProp()->GetPartitionHandle() ); |
|
|
|
RemoveFromLeafSystem(); |
|
|
|
//FIXME: Ick! |
|
//Adrian: I'll assume we don't need the ragdoll either so I'll remove that too. |
|
if ( m_bLinkedToServerEnt == false ) |
|
{ |
|
Release(); |
|
|
|
C_ClientRagdoll *pRagdoll = dynamic_cast <C_ClientRagdoll *> ( pEnt ); |
|
|
|
if ( pRagdoll ) |
|
{ |
|
pRagdoll->ReleaseRagdoll(); |
|
} |
|
#ifdef TF_CLIENT_DLL |
|
else |
|
{ |
|
pEnt->Release(); |
|
} |
|
#endif |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : flags - |
|
// Output : int |
|
//----------------------------------------------------------------------------- |
|
int C_EntityDissolve::DrawModel( int flags ) |
|
{ |
|
// See if we should draw |
|
if ( gpGlobals->frametime == 0 || m_bReadyToDraw == false ) |
|
return 0; |
|
|
|
C_BaseAnimating *pAnimating = GetMoveParent() ? GetMoveParent()->GetBaseAnimating() : NULL; |
|
if ( pAnimating == NULL ) |
|
return 0; |
|
|
|
matrix3x4_t *hitboxbones[MAXSTUDIOBONES]; |
|
if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) == false ) |
|
return 0; |
|
|
|
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() ); |
|
if ( pStudioHdr == NULL ) |
|
return false; |
|
|
|
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() ); |
|
if ( set == NULL ) |
|
return false; |
|
|
|
// Make sure the emitter is setup properly |
|
SetupEmitter(); |
|
|
|
// Get fade percentages for the effect |
|
float fadeInPerc = GetFadeInPercentage(); |
|
float fadeOutPerc = GetFadeOutPercentage(); |
|
|
|
float fadePerc = ( fadeInPerc >= 1.0f ) ? fadeOutPerc : fadeInPerc; |
|
|
|
Vector vecSkew = vec3_origin; |
|
|
|
// Do extra effects under certain circumstances |
|
if ( ( fadePerc < 0.99f ) && ( (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) ) ) |
|
{ |
|
DoSparks( set, hitboxbones ); |
|
} |
|
|
|
// Skew the particles in front or in back of their targets |
|
vecSkew = CurrentViewForward() * ( 8.0f - ( ( 1.0f - fadePerc ) * 32.0f ) ); |
|
|
|
float spriteScale = ( ( gpGlobals->curtime - m_flStartTime ) / m_flFadeOutLength ); |
|
spriteScale = clamp( spriteScale, 0.75f, 1.0f ); |
|
|
|
// Cache off this material reference |
|
if ( g_Material_Spark == NULL ) |
|
{ |
|
g_Material_Spark = ParticleMgr()->GetPMaterial( "effects/spark" ); |
|
} |
|
|
|
if ( g_Material_AR2Glow == NULL ) |
|
{ |
|
g_Material_AR2Glow = ParticleMgr()->GetPMaterial( "effects/combinemuzzle2" ); |
|
} |
|
|
|
SimpleParticle *sParticle; |
|
|
|
for ( int i = 0; i < set->numhitboxes; ++i ) |
|
{ |
|
Vector vecAbsOrigin, xvec, yvec; |
|
mstudiobbox_t *pBox = set->pHitbox(i); |
|
ComputeRenderInfo( pBox, *hitboxbones[pBox->bone], &vecAbsOrigin, &xvec, &yvec ); |
|
|
|
Vector offset; |
|
Vector xDir, yDir; |
|
|
|
xDir = xvec; |
|
float xScale = VectorNormalize( xDir ) * 0.75f; |
|
|
|
yDir = yvec; |
|
float yScale = VectorNormalize( yDir ) * 0.75f; |
|
|
|
int numParticles = clamp( 3.0f * fadePerc, 0.f, 3.f ); |
|
|
|
int iTempParts = 2; |
|
|
|
if ( m_nDissolveType == ENTITY_DISSOLVE_CORE ) |
|
{ |
|
if ( m_bCoreExplode == true ) |
|
{ |
|
numParticles = 15; |
|
iTempParts = 20; |
|
} |
|
} |
|
|
|
for ( int j = 0; j < iTempParts; j++ ) |
|
{ |
|
// Skew the origin |
|
offset = xDir * Helper_RandomFloat( -xScale*0.5f, xScale*0.5f ) + yDir * Helper_RandomFloat( -yScale*0.5f, yScale*0.5f ); |
|
offset += vecSkew; |
|
|
|
if ( random->RandomInt( 0, 2 ) != 0 ) |
|
continue; |
|
|
|
sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), g_Material_Spark, vecAbsOrigin + offset ); |
|
|
|
if ( sParticle == NULL ) |
|
return 1; |
|
|
|
sParticle->m_vecVelocity = Vector( Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( 16.0f, 64.0f ) ); |
|
|
|
if ( m_nDissolveType == ENTITY_DISSOLVE_CORE ) |
|
{ |
|
if ( m_bCoreExplode == true ) |
|
{ |
|
Vector vDirection = (vecAbsOrigin + offset) - m_vDissolverOrigin; |
|
VectorNormalize( vDirection ); |
|
sParticle->m_vecVelocity = vDirection * m_nMagnitude; |
|
} |
|
} |
|
|
|
if ( sParticle->m_vecVelocity.z > 0 ) |
|
{ |
|
sParticle->m_uchStartSize = random->RandomFloat( 4, 6 ) * spriteScale; |
|
} |
|
else |
|
{ |
|
sParticle->m_uchStartSize = 2 * spriteScale; |
|
} |
|
|
|
sParticle->m_flDieTime = random->RandomFloat( 0.4f, 0.5f ); |
|
|
|
// If we're the last particles, last longer |
|
if ( numParticles == 0 ) |
|
{ |
|
sParticle->m_flDieTime *= 2.0f; |
|
sParticle->m_uchStartSize = 2 * spriteScale; |
|
sParticle->m_flRollDelta = Helper_RandomFloat( -4.0f, 4.0f ); |
|
|
|
if ( m_nDissolveType == ENTITY_DISSOLVE_CORE ) |
|
{ |
|
if ( m_bCoreExplode == true ) |
|
{ |
|
sParticle->m_flDieTime *= 2.0f; |
|
sParticle->m_flRollDelta = Helper_RandomFloat( -1.0f, 1.0f ); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
sParticle->m_flRollDelta = Helper_RandomFloat( -8.0f, 8.0f ); |
|
} |
|
|
|
sParticle->m_flLifetime = 0.0f; |
|
|
|
sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); |
|
|
|
float alpha = 255; |
|
|
|
sParticle->m_uchColor[0] = m_vEffectColor.x; |
|
sParticle->m_uchColor[1] = m_vEffectColor.y; |
|
sParticle->m_uchColor[2] = m_vEffectColor.z; |
|
sParticle->m_uchStartAlpha = alpha; |
|
sParticle->m_uchEndAlpha = 0; |
|
sParticle->m_uchEndSize = 0; |
|
} |
|
|
|
for ( int j = 0; j < numParticles; j++ ) |
|
{ |
|
offset = xDir * Helper_RandomFloat( -xScale*0.5f, xScale*0.5f ) + yDir * Helper_RandomFloat( -yScale*0.5f, yScale*0.5f ); |
|
offset += vecSkew; |
|
|
|
sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), g_Material_AR2Glow, vecAbsOrigin + offset ); |
|
|
|
if ( sParticle == NULL ) |
|
return 1; |
|
|
|
sParticle->m_vecVelocity = Vector( Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( -64.0f, 128.0f ) ); |
|
sParticle->m_uchStartSize = random->RandomFloat( 8, 12 ) * spriteScale; |
|
sParticle->m_flDieTime = 0.1f; |
|
sParticle->m_flLifetime = 0.0f; |
|
|
|
sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); |
|
sParticle->m_flRollDelta = Helper_RandomFloat( -2.0f, 2.0f ); |
|
|
|
float alpha = 255; |
|
|
|
sParticle->m_uchColor[0] = m_vEffectColor.x; |
|
sParticle->m_uchColor[1] = m_vEffectColor.y; |
|
sParticle->m_uchColor[2] = m_vEffectColor.z; |
|
sParticle->m_uchStartAlpha = alpha; |
|
sParticle->m_uchEndAlpha = 0; |
|
sParticle->m_uchEndSize = 0; |
|
|
|
if ( m_nDissolveType == ENTITY_DISSOLVE_CORE ) |
|
{ |
|
if ( m_bCoreExplode == true ) |
|
{ |
|
Vector vDirection = (vecAbsOrigin + offset) - m_vDissolverOrigin; |
|
|
|
VectorNormalize( vDirection ); |
|
|
|
sParticle->m_vecVelocity = vDirection * m_nMagnitude; |
|
|
|
sParticle->m_flDieTime = 0.5f; |
|
} |
|
} |
|
} |
|
} |
|
|
|
return 1; |
|
}
|
|
|