Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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"
#define HUMAN_GIBS 1
#define ALIEN_GIBS 2
#define MAX_GIBS 4
#define HUMAN_GIB_COUNT 6
#define ALIEN_GIB_COUNT 4
const char *pHumanGibsModel = "models/gibs/hgibs.mdl";
const char *pAlienGibsModel = "models/gibs/agibs.mdl";
void GetBloodColorHL1( int bloodtype, unsigned char &r, unsigned char &g, unsigned char &b )
{
if (bloodtype == BLOOD_COLOR_RED)
{
r = 64;
g = 0;
b = 0;
}
else if ( bloodtype == BLOOD_COLOR_GREEN )
{
r = 195;
g = 195;
b = 0;
}
else if ( bloodtype == BLOOD_COLOR_YELLOW )
{
r = 0;
g = 195;
b = 195;
}
}
class C_HL1Gib : public C_Gib
{
typedef C_BaseAnimating BaseClass;
public:
static C_HL1Gib *CreateClientsideGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp )
{
C_HL1Gib *pGib = new C_HL1Gib;
if ( pGib == NULL )
return NULL;
if ( pGib->InitializeGib( pszModelName, vecOrigin, vecForceDir, vecAngularImp ) == false )
return NULL;
return pGib;
}
// Decal the surface
virtual void HitSurface( C_BaseEntity *pOther )
{
int index = -1;
if ( m_iType == HUMAN_GIBS )
{
if ( !UTIL_IsLowViolence() ) // no blood decals if we're low violence.
{
index = decalsystem->GetDecalIndexForName( "Blood" );
}
}
else
{
index = decalsystem->GetDecalIndexForName( "YellowBlood" );
}
if ( index >= 0 )
{
effects->DecalShoot( index, pOther->entindex(), pOther->GetModel(), pOther->GetAbsOrigin(), pOther->GetAbsAngles(), GetAbsOrigin(), 0, 0 );
}
if ( GetFlags() & FL_ONGROUND )
{
QAngle vAngles = GetAbsAngles();
QAngle vAngularVelocity = GetLocalAngularVelocity();
SetAbsVelocity( GetAbsVelocity() * 0.9 );
vAngles.x = 0;
vAngles.z = 0;
vAngularVelocity.x = 0;
vAngularVelocity.z = 0;
SetAbsAngles( vAngles );
SetLocalAngularVelocity( vAngularVelocity );
}
}
virtual void ClientThink( void );
int m_iType;
};
void C_HL1Gib::ClientThink( void )
{
SetRenderMode( kRenderTransAlpha );
m_nRenderFX = kRenderFxFadeSlow;
if ( m_clrRender->a == 5 )
{
Release();
return;
}
SetNextClientThink( gpGlobals->curtime + 1.0f );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
//-----------------------------------------------------------------------------
void FX_HL1Gib( const Vector &origin, const Vector &direction, float scale, int iType, int iHealth, int iColor )
{
Vector offset;
int i;
offset = RandomVector( -16, 16 ) + origin;
if ( iType == HUMAN_GIBS )
{
Vector vVelocity;
AngularImpulse aImpulse;
// mix in some noise
vVelocity.x = random->RandomFloat( -100,100 );
vVelocity.y = random->RandomFloat ( -100,100 );
vVelocity.z = random->RandomFloat ( 200,300 );
aImpulse.x = random->RandomFloat ( 100, 200 );
aImpulse.y = random->RandomFloat ( 100, 300 );
if ( iHealth > -50)
{
vVelocity = vVelocity * 0.7;
}
else if ( iHealth > -200)
{
vVelocity = vVelocity * 2;
}
else
{
vVelocity = vVelocity * 4;
}
C_HL1Gib *pGib = C_HL1Gib::CreateClientsideGib( pHumanGibsModel, offset, vVelocity * 2, aImpulse );
//Spawn a head.
if ( pGib )
{
pGib->m_nBody = 0;
pGib->m_iType = iType;
}
}
// Spawn all the unique gibs
for ( i = 0; i < MAX_GIBS; i++ )
{
const char *pModelName = NULL;
int iNumBody = 0;
offset = RandomVector( -16, 16 ) + origin;
//TODO
Vector vVelocity = direction;
AngularImpulse aAImpulse;
// mix in some noise
vVelocity.x += random->RandomFloat( -0.25, 0.25 );
vVelocity.y += random->RandomFloat ( -0.25, 0.25 );
vVelocity.z += random->RandomFloat ( -0.25, 0.25 );
vVelocity = vVelocity * random->RandomFloat ( 300, 400 );
if ( iHealth > -50)
{
vVelocity = vVelocity * 0.7;
}
else if ( iHealth > -200)
{
vVelocity = vVelocity * 2;
}
else
{
vVelocity = vVelocity * 4;
}
aAImpulse.x = random->RandomFloat ( 100, 200 );
aAImpulse.y = random->RandomFloat ( 100, 300 );
if ( iType == HUMAN_GIBS )
{
pModelName = pHumanGibsModel;
iNumBody = HUMAN_GIB_COUNT;
}
else
{
pModelName = pAlienGibsModel;
iNumBody = ALIEN_GIB_COUNT;
}
C_HL1Gib *pGib = C_HL1Gib::CreateClientsideGib( pModelName, offset, vVelocity * 2, aAImpulse );
if ( pGib )
{
if ( iType == HUMAN_GIBS )
pGib->m_nBody = random->RandomInt( 1, iNumBody-1 );
else
pGib->m_nBody = random->RandomInt( 0, iNumBody-1 );
pGib->m_iType = iType;
}
}
//
// Throw some blood (unless we're low violence, then we're done)
//
if ( iColor == BLOOD_COLOR_RED && UTIL_IsLowViolence() )
return;
CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "FX_HL1Gib" );
pSimple->SetSortOrigin( origin );
Vector vDir;
vDir.Random( -1.0f, 1.0f );
for ( 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 = 1;
float speed = random->RandomFloat( 32.0f, 128.0f );
sParticle->m_vecVelocity = vDir * -speed;
sParticle->m_vecVelocity[2] -= 16.0f;
GetBloodColorHL1( iColor, sParticle->m_uchColor[0], sParticle->m_uchColor[1], sParticle->m_uchColor[2] );
sParticle->m_uchStartAlpha = 255;
sParticle->m_uchEndAlpha = 0;
sParticle->m_uchStartSize = random->RandomInt( 16, 32 );
sParticle->m_uchEndSize = sParticle->m_uchStartSize*random->RandomInt( 1, 4 );
sParticle->m_flRoll = random->RandomInt( 0, 360 );
sParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f );
}
for ( 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 = 1;
float speed = random->RandomFloat( 16.0f, 128.0f );
sParticle->m_vecVelocity = vDir * -speed;
sParticle->m_vecVelocity[2] -= 16.0f;
GetBloodColorHL1( iColor, sParticle->m_uchColor[0], sParticle->m_uchColor[1], sParticle->m_uchColor[2] );
sParticle->m_uchStartAlpha = random->RandomInt( 64, 128 );
sParticle->m_uchEndAlpha = 0;
sParticle->m_uchStartSize = random->RandomInt( 16, 32 );
sParticle->m_uchEndSize = sParticle->m_uchStartSize*random->RandomInt( 1, 4 );
sParticle->m_flRoll = random->RandomInt( 0, 360 );
sParticle->m_flRollDelta = random->RandomFloat( -2.0f, 2.0f );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void HL1GibCallback( const CEffectData &data )
{
FX_HL1Gib( data.m_vOrigin, data.m_vNormal, data.m_flScale, data.m_nMaterial, -data.m_nHitBox, data.m_nColor );
}
DECLARE_CLIENT_EFFECT( "HL1Gib", HL1GibCallback );