You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
1328 lines
39 KiB
1328 lines
39 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
// $Workfile: $ |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
#include "cbase.h" |
|
#include "engine/IEngineSound.h" |
|
#include "particles_simple.h" |
|
#include "particles_localspace.h" |
|
#include "dlight.h" |
|
#include "iefx.h" |
|
#include "clientsideeffects.h" |
|
#include "clienteffectprecachesystem.h" |
|
#include "glow_overlay.h" |
|
#include "effect_dispatch_data.h" |
|
#include "c_te_effect_dispatch.h" |
|
#include "tier0/vprof.h" |
|
#include "tier1/KeyValues.h" |
|
#include "effect_color_tables.h" |
|
#include "iviewrender_beams.h" |
|
#include "view.h" |
|
#include "IEffects.h" |
|
#include "fx.h" |
|
#include "c_te_legacytempents.h" |
|
#include "toolframework_client.h" |
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
//Precahce the effects |
|
#ifndef TF_CLIENT_DLL |
|
CLIENTEFFECT_REGISTER_BEGIN( PrecacheMuzzleFlash ) |
|
CLIENTEFFECT_MATERIAL( "effects/muzzleflash1" ) |
|
CLIENTEFFECT_MATERIAL( "effects/muzzleflash2" ) |
|
CLIENTEFFECT_MATERIAL( "effects/muzzleflash3" ) |
|
CLIENTEFFECT_MATERIAL( "effects/muzzleflash4" ) |
|
#ifndef CSTRIKE_DLL |
|
CLIENTEFFECT_MATERIAL( "effects/bluemuzzle" ) |
|
CLIENTEFFECT_MATERIAL( "effects/gunshipmuzzle" ) |
|
CLIENTEFFECT_MATERIAL( "effects/gunshiptracer" ) |
|
#ifndef HL2MP |
|
CLIENTEFFECT_MATERIAL( "effects/huntertracer" ) |
|
#endif |
|
CLIENTEFFECT_MATERIAL( "sprites/physcannon_bluelight2" ) |
|
CLIENTEFFECT_MATERIAL( "effects/combinemuzzle1" ) |
|
CLIENTEFFECT_MATERIAL( "effects/combinemuzzle2" ) |
|
CLIENTEFFECT_MATERIAL( "effects/combinemuzzle2_nocull" ) |
|
#endif |
|
CLIENTEFFECT_REGISTER_END() |
|
#endif |
|
|
|
//Whether or not we should emit a dynamic light |
|
ConVar muzzleflash_light( "muzzleflash_light", "1", FCVAR_ARCHIVE ); |
|
|
|
extern void FX_TracerSound( const Vector &start, const Vector &end, int iTracerType ); |
|
|
|
|
|
//=================================================================== |
|
//=================================================================== |
|
class CImpactOverlay : public CWarpOverlay |
|
{ |
|
public: |
|
|
|
virtual bool Update( void ) |
|
{ |
|
m_flLifetime += gpGlobals->frametime; |
|
|
|
const float flTotalLifetime = 0.1f; |
|
|
|
if ( m_flLifetime < flTotalLifetime ) |
|
{ |
|
float flColorScale = 1.0f - ( m_flLifetime / flTotalLifetime ); |
|
|
|
for( int i=0; i < m_nSprites; i++ ) |
|
{ |
|
m_Sprites[i].m_vColor = m_vBaseColors[i] * flColorScale; |
|
|
|
m_Sprites[i].m_flHorzSize += 1.0f * gpGlobals->frametime; |
|
m_Sprites[i].m_flVertSize += 1.0f * gpGlobals->frametime; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
public: |
|
|
|
float m_flLifetime; |
|
Vector m_vBaseColors[MAX_SUN_LAYERS]; |
|
|
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Play random ricochet sound |
|
// Input : *pos - |
|
//----------------------------------------------------------------------------- |
|
void FX_RicochetSound( const Vector& pos ) |
|
{ |
|
Vector org = pos; |
|
CLocalPlayerFilter filter; |
|
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "FX_RicochetSound.Ricochet", &org ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : entityIndex - |
|
// attachmentIndex - |
|
// *origin - |
|
// *angles - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool FX_GetAttachmentTransform( ClientEntityHandle_t hEntity, int attachmentIndex, Vector *origin, QAngle *angles ) |
|
{ |
|
// Validate our input |
|
if ( ( hEntity == INVALID_EHANDLE_INDEX ) || ( attachmentIndex < 1 ) ) |
|
{ |
|
if ( origin != NULL ) |
|
{ |
|
*origin = vec3_origin; |
|
} |
|
|
|
if ( angles != NULL ) |
|
{ |
|
*angles = QAngle(0,0,0); |
|
} |
|
|
|
return false; |
|
} |
|
|
|
// Get the actual entity |
|
IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( hEntity ); |
|
if ( pRenderable ) |
|
{ |
|
Vector attachOrigin; |
|
QAngle attachAngles; |
|
|
|
// Find the attachment's matrix |
|
pRenderable->GetAttachment( attachmentIndex, attachOrigin, attachAngles ); |
|
|
|
if ( origin != NULL ) |
|
{ |
|
*origin = attachOrigin; |
|
} |
|
|
|
if ( angles != NULL ) |
|
{ |
|
*angles = attachAngles; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : entityIndex - |
|
// attachmentIndex - |
|
// &transform - |
|
//----------------------------------------------------------------------------- |
|
bool FX_GetAttachmentTransform( ClientEntityHandle_t hEntity, int attachmentIndex, matrix3x4_t &transform ) |
|
{ |
|
Vector origin; |
|
QAngle angles; |
|
|
|
if ( FX_GetAttachmentTransform( hEntity, attachmentIndex, &origin, &angles ) ) |
|
{ |
|
AngleMatrix( angles, origin, transform ); |
|
return true; |
|
} |
|
|
|
// Entity doesn't exist |
|
SetIdentityMatrix( transform ); |
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void FX_MuzzleEffect( |
|
const Vector &origin, |
|
const QAngle &angles, |
|
float scale, |
|
ClientEntityHandle_t hEntity, |
|
unsigned char *pFlashColor, |
|
bool bOneFrame ) |
|
{ |
|
VPROF_BUDGET( "FX_MuzzleEffect", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); |
|
|
|
CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "MuzzleFlash" ); |
|
pSimple->SetSortOrigin( origin ); |
|
|
|
SimpleParticle *pParticle; |
|
Vector forward, offset; |
|
|
|
AngleVectors( angles, &forward ); |
|
float flScale = random->RandomFloat( scale-0.25f, scale+0.25f ); |
|
|
|
if ( flScale < 0.5f ) |
|
{ |
|
flScale = 0.5f; |
|
} |
|
else if ( flScale > 8.0f ) |
|
{ |
|
flScale = 8.0f; |
|
} |
|
|
|
// |
|
// Flash |
|
// |
|
|
|
int i; |
|
for ( i = 1; i < 9; i++ ) |
|
{ |
|
offset = origin + (forward * (i*2.0f*scale)); |
|
|
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( VarArgs( "effects/muzzleflash%d", random->RandomInt(1,4) ) ), offset ); |
|
|
|
if ( pParticle == NULL ) |
|
return; |
|
|
|
pParticle->m_flLifetime = 0.0f; |
|
pParticle->m_flDieTime = /*bOneFrame ? 0.0001f : */0.1f; |
|
|
|
pParticle->m_vecVelocity.Init(); |
|
|
|
if ( !pFlashColor ) |
|
{ |
|
pParticle->m_uchColor[0] = 255; |
|
pParticle->m_uchColor[1] = 255; |
|
pParticle->m_uchColor[2] = 255; |
|
} |
|
else |
|
{ |
|
pParticle->m_uchColor[0] = pFlashColor[0]; |
|
pParticle->m_uchColor[1] = pFlashColor[1]; |
|
pParticle->m_uchColor[2] = pFlashColor[2]; |
|
} |
|
|
|
pParticle->m_uchStartAlpha = 255; |
|
pParticle->m_uchEndAlpha = 128; |
|
|
|
pParticle->m_uchStartSize = (random->RandomFloat( 6.0f, 9.0f ) * (12-(i))/9) * flScale; |
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize; |
|
pParticle->m_flRoll = random->RandomInt( 0, 360 ); |
|
pParticle->m_flRollDelta = 0.0f; |
|
} |
|
|
|
// |
|
// Smoke |
|
// |
|
|
|
/* |
|
for ( i = 0; i < 4; i++ ) |
|
{ |
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "particle/particle_smokegrenade" ), origin ); |
|
|
|
if ( pParticle == NULL ) |
|
return; |
|
|
|
alpha = random->RandomInt( 32, 84 ); |
|
color = random->RandomInt( 64, 164 ); |
|
|
|
pParticle->m_flLifetime = 0.0f; |
|
pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); |
|
|
|
pParticle->m_vecVelocity.Random( -0.5f, 0.5f ); |
|
pParticle->m_vecVelocity += forward; |
|
VectorNormalize( pParticle->m_vecVelocity ); |
|
|
|
pParticle->m_vecVelocity *= random->RandomFloat( 16.0f, 32.0f ); |
|
pParticle->m_vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f ); |
|
|
|
pParticle->m_uchColor[0] = color; |
|
pParticle->m_uchColor[1] = color; |
|
pParticle->m_uchColor[2] = color; |
|
pParticle->m_uchStartAlpha = alpha; |
|
pParticle->m_uchEndAlpha = 0; |
|
pParticle->m_uchStartSize = random->RandomInt( 4, 8 ) * flScale; |
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize*2; |
|
pParticle->m_flRoll = random->RandomInt( 0, 360 ); |
|
pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f ); |
|
} |
|
*/ |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : scale - |
|
// attachmentIndex - |
|
// bOneFrame - |
|
//----------------------------------------------------------------------------- |
|
void FX_MuzzleEffectAttached( |
|
float scale, |
|
ClientEntityHandle_t hEntity, |
|
int attachmentIndex, |
|
unsigned char *pFlashColor, |
|
bool bOneFrame ) |
|
{ |
|
VPROF_BUDGET( "FX_MuzzleEffect", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); |
|
|
|
// If the material isn't available, let's not do anything. |
|
if ( g_Mat_SMG_Muzzleflash[0] == NULL ) |
|
{ |
|
return; |
|
} |
|
|
|
CSmartPtr<CLocalSpaceEmitter> pSimple = CLocalSpaceEmitter::Create( "MuzzleFlash", hEntity, attachmentIndex ); |
|
Assert( pSimple ); |
|
if ( pSimple == NULL ) |
|
return; |
|
|
|
// Lock our bounding box |
|
pSimple->GetBinding().SetBBox( -( Vector( 16, 16, 16 ) * scale ), ( Vector( 16, 16, 16 ) * scale ) ); |
|
|
|
SimpleParticle *pParticle; |
|
Vector forward(1,0,0), offset; |
|
|
|
float flScale = random->RandomFloat( scale-0.25f, scale+0.25f ); |
|
|
|
if ( flScale < 0.5f ) |
|
{ |
|
flScale = 0.5f; |
|
} |
|
else if ( flScale > 8.0f ) |
|
{ |
|
flScale = 8.0f; |
|
} |
|
|
|
// |
|
// Flash |
|
// |
|
|
|
int i; |
|
for ( i = 1; i < 9; i++ ) |
|
{ |
|
offset = (forward * (i*2.0f*scale)); |
|
|
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_SMG_Muzzleflash[random->RandomInt(0,3)], offset ); |
|
|
|
if ( pParticle == NULL ) |
|
return; |
|
|
|
pParticle->m_flLifetime = 0.0f; |
|
pParticle->m_flDieTime = bOneFrame ? 0.0001f : 0.1f; |
|
|
|
pParticle->m_vecVelocity.Init(); |
|
|
|
if ( !pFlashColor ) |
|
{ |
|
pParticle->m_uchColor[0] = 255; |
|
pParticle->m_uchColor[1] = 255; |
|
pParticle->m_uchColor[2] = 255; |
|
} |
|
else |
|
{ |
|
pParticle->m_uchColor[0] = pFlashColor[0]; |
|
pParticle->m_uchColor[1] = pFlashColor[1]; |
|
pParticle->m_uchColor[2] = pFlashColor[2]; |
|
} |
|
|
|
pParticle->m_uchStartAlpha = 255; |
|
pParticle->m_uchEndAlpha = 128; |
|
|
|
pParticle->m_uchStartSize = (random->RandomFloat( 6.0f, 9.0f ) * (12-(i))/9) * flScale; |
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize; |
|
pParticle->m_flRoll = random->RandomInt( 0, 360 ); |
|
pParticle->m_flRollDelta = 0.0f; |
|
} |
|
|
|
|
|
if ( !ToolsEnabled() ) |
|
return; |
|
|
|
if ( !clienttools->IsInRecordingMode() ) |
|
return; |
|
|
|
C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( hEntity ); |
|
if ( pEnt ) |
|
{ |
|
pEnt->RecordToolMessage(); |
|
} |
|
|
|
// NOTE: Particle system destruction message will be sent by the particle effect itself. |
|
int nId = pSimple->AllocateToolParticleEffectId(); |
|
|
|
KeyValues *msg = new KeyValues( "OldParticleSystem_Create" ); |
|
msg->SetString( "name", "FX_MuzzleEffectAttached" ); |
|
msg->SetInt( "id", nId ); |
|
msg->SetFloat( "time", gpGlobals->curtime ); |
|
|
|
KeyValues *pEmitter = msg->FindKey( "DmeSpriteEmitter", true ); |
|
pEmitter->SetInt( "count", 9 ); |
|
pEmitter->SetFloat( "duration", 0 ); |
|
pEmitter->SetString( "material", "effects/muzzleflash2" ); // FIXME - create DmeMultiMaterialSpriteEmitter to support the 4 materials of muzzleflash |
|
pEmitter->SetInt( "active", true ); |
|
|
|
KeyValues *pInitializers = pEmitter->FindKey( "initializers", true ); |
|
|
|
KeyValues *pPosition = pInitializers->FindKey( "DmeLinearAttachedPositionInitializer", true ); |
|
pPosition->SetPtr( "entindex", (void*)pEnt->entindex() ); |
|
pPosition->SetInt( "attachmentIndex", attachmentIndex ); |
|
pPosition->SetFloat( "linearOffsetX", 2.0f * scale ); |
|
|
|
// TODO - create a DmeConstantLifetimeInitializer |
|
KeyValues *pLifetime = pInitializers->FindKey( "DmeRandomLifetimeInitializer", true ); |
|
pLifetime->SetFloat( "minLifetime", bOneFrame ? 1.0f / 24.0f : 0.1f ); |
|
pLifetime->SetFloat( "maxLifetime", bOneFrame ? 1.0f / 24.0f : 0.1f ); |
|
|
|
KeyValues *pVelocity = pInitializers->FindKey( "DmeConstantVelocityInitializer", true ); |
|
pVelocity->SetFloat( "velocityX", 0.0f ); |
|
pVelocity->SetFloat( "velocityY", 0.0f ); |
|
pVelocity->SetFloat( "velocityZ", 0.0f ); |
|
|
|
KeyValues *pRoll = pInitializers->FindKey( "DmeRandomRollInitializer", true ); |
|
pRoll->SetFloat( "minRoll", 0.0f ); |
|
pRoll->SetFloat( "maxRoll", 360.0f ); |
|
|
|
// TODO - create a DmeConstantRollSpeedInitializer |
|
KeyValues *pRollSpeed = pInitializers->FindKey( "DmeRandomRollSpeedInitializer", true ); |
|
pRollSpeed->SetFloat( "minRollSpeed", 0.0f ); |
|
pRollSpeed->SetFloat( "maxRollSpeed", 0.0f ); |
|
|
|
// TODO - create a DmeConstantColorInitializer |
|
KeyValues *pColor = pInitializers->FindKey( "DmeRandomInterpolatedColorInitializer", true ); |
|
Color color( pFlashColor ? pFlashColor[ 0 ] : 255, pFlashColor ? pFlashColor[ 1 ] : 255, pFlashColor ? pFlashColor[ 2 ] : 255, 255 ); |
|
pColor->SetColor( "color1", color ); |
|
pColor->SetColor( "color2", color ); |
|
|
|
// TODO - create a DmeConstantAlphaInitializer |
|
KeyValues *pAlpha = pInitializers->FindKey( "DmeRandomAlphaInitializer", true ); |
|
pAlpha->SetInt( "minStartAlpha", 255 ); |
|
pAlpha->SetInt( "maxStartAlpha", 255 ); |
|
pAlpha->SetInt( "minEndAlpha", 128 ); |
|
pAlpha->SetInt( "maxEndAlpha", 128 ); |
|
|
|
// size = rand(6..9) * indexed(12/9..4/9) * flScale = rand(6..9) * ( 4f + f * i ) |
|
KeyValues *pSize = pInitializers->FindKey( "DmeMuzzleFlashSizeInitializer", true ); |
|
float f = flScale / 9.0f; |
|
pSize->SetFloat( "indexedBase", 4.0f * f ); |
|
pSize->SetFloat( "indexedDelta", f ); |
|
pSize->SetFloat( "minRandomFactor", 6.0f ); |
|
pSize->SetFloat( "maxRandomFactor", 9.0f ); |
|
|
|
/* |
|
KeyValues *pUpdaters = pEmitter->FindKey( "updaters", true ); |
|
|
|
pUpdaters->FindKey( "DmePositionVelocityUpdater", true ); |
|
pUpdaters->FindKey( "DmeRollUpdater", true ); |
|
pUpdaters->FindKey( "DmeAlphaLinearUpdater", true ); |
|
pUpdaters->FindKey( "DmeSizeUpdater", true ); |
|
*/ |
|
ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg ); |
|
msg->deleteThis(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Old-style muzzle flashes |
|
//----------------------------------------------------------------------------- |
|
void MuzzleFlashCallback( const CEffectData &data ) |
|
{ |
|
Vector vecOrigin = data.m_vOrigin; |
|
QAngle vecAngles = data.m_vAngles; |
|
if ( data.entindex() > 0 ) |
|
{ |
|
IClientRenderable *pRenderable = data.GetRenderable(); |
|
if ( !pRenderable ) |
|
return; |
|
|
|
if ( data.m_nAttachmentIndex ) |
|
{ |
|
//FIXME: We also need to allocate these particles into an attachment space setup |
|
pRenderable->GetAttachment( data.m_nAttachmentIndex, vecOrigin, vecAngles ); |
|
} |
|
else |
|
{ |
|
vecOrigin = pRenderable->GetRenderOrigin(); |
|
vecAngles = pRenderable->GetRenderAngles(); |
|
} |
|
} |
|
|
|
tempents->MuzzleFlash( vecOrigin, vecAngles, data.m_fFlags & (~MUZZLEFLASH_FIRSTPERSON), data.m_hEntity, (data.m_fFlags & MUZZLEFLASH_FIRSTPERSON) != 0 ); |
|
} |
|
|
|
DECLARE_CLIENT_EFFECT( "MuzzleFlash", MuzzleFlashCallback ); |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &origin - |
|
// &velocity - |
|
// scale - |
|
// numParticles - |
|
// *pColor - |
|
// iAlpha - |
|
// *pMaterial - |
|
// flRoll - |
|
// flRollDelta - |
|
//----------------------------------------------------------------------------- |
|
CSmartPtr<CSimpleEmitter> FX_Smoke( const Vector &origin, const Vector &velocity, float scale, int numParticles, float flDietime, unsigned char *pColor, int iAlpha, const char *pMaterial, float flRoll, float flRollDelta ) |
|
{ |
|
VPROF_BUDGET( "FX_Smoke", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); |
|
CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "FX_Smoke" ); |
|
pSimple->SetSortOrigin( origin ); |
|
|
|
SimpleParticle *pParticle; |
|
|
|
// Smoke |
|
for ( int i = 0; i < numParticles; i++ ) |
|
{ |
|
PMaterialHandle hMaterial = pSimple->GetPMaterial( pMaterial ); |
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, origin ); |
|
if ( pParticle == NULL ) |
|
return NULL; |
|
|
|
pParticle->m_flLifetime = 0.0f; |
|
pParticle->m_flDieTime = flDietime; |
|
pParticle->m_vecVelocity = velocity; |
|
for( int i = 0; i < 3; ++i ) |
|
{ |
|
pParticle->m_uchColor[i] = pColor[i]; |
|
} |
|
pParticle->m_uchStartAlpha = iAlpha; |
|
pParticle->m_uchEndAlpha = 0; |
|
pParticle->m_uchStartSize = scale; |
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize*2; |
|
pParticle->m_flRoll = flRoll; |
|
pParticle->m_flRollDelta = flRollDelta; |
|
} |
|
|
|
return pSimple; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Smoke puffs |
|
//----------------------------------------------------------------------------- |
|
void FX_Smoke( const Vector &origin, const QAngle &angles, float scale, int numParticles, unsigned char *pColor, int iAlpha ) |
|
{ |
|
VPROF_BUDGET( "FX_Smoke", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); |
|
Vector vecVelocity; |
|
Vector vecForward; |
|
|
|
// Smoke |
|
for ( int i = 0; i < numParticles; i++ ) |
|
{ |
|
// Velocity |
|
AngleVectors( angles, &vecForward ); |
|
vecVelocity.Random( -0.5f, 0.5f ); |
|
vecVelocity += vecForward; |
|
VectorNormalize( vecVelocity ); |
|
vecVelocity *= random->RandomFloat( 16.0f, 32.0f ); |
|
vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f ); |
|
|
|
// Color |
|
unsigned char particlecolor[3]; |
|
if ( !pColor ) |
|
{ |
|
int color = random->RandomInt( 64, 164 ); |
|
particlecolor[0] = color; |
|
particlecolor[1] = color; |
|
particlecolor[2] = color; |
|
} |
|
else |
|
{ |
|
particlecolor[0] = pColor[0]; |
|
particlecolor[1] = pColor[1]; |
|
particlecolor[2] = pColor[2]; |
|
} |
|
|
|
// Alpha |
|
int alpha = iAlpha; |
|
if ( alpha == -1 ) |
|
{ |
|
alpha = random->RandomInt( 10, 25 ); |
|
} |
|
|
|
// Scale |
|
int iSize = random->RandomInt( 4, 8 ) * scale; |
|
|
|
// Roll |
|
float flRoll = random->RandomInt( 0, 360 ); |
|
float flRollDelta = random->RandomFloat( -4.0f, 4.0f ); |
|
|
|
//pParticle->m_uchEndSize = pParticle->m_uchStartSize*2; |
|
|
|
FX_Smoke( origin, vecVelocity, iSize, 1, random->RandomFloat( 0.5f, 1.0f ), particlecolor, alpha, "particle/particle_smokegrenade", flRoll, flRollDelta ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Smoke Emitter |
|
// This is an emitter that keeps spitting out particles for its lifetime |
|
// It won't create particles if it's not in view, so it's best when short lived |
|
//----------------------------------------------------------------------------- |
|
class CSmokeEmitter : public CSimpleEmitter |
|
{ |
|
typedef CSimpleEmitter BaseClass; |
|
public: |
|
CSmokeEmitter( ClientEntityHandle_t hEntity, int nAttachment, const char *pDebugName ) : CSimpleEmitter( pDebugName ) |
|
{ |
|
m_hEntity = hEntity; |
|
m_nAttachmentIndex = nAttachment; |
|
m_flDeathTime = 0; |
|
m_flLastParticleSpawnTime = 0; |
|
} |
|
|
|
// Create |
|
static CSmokeEmitter *Create( ClientEntityHandle_t hEntity, int nAttachment, const char *pDebugName="smoke" ) |
|
{ |
|
return new CSmokeEmitter( hEntity, nAttachment, pDebugName ); |
|
} |
|
|
|
void SetLifeTime( float flTime ) |
|
{ |
|
m_flDeathTime = gpGlobals->curtime + flTime; |
|
} |
|
|
|
void SetSpurtAngle( QAngle &vecAngles ) |
|
{ |
|
AngleVectors( vecAngles, &m_vecSpurtForward ); |
|
} |
|
|
|
void SetSpurtColor( const Vector4D &pColor ) |
|
{ |
|
for ( int i = 0; i <= 3; i++ ) |
|
{ |
|
m_SpurtColor[i] = pColor[i]; |
|
} |
|
} |
|
|
|
void SetSpawnRate( float flRate ) |
|
{ |
|
m_flSpawnRate = flRate; |
|
} |
|
|
|
void CreateSpurtParticles( void ) |
|
{ |
|
SimpleParticle *pParticle; |
|
// PMaterialHandle hMaterial = GetPMaterial( "particle/particle_smokegrenade" ); |
|
|
|
Vector vecOrigin = m_vSortOrigin; |
|
IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle(m_hEntity); |
|
if ( pRenderable && m_nAttachmentIndex ) |
|
{ |
|
QAngle tmp; |
|
pRenderable->GetAttachment( m_nAttachmentIndex, vecOrigin, tmp ); |
|
SetSortOrigin( vecOrigin ); |
|
} |
|
|
|
// Smoke |
|
int numParticles = RandomInt( 1,2 ); |
|
for ( int i = 0; i < numParticles; i++ ) |
|
{ |
|
pParticle = (SimpleParticle *) AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[0], vecOrigin ); |
|
if ( pParticle == NULL ) |
|
break; |
|
|
|
pParticle->m_flLifetime = 0.0f; |
|
pParticle->m_flDieTime = RandomFloat( 0.5, 1.0 ); |
|
|
|
// Random velocity around the angles forward |
|
Vector vecVelocity; |
|
vecVelocity.Random( -0.1f, 0.1f ); |
|
vecVelocity += m_vecSpurtForward; |
|
VectorNormalize( vecVelocity ); |
|
vecVelocity *= RandomFloat( 160.0f, 640.0f ); |
|
pParticle->m_vecVelocity = vecVelocity; |
|
|
|
// Randomize the color a little |
|
int color[3][2]; |
|
for( int i = 0; i < 3; ++i ) |
|
{ |
|
color[i][0] = MAX( 0, m_SpurtColor[i] - 64 ); |
|
color[i][1] = MIN( 255, m_SpurtColor[i] + 64 ); |
|
} |
|
pParticle->m_uchColor[0] = random->RandomInt( color[0][0], color[0][1] ); |
|
pParticle->m_uchColor[1] = random->RandomInt( color[1][0], color[1][1] ); |
|
pParticle->m_uchColor[2] = random->RandomInt( color[2][0], color[2][1] ); |
|
|
|
pParticle->m_uchStartAlpha = m_SpurtColor[3]; |
|
pParticle->m_uchEndAlpha = 0; |
|
pParticle->m_uchStartSize = RandomInt( 50, 60 ); |
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize*3; |
|
pParticle->m_flRoll = RandomFloat( 0, 360 ); |
|
pParticle->m_flRollDelta = RandomFloat( -4.0f, 4.0f ); |
|
} |
|
|
|
m_flLastParticleSpawnTime = gpGlobals->curtime + m_flSpawnRate; |
|
} |
|
|
|
virtual void SimulateParticles( CParticleSimulateIterator *pIterator ) |
|
{ |
|
Particle *pParticle = pIterator->GetFirst(); |
|
while ( pParticle ) |
|
{ |
|
// If our lifetime isn't up, create more particles |
|
if ( m_flDeathTime > gpGlobals->curtime ) |
|
{ |
|
if ( m_flLastParticleSpawnTime <= gpGlobals->curtime ) |
|
{ |
|
CreateSpurtParticles(); |
|
} |
|
} |
|
|
|
pParticle = pIterator->GetNext(); |
|
} |
|
|
|
BaseClass::SimulateParticles( pIterator ); |
|
} |
|
|
|
|
|
private: |
|
float m_flDeathTime; |
|
float m_flLastParticleSpawnTime; |
|
float m_flSpawnRate; |
|
Vector m_vecSpurtForward; |
|
Vector4D m_SpurtColor; |
|
ClientEntityHandle_t m_hEntity; |
|
int m_nAttachmentIndex; |
|
|
|
CSmokeEmitter( const CSmokeEmitter & ); // not defined, not accessible |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Small hose gas spurt |
|
//----------------------------------------------------------------------------- |
|
void FX_BuildSmoke( Vector &vecOrigin, QAngle &vecAngles, ClientEntityHandle_t hEntity, int nAttachment, float flLifeTime, const Vector4D &pColor ) |
|
{ |
|
CSmartPtr<CSmokeEmitter> pSimple = CSmokeEmitter::Create( hEntity, nAttachment, "FX_Smoke" ); |
|
pSimple->SetSortOrigin( vecOrigin ); |
|
pSimple->SetLifeTime( flLifeTime ); |
|
pSimple->SetSpurtAngle( vecAngles ); |
|
pSimple->SetSpurtColor( pColor ); |
|
pSimple->SetSpawnRate( 0.03 ); |
|
pSimple->CreateSpurtParticles(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Green hose gas spurt |
|
//----------------------------------------------------------------------------- |
|
void SmokeCallback( const CEffectData &data ) |
|
{ |
|
Vector vecOrigin = data.m_vOrigin; |
|
QAngle vecAngles = data.m_vAngles; |
|
|
|
Vector4D color( 50,50,50,255 ); |
|
FX_BuildSmoke( vecOrigin, vecAngles, data.m_hEntity, data.m_nAttachmentIndex, 100.0, color ); |
|
} |
|
|
|
DECLARE_CLIENT_EFFECT( "Smoke", SmokeCallback ); |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Shockwave for gunship bullet impacts! |
|
// Input : &pos - |
|
// |
|
// NOTES: -Don't draw this effect when the viewer is very far away. |
|
//----------------------------------------------------------------------------- |
|
void FX_GunshipImpact( const Vector &pos, const Vector &normal, float r, float g, float b ) |
|
{ |
|
VPROF_BUDGET( "FX_GunshipImpact", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); |
|
if ( CImpactOverlay *pOverlay = new CImpactOverlay ) |
|
{ |
|
pOverlay->m_flLifetime = 0; |
|
VectorMA( pos, 1.0f, normal, pOverlay->m_vPos ); // Doesn't show up on terrain if you don't do this(sjb) |
|
pOverlay->m_nSprites = 1; |
|
|
|
pOverlay->m_vBaseColors[0].Init( r, g, b ); |
|
|
|
pOverlay->m_Sprites[0].m_flHorzSize = 0.01f; |
|
pOverlay->m_Sprites[0].m_flVertSize = 0.01f; |
|
|
|
pOverlay->Activate(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : data - |
|
//----------------------------------------------------------------------------- |
|
void GunshipImpactCallback( const CEffectData & data ) |
|
{ |
|
Vector vecPosition; |
|
|
|
vecPosition = data.m_vOrigin; |
|
|
|
FX_GunshipImpact( vecPosition, Vector( 0, 0, 1 ), 100, 0, 200 ); |
|
} |
|
DECLARE_CLIENT_EFFECT( "GunshipImpact", GunshipImpactCallback ); |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
void CommandPointerCallback( const CEffectData & data ) |
|
{ |
|
int size = COLOR_TABLE_SIZE( commandercolors ); |
|
|
|
for( int i = 0 ; i < size ; i++ ) |
|
{ |
|
if( commandercolors[ i ].index == data.m_nColor ) |
|
{ |
|
FX_GunshipImpact( data.m_vOrigin, Vector( 0, 0, 1 ), commandercolors[ i ].r, commandercolors[ i ].g, commandercolors[ i ].b ); |
|
return; |
|
} |
|
} |
|
} |
|
|
|
DECLARE_CLIENT_EFFECT( "CommandPointer", CommandPointerCallback ); |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void FX_GunshipMuzzleEffect( const Vector &origin, const QAngle &angles, float scale, ClientEntityHandle_t hEntity, unsigned char *pFlashColor ) |
|
{ |
|
VPROF_BUDGET( "FX_GunshipMuzzleEffect", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); |
|
CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "MuzzleFlash" ); |
|
pSimple->SetSortOrigin( origin ); |
|
|
|
SimpleParticle *pParticle; |
|
Vector forward, offset; |
|
|
|
AngleVectors( angles, &forward ); |
|
|
|
// |
|
// Flash |
|
// |
|
offset = origin; |
|
|
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/gunshipmuzzle" ), offset ); |
|
|
|
if ( pParticle == NULL ) |
|
return; |
|
|
|
pParticle->m_flLifetime = 0.0f; |
|
pParticle->m_flDieTime = 0.15f; |
|
|
|
pParticle->m_vecVelocity.Init(); |
|
|
|
pParticle->m_uchStartSize = random->RandomFloat( 40.0, 50.0 ); |
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize; |
|
|
|
pParticle->m_flRoll = random->RandomInt( 0, 360 ); |
|
pParticle->m_flRollDelta = 0.15f; |
|
|
|
pParticle->m_uchColor[0] = 255; |
|
pParticle->m_uchColor[1] = 255; |
|
pParticle->m_uchColor[2] = 255; |
|
|
|
pParticle->m_uchStartAlpha = 255; |
|
pParticle->m_uchEndAlpha = 255; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : start - |
|
// end - |
|
// velocity - |
|
// makeWhiz - |
|
//----------------------------------------------------------------------------- |
|
void FX_GunshipTracer( Vector& start, Vector& end, int velocity, bool makeWhiz ) |
|
{ |
|
VPROF_BUDGET( "FX_GunshipTracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); |
|
Vector vNear, dStart, dEnd, shotDir; |
|
float totalDist; |
|
|
|
//Get out shot direction and length |
|
VectorSubtract( end, start, shotDir ); |
|
totalDist = VectorNormalize( shotDir ); |
|
|
|
//Don't make small tracers |
|
if ( totalDist <= 256 ) |
|
return; |
|
|
|
float length = random->RandomFloat( 128.0f, 256.0f ); |
|
float life = ( totalDist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well |
|
|
|
//Add it |
|
FX_AddDiscreetLine( start, shotDir, velocity, length, totalDist, 5.0f, life, "effects/gunshiptracer" ); |
|
|
|
if( makeWhiz ) |
|
{ |
|
FX_TracerSound( start, end, TRACER_TYPE_GUNSHIP ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
void FX_StriderMuzzleEffect( const Vector &origin, const QAngle &angles, float scale, ClientEntityHandle_t hEntity, unsigned char *pFlashColor ) |
|
{ |
|
Vector vecDir; |
|
AngleVectors( angles, &vecDir ); |
|
|
|
float life = 0.3f; |
|
float speed = 100.0f; |
|
|
|
for( int i = 0 ; i < 5 ; i++ ) |
|
{ |
|
FX_AddDiscreetLine( origin, vecDir, speed, 32, speed * life, 5.0f, life, "effects/bluespark" ); |
|
speed *= 1.5f; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : start - |
|
// end - |
|
// velocity - |
|
// makeWhiz - |
|
//----------------------------------------------------------------------------- |
|
void FX_StriderTracer( Vector& start, Vector& end, int velocity, bool makeWhiz ) |
|
{ |
|
VPROF_BUDGET( "FX_StriderTracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); |
|
Vector vNear, dStart, dEnd, shotDir; |
|
float totalDist; |
|
|
|
//Get out shot direction and length |
|
VectorSubtract( end, start, shotDir ); |
|
totalDist = VectorNormalize( shotDir ); |
|
|
|
//Don't make small tracers |
|
if ( totalDist <= 256 ) |
|
return; |
|
|
|
float length = random->RandomFloat( 64.0f, 128.0f ); |
|
float life = ( totalDist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well |
|
|
|
//Add it |
|
FX_AddDiscreetLine( start, shotDir, velocity, length, totalDist, 2.5f, life, "effects/gunshiptracer" ); |
|
|
|
if( makeWhiz ) |
|
{ |
|
FX_TracerSound( start, end, TRACER_TYPE_STRIDER ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : start - |
|
// end - |
|
// velocity - |
|
// makeWhiz - |
|
//----------------------------------------------------------------------------- |
|
void FX_HunterTracer( Vector& start, Vector& end, int velocity, bool makeWhiz ) |
|
{ |
|
VPROF_BUDGET( "FX_HunterTracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); |
|
Vector vNear, dStart, dEnd, shotDir; |
|
float totalDist; |
|
|
|
// Get out shot direction and length |
|
VectorSubtract( end, start, shotDir ); |
|
totalDist = VectorNormalize( shotDir ); |
|
|
|
// Make short tracers in close quarters |
|
// float flMinLength = MIN( totalDist, 128.0f ); |
|
// float flMaxLength = MIN( totalDist, 128.0f ); |
|
|
|
float length = 128.0f;//random->RandomFloat( flMinLength, flMaxLength ); |
|
float life = ( totalDist + length ) / velocity; // NOTENOTE: We want the tail to finish its run as well |
|
|
|
// Add it |
|
FX_AddDiscreetLine( start, shotDir, velocity*0.5f, length, totalDist, 2.0f, life, "effects/huntertracer" ); |
|
|
|
if( makeWhiz ) |
|
{ |
|
FX_TracerSound( start, end, TRACER_TYPE_STRIDER ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : start - |
|
// end - |
|
// velocity - |
|
// makeWhiz - |
|
//----------------------------------------------------------------------------- |
|
void FX_GaussTracer( Vector& start, Vector& end, int velocity, bool makeWhiz ) |
|
{ |
|
VPROF_BUDGET( "FX_GaussTracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); |
|
Vector vNear, dStart, dEnd, shotDir; |
|
float totalDist; |
|
|
|
//Get out shot direction and length |
|
VectorSubtract( end, start, shotDir ); |
|
totalDist = VectorNormalize( shotDir ); |
|
|
|
//Don't make small tracers |
|
if ( totalDist <= 256 ) |
|
return; |
|
|
|
float length = random->RandomFloat( 250.0f, 500.0f ); |
|
float life = ( totalDist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well |
|
|
|
//Add it |
|
FX_AddDiscreetLine( start, shotDir, velocity, length, totalDist, random->RandomFloat( 5.0f, 8.0f ), life, "effects/spark" ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Create a tesla effect between two points |
|
//----------------------------------------------------------------------------- |
|
void FX_BuildTesla( |
|
C_BaseEntity *pEntity, |
|
const Vector &vecOrigin, |
|
const Vector &vecEnd, |
|
const char *pModelName, |
|
float flBeamWidth, |
|
const Vector &vColor, |
|
int nFlags, |
|
float flTimeVisible ) |
|
{ |
|
BeamInfo_t beamInfo; |
|
beamInfo.m_nType = TE_BEAMTESLA; |
|
beamInfo.m_vecStart = vecOrigin; |
|
beamInfo.m_vecEnd = vecEnd; |
|
beamInfo.m_pszModelName = pModelName; |
|
beamInfo.m_flHaloScale = 0.0; |
|
beamInfo.m_flLife = flTimeVisible; |
|
beamInfo.m_flWidth = flBeamWidth; |
|
beamInfo.m_flEndWidth = 1; |
|
beamInfo.m_flFadeLength = 0.3; |
|
beamInfo.m_flAmplitude = 16; |
|
beamInfo.m_flBrightness = 200.0; |
|
beamInfo.m_flSpeed = 0.0; |
|
beamInfo.m_nStartFrame = 0.0; |
|
beamInfo.m_flFrameRate = 1.0; |
|
beamInfo.m_flRed = vColor.x * 255.0; |
|
beamInfo.m_flGreen = vColor.y * 255.0; |
|
beamInfo.m_flBlue = vColor.z * 255.0; |
|
beamInfo.m_nSegments = 20; |
|
beamInfo.m_bRenderable = true; |
|
beamInfo.m_nFlags = nFlags; |
|
|
|
beams->CreateBeamPoints( beamInfo ); |
|
} |
|
|
|
void FX_Tesla( const CTeslaInfo &teslaInfo ) |
|
{ |
|
C_BaseEntity *pEntity = ClientEntityList().GetEnt( teslaInfo.m_nEntIndex ); |
|
|
|
// Send out beams around us |
|
int iNumBeamsAround = (teslaInfo.m_nBeams * 2) / 3; // (2/3 of the beams are placed around in a circle) |
|
int iNumRandomBeams = teslaInfo.m_nBeams - iNumBeamsAround; |
|
int iTotalBeams = iNumBeamsAround + iNumRandomBeams; |
|
float flYawOffset = RandomFloat(0,360); |
|
for ( int i = 0; i < iTotalBeams; i++ ) |
|
{ |
|
// Make a couple of tries at it |
|
int iTries = -1; |
|
Vector vecForward; |
|
trace_t tr; |
|
do |
|
{ |
|
iTries++; |
|
|
|
// Some beams are deliberatly aimed around the point, the rest are random. |
|
if ( i < iNumBeamsAround ) |
|
{ |
|
QAngle vecTemp = teslaInfo.m_vAngles; |
|
vecTemp[YAW] += anglemod( flYawOffset + ((360 / iTotalBeams) * i) ); |
|
AngleVectors( vecTemp, &vecForward ); |
|
|
|
// Randomly angle it up or down |
|
vecForward.z = RandomFloat( -1, 1 ); |
|
} |
|
else |
|
{ |
|
vecForward = RandomVector( -1, 1 ); |
|
} |
|
VectorNormalize( vecForward ); |
|
|
|
UTIL_TraceLine( teslaInfo.m_vPos, teslaInfo.m_vPos + (vecForward * teslaInfo.m_flRadius), MASK_SHOT, pEntity, COLLISION_GROUP_NONE, &tr ); |
|
} while ( tr.fraction >= 1.0 && iTries < 3 ); |
|
|
|
Vector vecEnd = tr.endpos - (vecForward * 8); |
|
|
|
// Only spark & glow if we hit something |
|
if ( tr.fraction < 1.0 ) |
|
{ |
|
if ( !EffectOccluded( tr.endpos, 0 ) ) |
|
{ |
|
// Move it towards the camera |
|
Vector vecFlash = tr.endpos; |
|
Vector vecForward; |
|
AngleVectors( MainViewAngles(), &vecForward ); |
|
vecFlash -= (vecForward * 8); |
|
|
|
g_pEffects->EnergySplash( vecFlash, -vecForward, false ); |
|
|
|
// End glow |
|
CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "dust" ); |
|
pSimple->SetSortOrigin( vecFlash ); |
|
SimpleParticle *pParticle; |
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/tesla_glow_noz" ), vecFlash ); |
|
if ( pParticle != NULL ) |
|
{ |
|
pParticle->m_flLifetime = 0.0f; |
|
pParticle->m_flDieTime = RandomFloat( 0.5, 1 ); |
|
pParticle->m_vecVelocity = vec3_origin; |
|
Vector color( 1,1,1 ); |
|
float colorRamp = RandomFloat( 0.75f, 1.25f ); |
|
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f; |
|
pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f; |
|
pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f; |
|
pParticle->m_uchStartSize = RandomFloat( 6,13 ); |
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize - 2; |
|
pParticle->m_uchStartAlpha = 255; |
|
pParticle->m_uchEndAlpha = 10; |
|
pParticle->m_flRoll = RandomFloat( 0,360 ); |
|
pParticle->m_flRollDelta = 0; |
|
} |
|
} |
|
} |
|
|
|
// Build the tesla |
|
FX_BuildTesla( pEntity, teslaInfo.m_vPos, tr.endpos, teslaInfo.m_pszSpriteName, teslaInfo.m_flBeamWidth, teslaInfo.m_vColor, FBEAM_ONLYNOISEONCE, teslaInfo.m_flTimeVisible ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Tesla effect |
|
//----------------------------------------------------------------------------- |
|
void BuildTeslaCallback( const CEffectData &data ) |
|
{ |
|
if ( data.entindex() < 0 ) |
|
return; |
|
|
|
CTeslaInfo teslaInfo; |
|
|
|
teslaInfo.m_vPos = data.m_vOrigin; |
|
teslaInfo.m_vAngles = data.m_vAngles; |
|
teslaInfo.m_nEntIndex = data.entindex(); |
|
teslaInfo.m_flBeamWidth = 5; |
|
teslaInfo.m_vColor.Init( 1, 1, 1 ); |
|
teslaInfo.m_flTimeVisible = 0.3; |
|
teslaInfo.m_flRadius = 192; |
|
teslaInfo.m_nBeams = 6; |
|
teslaInfo.m_pszSpriteName = "sprites/physbeam.vmt"; |
|
|
|
FX_Tesla( teslaInfo ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Tesla hitbox |
|
//----------------------------------------------------------------------------- |
|
void FX_BuildTeslaHitbox( |
|
C_BaseEntity *pEntity, |
|
int nStartAttachment, |
|
int nEndAttachment, |
|
float flBeamWidth, |
|
const Vector &vColor, |
|
float flTimeVisible ) |
|
{ |
|
// One along the body |
|
BeamInfo_t beamInfo; |
|
beamInfo.m_nType = TE_BEAMTESLA; |
|
beamInfo.m_vecStart = vec3_origin; |
|
beamInfo.m_vecEnd = vec3_origin; |
|
beamInfo.m_pszModelName = "sprites/lgtning.vmt"; |
|
beamInfo.m_flHaloScale = 8.0f; |
|
beamInfo.m_flLife = 0.01f; |
|
beamInfo.m_flWidth = random->RandomFloat( 3.0f, 6.0f ); |
|
beamInfo.m_flEndWidth = 0.0f; |
|
beamInfo.m_flFadeLength = 0.0f; |
|
beamInfo.m_flAmplitude = random->RandomInt( 16, 32 ); |
|
beamInfo.m_flBrightness = 255.0f; |
|
beamInfo.m_flSpeed = 32.0; |
|
beamInfo.m_nStartFrame = 0.0; |
|
beamInfo.m_flFrameRate = 30.0; |
|
beamInfo.m_flRed = vColor.x * 255.0; |
|
beamInfo.m_flGreen = vColor.y * 255.0; |
|
beamInfo.m_flBlue = vColor.z * 255.0; |
|
beamInfo.m_nSegments = 32; |
|
beamInfo.m_bRenderable = true; |
|
beamInfo.m_pStartEnt = beamInfo.m_pEndEnt = NULL; |
|
|
|
beamInfo.m_nFlags = (FBEAM_USE_HITBOXES); |
|
|
|
beamInfo.m_pStartEnt = pEntity; |
|
beamInfo.m_nStartAttachment = nStartAttachment; |
|
beamInfo.m_pEndEnt = pEntity; |
|
beamInfo.m_nEndAttachment = nEndAttachment; |
|
|
|
beams->CreateBeamEntPoint( beamInfo ); |
|
|
|
// One out to the world |
|
trace_t tr; |
|
Vector randomDir; |
|
|
|
randomDir = RandomVector( -1.0f, 1.0f ); |
|
VectorNormalize( randomDir ); |
|
|
|
UTIL_TraceLine( pEntity->WorldSpaceCenter(), pEntity->WorldSpaceCenter() + ( randomDir * 100 ), MASK_SOLID_BRUSHONLY, pEntity, COLLISION_GROUP_NONE, &tr ); |
|
|
|
if ( tr.fraction < 1.0f ) |
|
{ |
|
beamInfo.m_nType = TE_BEAMTESLA; |
|
beamInfo.m_vecStart = vec3_origin; |
|
beamInfo.m_vecEnd = tr.endpos; |
|
beamInfo.m_pszModelName = "sprites/lgtning.vmt"; |
|
beamInfo.m_flHaloScale = 8.0f; |
|
beamInfo.m_flLife = 0.05f; |
|
beamInfo.m_flWidth = random->RandomFloat( 2.0f, 6.0f ); |
|
beamInfo.m_flEndWidth = 0.0f; |
|
beamInfo.m_flFadeLength = 0.0f; |
|
beamInfo.m_flAmplitude = random->RandomInt( 16, 32 ); |
|
beamInfo.m_flBrightness = 255.0f; |
|
beamInfo.m_flSpeed = 32.0; |
|
beamInfo.m_nStartFrame = 0.0; |
|
beamInfo.m_flFrameRate = 30.0; |
|
beamInfo.m_flRed = vColor.x * 255.0; |
|
beamInfo.m_flGreen = vColor.y * 255.0; |
|
beamInfo.m_flBlue = vColor.z * 255.0; |
|
beamInfo.m_nSegments = 32; |
|
beamInfo.m_bRenderable = true; |
|
beamInfo.m_pStartEnt = beamInfo.m_pEndEnt = NULL; |
|
|
|
beamInfo.m_pStartEnt = pEntity; |
|
beamInfo.m_nStartAttachment = nStartAttachment; |
|
|
|
beams->CreateBeamEntPoint( beamInfo ); |
|
} |
|
|
|
// Create an elight to illuminate the target |
|
if ( pEntity != NULL ) |
|
{ |
|
dlight_t *el = effects->CL_AllocElight( LIGHT_INDEX_TE_DYNAMIC + pEntity->entindex() ); |
|
|
|
// Randomly place it |
|
el->origin = pEntity->WorldSpaceCenter() + RandomVector( -32, 32 ); |
|
|
|
el->color.r = 235; |
|
el->color.g = 235; |
|
el->color.b = 255; |
|
el->color.exponent = 4; |
|
|
|
el->radius = random->RandomInt( 32, 128 ); |
|
el->decay = el->radius / 0.1f; |
|
el->die = gpGlobals->curtime + 0.1f; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Tesla effect |
|
//----------------------------------------------------------------------------- |
|
void FX_BuildTeslaHitbox( const CEffectData &data ) |
|
{ |
|
Vector vColor( 1, 1, 1 ); |
|
|
|
C_BaseEntity *pEntity = ClientEntityList().GetEnt( data.entindex() ); |
|
C_BaseAnimating *pAnimating = pEntity ? pEntity->GetBaseAnimating() : NULL; |
|
if (!pAnimating) |
|
return; |
|
|
|
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() ); |
|
if (!pStudioHdr) |
|
return; |
|
|
|
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() ); |
|
if ( !set ) |
|
return; |
|
|
|
matrix3x4_t *hitboxbones[MAXSTUDIOBONES]; |
|
if ( !pAnimating->HitboxToWorldTransforms( hitboxbones ) ) |
|
return; |
|
|
|
int nBeamCount = (int)(data.m_flMagnitude + 0.5f); |
|
for ( int i = 0; i < nBeamCount; ++i ) |
|
{ |
|
int nStartHitBox = random->RandomInt( 1, set->numhitboxes ); |
|
int nEndHitBox = random->RandomInt( 1, set->numhitboxes ); |
|
FX_BuildTeslaHitbox( pEntity, nStartHitBox, nEndHitBox, data.m_flScale, vColor, random->RandomFloat( 0.05f, 0.2f ) ); |
|
} |
|
} |
|
|
|
DECLARE_CLIENT_EFFECT( "TeslaHitboxes", FX_BuildTeslaHitbox ); |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Tesla effect |
|
//----------------------------------------------------------------------------- |
|
void FX_BuildTeslaZap( const CEffectData &data ) |
|
{ |
|
// Build the tesla, only works on entities |
|
C_BaseEntity *pEntity = data.GetEntity(); |
|
if ( !pEntity ) |
|
return; |
|
|
|
Vector vColor( 1, 1, 1 ); |
|
|
|
BeamInfo_t beamInfo; |
|
beamInfo.m_nType = TE_BEAMTESLA; |
|
beamInfo.m_pStartEnt = pEntity; |
|
beamInfo.m_nStartAttachment = data.m_nAttachmentIndex; |
|
beamInfo.m_pEndEnt = NULL; |
|
beamInfo.m_vecEnd = data.m_vOrigin; |
|
beamInfo.m_pszModelName = "sprites/physbeam.vmt"; |
|
beamInfo.m_flHaloScale = 0.0; |
|
beamInfo.m_flLife = 0.3f; |
|
beamInfo.m_flWidth = data.m_flScale; |
|
beamInfo.m_flEndWidth = 1; |
|
beamInfo.m_flFadeLength = 0.3; |
|
beamInfo.m_flAmplitude = 16; |
|
beamInfo.m_flBrightness = 200.0; |
|
beamInfo.m_flSpeed = 0.0; |
|
beamInfo.m_nStartFrame = 0.0; |
|
beamInfo.m_flFrameRate = 1.0; |
|
beamInfo.m_flRed = vColor.x * 255.0; |
|
beamInfo.m_flGreen = vColor.y * 255.0; |
|
beamInfo.m_flBlue = vColor.z * 255.0; |
|
beamInfo.m_nSegments = 20; |
|
beamInfo.m_bRenderable = true; |
|
beamInfo.m_nFlags = 0; |
|
|
|
beams->CreateBeamEntPoint( beamInfo ); |
|
} |
|
|
|
DECLARE_CLIENT_EFFECT( "TeslaZap", FX_BuildTeslaZap ); |
|
|
|
|