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: TF Death Calling card version based off the stickybolt code.
//=============================================================================//
#include "cbase.h"
#include "c_basetempentity.h"
#include "fx.h"
#include "decals.h"
#include "iefx.h"
#include "engine/IEngineSound.h"
#include "materialsystem/imaterialvar.h"
#include "IEffects.h"
#include "engine/IEngineTrace.h"
#include "vphysics/constraints.h"
#include "engine/ivmodelinfo.h"
#include "tempent.h"
#include "c_te_legacytempents.h"
#include "engine/ivdebugoverlay.h"
#include "c_te_effect_dispatch.h"
#include "c_tf_player.h"
#include "GameEventListener.h"
#include "tf_shareddefs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IPhysicsSurfaceProps *physprops;
IPhysicsObject *GetWorldPhysObject( void );
extern CBaseEntity *BreakModelCreateSingle( CBaseEntity *pOwner, breakmodel_t *pModel, const Vector &position,
const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, int nSkin, const breakablepropparams_t &params );
//-----------------------------------------------------------------------------
// Purpose: Creates a "Calling Card" prop at the victim's location
//-----------------------------------------------------------------------------
void CreateDeathCallingCard(
const Vector &vecOrigin,
const QAngle &vAngle,
const int iVictimIndex,
const int iShooterIndex,
const int iCallingCardIndex
) {
if ( iCallingCardIndex < 1 || iCallingCardIndex > TF_CALLING_CARD_MODEL_COUNT )
{
Warning( "Attempted to Call CreateDeathCallingCard With invalid index %d", iCallingCardIndex );
return;
}
const char* pszModelName = g_pszDeathCallingCardModels[iCallingCardIndex];
CTFPlayer *pVictim = ToTFPlayer( UTIL_PlayerByIndex( iVictimIndex ) );
if ( !pVictim )
return;
breakablepropparams_t breakParams( vecOrigin, vAngle, vec3_origin, vec3_origin );
breakParams.impactEnergyScale = 1.0f;
breakmodel_t breakModel;
Q_strncpy( breakModel.modelName, pszModelName, sizeof(breakModel.modelName) );
breakModel.health = 1;
breakModel.fadeTime = RandomFloat(7,10);
breakModel.fadeMinDist = 0.0f;
breakModel.fadeMaxDist = 0.0f;
breakModel.burstScale = 1.0f;
breakModel.collisionGroup = COLLISION_GROUP_DEBRIS;
breakModel.isRagdoll = false;
breakModel.isMotionDisabled = false;
breakModel.placementName[0] = 0;
breakModel.placementIsBone = false;
breakModel.offset = Vector( 0, 0, 50 );
CBaseEntity * pBreakModel = BreakModelCreateSingle(
pVictim,
&breakModel,
pVictim->GetAbsOrigin() + Vector( 0, 0, 50 ),
QAngle(0, vAngle.y, 0 ),
vec3_origin,
vec3_origin,
0,
breakParams
);
// Scale down the tombstones a bit
if ( pBreakModel )
{
CBaseAnimating *pAnim = dynamic_cast < CBaseAnimating * > ( pBreakModel );
if ( pAnim )
{
pAnim->SetModelScale( 0.9f );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DeathCallingCard( const CEffectData &data )
{
CreateDeathCallingCard(
data.m_vOrigin,
data.m_vAngles,
data.m_nAttachmentIndex, // Victim
data.m_nHitBox, // iShooter
data.m_fFlags // Calling card Index
);
}
DECLARE_CLIENT_EFFECT( "TFDeathCallingCard", DeathCallingCard );