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: Game-specific impact effect hooks
//
//=============================================================================//
#include "cbase.h"
#include "c_te_effect_dispatch.h"
#include "tempent.h"
#include "c_te_legacytempents.h"
#include "tf_shareddefs.h"
#include "tf_weapon_parse.h"
#include "econ_item_system.h"
#define TE_RIFLE_SHELL 1024
#define TE_PISTOL_SHELL 2048
extern CTFWeaponInfo *GetTFWeaponInfo( int iWeapon );
//-----------------------------------------------------------------------------
// Purpose: TF Eject Brass
//-----------------------------------------------------------------------------
void TF_EjectBrassCallback( const CEffectData &data )
{
const char *pszBrassModel = NULL;
// If we got given a definition index, see if it has a brass model override
if ( data.m_nDamageType )
{
CEconItemDefinition *pDef = ItemSystem()->GetStaticDataForItemByDefIndex( data.m_nDamageType );
if ( pDef )
{
pszBrassModel = pDef->GetBrassModelOverride();
// Allow weapon definitions to disable brass ejection
if ( pszBrassModel && !pszBrassModel[0] )
return;
}
}
// Otherwise, use the weapon default
if ( !pszBrassModel || !pszBrassModel[0] )
{
CTFWeaponInfo *pWeaponInfo = GetTFWeaponInfo( data.m_nHitBox );
if ( pWeaponInfo )
{
pszBrassModel = pWeaponInfo->m_szBrassModel;
}
}
if ( !pszBrassModel || !pszBrassModel[0] )
return;
Vector vForward, vRight, vUp;
AngleVectors( data.m_vAngles, &vForward, &vRight, &vUp );
QAngle vecShellAngles;
VectorAngles( -vUp, vecShellAngles );
Vector vecVelocity = random->RandomFloat( 130, 180 ) * vForward +
random->RandomFloat( -30, 30 ) * vRight +
random->RandomFloat( -30, 30 ) * vUp;
float flLifeTime = 10.0f;
model_t *pModel = (model_t *)engine->LoadModel( pszBrassModel );
if ( !pModel )
return;
int flags = FTENT_FADEOUT | FTENT_GRAVITY | FTENT_COLLIDEALL | FTENT_HITSOUND | FTENT_ROTATE;
if ( data.m_nHitBox == TF_WEAPON_MINIGUN )
{
// More velocity for Jake
vecVelocity = random->RandomFloat( 130, 250 ) * vForward +
random->RandomFloat( -100, 100 ) * vRight +
random->RandomFloat( -30, 80 ) * vUp;
}
Assert( pModel );
C_LocalTempEntity *pTemp = tempents->SpawnTempModel( pModel, data.m_vOrigin, vecShellAngles, vecVelocity, flLifeTime, FTENT_NEVERDIE );
if ( pTemp == NULL )
return;
pTemp->m_vecTempEntAngVelocity[0] = random->RandomFloat(-512,511);
pTemp->m_vecTempEntAngVelocity[1] = random->RandomFloat(-255,255);
pTemp->m_vecTempEntAngVelocity[2] = random->RandomFloat(-255,255);
pTemp->hitSound = TE_PISTOL_SHELL;
pTemp->SetGravity( 0.4 );
pTemp->m_flSpriteScale = 10;
pTemp->flags = flags;
// don't collide with owner
pTemp->clientIndex = data.entindex();
if ( pTemp->clientIndex < 0 )
{
pTemp->clientIndex = 0;
}
// ::ShouldCollide decides what this collides with
pTemp->flags |= FTENT_COLLISIONGROUP;
pTemp->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
}
DECLARE_CLIENT_EFFECT( "TF_EjectBrass", TF_EjectBrassCallback );