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_impact.h"
#include "engine/IEngineSound.h"
#include "c_tf_player.h"
#include "view.h"
#include "tf_gamerules.h"
#include "player_vs_environment/c_tf_tank_boss.h"
#include "decals.h"
#include "clientsideeffects.h"
#include "fx_quad.h"
//-----------------------------------------------------------------------------
// Purpose: Handle weapon impacts
//-----------------------------------------------------------------------------
static int g_MvMRobotImpactCount = 0;
static int g_MvMTankImpactCount = 0;
void ImpactCallback( const CEffectData &data )
{
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
if ( !pEntity )
return;
bool bImpact = ( data.m_nDamageType != pEntity->GetTeamNumber() || pEntity->GetTeamNumber() < FIRST_GAME_TEAM );
if ( data.m_nDamageType != pEntity->GetTeamNumber() && pEntity->IsPlayer() )
{
C_TFPlayer *pPlayer = ToTFPlayer( pEntity );
// Don't impact spies disguised as the same team as this syringe/projectile
if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) )
{
if ( pPlayer->m_Shared.GetDisguiseTeam() == data.m_nDamageType )
{
bImpact = false;
}
}
}
if ( bImpact )
{
// We create lots of impact sounds, especially from Heavy's firing miniguns. To cut down on the number
// of active sounds, we precull impact sounds that are too far from the current viewpoint.
bool bIsMVM = TFGameRules() && TFGameRules()->IsMannVsMachineMode();
int nApparentTeam = pEntity->GetTeamNumber();
C_TFPlayer *pPlayer = ToTFPlayer( pEntity );
if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) )
{
nApparentTeam = pPlayer->m_Shared.GetDisguiseTeam();
}
bool bPlaySound = true;
bool bIsRobotImpact = false;
if ( bIsMVM && pPlayer && nApparentTeam == TF_TEAM_PVE_INVADERS )
{
bPlaySound = true;
bIsRobotImpact = true;
}
else
{
bPlaySound = (MainViewOrigin() - vecOrigin).LengthSqr() < (1024*1024);
}
// If we hit, perform our custom effects and play the sound
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
{
// Check for custom effects based on the Decal index
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1 );
//Play a ricochet sound some of the time
if ( bPlaySound && random->RandomInt(1,10) <= 3 && (iDamageType == DMG_BULLET) )
{
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "Bounce.Shrapnel", &vecOrigin );
}
}
if ( bPlaySound )
{
// every other one of the mvm impacts are emitted from the world to allow for ~2 impacts playing at a time
if ( bIsRobotImpact )
{
//pEntity->EmitSound( "MVM_Robot.BulletImpact" );
CLocalPlayerFilter filter;
if ( g_MvMRobotImpactCount % 4 == 0 )
{
if( pPlayer->IsMiniBoss() )
{
C_BaseEntity::EmitSound( filter, pEntity->entindex(), "MVM_Giant.BulletImpact", &vecOrigin );
}
else
{
C_BaseEntity::EmitSound( filter, pEntity->entindex(), "MVM_Robot.BulletImpact", &vecOrigin );
}
}
else
{
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "MVM_Robot.BulletImpact", &vecOrigin );
}
g_MvMRobotImpactCount++;
}
else if ( bIsMVM && dynamic_cast< C_TFTankBoss* >( pEntity ) )
{
//pEntity->EmitSound( "MVM_Robot.BulletImpact" );
CLocalPlayerFilter filter;
if ( g_MvMTankImpactCount % 4 == 0 )
{
C_BaseEntity::EmitSound( filter, pEntity->entindex(), "MVM_Tank.BulletImpact", &vecOrigin );
}
else
{
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "MVM_Tank.BulletImpact", &vecOrigin );
}
g_MvMTankImpactCount++;
}
else
{
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
}
}
}
}
DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TFSplashCallbackHelper( const CEffectData &data, const char *pszEffectName )
{
Vector normal;
AngleVectors( data.m_vAngles, &normal );
CSmartPtr<CNewParticleEffect> pEffect = CNewParticleEffect::Create( NULL, pszEffectName );
if ( pEffect->IsValid() )
{
pEffect->SetSortOrigin( data.m_vOrigin );
pEffect->SetControlPoint( 0, data.m_vOrigin );
pEffect->SetControlPointOrientation( 0, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) );
}
}
void TFSplashCallback( const CEffectData &data )
{
TFSplashCallbackHelper( data, "water_bulletsplash01" );
}
DECLARE_CLIENT_EFFECT( "tf_gunshotsplash", TFSplashCallback );
void TFSplashCallbackMinigun( const CEffectData &data )
{
TFSplashCallbackHelper( data, "water_bulletsplash01_minigun" );
}
DECLARE_CLIENT_EFFECT( "tf_gunshotsplash_minigun", TFSplashCallbackMinigun );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TFPaintBombSplashCallback( const CEffectData &data )
{
C_BaseEntity *pEntity = data.GetEntity();
if ( !pEntity )
return;
trace_t tr;
// Get a color if it exists
Color cColor;
if ( data.m_bCustomColors )
{
cColor.SetColor( data.m_CustomColors.m_vecColor1.x * 255, data.m_CustomColors.m_vecColor1.y * 255, data.m_CustomColors.m_vecColor1.z * 255, 255 );
}
else
{
cColor.SetColor( 255, 255, 255, 255 );
}
CTFPlayer *pPlayer = ToTFPlayer( pEntity );
// Build out the decal name from nMaterial
int nPaintIndex = data.m_nMaterial;
// Decals
// Special case for world entity with hitbox:
if ( (pEntity->index == 0) && (data.m_nHitBox != 0) )
{
int nMaterial = decalsystem->GetDecalIndexForName( VarArgs( "%s%d%s", "TF_Paint_", nPaintIndex, "_Prop" ) );
staticpropmgr->AddColorDecalToStaticProp( data.m_vStart, data.m_vOrigin, data.m_nHitBox - 1, nMaterial, false, tr, true, cColor );
}
else
{
int nMaterial = 0;
if ( pEntity->index == 0 )
{
nMaterial = decalsystem->GetDecalIndexForName( VarArgs( "%s%d%s", "TF_Paint_", nPaintIndex, "_World" ) );
}
else if ( pPlayer )
{
nMaterial = decalsystem->GetDecalIndexForName( VarArgs( "%s%d%s", "TF_Paint_", nPaintIndex, "_Player" ) );
}
else
{
nMaterial = decalsystem->GetDecalIndexForName( VarArgs( "%s%d%s", "TF_Paint_", nPaintIndex, "_Prop" ) );
}
pEntity->AddColoredDecal( data.m_vStart, data.m_vOrigin, data.m_vOrigin, data.m_nHitBox, nMaterial, false, tr, cColor );
}
}
DECLARE_CLIENT_EFFECT( "tf_paint_bomb", TFPaintBombSplashCallback );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TFEnergyShieldImpactCallback( const CEffectData &data )
{
// Customized EnergySplash
C_BaseEntity *pEntity = data.GetEntity();
if ( !pEntity )
return;
Vector vecPos = data.m_vOrigin;
Vector vecNormal = data.m_vNormal;
Vector vecOffset = vecPos + ( vecNormal * 2.f );
float flMagnitude = data.m_flMagnitude;
float flFlashAlpha = 0.25f * flMagnitude;
float flLingerAlpha = 0.2f * flMagnitude;
float flFlashLife = 0.1f * flMagnitude;
float flLingerLife = 0.2f * flMagnitude;
float flRed = random->RandomFloat( 0.7f, 1.f );
float flGreen = random->RandomFloat( 0.25f, 0.45f );
float flBlue = random->RandomFloat( 0.25f, 0.45f );
// Impact
FX_AddQuad( vecPos, // Origin
vecNormal, // Normal
16.f * flMagnitude, // Start size
0.f, // End size
0.5f, // Size bias
flFlashAlpha, // Start alpha
0.f, // End alpha
0.1f, // Alpha bias
random->RandomInt( 0, 360 ), // Yaw
0.f, // Delta Yaw
Vector( flRed, flGreen, flBlue ), // Color
flFlashLife, // Lifetime
"effects/circle_nocull",
(FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) );
// Burn
FX_AddQuad( vecPos, // Origin
vecNormal, // Normal
6.f * flMagnitude, // Start size
18.f * flMagnitude, // End size
0.75f, // Size bias
flLingerAlpha, // Start alpha
0.f, // End alpha
0.4f, // Alpha bias
random->RandomInt( 0, 360 ), // Yaw
0.f, // Delta Yaw
Vector( flRed, flGreen, flBlue ), // Color
flLingerLife, // Lifetime
"effects/circle_nocull",
(FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) );
CSmartPtr< CSimpleEmitter > pEmitter;
pEmitter = CSimpleEmitter::Create( "C_EntityDissolve" );
pEmitter->SetSortOrigin( vecPos );
PMaterialHandle pMaterialSpark = pEmitter->GetPMaterial( "effects/spark" );
if ( !pMaterialSpark )
return;
SimpleParticle *sParticle;
for ( int j = 0; j < 6; j++ )
{
vecOffset.x = random->RandomFloat( -8.f, 8.f );
vecOffset.y = random->RandomFloat( -8.f, 8.f );
vecOffset.z = random->RandomFloat( 0.f, 4.f );
vecOffset += vecPos;
sParticle = (SimpleParticle *) pEmitter->AddParticle( sizeof(SimpleParticle), pMaterialSpark, vecOffset );
if ( !sParticle )
return;
sParticle->m_vecVelocity = Vector( random->RandomFloat( -8.f, 8.f ), random->RandomFloat( -8.f, 8.f ), random->RandomFloat( 16.f, 64.f ) );
sParticle->m_uchStartSize = random->RandomFloat( 1.5f, 3.f );
sParticle->m_flDieTime = random->RandomFloat( 0.2f, 0.4f );
sParticle->m_flLifetime = 0.f;
sParticle->m_flRoll = random->RandomInt( 0, 360 );
float flAlpha = 255.f;
sParticle->m_flRollDelta = random->RandomFloat( -16.f, 16.f );
sParticle->m_uchColor[0] = random->RandomInt( 120, 150 );
sParticle->m_uchColor[1] = random->RandomInt( 40, 70 );
sParticle->m_uchColor[2] = random->RandomInt( 40, 70 );
sParticle->m_uchStartAlpha = flAlpha;
sParticle->m_uchEndAlpha = 0;
sParticle->m_uchEndSize = 0;
}
}
DECLARE_CLIENT_EFFECT( "EnergyShieldImpact", TFEnergyShieldImpactCallback );