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451 lines
14 KiB
451 lines
14 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//===========================================================================// |
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#include "cbase.h" |
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#include "decals.h" |
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#include "materialsystem/imaterialvar.h" |
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#include "IEffects.h" |
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#include "fx.h" |
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#include "fx_impact.h" |
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#include "view.h" |
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#ifdef TF_CLIENT_DLL |
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#include "cdll_util.h" |
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#include "tf_gamerules.h" |
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#endif |
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#include "engine/IStaticPropMgr.h" |
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#include "c_impact_effects.h" |
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#include "tier0/vprof.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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static ConVar r_drawflecks( "r_drawflecks", "1", FCVAR_ALLOWED_IN_COMPETITIVE ); |
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extern ConVar r_drawmodeldecals; |
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ImpactSoundRouteFn g_pImpactSoundRouteFn = NULL; |
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//========================================================================================================================== |
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// RAGDOLL ENUMERATOR |
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//========================================================================================================================== |
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CRagdollEnumerator::CRagdollEnumerator( Ray_t& shot, int iDamageType ) |
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{ |
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m_rayShot = shot; |
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m_iDamageType = iDamageType; |
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m_bHit = false; |
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} |
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IterationRetval_t CRagdollEnumerator::EnumElement( IHandleEntity *pHandleEntity ) |
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{ |
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C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() ); |
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if ( pEnt == NULL ) |
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return ITERATION_CONTINUE; |
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C_BaseAnimating *pModel = static_cast< C_BaseAnimating * >( pEnt ); |
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// If the ragdoll was created on this tick, then the forces were already applied on the server |
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if ( pModel == NULL || WasRagdollCreatedOnCurrentTick( pEnt ) ) |
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return ITERATION_CONTINUE; |
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IPhysicsObject *pPhysicsObject = pModel->VPhysicsGetObject(); |
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if ( pPhysicsObject == NULL ) |
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return ITERATION_CONTINUE; |
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trace_t tr; |
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enginetrace->ClipRayToEntity( m_rayShot, MASK_SHOT, pModel, &tr ); |
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if ( tr.fraction < 1.0 ) |
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{ |
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pModel->ImpactTrace( &tr, m_iDamageType, NULL ); |
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m_bHit = true; |
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//FIXME: Yes? No? |
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return ITERATION_STOP; |
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} |
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return ITERATION_CONTINUE; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool FX_AffectRagdolls( Vector vecOrigin, Vector vecStart, int iDamageType ) |
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{ |
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// don't do this when lots of ragdolls are simulating |
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if ( s_RagdollLRU.CountRagdolls(true) > 1 ) |
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return false; |
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Ray_t shotRay; |
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shotRay.Init( vecStart, vecOrigin ); |
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CRagdollEnumerator ragdollEnum( shotRay, iDamageType ); |
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::partition->EnumerateElementsAlongRay( PARTITION_CLIENT_RESPONSIVE_EDICTS, shotRay, false, &ragdollEnum ); |
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return ragdollEnum.Hit(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : &data - |
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//----------------------------------------------------------------------------- |
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void RagdollImpactCallback( const CEffectData &data ) |
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{ |
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FX_AffectRagdolls( data.m_vOrigin, data.m_vStart, data.m_nDamageType ); |
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} |
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DECLARE_CLIENT_EFFECT( "RagdollImpact", RagdollImpactCallback ); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool Impact( Vector &vecOrigin, Vector &vecStart, int iMaterial, int iDamageType, int iHitbox, C_BaseEntity *pEntity, trace_t &tr, int nFlags, int maxLODToDecal ) |
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{ |
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VPROF( "Impact" ); |
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Assert ( pEntity ); |
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// Clear out the trace |
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memset( &tr, 0, sizeof(trace_t)); |
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tr.fraction = 1.0f; |
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// Setup our shot information |
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Vector shotDir = vecOrigin - vecStart; |
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float flLength = VectorNormalize( shotDir ); |
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Vector traceExt; |
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VectorMA( vecStart, flLength + 8.0f, shotDir, traceExt ); |
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// Attempt to hit ragdolls |
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bool bHitRagdoll = false; |
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if ( !pEntity->IsClientCreated() ) |
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{ |
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bHitRagdoll = FX_AffectRagdolls( vecOrigin, vecStart, iDamageType ); |
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} |
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if ( (nFlags & IMPACT_NODECAL) == 0 ) |
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{ |
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const char *pchDecalName = GetImpactDecal( pEntity, iMaterial, iDamageType ); |
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int decalNumber = decalsystem->GetDecalIndexForName( pchDecalName ); |
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if ( decalNumber == -1 ) |
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return false; |
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bool bSkipDecal = false; |
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#ifdef TF_CLIENT_DLL |
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// Don't show blood decals if we're filtering them out (Pyro Goggles) |
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if ( IsLocalPlayerUsingVisionFilterFlags( TF_VISION_FILTER_PYRO ) || UTIL_IsLowViolence() || ( TFGameRules() && TFGameRules()->IsTruceActive() ) ) |
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{ |
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if ( V_strstr( pchDecalName, "Flesh" ) ) |
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{ |
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bSkipDecal = true; |
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} |
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} |
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#endif |
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if ( !bSkipDecal ) |
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{ |
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if ( (pEntity->entindex() == 0) && (iHitbox != 0) ) |
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{ |
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staticpropmgr->AddDecalToStaticProp( vecStart, traceExt, iHitbox - 1, decalNumber, true, tr ); |
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} |
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else if ( pEntity ) |
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{ |
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// Here we deal with decals on entities. |
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pEntity->AddDecal( vecStart, traceExt, vecOrigin, iHitbox, decalNumber, true, tr, maxLODToDecal ); |
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} |
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} |
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} |
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else |
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{ |
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// Perform the trace ourselves |
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Ray_t ray; |
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ray.Init( vecStart, traceExt ); |
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if ( (pEntity->entindex() == 0) && (iHitbox != 0) ) |
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{ |
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// Special case for world entity with hitbox (that's a static prop) |
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ICollideable *pCollideable = staticpropmgr->GetStaticPropByIndex( iHitbox - 1 ); |
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enginetrace->ClipRayToCollideable( ray, MASK_SHOT, pCollideable, &tr ); |
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} |
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else |
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{ |
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if ( !pEntity ) |
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return false; |
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enginetrace->ClipRayToEntity( ray, MASK_SHOT, pEntity, &tr ); |
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} |
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} |
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// If we found the surface, emit debris flecks |
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bool bReportRagdollImpacts = (nFlags & IMPACT_REPORT_RAGDOLL_IMPACTS) != 0; |
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if ( ( tr.fraction == 1.0f ) || ( bHitRagdoll && !bReportRagdollImpacts ) ) |
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return false; |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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char const *GetImpactDecal( C_BaseEntity *pEntity, int iMaterial, int iDamageType ) |
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{ |
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char const *decalName; |
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if ( !pEntity ) |
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{ |
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decalName = "Impact.Concrete"; |
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} |
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else |
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{ |
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decalName = pEntity->DamageDecal( iDamageType, iMaterial ); |
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} |
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// See if we need to offset the decal for material type |
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return decalsystem->TranslateDecalForGameMaterial( decalName, iMaterial ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Perform custom effects based on the Decal index |
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//----------------------------------------------------------------------------- |
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static ConVar cl_new_impact_effects( "cl_new_impact_effects", "0" ); |
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struct ImpactEffect_t |
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{ |
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const char *m_pName; |
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const char *m_pNameNoFlecks; |
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}; |
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static ImpactEffect_t s_pImpactEffect[26] = |
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{ |
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{ "impact_antlion", NULL }, // CHAR_TEX_ANTLION |
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{ NULL, NULL }, // CHAR_TEX_BLOODYFLESH |
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{ "impact_concrete", "impact_concrete_noflecks" }, // CHAR_TEX_CONCRETE |
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{ "impact_dirt", NULL }, // CHAR_TEX_DIRT |
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{ NULL, NULL }, // CHAR_TEX_EGGSHELL |
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{ NULL, NULL }, // CHAR_TEX_FLESH |
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{ NULL, NULL }, // CHAR_TEX_GRATE |
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{ NULL, NULL }, // CHAR_TEX_ALIENFLESH |
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{ NULL, NULL }, // CHAR_TEX_CLIP |
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{ NULL, NULL }, // CHAR_TEX_UNUSED |
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{ NULL, NULL }, // CHAR_TEX_UNUSED |
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{ NULL, NULL }, // CHAR_TEX_PLASTIC |
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{ "impact_metal", NULL }, // CHAR_TEX_METAL |
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{ "impact_dirt", NULL }, // CHAR_TEX_SAND |
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{ NULL, NULL }, // CHAR_TEX_FOLIAGE |
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{ "impact_computer", NULL }, // CHAR_TEX_COMPUTER |
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{ NULL, NULL }, // CHAR_TEX_UNUSED |
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{ NULL, NULL }, // CHAR_TEX_UNUSED |
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{ NULL, NULL }, // CHAR_TEX_SLOSH |
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{ "impact_concrete", "impact_concrete_noflecks" }, // CHAR_TEX_TILE |
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{ NULL, NULL }, // CHAR_TEX_UNUSED |
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{ "impact_metal", NULL }, // CHAR_TEX_VENT |
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{ "impact_wood", "impact_wood_noflecks" }, // CHAR_TEX_WOOD |
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{ NULL, NULL }, // CHAR_TEX_UNUSED |
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{ "impact_glass", NULL }, // CHAR_TEX_GLASS |
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{ "warp_shield_impact", NULL }, // CHAR_TEX_WARPSHIELD |
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}; |
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static void SetImpactControlPoint( CNewParticleEffect *pEffect, int nPoint, const Vector &vecImpactPoint, const Vector &vecForward, C_BaseEntity *pEntity ) |
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{ |
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Vector vecImpactY, vecImpactZ; |
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VectorVectors( vecForward, vecImpactY, vecImpactZ ); |
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vecImpactY *= -1.0f; |
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pEffect->SetControlPoint( nPoint, vecImpactPoint ); |
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pEffect->SetControlPointOrientation( nPoint, vecForward, vecImpactY, vecImpactZ ); |
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pEffect->SetControlPointEntity( nPoint, pEntity ); |
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} |
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static void PerformNewCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags ) |
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{ |
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bool bNoFlecks = !r_drawflecks.GetBool(); |
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if ( !bNoFlecks ) |
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{ |
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bNoFlecks = ( ( nFlags & FLAGS_CUSTIOM_EFFECTS_NOFLECKS ) != 0 ); |
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} |
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// Compute the impact effect name |
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const ImpactEffect_t &effect = s_pImpactEffect[ iMaterial - 'A' ]; |
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const char *pImpactName = effect.m_pName; |
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if ( bNoFlecks && effect.m_pNameNoFlecks ) |
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{ |
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pImpactName = effect.m_pNameNoFlecks; |
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} |
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if ( !pImpactName ) |
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return; |
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CSmartPtr<CNewParticleEffect> pEffect = CNewParticleEffect::Create( NULL, pImpactName ); |
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if ( !pEffect->IsValid() ) |
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return; |
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Vector vecReflect; |
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float flDot = DotProduct( shotDir, tr.plane.normal ); |
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VectorMA( shotDir, -2.0f * flDot, tr.plane.normal, vecReflect ); |
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Vector vecShotBackward; |
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VectorMultiply( shotDir, -1.0f, vecShotBackward ); |
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Vector vecImpactPoint = ( tr.fraction != 1.0f ) ? tr.endpos : vecOrigin; |
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Assert( VectorsAreEqual( vecOrigin, tr.endpos, 1e-1 ) ); |
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SetImpactControlPoint( pEffect.GetObject(), 0, vecImpactPoint, tr.plane.normal, tr.m_pEnt ); |
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SetImpactControlPoint( pEffect.GetObject(), 1, vecImpactPoint, vecReflect, tr.m_pEnt ); |
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SetImpactControlPoint( pEffect.GetObject(), 2, vecImpactPoint, vecShotBackward, tr.m_pEnt ); |
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pEffect->SetControlPoint( 3, Vector( iScale, iScale, iScale ) ); |
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if ( pEffect->m_pDef->ReadsControlPoint( 4 ) ) |
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{ |
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Vector vecColor; |
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GetColorForSurface( &tr, &vecColor ); |
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pEffect->SetControlPoint( 4, vecColor ); |
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} |
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} |
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void PerformCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags ) |
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{ |
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// Throw out the effect if any of these are true |
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if ( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) |
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return; |
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if ( cl_new_impact_effects.GetInt() ) |
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{ |
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PerformNewCustomEffects( vecOrigin, tr, shotDir, iMaterial, iScale, nFlags ); |
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return; |
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} |
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bool bNoFlecks = !r_drawflecks.GetBool(); |
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if ( !bNoFlecks ) |
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{ |
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bNoFlecks = ( ( nFlags & FLAGS_CUSTIOM_EFFECTS_NOFLECKS ) != 0 ); |
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} |
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// Cement and wood have dust and flecks |
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if ( ( iMaterial == CHAR_TEX_CONCRETE ) || ( iMaterial == CHAR_TEX_TILE ) ) |
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{ |
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FX_DebrisFlecks( vecOrigin, &tr, iMaterial, iScale, bNoFlecks ); |
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} |
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else if ( iMaterial == CHAR_TEX_WOOD ) |
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{ |
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FX_DebrisFlecks( vecOrigin, &tr, iMaterial, iScale, bNoFlecks ); |
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} |
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else if ( ( iMaterial == CHAR_TEX_DIRT ) || ( iMaterial == CHAR_TEX_SAND ) ) |
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{ |
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FX_DustImpact( vecOrigin, &tr, iScale ); |
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} |
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else if ( iMaterial == CHAR_TEX_ANTLION ) |
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{ |
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FX_AntlionImpact( vecOrigin, &tr ); |
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} |
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else if ( ( iMaterial == CHAR_TEX_METAL ) || ( iMaterial == CHAR_TEX_VENT ) ) |
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{ |
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Vector reflect; |
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float dot = shotDir.Dot( tr.plane.normal ); |
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reflect = shotDir + ( tr.plane.normal * ( dot*-2.0f ) ); |
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reflect[0] += random->RandomFloat( -0.2f, 0.2f ); |
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reflect[1] += random->RandomFloat( -0.2f, 0.2f ); |
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reflect[2] += random->RandomFloat( -0.2f, 0.2f ); |
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FX_MetalSpark( vecOrigin, reflect, tr.plane.normal, iScale ); |
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} |
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else if ( iMaterial == CHAR_TEX_COMPUTER ) |
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{ |
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Vector offset = vecOrigin + ( tr.plane.normal * 1.0f ); |
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g_pEffects->Sparks( offset ); |
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} |
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else if ( iMaterial == CHAR_TEX_WARPSHIELD ) |
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{ |
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QAngle vecAngles; |
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VectorAngles( -shotDir, vecAngles ); |
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DispatchParticleEffect( "warp_shield_impact", vecOrigin, vecAngles ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Play a sound for an impact. If tr contains a valid hit, use that. |
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// If not, use the passed in origin & surface. |
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//----------------------------------------------------------------------------- |
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void PlayImpactSound( CBaseEntity *pEntity, trace_t &tr, Vector &vecServerOrigin, int nServerSurfaceProp ) |
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{ |
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VPROF( "PlayImpactSound" ); |
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surfacedata_t *pdata; |
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Vector vecOrigin; |
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// If the client-side trace hit a different entity than the server, or |
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// the server didn't specify a surfaceprop, then use the client-side trace |
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// material if it's valid. |
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if ( tr.DidHit() && (pEntity != tr.m_pEnt || nServerSurfaceProp == 0) ) |
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{ |
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nServerSurfaceProp = tr.surface.surfaceProps; |
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} |
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pdata = physprops->GetSurfaceData( nServerSurfaceProp ); |
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if ( tr.fraction < 1.0 ) |
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{ |
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vecOrigin = tr.endpos; |
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} |
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else |
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{ |
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vecOrigin = vecServerOrigin; |
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} |
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// Now play the esound |
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if ( pdata->sounds.bulletImpact ) |
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{ |
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const char *pbulletImpactSoundName = physprops->GetString( pdata->sounds.bulletImpact ); |
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if ( g_pImpactSoundRouteFn ) |
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{ |
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g_pImpactSoundRouteFn( pbulletImpactSoundName, vecOrigin ); |
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} |
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else |
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{ |
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CLocalPlayerFilter filter; |
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C_BaseEntity::EmitSound( filter, NULL, pbulletImpactSoundName, pdata->soundhandles.bulletImpact, &vecOrigin ); |
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} |
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return; |
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} |
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#ifdef _DEBUG |
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Msg("***ERROR: PlayImpactSound() on a surface with 0 bulletImpactCount!\n"); |
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#endif //_DEBUG |
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} |
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void SetImpactSoundRoute( ImpactSoundRouteFn fn ) |
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{ |
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g_pImpactSoundRouteFn = fn; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Pull the impact data out |
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// Input : &data - |
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// *vecOrigin - |
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// *vecAngles - |
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// *iMaterial - |
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// *iDamageType - |
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// *iHitbox - |
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// *iEntIndex - |
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//----------------------------------------------------------------------------- |
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C_BaseEntity *ParseImpactData( const CEffectData &data, Vector *vecOrigin, Vector *vecStart, |
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Vector *vecShotDir, short &nSurfaceProp, int &iMaterial, int &iDamageType, int &iHitbox ) |
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{ |
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C_BaseEntity *pEntity = data.GetEntity( ); |
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*vecOrigin = data.m_vOrigin; |
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*vecStart = data.m_vStart; |
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nSurfaceProp = data.m_nSurfaceProp; |
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iDamageType = data.m_nDamageType; |
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iHitbox = data.m_nHitBox; |
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*vecShotDir = (*vecOrigin - *vecStart); |
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VectorNormalize( *vecShotDir ); |
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// Get the material from the surfaceprop |
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surfacedata_t *psurfaceData = physprops->GetSurfaceData( data.m_nSurfaceProp ); |
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iMaterial = psurfaceData->game.material; |
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return pEntity; |
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} |
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