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185 lines
5.8 KiB
185 lines
5.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Game-specific impact effect hooks |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "fx_impact.h" |
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#include "engine/IEngineSound.h" |
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#include "decals.h" |
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#include "IEffects.h" |
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#include "fx.h" |
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#include "c_impact_effects.h" |
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#include "fx_fleck.h" |
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//----------------------------------------------------------------------------- |
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// This does the actual debris flecks |
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//----------------------------------------------------------------------------- |
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#define FLECK_MIN_SPEED 64.0f |
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#define FLECK_MAX_SPEED 128.0f |
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#define FLECK_GRAVITY 800.0f |
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#define FLECK_DAMPEN 0.3f |
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#define FLECK_ANGULAR_SPRAY 0.6f |
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static void FX_Flecks( const Vector& origin, trace_t *trace, char materialType, int iScale ) |
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{ |
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Vector color; |
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GetColorForSurface( trace, &color ); |
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Vector spawnOffset = trace->endpos + ( trace->plane.normal * 1.0f ); |
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CSmartPtr<CFleckParticles> fleckEmitter = CFleckParticles::Create( "FX_DebrisFlecks", spawnOffset, Vector(5,5,5) ); |
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if ( !fleckEmitter ) |
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return; |
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// Handle increased scale |
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float flMaxSpeed = FLECK_MAX_SPEED * iScale; |
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float flAngularSpray = MAX( 0.2, FLECK_ANGULAR_SPRAY - ( (float)iScale * 0.2f) ); // More power makes the spray more controlled |
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// Setup our collision information |
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fleckEmitter->m_ParticleCollision.Setup( spawnOffset, &trace->plane.normal, flAngularSpray, FLECK_MIN_SPEED, flMaxSpeed, FLECK_GRAVITY, FLECK_DAMPEN ); |
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PMaterialHandle *hMaterial; |
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switch ( materialType ) |
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{ |
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case CHAR_TEX_WOOD: |
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hMaterial = g_Mat_Fleck_Wood; |
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break; |
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case CHAR_TEX_CONCRETE: |
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case CHAR_TEX_TILE: |
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default: |
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hMaterial = g_Mat_Fleck_Cement; |
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break; |
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} |
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Vector dir, end; |
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float colorRamp; |
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int numFlecks = random->RandomInt( 4, 16 ) * iScale; |
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FleckParticle *pFleckParticle; |
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//Dump out flecks |
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int i; |
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for ( i = 0; i < numFlecks; i++ ) |
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{ |
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pFleckParticle = (FleckParticle *) fleckEmitter->AddParticle( sizeof(FleckParticle), hMaterial[random->RandomInt(0,1)], spawnOffset ); |
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if ( pFleckParticle == NULL ) |
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break; |
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pFleckParticle->m_flLifetime = 0.0f; |
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pFleckParticle->m_flDieTime = 3.0f; |
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dir[0] = trace->plane.normal[0] + random->RandomFloat( -flAngularSpray, flAngularSpray ); |
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dir[1] = trace->plane.normal[1] + random->RandomFloat( -flAngularSpray, flAngularSpray ); |
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dir[2] = trace->plane.normal[2] + random->RandomFloat( -flAngularSpray, flAngularSpray ); |
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pFleckParticle->m_uchSize = random->RandomInt( 1, 2 ); |
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pFleckParticle->m_vecVelocity = dir * ( random->RandomFloat( FLECK_MIN_SPEED, flMaxSpeed) * ( 3 - pFleckParticle->m_uchSize ) ); |
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pFleckParticle->m_flRoll = random->RandomFloat( 0, 360 ); |
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pFleckParticle->m_flRollDelta = random->RandomFloat( 0, 360 ); |
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colorRamp = random->RandomFloat( 0.75f, 1.25f ); |
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pFleckParticle->m_uchColor[0] = MIN( 1.0f, color[0]*colorRamp )*255.0f; |
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pFleckParticle->m_uchColor[1] = MIN( 1.0f, color[1]*colorRamp )*255.0f; |
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pFleckParticle->m_uchColor[2] = MIN( 1.0f, color[2]*colorRamp )*255.0f; |
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} |
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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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void DOD_PerformCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, float flScale ) |
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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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int iScale = (int)flScale; |
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if ( iScale < 1 ) |
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iScale = 1; |
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// Cement and wood have dust and flecks |
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if ( ( iMaterial == CHAR_TEX_CONCRETE ) || |
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( iMaterial == CHAR_TEX_TILE ) || |
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( iMaterial == CHAR_TEX_WOOD ) ) |
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{ |
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FX_Flecks( vecOrigin, &tr, iMaterial, iScale ); |
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FX_DustImpact( vecOrigin, &tr, flScale ); |
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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, flScale ); |
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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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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Handle weapon impacts |
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//----------------------------------------------------------------------------- |
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void ImpactCallback( const CEffectData &data ) |
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{ |
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trace_t tr; |
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Vector vecOrigin, vecStart, vecShotDir; |
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int iMaterial, iDamageType, iHitbox; |
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short nSurfaceProp; |
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C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox ); |
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if ( !pEntity ) |
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return; |
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// If we hit, perform our custom effects and play the sound |
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if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) ) |
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{ |
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float flScale = 0.75f; |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( pPlayer ) |
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{ |
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float flDistSqr = (vecOrigin - pPlayer->GetAbsOrigin()).LengthSqr(); |
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flScale = RemapValClamped( flDistSqr, (400*400), (1000*1000), 0.8, 1.2 ); |
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} |
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// Check for custom effects based on the Decal index |
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DOD_PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, flScale ); |
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PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp ); |
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//Play a ricochet sound some of the time |
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if( random->RandomInt(1,10) <= 3 && (iDamageType == DMG_BULLET) ) |
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{ |
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CLocalPlayerFilter filter; |
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C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "Bounce.Shrapnel", &vecOrigin ); |
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} |
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} |
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} |
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DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback );
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