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 explosion effects
//
//=============================================================================//
#include "cbase.h"
#include "c_te_effect_dispatch.h"
#include "tempent.h"
#include "c_te_legacytempents.h"
#include "tf_shareddefs.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_parse.h"
#include "c_basetempentity.h"
#include "tier0/vprof.h"
#include "c_tf_player.h"
#include "econ_item_system.h"
#include "c_tf_fx.h"
#include "networkstringtabledefs.h"
//--------------------------------------------------------------------------------------------------------------
CTFWeaponInfo *GetTFWeaponInfo( int iWeapon )
{
// Get the weapon information.
const char *pszWeaponAlias = WeaponIdToAlias( iWeapon );
if ( !pszWeaponAlias )
{
return NULL;
}
WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( pszWeaponAlias );
if ( hWpnInfo == GetInvalidWeaponInfoHandle() )
{
return NULL;
}
CTFWeaponInfo *pWeaponInfo = static_cast<CTFWeaponInfo*>( GetFileWeaponInfoFromHandle( hWpnInfo ) );
return pWeaponInfo;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TFExplosionCallback( const Vector &vecOrigin, const Vector &vecNormal, int iWeaponID, ClientEntityHandle_t hEntity, int nDefID, int nSound, int iCustomParticleIndex )
{
// Get the weapon information.
CTFWeaponInfo *pWeaponInfo = NULL;
switch( iWeaponID )
{
case TF_WEAPON_GRENADE_PIPEBOMB:
case TF_WEAPON_GRENADE_DEMOMAN:
case TF_WEAPON_PUMPKIN_BOMB:
pWeaponInfo = GetTFWeaponInfo( TF_WEAPON_PIPEBOMBLAUNCHER );
break;
case TF_WEAPON_FLAMETHROWER_ROCKET:
pWeaponInfo = GetTFWeaponInfo( TF_WEAPON_FLAMETHROWER );
break;
default:
pWeaponInfo = GetTFWeaponInfo( iWeaponID );
break;
}
bool bIsPlayer = false;
if ( hEntity.Get() )
{
C_BaseEntity *pEntity = C_BaseEntity::Instance( hEntity );
if ( pEntity && pEntity->IsPlayer() )
{
bIsPlayer = true;
}
}
// Calculate the angles, given the normal.
bool bIsWater = ( UTIL_PointContents( vecOrigin ) & CONTENTS_WATER );
bool bInAir = false;
QAngle angExplosion( 0.0f, 0.0f, 0.0f );
// Cannot use zeros here because we are sending the normal at a smaller bit size.
if ( fabs( vecNormal.x ) < 0.05f && fabs( vecNormal.y ) < 0.05f && fabs( vecNormal.z ) < 0.05f )
{
bInAir = true;
angExplosion.Init();
}
else
{
VectorAngles( vecNormal, angExplosion );
bInAir = false;
}
// Base explosion effect and sound.
const char *pszEffect = "ExplosionCore_wall";
const char *pszSound = "BaseExplosionEffect.Sound";
// check for a custom particle effect
if ( iCustomParticleIndex != INVALID_STRING_INDEX )
{
pszEffect = GetParticleSystemNameFromIndex( iCustomParticleIndex );
}
if ( pWeaponInfo )
{
// Explosions.
if ( iCustomParticleIndex == INVALID_STRING_INDEX )
{
if ( bIsWater )
{
if ( Q_strlen( pWeaponInfo->m_szExplosionWaterEffect ) > 0 )
{
pszEffect = pWeaponInfo->m_szExplosionWaterEffect;
}
}
else
{
if ( bIsPlayer || bInAir )
{
if ( Q_strlen( pWeaponInfo->m_szExplosionPlayerEffect ) > 0 )
{
pszEffect = pWeaponInfo->m_szExplosionPlayerEffect;
}
}
else
{
if ( Q_strlen( pWeaponInfo->m_szExplosionEffect ) > 0 )
{
pszEffect = pWeaponInfo->m_szExplosionEffect;
}
}
}
}
// Sound.
if ( Q_strlen( pWeaponInfo->m_szExplosionSound ) > 0 )
{
// Check for a replacement sound in the itemdef first - defaults to SPECIAL1
if ( nDefID >= 0 )
{
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pLocalPlayer )
{
CEconItemDefinition *pItemDef = ItemSystem()->GetStaticDataForItemByDefIndex( nDefID );
if ( pItemDef )
{
pszSound = (char *)pItemDef->GetWeaponReplacementSound( pLocalPlayer->GetTeamNumber(), (WeaponSound_t)nSound );
if ( !pszSound || !pszSound[0] )
{
pszSound = pWeaponInfo->m_szExplosionSound;
}
}
}
}
else
{
pszSound = pWeaponInfo->m_szExplosionSound;
}
}
}
if ( iWeaponID == TF_WEAPON_PUMPKIN_BOMB )
{
pszSound = "Halloween.PumpkinExplode";
}
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, pszSound, &vecOrigin );
if ( GameRules() )
{
pszEffect = GameRules()->TranslateEffectForVisionFilter( "particles", pszEffect );
}
DispatchParticleEffect( pszEffect, vecOrigin, angExplosion );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_TETFExplosion : public C_BaseTempEntity
{
public:
DECLARE_CLASS( C_TETFExplosion, C_BaseTempEntity );
DECLARE_CLIENTCLASS();
C_TETFExplosion( void );
virtual void PostDataUpdate( DataUpdateType_t updateType );
public:
Vector m_vecOrigin;
Vector m_vecNormal;
int m_iWeaponID;
ClientEntityHandle_t m_hEntity;
int m_nDefID;
int m_nSound;
int m_iCustomParticleIndex;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TETFExplosion::C_TETFExplosion( void )
{
m_vecOrigin.Init();
m_vecNormal.Init();
m_iWeaponID = TF_WEAPON_NONE;
m_hEntity = INVALID_EHANDLE_INDEX;
m_nDefID = -1;
m_nSound = SPECIAL1;
m_iCustomParticleIndex = INVALID_STRING_INDEX;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TETFExplosion::PostDataUpdate( DataUpdateType_t updateType )
{
VPROF( "C_TETFExplosion::PostDataUpdate" );
TFExplosionCallback( m_vecOrigin, m_vecNormal, m_iWeaponID, m_hEntity, m_nDefID, m_nSound, m_iCustomParticleIndex );
}
static void RecvProxy_ExplosionEntIndex( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
int nEntIndex = pData->m_Value.m_Int;
// The 'new' encoding for INVALID_EHANDLE_INDEX is 2047, but the old encoding
// was -1. Old demos and replays will use the old encoding so we have to check
// for it. The field is now unsigned so -1 will not be created in new replays.
((C_TETFExplosion*)pStruct)->m_hEntity = (nEntIndex == kInvalidEHandleExplosion || nEntIndex == -1) ? INVALID_EHANDLE_INDEX : ClientEntityList().EntIndexToHandle( nEntIndex );
}
IMPLEMENT_CLIENTCLASS_EVENT_DT( C_TETFExplosion, DT_TETFExplosion, CTETFExplosion )
RecvPropFloat( RECVINFO( m_vecOrigin[0] ) ),
RecvPropFloat( RECVINFO( m_vecOrigin[1] ) ),
RecvPropFloat( RECVINFO( m_vecOrigin[2] ) ),
RecvPropVector( RECVINFO( m_vecNormal ) ),
RecvPropInt( RECVINFO( m_iWeaponID ) ),
RecvPropInt( "entindex", 0, SIZEOF_IGNORE, 0, RecvProxy_ExplosionEntIndex ),
RecvPropInt( RECVINFO( m_nDefID ) ),
RecvPropInt( RECVINFO( m_nSound ) ),
RecvPropInt( RECVINFO( m_iCustomParticleIndex ) ),
END_RECV_TABLE()