Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

347 lines
11 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A blood spray effect to expose successful hits.
//
//=============================================================================//
#include "cbase.h"
#include "clienteffectprecachesystem.h"
#include "fx_sparks.h"
#include "iefx.h"
#include "c_te_effect_dispatch.h"
#include "particles_ez.h"
#include "decals.h"
#include "engine/IEngineSound.h"
#include "fx_quad.h"
#include "engine/ivdebugoverlay.h"
#include "shareddefs.h"
#include "fx_blood.h"
#include "tf_shareddefs.h"
#include "view.h"
#include "c_basetfplayer.h"
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectTF2BloodSpray )
CLIENTEFFECT_MATERIAL( "effects/blood_gore" )
CLIENTEFFECT_MATERIAL( "effects/blood_drop" )
CLIENTEFFECT_MATERIAL( "effects/blood_puff" )
CLIENTEFFECT_REGISTER_END()
//-----------------------------------------------------------------------------
// Purpose:
// Input : origin -
// normal -
// scale -
//-----------------------------------------------------------------------------
void FX_TF2_BloodSpray( const Vector &origin, const Vector &normal, float scale, unsigned char r, unsigned char g, unsigned char b, int flags )
{
if ( UTIL_IsLowViolence() )
return;
//debugoverlay->AddLineOverlay( origin, origin + normal * 72, 255, 255, 255, true, 10 );
float spread = 0.2f;
Vector color = Vector( r / 255.0f, g / 255.0f, b / 255.0f );
float colorRamp;
Vector offset;
int i;
Vector offDir;
Vector right;
Vector up;
Vector vecNormal = normal;
// Get the distance to the view
float flDistance = (origin - MainViewOrigin()).Length();
float flLODDistance = 0.25 * (flDistance / 512);
float flDistanceScale = 1.0 + flLODDistance;
if (vecNormal != Vector(0, 0, 1) )
{
right = vecNormal.Cross( Vector(0, 0, 1) );
up = right.Cross( vecNormal );
}
else
{
right = Vector(0, 0, 1);
up = right.Cross( vecNormal );
}
// If the normal's too close to being along the view, push it out
Vector vecForward, vecRight;
AngleVectors( MainViewAngles(), &vecForward, &vecRight, NULL );
float flDot = DotProduct( vecNormal, vecForward );
if ( fabs(flDot) > 0.5 )
{
float flPush = random->RandomFloat(0.5, 1.5) + flLODDistance;
float flRightDot = DotProduct( vecNormal, vecRight );
// If we're up close, randomly move it around. If we're at a distance, always push it to the side
// Up close, this can move it back towards the view, but the random chance still looks better
if ( ( flDistance >= 512 && flRightDot > 0 ) || ( flDistance < 512 && RandomFloat(0,1) > 0.5 ) )
{
// Turn it to the right
vecNormal += (vecRight * flPush);
}
else
{
// Turn it to the left
vecNormal -= (vecRight * flPush);
}
}
//
// Dump out drops
//
// Don't bother with these over midrange distance
if (flags & FX_BLOODSPRAY_DROPS && ( flDistance < 1500 ) )
{
TrailParticle *tParticle;
CSmartPtr<CTrailParticles> pTrailEmitter = CTrailParticles::Create( "blooddrops" );
if ( !pTrailEmitter )
return;
pTrailEmitter->SetSortOrigin( origin );
// Partial gravity on blood drops.
pTrailEmitter->SetGravity( 600.0 );
// Enable simple collisions with nearby surfaces.
pTrailEmitter->Setup(origin, &vecNormal, 1, 10, 100, 600, 0.2, 0 );
PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_drop" );
//
// Long stringy drops of blood.
//
for ( i = 0; i < 7; i++ )
{
// Originate from within a circle 'scale' inches in diameter.
offset = origin;
offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale;
offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale;
tParticle = (TrailParticle *) pTrailEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
if ( tParticle == NULL )
break;
tParticle->m_flLifetime = 0.0f;
offDir = vecNormal + RandomVector( -0.3f, 0.3f );
tParticle->m_vecVelocity = offDir * random->RandomFloat( 4.0f * scale, 40.0f * scale );
tParticle->m_vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f ) * scale;
tParticle->m_flWidth = random->RandomFloat( 0.5f, 1.0f ) * scale * (flDistanceScale * 1.25);
tParticle->m_flLength = random->RandomFloat( 0.02f, 0.03f ) * scale * (flDistanceScale * 1.25);
tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
// Ramp up the brightness as it gets farther away
colorRamp = random->RandomFloat( 0.5f, 0.75f ) + flLODDistance;
FloatToColor32( tParticle->m_color, MIN( 1.0, color[0] * colorRamp ), MIN( 1.0, color[1] * colorRamp ), MIN( 1.0, color[2] * colorRamp ), 1.0f );
}
//
// Shorter droplets.
//
// Only do these at short range
if ( flDistance < 512 )
{
for ( i = 0; i < 10; i++ )
{
// Originate from within a circle 'scale' inches in diameter.
offset = origin;
offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale;
offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale;
tParticle = (TrailParticle *) pTrailEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
if ( tParticle == NULL )
break;
tParticle->m_flLifetime = 0.0f;
offDir = vecNormal + RandomVector( -1.0f, 1.0f );
offDir[2] += random->RandomFloat(0, 1.0f);
tParticle->m_vecVelocity = offDir * random->RandomFloat( 2.0f * scale, 25.0f * scale );
tParticle->m_vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f ) * scale;
tParticle->m_flWidth = random->RandomFloat( 0.25f, 0.375f ) * scale * flDistanceScale;
tParticle->m_flLength = random->RandomFloat( 0.0025f, 0.005f ) * scale * flDistanceScale;
tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
colorRamp = random->RandomFloat( 0.5f, 0.75f ) + flLODDistance;
FloatToColor32( tParticle->m_color, MIN( 1.0, color[0] * colorRamp ), MIN( 1.0, color[1] * colorRamp ), MIN( 1.0, color[2] * colorRamp ), 1.0f );
}
}
}
if ((flags & FX_BLOODSPRAY_GORE) || (flags & FX_BLOODSPRAY_CLOUD))
{
CSmartPtr<CBloodSprayEmitter> pSimple = CBloodSprayEmitter::Create( "bloodgore" );
if ( !pSimple )
return;
pSimple->SetSortOrigin( origin );
pSimple->SetGravity( 0 );
PMaterialHandle hMaterial;
//
// Tight blossom of blood at the center.
//
if (flags & FX_BLOODSPRAY_GORE)
{
hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_gore" );
SimpleParticle *pParticle;
for ( i = 0; i < 6; i++ )
{
// Originate from within a circle 'scale' inches in diameter.
offset = origin + ( 0.5 * scale * vecNormal );
offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale;
offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale;
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, offset );
if ( pParticle != NULL )
{
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = 0.3f;
spread = 0.2f;
pParticle->m_vecVelocity.Random( -spread, spread );
pParticle->m_vecVelocity += vecNormal * random->RandomInt( 10, 100 );
//VectorNormalize( pParticle->m_vecVelocity );
colorRamp = random->RandomFloat( 0.75f, 1.0f ) + flLODDistance;
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
pParticle->m_uchStartSize = random->RandomFloat( scale, scale * 4 ) * flDistanceScale;
pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2 * flDistanceScale;
pParticle->m_uchStartAlpha = random->RandomInt( 200, 255 );
pParticle->m_uchEndAlpha = 0;
pParticle->m_flRoll = random->RandomInt( 0, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f );
}
}
}
//
// Diffuse cloud just in front of the exit wound.
//
if (flags & FX_BLOODSPRAY_CLOUD)
{
hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_puff" );
SimpleParticle *pParticle;
for ( i = 0; i < 6; i++ )
{
// Originate from within a circle '2 * scale' inches in diameter.
offset = origin + ( scale * vecNormal * 0.5 );
offset += right * random->RandomFloat( -1, 1 ) * scale;
offset += up * random->RandomFloat( -1, 1 ) * scale;
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, offset );
if ( pParticle != NULL )
{
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat( 0.5f, 0.8f);
spread = 0.5f;
pParticle->m_vecVelocity.Random( -spread, spread );
pParticle->m_vecVelocity += vecNormal * random->RandomInt( 100, 200 );
colorRamp = random->RandomFloat( 0.5f, 0.75f ) + flLODDistance;
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
pParticle->m_uchStartSize = random->RandomFloat( scale * 0.5, scale ) * flDistanceScale;
pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4 * flDistanceScale;
pParticle->m_uchStartAlpha = random->RandomInt( 80, 128 );
pParticle->m_uchEndAlpha = 0;
pParticle->m_flRoll = random->RandomInt( 0, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f );
}
}
}
}
// TODO: Play a sound?
//CLocalPlayerFilter filter;
//C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, CHAN_VOICE, "Physics.WaterSplash", 1.0, ATTN_NORM, 0, 100, &origin );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bloodtype -
// r -
// g -
// b -
//-----------------------------------------------------------------------------
void GetBloodColorForTeam( int iTeam, unsigned char &r, unsigned char &g, unsigned char &b )
{
if ( iTeam == TEAM_ALIENS )
{
r = 0;
g = 255;
b = 0;
}
else if ( iTeam == TEAM_HUMANS )
{
// Humans
r = 255;
g = 0;
b = 0;
}
else
{
// NPCs?
r = 200;
g = 0;
b = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose: Intercepts the blood spray message.
//-----------------------------------------------------------------------------
void TF2BloodSprayCallback( const CEffectData &data )
{
unsigned char r = 0;
unsigned char g = 0;
unsigned char b = 0;
// Get the entity we've hit
C_BaseEntity *pEntity = ClientEntityList().GetEnt( data.m_nEntIndex );
if ( pEntity )
{
GetBloodColorForTeam( pEntity->GetTeamNumber(), r, g, b );
if ( pEntity->IsPlayer() )
{
C_BaseTFPlayer *pPlayer = (C_BaseTFPlayer *)pEntity;
pPlayer->PainSound();
}
}
else
{
GetBloodColorForTeam( 0, r, g, b );
}
FX_TF2_BloodSpray( data.m_vOrigin, data.m_vNormal, data.m_flScale, r, g, b, data.m_fFlags );
}
DECLARE_CLIENT_EFFECT( "tf2blood", TF2BloodSprayCallback );