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