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 impact effect hooks
//
//=============================================================================//
#include "cbase.h"
#include "fx_impact.h"
#include "fx.h"
#include "decals.h"
#include "fx_quad.h"
#include "fx_sparks.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Handle jeep impacts
//-----------------------------------------------------------------------------
void ImpactJeepCallback( const CEffectData &data )
{
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
if ( !pEntity )
{
// This happens for impacts that occur on an object that's then destroyed.
// Clear out the fraction so it uses the server's data
tr.fraction = 1.0;
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
return;
}
// If we hit, perform our custom effects and play the sound
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
{
// Check for custom effects based on the Decal index
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 2 );
}
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
}
DECLARE_CLIENT_EFFECT( "ImpactJeep", ImpactJeepCallback );
//-----------------------------------------------------------------------------
// Purpose: Handle gauss impacts
//-----------------------------------------------------------------------------
void ImpactGaussCallback( const CEffectData &data )
{
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
if ( !pEntity )
{
// This happens for impacts that occur on an object that's then destroyed.
// Clear out the fraction so it uses the server's data
tr.fraction = 1.0;
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
return;
}
// If we hit, perform our custom effects and play the sound
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
{
// Check for custom effects based on the Decal index
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 2 );
}
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
}
DECLARE_CLIENT_EFFECT( "ImpactGauss", ImpactGaussCallback );
//-----------------------------------------------------------------------------
// Purpose: Handle weapon impacts
//-----------------------------------------------------------------------------
void ImpactCallback( const CEffectData &data )
{
VPROF_BUDGET( "ImpactCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
if ( !pEntity )
{
// This happens for impacts that occur on an object that's then destroyed.
// Clear out the fraction so it uses the server's data
tr.fraction = 1.0;
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
return;
}
// If we hit, perform our custom effects and play the sound
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
{
// Check for custom effects based on the Decal index
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1.0 );
}
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
}
DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback );
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// &normal -
// scale -
//-----------------------------------------------------------------------------
void FX_AirboatGunImpact( const Vector &origin, const Vector &normal, float scale )
{
#ifdef _XBOX
Vector offset = origin + ( normal * 1.0f );
CSmartPtr<CTrailParticles> sparkEmitter = CTrailParticles::Create( "FX_MetalSpark 1" );
if ( sparkEmitter == NULL )
return;
//Setup our information
sparkEmitter->SetSortOrigin( offset );
sparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN );
sparkEmitter->SetVelocityDampen( 8.0f );
sparkEmitter->SetGravity( 800.0f );
sparkEmitter->SetCollisionDamped( 0.25f );
sparkEmitter->GetBinding().SetBBox( offset - Vector( 32, 32, 32 ), offset + Vector( 32, 32, 32 ) );
int numSparks = random->RandomInt( 4, 8 );
TrailParticle *pParticle;
PMaterialHandle hMaterial = sparkEmitter->GetPMaterial( "effects/spark" );
Vector dir;
float length = 0.1f;
//Dump out sparks
for ( int i = 0; i < numSparks; i++ )
{
pParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
if ( pParticle == NULL )
return;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat( 0.05f, 0.1f );
float spreadOfs = random->RandomFloat( 0.0f, 2.0f );
dir[0] = normal[0] + random->RandomFloat( -(0.5f*spreadOfs), (0.5f*spreadOfs) );
dir[1] = normal[1] + random->RandomFloat( -(0.5f*spreadOfs), (0.5f*spreadOfs) );
dir[2] = normal[2] + random->RandomFloat( -(0.5f*spreadOfs), (0.5f*spreadOfs) );
VectorNormalize( dir );
pParticle->m_flWidth = random->RandomFloat( 1.0f, 4.0f );
pParticle->m_flLength = random->RandomFloat( length*0.25f, length );
pParticle->m_vecVelocity = dir * random->RandomFloat( (128.0f*(2.0f-spreadOfs)), (512.0f*(2.0f-spreadOfs)) );
Color32Init( pParticle->m_color, 255, 255, 255, 255 );
}
#else
// Normal metal spark
FX_MetalSpark( origin, normal, normal, (int) scale );
#endif // _XBOX
// Add a quad to highlite the hit point
FX_AddQuad( origin,
normal,
random->RandomFloat( 16, 32 ),
random->RandomFloat( 32, 48 ),
0.75f,
1.0f,
0.0f,
0.4f,
random->RandomInt( 0, 360 ),
0,
Vector( 1.0f, 1.0f, 1.0f ),
0.05f,
"effects/combinemuzzle2_nocull",
(FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) );
}
//-----------------------------------------------------------------------------
// Purpose: Handle weapon impacts from the airboat gun shooting (cheaper versions)
//-----------------------------------------------------------------------------
void ImpactAirboatGunCallback( const CEffectData &data )
{
VPROF_BUDGET( "ImpactAirboatGunCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
if ( !pEntity )
{
// This happens for impacts that occur on an object that's then destroyed.
// Clear out the fraction so it uses the server's data
tr.fraction = 1.0;
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
return;
}
#if !defined( _XBOX )
// If we hit, perform our custom effects and play the sound. Don't create decals
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, IMPACT_NODECAL | IMPACT_REPORT_RAGDOLL_IMPACTS ) )
{
FX_AirboatGunImpact( vecOrigin, tr.plane.normal, 2 );
}
#else
FX_AirboatGunImpact( vecOrigin, tr.plane.normal, 1 );
#endif
}
DECLARE_CLIENT_EFFECT( "AirboatGunImpact", ImpactAirboatGunCallback );
//-----------------------------------------------------------------------------
// Purpose: Handle weapon impacts from the helicopter shooting (cheaper versions)
//-----------------------------------------------------------------------------
void ImpactHelicopterCallback( const CEffectData &data )
{
VPROF_BUDGET( "ImpactHelicopterCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
if ( !pEntity )
{
// This happens for impacts that occur on an object that's then destroyed.
// Clear out the fraction so it uses the server's data
tr.fraction = 1.0;
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
return;
}
// If we hit, perform our custom effects and play the sound. Don't create decals
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, IMPACT_NODECAL | IMPACT_REPORT_RAGDOLL_IMPACTS ) )
{
FX_AirboatGunImpact( vecOrigin, tr.plane.normal, IsXbox() ? 1 : 2 );
// Only do metal + computer custom effects
if ( (iMaterial == CHAR_TEX_METAL) || (iMaterial == CHAR_TEX_COMPUTER) )
{
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1.0, FLAGS_CUSTIOM_EFFECTS_NOFLECKS );
}
}
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
}
DECLARE_CLIENT_EFFECT( "HelicopterImpact", ImpactHelicopterCallback );