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:
//
//=============================================================================//
#include "cbase.h"
#include "fx.h"
#include "c_gib.h"
#include "c_te_effect_dispatch.h"
#include "iefx.h"
#include "decals.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
PMaterialHandle g_Material_Blood[2] = { NULL, NULL };
#ifdef _XBOX
// XBox only uses a few gibs
#define NUM_ANTLION_GIBS 3
const char *pszAntlionGibs[NUM_ANTLION_GIBS] = {
"models/gibs/antlion_gib_large_2.mdl", // Head
"models/gibs/antlion_gib_medium_1.mdl", // Pincher
"models/gibs/antlion_gib_medium_2.mdl", // Leg
};
#else
// Use all the gibs
#define NUM_ANTLION_GIBS_UNIQUE 3
const char *pszAntlionGibs_Unique[NUM_ANTLION_GIBS_UNIQUE] = {
"models/gibs/antlion_gib_large_1.mdl",
"models/gibs/antlion_gib_large_2.mdl",
"models/gibs/antlion_gib_large_3.mdl"
};
#define NUM_ANTLION_GIBS_MEDIUM 3
const char *pszAntlionGibs_Medium[NUM_ANTLION_GIBS_MEDIUM] = {
"models/gibs/antlion_gib_medium_1.mdl",
"models/gibs/antlion_gib_medium_2.mdl",
"models/gibs/antlion_gib_medium_3.mdl"
};
// XBox doesn't use the smaller gibs, so don't cache them
#define NUM_ANTLION_GIBS_SMALL 3
const char *pszAntlionGibs_Small[NUM_ANTLION_GIBS_SMALL] = {
"models/gibs/antlion_gib_small_1.mdl",
"models/gibs/antlion_gib_small_2.mdl",
"models/gibs/antlion_gib_small_3.mdl"
};
#endif
ConVar g_antlion_maxgibs( "g_antlion_maxgibs", "16", FCVAR_ARCHIVE );
void CAntlionGibManager::LevelInitPreEntity( void )
{
m_LRU.Purge();
}
CAntlionGibManager s_AntlionGibManager( "CAntlionGibManager" );
void CAntlionGibManager::AddGib( C_BaseEntity *pEntity )
{
m_LRU.AddToTail( pEntity );
}
void CAntlionGibManager::RemoveGib( C_BaseEntity *pEntity )
{
m_LRU.FindAndRemove( pEntity );
}
//-----------------------------------------------------------------------------
// Methods of IGameSystem
//-----------------------------------------------------------------------------
void CAntlionGibManager::Update( float frametime )
{
if ( m_LRU.Count() < g_antlion_maxgibs.GetInt() )
return;
int i = 0;
i = m_LRU.Head();
if ( m_LRU[ i ].Get() )
{
m_LRU[ i ].Get()->SetNextClientThink( gpGlobals->curtime );
}
m_LRU.Remove(i);
}
// Antlion gib - marks surfaces when it bounces
class C_AntlionGib : public C_Gib
{
typedef C_Gib BaseClass;
public:
static C_AntlionGib *CreateClientsideGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float m_flLifetime = DEFAULT_GIB_LIFETIME )
{
C_AntlionGib *pGib = new C_AntlionGib;
if ( pGib == NULL )
return NULL;
if ( pGib->InitializeGib( pszModelName, vecOrigin, vecForceDir, vecAngularImp, m_flLifetime ) == false )
return NULL;
s_AntlionGibManager.AddGib( pGib );
return pGib;
}
// Decal the surface
virtual void HitSurface( C_BaseEntity *pOther )
{
//JDW: Removed for the time being
/*
int index = decalsystem->GetDecalIndexForName( "YellowBlood" );
if (index >= 0 )
{
effects->DecalShoot( index, pOther->entindex(), pOther->GetModel(), pOther->GetAbsOrigin(), pOther->GetAbsAngles(), GetAbsOrigin(), 0, 0 );
}
*/
}
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
//-----------------------------------------------------------------------------
void FX_AntlionGib( const Vector &origin, const Vector &direction, float scale )
{
Vector offset;
#ifdef _XBOX
// Throw less gibs for XBox
for ( int i = 0; i < NUM_ANTLION_GIBS; i++ )
{
offset = RandomVector( -32, 32 ) + origin;
C_AntlionGib::CreateClientsideGib( pszAntlionGibs[i], offset, ( direction + RandomVector( -0.8f, 0.8f ) ) * ( 250 * scale ), RandomAngularImpulse( -32, 32 ), 1.0f );
}
#else
int numGibs = random->RandomInt( 1, NUM_ANTLION_GIBS_UNIQUE );
// Spawn all the unique gibs
for ( int i = 0; i < numGibs; i++ )
{
offset = RandomVector( -16, 16 ) + origin;
C_AntlionGib::CreateClientsideGib( pszAntlionGibs_Unique[i], offset, ( direction + RandomVector( -0.8f, 0.8f ) ) * ( 150 * scale ), RandomAngularImpulse( -32, 32 ), 2.0f);
}
numGibs = random->RandomInt( 1, NUM_ANTLION_GIBS_MEDIUM );
// Spawn all the medium gibs
for ( int i = 0; i < numGibs; i++ )
{
offset = RandomVector( -16, 16 ) + origin;
C_AntlionGib::CreateClientsideGib( pszAntlionGibs_Medium[i], offset, ( direction + RandomVector( -0.8f, 0.8f ) ) * ( 250 * scale ), RandomAngularImpulse( -200, 200 ), 1.0f );
}
numGibs = random->RandomInt( 1, NUM_ANTLION_GIBS_SMALL );
// Spawn all the small gibs
for ( int i = 0; i < NUM_ANTLION_GIBS_SMALL; i++ )
{
offset = RandomVector( -16, 16 ) + origin;
C_AntlionGib::CreateClientsideGib( pszAntlionGibs_Small[i], offset, ( direction + RandomVector( -0.8f, 0.8f ) ) * ( 400 * scale ), RandomAngularImpulse( -300, 300 ), 0.5f );
}
#endif
#ifdef _XBOX
//
// Throw some blood
//
CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "FX_AntlionGib" );
pSimple->SetSortOrigin( origin );
pSimple->GetBinding().SetBBox( origin - Vector(64,64,64), origin + Vector(64,64,64) );
// Cache this if we're not already
if ( g_Material_Blood[0] == NULL )
{
g_Material_Blood[0] = g_Mat_BloodPuff[0];
}
if ( g_Material_Blood[1] == NULL )
{
g_Material_Blood[1] = g_Mat_BloodPuff[1];
}
Vector vDir;
vDir.Random( -1.0f, 1.0f );
// Gore bits
for ( int i = 0; i < 4; i++ )
{
SimpleParticle *sParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Material_Blood[0], origin + RandomVector(-16,16));
if ( sParticle == NULL )
return;
sParticle->m_flLifetime = 0.0f;
sParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f );
float speed = random->RandomFloat( 16.0f, 64.0f );
sParticle->m_vecVelocity.Init();
sParticle->m_uchColor[0] = 255;
sParticle->m_uchColor[1] = 200;
sParticle->m_uchColor[2] = 32;
sParticle->m_uchStartAlpha = 255;
sParticle->m_uchEndAlpha = 0;
sParticle->m_uchStartSize = random->RandomInt( 4, 16 );
sParticle->m_uchEndSize = sParticle->m_uchStartSize * 4;
sParticle->m_flRoll = random->RandomInt( 0, 360 );
sParticle->m_flRollDelta = 0.0f;
}
// Middle core
SimpleParticle *sParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Material_Blood[1], origin );
if ( sParticle == NULL )
return;
sParticle->m_flLifetime = 0.0f;
sParticle->m_flDieTime = random->RandomFloat( 0.5f, 0.75f );
float speed = random->RandomFloat( 16.0f, 64.0f );
sParticle->m_vecVelocity = vDir * -speed;
sParticle->m_vecVelocity[2] += 16.0f;
sParticle->m_uchColor[0] = 255;
sParticle->m_uchColor[1] = 200;
sParticle->m_uchColor[2] = 32;
sParticle->m_uchStartAlpha = random->RandomInt( 64, 128 );
sParticle->m_uchEndAlpha = 0;
sParticle->m_uchStartSize = random->RandomInt( 16, 32 );
sParticle->m_uchEndSize = sParticle->m_uchStartSize * 3;
sParticle->m_flRoll = random->RandomInt( 0, 360 );
sParticle->m_flRollDelta = random->RandomFloat( -0.2f, 0.2f );
#else
//
// Non-XBox blood
//
CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "FX_AntlionGib" );
pSimple->SetSortOrigin( origin );
Vector vDir;
vDir.Random( -1.0f, 1.0f );
for ( int i = 0; i < 4; i++ )
{
SimpleParticle *sParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_BloodPuff[0], origin );
if ( sParticle == NULL )
return;
sParticle->m_flLifetime = 0.0f;
sParticle->m_flDieTime = random->RandomFloat( 0.5f, 0.75f );
float speed = random->RandomFloat( 16.0f, 64.0f );
sParticle->m_vecVelocity = vDir * -speed;
sParticle->m_vecVelocity[2] += 16.0f;
sParticle->m_uchColor[0] = 255;
sParticle->m_uchColor[1] = 200;
sParticle->m_uchColor[2] = 32;
sParticle->m_uchStartAlpha = 255;
sParticle->m_uchEndAlpha = 0;
sParticle->m_uchStartSize = random->RandomInt( 16, 32 );
sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2;
sParticle->m_flRoll = random->RandomInt( 0, 360 );
sParticle->m_flRollDelta = random->RandomFloat( -1.0f, 1.0f );
}
for ( int i = 0; i < 4; i++ )
{
SimpleParticle *sParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_BloodPuff[1], origin );
if ( sParticle == NULL )
{
return;
}
sParticle->m_flLifetime = 0.0f;
sParticle->m_flDieTime = random->RandomFloat( 0.5f, 0.75f );
float speed = random->RandomFloat( 16.0f, 64.0f );
sParticle->m_vecVelocity = vDir * -speed;
sParticle->m_vecVelocity[2] += 16.0f;
sParticle->m_uchColor[0] = 255;
sParticle->m_uchColor[1] = 200;
sParticle->m_uchColor[2] = 32;
sParticle->m_uchStartAlpha = random->RandomInt( 64, 128 );
sParticle->m_uchEndAlpha = 0;
sParticle->m_uchStartSize = random->RandomInt( 16, 32 );
sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2;
sParticle->m_flRoll = random->RandomInt( 0, 360 );
sParticle->m_flRollDelta = random->RandomFloat( -1.0f, 1.0f );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void AntlionGibCallback( const CEffectData &data )
{
FX_AntlionGib( data.m_vOrigin, data.m_vNormal, data.m_flScale );
}
DECLARE_CLIENT_EFFECT( "AntlionGib", AntlionGibCallback );