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.h"
#include "c_te_effect_dispatch.h"
#include "tier0/vprof.h"
#include "clientsideeffects.h"
#include "clienteffectprecachesystem.h"
#include "view.h"
#include "collisionutils.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "engine/IEngineSound.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CLIENTEFFECT_REGISTER_BEGIN( PrecacheDodTracers )
CLIENTEFFECT_MATERIAL( "effects/fainttracer" )
CLIENTEFFECT_MATERIAL( "effects/spark" )
CLIENTEFFECT_REGISTER_END()
#define LISTENER_HEIGHT 24
#define TRACER_TYPE_FAINT 4
void FX_DoDTracerSound( const Vector &start, const Vector &end, int iTracerType )
{
// don't play on very short hits
if ( ( start - end ).Length() < 200 )
return;
const char *pszSoundName = "Bullets.DefaultNearmiss";
float flWhizDist = 64;
Vector vecListenOrigin = MainViewOrigin();
switch( iTracerType )
{
case TRACER_TYPE_DEFAULT:
flWhizDist = 96;
// fall through !
default:
{
Ray_t bullet, listener;
bullet.Init( start, end );
Vector vecLower = vecListenOrigin;
vecLower.z -= LISTENER_HEIGHT;
listener.Init( vecListenOrigin, vecLower );
float s, t;
IntersectRayWithRay( bullet, listener, s, t );
t = clamp( t, 0, 1 );
vecListenOrigin.z -= t * LISTENER_HEIGHT;
}
break;
}
static float flNextWhizTime = 0;
// Is it time yet?
float dt = flNextWhizTime - gpGlobals->curtime;
if ( dt > 0 )
return;
// Did the thing pass close enough to our head?
float vDist = CalcDistanceSqrToLineSegment( vecListenOrigin, start, end );
if ( vDist >= (flWhizDist * flWhizDist) )
return;
CSoundParameters params;
if( C_BaseEntity::GetParametersForSound( pszSoundName, params, NULL ) )
{
// Get shot direction
Vector shotDir;
VectorSubtract( end, start, shotDir );
VectorNormalize( shotDir );
CLocalPlayerFilter filter;
enginesound->EmitSound( filter, SOUND_FROM_WORLD, CHAN_STATIC, params.soundname,
params.volume, SNDLVL_TO_ATTN(params.soundlevel), 0, params.pitch, 0, &start, &shotDir, NULL);
}
// Don't play another bullet whiz for this client until this time has run out
flNextWhizTime = gpGlobals->curtime + 0.1f;
}
void FX_FaintTracer( Vector& start, Vector& end )
{
if ( random->RandomInt( 0, 2 ) == 0 )
{
//Don't make small tracers
float dist;
Vector dir;
int velocity = 5000;
VectorSubtract( end, start, dir );
dist = VectorNormalize( dir );
float length = random->RandomFloat( 32.0f, 64.0f );
float life = ( dist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well
//Add it
FX_AddDiscreetLine( start, dir, velocity, length, dist, random->RandomFloat( 0.75f, 0.9f ), life, "effects/fainttracer" );
}
FX_DoDTracerSound( start, end, TRACER_TYPE_DEFAULT+1 ); //not default!
}
void FX_BrightTracer( Vector& start, Vector& end )
{
//Don't make small tracers
float dist;
Vector dir;
int velocity = 5000;
VectorSubtract( end, start, dir );
dist = VectorNormalize( dir );
// Don't make short tracers.
float length = random->RandomFloat( 64.0f, 128.0f );
float life = ( dist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well
//Add it
FX_AddDiscreetLine( start, dir, velocity, length, dist, random->RandomFloat( 0.75f, 0.9f ), life, "effects/spark" );
FX_DoDTracerSound( start, end, TRACER_TYPE_DEFAULT );
}
//-----------------------------------------------------------------------------
// Purpose: Faint Tracer for most dod weapons
//-----------------------------------------------------------------------------
void FaintTracerCallback( const CEffectData &data )
{
FX_FaintTracer( (Vector&)data.m_vStart, (Vector&)data.m_vOrigin );
}
//-----------------------------------------------------------------------------
// Purpose: Bright Tracer for Machine Guns
//-----------------------------------------------------------------------------
void BrightTracerCallback( const CEffectData &data )
{
FX_BrightTracer( (Vector&)data.m_vStart, (Vector&)data.m_vOrigin );
}
DECLARE_CLIENT_EFFECT( "FaintTracer", FaintTracerCallback );
DECLARE_CLIENT_EFFECT( "BrightTracer", BrightTracerCallback );