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: Flare effects
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "clienteffectprecachesystem.h"
#include "particles_simple.h"
#include "iefx.h"
#include "dlight.h"
#include "view.h"
#include "fx.h"
#include "clientsideeffects.h"
#include "c_pixel_visibility.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//Precahce the effects
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectFlares )
CLIENTEFFECT_MATERIAL( "effects/redflare" )
CLIENTEFFECT_MATERIAL( "effects/yellowflare" )
CLIENTEFFECT_MATERIAL( "effects/yellowflare_noz" )
CLIENTEFFECT_REGISTER_END()
class C_Flare : public C_BaseCombatCharacter, CSimpleEmitter
{
public:
DECLARE_CLASS( C_Flare, C_BaseCombatCharacter );
DECLARE_CLIENTCLASS();
C_Flare();
void OnDataChanged( DataUpdateType_t updateType );
void Update( float timeDelta );
void NotifyDestroyParticle( Particle* pParticle );
void NotifyShouldTransmit( ShouldTransmitState_t state );
void RestoreResources( void );
float m_flTimeBurnOut;
float m_flScale;
bool m_bLight;
bool m_bSmoke;
bool m_bPropFlare;
pixelvis_handle_t m_queryHandle;
private:
C_Flare( const C_Flare & );
TimedEvent m_teSmokeSpawn;
int m_iAttachment;
SimpleParticle *m_pParticle[2];
};
IMPLEMENT_CLIENTCLASS_DT( C_Flare, DT_Flare, CFlare )
RecvPropFloat( RECVINFO( m_flTimeBurnOut ) ),
RecvPropFloat( RECVINFO( m_flScale ) ),
RecvPropInt( RECVINFO( m_bLight ) ),
RecvPropInt( RECVINFO( m_bSmoke ) ),
RecvPropInt( RECVINFO( m_bPropFlare ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
C_Flare::C_Flare() : CSimpleEmitter( "C_Flare" )
{
m_pParticle[0] = NULL;
m_pParticle[1] = NULL;
m_flTimeBurnOut = 0.0f;
m_bLight = true;
m_bSmoke = true;
m_bPropFlare = false;
SetDynamicallyAllocated( false );
m_queryHandle = 0;
m_iAttachment = -1;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : state -
//-----------------------------------------------------------------------------
void C_Flare::NotifyShouldTransmit( ShouldTransmitState_t state )
{
if ( state == SHOULDTRANSMIT_END )
{
AddEffects( EF_NODRAW );
}
else if ( state == SHOULDTRANSMIT_START )
{
RemoveEffects( EF_NODRAW );
}
BaseClass::NotifyShouldTransmit( state );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bool -
//-----------------------------------------------------------------------------
void C_Flare::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED )
{
SetSortOrigin( GetAbsOrigin() );
if ( m_bSmoke )
{
m_teSmokeSpawn.Init( 8 );
}
}
BaseClass::OnDataChanged( updateType );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_Flare::RestoreResources( void )
{
if ( m_pParticle[0] == NULL )
{
m_pParticle[0] = (SimpleParticle *) AddParticle( sizeof( SimpleParticle ), GetPMaterial( "effects/redflare" ), GetAbsOrigin() );
if ( m_pParticle[0] != NULL )
{
m_pParticle[0]->m_uchColor[0] = m_pParticle[0]->m_uchColor[1] = m_pParticle[0]->m_uchColor[2] = 0;
m_pParticle[0]->m_flRoll = random->RandomInt( 0, 360 );
m_pParticle[0]->m_flRollDelta = random->RandomFloat( 1.0f, 4.0f );
m_pParticle[0]->m_flLifetime = 0.0f;
m_pParticle[0]->m_flDieTime = 10.0f;
}
else
{
Assert(0);
}
}
if ( m_pParticle[1] == NULL )
{
m_pParticle[1] = (SimpleParticle *) AddParticle( sizeof( SimpleParticle ), GetPMaterial( "effects/yellowflare_noz" ), GetAbsOrigin() );
if ( m_pParticle[1] != NULL )
{
m_pParticle[1]->m_uchColor[0] = m_pParticle[1]->m_uchColor[1] = m_pParticle[1]->m_uchColor[2] = 0;
m_pParticle[1]->m_flRoll = random->RandomInt( 0, 360 );
m_pParticle[1]->m_flRollDelta = random->RandomFloat( 1.0f, 4.0f );
m_pParticle[1]->m_flLifetime = 0.0f;
m_pParticle[1]->m_flDieTime = 10.0f;
}
else
{
Assert(0);
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pParticle -
//-----------------------------------------------------------------------------
void C_Flare::NotifyDestroyParticle( Particle* pParticle )
{
if ( pParticle == m_pParticle[0] )
{
m_pParticle[0] = NULL;
}
if ( pParticle == m_pParticle[1] )
{
m_pParticle[1] = NULL;
}
CSimpleEmitter::NotifyDestroyParticle( pParticle );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : timeDelta -
//-----------------------------------------------------------------------------
void C_Flare::Update( float timeDelta )
{
if ( !IsVisible() )
return;
CSimpleEmitter::Update( timeDelta );
//Make sure our stored resources are up to date
RestoreResources();
//Don't do this if the console is down
if ( timeDelta <= 0.0f )
return;
//Check for LOS
pixelvis_queryparams_t params;
params.Init(GetAbsOrigin());
params.proxySize = 8.0f; // Inches
float visible = PixelVisibility_FractionVisible( params, &m_queryHandle );
float fColor;
#ifdef HL2_CLIENT_DLL
float baseScale = m_flScale;
#else
// NOTE!!! This is bigger by a factor of 1.2 to deal with fixing a bug from HL2. See dlight_t.h
float baseScale = m_flScale * 1.2f;
#endif
//Account for fading out
if ( ( m_flTimeBurnOut != -1.0f ) && ( ( m_flTimeBurnOut - gpGlobals->curtime ) <= 10.0f ) )
{
baseScale *= ( ( m_flTimeBurnOut - gpGlobals->curtime ) / 10.0f );
}
bool bVisible = (baseScale < 0.01f || visible == 0.0f) ? false : true;
//Clamp the scale if vanished
if ( !bVisible )
{
if ( m_pParticle[0] != NULL )
{
m_pParticle[0]->m_flDieTime = gpGlobals->curtime;
m_pParticle[0]->m_uchStartSize = m_pParticle[0]->m_uchEndSize = 0;
m_pParticle[0]->m_uchColor[0] = 0;
m_pParticle[0]->m_uchColor[1] = 0;
m_pParticle[0]->m_uchColor[2] = 0;
}
if ( m_pParticle[1] != NULL )
{
m_pParticle[1]->m_flDieTime = gpGlobals->curtime;
m_pParticle[1]->m_uchStartSize = m_pParticle[1]->m_uchEndSize = 0;
m_pParticle[1]->m_uchColor[0] = 0;
m_pParticle[1]->m_uchColor[1] = 0;
m_pParticle[1]->m_uchColor[2] = 0;
}
}
if ( baseScale < 0.01f )
return;
//
// Dynamic light
//
if ( m_bLight )
{
dlight_t *dl= effects->CL_AllocDlight( index );
if ( m_bPropFlare == false )
{
dl->origin = GetAbsOrigin();
dl->color.r = 255;
dl->die = gpGlobals->curtime + 0.1f;
dl->radius = baseScale * random->RandomFloat( 110.0f, 128.0f );
dl->color.g = dl->color.b = random->RandomInt( 32, 64 );
}
else
{
if ( m_iAttachment == -1 )
{
m_iAttachment = LookupAttachment( "fuse" );
}
if ( m_iAttachment != -1 )
{
Vector effect_origin;
QAngle effect_angles;
GetAttachment( m_iAttachment, effect_origin, effect_angles );
//Raise the light a little bit away from the flare so it lights it up better.
dl->origin = effect_origin + Vector( 0, 0, 4 );
dl->color.r = 255;
dl->die = gpGlobals->curtime + 0.1f;
dl->radius = baseScale * random->RandomFloat( 245.0f, 256.0f );
dl->color.g = dl->color.b = random->RandomInt( 95, 128 );
dlight_t *el= effects->CL_AllocElight( index );
el->origin = effect_origin;
el->color.r = 255;
el->color.g = dl->color.b = random->RandomInt( 95, 128 );
el->radius = baseScale * random->RandomFloat( 260.0f, 290.0f );
el->die = gpGlobals->curtime + 0.1f;
}
}
}
//
// Smoke
//
float dt = timeDelta;
if ( m_bSmoke )
{
while ( m_teSmokeSpawn.NextEvent( dt ) )
{
Vector smokeOrg = GetAbsOrigin();
Vector flareScreenDir = ( smokeOrg - MainViewOrigin() );
VectorNormalize( flareScreenDir );
smokeOrg = smokeOrg + ( flareScreenDir * 2.0f );
smokeOrg[2] += baseScale * 4.0f;
SimpleParticle *sParticle = (SimpleParticle *) AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[1], smokeOrg );
if ( sParticle == NULL )
return;
sParticle->m_flLifetime = 0.0f;
sParticle->m_flDieTime = 1.0f;
sParticle->m_vecVelocity = Vector( random->RandomFloat( -16.0f, 16.0f ), random->RandomFloat( -16.0f, 16.0f ), random->RandomFloat( 8.0f, 16.0f ) + 32.0f );
if ( m_bPropFlare )
{
sParticle->m_uchColor[0] = 255;
sParticle->m_uchColor[1] = 100;
sParticle->m_uchColor[2] = 100;
}
else
{
sParticle->m_uchColor[0] = 255;
sParticle->m_uchColor[1] = 48;
sParticle->m_uchColor[2] = 48;
}
sParticle->m_uchStartAlpha = random->RandomInt( 64, 90 );
sParticle->m_uchEndAlpha = 0;
sParticle->m_uchStartSize = random->RandomInt( 2, 4 );
sParticle->m_uchEndSize = sParticle->m_uchStartSize * 8.0f;
sParticle->m_flRoll = random->RandomInt( 0, 2*M_PI );
sParticle->m_flRollDelta = random->RandomFloat( -(M_PI/6.0f), M_PI/6.0f );
}
}
if ( !bVisible )
return;
//
// Outer glow
//
Vector offset;
//Cause the base of the effect to shake
offset.Random( -0.5f * baseScale, 0.5f * baseScale );
offset += GetAbsOrigin();
if ( m_pParticle[0] != NULL )
{
m_pParticle[0]->m_Pos = offset;
m_pParticle[0]->m_flLifetime = 0.0f;
m_pParticle[0]->m_flDieTime = 2.0f;
m_pParticle[0]->m_vecVelocity.Init();
fColor = random->RandomInt( 100.0f, 128.0f ) * visible;
m_pParticle[0]->m_uchColor[0] = fColor;
m_pParticle[0]->m_uchColor[1] = fColor;
m_pParticle[0]->m_uchColor[2] = fColor;
m_pParticle[0]->m_uchStartAlpha = fColor;
m_pParticle[0]->m_uchEndAlpha = fColor;
m_pParticle[0]->m_uchStartSize = baseScale * (float) random->RandomInt( 32, 48 );
m_pParticle[0]->m_uchEndSize = m_pParticle[0]->m_uchStartSize;
m_pParticle[0]->m_flRollDelta = 0.0f;
if ( random->RandomInt( 0, 4 ) == 3 )
{
m_pParticle[0]->m_flRoll += random->RandomInt( 2, 8 );
}
}
//
// Inner core
//
//Cause the base of the effect to shake
offset.Random( -1.0f * baseScale, 1.0f * baseScale );
offset += GetAbsOrigin();
if ( m_pParticle[1] != NULL )
{
m_pParticle[1]->m_Pos = offset;
m_pParticle[1]->m_flLifetime = 0.0f;
m_pParticle[1]->m_flDieTime = 2.0f;
m_pParticle[1]->m_vecVelocity.Init();
fColor = 255 * visible;
m_pParticle[1]->m_uchColor[0] = fColor;
m_pParticle[1]->m_uchColor[1] = fColor;
m_pParticle[1]->m_uchColor[2] = fColor;
m_pParticle[1]->m_uchStartAlpha = fColor;
m_pParticle[1]->m_uchEndAlpha = fColor;
m_pParticle[1]->m_uchStartSize = baseScale * (float) random->RandomInt( 2, 4 );
m_pParticle[1]->m_uchEndSize = m_pParticle[0]->m_uchStartSize;
m_pParticle[1]->m_flRoll = random->RandomInt( 0, 360 );
}
}