mirror of
https://github.com/nillerusr/source-engine.git
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140 lines
4.2 KiB
C++
140 lines
4.2 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "particles_simple.h"
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#include "particles_localspace.h"
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#include "c_te_effect_dispatch.h"
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#include "clienteffectprecachesystem.h"
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// Precache our effects
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffect_CS_MuzzleFlash )
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CLIENTEFFECT_MATERIAL( "effects/muzzleflashX" ) //.vmt
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CLIENTEFFECT_MATERIAL( "sprites/muzzleflash4" ) //.vmt
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CLIENTEFFECT_REGISTER_END()
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void TE_DynamicLight( IRecipientFilter& filter, float delay,
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const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay, int nLightIndex = LIGHT_INDEX_TE_DYNAMIC );
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void CS_MuzzleFlashCallback( const CEffectData &data )
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{
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CSmartPtr<CLocalSpaceEmitter> pEmitter =
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CLocalSpaceEmitter::Create( "CS_MuzzleFlash", data.m_hEntity, data.m_nAttachmentIndex, 0 );
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if ( !pEmitter )
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return;
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// SetBBox() manually on the particle system so it doesn't have to be recalculated more than once.
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Vector vCenter( 0.0f, 0.0f, 0.0f );
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C_BaseEntity *pEnt = data.GetEntity();
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if ( pEnt )
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{
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vCenter = pEnt->WorldSpaceCenter();
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}
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else
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{
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IClientRenderable *pRenderable = data.GetRenderable( );
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if ( pRenderable )
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{
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Vector vecMins, vecMaxs;
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pRenderable->GetRenderBoundsWorldspace( vecMins, vecMaxs );
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VectorAdd( vecMins, vecMaxs, vCenter );
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vCenter *= 0.5f;
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}
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}
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Assert( pEmitter );
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pEmitter->GetBinding().SetBBox( vCenter - Vector( 3, 3, 3 ), vCenter + Vector( 3, 3, 3 ) );
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// haxors - make the clip much shorter so the alpha is not
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// changed based on large clip distances
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pEmitter->SetNearClip( 0, 5 );
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PMaterialHandle hFlashMaterial = pEmitter->GetPMaterial( "sprites/muzzleflash4" );
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for( int i=0;i<3;i++ )
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{
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SimpleParticle *pParticle = (SimpleParticle *)pEmitter->AddParticle( sizeof( SimpleParticle ),
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hFlashMaterial,
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vec3_origin );
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if( pParticle )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = 0.08f;
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pParticle->m_vecVelocity = vec3_origin;
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pParticle->m_uchColor[0] = 255;
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pParticle->m_uchColor[1] = 255;
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pParticle->m_uchColor[2] = 255;
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pParticle->m_uchStartAlpha = 80;
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pParticle->m_uchEndAlpha = 30;
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pParticle->m_uchStartSize = ( 3.0 + 3.0*i ) * data.m_flScale;
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 0.8;
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pParticle->m_flRoll = random->RandomInt( 0, 3 );
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pParticle->m_flRollDelta = 0.0f;
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}
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}
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// dynamic light temporary entity for the muzzle flash
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CPVSFilter filter(pEmitter->GetSortOrigin());
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TE_DynamicLight( filter, 0.0, &(pEmitter->GetSortOrigin()), 255, 192, 64, 5, 70, 0.05, 768 );
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}
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DECLARE_CLIENT_EFFECT( "CS_MuzzleFlash", CS_MuzzleFlashCallback );
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// 'X' shaped muzzleflash used by certain weapons
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void CS_MuzzleFlashXCallback( const CEffectData &data )
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{
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CSmartPtr<CLocalSpaceEmitter> pEmitter =
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CLocalSpaceEmitter::Create( "CS_MuzzleFlashX", data.m_hEntity, data.m_nAttachmentIndex, 0 );
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Assert( pEmitter );
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// haxors - make the clip much shorter so the alpha is not
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// changed based on large clip distances
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pEmitter->SetNearClip( 0, 5 );
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PMaterialHandle hFlashMaterial = pEmitter->GetPMaterial( "effects/muzzleflashX" );
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SimpleParticle *pParticle = (SimpleParticle *)pEmitter->AddParticle( sizeof( SimpleParticle ),
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hFlashMaterial,
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vec3_origin );
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if( pParticle )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = 0.08f;
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pParticle->m_vecVelocity = vec3_origin;
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pParticle->m_uchColor[0] = 255;
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pParticle->m_uchColor[1] = 255;
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pParticle->m_uchColor[2] = 255;
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pParticle->m_uchStartAlpha = 130;
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pParticle->m_uchEndAlpha = 80;
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pParticle->m_uchStartSize = 6.0f * data.m_flScale * random->RandomFloat( 0.9, 1.1 );
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 0.8;
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pParticle->m_flRoll = random->RandomFloat( -0.25, 0.25 );
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pParticle->m_flRollDelta = 0.0f;
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}
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// dynamic light temporary entity for the muzzle flash
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CPVSFilter filter(pEmitter->GetSortOrigin());
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TE_DynamicLight( filter, 0.0, &(pEmitter->GetSortOrigin()), 255, 192, 64, 5, 70, 0.05, 768 );
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}
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DECLARE_CLIENT_EFFECT( "CS_MuzzleFlash_X", CS_MuzzleFlashXCallback );
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