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