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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Game-specific impact effect hooks
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//
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//=============================================================================//
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#include "cbase.h"
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#include "c_te_effect_dispatch.h"
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#include "tempent.h"
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#include "c_te_legacytempents.h"
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#include "tf_shareddefs.h"
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#include "tf_weapon_parse.h"
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#include "econ_item_system.h"
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#define TE_RIFLE_SHELL 1024
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#define TE_PISTOL_SHELL 2048
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extern CTFWeaponInfo *GetTFWeaponInfo( int iWeapon );
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//-----------------------------------------------------------------------------
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// Purpose: TF Eject Brass
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//-----------------------------------------------------------------------------
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void TF_EjectBrassCallback( const CEffectData &data )
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{
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const char *pszBrassModel = NULL;
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// If we got given a definition index, see if it has a brass model override
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if ( data.m_nDamageType )
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{
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CEconItemDefinition *pDef = ItemSystem()->GetStaticDataForItemByDefIndex( data.m_nDamageType );
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if ( pDef )
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{
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pszBrassModel = pDef->GetBrassModelOverride();
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// Allow weapon definitions to disable brass ejection
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if ( pszBrassModel && !pszBrassModel[0] )
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return;
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}
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}
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// Otherwise, use the weapon default
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if ( !pszBrassModel || !pszBrassModel[0] )
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{
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CTFWeaponInfo *pWeaponInfo = GetTFWeaponInfo( data.m_nHitBox );
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if ( pWeaponInfo )
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{
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pszBrassModel = pWeaponInfo->m_szBrassModel;
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}
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}
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if ( !pszBrassModel || !pszBrassModel[0] )
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return;
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Vector vForward, vRight, vUp;
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AngleVectors( data.m_vAngles, &vForward, &vRight, &vUp );
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QAngle vecShellAngles;
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VectorAngles( -vUp, vecShellAngles );
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Vector vecVelocity = random->RandomFloat( 130, 180 ) * vForward +
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random->RandomFloat( -30, 30 ) * vRight +
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random->RandomFloat( -30, 30 ) * vUp;
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float flLifeTime = 10.0f;
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model_t *pModel = (model_t *)engine->LoadModel( pszBrassModel );
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if ( !pModel )
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return;
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int flags = FTENT_FADEOUT | FTENT_GRAVITY | FTENT_COLLIDEALL | FTENT_HITSOUND | FTENT_ROTATE;
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if ( data.m_nHitBox == TF_WEAPON_MINIGUN )
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{
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// More velocity for Jake
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vecVelocity = random->RandomFloat( 130, 250 ) * vForward +
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random->RandomFloat( -100, 100 ) * vRight +
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random->RandomFloat( -30, 80 ) * vUp;
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}
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Assert( pModel );
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C_LocalTempEntity *pTemp = tempents->SpawnTempModel( pModel, data.m_vOrigin, vecShellAngles, vecVelocity, flLifeTime, FTENT_NEVERDIE );
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if ( pTemp == NULL )
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return;
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pTemp->m_vecTempEntAngVelocity[0] = random->RandomFloat(-512,511);
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pTemp->m_vecTempEntAngVelocity[1] = random->RandomFloat(-255,255);
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pTemp->m_vecTempEntAngVelocity[2] = random->RandomFloat(-255,255);
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pTemp->hitSound = TE_PISTOL_SHELL;
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pTemp->SetGravity( 0.4 );
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pTemp->m_flSpriteScale = 10;
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pTemp->flags = flags;
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// don't collide with owner
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pTemp->clientIndex = data.entindex();
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if ( pTemp->clientIndex < 0 )
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{
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pTemp->clientIndex = 0;
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}
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// ::ShouldCollide decides what this collides with
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pTemp->flags |= FTENT_COLLISIONGROUP;
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pTemp->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
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}
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DECLARE_CLIENT_EFFECT( "TF_EjectBrass", TF_EjectBrassCallback );
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