//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #include "cbase.h" #include "fx_impact.h" #include "engine/IEngineSound.h" #include "c_tf_player.h" //----------------------------------------------------------------------------- // Purpose: Handle weapon impacts //----------------------------------------------------------------------------- void ImpactCallback( const CEffectData &data ) { trace_t tr; Vector vecOrigin, vecStart, vecShotDir; int iMaterial, iDamageType, iHitbox; short nSurfaceProp; C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox ); if ( !pEntity ) return; bool bImpact = ( data.m_nDamageType != pEntity->GetTeamNumber() || pEntity->GetTeamNumber() < FIRST_GAME_TEAM ); if ( data.m_nDamageType != pEntity->GetTeamNumber() && pEntity->IsPlayer() ) { C_TFPlayer *pPlayer = ToTFPlayer( pEntity ); // Don't impact spies disguised as the same team as this syringe/projectile if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) ) { if ( pPlayer->m_Shared.GetDisguiseTeam() == data.m_nDamageType ) { bImpact = false; } } } if ( bImpact ) { // If we hit, perform our custom effects and play the sound if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) ) { // Check for custom effects based on the Decal index PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1.0 ); //Play a ricochet sound some of the time if( random->RandomInt(1,10) <= 3 && (iDamageType == DMG_BULLET) ) { CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "Bounce.Shrapnel", &vecOrigin ); } } PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp ); } } DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void TFSplashCallbackHelper( const CEffectData &data, const char *pszEffectName ) { Vector normal; AngleVectors( data.m_vAngles, &normal ); CSmartPtr pEffect = CNewParticleEffect::Create( NULL, pszEffectName ); if ( pEffect->IsValid() ) { pEffect->SetSortOrigin( data.m_vOrigin ); pEffect->SetControlPoint( 0, data.m_vOrigin ); pEffect->SetControlPointOrientation( 0, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) ); } } void TFSplashCallback( const CEffectData &data ) { TFSplashCallbackHelper( data, "water_bulletsplash01" ); } DECLARE_CLIENT_EFFECT( "tf_gunshotsplash", TFSplashCallback ); void TFSplashCallbackMinigun( const CEffectData &data ) { TFSplashCallbackHelper( data, "water_bulletsplash01_minigun" ); } DECLARE_CLIENT_EFFECT( "tf_gunshotsplash_minigun", TFSplashCallbackMinigun );