mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 14:16:50 +00:00
519 lines
14 KiB
C++
519 lines
14 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: A blood spray effect to expose successful hits.
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "clienteffectprecachesystem.h"
|
|
#include "fx_sparks.h"
|
|
#include "iefx.h"
|
|
#include "c_te_effect_dispatch.h"
|
|
#include "particles_ez.h"
|
|
#include "decals.h"
|
|
#include "engine/IEngineSound.h"
|
|
#include "fx_quad.h"
|
|
#include "engine/ivdebugoverlay.h"
|
|
#include "shareddefs.h"
|
|
#include "fx_blood.h"
|
|
#include "view.h"
|
|
#include "c_dod_player.h"
|
|
#include "fx.h"
|
|
|
|
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectDODBloodSpray )
|
|
CLIENTEFFECT_MATERIAL( "effects/blood_gore" )
|
|
CLIENTEFFECT_MATERIAL( "effects/blood_drop" )
|
|
CLIENTEFFECT_MATERIAL( "effects/blood_puff" )
|
|
CLIENTEFFECT_REGISTER_END()
|
|
|
|
|
|
class CHitEffectRamp
|
|
{
|
|
public:
|
|
float m_flDamageAmount;
|
|
|
|
float m_flMinAlpha;
|
|
float m_flMaxAlpha;
|
|
|
|
float m_flMinSize;
|
|
float m_flMaxSize;
|
|
|
|
float m_flMinVelocity;
|
|
float m_flMaxVelocity;
|
|
};
|
|
|
|
|
|
void InterpolateRamp(
|
|
const CHitEffectRamp &a,
|
|
const CHitEffectRamp &b,
|
|
CHitEffectRamp &out,
|
|
int iDamage )
|
|
{
|
|
float t = RemapVal( iDamage, a.m_flDamageAmount, b.m_flDamageAmount, 0, 1 );
|
|
|
|
out.m_flMinAlpha = FLerp( a.m_flMinAlpha, b.m_flMinAlpha, t );
|
|
out.m_flMaxAlpha = FLerp( a.m_flMaxAlpha, b.m_flMaxAlpha, t );
|
|
out.m_flMinAlpha = clamp( out.m_flMinAlpha, 0, 255 );
|
|
out.m_flMaxAlpha = clamp( out.m_flMaxAlpha, 0, 255 );
|
|
|
|
out.m_flMinSize = FLerp( a.m_flMinSize, b.m_flMinSize, t );
|
|
out.m_flMaxSize = FLerp( a.m_flMaxSize, b.m_flMaxSize, t );
|
|
|
|
out.m_flMinVelocity = FLerp( a.m_flMinVelocity, b.m_flMinVelocity, t );
|
|
out.m_flMaxVelocity = FLerp( a.m_flMaxVelocity, b.m_flMaxVelocity, t );
|
|
}
|
|
|
|
|
|
void FX_HitEffectSmoke(
|
|
CSmartPtr<CBloodSprayEmitter> pEmitter,
|
|
int iDamage,
|
|
const Vector &vEntryPoint,
|
|
const Vector &vDirection,
|
|
float flScale)
|
|
{
|
|
SimpleParticle newParticle;
|
|
PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_gore" );
|
|
|
|
// These parameters create a ramp based on how much damage the shot did.
|
|
CHitEffectRamp ramps[2] =
|
|
{
|
|
{
|
|
0,
|
|
30, // min/max alpha
|
|
70,
|
|
0.5, // min/max size
|
|
1,
|
|
0, // min/max velocity (not used here)
|
|
0
|
|
},
|
|
|
|
{
|
|
50,
|
|
30, // min/max alpha
|
|
70,
|
|
1, // min/max size
|
|
2,
|
|
0, // min/max velocity (not used here)
|
|
0
|
|
}
|
|
};
|
|
|
|
CHitEffectRamp interpolatedRamp;
|
|
InterpolateRamp(
|
|
ramps[0],
|
|
ramps[1],
|
|
interpolatedRamp,
|
|
iDamage );
|
|
|
|
for ( int i=0; i < 2; i++ )
|
|
{
|
|
SimpleParticle &newParticle = *pEmitter->AddSimpleParticle( hMaterial, vEntryPoint, 0, 0 );
|
|
|
|
newParticle.m_flLifetime = 0.0f;
|
|
newParticle.m_flDieTime = 3.0f;
|
|
|
|
newParticle.m_uchStartSize = random->RandomInt(
|
|
interpolatedRamp.m_flMinSize,
|
|
interpolatedRamp.m_flMaxSize ) * flScale;
|
|
newParticle.m_uchEndSize = newParticle.m_uchStartSize * 4;
|
|
|
|
newParticle.m_vecVelocity = Vector( 0, 0, 5 ) + RandomVector( -2, 2 );
|
|
newParticle.m_uchStartAlpha = random->RandomInt(
|
|
interpolatedRamp.m_flMinSize,
|
|
interpolatedRamp.m_flMaxSize );
|
|
newParticle.m_uchEndAlpha = 0;
|
|
|
|
newParticle.m_flRoll = random->RandomFloat( 0, 360 );
|
|
newParticle.m_flRollDelta = random->RandomFloat( -1, 1 );
|
|
|
|
newParticle.m_iFlags = SIMPLE_PARTICLE_FLAG_NO_VEL_DECAY;
|
|
|
|
float colorRamp = random->RandomFloat( 0.5f, 1.25f );
|
|
|
|
newParticle.m_uchColor[0] = MIN( 1.0f, colorRamp ) * 255.0f;
|
|
newParticle.m_uchColor[1] = MIN( 1.0f, colorRamp ) * 255.0f;
|
|
newParticle.m_uchColor[2] = MIN( 1.0f, colorRamp ) * 255.0f;
|
|
}
|
|
}
|
|
|
|
|
|
void FX_HitEffectBloodSpray(
|
|
CSmartPtr<CBloodSprayEmitter> pEmitter,
|
|
int iDamage,
|
|
const Vector &vEntryPoint,
|
|
const Vector &vSprayNormal,
|
|
const char *pMaterialName,
|
|
float flLODDistance,
|
|
float flDistanceScale,
|
|
float flScale,
|
|
float flSpeed )
|
|
{
|
|
PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( pMaterialName );
|
|
SimpleParticle *pParticle;
|
|
|
|
float color[3] = { 1.0, 0, 0 };
|
|
|
|
Vector up( 0, 0, 1 );
|
|
Vector right = up.Cross( vSprayNormal );
|
|
VectorNormalize( right );
|
|
|
|
// These parameters create a ramp based on how much damage the shot did.
|
|
CHitEffectRamp ramps[2] =
|
|
{
|
|
{
|
|
0,
|
|
80, // min/max alpha
|
|
128,
|
|
flScale/2,// min/max size
|
|
flScale,
|
|
10, // min/max velocity
|
|
20
|
|
},
|
|
|
|
{
|
|
50,
|
|
80, // min/max alpha
|
|
128,
|
|
flScale/2,// min/max size
|
|
flScale,
|
|
30, // min/max velocity
|
|
60
|
|
}
|
|
};
|
|
|
|
CHitEffectRamp interpolatedRamp;
|
|
InterpolateRamp(
|
|
ramps[0],
|
|
ramps[1],
|
|
interpolatedRamp,
|
|
iDamage );
|
|
|
|
for ( int i = 0; i < 6; i++ )
|
|
{
|
|
// Originate from within a circle '2 * scale' inches in diameter.
|
|
Vector offset = vEntryPoint + ( flScale * vSprayNormal * 0.5 );
|
|
offset += right * random->RandomFloat( -1, 1 ) * flScale;
|
|
offset += up * random->RandomFloat( -1, 1 ) * flScale;
|
|
|
|
pParticle = pEmitter->AddSimpleParticle( hMaterial, offset, 0, 0 );
|
|
|
|
if ( pParticle != NULL )
|
|
{
|
|
pParticle->m_flLifetime = 0.0f;
|
|
pParticle->m_flDieTime = random->RandomFloat( 0.7f, 1.3f);
|
|
|
|
// All the particles are between red and white. The whiter the particle is, the slower it goes.
|
|
float whiteness = random->RandomFloat( 0.1, 0.7 );
|
|
float speedFactor = 1 - whiteness;
|
|
|
|
float spread = 0.5f;
|
|
pParticle->m_vecVelocity.Random( -spread, spread );
|
|
pParticle->m_vecVelocity += vSprayNormal * random->RandomInt( interpolatedRamp.m_flMinVelocity, interpolatedRamp.m_flMaxVelocity ) * flSpeed * speedFactor;
|
|
|
|
float colorRamp = random->RandomFloat( 0.5f, 0.75f ) + flLODDistance;
|
|
|
|
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
|
|
pParticle->m_uchColor[1] = MIN( 1.0f, whiteness * colorRamp ) * 255.0f;
|
|
pParticle->m_uchColor[2] = MIN( 1.0f, whiteness * colorRamp ) * 255.0f;
|
|
|
|
pParticle->m_uchStartSize = random->RandomFloat( interpolatedRamp.m_flMinSize, interpolatedRamp.m_flMaxSize ) * flDistanceScale;
|
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4 * flDistanceScale;
|
|
|
|
pParticle->m_uchStartAlpha = random->RandomInt( interpolatedRamp.m_flMinAlpha, interpolatedRamp.m_flMaxAlpha );
|
|
pParticle->m_uchEndAlpha = 0;
|
|
|
|
pParticle->m_flRoll = random->RandomInt( 0, 360 );
|
|
pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void FX_HitEffectBloodSplatter(
|
|
CSmartPtr<CBloodSprayEmitter> pTrailEmitter,
|
|
int iDamage,
|
|
const Vector &vExitPoint,
|
|
const Vector &vSplatterNormal,
|
|
float flLODDistance )
|
|
{
|
|
float flScale = 4;
|
|
|
|
pTrailEmitter->SetSortOrigin( vExitPoint );
|
|
PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_drop" );
|
|
|
|
Vector up( 0, 0, 1 );
|
|
Vector right = up.Cross( vSplatterNormal );
|
|
VectorNormalize( right );
|
|
|
|
// These parameters create a ramp based on how much damage the shot did.
|
|
CHitEffectRamp ramps[2] =
|
|
{
|
|
{
|
|
0,
|
|
0, // min/max alpha
|
|
75,
|
|
1.5f, // min/max size
|
|
2.0f,
|
|
25.0f * flScale, // min/max velocity
|
|
35.0f * flScale
|
|
},
|
|
|
|
{
|
|
50,
|
|
0, // min/max alpha
|
|
140,
|
|
1.5f,// min/max size
|
|
2.0f,
|
|
65.0f * flScale, // min/max velocity
|
|
75.0f * flScale
|
|
}
|
|
};
|
|
|
|
CHitEffectRamp interpolatedRamp;
|
|
InterpolateRamp(
|
|
ramps[0],
|
|
ramps[1],
|
|
interpolatedRamp,
|
|
iDamage );
|
|
|
|
|
|
for ( int i = 0; i < 20; i++ )
|
|
{
|
|
// Originate from within a circle 'scale' inches in diameter.
|
|
Vector offset = vExitPoint;
|
|
offset += right * random->RandomFloat( -0.15f, 0.15f ) * flScale;
|
|
offset += up * random->RandomFloat( -0.15f, 0.15f ) * flScale;
|
|
|
|
SimpleParticle *tParticle = (SimpleParticle*)pTrailEmitter->AddSimpleParticle(
|
|
hMaterial,
|
|
vExitPoint,
|
|
random->RandomFloat( 0.225f, 0.35f ),
|
|
random->RandomFloat( interpolatedRamp.m_flMinSize, interpolatedRamp.m_flMaxSize )
|
|
);
|
|
|
|
if ( tParticle == NULL )
|
|
break;
|
|
|
|
Vector offDir = vSplatterNormal + RandomVector( -0.05f, 0.05f );
|
|
|
|
tParticle->m_vecVelocity = offDir * random->RandomFloat( interpolatedRamp.m_flMinVelocity, interpolatedRamp.m_flMaxVelocity );
|
|
|
|
tParticle->m_iFlags = SIMPLE_PARTICLE_FLAG_NO_VEL_DECAY;
|
|
tParticle->m_uchColor[0] = 150;
|
|
tParticle->m_uchColor[1] = 0;
|
|
tParticle->m_uchColor[2] = 0;
|
|
tParticle->m_uchStartAlpha = interpolatedRamp.m_flMaxAlpha / 2;
|
|
tParticle->m_uchEndAlpha = 0;
|
|
}
|
|
}
|
|
|
|
#include "fx_dod_blood.h"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : origin -
|
|
// normal -
|
|
// scale -
|
|
//-----------------------------------------------------------------------------
|
|
void FX_DOD_BloodSpray( const Vector &origin, const Vector &normal, float flDamage )
|
|
{
|
|
if ( UTIL_IsLowViolence() )
|
|
return;
|
|
|
|
static ConVar *violence_hblood = cvar->FindVar( "violence_hblood" );
|
|
if ( violence_hblood && !violence_hblood->GetBool() )
|
|
return;
|
|
|
|
Vector offset;
|
|
|
|
float half_r = 32;
|
|
float half_g = 0;
|
|
float half_b = 2;
|
|
int i;
|
|
|
|
float scale = 0.5 + clamp( flDamage/50.f, 0.0, 1.0 ) ;
|
|
|
|
//Find area ambient light color and use it to tint smoke
|
|
Vector worldLight = WorldGetLightForPoint( origin, true );
|
|
|
|
Vector color;
|
|
color.x = (float)( worldLight.x * half_r + half_r ) / 255.0f;
|
|
color.y = (float)( worldLight.y * half_g + half_g ) / 255.0f;
|
|
color.z = (float)( worldLight.z * half_b + half_b ) / 255.0f;
|
|
|
|
float colorRamp;
|
|
|
|
Vector offDir;
|
|
|
|
CSmartPtr<CBloodSprayEmitter> pSimple = CBloodSprayEmitter::Create( "bloodgore" );
|
|
if ( !pSimple )
|
|
return;
|
|
|
|
pSimple->SetSortOrigin( origin );
|
|
pSimple->SetGravity( 0 );
|
|
|
|
// Blood impact
|
|
PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_core" );
|
|
|
|
SimpleParticle *pParticle;
|
|
|
|
Vector dir = normal * RandomVector( -0.5f, 0.5f );
|
|
|
|
offset = origin + ( 2.0f * normal );
|
|
|
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, offset );
|
|
|
|
if ( pParticle != NULL )
|
|
{
|
|
pParticle->m_flLifetime = 0.0f;
|
|
pParticle->m_flDieTime = 0.75f;
|
|
|
|
pParticle->m_vecVelocity = dir * random->RandomFloat( 16.0f, 32.0f );
|
|
pParticle->m_vecVelocity[2] -= random->RandomFloat( 8.0f, 16.0f );
|
|
|
|
colorRamp = random->RandomFloat( 0.75f, 2.0f );
|
|
|
|
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
|
|
pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
|
|
pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
|
|
|
|
pParticle->m_uchStartSize = 8;
|
|
pParticle->m_uchEndSize = 32;
|
|
|
|
pParticle->m_uchStartAlpha = 255;
|
|
pParticle->m_uchEndAlpha = 0;
|
|
|
|
pParticle->m_flRoll = random->RandomInt( 0, 360 );
|
|
pParticle->m_flRollDelta = 0;
|
|
}
|
|
|
|
hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_gore" );
|
|
|
|
for ( i = 0; i < 4; i++ )
|
|
{
|
|
offset = origin + ( 2.0f * normal );
|
|
|
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, offset );
|
|
|
|
if ( pParticle != NULL )
|
|
{
|
|
pParticle->m_flLifetime = 0.0f;
|
|
pParticle->m_flDieTime = random->RandomFloat( 0.75f, 1.0f);
|
|
|
|
pParticle->m_vecVelocity = dir * random->RandomFloat( 16.0f, 32.0f )*(i+1);
|
|
pParticle->m_vecVelocity[2] -= random->RandomFloat( 16.0f, 32.0f )*(i+1);
|
|
|
|
colorRamp = random->RandomFloat( 0.75f, 2.0f );
|
|
|
|
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
|
|
pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
|
|
pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
|
|
|
|
pParticle->m_uchStartSize = scale * random->RandomInt( 4, 8 );
|
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4;
|
|
|
|
pParticle->m_uchStartAlpha = 255;
|
|
pParticle->m_uchEndAlpha = 0;
|
|
|
|
pParticle->m_flRoll = random->RandomInt( 0, 360 );
|
|
pParticle->m_flRollDelta = 0;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Dump out drops
|
|
//
|
|
TrailParticle *tParticle;
|
|
|
|
CSmartPtr<CTrailParticles> pTrailEmitter = CTrailParticles::Create( "blooddrops" );
|
|
if ( !pTrailEmitter )
|
|
return;
|
|
|
|
pTrailEmitter->SetSortOrigin( origin );
|
|
|
|
// Partial gravity on blood drops
|
|
pTrailEmitter->SetGravity( 400.0 );
|
|
|
|
// Enable simple collisions with nearby surfaces
|
|
pTrailEmitter->Setup(origin, &normal, 1, 10, 100, 400, 0.2, 0 );
|
|
|
|
hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_drop" );
|
|
|
|
//
|
|
// Shorter droplets
|
|
//
|
|
for ( i = 0; i < 32; i++ )
|
|
{
|
|
// Originate from within a circle 'scale' inches in diameter
|
|
offset = origin;
|
|
|
|
tParticle = (TrailParticle *) pTrailEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
|
|
|
|
if ( tParticle == NULL )
|
|
break;
|
|
|
|
tParticle->m_flLifetime = 0.0f;
|
|
|
|
offDir = RandomVector( -1.0f, 1.0f );
|
|
|
|
tParticle->m_vecVelocity = offDir * random->RandomFloat( 32.0f, 128.0f );
|
|
|
|
tParticle->m_flWidth = scale * random->RandomFloat( 1.0f, 3.0f );
|
|
tParticle->m_flLength = random->RandomFloat( 0.1f, 0.15f );
|
|
tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
|
|
|
|
FloatToColor32( tParticle->m_color, color[0], color[1], color[2], 1.0f );
|
|
}
|
|
|
|
// Puff
|
|
float spread = 0.2f;
|
|
for ( i = 0; i < 4; i++ )
|
|
{
|
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[0], origin );
|
|
|
|
if ( pParticle != NULL )
|
|
{
|
|
pParticle->m_flLifetime = 0.0f;
|
|
pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
|
|
|
|
pParticle->m_vecVelocity.Random( -spread, spread );
|
|
pParticle->m_vecVelocity += ( normal * random->RandomFloat( 1.0f, 6.0f ) );
|
|
|
|
VectorNormalize( pParticle->m_vecVelocity );
|
|
|
|
float fForce = random->RandomFloat( 15, 30 ) * i;
|
|
|
|
// scaled
|
|
pParticle->m_vecVelocity *= fForce;
|
|
|
|
colorRamp = random->RandomFloat( 0.75f, 1.25f );
|
|
|
|
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
|
|
pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
|
|
pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
|
|
|
|
// scaled
|
|
pParticle->m_uchStartSize = random->RandomInt( 2, 3 ) * (i+1);
|
|
|
|
// scaled
|
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4;
|
|
|
|
pParticle->m_uchStartAlpha = random->RandomInt( 100, 200 );
|
|
pParticle->m_uchEndAlpha = 0;
|
|
|
|
pParticle->m_flRoll = random->RandomInt( 0, 360 );
|
|
pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Intercepts the blood spray message.
|
|
//-----------------------------------------------------------------------------
|
|
void DODBloodSprayCallback( const CEffectData &data )
|
|
{
|
|
FX_DOD_BloodSpray( data.m_vOrigin, data.m_vNormal, data.m_flMagnitude );
|
|
}
|
|
|
|
DECLARE_CLIENT_EFFECT( "dodblood", DODBloodSprayCallback );
|