source-engine/game/client/tf2base/tf_fx_impacts.cpp
2022-08-10 19:52:28 +03:00

94 lines
2.9 KiB
C++

//====== 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<CNewParticleEffect> 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 );