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