source-engine/game/client/dod/fx_dod_muzzleflash.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

135 lines
3.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "particles_simple.h"
#include "particles_localspace.h"
#include "c_te_effect_dispatch.h"
#include "clienteffectprecachesystem.h"
#include "fx.h"
#include "r_efx.h"
#include "dlight.h"
#include "dod_shareddefs.h"
// Precache our effects
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffect_DOD_MuzzleFlash )
CLIENTEFFECT_MATERIAL( "sprites/effects/muzzleflash1" )
CLIENTEFFECT_MATERIAL( "sprites/effects/muzzleflash2" )
CLIENTEFFECT_REGISTER_END()
ConVar cl_muzzleflash_dlight_1st( "cl_muzzleflash_dlight_1st", "1" );
void TE_DynamicLight( IRecipientFilter& filter, float delay,
const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay, int nLightIndex = LIGHT_INDEX_TE_DYNAMIC );
void DOD_MuzzleFlashCallback( const CEffectData &data )
{
CSmartPtr<CLocalSpaceEmitter> pEmitter =
CLocalSpaceEmitter::Create( "DOD_MuzzleFlash", data.m_hEntity, data.m_nAttachmentIndex, 0 );
if ( !pEmitter )
return;
// SetBBox() manually on the particle system so it doesn't have to be recalculated more than once.
Vector vCenter( 0.0f, 0.0f, 0.0f );
C_BaseEntity *pEnt = data.GetEntity();
if ( pEnt )
{
vCenter = pEnt->WorldSpaceCenter();
}
else
{
IClientRenderable *pRenderable = data.GetRenderable( );
if ( pRenderable )
{
Vector vecMins, vecMaxs;
pRenderable->GetRenderBoundsWorldspace( vecMins, vecMaxs );
VectorAdd( vecMins, vecMaxs, vCenter );
vCenter *= 0.5f;
}
}
Assert( pEmitter );
pEmitter->GetBinding().SetBBox( vCenter - Vector( 10, 10, 10 ), vCenter + Vector( 10, 10, 10 ) );
// haxors - make the clip much shorter so the alpha is not
// changed based on large clip distances
pEmitter->SetNearClip( 0, 5 );
Vector vFlashOffset = vec3_origin;
Vector vForward(1,0,0);
int i;
if( data.m_nHitBox == DOD_MUZZLEFLASH_MG ) //Machine gun
{
SimpleParticle *pParticle = (SimpleParticle *)pEmitter->AddParticle( sizeof( SimpleParticle ),
g_Mat_SMG_Muzzleflash[0],
vFlashOffset );
Assert( pParticle );
if( pParticle )
{
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = 0.1f;
pParticle->m_vecVelocity = Vector(0,0,0);
pParticle->m_uchColor[0] = 255;
pParticle->m_uchColor[1] = 255;
pParticle->m_uchColor[2] = 255;
pParticle->m_uchStartAlpha = 210.0f;
pParticle->m_uchEndAlpha = 0;
pParticle->m_uchStartSize = random->RandomFloat( 120, 130 ) * data.m_flMagnitude;
pParticle->m_uchEndSize = pParticle->m_uchStartSize;
pParticle->m_flRoll = 0;
pParticle->m_flRollDelta = 0.0f;
}
}
else
{
for( i=0;i<3;i++ )
{
//move the three sprites around
vFlashOffset = vForward * ( (2-i)*6 + 10 );
SimpleParticle *pParticle = (SimpleParticle *)pEmitter->AddParticle( sizeof( SimpleParticle ),
g_Mat_SMG_Muzzleflash[1],
vFlashOffset );
Assert( pParticle );
if( pParticle )
{
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = 0.1f;
pParticle->m_vecVelocity = vec3_origin;
pParticle->m_uchColor[0] = 255;
pParticle->m_uchColor[1] = 255;
pParticle->m_uchColor[2] = 255;
pParticle->m_uchStartAlpha = 100.0f;
pParticle->m_uchEndAlpha = 30;
pParticle->m_uchStartSize = ( 15.0 + 20.0*i ) * data.m_flMagnitude;
pParticle->m_uchEndSize = pParticle->m_uchStartSize;
pParticle->m_flRoll = random->RandomInt( 0, 360 );
pParticle->m_flRollDelta = 0.0f;
}
}
}
// dynamic light temporary entity for the muzzle flash
if ( cl_muzzleflash_dlight_1st.GetBool() )
{
CPVSFilter filter(pEmitter->GetSortOrigin());
TE_DynamicLight( filter, 0.0, &(pEmitter->GetSortOrigin()), 255, 192, 64, 5, 70, 0.05, 768 );
}
}
DECLARE_CLIENT_EFFECT( "DOD_MuzzleFlash", DOD_MuzzleFlashCallback );