mirror of
https://github.com/nillerusr/source-engine.git
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1329 lines
39 KiB
C++
1329 lines
39 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "engine/IEngineSound.h"
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#include "particles_simple.h"
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#include "particles_localspace.h"
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#include "dlight.h"
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#include "iefx.h"
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#include "clientsideeffects.h"
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#include "clienteffectprecachesystem.h"
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#include "glow_overlay.h"
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#include "effect_dispatch_data.h"
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#include "c_te_effect_dispatch.h"
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#include "tier0/vprof.h"
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#include "tier1/KeyValues.h"
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#include "effect_color_tables.h"
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#include "iviewrender_beams.h"
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#include "view.h"
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#include "IEffects.h"
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#include "fx.h"
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#include "c_te_legacytempents.h"
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#include "toolframework_client.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//Precahce the effects
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#ifndef TF_CLIENT_DLL
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheMuzzleFlash )
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CLIENTEFFECT_MATERIAL( "effects/muzzleflash1" )
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CLIENTEFFECT_MATERIAL( "effects/muzzleflash2" )
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CLIENTEFFECT_MATERIAL( "effects/muzzleflash3" )
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CLIENTEFFECT_MATERIAL( "effects/muzzleflash4" )
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#ifndef CSTRIKE_DLL
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CLIENTEFFECT_MATERIAL( "effects/bluemuzzle" )
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CLIENTEFFECT_MATERIAL( "effects/gunshipmuzzle" )
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CLIENTEFFECT_MATERIAL( "effects/gunshiptracer" )
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#ifndef HL2MP
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CLIENTEFFECT_MATERIAL( "effects/huntertracer" )
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#endif
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CLIENTEFFECT_MATERIAL( "sprites/physcannon_bluelight2" )
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CLIENTEFFECT_MATERIAL( "effects/combinemuzzle1" )
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CLIENTEFFECT_MATERIAL( "effects/combinemuzzle2" )
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CLIENTEFFECT_MATERIAL( "effects/combinemuzzle2_nocull" )
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#endif
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CLIENTEFFECT_REGISTER_END()
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#endif
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//Whether or not we should emit a dynamic light
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ConVar muzzleflash_light( "muzzleflash_light", "1", FCVAR_ARCHIVE );
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extern void FX_TracerSound( const Vector &start, const Vector &end, int iTracerType );
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//===================================================================
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//===================================================================
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class CImpactOverlay : public CWarpOverlay
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{
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public:
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virtual bool Update( void )
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{
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m_flLifetime += gpGlobals->frametime;
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const float flTotalLifetime = 0.1f;
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if ( m_flLifetime < flTotalLifetime )
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{
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float flColorScale = 1.0f - ( m_flLifetime / flTotalLifetime );
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for( int i=0; i < m_nSprites; i++ )
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{
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m_Sprites[i].m_vColor = m_vBaseColors[i] * flColorScale;
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m_Sprites[i].m_flHorzSize += 1.0f * gpGlobals->frametime;
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m_Sprites[i].m_flVertSize += 1.0f * gpGlobals->frametime;
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}
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return true;
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}
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return false;
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}
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public:
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float m_flLifetime;
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Vector m_vBaseColors[MAX_SUN_LAYERS];
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};
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//-----------------------------------------------------------------------------
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// Purpose: Play random ricochet sound
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// Input : *pos -
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//-----------------------------------------------------------------------------
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void FX_RicochetSound( const Vector& pos )
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{
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Vector org = pos;
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CLocalPlayerFilter filter;
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C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "FX_RicochetSound.Ricochet", &org );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : entityIndex -
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// attachmentIndex -
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// *origin -
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// *angles -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool FX_GetAttachmentTransform( ClientEntityHandle_t hEntity, int attachmentIndex, Vector *origin, QAngle *angles )
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{
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// Validate our input
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if ( ( hEntity == INVALID_EHANDLE_INDEX ) || ( attachmentIndex < 1 ) )
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{
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if ( origin != NULL )
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{
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*origin = vec3_origin;
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}
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if ( angles != NULL )
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{
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*angles = QAngle(0,0,0);
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}
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return false;
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}
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// Get the actual entity
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IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( hEntity );
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if ( pRenderable )
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{
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Vector attachOrigin;
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QAngle attachAngles;
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// Find the attachment's matrix
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pRenderable->GetAttachment( attachmentIndex, attachOrigin, attachAngles );
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if ( origin != NULL )
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{
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*origin = attachOrigin;
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}
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if ( angles != NULL )
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{
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*angles = attachAngles;
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}
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : entityIndex -
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// attachmentIndex -
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// &transform -
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//-----------------------------------------------------------------------------
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bool FX_GetAttachmentTransform( ClientEntityHandle_t hEntity, int attachmentIndex, matrix3x4_t &transform )
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{
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Vector origin;
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QAngle angles;
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if ( FX_GetAttachmentTransform( hEntity, attachmentIndex, &origin, &angles ) )
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{
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AngleMatrix( angles, origin, transform );
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return true;
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}
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// Entity doesn't exist
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SetIdentityMatrix( transform );
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void FX_MuzzleEffect(
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const Vector &origin,
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const QAngle &angles,
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float scale,
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ClientEntityHandle_t hEntity,
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unsigned char *pFlashColor,
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bool bOneFrame )
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{
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VPROF_BUDGET( "FX_MuzzleEffect", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
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CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "MuzzleFlash" );
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pSimple->SetSortOrigin( origin );
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SimpleParticle *pParticle;
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Vector forward, offset;
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AngleVectors( angles, &forward );
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float flScale = random->RandomFloat( scale-0.25f, scale+0.25f );
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if ( flScale < 0.5f )
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{
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flScale = 0.5f;
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}
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else if ( flScale > 8.0f )
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{
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flScale = 8.0f;
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}
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//
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// Flash
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//
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int i;
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for ( i = 1; i < 9; i++ )
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{
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offset = origin + (forward * (i*2.0f*scale));
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( VarArgs( "effects/muzzleflash%d", random->RandomInt(1,4) ) ), offset );
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if ( pParticle == NULL )
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return;
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = /*bOneFrame ? 0.0001f : */0.1f;
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pParticle->m_vecVelocity.Init();
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if ( !pFlashColor )
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{
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pParticle->m_uchColor[0] = 255;
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pParticle->m_uchColor[1] = 255;
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pParticle->m_uchColor[2] = 255;
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}
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else
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{
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pParticle->m_uchColor[0] = pFlashColor[0];
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pParticle->m_uchColor[1] = pFlashColor[1];
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pParticle->m_uchColor[2] = pFlashColor[2];
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}
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pParticle->m_uchStartAlpha = 255;
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pParticle->m_uchEndAlpha = 128;
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pParticle->m_uchStartSize = (random->RandomFloat( 6.0f, 9.0f ) * (12-(i))/9) * flScale;
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pParticle->m_uchEndSize = pParticle->m_uchStartSize;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = 0.0f;
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}
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//
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// Smoke
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//
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/*
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for ( i = 0; i < 4; i++ )
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{
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "particle/particle_smokegrenade" ), origin );
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if ( pParticle == NULL )
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return;
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alpha = random->RandomInt( 32, 84 );
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color = random->RandomInt( 64, 164 );
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
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pParticle->m_vecVelocity.Random( -0.5f, 0.5f );
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pParticle->m_vecVelocity += forward;
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VectorNormalize( pParticle->m_vecVelocity );
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pParticle->m_vecVelocity *= random->RandomFloat( 16.0f, 32.0f );
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pParticle->m_vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f );
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pParticle->m_uchColor[0] = color;
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pParticle->m_uchColor[1] = color;
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pParticle->m_uchColor[2] = color;
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pParticle->m_uchStartAlpha = alpha;
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_uchStartSize = random->RandomInt( 4, 8 ) * flScale;
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pParticle->m_uchEndSize = pParticle->m_uchStartSize*2;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f );
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}
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*/
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : scale -
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// attachmentIndex -
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// bOneFrame -
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//-----------------------------------------------------------------------------
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void FX_MuzzleEffectAttached(
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float scale,
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ClientEntityHandle_t hEntity,
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int attachmentIndex,
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unsigned char *pFlashColor,
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bool bOneFrame )
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{
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VPROF_BUDGET( "FX_MuzzleEffect", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
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// If the material isn't available, let's not do anything.
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if ( g_Mat_SMG_Muzzleflash[0] == NULL )
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{
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return;
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}
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CSmartPtr<CLocalSpaceEmitter> pSimple = CLocalSpaceEmitter::Create( "MuzzleFlash", hEntity, attachmentIndex );
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Assert( pSimple );
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if ( pSimple == NULL )
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return;
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// Lock our bounding box
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pSimple->GetBinding().SetBBox( -( Vector( 16, 16, 16 ) * scale ), ( Vector( 16, 16, 16 ) * scale ) );
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SimpleParticle *pParticle;
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Vector forward(1,0,0), offset;
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float flScale = random->RandomFloat( scale-0.25f, scale+0.25f );
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if ( flScale < 0.5f )
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{
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flScale = 0.5f;
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}
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else if ( flScale > 8.0f )
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{
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flScale = 8.0f;
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}
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//
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// Flash
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//
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int i;
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for ( i = 1; i < 9; i++ )
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{
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offset = (forward * (i*2.0f*scale));
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_SMG_Muzzleflash[random->RandomInt(0,3)], offset );
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if ( pParticle == NULL )
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return;
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = bOneFrame ? 0.0001f : 0.1f;
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pParticle->m_vecVelocity.Init();
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if ( !pFlashColor )
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{
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pParticle->m_uchColor[0] = 255;
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pParticle->m_uchColor[1] = 255;
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pParticle->m_uchColor[2] = 255;
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}
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else
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{
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pParticle->m_uchColor[0] = pFlashColor[0];
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pParticle->m_uchColor[1] = pFlashColor[1];
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pParticle->m_uchColor[2] = pFlashColor[2];
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}
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pParticle->m_uchStartAlpha = 255;
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pParticle->m_uchEndAlpha = 128;
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pParticle->m_uchStartSize = (random->RandomFloat( 6.0f, 9.0f ) * (12-(i))/9) * flScale;
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pParticle->m_uchEndSize = pParticle->m_uchStartSize;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = 0.0f;
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}
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if ( !ToolsEnabled() )
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return;
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if ( !clienttools->IsInRecordingMode() )
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return;
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C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( hEntity );
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if ( pEnt )
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{
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pEnt->RecordToolMessage();
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}
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// NOTE: Particle system destruction message will be sent by the particle effect itself.
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int nId = pSimple->AllocateToolParticleEffectId();
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KeyValues *msg = new KeyValues( "OldParticleSystem_Create" );
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msg->SetString( "name", "FX_MuzzleEffectAttached" );
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msg->SetInt( "id", nId );
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msg->SetFloat( "time", gpGlobals->curtime );
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KeyValues *pEmitter = msg->FindKey( "DmeSpriteEmitter", true );
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pEmitter->SetInt( "count", 9 );
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pEmitter->SetFloat( "duration", 0 );
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pEmitter->SetString( "material", "effects/muzzleflash2" ); // FIXME - create DmeMultiMaterialSpriteEmitter to support the 4 materials of muzzleflash
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pEmitter->SetInt( "active", true );
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KeyValues *pInitializers = pEmitter->FindKey( "initializers", true );
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KeyValues *pPosition = pInitializers->FindKey( "DmeLinearAttachedPositionInitializer", true );
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pPosition->SetPtr( "entindex", (void*)(intp)pEnt->entindex() );
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pPosition->SetInt( "attachmentIndex", attachmentIndex );
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pPosition->SetFloat( "linearOffsetX", 2.0f * scale );
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// TODO - create a DmeConstantLifetimeInitializer
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KeyValues *pLifetime = pInitializers->FindKey( "DmeRandomLifetimeInitializer", true );
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pLifetime->SetFloat( "minLifetime", bOneFrame ? 1.0f / 24.0f : 0.1f );
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pLifetime->SetFloat( "maxLifetime", bOneFrame ? 1.0f / 24.0f : 0.1f );
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KeyValues *pVelocity = pInitializers->FindKey( "DmeConstantVelocityInitializer", true );
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pVelocity->SetFloat( "velocityX", 0.0f );
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pVelocity->SetFloat( "velocityY", 0.0f );
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pVelocity->SetFloat( "velocityZ", 0.0f );
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KeyValues *pRoll = pInitializers->FindKey( "DmeRandomRollInitializer", true );
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pRoll->SetFloat( "minRoll", 0.0f );
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pRoll->SetFloat( "maxRoll", 360.0f );
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// TODO - create a DmeConstantRollSpeedInitializer
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KeyValues *pRollSpeed = pInitializers->FindKey( "DmeRandomRollSpeedInitializer", true );
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pRollSpeed->SetFloat( "minRollSpeed", 0.0f );
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pRollSpeed->SetFloat( "maxRollSpeed", 0.0f );
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// TODO - create a DmeConstantColorInitializer
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KeyValues *pColor = pInitializers->FindKey( "DmeRandomInterpolatedColorInitializer", true );
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Color color( pFlashColor ? pFlashColor[ 0 ] : 255, pFlashColor ? pFlashColor[ 1 ] : 255, pFlashColor ? pFlashColor[ 2 ] : 255, 255 );
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pColor->SetColor( "color1", color );
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pColor->SetColor( "color2", color );
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// TODO - create a DmeConstantAlphaInitializer
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KeyValues *pAlpha = pInitializers->FindKey( "DmeRandomAlphaInitializer", true );
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pAlpha->SetInt( "minStartAlpha", 255 );
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pAlpha->SetInt( "maxStartAlpha", 255 );
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pAlpha->SetInt( "minEndAlpha", 128 );
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pAlpha->SetInt( "maxEndAlpha", 128 );
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// size = rand(6..9) * indexed(12/9..4/9) * flScale = rand(6..9) * ( 4f + f * i )
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KeyValues *pSize = pInitializers->FindKey( "DmeMuzzleFlashSizeInitializer", true );
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float f = flScale / 9.0f;
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pSize->SetFloat( "indexedBase", 4.0f * f );
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pSize->SetFloat( "indexedDelta", f );
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pSize->SetFloat( "minRandomFactor", 6.0f );
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pSize->SetFloat( "maxRandomFactor", 9.0f );
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/*
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KeyValues *pUpdaters = pEmitter->FindKey( "updaters", true );
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pUpdaters->FindKey( "DmePositionVelocityUpdater", true );
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pUpdaters->FindKey( "DmeRollUpdater", true );
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pUpdaters->FindKey( "DmeAlphaLinearUpdater", true );
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pUpdaters->FindKey( "DmeSizeUpdater", true );
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*/
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ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
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msg->deleteThis();
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}
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//-----------------------------------------------------------------------------
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// Old-style muzzle flashes
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//-----------------------------------------------------------------------------
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void MuzzleFlashCallback( const CEffectData &data )
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{
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Vector vecOrigin = data.m_vOrigin;
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QAngle vecAngles = data.m_vAngles;
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if ( data.entindex() > 0 )
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{
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IClientRenderable *pRenderable = data.GetRenderable();
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if ( !pRenderable )
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return;
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if ( data.m_nAttachmentIndex )
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{
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//FIXME: We also need to allocate these particles into an attachment space setup
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pRenderable->GetAttachment( data.m_nAttachmentIndex, vecOrigin, vecAngles );
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}
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else
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{
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vecOrigin = pRenderable->GetRenderOrigin();
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vecAngles = pRenderable->GetRenderAngles();
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}
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}
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tempents->MuzzleFlash( vecOrigin, vecAngles, data.m_fFlags & (~MUZZLEFLASH_FIRSTPERSON), data.m_hEntity, (data.m_fFlags & MUZZLEFLASH_FIRSTPERSON) != 0 );
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}
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DECLARE_CLIENT_EFFECT( "MuzzleFlash", MuzzleFlashCallback );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &origin -
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// &velocity -
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// scale -
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// numParticles -
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// *pColor -
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// iAlpha -
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// *pMaterial -
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// flRoll -
|
|
// flRollDelta -
|
|
//-----------------------------------------------------------------------------
|
|
CSmartPtr<CSimpleEmitter> FX_Smoke( const Vector &origin, const Vector &velocity, float scale, int numParticles, float flDietime, unsigned char *pColor, int iAlpha, const char *pMaterial, float flRoll, float flRollDelta )
|
|
{
|
|
VPROF_BUDGET( "FX_Smoke", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
|
|
CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "FX_Smoke" );
|
|
pSimple->SetSortOrigin( origin );
|
|
|
|
SimpleParticle *pParticle;
|
|
|
|
// Smoke
|
|
for ( int i = 0; i < numParticles; i++ )
|
|
{
|
|
PMaterialHandle hMaterial = pSimple->GetPMaterial( pMaterial );
|
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, origin );
|
|
if ( pParticle == NULL )
|
|
return NULL;
|
|
|
|
pParticle->m_flLifetime = 0.0f;
|
|
pParticle->m_flDieTime = flDietime;
|
|
pParticle->m_vecVelocity = velocity;
|
|
for( int i = 0; i < 3; ++i )
|
|
{
|
|
pParticle->m_uchColor[i] = pColor[i];
|
|
}
|
|
pParticle->m_uchStartAlpha = iAlpha;
|
|
pParticle->m_uchEndAlpha = 0;
|
|
pParticle->m_uchStartSize = scale;
|
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize*2;
|
|
pParticle->m_flRoll = flRoll;
|
|
pParticle->m_flRollDelta = flRollDelta;
|
|
}
|
|
|
|
return pSimple;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Smoke puffs
|
|
//-----------------------------------------------------------------------------
|
|
void FX_Smoke( const Vector &origin, const QAngle &angles, float scale, int numParticles, unsigned char *pColor, int iAlpha )
|
|
{
|
|
VPROF_BUDGET( "FX_Smoke", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
|
|
Vector vecVelocity;
|
|
Vector vecForward;
|
|
|
|
// Smoke
|
|
for ( int i = 0; i < numParticles; i++ )
|
|
{
|
|
// Velocity
|
|
AngleVectors( angles, &vecForward );
|
|
vecVelocity.Random( -0.5f, 0.5f );
|
|
vecVelocity += vecForward;
|
|
VectorNormalize( vecVelocity );
|
|
vecVelocity *= random->RandomFloat( 16.0f, 32.0f );
|
|
vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f );
|
|
|
|
// Color
|
|
unsigned char particlecolor[3];
|
|
if ( !pColor )
|
|
{
|
|
int color = random->RandomInt( 64, 164 );
|
|
particlecolor[0] = color;
|
|
particlecolor[1] = color;
|
|
particlecolor[2] = color;
|
|
}
|
|
else
|
|
{
|
|
particlecolor[0] = pColor[0];
|
|
particlecolor[1] = pColor[1];
|
|
particlecolor[2] = pColor[2];
|
|
}
|
|
|
|
// Alpha
|
|
int alpha = iAlpha;
|
|
if ( alpha == -1 )
|
|
{
|
|
alpha = random->RandomInt( 10, 25 );
|
|
}
|
|
|
|
// Scale
|
|
int iSize = random->RandomInt( 4, 8 ) * scale;
|
|
|
|
// Roll
|
|
float flRoll = random->RandomInt( 0, 360 );
|
|
float flRollDelta = random->RandomFloat( -4.0f, 4.0f );
|
|
|
|
//pParticle->m_uchEndSize = pParticle->m_uchStartSize*2;
|
|
|
|
FX_Smoke( origin, vecVelocity, iSize, 1, random->RandomFloat( 0.5f, 1.0f ), particlecolor, alpha, "particle/particle_smokegrenade", flRoll, flRollDelta );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Smoke Emitter
|
|
// This is an emitter that keeps spitting out particles for its lifetime
|
|
// It won't create particles if it's not in view, so it's best when short lived
|
|
//-----------------------------------------------------------------------------
|
|
class CSmokeEmitter : public CSimpleEmitter
|
|
{
|
|
typedef CSimpleEmitter BaseClass;
|
|
public:
|
|
CSmokeEmitter( ClientEntityHandle_t hEntity, int nAttachment, const char *pDebugName ) : CSimpleEmitter( pDebugName )
|
|
{
|
|
m_hEntity = hEntity;
|
|
m_nAttachmentIndex = nAttachment;
|
|
m_flDeathTime = 0;
|
|
m_flLastParticleSpawnTime = 0;
|
|
}
|
|
|
|
// Create
|
|
static CSmokeEmitter *Create( ClientEntityHandle_t hEntity, int nAttachment, const char *pDebugName="smoke" )
|
|
{
|
|
return new CSmokeEmitter( hEntity, nAttachment, pDebugName );
|
|
}
|
|
|
|
void SetLifeTime( float flTime )
|
|
{
|
|
m_flDeathTime = gpGlobals->curtime + flTime;
|
|
}
|
|
|
|
void SetSpurtAngle( QAngle &vecAngles )
|
|
{
|
|
AngleVectors( vecAngles, &m_vecSpurtForward );
|
|
}
|
|
|
|
void SetSpurtColor( const Vector4D &pColor )
|
|
{
|
|
for ( int i = 0; i <= 3; i++ )
|
|
{
|
|
m_SpurtColor[i] = pColor[i];
|
|
}
|
|
}
|
|
|
|
void SetSpawnRate( float flRate )
|
|
{
|
|
m_flSpawnRate = flRate;
|
|
}
|
|
|
|
void CreateSpurtParticles( void )
|
|
{
|
|
SimpleParticle *pParticle;
|
|
// PMaterialHandle hMaterial = GetPMaterial( "particle/particle_smokegrenade" );
|
|
|
|
Vector vecOrigin = m_vSortOrigin;
|
|
IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle(m_hEntity);
|
|
if ( pRenderable && m_nAttachmentIndex )
|
|
{
|
|
QAngle tmp;
|
|
pRenderable->GetAttachment( m_nAttachmentIndex, vecOrigin, tmp );
|
|
SetSortOrigin( vecOrigin );
|
|
}
|
|
|
|
// Smoke
|
|
int numParticles = RandomInt( 1,2 );
|
|
for ( int i = 0; i < numParticles; i++ )
|
|
{
|
|
pParticle = (SimpleParticle *) AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[0], vecOrigin );
|
|
if ( pParticle == NULL )
|
|
break;
|
|
|
|
pParticle->m_flLifetime = 0.0f;
|
|
pParticle->m_flDieTime = RandomFloat( 0.5, 1.0 );
|
|
|
|
// Random velocity around the angles forward
|
|
Vector vecVelocity;
|
|
vecVelocity.Random( -0.1f, 0.1f );
|
|
vecVelocity += m_vecSpurtForward;
|
|
VectorNormalize( vecVelocity );
|
|
vecVelocity *= RandomFloat( 160.0f, 640.0f );
|
|
pParticle->m_vecVelocity = vecVelocity;
|
|
|
|
// Randomize the color a little
|
|
int color[3][2];
|
|
for( int i = 0; i < 3; ++i )
|
|
{
|
|
color[i][0] = MAX( 0, m_SpurtColor[i] - 64 );
|
|
color[i][1] = MIN( 255, m_SpurtColor[i] + 64 );
|
|
}
|
|
pParticle->m_uchColor[0] = random->RandomInt( color[0][0], color[0][1] );
|
|
pParticle->m_uchColor[1] = random->RandomInt( color[1][0], color[1][1] );
|
|
pParticle->m_uchColor[2] = random->RandomInt( color[2][0], color[2][1] );
|
|
|
|
pParticle->m_uchStartAlpha = m_SpurtColor[3];
|
|
pParticle->m_uchEndAlpha = 0;
|
|
pParticle->m_uchStartSize = RandomInt( 50, 60 );
|
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize*3;
|
|
pParticle->m_flRoll = RandomFloat( 0, 360 );
|
|
pParticle->m_flRollDelta = RandomFloat( -4.0f, 4.0f );
|
|
}
|
|
|
|
m_flLastParticleSpawnTime = gpGlobals->curtime + m_flSpawnRate;
|
|
}
|
|
|
|
virtual void SimulateParticles( CParticleSimulateIterator *pIterator )
|
|
{
|
|
Particle *pParticle = pIterator->GetFirst();
|
|
while ( pParticle )
|
|
{
|
|
// If our lifetime isn't up, create more particles
|
|
if ( m_flDeathTime > gpGlobals->curtime )
|
|
{
|
|
if ( m_flLastParticleSpawnTime <= gpGlobals->curtime )
|
|
{
|
|
CreateSpurtParticles();
|
|
}
|
|
}
|
|
|
|
pParticle = pIterator->GetNext();
|
|
}
|
|
|
|
BaseClass::SimulateParticles( pIterator );
|
|
}
|
|
|
|
|
|
private:
|
|
float m_flDeathTime;
|
|
float m_flLastParticleSpawnTime;
|
|
float m_flSpawnRate;
|
|
Vector m_vecSpurtForward;
|
|
Vector4D m_SpurtColor;
|
|
ClientEntityHandle_t m_hEntity;
|
|
int m_nAttachmentIndex;
|
|
|
|
CSmokeEmitter( const CSmokeEmitter & ); // not defined, not accessible
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Small hose gas spurt
|
|
//-----------------------------------------------------------------------------
|
|
void FX_BuildSmoke( Vector &vecOrigin, QAngle &vecAngles, ClientEntityHandle_t hEntity, int nAttachment, float flLifeTime, const Vector4D &pColor )
|
|
{
|
|
CSmartPtr<CSmokeEmitter> pSimple = CSmokeEmitter::Create( hEntity, nAttachment, "FX_Smoke" );
|
|
pSimple->SetSortOrigin( vecOrigin );
|
|
pSimple->SetLifeTime( flLifeTime );
|
|
pSimple->SetSpurtAngle( vecAngles );
|
|
pSimple->SetSpurtColor( pColor );
|
|
pSimple->SetSpawnRate( 0.03 );
|
|
pSimple->CreateSpurtParticles();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Green hose gas spurt
|
|
//-----------------------------------------------------------------------------
|
|
void SmokeCallback( const CEffectData &data )
|
|
{
|
|
Vector vecOrigin = data.m_vOrigin;
|
|
QAngle vecAngles = data.m_vAngles;
|
|
|
|
Vector4D color( 50,50,50,255 );
|
|
FX_BuildSmoke( vecOrigin, vecAngles, data.m_hEntity, data.m_nAttachmentIndex, 100.0, color );
|
|
}
|
|
|
|
DECLARE_CLIENT_EFFECT( "Smoke", SmokeCallback );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Shockwave for gunship bullet impacts!
|
|
// Input : &pos -
|
|
//
|
|
// NOTES: -Don't draw this effect when the viewer is very far away.
|
|
//-----------------------------------------------------------------------------
|
|
void FX_GunshipImpact( const Vector &pos, const Vector &normal, float r, float g, float b )
|
|
{
|
|
VPROF_BUDGET( "FX_GunshipImpact", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
|
|
if ( CImpactOverlay *pOverlay = new CImpactOverlay )
|
|
{
|
|
pOverlay->m_flLifetime = 0;
|
|
VectorMA( pos, 1.0f, normal, pOverlay->m_vPos ); // Doesn't show up on terrain if you don't do this(sjb)
|
|
pOverlay->m_nSprites = 1;
|
|
|
|
pOverlay->m_vBaseColors[0].Init( r, g, b );
|
|
|
|
pOverlay->m_Sprites[0].m_flHorzSize = 0.01f;
|
|
pOverlay->m_Sprites[0].m_flVertSize = 0.01f;
|
|
|
|
pOverlay->Activate();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : data -
|
|
//-----------------------------------------------------------------------------
|
|
void GunshipImpactCallback( const CEffectData & data )
|
|
{
|
|
Vector vecPosition;
|
|
|
|
vecPosition = data.m_vOrigin;
|
|
|
|
FX_GunshipImpact( vecPosition, Vector( 0, 0, 1 ), 100, 0, 200 );
|
|
}
|
|
DECLARE_CLIENT_EFFECT( "GunshipImpact", GunshipImpactCallback );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CommandPointerCallback( const CEffectData & data )
|
|
{
|
|
int size = COLOR_TABLE_SIZE( commandercolors );
|
|
|
|
for( int i = 0 ; i < size ; i++ )
|
|
{
|
|
if( commandercolors[ i ].index == data.m_nColor )
|
|
{
|
|
FX_GunshipImpact( data.m_vOrigin, Vector( 0, 0, 1 ), commandercolors[ i ].r, commandercolors[ i ].g, commandercolors[ i ].b );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
DECLARE_CLIENT_EFFECT( "CommandPointer", CommandPointerCallback );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void FX_GunshipMuzzleEffect( const Vector &origin, const QAngle &angles, float scale, ClientEntityHandle_t hEntity, unsigned char *pFlashColor )
|
|
{
|
|
VPROF_BUDGET( "FX_GunshipMuzzleEffect", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
|
|
CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "MuzzleFlash" );
|
|
pSimple->SetSortOrigin( origin );
|
|
|
|
SimpleParticle *pParticle;
|
|
Vector forward, offset;
|
|
|
|
AngleVectors( angles, &forward );
|
|
|
|
//
|
|
// Flash
|
|
//
|
|
offset = origin;
|
|
|
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/gunshipmuzzle" ), offset );
|
|
|
|
if ( pParticle == NULL )
|
|
return;
|
|
|
|
pParticle->m_flLifetime = 0.0f;
|
|
pParticle->m_flDieTime = 0.15f;
|
|
|
|
pParticle->m_vecVelocity.Init();
|
|
|
|
pParticle->m_uchStartSize = random->RandomFloat( 40.0, 50.0 );
|
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize;
|
|
|
|
pParticle->m_flRoll = random->RandomInt( 0, 360 );
|
|
pParticle->m_flRollDelta = 0.15f;
|
|
|
|
pParticle->m_uchColor[0] = 255;
|
|
pParticle->m_uchColor[1] = 255;
|
|
pParticle->m_uchColor[2] = 255;
|
|
|
|
pParticle->m_uchStartAlpha = 255;
|
|
pParticle->m_uchEndAlpha = 255;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : start -
|
|
// end -
|
|
// velocity -
|
|
// makeWhiz -
|
|
//-----------------------------------------------------------------------------
|
|
void FX_GunshipTracer( Vector& start, Vector& end, int velocity, bool makeWhiz )
|
|
{
|
|
VPROF_BUDGET( "FX_GunshipTracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
|
|
Vector vNear, dStart, dEnd, shotDir;
|
|
float totalDist;
|
|
|
|
//Get out shot direction and length
|
|
VectorSubtract( end, start, shotDir );
|
|
totalDist = VectorNormalize( shotDir );
|
|
|
|
//Don't make small tracers
|
|
if ( totalDist <= 256 )
|
|
return;
|
|
|
|
float length = random->RandomFloat( 128.0f, 256.0f );
|
|
float life = ( totalDist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well
|
|
|
|
//Add it
|
|
FX_AddDiscreetLine( start, shotDir, velocity, length, totalDist, 5.0f, life, "effects/gunshiptracer" );
|
|
|
|
if( makeWhiz )
|
|
{
|
|
FX_TracerSound( start, end, TRACER_TYPE_GUNSHIP );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void FX_StriderMuzzleEffect( const Vector &origin, const QAngle &angles, float scale, ClientEntityHandle_t hEntity, unsigned char *pFlashColor )
|
|
{
|
|
Vector vecDir;
|
|
AngleVectors( angles, &vecDir );
|
|
|
|
float life = 0.3f;
|
|
float speed = 100.0f;
|
|
|
|
for( int i = 0 ; i < 5 ; i++ )
|
|
{
|
|
FX_AddDiscreetLine( origin, vecDir, speed, 32, speed * life, 5.0f, life, "effects/bluespark" );
|
|
speed *= 1.5f;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : start -
|
|
// end -
|
|
// velocity -
|
|
// makeWhiz -
|
|
//-----------------------------------------------------------------------------
|
|
void FX_StriderTracer( Vector& start, Vector& end, int velocity, bool makeWhiz )
|
|
{
|
|
VPROF_BUDGET( "FX_StriderTracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
|
|
Vector vNear, dStart, dEnd, shotDir;
|
|
float totalDist;
|
|
|
|
//Get out shot direction and length
|
|
VectorSubtract( end, start, shotDir );
|
|
totalDist = VectorNormalize( shotDir );
|
|
|
|
//Don't make small tracers
|
|
if ( totalDist <= 256 )
|
|
return;
|
|
|
|
float length = random->RandomFloat( 64.0f, 128.0f );
|
|
float life = ( totalDist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well
|
|
|
|
//Add it
|
|
FX_AddDiscreetLine( start, shotDir, velocity, length, totalDist, 2.5f, life, "effects/gunshiptracer" );
|
|
|
|
if( makeWhiz )
|
|
{
|
|
FX_TracerSound( start, end, TRACER_TYPE_STRIDER );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : start -
|
|
// end -
|
|
// velocity -
|
|
// makeWhiz -
|
|
//-----------------------------------------------------------------------------
|
|
void FX_HunterTracer( Vector& start, Vector& end, int velocity, bool makeWhiz )
|
|
{
|
|
VPROF_BUDGET( "FX_HunterTracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
|
|
Vector vNear, dStart, dEnd, shotDir;
|
|
float totalDist;
|
|
|
|
// Get out shot direction and length
|
|
VectorSubtract( end, start, shotDir );
|
|
totalDist = VectorNormalize( shotDir );
|
|
|
|
// Make short tracers in close quarters
|
|
// float flMinLength = MIN( totalDist, 128.0f );
|
|
// float flMaxLength = MIN( totalDist, 128.0f );
|
|
|
|
float length = 128.0f;//random->RandomFloat( flMinLength, flMaxLength );
|
|
float life = ( totalDist + length ) / velocity; // NOTENOTE: We want the tail to finish its run as well
|
|
|
|
// Add it
|
|
FX_AddDiscreetLine( start, shotDir, velocity*0.5f, length, totalDist, 2.0f, life, "effects/huntertracer" );
|
|
|
|
if( makeWhiz )
|
|
{
|
|
FX_TracerSound( start, end, TRACER_TYPE_STRIDER );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : start -
|
|
// end -
|
|
// velocity -
|
|
// makeWhiz -
|
|
//-----------------------------------------------------------------------------
|
|
void FX_GaussTracer( Vector& start, Vector& end, int velocity, bool makeWhiz )
|
|
{
|
|
VPROF_BUDGET( "FX_GaussTracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
|
|
Vector vNear, dStart, dEnd, shotDir;
|
|
float totalDist;
|
|
|
|
//Get out shot direction and length
|
|
VectorSubtract( end, start, shotDir );
|
|
totalDist = VectorNormalize( shotDir );
|
|
|
|
//Don't make small tracers
|
|
if ( totalDist <= 256 )
|
|
return;
|
|
|
|
float length = random->RandomFloat( 250.0f, 500.0f );
|
|
float life = ( totalDist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well
|
|
|
|
//Add it
|
|
FX_AddDiscreetLine( start, shotDir, velocity, length, totalDist, random->RandomFloat( 5.0f, 8.0f ), life, "effects/spark" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Create a tesla effect between two points
|
|
//-----------------------------------------------------------------------------
|
|
void FX_BuildTesla(
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C_BaseEntity *pEntity,
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const Vector &vecOrigin,
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const Vector &vecEnd,
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const char *pModelName,
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float flBeamWidth,
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const Vector &vColor,
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int nFlags,
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float flTimeVisible )
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{
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BeamInfo_t beamInfo;
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beamInfo.m_nType = TE_BEAMTESLA;
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beamInfo.m_vecStart = vecOrigin;
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beamInfo.m_vecEnd = vecEnd;
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beamInfo.m_pszModelName = pModelName;
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beamInfo.m_flHaloScale = 0.0;
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beamInfo.m_flLife = flTimeVisible;
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beamInfo.m_flWidth = flBeamWidth;
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beamInfo.m_flEndWidth = 1;
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beamInfo.m_flFadeLength = 0.3;
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beamInfo.m_flAmplitude = 16;
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beamInfo.m_flBrightness = 200.0;
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beamInfo.m_flSpeed = 0.0;
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beamInfo.m_nStartFrame = 0.0;
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beamInfo.m_flFrameRate = 1.0;
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beamInfo.m_flRed = vColor.x * 255.0;
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beamInfo.m_flGreen = vColor.y * 255.0;
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beamInfo.m_flBlue = vColor.z * 255.0;
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beamInfo.m_nSegments = 20;
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beamInfo.m_bRenderable = true;
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beamInfo.m_nFlags = nFlags;
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beams->CreateBeamPoints( beamInfo );
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}
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void FX_Tesla( const CTeslaInfo &teslaInfo )
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{
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C_BaseEntity *pEntity = ClientEntityList().GetEnt( teslaInfo.m_nEntIndex );
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// Send out beams around us
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int iNumBeamsAround = (teslaInfo.m_nBeams * 2) / 3; // (2/3 of the beams are placed around in a circle)
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int iNumRandomBeams = teslaInfo.m_nBeams - iNumBeamsAround;
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int iTotalBeams = iNumBeamsAround + iNumRandomBeams;
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float flYawOffset = RandomFloat(0,360);
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for ( int i = 0; i < iTotalBeams; i++ )
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{
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// Make a couple of tries at it
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int iTries = -1;
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Vector vecForward;
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trace_t tr;
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do
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{
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iTries++;
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// Some beams are deliberatly aimed around the point, the rest are random.
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if ( i < iNumBeamsAround )
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{
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QAngle vecTemp = teslaInfo.m_vAngles;
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vecTemp[YAW] += anglemod( flYawOffset + ((360 / iTotalBeams) * i) );
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AngleVectors( vecTemp, &vecForward );
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// Randomly angle it up or down
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vecForward.z = RandomFloat( -1, 1 );
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}
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else
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{
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vecForward = RandomVector( -1, 1 );
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}
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VectorNormalize( vecForward );
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UTIL_TraceLine( teslaInfo.m_vPos, teslaInfo.m_vPos + (vecForward * teslaInfo.m_flRadius), MASK_SHOT, pEntity, COLLISION_GROUP_NONE, &tr );
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} while ( tr.fraction >= 1.0 && iTries < 3 );
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Vector vecEnd = tr.endpos - (vecForward * 8);
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// Only spark & glow if we hit something
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if ( tr.fraction < 1.0 )
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{
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if ( !EffectOccluded( tr.endpos, 0 ) )
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{
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// Move it towards the camera
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Vector vecFlash = tr.endpos;
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Vector vecForward;
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AngleVectors( MainViewAngles(), &vecForward );
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vecFlash -= (vecForward * 8);
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g_pEffects->EnergySplash( vecFlash, -vecForward, false );
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// End glow
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CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "dust" );
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pSimple->SetSortOrigin( vecFlash );
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SimpleParticle *pParticle;
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/tesla_glow_noz" ), vecFlash );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = RandomFloat( 0.5, 1 );
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pParticle->m_vecVelocity = vec3_origin;
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Vector color( 1,1,1 );
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float colorRamp = RandomFloat( 0.75f, 1.25f );
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pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
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pParticle->m_uchStartSize = RandomFloat( 6,13 );
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pParticle->m_uchEndSize = pParticle->m_uchStartSize - 2;
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pParticle->m_uchStartAlpha = 255;
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pParticle->m_uchEndAlpha = 10;
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pParticle->m_flRoll = RandomFloat( 0,360 );
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pParticle->m_flRollDelta = 0;
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}
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}
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}
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// Build the tesla
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FX_BuildTesla( pEntity, teslaInfo.m_vPos, tr.endpos, teslaInfo.m_pszSpriteName, teslaInfo.m_flBeamWidth, teslaInfo.m_vColor, FBEAM_ONLYNOISEONCE, teslaInfo.m_flTimeVisible );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Tesla effect
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//-----------------------------------------------------------------------------
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void BuildTeslaCallback( const CEffectData &data )
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{
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if ( data.entindex() < 0 )
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return;
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CTeslaInfo teslaInfo;
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teslaInfo.m_vPos = data.m_vOrigin;
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teslaInfo.m_vAngles = data.m_vAngles;
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teslaInfo.m_nEntIndex = data.entindex();
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teslaInfo.m_flBeamWidth = 5;
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teslaInfo.m_vColor.Init( 1, 1, 1 );
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teslaInfo.m_flTimeVisible = 0.3;
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teslaInfo.m_flRadius = 192;
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teslaInfo.m_nBeams = 6;
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teslaInfo.m_pszSpriteName = "sprites/physbeam.vmt";
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FX_Tesla( teslaInfo );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Tesla hitbox
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//-----------------------------------------------------------------------------
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void FX_BuildTeslaHitbox(
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C_BaseEntity *pEntity,
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int nStartAttachment,
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int nEndAttachment,
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float flBeamWidth,
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const Vector &vColor,
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float flTimeVisible )
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{
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// One along the body
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BeamInfo_t beamInfo;
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beamInfo.m_nType = TE_BEAMTESLA;
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beamInfo.m_vecStart = vec3_origin;
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beamInfo.m_vecEnd = vec3_origin;
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beamInfo.m_pszModelName = "sprites/lgtning.vmt";
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beamInfo.m_flHaloScale = 8.0f;
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beamInfo.m_flLife = 0.01f;
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beamInfo.m_flWidth = random->RandomFloat( 3.0f, 6.0f );
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beamInfo.m_flEndWidth = 0.0f;
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beamInfo.m_flFadeLength = 0.0f;
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beamInfo.m_flAmplitude = random->RandomInt( 16, 32 );
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beamInfo.m_flBrightness = 255.0f;
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beamInfo.m_flSpeed = 32.0;
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beamInfo.m_nStartFrame = 0.0;
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beamInfo.m_flFrameRate = 30.0;
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beamInfo.m_flRed = vColor.x * 255.0;
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beamInfo.m_flGreen = vColor.y * 255.0;
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beamInfo.m_flBlue = vColor.z * 255.0;
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beamInfo.m_nSegments = 32;
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beamInfo.m_bRenderable = true;
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beamInfo.m_pStartEnt = beamInfo.m_pEndEnt = NULL;
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beamInfo.m_nFlags = (FBEAM_USE_HITBOXES);
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beamInfo.m_pStartEnt = pEntity;
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beamInfo.m_nStartAttachment = nStartAttachment;
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beamInfo.m_pEndEnt = pEntity;
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beamInfo.m_nEndAttachment = nEndAttachment;
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beams->CreateBeamEntPoint( beamInfo );
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// One out to the world
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trace_t tr;
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Vector randomDir;
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randomDir = RandomVector( -1.0f, 1.0f );
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VectorNormalize( randomDir );
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UTIL_TraceLine( pEntity->WorldSpaceCenter(), pEntity->WorldSpaceCenter() + ( randomDir * 100 ), MASK_SOLID_BRUSHONLY, pEntity, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction < 1.0f )
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{
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beamInfo.m_nType = TE_BEAMTESLA;
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beamInfo.m_vecStart = vec3_origin;
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beamInfo.m_vecEnd = tr.endpos;
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beamInfo.m_pszModelName = "sprites/lgtning.vmt";
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beamInfo.m_flHaloScale = 8.0f;
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beamInfo.m_flLife = 0.05f;
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beamInfo.m_flWidth = random->RandomFloat( 2.0f, 6.0f );
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beamInfo.m_flEndWidth = 0.0f;
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beamInfo.m_flFadeLength = 0.0f;
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beamInfo.m_flAmplitude = random->RandomInt( 16, 32 );
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beamInfo.m_flBrightness = 255.0f;
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beamInfo.m_flSpeed = 32.0;
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beamInfo.m_nStartFrame = 0.0;
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beamInfo.m_flFrameRate = 30.0;
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beamInfo.m_flRed = vColor.x * 255.0;
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beamInfo.m_flGreen = vColor.y * 255.0;
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beamInfo.m_flBlue = vColor.z * 255.0;
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beamInfo.m_nSegments = 32;
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beamInfo.m_bRenderable = true;
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beamInfo.m_pStartEnt = beamInfo.m_pEndEnt = NULL;
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beamInfo.m_pStartEnt = pEntity;
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beamInfo.m_nStartAttachment = nStartAttachment;
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beams->CreateBeamEntPoint( beamInfo );
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}
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// Create an elight to illuminate the target
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if ( pEntity != NULL )
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{
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dlight_t *el = effects->CL_AllocElight( LIGHT_INDEX_TE_DYNAMIC + pEntity->entindex() );
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// Randomly place it
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el->origin = pEntity->WorldSpaceCenter() + RandomVector( -32, 32 );
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el->color.r = 235;
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el->color.g = 235;
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el->color.b = 255;
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el->color.exponent = 4;
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el->radius = random->RandomInt( 32, 128 );
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el->decay = el->radius / 0.1f;
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el->die = gpGlobals->curtime + 0.1f;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Tesla effect
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//-----------------------------------------------------------------------------
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void FX_BuildTeslaHitbox( const CEffectData &data )
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{
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Vector vColor( 1, 1, 1 );
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C_BaseEntity *pEntity = ClientEntityList().GetEnt( data.entindex() );
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C_BaseAnimating *pAnimating = pEntity ? pEntity->GetBaseAnimating() : NULL;
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if (!pAnimating)
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return;
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studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
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if (!pStudioHdr)
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return;
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mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
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if ( !set )
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return;
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matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
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if ( !pAnimating->HitboxToWorldTransforms( hitboxbones ) )
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return;
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int nBeamCount = (int)(data.m_flMagnitude + 0.5f);
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for ( int i = 0; i < nBeamCount; ++i )
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{
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int nStartHitBox = random->RandomInt( 1, set->numhitboxes );
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int nEndHitBox = random->RandomInt( 1, set->numhitboxes );
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FX_BuildTeslaHitbox( pEntity, nStartHitBox, nEndHitBox, data.m_flScale, vColor, random->RandomFloat( 0.05f, 0.2f ) );
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}
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}
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DECLARE_CLIENT_EFFECT( "TeslaHitboxes", FX_BuildTeslaHitbox );
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//-----------------------------------------------------------------------------
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// Purpose: Tesla effect
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//-----------------------------------------------------------------------------
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void FX_BuildTeslaZap( const CEffectData &data )
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{
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// Build the tesla, only works on entities
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C_BaseEntity *pEntity = data.GetEntity();
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if ( !pEntity )
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return;
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Vector vColor( 1, 1, 1 );
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BeamInfo_t beamInfo;
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beamInfo.m_nType = TE_BEAMTESLA;
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beamInfo.m_pStartEnt = pEntity;
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beamInfo.m_nStartAttachment = data.m_nAttachmentIndex;
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beamInfo.m_pEndEnt = NULL;
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beamInfo.m_vecEnd = data.m_vOrigin;
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beamInfo.m_pszModelName = "sprites/physbeam.vmt";
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beamInfo.m_flHaloScale = 0.0;
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beamInfo.m_flLife = 0.3f;
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beamInfo.m_flWidth = data.m_flScale;
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beamInfo.m_flEndWidth = 1;
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beamInfo.m_flFadeLength = 0.3;
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beamInfo.m_flAmplitude = 16;
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beamInfo.m_flBrightness = 200.0;
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beamInfo.m_flSpeed = 0.0;
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beamInfo.m_nStartFrame = 0.0;
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beamInfo.m_flFrameRate = 1.0;
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beamInfo.m_flRed = vColor.x * 255.0;
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beamInfo.m_flGreen = vColor.y * 255.0;
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beamInfo.m_flBlue = vColor.z * 255.0;
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beamInfo.m_nSegments = 20;
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beamInfo.m_bRenderable = true;
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beamInfo.m_nFlags = 0;
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beams->CreateBeamEntPoint( beamInfo );
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}
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DECLARE_CLIENT_EFFECT( "TeslaZap", FX_BuildTeslaZap );
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