mirror of
https://github.com/nillerusr/source-engine.git
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186 lines
5.8 KiB
C++
186 lines
5.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Game-specific impact effect hooks
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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 "decals.h"
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#include "IEffects.h"
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#include "fx.h"
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#include "c_impact_effects.h"
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#include "fx_fleck.h"
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//-----------------------------------------------------------------------------
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// This does the actual debris flecks
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//-----------------------------------------------------------------------------
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#define FLECK_MIN_SPEED 64.0f
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#define FLECK_MAX_SPEED 128.0f
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#define FLECK_GRAVITY 800.0f
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#define FLECK_DAMPEN 0.3f
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#define FLECK_ANGULAR_SPRAY 0.6f
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static void FX_Flecks( const Vector& origin, trace_t *trace, char materialType, int iScale )
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{
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Vector color;
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GetColorForSurface( trace, &color );
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Vector spawnOffset = trace->endpos + ( trace->plane.normal * 1.0f );
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CSmartPtr<CFleckParticles> fleckEmitter = CFleckParticles::Create( "FX_DebrisFlecks", spawnOffset, Vector(5,5,5) );
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if ( !fleckEmitter )
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return;
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// Handle increased scale
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float flMaxSpeed = FLECK_MAX_SPEED * iScale;
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float flAngularSpray = MAX( 0.2, FLECK_ANGULAR_SPRAY - ( (float)iScale * 0.2f) ); // More power makes the spray more controlled
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// Setup our collision information
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fleckEmitter->m_ParticleCollision.Setup( spawnOffset, &trace->plane.normal, flAngularSpray, FLECK_MIN_SPEED, flMaxSpeed, FLECK_GRAVITY, FLECK_DAMPEN );
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PMaterialHandle *hMaterial;
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switch ( materialType )
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{
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case CHAR_TEX_WOOD:
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hMaterial = g_Mat_Fleck_Wood;
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break;
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case CHAR_TEX_CONCRETE:
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case CHAR_TEX_TILE:
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default:
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hMaterial = g_Mat_Fleck_Cement;
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break;
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}
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Vector dir, end;
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float colorRamp;
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int numFlecks = random->RandomInt( 4, 16 ) * iScale;
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FleckParticle *pFleckParticle;
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//Dump out flecks
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int i;
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for ( i = 0; i < numFlecks; i++ )
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{
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pFleckParticle = (FleckParticle *) fleckEmitter->AddParticle( sizeof(FleckParticle), hMaterial[random->RandomInt(0,1)], spawnOffset );
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if ( pFleckParticle == NULL )
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break;
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pFleckParticle->m_flLifetime = 0.0f;
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pFleckParticle->m_flDieTime = 3.0f;
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dir[0] = trace->plane.normal[0] + random->RandomFloat( -flAngularSpray, flAngularSpray );
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dir[1] = trace->plane.normal[1] + random->RandomFloat( -flAngularSpray, flAngularSpray );
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dir[2] = trace->plane.normal[2] + random->RandomFloat( -flAngularSpray, flAngularSpray );
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pFleckParticle->m_uchSize = random->RandomInt( 1, 2 );
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pFleckParticle->m_vecVelocity = dir * ( random->RandomFloat( FLECK_MIN_SPEED, flMaxSpeed) * ( 3 - pFleckParticle->m_uchSize ) );
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pFleckParticle->m_flRoll = random->RandomFloat( 0, 360 );
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pFleckParticle->m_flRollDelta = random->RandomFloat( 0, 360 );
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colorRamp = random->RandomFloat( 0.75f, 1.25f );
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pFleckParticle->m_uchColor[0] = MIN( 1.0f, color[0]*colorRamp )*255.0f;
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pFleckParticle->m_uchColor[1] = MIN( 1.0f, color[1]*colorRamp )*255.0f;
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pFleckParticle->m_uchColor[2] = MIN( 1.0f, color[2]*colorRamp )*255.0f;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Perform custom effects based on the Decal index
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//-----------------------------------------------------------------------------
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void DOD_PerformCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, float flScale )
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{
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// Throw out the effect if any of these are true
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if ( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) )
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return;
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int iScale = (int)flScale;
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if ( iScale < 1 )
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iScale = 1;
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// Cement and wood have dust and flecks
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if ( ( iMaterial == CHAR_TEX_CONCRETE ) ||
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( iMaterial == CHAR_TEX_TILE ) ||
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( iMaterial == CHAR_TEX_WOOD ) )
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{
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FX_Flecks( vecOrigin, &tr, iMaterial, iScale );
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FX_DustImpact( vecOrigin, &tr, flScale );
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}
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else if ( ( iMaterial == CHAR_TEX_DIRT ) || ( iMaterial == CHAR_TEX_SAND ) )
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{
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FX_DustImpact( vecOrigin, &tr, flScale );
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}
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else if ( ( iMaterial == CHAR_TEX_METAL ) || ( iMaterial == CHAR_TEX_VENT ) )
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{
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Vector reflect;
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float dot = shotDir.Dot( tr.plane.normal );
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reflect = shotDir + ( tr.plane.normal * ( dot*-2.0f ) );
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reflect[0] += random->RandomFloat( -0.2f, 0.2f );
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reflect[1] += random->RandomFloat( -0.2f, 0.2f );
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reflect[2] += random->RandomFloat( -0.2f, 0.2f );
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FX_MetalSpark( vecOrigin, reflect, tr.plane.normal, iScale );
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}
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else if ( iMaterial == CHAR_TEX_COMPUTER )
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{
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Vector offset = vecOrigin + ( tr.plane.normal * 1.0f );
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g_pEffects->Sparks( offset );
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}
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}
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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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// 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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float flScale = 0.75f;
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( pPlayer )
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{
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float flDistSqr = (vecOrigin - pPlayer->GetAbsOrigin()).LengthSqr();
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flScale = RemapValClamped( flDistSqr, (400*400), (1000*1000), 0.8, 1.2 );
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}
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// Check for custom effects based on the Decal index
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DOD_PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, flScale );
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PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
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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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}
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DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback );
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