mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 01:23:04 +00:00
152 lines
4.3 KiB
C++
152 lines
4.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Game-specific impact effect hooks
|
|
//
|
|
//=============================================================================
|
|
#include "cbase.h"
|
|
#include "fx.h"
|
|
#include "c_te_effect_dispatch.h"
|
|
#include "tier0/vprof.h"
|
|
#include "clientsideeffects.h"
|
|
#include "clienteffectprecachesystem.h"
|
|
#include "view.h"
|
|
#include "collisionutils.h"
|
|
#include "SoundEmitterSystem/isoundemittersystembase.h"
|
|
#include "engine/IEngineSound.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
CLIENTEFFECT_REGISTER_BEGIN( PrecacheDodTracers )
|
|
CLIENTEFFECT_MATERIAL( "effects/fainttracer" )
|
|
CLIENTEFFECT_MATERIAL( "effects/spark" )
|
|
CLIENTEFFECT_REGISTER_END()
|
|
|
|
#define LISTENER_HEIGHT 24
|
|
|
|
|
|
#define TRACER_TYPE_FAINT 4
|
|
|
|
void FX_DoDTracerSound( const Vector &start, const Vector &end, int iTracerType )
|
|
{
|
|
// don't play on very short hits
|
|
if ( ( start - end ).Length() < 200 )
|
|
return;
|
|
|
|
const char *pszSoundName = "Bullets.DefaultNearmiss";
|
|
float flWhizDist = 64;
|
|
Vector vecListenOrigin = MainViewOrigin();
|
|
|
|
switch( iTracerType )
|
|
{
|
|
case TRACER_TYPE_DEFAULT:
|
|
flWhizDist = 96;
|
|
// fall through !
|
|
|
|
default:
|
|
{
|
|
Ray_t bullet, listener;
|
|
bullet.Init( start, end );
|
|
|
|
Vector vecLower = vecListenOrigin;
|
|
vecLower.z -= LISTENER_HEIGHT;
|
|
listener.Init( vecListenOrigin, vecLower );
|
|
|
|
float s, t;
|
|
IntersectRayWithRay( bullet, listener, s, t );
|
|
t = clamp( t, 0, 1 );
|
|
vecListenOrigin.z -= t * LISTENER_HEIGHT;
|
|
}
|
|
break;
|
|
}
|
|
|
|
static float flNextWhizTime = 0;
|
|
|
|
// Is it time yet?
|
|
float dt = flNextWhizTime - gpGlobals->curtime;
|
|
if ( dt > 0 )
|
|
return;
|
|
|
|
// Did the thing pass close enough to our head?
|
|
float vDist = CalcDistanceSqrToLineSegment( vecListenOrigin, start, end );
|
|
if ( vDist >= (flWhizDist * flWhizDist) )
|
|
return;
|
|
|
|
CSoundParameters params;
|
|
if( C_BaseEntity::GetParametersForSound( pszSoundName, params, NULL ) )
|
|
{
|
|
// Get shot direction
|
|
Vector shotDir;
|
|
VectorSubtract( end, start, shotDir );
|
|
VectorNormalize( shotDir );
|
|
|
|
CLocalPlayerFilter filter;
|
|
enginesound->EmitSound( filter, SOUND_FROM_WORLD, CHAN_STATIC, params.soundname,
|
|
params.volume, SNDLVL_TO_ATTN(params.soundlevel), 0, params.pitch, 0, &start, &shotDir, NULL);
|
|
}
|
|
|
|
// Don't play another bullet whiz for this client until this time has run out
|
|
flNextWhizTime = gpGlobals->curtime + 0.1f;
|
|
}
|
|
|
|
void FX_FaintTracer( Vector& start, Vector& end )
|
|
{
|
|
if ( random->RandomInt( 0, 2 ) == 0 )
|
|
{
|
|
//Don't make small tracers
|
|
float dist;
|
|
Vector dir;
|
|
int velocity = 5000;
|
|
|
|
VectorSubtract( end, start, dir );
|
|
dist = VectorNormalize( dir );
|
|
|
|
float length = random->RandomFloat( 32.0f, 64.0f );
|
|
float life = ( dist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well
|
|
|
|
//Add it
|
|
FX_AddDiscreetLine( start, dir, velocity, length, dist, random->RandomFloat( 0.75f, 0.9f ), life, "effects/fainttracer" );
|
|
}
|
|
|
|
FX_DoDTracerSound( start, end, TRACER_TYPE_DEFAULT+1 ); //not default!
|
|
}
|
|
|
|
void FX_BrightTracer( Vector& start, Vector& end )
|
|
{
|
|
//Don't make small tracers
|
|
float dist;
|
|
Vector dir;
|
|
int velocity = 5000;
|
|
|
|
VectorSubtract( end, start, dir );
|
|
dist = VectorNormalize( dir );
|
|
|
|
// Don't make short tracers.
|
|
float length = random->RandomFloat( 64.0f, 128.0f );
|
|
float life = ( dist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well
|
|
|
|
//Add it
|
|
FX_AddDiscreetLine( start, dir, velocity, length, dist, random->RandomFloat( 0.75f, 0.9f ), life, "effects/spark" );
|
|
|
|
FX_DoDTracerSound( start, end, TRACER_TYPE_DEFAULT );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Faint Tracer for most dod weapons
|
|
//-----------------------------------------------------------------------------
|
|
void FaintTracerCallback( const CEffectData &data )
|
|
{
|
|
FX_FaintTracer( (Vector&)data.m_vStart, (Vector&)data.m_vOrigin );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Bright Tracer for Machine Guns
|
|
//-----------------------------------------------------------------------------
|
|
void BrightTracerCallback( const CEffectData &data )
|
|
{
|
|
FX_BrightTracer( (Vector&)data.m_vStart, (Vector&)data.m_vOrigin );
|
|
}
|
|
|
|
DECLARE_CLIENT_EFFECT( "FaintTracer", FaintTracerCallback );
|
|
DECLARE_CLIENT_EFFECT( "BrightTracer", BrightTracerCallback ); |