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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/c_te_bloodstream.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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Diffstat (limited to 'game/client/c_te_bloodstream.cpp')
-rw-r--r--game/client/c_te_bloodstream.cpp223
1 files changed, 223 insertions, 0 deletions
diff --git a/game/client/c_te_bloodstream.cpp b/game/client/c_te_bloodstream.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $NoKeywords: $
+//===========================================================================//
+#include "cbase.h"
+#include "c_te_particlesystem.h"
+#include "tier1/KeyValues.h"
+#include "toolframework_client.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Blood Stream TE
+//-----------------------------------------------------------------------------
+class C_TEBloodStream : public C_TEParticleSystem
+{
+public:
+ DECLARE_CLASS( C_TEBloodStream, C_TEParticleSystem );
+ DECLARE_CLIENTCLASS();
+
+ C_TEBloodStream( void );
+ virtual ~C_TEBloodStream( void );
+
+ virtual void PostDataUpdate( DataUpdateType_t updateType );
+
+public:
+ Vector m_vecDirection;
+ int r, g, b, a;
+ int m_nAmount;
+};
+
+
+//-----------------------------------------------------------------------------
+// Networking
+//-----------------------------------------------------------------------------
+IMPLEMENT_CLIENTCLASS_EVENT_DT(C_TEBloodStream, DT_TEBloodStream, CTEBloodStream)
+ RecvPropVector( RECVINFO(m_vecDirection)),
+ RecvPropInt( RECVINFO(r)),
+ RecvPropInt( RECVINFO(g)),
+ RecvPropInt( RECVINFO(b)),
+ RecvPropInt( RECVINFO(a)),
+ RecvPropInt( RECVINFO(m_nAmount)),
+END_RECV_TABLE()
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+C_TEBloodStream::C_TEBloodStream( void )
+{
+ m_vecOrigin.Init();
+ m_vecDirection.Init();
+ r = g = b = a = 0;
+ m_nAmount = 0;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+C_TEBloodStream::~C_TEBloodStream( void )
+{
+}
+
+
+//-----------------------------------------------------------------------------
+// Recording
+//-----------------------------------------------------------------------------
+static inline void RecordBloodStream( const Vector &start, const Vector &direction,
+ int r, int g, int b, int a, int amount )
+{
+ if ( !ToolsEnabled() )
+ return;
+
+ if ( clienttools->IsInRecordingMode() )
+ {
+ Color clr( r, g, b, a );
+
+ KeyValues *msg = new KeyValues( "TempEntity" );
+
+ msg->SetInt( "te", TE_BLOOD_STREAM );
+ msg->SetString( "name", "TE_BloodStream" );
+ msg->SetFloat( "time", gpGlobals->curtime );
+ msg->SetFloat( "originx", start.x );
+ msg->SetFloat( "originy", start.y );
+ msg->SetFloat( "originz", start.z );
+ msg->SetFloat( "directionx", direction.x );
+ msg->SetFloat( "directiony", direction.y );
+ msg->SetFloat( "directionz", direction.z );
+ msg->SetColor( "color", clr );
+ msg->SetInt( "amount", amount );
+
+ ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
+ msg->deleteThis();
+ }
+}
+
+
+void TE_BloodStream( IRecipientFilter& filter, float delay,
+ const Vector* org, const Vector* direction, int r, int g, int b, int a, int amount )
+{
+ RecordBloodStream( *org, *direction, r, g, b, a, amount );
+
+ CSmartPtr<CTEParticleRenderer> pRen = CTEParticleRenderer::Create( "TEBloodStream", *org );
+ if( !pRen )
+ return;
+
+ // Add our particles.
+ Vector dirCopy;
+ float arc = 0.05;
+ int count, count2;
+ float num;
+ float speedCopy = amount;
+
+ Vector dir;
+ VectorCopy( *direction, dir );
+ VectorNormalize( dir );
+
+ for (count=0 ; count<100 ; count++)
+ {
+ StandardParticle_t *p = pRen->AddParticle();
+ if(p)
+ {
+ p->SetColor(r * random->RandomFloat(0.7, 1.0), g, b);
+ p->SetAlpha(a);
+ p->m_Pos = *org;
+ pRen->SetParticleLifetime(p, 2);
+ pRen->SetParticleType(p, pt_vox_grav);
+
+ VectorCopy (dir, dirCopy);
+
+ dirCopy[2] -= arc;
+ arc -= 0.005;
+
+ VectorScale (dirCopy, speedCopy, p->m_Velocity);
+
+ speedCopy -= 0.00001;// so last few will drip
+ }
+ }
+
+ // now a few rogue voxels
+ arc = 0.075;
+ for (count = 0 ; count < (amount/5); count ++)
+ {
+ StandardParticle_t *p = pRen->AddParticle();
+ if(p)
+ {
+ pRen->SetParticleLifetime(p, 3);
+ p->SetColor(r * random->RandomFloat(0.7, 1.0), g, b);
+ p->SetAlpha(a);
+ p->m_Pos = *org;
+ pRen->SetParticleType(p, pt_vox_slowgrav);
+
+ VectorCopy (dir, dirCopy);
+
+ dirCopy[2] -= arc;
+ arc -= 0.005;
+
+ num = random->RandomFloat(0,1);
+ speedCopy = amount * num;
+
+ num *= 1.7;
+
+ VectorScale (dirCopy, num, dirCopy);// randomize a bit
+ p->m_Velocity = dirCopy * speedCopy;
+
+
+ // add a few extra voxels directly adjacent to this one to give a
+ // 'chunkier' appearance.
+ for (count2 = 0; count2 < 2; count2++)
+ {
+ StandardParticle_t *pChunky = pRen->AddParticle();
+ if( pChunky )
+ {
+ pRen->SetParticleLifetime( pChunky, 3);
+ pChunky->SetColor(random->RandomFloat(0.7, 1.0), g, b);
+ pChunky->SetAlpha(a);
+ pChunky->m_Pos.Init(
+ (*org)[0] + random->RandomFloat(-1,1),
+ (*org)[1] + random->RandomFloat(-1,1),
+ (*org)[2] + random->RandomFloat(-1,1));
+
+ pRen->SetParticleType( pChunky, pt_vox_slowgrav);
+
+ VectorCopy (dir, dirCopy);
+
+ dirCopy[2] -= arc;
+
+ VectorScale (dirCopy, num, dirCopy);// randomize a bit
+
+ pChunky->m_Velocity = dirCopy * speedCopy;
+ }
+ }
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void C_TEBloodStream::PostDataUpdate( DataUpdateType_t updateType )
+{
+ CBroadcastRecipientFilter filter;
+ TE_BloodStream( filter, 0.0f, &m_vecOrigin, &m_vecDirection, r, g, b, a, m_nAmount );
+}
+
+void TE_BloodStream( IRecipientFilter& filter, float delay, KeyValues *pKeyValues )
+{
+ Vector vecOrigin, vecDirection;
+ vecOrigin.x = pKeyValues->GetFloat( "originx" );
+ vecOrigin.y = pKeyValues->GetFloat( "originy" );
+ vecOrigin.z = pKeyValues->GetFloat( "originz" );
+ vecDirection.x = pKeyValues->GetFloat( "directionx" );
+ vecDirection.y = pKeyValues->GetFloat( "directiony" );
+ vecDirection.z = pKeyValues->GetFloat( "directionz" );
+ Color c = pKeyValues->GetColor( "color" );
+ int nAmount = pKeyValues->GetInt( "amount" );
+ TE_BloodStream( filter, 0.0f, &vecOrigin, &vecDirection, c.r(), c.g(), c.b(), c.a(), nAmount );
+}