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path: root/game/client/tf/tf_fx_impacts.cpp
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-rw-r--r--game/client/tf/tf_fx_impacts.cpp320
1 files changed, 320 insertions, 0 deletions
diff --git a/game/client/tf/tf_fx_impacts.cpp b/game/client/tf/tf_fx_impacts.cpp
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+++ b/game/client/tf/tf_fx_impacts.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#include "cbase.h"
+#include "fx_impact.h"
+#include "engine/IEngineSound.h"
+#include "c_tf_player.h"
+#include "view.h"
+#include "tf_gamerules.h"
+#include "player_vs_environment/c_tf_tank_boss.h"
+#include "decals.h"
+#include "clientsideeffects.h"
+#include "fx_quad.h"
+
+//-----------------------------------------------------------------------------
+// Purpose: Handle weapon impacts
+//-----------------------------------------------------------------------------
+static int g_MvMRobotImpactCount = 0;
+static int g_MvMTankImpactCount = 0;
+void ImpactCallback( const CEffectData &data )
+{
+ trace_t tr;
+ Vector vecOrigin, vecStart, vecShotDir;
+ int iMaterial, iDamageType, iHitbox;
+ short nSurfaceProp;
+
+ C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
+
+ if ( !pEntity )
+ return;
+
+ bool bImpact = ( data.m_nDamageType != pEntity->GetTeamNumber() || pEntity->GetTeamNumber() < FIRST_GAME_TEAM );
+
+ if ( data.m_nDamageType != pEntity->GetTeamNumber() && pEntity->IsPlayer() )
+ {
+ C_TFPlayer *pPlayer = ToTFPlayer( pEntity );
+
+ // Don't impact spies disguised as the same team as this syringe/projectile
+ if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) )
+ {
+ if ( pPlayer->m_Shared.GetDisguiseTeam() == data.m_nDamageType )
+ {
+ bImpact = false;
+ }
+ }
+ }
+
+ if ( bImpact )
+ {
+ // We create lots of impact sounds, especially from Heavy's firing miniguns. To cut down on the number
+ // of active sounds, we precull impact sounds that are too far from the current viewpoint.
+ bool bIsMVM = TFGameRules() && TFGameRules()->IsMannVsMachineMode();
+
+ int nApparentTeam = pEntity->GetTeamNumber();
+
+ C_TFPlayer *pPlayer = ToTFPlayer( pEntity );
+ if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) )
+ {
+ nApparentTeam = pPlayer->m_Shared.GetDisguiseTeam();
+ }
+
+ bool bPlaySound = true;
+ bool bIsRobotImpact = false;
+
+ if ( bIsMVM && pPlayer && nApparentTeam == TF_TEAM_PVE_INVADERS )
+ {
+ bPlaySound = true;
+ bIsRobotImpact = true;
+ }
+ else
+ {
+ bPlaySound = (MainViewOrigin() - vecOrigin).LengthSqr() < (1024*1024);
+ }
+
+ // If we hit, perform our custom effects and play the sound
+ if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
+ {
+ // Check for custom effects based on the Decal index
+ PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1 );
+
+ //Play a ricochet sound some of the time
+ if ( bPlaySound && random->RandomInt(1,10) <= 3 && (iDamageType == DMG_BULLET) )
+ {
+ CLocalPlayerFilter filter;
+ C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "Bounce.Shrapnel", &vecOrigin );
+ }
+ }
+
+ if ( bPlaySound )
+ {
+ // every other one of the mvm impacts are emitted from the world to allow for ~2 impacts playing at a time
+ if ( bIsRobotImpact )
+ {
+ //pEntity->EmitSound( "MVM_Robot.BulletImpact" );
+ CLocalPlayerFilter filter;
+ if ( g_MvMRobotImpactCount % 4 == 0 )
+ {
+ if( pPlayer->IsMiniBoss() )
+ {
+ C_BaseEntity::EmitSound( filter, pEntity->entindex(), "MVM_Giant.BulletImpact", &vecOrigin );
+ }
+ else
+ {
+ C_BaseEntity::EmitSound( filter, pEntity->entindex(), "MVM_Robot.BulletImpact", &vecOrigin );
+ }
+ }
+ else
+ {
+ C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "MVM_Robot.BulletImpact", &vecOrigin );
+ }
+ g_MvMRobotImpactCount++;
+ }
+ else if ( bIsMVM && dynamic_cast< C_TFTankBoss* >( pEntity ) )
+ {
+ //pEntity->EmitSound( "MVM_Robot.BulletImpact" );
+ CLocalPlayerFilter filter;
+ if ( g_MvMTankImpactCount % 4 == 0 )
+ {
+ C_BaseEntity::EmitSound( filter, pEntity->entindex(), "MVM_Tank.BulletImpact", &vecOrigin );
+ }
+ else
+ {
+ C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "MVM_Tank.BulletImpact", &vecOrigin );
+ }
+ g_MvMTankImpactCount++;
+ }
+ else
+ {
+ PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
+ }
+ }
+ }
+}
+
+DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback );
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void TFSplashCallbackHelper( const CEffectData &data, const char *pszEffectName )
+{
+ Vector normal;
+
+ AngleVectors( data.m_vAngles, &normal );
+
+ CSmartPtr<CNewParticleEffect> pEffect = CNewParticleEffect::Create( NULL, pszEffectName );
+ if ( pEffect->IsValid() )
+ {
+ pEffect->SetSortOrigin( data.m_vOrigin );
+ pEffect->SetControlPoint( 0, data.m_vOrigin );
+ pEffect->SetControlPointOrientation( 0, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) );
+ }
+}
+
+void TFSplashCallback( const CEffectData &data )
+{
+ TFSplashCallbackHelper( data, "water_bulletsplash01" );
+}
+DECLARE_CLIENT_EFFECT( "tf_gunshotsplash", TFSplashCallback );
+
+void TFSplashCallbackMinigun( const CEffectData &data )
+{
+ TFSplashCallbackHelper( data, "water_bulletsplash01_minigun" );
+}
+DECLARE_CLIENT_EFFECT( "tf_gunshotsplash_minigun", TFSplashCallbackMinigun );
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void TFPaintBombSplashCallback( const CEffectData &data )
+{
+ C_BaseEntity *pEntity = data.GetEntity();
+ if ( !pEntity )
+ return;
+
+ trace_t tr;
+
+ // Get a color if it exists
+ Color cColor;
+ if ( data.m_bCustomColors )
+ {
+ cColor.SetColor( data.m_CustomColors.m_vecColor1.x * 255, data.m_CustomColors.m_vecColor1.y * 255, data.m_CustomColors.m_vecColor1.z * 255, 255 );
+ }
+ else
+ {
+ cColor.SetColor( 255, 255, 255, 255 );
+ }
+
+ CTFPlayer *pPlayer = ToTFPlayer( pEntity );
+
+ // Build out the decal name from nMaterial
+ int nPaintIndex = data.m_nMaterial;
+
+ // Decals
+ // Special case for world entity with hitbox:
+ if ( (pEntity->index == 0) && (data.m_nHitBox != 0) )
+ {
+ int nMaterial = decalsystem->GetDecalIndexForName( VarArgs( "%s%d%s", "TF_Paint_", nPaintIndex, "_Prop" ) );
+ staticpropmgr->AddColorDecalToStaticProp( data.m_vStart, data.m_vOrigin, data.m_nHitBox - 1, nMaterial, false, tr, true, cColor );
+ }
+ else
+ {
+ int nMaterial = 0;
+ if ( pEntity->index == 0 )
+ {
+ nMaterial = decalsystem->GetDecalIndexForName( VarArgs( "%s%d%s", "TF_Paint_", nPaintIndex, "_World" ) );
+ }
+ else if ( pPlayer )
+ {
+ nMaterial = decalsystem->GetDecalIndexForName( VarArgs( "%s%d%s", "TF_Paint_", nPaintIndex, "_Player" ) );
+ }
+ else
+ {
+ nMaterial = decalsystem->GetDecalIndexForName( VarArgs( "%s%d%s", "TF_Paint_", nPaintIndex, "_Prop" ) );
+ }
+ pEntity->AddColoredDecal( data.m_vStart, data.m_vOrigin, data.m_vOrigin, data.m_nHitBox, nMaterial, false, tr, cColor );
+ }
+}
+DECLARE_CLIENT_EFFECT( "tf_paint_bomb", TFPaintBombSplashCallback );
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void TFEnergyShieldImpactCallback( const CEffectData &data )
+{
+ // Customized EnergySplash
+
+ C_BaseEntity *pEntity = data.GetEntity();
+ if ( !pEntity )
+ return;
+
+ Vector vecPos = data.m_vOrigin;
+ Vector vecNormal = data.m_vNormal;
+ Vector vecOffset = vecPos + ( vecNormal * 2.f );
+
+ float flMagnitude = data.m_flMagnitude;
+ float flFlashAlpha = 0.25f * flMagnitude;
+ float flLingerAlpha = 0.2f * flMagnitude;
+ float flFlashLife = 0.1f * flMagnitude;
+ float flLingerLife = 0.2f * flMagnitude;
+
+ float flRed = random->RandomFloat( 0.7f, 1.f );
+ float flGreen = random->RandomFloat( 0.25f, 0.45f );
+ float flBlue = random->RandomFloat( 0.25f, 0.45f );
+
+ // Impact
+ FX_AddQuad( vecPos, // Origin
+ vecNormal, // Normal
+ 16.f * flMagnitude, // Start size
+ 0.f, // End size
+ 0.5f, // Size bias
+ flFlashAlpha, // Start alpha
+ 0.f, // End alpha
+ 0.1f, // Alpha bias
+ random->RandomInt( 0, 360 ), // Yaw
+ 0.f, // Delta Yaw
+ Vector( flRed, flGreen, flBlue ), // Color
+ flFlashLife, // Lifetime
+ "effects/circle_nocull",
+ (FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) );
+
+ // Burn
+ FX_AddQuad( vecPos, // Origin
+ vecNormal, // Normal
+ 6.f * flMagnitude, // Start size
+ 18.f * flMagnitude, // End size
+ 0.75f, // Size bias
+ flLingerAlpha, // Start alpha
+ 0.f, // End alpha
+ 0.4f, // Alpha bias
+ random->RandomInt( 0, 360 ), // Yaw
+ 0.f, // Delta Yaw
+ Vector( flRed, flGreen, flBlue ), // Color
+ flLingerLife, // Lifetime
+ "effects/circle_nocull",
+ (FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) );
+
+ CSmartPtr< CSimpleEmitter > pEmitter;
+ pEmitter = CSimpleEmitter::Create( "C_EntityDissolve" );
+ pEmitter->SetSortOrigin( vecPos );
+
+ PMaterialHandle pMaterialSpark = pEmitter->GetPMaterial( "effects/spark" );
+ if ( !pMaterialSpark )
+ return;
+
+ SimpleParticle *sParticle;
+ for ( int j = 0; j < 6; j++ )
+ {
+ vecOffset.x = random->RandomFloat( -8.f, 8.f );
+ vecOffset.y = random->RandomFloat( -8.f, 8.f );
+ vecOffset.z = random->RandomFloat( 0.f, 4.f );
+
+ vecOffset += vecPos;
+
+ sParticle = (SimpleParticle *) pEmitter->AddParticle( sizeof(SimpleParticle), pMaterialSpark, vecOffset );
+ if ( !sParticle )
+ return;
+
+ sParticle->m_vecVelocity = Vector( random->RandomFloat( -8.f, 8.f ), random->RandomFloat( -8.f, 8.f ), random->RandomFloat( 16.f, 64.f ) );
+ sParticle->m_uchStartSize = random->RandomFloat( 1.5f, 3.f );
+ sParticle->m_flDieTime = random->RandomFloat( 0.2f, 0.4f );
+ sParticle->m_flLifetime = 0.f;
+ sParticle->m_flRoll = random->RandomInt( 0, 360 );
+
+ float flAlpha = 255.f;
+ sParticle->m_flRollDelta = random->RandomFloat( -16.f, 16.f );
+ sParticle->m_uchColor[0] = random->RandomInt( 120, 150 );
+ sParticle->m_uchColor[1] = random->RandomInt( 40, 70 );
+ sParticle->m_uchColor[2] = random->RandomInt( 40, 70 );
+ sParticle->m_uchStartAlpha = flAlpha;
+ sParticle->m_uchEndAlpha = 0;
+ sParticle->m_uchEndSize = 0;
+ }
+}
+DECLARE_CLIENT_EFFECT( "EnergyShieldImpact", TFEnergyShieldImpactCallback ); \ No newline at end of file