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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Game-specific impact effect hooks
//
//=============================================================================//
#include "cbase.h"
#include "fx_impact.h"
#include "engine/IEngineSound.h"
#include "decals.h"
#include "IEffects.h"
#include "fx.h"
#include "c_impact_effects.h"
#include "fx_fleck.h"
//-----------------------------------------------------------------------------
// This does the actual debris flecks
//-----------------------------------------------------------------------------
#define FLECK_MIN_SPEED 64.0f
#define FLECK_MAX_SPEED 128.0f
#define FLECK_GRAVITY 800.0f
#define FLECK_DAMPEN 0.3f
#define FLECK_ANGULAR_SPRAY 0.6f
static void FX_Flecks( const Vector& origin, trace_t *trace, char materialType, int iScale )
{
Vector color;
GetColorForSurface( trace, &color );
Vector spawnOffset = trace->endpos + ( trace->plane.normal * 1.0f );
CSmartPtr<CFleckParticles> fleckEmitter = CFleckParticles::Create( "FX_DebrisFlecks", spawnOffset, Vector(5,5,5) );
if ( !fleckEmitter )
return;
// Handle increased scale
float flMaxSpeed = FLECK_MAX_SPEED * iScale;
float flAngularSpray = MAX( 0.2, FLECK_ANGULAR_SPRAY - ( (float)iScale * 0.2f) ); // More power makes the spray more controlled
// Setup our collision information
fleckEmitter->m_ParticleCollision.Setup( spawnOffset, &trace->plane.normal, flAngularSpray, FLECK_MIN_SPEED, flMaxSpeed, FLECK_GRAVITY, FLECK_DAMPEN );
PMaterialHandle *hMaterial;
switch ( materialType )
{
case CHAR_TEX_WOOD:
hMaterial = g_Mat_Fleck_Wood;
break;
case CHAR_TEX_CONCRETE:
case CHAR_TEX_TILE:
default:
hMaterial = g_Mat_Fleck_Cement;
break;
}
Vector dir, end;
float colorRamp;
int numFlecks = random->RandomInt( 4, 16 ) * iScale;
FleckParticle *pFleckParticle;
//Dump out flecks
int i;
for ( i = 0; i < numFlecks; i++ )
{
pFleckParticle = (FleckParticle *) fleckEmitter->AddParticle( sizeof(FleckParticle), hMaterial[random->RandomInt(0,1)], spawnOffset );
if ( pFleckParticle == NULL )
break;
pFleckParticle->m_flLifetime = 0.0f;
pFleckParticle->m_flDieTime = 3.0f;
dir[0] = trace->plane.normal[0] + random->RandomFloat( -flAngularSpray, flAngularSpray );
dir[1] = trace->plane.normal[1] + random->RandomFloat( -flAngularSpray, flAngularSpray );
dir[2] = trace->plane.normal[2] + random->RandomFloat( -flAngularSpray, flAngularSpray );
pFleckParticle->m_uchSize = random->RandomInt( 1, 2 );
pFleckParticle->m_vecVelocity = dir * ( random->RandomFloat( FLECK_MIN_SPEED, flMaxSpeed) * ( 3 - pFleckParticle->m_uchSize ) );
pFleckParticle->m_flRoll = random->RandomFloat( 0, 360 );
pFleckParticle->m_flRollDelta = random->RandomFloat( 0, 360 );
colorRamp = random->RandomFloat( 0.75f, 1.25f );
pFleckParticle->m_uchColor[0] = MIN( 1.0f, color[0]*colorRamp )*255.0f;
pFleckParticle->m_uchColor[1] = MIN( 1.0f, color[1]*colorRamp )*255.0f;
pFleckParticle->m_uchColor[2] = MIN( 1.0f, color[2]*colorRamp )*255.0f;
}
}
//-----------------------------------------------------------------------------
// Purpose: Perform custom effects based on the Decal index
//-----------------------------------------------------------------------------
void DOD_PerformCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, float flScale )
{
// Throw out the effect if any of these are true
if ( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) )
return;
int iScale = (int)flScale;
if ( iScale < 1 )
iScale = 1;
// Cement and wood have dust and flecks
if ( ( iMaterial == CHAR_TEX_CONCRETE ) ||
( iMaterial == CHAR_TEX_TILE ) ||
( iMaterial == CHAR_TEX_WOOD ) )
{
FX_Flecks( vecOrigin, &tr, iMaterial, iScale );
FX_DustImpact( vecOrigin, &tr, flScale );
}
else if ( ( iMaterial == CHAR_TEX_DIRT ) || ( iMaterial == CHAR_TEX_SAND ) )
{
FX_DustImpact( vecOrigin, &tr, flScale );
}
else if ( ( iMaterial == CHAR_TEX_METAL ) || ( iMaterial == CHAR_TEX_VENT ) )
{
Vector reflect;
float dot = shotDir.Dot( tr.plane.normal );
reflect = shotDir + ( tr.plane.normal * ( dot*-2.0f ) );
reflect[0] += random->RandomFloat( -0.2f, 0.2f );
reflect[1] += random->RandomFloat( -0.2f, 0.2f );
reflect[2] += random->RandomFloat( -0.2f, 0.2f );
FX_MetalSpark( vecOrigin, reflect, tr.plane.normal, iScale );
}
else if ( iMaterial == CHAR_TEX_COMPUTER )
{
Vector offset = vecOrigin + ( tr.plane.normal * 1.0f );
g_pEffects->Sparks( offset );
}
}
//-----------------------------------------------------------------------------
// Purpose: Handle weapon impacts
//-----------------------------------------------------------------------------
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;
// If we hit, perform our custom effects and play the sound
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
{
float flScale = 0.75f;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer )
{
float flDistSqr = (vecOrigin - pPlayer->GetAbsOrigin()).LengthSqr();
flScale = RemapValClamped( flDistSqr, (400*400), (1000*1000), 0.8, 1.2 );
}
// Check for custom effects based on the Decal index
DOD_PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, flScale );
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
//Play a ricochet sound some of the time
if( random->RandomInt(1,10) <= 3 && (iDamageType == DMG_BULLET) )
{
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "Bounce.Shrapnel", &vecOrigin );
}
}
}
DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback );
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