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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Game-specific impact effect hooks
//
//=============================================================================//
#include "cbase.h"
#include "fx_impact.h"
#include "decals.h"
#include "IEffects.h"
#include "c_breakableprop.h"
#include "tempent.h"
#include "c_te_legacytempents.h"
#include "tf_shareddefs.h"
#include "fx.h"
void ImpactCreateHurtShards( Vector &vecOrigin, trace_t &tr, Vector &shotDir, int iMaterial, bool bLarge, bool bBlood );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void MakeHurt( const CEffectData &data, bool bBlood )
{
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 ) )
{
// Throw out shards to show the player he's hurting it
ImpactCreateHurtShards( vecOrigin, tr, vecShotDir, iMaterial, false, bBlood );
// Check for custom effects based on the Decal index
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1.0 );
}
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
}
//-----------------------------------------------------------------------------
// Purpose: Impact for:
// Bullets hitting targets that CAN be hurt
//-----------------------------------------------------------------------------
void ImpactCallback( const CEffectData &data )
{
MakeHurt( data, true );
}
DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback );
//-----------------------------------------------------------------------------
// Purpose: Bloodless Impact for:
// Bullets hitting targets that CAN be hurt
//-----------------------------------------------------------------------------
void ImpactNoBloodCallback( const CEffectData &data )
{
MakeHurt( data, false );
}
DECLARE_CLIENT_EFFECT( "ImpactNoBlood", ImpactNoBloodCallback );
//-----------------------------------------------------------------------------
// Purpose: Impact for:
// Bullets hitting targets that CANNOT be hurt
//-----------------------------------------------------------------------------
void ImpactUnhurtCallback( 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
// Don't decal team members, but decal everything else
bool bShouldDecal = !( pEntity && pEntity->IsPlayer() );
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, bShouldDecal ? 0 : IMPACT_NODECAL ) )
{
// Check for custom effects based on the Decal index
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 0 );
}
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
}
DECLARE_CLIENT_EFFECT( "ImpactUnhurt", ImpactUnhurtCallback );
//-----------------------------------------------------------------------------
// Purpose: Impact for:
// Bullets hitting player's handheld shields
//-----------------------------------------------------------------------------
void ImpactShieldCallback( const CEffectData &data )
{
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
// Don't call Impact() because we don't want to decal the player
Vector reflect = -vecShotDir;
reflect[0] += random->RandomFloat( -0.5f, 0.5f );
reflect[1] += random->RandomFloat( -0.5f, 0.5f );
reflect[2] += random->RandomFloat( 0, 0.5f );
FX_MetalSpark( vecOrigin, reflect, -vecShotDir, 3 );
}
DECLARE_CLIENT_EFFECT( "ImpactShield", ImpactShieldCallback );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void MakePlasmaHurt( const CEffectData &data, bool bBlood )
{
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, play our splash
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
{
// Throw out shards to show the player he's hurting it
ImpactCreateHurtShards( vecOrigin, tr, vecShotDir, iMaterial, false, bBlood );
}
}
//-----------------------------------------------------------------------------
// Purpose: Impact for:
// Plasma hitting targets that CAN be hurt
//-----------------------------------------------------------------------------
void ImpactPlasmaCallback( const CEffectData &data )
{
MakePlasmaHurt( data, true );
}
DECLARE_CLIENT_EFFECT( "PlasmaHurt", ImpactPlasmaCallback );
//-----------------------------------------------------------------------------
// Purpose: Impact for:
// Plasma hitting targets that CAN be hurt
//-----------------------------------------------------------------------------
void ImpactPlasmaNoBloodCallback( const CEffectData &data )
{
MakePlasmaHurt( data, false );
}
DECLARE_CLIENT_EFFECT( "PlasmaHurtNoBlood", ImpactPlasmaNoBloodCallback );
//-----------------------------------------------------------------------------
// Purpose: Impact for:
// Plasma hitting targets that CANNOT be hurt
//-----------------------------------------------------------------------------
void ImpactPlasmaUnhurtCallback( 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, play our splash
bool bShouldDecal = !( pEntity && pEntity->IsPlayer() );
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, bShouldDecal ? 0 : IMPACT_NODECAL ) )
{
g_pEffects->EnergySplash( vecOrigin, tr.plane.normal, false );
}
}
DECLARE_CLIENT_EFFECT( "PlasmaUnhurt", ImpactPlasmaUnhurtCallback );
//-----------------------------------------------------------------------------
// Purpose: Impact for:
// Plasma hitting player's handheld shields
//-----------------------------------------------------------------------------
void ImpactPlasmaShieldCallback( const CEffectData &data )
{
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
// Bounce sparks away from the shield
// Don't call Impact() because we don't want to decal the player
Vector offset = vecOrigin - ( vecShotDir * 1.0f );
Vector vecDir = -vecShotDir + Vector(0,0,1.5);
g_pEffects->Sparks( offset, 2, 2, &vecDir );
}
DECLARE_CLIENT_EFFECT( "PlasmaShield", ImpactPlasmaShieldCallback );
//-----------------------------------------------------------------------------
// Purpose: Impact for:
// Strider hitting anything
//-----------------------------------------------------------------------------
void ImpactStriderCallback( 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, play our splash
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
{
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 5 );
}
}
DECLARE_CLIENT_EFFECT( "Strider", ImpactStriderCallback );
//=====================================================================================
// SHARDS.
// Models for small impact tempents (not vphysics simulated)
//--------------------------------------------------------------------
// WOOD
//--------------------------------------------------------------------
#define WOOD_SHARDS 5
const char *ImpactHurtShards_Wood_Small_Models[ WOOD_SHARDS ] =
{
"models/props_debris/wood_shard_001.mdl",
"models/props_debris/wood_shard_002.mdl",
"models/props_debris/wood_shard_003.mdl",
"models/props_debris/wood_shard_004.mdl",
"models/props_debris/wood_shard_005.mdl",
};
// Model pointers for the above
model_t *ImpactHurtShards_Wood_Small[ WOOD_SHARDS ];
//--------------------------------------------------------------------
// FOLIAGE
//--------------------------------------------------------------------
#define FOLIAGE_SHARDS 5
const char *ImpactHurtShards_Foliage_Small_Models[ FOLIAGE_SHARDS ] =
{
"models/props_debris/foliage_shard_001.mdl",
"models/props_debris/foliage_shard_002.mdl",
"models/props_debris/foliage_shard_003.mdl",
"models/props_debris/foliage_shard_004.mdl",
"models/props_debris/foliage_shard_005.mdl",
};
// Model pointers for the above
model_t *ImpactHurtShards_Foliage_Small[ FOLIAGE_SHARDS ];
//--------------------------------------------------------------------
// CONCRETE
//--------------------------------------------------------------------
#define CONCRETE_SHARDS 1
const char *ImpactHurtShards_Concrete_Small_Models[ CONCRETE_SHARDS ] =
{
"models/props_debris/metal_shard_001.mdl",
};
// Model pointers for the above
model_t *ImpactHurtShards_Concrete_Small[ CONCRETE_SHARDS ];
//--------------------------------------------------------------------
// METAL
//--------------------------------------------------------------------
#define METAL_SHARDS 6
const char *ImpactHurtShards_Metal_Small_Models[ METAL_SHARDS ] =
{
"models/props_debris/metal_shard_001.mdl",
"models/props_debris/metal_shard_002.mdl",
"models/props_debris/metal_shard_003.mdl",
"models/props_debris/metal_shard_004.mdl",
"models/props_debris/metal_shard_005.mdl",
"models/props_debris/metal_shard_006.mdl",
};
// Model pointers for the above
model_t *ImpactHurtShards_Metal_Small[ METAL_SHARDS ];
//-----------------------------------------------------------------------------
// Purpose: Precache all our shards
//-----------------------------------------------------------------------------
void PrecacheImpactShards(void *pUser)
{
int i;
// Wood
for ( i = 0; i < WOOD_SHARDS; i++ )
{
const char *sFile = ImpactHurtShards_Wood_Small_Models[i];
ImpactHurtShards_Wood_Small[i] = (model_t *)engine->LoadModel( sFile );
}
// Foliage
for ( i = 0; i < FOLIAGE_SHARDS; i++ )
{
const char *sFile = ImpactHurtShards_Foliage_Small_Models[i];
ImpactHurtShards_Foliage_Small[i] = (model_t *)engine->LoadModel( sFile );
}
// Concrete
for ( i = 0; i < CONCRETE_SHARDS; i++ )
{
const char *sFile = ImpactHurtShards_Concrete_Small_Models[i];
ImpactHurtShards_Concrete_Small[i] = (model_t *)engine->LoadModel( sFile );
}
// Metal
for ( i = 0; i < METAL_SHARDS; i++ )
{
const char *sFile = ImpactHurtShards_Metal_Small_Models[i];
ImpactHurtShards_Metal_Small[i] = (model_t *)engine->LoadModel( sFile );
}
}
PRECACHE_REGISTER_FN(PrecacheImpactShards);
//-----------------------------------------------------------------------------
// Purpose: Throw out shards from the impact point to show we can hurt the target
//-----------------------------------------------------------------------------
void ImpactCreateHurtShards( Vector &vecOrigin, trace_t &tr, Vector &shotDir, int iMaterial, bool bLarge, bool bBlood )
{
// Throw out the effect if any of these are true
if ( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) )
return;
float flShardSpread = 0.5;
Vector vecSpawnOrigin = vecOrigin;
int iNumGibs = random->RandomInt( 1, 2 );
for ( int i = 0; i < iNumGibs; i++ )
{
QAngle vecAngles;
vecAngles[0] = random->RandomFloat(-255, 255);
vecAngles[1] = random->RandomFloat(-255, 255);
vecAngles[2] = random->RandomFloat(-255, 255);
Vector vecForceDir;
float spreadOfs = random->RandomFloat( 3.0f, 4.0f );
vecForceDir[0] = -shotDir[0] + random->RandomFloat( -(flShardSpread*spreadOfs), (flShardSpread*spreadOfs) );
vecForceDir[1] = -shotDir[1] + random->RandomFloat( -(flShardSpread*spreadOfs), (flShardSpread*spreadOfs) );
vecForceDir[2] = -shotDir[2] + random->RandomFloat( -(flShardSpread*spreadOfs), (flShardSpread*spreadOfs) );
// Add some extra vertical height
vecForceDir[2] += random->RandomFloat( 0, 5 );
vecForceDir *= random->RandomFloat( 30.0,60.0 );
model_t *pModel = NULL;
int iFlags = ( FTENT_COLLIDEWORLD | FTENT_FADEOUT | FTENT_GRAVITY );
// Select the right chunk for the job
switch ( iMaterial )
{
case CHAR_TEX_WOOD:
iFlags |= FTENT_ROTATE;
pModel = ImpactHurtShards_Wood_Small[ random->RandomInt(0,WOOD_SHARDS-1) ];
break;
case CHAR_TEX_FOLIAGE:
pModel = ImpactHurtShards_Foliage_Small[ random->RandomInt(0,FOLIAGE_SHARDS-1) ];
break;
case CHAR_TEX_METAL:
case CHAR_TEX_VENT:
case CHAR_TEX_GRATE:
case CHAR_TEX_CONCRETE:
default:
pModel = ImpactHurtShards_Metal_Small[ random->RandomInt(0,METAL_SHARDS-1) ];
break;
case CHAR_TEX_FLESH:
// Spray some blood out
if ( !bBlood )
return;
CEffectData data;
data.m_vOrigin = vecOrigin;
data.m_vNormal = tr.plane.normal;
data.m_flScale = 4;
data.m_fFlags = FX_BLOODSPRAY_ALL;
data.m_nEntIndex = tr.m_pEnt ? tr.m_pEnt->entindex() : 0;
DispatchEffect( "tf2blood", data );
return;
break;
/*
case CHAR_TEX_CONCRETE:
default:
pModel = ImpactHurtShards_Concrete_Small[ random->RandomInt(0,CONCRETE_SHARDS-1) ];
break;
*/
}
Assert( pModel );
// ROBIN: Removed until optimized
return;
// Throw it out
tempents->SpawnTempModel( pModel, vecSpawnOrigin, vecAngles, vecForceDir, random->RandomFloat(0.5,1.5), iFlags );
}
}
//-----------------------------------------------------------------------------
// Purpose: Throw out breakable, vphysics gibs from the surface we hit
//-----------------------------------------------------------------------------
void ImpactCreateHurtGibs( Vector &vecOrigin, trace_t &tr, Vector &shotDir, int iMaterial, bool bLarge )
{
// Throw out the effect if any of these are true
if ( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) )
return;
Vector vecSpawnOrigin = vecOrigin - (shotDir * 32);
float flGibSpread = 0.8;
// Custom TF2 impact effects
if ( iMaterial == CHAR_TEX_FOLIAGE )
{
int iNumGibs = random->RandomInt( 1, 2 );
for ( int i = 0; i < iNumGibs; i++ )
{
AngularImpulse angVel;
angVel.Random( -400.0f, 400.0f );
Vector vecForceDir;
float spreadOfs = random->RandomFloat( 3.0f, 4.0f );
vecForceDir[0] = -shotDir[0] + random->RandomFloat( -(flGibSpread*spreadOfs), (flGibSpread*spreadOfs) );
vecForceDir[1] = -shotDir[1] + random->RandomFloat( -(flGibSpread*spreadOfs), (flGibSpread*spreadOfs) );
vecForceDir[2] = -shotDir[2] + random->RandomFloat( -(flGibSpread*spreadOfs), (flGibSpread*spreadOfs) );
// Add some extra vertical height
vecForceDir[2] += 5;
vecForceDir *= random->RandomFloat( 10.0,30.0 );
//C_BreakableProp *pProp = new C_BreakableProp;
//pProp->CreateClientsideProp( ImpactHurtGibs_Wood_Small[ random->RandomInt(0,NUM_WOOD_GIBS_SMALL-1) ], vecSpawnOrigin, vecForceDir, angVel );
}
}
else
{
PerformCustomEffects( vecOrigin, tr, shotDir, iMaterial, 1 );
}
}
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