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//========= 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 "clienteffectprecachesystem.h"
#include "clientsideeffects.h"
// Precache the effects
CLIENTEFFECT_REGISTER_BEGIN( PrecacheTF2TracerEffects )
CLIENTEFFECT_MATERIAL( "effects/human_bullet" )
CLIENTEFFECT_MATERIAL( "effects/alien_laser" )
CLIENTEFFECT_REGISTER_END()
Vector GetTracerOrigin( const CEffectData &data );
//-----------------------------------------------------------------------------
// Purpose: Human's laser rifle Tracer
//-----------------------------------------------------------------------------
void HLaserTracerCallback( const CEffectData &data )
{
float flVelocity = data.m_flScale;
Vector vecStart = GetTracerOrigin( data );
Vector vecEnd = data.m_vOrigin;
Vector shotDir;
// Get out shot direction and length
VectorSubtract( vecEnd, vecStart, shotDir );
float totalDist = VectorNormalize( shotDir );
// Don't make small tracers
if ( totalDist <= 32 )
return;
float length = MAX( 64, random->RandomFloat( 200.0f, 256.0f ) );
flVelocity = random->RandomFloat( 5000, 7000 );
float life = ( totalDist + length ) / flVelocity;
float flWidth = random->RandomFloat( 2.0, 2.5 );
// Add it
FX_AddDiscreetLine( vecStart, shotDir, flVelocity, length, totalDist, flWidth, life, "effects/human_bullet" );
}
DECLARE_CLIENT_EFFECT( "HLaserTracer", HLaserTracerCallback );
//-----------------------------------------------------------------------------
// Purpose: Alien's laser rifle Tracer
//-----------------------------------------------------------------------------
void ALaserTracerCallback( const CEffectData &data )
{
float flVelocity = data.m_flScale;
Vector vecStart = GetTracerOrigin( data );
Vector vecEnd = data.m_vOrigin;
Vector shotDir;
// Get out shot direction and length
VectorSubtract( vecEnd, vecStart, shotDir );
float totalDist = VectorNormalize( shotDir );
// Don't make small tracers
if ( totalDist <= 32 )
return;
float length = MAX( 64, random->RandomFloat( 512.0f, 768.0f ) );
flVelocity = random->RandomFloat( 5000, 7000 );
float life = ( totalDist + length ) / flVelocity;
float flWidth = random->RandomFloat( 2.0, 3.0 );
// Add it
FX_AddDiscreetLine( vecStart, shotDir, flVelocity, length, totalDist, flWidth, life, "effects/alien_laser" );
}
DECLARE_CLIENT_EFFECT( "ALaserTracer", ALaserTracerCallback );
//-----------------------------------------------------------------------------
// Purpose: Alien's minigun tracer
//-----------------------------------------------------------------------------
void MinigunTracerCallback( const CEffectData &data )
{
float flVelocity = data.m_flScale;
Vector vecStart = GetTracerOrigin( data );
Vector vecEnd = data.m_vOrigin;
Vector shotDir;
// Get out shot direction and length
VectorSubtract( vecEnd, vecStart, shotDir );
float totalDist = VectorNormalize( shotDir );
// Don't make small tracers
if ( totalDist <= 32 )
return;
float length = MAX( 64, random->RandomFloat( 200.0f, 256.0f ) );
flVelocity = random->RandomFloat( 5000, 7000 );
float life = ( totalDist + length ) / flVelocity;
float flWidth = random->RandomFloat( 1.5, 2.0 );
// Add it
FX_AddDiscreetLine( vecStart, shotDir, flVelocity, length, totalDist, flWidth, life, "effects/alien_laser" );
}
DECLARE_CLIENT_EFFECT( "MinigunTracer", MinigunTracerCallback );
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