diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/fx_impact.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/fx_impact.cpp')
| -rw-r--r-- | mp/src/game/client/fx_impact.cpp | 900 |
1 files changed, 450 insertions, 450 deletions
diff --git a/mp/src/game/client/fx_impact.cpp b/mp/src/game/client/fx_impact.cpp index d8039810..682d5435 100644 --- a/mp/src/game/client/fx_impact.cpp +++ b/mp/src/game/client/fx_impact.cpp @@ -1,450 +1,450 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//===========================================================================//
-#include "cbase.h"
-#include "decals.h"
-#include "materialsystem/imaterialvar.h"
-#include "IEffects.h"
-#include "fx.h"
-#include "fx_impact.h"
-#include "view.h"
-#ifdef TF_CLIENT_DLL
-#include "cdll_util.h"
-#endif
-#include "engine/IStaticPropMgr.h"
-#include "c_impact_effects.h"
-#include "tier0/vprof.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-static ConVar r_drawflecks( "r_drawflecks", "1" );
-extern ConVar r_drawmodeldecals;
-
-ImpactSoundRouteFn g_pImpactSoundRouteFn = NULL;
-
-//==========================================================================================================================
-// RAGDOLL ENUMERATOR
-//==========================================================================================================================
-CRagdollEnumerator::CRagdollEnumerator( Ray_t& shot, int iDamageType )
-{
- m_rayShot = shot;
- m_iDamageType = iDamageType;
- m_bHit = false;
-}
-
-IterationRetval_t CRagdollEnumerator::EnumElement( IHandleEntity *pHandleEntity )
-{
- C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() );
- if ( pEnt == NULL )
- return ITERATION_CONTINUE;
-
- C_BaseAnimating *pModel = static_cast< C_BaseAnimating * >( pEnt );
-
- // If the ragdoll was created on this tick, then the forces were already applied on the server
- if ( pModel == NULL || WasRagdollCreatedOnCurrentTick( pEnt ) )
- return ITERATION_CONTINUE;
-
- IPhysicsObject *pPhysicsObject = pModel->VPhysicsGetObject();
- if ( pPhysicsObject == NULL )
- return ITERATION_CONTINUE;
-
- trace_t tr;
- enginetrace->ClipRayToEntity( m_rayShot, MASK_SHOT, pModel, &tr );
-
- if ( tr.fraction < 1.0 )
- {
- pModel->ImpactTrace( &tr, m_iDamageType, NULL );
- m_bHit = true;
-
- //FIXME: Yes? No?
- return ITERATION_STOP;
- }
-
- return ITERATION_CONTINUE;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool FX_AffectRagdolls( Vector vecOrigin, Vector vecStart, int iDamageType )
-{
- // don't do this when lots of ragdolls are simulating
- if ( s_RagdollLRU.CountRagdolls(true) > 1 )
- return false;
- Ray_t shotRay;
- shotRay.Init( vecStart, vecOrigin );
-
- CRagdollEnumerator ragdollEnum( shotRay, iDamageType );
- partition->EnumerateElementsAlongRay( PARTITION_CLIENT_RESPONSIVE_EDICTS, shotRay, false, &ragdollEnum );
-
- return ragdollEnum.Hit();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &data -
-//-----------------------------------------------------------------------------
-void RagdollImpactCallback( const CEffectData &data )
-{
- FX_AffectRagdolls( data.m_vOrigin, data.m_vStart, data.m_nDamageType );
-}
-
-DECLARE_CLIENT_EFFECT( "RagdollImpact", RagdollImpactCallback );
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool Impact( Vector &vecOrigin, Vector &vecStart, int iMaterial, int iDamageType, int iHitbox, C_BaseEntity *pEntity, trace_t &tr, int nFlags, int maxLODToDecal )
-{
- VPROF( "Impact" );
-
- Assert ( pEntity );
-
- // Clear out the trace
- memset( &tr, 0, sizeof(trace_t));
- tr.fraction = 1.0f;
-
- // Setup our shot information
- Vector shotDir = vecOrigin - vecStart;
- float flLength = VectorNormalize( shotDir );
- Vector traceExt;
- VectorMA( vecStart, flLength + 8.0f, shotDir, traceExt );
-
- // Attempt to hit ragdolls
-
- bool bHitRagdoll = false;
-
- if ( !pEntity->IsClientCreated() )
- {
- bHitRagdoll = FX_AffectRagdolls( vecOrigin, vecStart, iDamageType );
- }
-
- if ( (nFlags & IMPACT_NODECAL) == 0 )
- {
- const char *pchDecalName = GetImpactDecal( pEntity, iMaterial, iDamageType );
- int decalNumber = decalsystem->GetDecalIndexForName( pchDecalName );
- if ( decalNumber == -1 )
- return false;
-
- bool bSkipDecal = false;
-
-#ifdef TF_CLIENT_DLL
- // Don't show blood decals if we're filtering them out (Pyro Goggles)
- if ( IsLocalPlayerUsingVisionFilterFlags( TF_VISION_FILTER_PYRO ) || UTIL_IsLowViolence() )
- {
- if ( V_strstr( pchDecalName, "Flesh" ) )
- {
- bSkipDecal = true;
- }
- }
-#endif
-
- if ( !bSkipDecal )
- {
- if ( (pEntity->entindex() == 0) && (iHitbox != 0) )
- {
- staticpropmgr->AddDecalToStaticProp( vecStart, traceExt, iHitbox - 1, decalNumber, true, tr );
- }
- else if ( pEntity )
- {
- // Here we deal with decals on entities.
- pEntity->AddDecal( vecStart, traceExt, vecOrigin, iHitbox, decalNumber, true, tr, maxLODToDecal );
- }
- }
- }
- else
- {
- // Perform the trace ourselves
- Ray_t ray;
- ray.Init( vecStart, traceExt );
-
- if ( (pEntity->entindex() == 0) && (iHitbox != 0) )
- {
- // Special case for world entity with hitbox (that's a static prop)
- ICollideable *pCollideable = staticpropmgr->GetStaticPropByIndex( iHitbox - 1 );
- enginetrace->ClipRayToCollideable( ray, MASK_SHOT, pCollideable, &tr );
- }
- else
- {
- if ( !pEntity )
- return false;
-
- enginetrace->ClipRayToEntity( ray, MASK_SHOT, pEntity, &tr );
- }
- }
-
- // If we found the surface, emit debris flecks
- bool bReportRagdollImpacts = (nFlags & IMPACT_REPORT_RAGDOLL_IMPACTS) != 0;
- if ( ( tr.fraction == 1.0f ) || ( bHitRagdoll && !bReportRagdollImpacts ) )
- return false;
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-char const *GetImpactDecal( C_BaseEntity *pEntity, int iMaterial, int iDamageType )
-{
- char const *decalName;
- if ( !pEntity )
- {
- decalName = "Impact.Concrete";
- }
- else
- {
- decalName = pEntity->DamageDecal( iDamageType, iMaterial );
- }
-
- // See if we need to offset the decal for material type
- return decalsystem->TranslateDecalForGameMaterial( decalName, iMaterial );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Perform custom effects based on the Decal index
-//-----------------------------------------------------------------------------
-static ConVar cl_new_impact_effects( "cl_new_impact_effects", "0" );
-
-struct ImpactEffect_t
-{
- const char *m_pName;
- const char *m_pNameNoFlecks;
-};
-
-static ImpactEffect_t s_pImpactEffect[26] =
-{
- { "impact_antlion", NULL }, // CHAR_TEX_ANTLION
- { NULL, NULL }, // CHAR_TEX_BLOODYFLESH
- { "impact_concrete", "impact_concrete_noflecks" }, // CHAR_TEX_CONCRETE
- { "impact_dirt", NULL }, // CHAR_TEX_DIRT
- { NULL, NULL }, // CHAR_TEX_EGGSHELL
- { NULL, NULL }, // CHAR_TEX_FLESH
- { NULL, NULL }, // CHAR_TEX_GRATE
- { NULL, NULL }, // CHAR_TEX_ALIENFLESH
- { NULL, NULL }, // CHAR_TEX_CLIP
- { NULL, NULL }, // CHAR_TEX_UNUSED
- { NULL, NULL }, // CHAR_TEX_UNUSED
- { NULL, NULL }, // CHAR_TEX_PLASTIC
- { "impact_metal", NULL }, // CHAR_TEX_METAL
- { "impact_dirt", NULL }, // CHAR_TEX_SAND
- { NULL, NULL }, // CHAR_TEX_FOLIAGE
- { "impact_computer", NULL }, // CHAR_TEX_COMPUTER
- { NULL, NULL }, // CHAR_TEX_UNUSED
- { NULL, NULL }, // CHAR_TEX_UNUSED
- { NULL, NULL }, // CHAR_TEX_SLOSH
- { "impact_concrete", "impact_concrete_noflecks" }, // CHAR_TEX_TILE
- { NULL, NULL }, // CHAR_TEX_UNUSED
- { "impact_metal", NULL }, // CHAR_TEX_VENT
- { "impact_wood", "impact_wood_noflecks" }, // CHAR_TEX_WOOD
- { NULL, NULL }, // CHAR_TEX_UNUSED
- { "impact_glass", NULL }, // CHAR_TEX_GLASS
- { "warp_shield_impact", NULL }, // CHAR_TEX_WARPSHIELD
-};
-
-static void SetImpactControlPoint( CNewParticleEffect *pEffect, int nPoint, const Vector &vecImpactPoint, const Vector &vecForward, C_BaseEntity *pEntity )
-{
- Vector vecImpactY, vecImpactZ;
- VectorVectors( vecForward, vecImpactY, vecImpactZ );
- vecImpactY *= -1.0f;
-
- pEffect->SetControlPoint( nPoint, vecImpactPoint );
- pEffect->SetControlPointOrientation( nPoint, vecForward, vecImpactY, vecImpactZ );
- pEffect->SetControlPointEntity( nPoint, pEntity );
-}
-
-static void PerformNewCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags )
-{
- bool bNoFlecks = !r_drawflecks.GetBool();
- if ( !bNoFlecks )
- {
- bNoFlecks = ( ( nFlags & FLAGS_CUSTIOM_EFFECTS_NOFLECKS ) != 0 );
- }
-
- // Compute the impact effect name
- const ImpactEffect_t &effect = s_pImpactEffect[ iMaterial - 'A' ];
- const char *pImpactName = effect.m_pName;
- if ( bNoFlecks && effect.m_pNameNoFlecks )
- {
- pImpactName = effect.m_pNameNoFlecks;
- }
- if ( !pImpactName )
- return;
-
- CSmartPtr<CNewParticleEffect> pEffect = CNewParticleEffect::Create( NULL, pImpactName );
- if ( !pEffect->IsValid() )
- return;
-
- Vector vecReflect;
- float flDot = DotProduct( shotDir, tr.plane.normal );
- VectorMA( shotDir, -2.0f * flDot, tr.plane.normal, vecReflect );
-
- Vector vecShotBackward;
- VectorMultiply( shotDir, -1.0f, vecShotBackward );
-
- Vector vecImpactPoint = ( tr.fraction != 1.0f ) ? tr.endpos : vecOrigin;
- Assert( VectorsAreEqual( vecOrigin, tr.endpos, 1e-1 ) );
-
- SetImpactControlPoint( pEffect.GetObject(), 0, vecImpactPoint, tr.plane.normal, tr.m_pEnt );
- SetImpactControlPoint( pEffect.GetObject(), 1, vecImpactPoint, vecReflect, tr.m_pEnt );
- SetImpactControlPoint( pEffect.GetObject(), 2, vecImpactPoint, vecShotBackward, tr.m_pEnt );
- pEffect->SetControlPoint( 3, Vector( iScale, iScale, iScale ) );
- if ( pEffect->m_pDef->ReadsControlPoint( 4 ) )
- {
- Vector vecColor;
- GetColorForSurface( &tr, &vecColor );
- pEffect->SetControlPoint( 4, vecColor );
- }
-}
-
-void PerformCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags )
-{
- // Throw out the effect if any of these are true
- if ( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) )
- return;
-
- if ( cl_new_impact_effects.GetInt() )
- {
- PerformNewCustomEffects( vecOrigin, tr, shotDir, iMaterial, iScale, nFlags );
- return;
- }
-
- bool bNoFlecks = !r_drawflecks.GetBool();
- if ( !bNoFlecks )
- {
- bNoFlecks = ( ( nFlags & FLAGS_CUSTIOM_EFFECTS_NOFLECKS ) != 0 );
- }
-
- // Cement and wood have dust and flecks
- if ( ( iMaterial == CHAR_TEX_CONCRETE ) || ( iMaterial == CHAR_TEX_TILE ) )
- {
- FX_DebrisFlecks( vecOrigin, &tr, iMaterial, iScale, bNoFlecks );
- }
- else if ( iMaterial == CHAR_TEX_WOOD )
- {
- FX_DebrisFlecks( vecOrigin, &tr, iMaterial, iScale, bNoFlecks );
- }
- else if ( ( iMaterial == CHAR_TEX_DIRT ) || ( iMaterial == CHAR_TEX_SAND ) )
- {
- FX_DustImpact( vecOrigin, &tr, iScale );
- }
- else if ( iMaterial == CHAR_TEX_ANTLION )
- {
- FX_AntlionImpact( vecOrigin, &tr );
- }
- 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 );
- }
- else if ( iMaterial == CHAR_TEX_WARPSHIELD )
- {
- QAngle vecAngles;
- VectorAngles( -shotDir, vecAngles );
- DispatchParticleEffect( "warp_shield_impact", vecOrigin, vecAngles );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Play a sound for an impact. If tr contains a valid hit, use that.
-// If not, use the passed in origin & surface.
-//-----------------------------------------------------------------------------
-void PlayImpactSound( CBaseEntity *pEntity, trace_t &tr, Vector &vecServerOrigin, int nServerSurfaceProp )
-{
- VPROF( "PlayImpactSound" );
- surfacedata_t *pdata;
- Vector vecOrigin;
-
- // If the client-side trace hit a different entity than the server, or
- // the server didn't specify a surfaceprop, then use the client-side trace
- // material if it's valid.
- if ( tr.DidHit() && (pEntity != tr.m_pEnt || nServerSurfaceProp == 0) )
- {
- nServerSurfaceProp = tr.surface.surfaceProps;
- }
- pdata = physprops->GetSurfaceData( nServerSurfaceProp );
- if ( tr.fraction < 1.0 )
- {
- vecOrigin = tr.endpos;
- }
- else
- {
- vecOrigin = vecServerOrigin;
- }
-
- // Now play the esound
- if ( pdata->sounds.bulletImpact )
- {
- const char *pbulletImpactSoundName = physprops->GetString( pdata->sounds.bulletImpact );
-
- if ( g_pImpactSoundRouteFn )
- {
- g_pImpactSoundRouteFn( pbulletImpactSoundName, vecOrigin );
- }
- else
- {
- CLocalPlayerFilter filter;
- C_BaseEntity::EmitSound( filter, NULL, pbulletImpactSoundName, pdata->soundhandles.bulletImpact, &vecOrigin );
- }
-
- return;
- }
-
-#ifdef _DEBUG
- Msg("***ERROR: PlayImpactSound() on a surface with 0 bulletImpactCount!\n");
-#endif //_DEBUG
-}
-
-
-void SetImpactSoundRoute( ImpactSoundRouteFn fn )
-{
- g_pImpactSoundRouteFn = fn;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Pull the impact data out
-// Input : &data -
-// *vecOrigin -
-// *vecAngles -
-// *iMaterial -
-// *iDamageType -
-// *iHitbox -
-// *iEntIndex -
-//-----------------------------------------------------------------------------
-C_BaseEntity *ParseImpactData( const CEffectData &data, Vector *vecOrigin, Vector *vecStart,
- Vector *vecShotDir, short &nSurfaceProp, int &iMaterial, int &iDamageType, int &iHitbox )
-{
- C_BaseEntity *pEntity = data.GetEntity( );
- *vecOrigin = data.m_vOrigin;
- *vecStart = data.m_vStart;
- nSurfaceProp = data.m_nSurfaceProp;
- iDamageType = data.m_nDamageType;
- iHitbox = data.m_nHitBox;
-
- *vecShotDir = (*vecOrigin - *vecStart);
- VectorNormalize( *vecShotDir );
-
- // Get the material from the surfaceprop
- surfacedata_t *psurfaceData = physprops->GetSurfaceData( data.m_nSurfaceProp );
- iMaterial = psurfaceData->game.material;
-
- return pEntity;
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//===========================================================================// +#include "cbase.h" +#include "decals.h" +#include "materialsystem/imaterialvar.h" +#include "IEffects.h" +#include "fx.h" +#include "fx_impact.h" +#include "view.h" +#ifdef TF_CLIENT_DLL +#include "cdll_util.h" +#endif +#include "engine/IStaticPropMgr.h" +#include "c_impact_effects.h" +#include "tier0/vprof.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +static ConVar r_drawflecks( "r_drawflecks", "1" ); +extern ConVar r_drawmodeldecals; + +ImpactSoundRouteFn g_pImpactSoundRouteFn = NULL; + +//========================================================================================================================== +// RAGDOLL ENUMERATOR +//========================================================================================================================== +CRagdollEnumerator::CRagdollEnumerator( Ray_t& shot, int iDamageType ) +{ + m_rayShot = shot; + m_iDamageType = iDamageType; + m_bHit = false; +} + +IterationRetval_t CRagdollEnumerator::EnumElement( IHandleEntity *pHandleEntity ) +{ + C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() ); + if ( pEnt == NULL ) + return ITERATION_CONTINUE; + + C_BaseAnimating *pModel = static_cast< C_BaseAnimating * >( pEnt ); + + // If the ragdoll was created on this tick, then the forces were already applied on the server + if ( pModel == NULL || WasRagdollCreatedOnCurrentTick( pEnt ) ) + return ITERATION_CONTINUE; + + IPhysicsObject *pPhysicsObject = pModel->VPhysicsGetObject(); + if ( pPhysicsObject == NULL ) + return ITERATION_CONTINUE; + + trace_t tr; + enginetrace->ClipRayToEntity( m_rayShot, MASK_SHOT, pModel, &tr ); + + if ( tr.fraction < 1.0 ) + { + pModel->ImpactTrace( &tr, m_iDamageType, NULL ); + m_bHit = true; + + //FIXME: Yes? No? + return ITERATION_STOP; + } + + return ITERATION_CONTINUE; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool FX_AffectRagdolls( Vector vecOrigin, Vector vecStart, int iDamageType ) +{ + // don't do this when lots of ragdolls are simulating + if ( s_RagdollLRU.CountRagdolls(true) > 1 ) + return false; + Ray_t shotRay; + shotRay.Init( vecStart, vecOrigin ); + + CRagdollEnumerator ragdollEnum( shotRay, iDamageType ); + partition->EnumerateElementsAlongRay( PARTITION_CLIENT_RESPONSIVE_EDICTS, shotRay, false, &ragdollEnum ); + + return ragdollEnum.Hit(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &data - +//----------------------------------------------------------------------------- +void RagdollImpactCallback( const CEffectData &data ) +{ + FX_AffectRagdolls( data.m_vOrigin, data.m_vStart, data.m_nDamageType ); +} + +DECLARE_CLIENT_EFFECT( "RagdollImpact", RagdollImpactCallback ); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool Impact( Vector &vecOrigin, Vector &vecStart, int iMaterial, int iDamageType, int iHitbox, C_BaseEntity *pEntity, trace_t &tr, int nFlags, int maxLODToDecal ) +{ + VPROF( "Impact" ); + + Assert ( pEntity ); + + // Clear out the trace + memset( &tr, 0, sizeof(trace_t)); + tr.fraction = 1.0f; + + // Setup our shot information + Vector shotDir = vecOrigin - vecStart; + float flLength = VectorNormalize( shotDir ); + Vector traceExt; + VectorMA( vecStart, flLength + 8.0f, shotDir, traceExt ); + + // Attempt to hit ragdolls + + bool bHitRagdoll = false; + + if ( !pEntity->IsClientCreated() ) + { + bHitRagdoll = FX_AffectRagdolls( vecOrigin, vecStart, iDamageType ); + } + + if ( (nFlags & IMPACT_NODECAL) == 0 ) + { + const char *pchDecalName = GetImpactDecal( pEntity, iMaterial, iDamageType ); + int decalNumber = decalsystem->GetDecalIndexForName( pchDecalName ); + if ( decalNumber == -1 ) + return false; + + bool bSkipDecal = false; + +#ifdef TF_CLIENT_DLL + // Don't show blood decals if we're filtering them out (Pyro Goggles) + if ( IsLocalPlayerUsingVisionFilterFlags( TF_VISION_FILTER_PYRO ) || UTIL_IsLowViolence() ) + { + if ( V_strstr( pchDecalName, "Flesh" ) ) + { + bSkipDecal = true; + } + } +#endif + + if ( !bSkipDecal ) + { + if ( (pEntity->entindex() == 0) && (iHitbox != 0) ) + { + staticpropmgr->AddDecalToStaticProp( vecStart, traceExt, iHitbox - 1, decalNumber, true, tr ); + } + else if ( pEntity ) + { + // Here we deal with decals on entities. + pEntity->AddDecal( vecStart, traceExt, vecOrigin, iHitbox, decalNumber, true, tr, maxLODToDecal ); + } + } + } + else + { + // Perform the trace ourselves + Ray_t ray; + ray.Init( vecStart, traceExt ); + + if ( (pEntity->entindex() == 0) && (iHitbox != 0) ) + { + // Special case for world entity with hitbox (that's a static prop) + ICollideable *pCollideable = staticpropmgr->GetStaticPropByIndex( iHitbox - 1 ); + enginetrace->ClipRayToCollideable( ray, MASK_SHOT, pCollideable, &tr ); + } + else + { + if ( !pEntity ) + return false; + + enginetrace->ClipRayToEntity( ray, MASK_SHOT, pEntity, &tr ); + } + } + + // If we found the surface, emit debris flecks + bool bReportRagdollImpacts = (nFlags & IMPACT_REPORT_RAGDOLL_IMPACTS) != 0; + if ( ( tr.fraction == 1.0f ) || ( bHitRagdoll && !bReportRagdollImpacts ) ) + return false; + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +char const *GetImpactDecal( C_BaseEntity *pEntity, int iMaterial, int iDamageType ) +{ + char const *decalName; + if ( !pEntity ) + { + decalName = "Impact.Concrete"; + } + else + { + decalName = pEntity->DamageDecal( iDamageType, iMaterial ); + } + + // See if we need to offset the decal for material type + return decalsystem->TranslateDecalForGameMaterial( decalName, iMaterial ); +} + +//----------------------------------------------------------------------------- +// Purpose: Perform custom effects based on the Decal index +//----------------------------------------------------------------------------- +static ConVar cl_new_impact_effects( "cl_new_impact_effects", "0" ); + +struct ImpactEffect_t +{ + const char *m_pName; + const char *m_pNameNoFlecks; +}; + +static ImpactEffect_t s_pImpactEffect[26] = +{ + { "impact_antlion", NULL }, // CHAR_TEX_ANTLION + { NULL, NULL }, // CHAR_TEX_BLOODYFLESH + { "impact_concrete", "impact_concrete_noflecks" }, // CHAR_TEX_CONCRETE + { "impact_dirt", NULL }, // CHAR_TEX_DIRT + { NULL, NULL }, // CHAR_TEX_EGGSHELL + { NULL, NULL }, // CHAR_TEX_FLESH + { NULL, NULL }, // CHAR_TEX_GRATE + { NULL, NULL }, // CHAR_TEX_ALIENFLESH + { NULL, NULL }, // CHAR_TEX_CLIP + { NULL, NULL }, // CHAR_TEX_UNUSED + { NULL, NULL }, // CHAR_TEX_UNUSED + { NULL, NULL }, // CHAR_TEX_PLASTIC + { "impact_metal", NULL }, // CHAR_TEX_METAL + { "impact_dirt", NULL }, // CHAR_TEX_SAND + { NULL, NULL }, // CHAR_TEX_FOLIAGE + { "impact_computer", NULL }, // CHAR_TEX_COMPUTER + { NULL, NULL }, // CHAR_TEX_UNUSED + { NULL, NULL }, // CHAR_TEX_UNUSED + { NULL, NULL }, // CHAR_TEX_SLOSH + { "impact_concrete", "impact_concrete_noflecks" }, // CHAR_TEX_TILE + { NULL, NULL }, // CHAR_TEX_UNUSED + { "impact_metal", NULL }, // CHAR_TEX_VENT + { "impact_wood", "impact_wood_noflecks" }, // CHAR_TEX_WOOD + { NULL, NULL }, // CHAR_TEX_UNUSED + { "impact_glass", NULL }, // CHAR_TEX_GLASS + { "warp_shield_impact", NULL }, // CHAR_TEX_WARPSHIELD +}; + +static void SetImpactControlPoint( CNewParticleEffect *pEffect, int nPoint, const Vector &vecImpactPoint, const Vector &vecForward, C_BaseEntity *pEntity ) +{ + Vector vecImpactY, vecImpactZ; + VectorVectors( vecForward, vecImpactY, vecImpactZ ); + vecImpactY *= -1.0f; + + pEffect->SetControlPoint( nPoint, vecImpactPoint ); + pEffect->SetControlPointOrientation( nPoint, vecForward, vecImpactY, vecImpactZ ); + pEffect->SetControlPointEntity( nPoint, pEntity ); +} + +static void PerformNewCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags ) +{ + bool bNoFlecks = !r_drawflecks.GetBool(); + if ( !bNoFlecks ) + { + bNoFlecks = ( ( nFlags & FLAGS_CUSTIOM_EFFECTS_NOFLECKS ) != 0 ); + } + + // Compute the impact effect name + const ImpactEffect_t &effect = s_pImpactEffect[ iMaterial - 'A' ]; + const char *pImpactName = effect.m_pName; + if ( bNoFlecks && effect.m_pNameNoFlecks ) + { + pImpactName = effect.m_pNameNoFlecks; + } + if ( !pImpactName ) + return; + + CSmartPtr<CNewParticleEffect> pEffect = CNewParticleEffect::Create( NULL, pImpactName ); + if ( !pEffect->IsValid() ) + return; + + Vector vecReflect; + float flDot = DotProduct( shotDir, tr.plane.normal ); + VectorMA( shotDir, -2.0f * flDot, tr.plane.normal, vecReflect ); + + Vector vecShotBackward; + VectorMultiply( shotDir, -1.0f, vecShotBackward ); + + Vector vecImpactPoint = ( tr.fraction != 1.0f ) ? tr.endpos : vecOrigin; + Assert( VectorsAreEqual( vecOrigin, tr.endpos, 1e-1 ) ); + + SetImpactControlPoint( pEffect.GetObject(), 0, vecImpactPoint, tr.plane.normal, tr.m_pEnt ); + SetImpactControlPoint( pEffect.GetObject(), 1, vecImpactPoint, vecReflect, tr.m_pEnt ); + SetImpactControlPoint( pEffect.GetObject(), 2, vecImpactPoint, vecShotBackward, tr.m_pEnt ); + pEffect->SetControlPoint( 3, Vector( iScale, iScale, iScale ) ); + if ( pEffect->m_pDef->ReadsControlPoint( 4 ) ) + { + Vector vecColor; + GetColorForSurface( &tr, &vecColor ); + pEffect->SetControlPoint( 4, vecColor ); + } +} + +void PerformCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags ) +{ + // Throw out the effect if any of these are true + if ( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) + return; + + if ( cl_new_impact_effects.GetInt() ) + { + PerformNewCustomEffects( vecOrigin, tr, shotDir, iMaterial, iScale, nFlags ); + return; + } + + bool bNoFlecks = !r_drawflecks.GetBool(); + if ( !bNoFlecks ) + { + bNoFlecks = ( ( nFlags & FLAGS_CUSTIOM_EFFECTS_NOFLECKS ) != 0 ); + } + + // Cement and wood have dust and flecks + if ( ( iMaterial == CHAR_TEX_CONCRETE ) || ( iMaterial == CHAR_TEX_TILE ) ) + { + FX_DebrisFlecks( vecOrigin, &tr, iMaterial, iScale, bNoFlecks ); + } + else if ( iMaterial == CHAR_TEX_WOOD ) + { + FX_DebrisFlecks( vecOrigin, &tr, iMaterial, iScale, bNoFlecks ); + } + else if ( ( iMaterial == CHAR_TEX_DIRT ) || ( iMaterial == CHAR_TEX_SAND ) ) + { + FX_DustImpact( vecOrigin, &tr, iScale ); + } + else if ( iMaterial == CHAR_TEX_ANTLION ) + { + FX_AntlionImpact( vecOrigin, &tr ); + } + 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 ); + } + else if ( iMaterial == CHAR_TEX_WARPSHIELD ) + { + QAngle vecAngles; + VectorAngles( -shotDir, vecAngles ); + DispatchParticleEffect( "warp_shield_impact", vecOrigin, vecAngles ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Play a sound for an impact. If tr contains a valid hit, use that. +// If not, use the passed in origin & surface. +//----------------------------------------------------------------------------- +void PlayImpactSound( CBaseEntity *pEntity, trace_t &tr, Vector &vecServerOrigin, int nServerSurfaceProp ) +{ + VPROF( "PlayImpactSound" ); + surfacedata_t *pdata; + Vector vecOrigin; + + // If the client-side trace hit a different entity than the server, or + // the server didn't specify a surfaceprop, then use the client-side trace + // material if it's valid. + if ( tr.DidHit() && (pEntity != tr.m_pEnt || nServerSurfaceProp == 0) ) + { + nServerSurfaceProp = tr.surface.surfaceProps; + } + pdata = physprops->GetSurfaceData( nServerSurfaceProp ); + if ( tr.fraction < 1.0 ) + { + vecOrigin = tr.endpos; + } + else + { + vecOrigin = vecServerOrigin; + } + + // Now play the esound + if ( pdata->sounds.bulletImpact ) + { + const char *pbulletImpactSoundName = physprops->GetString( pdata->sounds.bulletImpact ); + + if ( g_pImpactSoundRouteFn ) + { + g_pImpactSoundRouteFn( pbulletImpactSoundName, vecOrigin ); + } + else + { + CLocalPlayerFilter filter; + C_BaseEntity::EmitSound( filter, NULL, pbulletImpactSoundName, pdata->soundhandles.bulletImpact, &vecOrigin ); + } + + return; + } + +#ifdef _DEBUG + Msg("***ERROR: PlayImpactSound() on a surface with 0 bulletImpactCount!\n"); +#endif //_DEBUG +} + + +void SetImpactSoundRoute( ImpactSoundRouteFn fn ) +{ + g_pImpactSoundRouteFn = fn; +} + + +//----------------------------------------------------------------------------- +// Purpose: Pull the impact data out +// Input : &data - +// *vecOrigin - +// *vecAngles - +// *iMaterial - +// *iDamageType - +// *iHitbox - +// *iEntIndex - +//----------------------------------------------------------------------------- +C_BaseEntity *ParseImpactData( const CEffectData &data, Vector *vecOrigin, Vector *vecStart, + Vector *vecShotDir, short &nSurfaceProp, int &iMaterial, int &iDamageType, int &iHitbox ) +{ + C_BaseEntity *pEntity = data.GetEntity( ); + *vecOrigin = data.m_vOrigin; + *vecStart = data.m_vStart; + nSurfaceProp = data.m_nSurfaceProp; + iDamageType = data.m_nDamageType; + iHitbox = data.m_nHitBox; + + *vecShotDir = (*vecOrigin - *vecStart); + VectorNormalize( *vecShotDir ); + + // Get the material from the surfaceprop + surfacedata_t *psurfaceData = physprops->GetSurfaceData( data.m_nSurfaceProp ); + iMaterial = psurfaceData->game.material; + + return pEntity; +} + |