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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "fx.h"
#include "c_te_effect_dispatch.h"
#include "basecombatweapon_shared.h"
#include "baseviewmodel_shared.h"
#include "particles_new.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar r_drawtracers( "r_drawtracers", "1", FCVAR_CHEAT ); ConVar r_drawtracers_firstperson( "r_drawtracers_firstperson", "1", FCVAR_ARCHIVE | FCVAR_RELEASE, "Toggle visibility of first person weapon tracers" ); ConVar r_drawtracers_movetonotintersect( "r_drawtracers_movetonotintersect", "1", FCVAR_CHEAT, "" ); extern ConVar cl_righthand; void FormatViewModelAttachment( C_BasePlayer *pPlayer, Vector &vOrigin, bool bInverse );
#define TRACER_SPEED 5000
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector GetTracerOrigin( const CEffectData &data ) { Vector vecStart = data.m_vStart; QAngle vecAngles;
int iAttachment = data.m_nAttachmentIndex;;
// Attachment?
if ( data.m_fFlags & TRACER_FLAG_USEATTACHMENT ) { C_BaseViewModel *pViewModel = NULL;
// If the entity specified is a weapon being carried by this player, use the viewmodel instead
IClientRenderable *pRenderable = data.GetRenderable(); if ( !pRenderable ) return vecStart;
C_BaseEntity *pEnt = data.GetEntity();
// This check should probably be for all multiplayer games, investigate later
#if defined( TF_CLIENT_DLL )
if ( pEnt && pEnt->IsDormant() ) return vecStart; #endif
FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh ) { ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
C_BaseCombatWeapon *pWpn = ToBaseCombatWeapon( pEnt ); if ( pWpn && pWpn->IsCarriedByLocalPlayer() ) { C_BasePlayer *player = ToBasePlayer( pWpn->GetOwner() );
pViewModel = player ? player->GetViewModel( 0 ) : NULL; if ( pViewModel ) { // Get the viewmodel and use it instead
pRenderable = pViewModel; break; } } }
// Get the attachment origin
if ( !pRenderable->GetAttachment( iAttachment, vecStart, vecAngles ) ) { DevMsg( "GetTracerOrigin: Couldn't find attachment %d on model %s\n", iAttachment, modelinfo->GetModelName( pRenderable->GetModel() ) ); } }
return vecStart; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TracerCallback( const CEffectData &data ) { if ( !C_BasePlayer::HasAnyLocalPlayer() ) return;
if ( !r_drawtracers.GetBool() ) return;
if ( !r_drawtracers_firstperson.GetBool() ) { C_BaseViewModel *pViewModel = ToBaseViewModel(data.GetEntity()); if ( pViewModel ) return; }
// Grab the data
Vector vecStart = GetTracerOrigin( data ); float flVelocity = data.m_flScale; bool bWhiz = (data.m_fFlags & TRACER_FLAG_WHIZ); int iEntIndex = data.entindex();
if ( IsPlayerIndex( iEntIndex ) && C_BasePlayer::IsLocalPlayer( C_BaseEntity::Instance( iEntIndex ) ) ) { ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( C_BaseEntity::Instance( iEntIndex ) ); Vector foo = data.m_vStart; QAngle vangles; Vector vforward, vright, vup;
engine->GetViewAngles( vangles ); AngleVectors( vangles, &vforward, &vright, &vup );
VectorMA( data.m_vStart, 4, vright, foo ); foo[2] -= 0.5f;
FX_PlayerTracer( foo, (Vector&)data.m_vOrigin ); return; } // Use default velocity if none specified
if ( !flVelocity ) { flVelocity = TRACER_SPEED; }
// Do tracer effect
FX_Tracer( (Vector&)vecStart, (Vector&)data.m_vOrigin, flVelocity, bWhiz ); }
DECLARE_CLIENT_EFFECT_BEGIN( Tracer, TracerCallback ) PRECACHE( MATERIAL, "effects/spark" ) PRECACHE( GAMESOUND, "Bullets.DefaultNearmiss" ) DECLARE_CLIENT_EFFECT_END()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static int s_nWeaponTracerIndex;
void ParticleTracerCallback( const CEffectData &data ) { if ( !C_BasePlayer::HasAnyLocalPlayer() ) return;
if ( !r_drawtracers.GetBool() ) return;
C_BaseEntity *pEntity = data.GetEntity(); C_BasePlayer *pPlayer = NULL; C_BaseViewModel *pViewModel = ToBaseViewModel(pEntity); if ( pEntity ) { pPlayer = dynamic_cast<C_BasePlayer*>( pEntity ); if ( pPlayer && !pViewModel ) pViewModel = pPlayer->GetViewModel( 0 );
if ( !r_drawtracers_firstperson.GetBool() && pPlayer ) { if ( pViewModel ) return; } }
int nParticleIndex = (data.m_nHitBox > 1) ? data.m_nHitBox : s_nWeaponTracerIndex; Vector vecEnd; // Grab the data
C_BaseCombatWeapon *pWpn = (pEntity) ? pEntity->MyCombatWeaponPointer() : NULL; if ( (!pWpn && !pViewModel) || !(data.m_fFlags & TRACER_FLAG_USEATTACHMENT) ) { Vector vecStart = GetTracerOrigin( data ); vecEnd = data.m_vOrigin;
// if the tracer visually hits anything that it should not, we move the tracer to almost match the bullet trace itself
if ( r_drawtracers_movetonotintersect.GetBool() ) { trace_t tr; UTIL_TraceLine( vecStart, vecEnd, MASK_SHOT, pEntity, COLLISION_GROUP_PROJECTILE, &tr ); if ( tr.fraction != 1.0f && pPlayer ) { vecStart = pPlayer->EyePosition();
ACTIVE_SPLITSCREEN_PLAYER_GUARD( pPlayer ); QAngle vangles; Vector vforward, vright, vup;
engine->GetViewAngles( vangles ); AngleVectors( vangles, &vforward, &vright, &vup );
VectorMA( vecStart, cl_righthand.GetBool() ? 2.5 : -2.5, vright, vecStart ); VectorMA( vecStart, 10, vforward, vecStart ); vecStart[2] -= 2.5f; } }
// Create the particle effect
QAngle vecAngles; Vector vecToEnd = vecEnd - vecStart; VectorNormalize(vecToEnd); VectorAngles( vecToEnd, vecAngles ); DispatchParticleEffect( nParticleIndex, vecStart, vecEnd, vecAngles ); } else { Vector vecStart = GetTracerOrigin( data ); vecEnd = data.m_vOrigin; QAngle dummy; if ( pViewModel ) { C_BasePlayer *pPlayer = ToBasePlayer( ((C_BaseViewModel *)pViewModel)->GetOwner() ); FormatViewModelAttachment( pPlayer, vecStart, true ); }
// if the tracer visually hits anything that it should not, just don't do the tracer
trace_t tr; UTIL_TraceLine( vecStart, vecEnd, MASK_VISIBLE, pEntity, COLLISION_GROUP_DEBRIS, &tr ); if ( tr.fraction == 1.0f ) DispatchParticleEffect( nParticleIndex, vecStart, vecEnd, dummy ); }
if ( data.m_fFlags & TRACER_FLAG_WHIZ ) { Vector vecStart = data.m_vStart; FX_TracerSound( vecStart, vecEnd, TRACER_TYPE_DEFAULT ); } }
DECLARE_CLIENT_EFFECT_BEGIN( ParticleTracer, ParticleTracerCallback ); PRECACHE_INDEX( PARTICLE_SYSTEM, "weapon_tracers", s_nWeaponTracerIndex ) DECLARE_CLIENT_EFFECT_END()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TracerSoundCallback( const CEffectData &data ) { // Grab the data
Vector vecStart = GetTracerOrigin( data ); // Do tracer effect
FX_TracerSound( vecStart, (Vector&)data.m_vOrigin, data.m_fFlags ); }
DECLARE_CLIENT_EFFECT( TracerSound, TracerSoundCallback );
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