//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: A blood spray effect to expose successful hits. // //=============================================================================// #include "cbase.h" #include "precache_register.h" #include "fx_sparks.h" #include "iefx.h" #include "c_te_effect_dispatch.h" #include "particles_ez.h" #include "decals.h" #include "engine/IEngineSound.h" #include "fx_quad.h" #include "engine/ivdebugoverlay.h" #include "shareddefs.h" #include "fx_blood.h" #include "view.h" #include "c_cs_player.h" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheEffectCSBloodSpray ) PRECACHE( PARTICLE_SYSTEM, "blood_impact_basic" ) PRECACHE( PARTICLE_SYSTEM, "blood_impact_heavy" ) PRECACHE( PARTICLE_SYSTEM, "blood_impact_medium" ) PRECACHE( PARTICLE_SYSTEM, "blood_impact_light" ) PRECACHE( PARTICLE_SYSTEM, "blood_impact_light_headshot" ) PRECACHE_REGISTER_END() static ConVar damage_impact_heavy( "damage_impact_heavy", "40", FCVAR_NONE, "Damage ABOVE this value is considered heavy damage" ); static ConVar damage_impact_medium( "damage_impact_medium", "20", FCVAR_NONE, "Damage BELOW this value is considered light damage" ); class CHitEffectRamp { public: float m_flDamageAmount; float m_flMinAlpha; float m_flMaxAlpha; float m_flMinSize; float m_flMaxSize; float m_flMinVelocity; float m_flMaxVelocity; }; void InterpolateRamp( const CHitEffectRamp &a, const CHitEffectRamp &b, CHitEffectRamp &out, int iDamage ) { float t = RemapVal( iDamage, a.m_flDamageAmount, b.m_flDamageAmount, 0, 1 ); out.m_flMinAlpha = FLerp( a.m_flMinAlpha, b.m_flMinAlpha, t ); out.m_flMaxAlpha = FLerp( a.m_flMaxAlpha, b.m_flMaxAlpha, t ); out.m_flMinAlpha = clamp( out.m_flMinAlpha, 0, 255 ); out.m_flMaxAlpha = clamp( out.m_flMaxAlpha, 0, 255 ); out.m_flMinSize = FLerp( a.m_flMinSize, b.m_flMinSize, t ); out.m_flMaxSize = FLerp( a.m_flMaxSize, b.m_flMaxSize, t ); out.m_flMinVelocity = FLerp( a.m_flMinVelocity, b.m_flMinVelocity, t ); out.m_flMaxVelocity = FLerp( a.m_flMaxVelocity, b.m_flMaxVelocity, t ); } void FX_HitEffectSmoke( CSmartPtr pEmitter, int iDamage, const Vector &vEntryPoint, const Vector &vDirection, float flScale) { SimpleParticle newParticle; PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_gore" ); // These parameters create a ramp based on how much damage the shot did. CHitEffectRamp ramps[2] = { { 0, 30, // min/max alpha 70, 0.5, // min/max size 1, 0, // min/max velocity (not used here) 0 }, { 50, 30, // min/max alpha 70, 1, // min/max size 2, 0, // min/max velocity (not used here) 0 } }; CHitEffectRamp interpolatedRamp; InterpolateRamp( ramps[0], ramps[1], interpolatedRamp, iDamage ); for ( int i=0; i < 2; i++ ) { SimpleParticle &newParticle = *pEmitter->AddSimpleParticle( hMaterial, vEntryPoint, 0, 0 ); newParticle.m_flLifetime = 0.0f; newParticle.m_flDieTime = 3.0f; newParticle.m_uchStartSize = random->RandomInt( interpolatedRamp.m_flMinSize, interpolatedRamp.m_flMaxSize ) * flScale; newParticle.m_uchEndSize = newParticle.m_uchStartSize * 4; newParticle.m_vecVelocity = Vector( 0, 0, 5 ) + RandomVector( -2, 2 ); newParticle.m_uchStartAlpha = random->RandomInt( interpolatedRamp.m_flMinSize, interpolatedRamp.m_flMaxSize ); newParticle.m_uchEndAlpha = 0; newParticle.m_flRoll = random->RandomFloat( 0, 360 ); newParticle.m_flRollDelta = random->RandomFloat( -1, 1 ); newParticle.m_iFlags = SIMPLE_PARTICLE_FLAG_NO_VEL_DECAY; float colorRamp = random->RandomFloat( 0.5f, 1.25f ); newParticle.m_uchColor[0] = MIN( 1.0f, colorRamp ) * 255.0f; newParticle.m_uchColor[1] = MIN( 1.0f, colorRamp ) * 255.0f; newParticle.m_uchColor[2] = MIN( 1.0f, colorRamp ) * 255.0f; } } void FX_HitEffectBloodSpray( CSmartPtr pEmitter, int iDamage, const Vector &vEntryPoint, const Vector &vSprayNormal, const char *pMaterialName, float flLODDistance, float flDistanceScale, float flScale, float flSpeed ) { PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( pMaterialName ); SimpleParticle *pParticle; float color[3] = { 1.0, 0, 0 }; Vector up( 0, 0, 1 ); Vector right = up.Cross( vSprayNormal ); VectorNormalize( right ); // These parameters create a ramp based on how much damage the shot did. CHitEffectRamp ramps[2] = { { 0, 80, // min/max alpha 128, flScale/2,// min/max size flScale, 10, // min/max velocity 20 }, { 50, 80, // min/max alpha 128, flScale/2,// min/max size flScale, 30, // min/max velocity 60 } }; CHitEffectRamp interpolatedRamp; InterpolateRamp( ramps[0], ramps[1], interpolatedRamp, iDamage ); for ( int i = 0; i < 6; i++ ) { // Originate from within a circle '2 * scale' inches in diameter. Vector offset = vEntryPoint + ( flScale * vSprayNormal * 0.5 ); offset += right * random->RandomFloat( -1, 1 ) * flScale; offset += up * random->RandomFloat( -1, 1 ) * flScale; pParticle = pEmitter->AddSimpleParticle( hMaterial, offset, 0, 0 ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.7f, 1.3f); // All the particles are between red and white. The whiter the particle is, the slower it goes. float whiteness = random->RandomFloat( 0.1, 0.7 ); float speedFactor = 1 - whiteness; float spread = 0.5f; pParticle->m_vecVelocity.Random( -spread, spread ); pParticle->m_vecVelocity += vSprayNormal * random->RandomInt( interpolatedRamp.m_flMinVelocity, interpolatedRamp.m_flMaxVelocity ) * flSpeed * speedFactor; float colorRamp = random->RandomFloat( 0.5f, 0.75f ) + flLODDistance; pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f; pParticle->m_uchColor[1] = MIN( 1.0f, whiteness * colorRamp ) * 255.0f; pParticle->m_uchColor[2] = MIN( 1.0f, whiteness * colorRamp ) * 255.0f; pParticle->m_uchStartSize = random->RandomFloat( interpolatedRamp.m_flMinSize, interpolatedRamp.m_flMaxSize ) * flDistanceScale; pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4 * flDistanceScale; pParticle->m_uchStartAlpha = random->RandomInt( interpolatedRamp.m_flMinAlpha, interpolatedRamp.m_flMaxAlpha ); pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f ); } } } void FX_HitEffectBloodSplatter( CSmartPtr pTrailEmitter, int iDamage, const Vector &vExitPoint, const Vector &vSplatterNormal, float flLODDistance ) { float flScale = 4; pTrailEmitter->SetSortOrigin( vExitPoint ); PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_drop" ); Vector up( 0, 0, 1 ); Vector right = up.Cross( vSplatterNormal ); VectorNormalize( right ); // These parameters create a ramp based on how much damage the shot did. CHitEffectRamp ramps[2] = { { 0, 0, // min/max alpha 75, 1.5f, // min/max size 2.0f, 25.0f * flScale, // min/max velocity 35.0f * flScale }, { 50, 0, // min/max alpha 140, 1.5f,// min/max size 2.0f, 65.0f * flScale, // min/max velocity 75.0f * flScale } }; CHitEffectRamp interpolatedRamp; InterpolateRamp( ramps[0], ramps[1], interpolatedRamp, iDamage ); for ( int i = 0; i < 20; i++ ) { // Originate from within a circle 'scale' inches in diameter. Vector offset = vExitPoint; offset += right * random->RandomFloat( -0.15f, 0.15f ) * flScale; offset += up * random->RandomFloat( -0.15f, 0.15f ) * flScale; SimpleParticle *tParticle = (SimpleParticle*)pTrailEmitter->AddSimpleParticle( hMaterial, vExitPoint, random->RandomFloat( 0.225f, 0.35f ), random->RandomFloat( interpolatedRamp.m_flMinSize, interpolatedRamp.m_flMaxSize ) ); if ( tParticle == NULL ) break; Vector offDir = vSplatterNormal + RandomVector( -0.05f, 0.05f ); tParticle->m_vecVelocity = offDir * random->RandomFloat( interpolatedRamp.m_flMinVelocity, interpolatedRamp.m_flMaxVelocity ); tParticle->m_iFlags = SIMPLE_PARTICLE_FLAG_NO_VEL_DECAY; tParticle->m_uchColor[0] = 150; tParticle->m_uchColor[1] = 0; tParticle->m_uchColor[2] = 0; tParticle->m_uchStartAlpha = interpolatedRamp.m_flMaxAlpha / 2; tParticle->m_uchEndAlpha = 0; } } //----------------------------------------------------------------------------- // Purpose: // Input : origin - // normal - // scale - //----------------------------------------------------------------------------- void FX_CS_BloodSpray( const Vector &origin, const Vector &normal, float flDamage ) { if ( UTIL_IsLowViolence() ) return; static ConVar *violence_hblood = cvar->FindVar( "violence_hblood" ); if ( violence_hblood && !violence_hblood->GetBool() ) return; // Use the new particle system Vector dir = normal;/* * RandomVector( -0.05f, 0.05f )*/; Vector offset = origin + ( normal ); QAngle vecAngles; VectorAngles( dir, vecAngles ); const char *pEffectName; if ( flDamage > damage_impact_heavy.GetInt() ) { pEffectName = "blood_impact_heavy"; } else if ( flDamage >= damage_impact_medium.GetInt() ) { pEffectName = "blood_impact_medium"; } else if ( flDamage > 1 ) { pEffectName = "blood_impact_light"; } else { pEffectName = "blood_impact_light_headshot"; } DispatchParticleEffect( pEffectName, offset, vecAngles ); } //----------------------------------------------------------------------------- // Purpose: // Input : bloodtype - // r - // g - // b - //----------------------------------------------------------------------------- void GetBloodColorForTeam( int iTeam, unsigned char &r, unsigned char &g, unsigned char &b ) { } //----------------------------------------------------------------------------- // Purpose: Intercepts the blood spray message. //----------------------------------------------------------------------------- void CSBloodSprayCallback( const CEffectData &data ) { FX_CS_BloodSpray( data.m_vOrigin, data.m_vNormal, data.m_flMagnitude ); } DECLARE_CLIENT_EFFECT( csblood, CSBloodSprayCallback );