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231 lines
7.0 KiB
231 lines
7.0 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Utility code.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "IEffects.h"
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#include "fx.h"
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#include "c_te_legacytempents.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Client-server neutral effects interface
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//-----------------------------------------------------------------------------
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class CEffectsClient : public IEffects
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{
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public:
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CEffectsClient();
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virtual ~CEffectsClient();
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// Members of the IEffect interface
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virtual void Beam( const Vector &Start, const Vector &End, int nModelIndex,
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int nHaloIndex, unsigned char frameStart, unsigned char frameRate,
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float flLife, unsigned char width, unsigned char endWidth, unsigned char fadeLength,
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unsigned char noise, unsigned char red, unsigned char green,
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unsigned char blue, unsigned char brightness, unsigned char speed);
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virtual void Smoke( const Vector &origin, int modelIndex, float scale, float framerate );
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virtual void Sparks( const Vector &position, int nMagnitude = 1, int nTrailLength = 1, const Vector *pvecDir = NULL );
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virtual void Dust( const Vector &pos, const Vector &dir, float size, float speed );
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virtual void MuzzleFlash( const Vector &origin, const QAngle &angles, float fScale, int type );
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virtual void MetalSparks( const Vector &position, const Vector &direction );
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virtual void EnergySplash( const Vector &position, const Vector &direction, bool bExplosive = false );
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virtual void Ricochet( const Vector &position, const Vector &direction );
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// FIXME: Should these methods remain in this interface? Or go in some
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// other client-server neutral interface?
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virtual float Time();
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virtual bool IsServer();
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virtual void SuppressEffectsSounds( bool bSuppress );
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private:
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//-----------------------------------------------------------------------------
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// Purpose: Returning true means don't even call TE func
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// Input : filter -
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// *suppress_host -
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// Output : static bool
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//-----------------------------------------------------------------------------
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bool SuppressTE( C_RecipientFilter& filter )
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{
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if ( !CanPredict() )
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return true;
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if ( !filter.GetRecipientCount() )
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{
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// Suppress it
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return true;
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}
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// There's at least one recipient
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return false;
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}
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bool m_bSuppressSound;
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};
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//-----------------------------------------------------------------------------
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// Client-server neutral effects interface accessor
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//-----------------------------------------------------------------------------
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static CEffectsClient s_EffectClient;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CEffectsClient, IEffects, IEFFECTS_INTERFACE_VERSION, s_EffectClient);
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IEffects *g_pEffects = &s_EffectClient;
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ConVar r_decals( "r_decals", "2048" );
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//-----------------------------------------------------------------------------
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// constructor, destructor
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//-----------------------------------------------------------------------------
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CEffectsClient::CEffectsClient()
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{
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m_bSuppressSound = false;
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}
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CEffectsClient::~CEffectsClient()
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{
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}
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//-----------------------------------------------------------------------------
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// Suppress sound on effects
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//-----------------------------------------------------------------------------
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void CEffectsClient::SuppressEffectsSounds( bool bSuppress )
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{
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m_bSuppressSound = bSuppress;
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}
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//-----------------------------------------------------------------------------
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// Generates a beam
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//-----------------------------------------------------------------------------
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void CEffectsClient::Beam( const Vector &vecStartPoint, const Vector &vecEndPoint,
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int nModelIndex, int nHaloIndex, unsigned char frameStart, unsigned char nFrameRate,
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float flLife, unsigned char nWidth, unsigned char nEndWidth, unsigned char nFadeLength,
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unsigned char noise, unsigned char r, unsigned char g,
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unsigned char b, unsigned char brightness, unsigned char nSpeed)
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{
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Assert(0);
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// CBroadcastRecipientFilter filter;
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// if ( !SuppressTE( filter ) )
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// {
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// beams->CreateBeamPoints( vecStartPoint, vecEndPoint, nModelIndex, nHaloIndex,
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// m_fHaloScale,
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// flLife, 0.1 * nWidth, 0.1 * nEndWidth, nFadeLength, 0.01 * nAmplitude, a, 0.1 * nSpeed,
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// m_nStartFrame, 0.1 * nFrameRate, r, g, b );
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// }
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}
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//-----------------------------------------------------------------------------
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// Generates various tempent effects
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//-----------------------------------------------------------------------------
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void CEffectsClient::Smoke( const Vector &vecOrigin, int modelIndex, float scale, float framerate )
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{
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CPVSFilter filter( vecOrigin );
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if ( !SuppressTE( filter ) )
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{
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int iColor = random->RandomInt(20,35);
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color32 color;
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color.r = iColor;
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color.g = iColor;
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color.b = iColor;
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color.a = iColor;
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QAngle angles;
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VectorAngles( Vector(0,0,1), angles );
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FX_Smoke( vecOrigin, angles, scale * 0.1f, 4, (unsigned char *)&color, 255 );
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}
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}
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void CEffectsClient::Sparks( const Vector &position, int nMagnitude, int nTrailLength, const Vector *pVecDir )
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{
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CPVSFilter filter( position );
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if ( !SuppressTE( filter ) )
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{
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FX_ElectricSpark( position, nMagnitude, nTrailLength, pVecDir );
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}
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}
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void CEffectsClient::Dust( const Vector &pos, const Vector &dir, float size, float speed )
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{
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CPVSFilter filter( pos );
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if ( !SuppressTE( filter ) )
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{
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FX_Dust( pos, dir, size, speed );
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}
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}
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void CEffectsClient::MuzzleFlash( const Vector &vecOrigin, const QAngle &vecAngles, float flScale, int iType )
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{
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CPVSFilter filter( vecOrigin );
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if ( !SuppressTE( filter ) )
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{
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switch( iType )
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{
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case MUZZLEFLASH_TYPE_DEFAULT:
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FX_MuzzleEffect( vecOrigin, vecAngles, flScale, INVALID_EHANDLE );
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break;
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case MUZZLEFLASH_TYPE_GUNSHIP:
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FX_GunshipMuzzleEffect( vecOrigin, vecAngles, flScale, INVALID_EHANDLE );
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break;
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case MUZZLEFLASH_TYPE_STRIDER:
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FX_StriderMuzzleEffect( vecOrigin, vecAngles, flScale, INVALID_EHANDLE );
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break;
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default:
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Msg("No case for Muzzleflash type: %d\n", iType );
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break;
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}
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}
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}
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void CEffectsClient::MetalSparks( const Vector &position, const Vector &direction )
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{
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CPVSFilter filter( position );
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if ( !SuppressTE( filter ) )
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{
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FX_MetalSpark( position, direction, direction );
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}
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}
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void CEffectsClient::EnergySplash( const Vector &position, const Vector &direction, bool bExplosive )
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{
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CPVSFilter filter( position );
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if ( !SuppressTE( filter ) )
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{
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FX_EnergySplash( position, direction, bExplosive );
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}
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}
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void CEffectsClient::Ricochet( const Vector &position, const Vector &direction )
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{
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CPVSFilter filter( position );
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if ( !SuppressTE( filter ) )
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{
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FX_MetalSpark( position, direction, direction );
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if ( !m_bSuppressSound )
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{
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FX_RicochetSound( position );
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}
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}
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}
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// FIXME: Should these methods remain in this interface? Or go in some
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// other client-server neutral interface?
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float CEffectsClient::Time()
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{
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return gpGlobals->curtime;
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}
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bool CEffectsClient::IsServer()
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{
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return false;
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}
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