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604 lines
18 KiB
604 lines
18 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A blood spray effect, like a big exit wound, used when people are
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// violently impaled, skewered, eviscerated, etc.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "precache_register.h"
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#include "fx_sparks.h"
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#include "iefx.h"
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#include "c_te_effect_dispatch.h"
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#include "particles_ez.h"
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#include "decals.h"
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#include "engine/IEngineSound.h"
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#include "fx_quad.h"
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#include "engine/ivdebugoverlay.h"
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#include "shareddefs.h"
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#include "fx.h"
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#include "fx_blood.h"
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#include "effect_color_tables.h"
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#include "particle_simple3d.h"
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#include "particle_parse.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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PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheEffectBloodSpray )
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PRECACHE( MATERIAL, "effects/blood_core" )
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PRECACHE( MATERIAL, "effects/blood_gore" )
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PRECACHE( MATERIAL, "effects/blood_drop" )
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PRECACHE( MATERIAL, "effects/blood_puff" )
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PRECACHE_REGISTER_END()
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// Cached material handles
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PMaterialHandle g_Blood_Core = NULL;
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PMaterialHandle g_Blood_Gore = NULL;
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PMaterialHandle g_Blood_Drops = NULL;
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bloodtype -
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// r -
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// g -
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// b -
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//-----------------------------------------------------------------------------
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void GetBloodColor( int bloodtype, colorentry_t &color )
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{
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int i;
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for( i = 0 ; i < COLOR_TABLE_SIZE( bloodcolors ) ; i++ )
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{
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if( bloodcolors[i].index == bloodtype )
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{
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color = bloodcolors[ i ];
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return;
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}
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}
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// build a ridiculous default color
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color.r = 255;
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color.g = 0;
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color.b = 255;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &origin -
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// &normal -
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// scale -
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// r -
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// g -
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// b -
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// flags -
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//-----------------------------------------------------------------------------
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void FX_BloodSpray( const Vector &origin, const Vector &normal, float scale, unsigned char r, unsigned char g, unsigned char b, int flags )
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{
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if ( UTIL_IsLowViolence() )
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return;
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//debugoverlay->AddLineOverlay( origin, origin + normal * 72, 255, 255, 255, true, 10 );
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Vector offset;
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float spread = 0.2f;
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//Find area ambient light color and use it to tint smoke
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Vector worldLight = WorldGetLightForPoint( origin, true );
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Vector color = Vector( (float)(worldLight[0] * r) / 255.0f, (float)(worldLight[1] * g) / 255.0f, (float)(worldLight[2] * b) / 255.0f );
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float colorRamp;
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int i;
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Vector offDir;
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Vector right;
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Vector up;
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if (normal != Vector(0, 0, 1) )
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{
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right = normal.Cross( Vector(0, 0, 1) );
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up = right.Cross( normal );
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}
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else
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{
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right = Vector(0, 0, 1);
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up = right.Cross( normal );
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}
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//
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// Dump out drops
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//
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if (flags & FX_BLOODSPRAY_DROPS)
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{
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TrailParticle *tParticle;
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CSmartPtr<CTrailParticles> pTrailEmitter = CTrailParticles::Create( "blooddrops" );
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if ( !pTrailEmitter )
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return;
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pTrailEmitter->SetSortOrigin( origin );
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// Partial gravity on blood drops.
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pTrailEmitter->SetGravity( 600.0 );
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pTrailEmitter->GetBinding().SetBBox( origin - Vector( 32, 32, 32 ), origin + Vector( 32, 32, 32 ) );
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pTrailEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN );
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pTrailEmitter->SetVelocityDampen( 0.2f );
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PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_drop" );
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//
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// Long stringy drops of blood.
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//
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for ( i = 0; i < 14; i++ )
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{
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// Originate from within a circle 'scale' inches in diameter.
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offset = origin;
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offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale;
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offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale;
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tParticle = (TrailParticle *) pTrailEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
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if ( tParticle == NULL )
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break;
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tParticle->m_flLifetime = 0.0f;
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offDir = normal + RandomVector( -0.3f, 0.3f );
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tParticle->m_vecVelocity = offDir * random->RandomFloat( 4.0f * scale, 40.0f * scale );
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tParticle->m_vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f ) * scale;
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tParticle->m_flWidth = random->RandomFloat( 0.125f, 0.275f ) * scale;
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tParticle->m_flLength = random->RandomFloat( 0.02f, 0.03f ) * scale;
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tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
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FloatToColor32( tParticle->m_color, color[0], color[1], color[2], 1.0f );
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}
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//
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// Shorter droplets.
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//
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for ( i = 0; i < 24; i++ )
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{
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// Originate from within a circle 'scale' inches in diameter.
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offset = origin;
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offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale;
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offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale;
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tParticle = (TrailParticle *) pTrailEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
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if ( tParticle == NULL )
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break;
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tParticle->m_flLifetime = 0.0f;
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offDir = normal + RandomVector( -1.0f, 1.0f );
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offDir[2] += random->RandomFloat(0, 1.0f);
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tParticle->m_vecVelocity = offDir * random->RandomFloat( 2.0f * scale, 25.0f * scale );
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tParticle->m_vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f ) * scale;
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tParticle->m_flWidth = random->RandomFloat( 0.25f, 0.375f ) * scale;
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tParticle->m_flLength = random->RandomFloat( 0.0025f, 0.005f ) * scale;
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tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
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FloatToColor32( tParticle->m_color, color[0], color[1], color[2], 1.0f );
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}
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}
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if ((flags & FX_BLOODSPRAY_GORE) || (flags & FX_BLOODSPRAY_CLOUD))
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{
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CSmartPtr<CBloodSprayEmitter> pSimple = CBloodSprayEmitter::Create( "bloodgore" );
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if ( !pSimple )
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return;
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pSimple->SetSortOrigin( origin );
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pSimple->SetGravity( 0 );
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PMaterialHandle hMaterial;
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//
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// Tight blossom of blood at the center.
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//
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if (flags & FX_BLOODSPRAY_GORE)
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{
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hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_gore" );
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SimpleParticle *pParticle;
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for ( i = 0; i < 6; i++ )
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{
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// Originate from within a circle 'scale' inches in diameter.
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offset = origin + ( 0.5 * scale * normal );
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offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale;
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offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale;
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, offset );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = 0.3f;
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spread = 0.2f;
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pParticle->m_vecVelocity.Random( -spread, spread );
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pParticle->m_vecVelocity += normal * random->RandomInt( 10, 100 );
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//VectorNormalize( pParticle->m_vecVelocity );
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colorRamp = random->RandomFloat( 0.75f, 1.25f );
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pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
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pParticle->m_uchStartSize = random->RandomFloat( scale * 0.25, scale );
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2;
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pParticle->m_uchStartAlpha = random->RandomInt( 200, 255 );
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = 0.0f;
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}
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}
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}
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//
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// Diffuse cloud just in front of the exit wound.
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//
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if (flags & FX_BLOODSPRAY_CLOUD)
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{
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hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_puff" );
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SimpleParticle *pParticle;
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for ( i = 0; i < 6; i++ )
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{
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// Originate from within a circle '2 * scale' inches in diameter.
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offset = origin + ( scale * normal );
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offset += right * random->RandomFloat( -1, 1 ) * scale;
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offset += up * random->RandomFloat( -1, 1 ) * scale;
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, offset );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = random->RandomFloat( 0.5f, 0.8f);
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spread = 0.5f;
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pParticle->m_vecVelocity.Random( -spread, spread );
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pParticle->m_vecVelocity += normal * random->RandomInt( 100, 200 );
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colorRamp = random->RandomFloat( 0.75f, 1.25f );
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pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
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pParticle->m_uchStartSize = random->RandomFloat( scale * 1.5f, scale * 2.0f );
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4;
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pParticle->m_uchStartAlpha = random->RandomInt( 80, 128 );
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = 0.0f;
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}
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}
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}
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}
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// TODO: Play a sound?
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//CLocalPlayerFilter filter;
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//C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, CHAN_VOICE, "Physics.WaterSplash", 1.0, ATTN_NORM, 0, 100, &origin );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Used for bullets hitting bleeding surfaces
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// Input : origin -
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// normal -
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// scale - This parameter is not currently used
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//-----------------------------------------------------------------------------
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void FX_BloodBulletImpact( const Vector &origin, const Vector &normal, float scale /*NOTE: Unused!*/, unsigned char r, unsigned char g, unsigned char b )
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{
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if ( UTIL_IsLowViolence() )
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return;
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Vector offset;
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//Find area ambient light color and use it to tint smoke
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Vector worldLight = WorldGetLightForPoint( origin, true );
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if ( gpGlobals->maxClients > 1 )
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{
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worldLight = Vector( 1.0, 1.0, 1.0 );
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r = 96;
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g = 0;
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b = 10;
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}
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Vector color = Vector( (float)(worldLight[0] * r) / 255.0f, (float)(worldLight[1] * g) / 255.0f, (float)(worldLight[2] * b) / 255.0f );
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float colorRamp;
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Vector offDir;
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CSmartPtr<CBloodSprayEmitter> pSimple = CBloodSprayEmitter::Create( "bloodgore" );
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if ( !pSimple )
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return;
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pSimple->SetSortOrigin( origin );
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pSimple->SetGravity( 200 );
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// Setup a bounding box to contain the particles without (stops auto-updating)
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pSimple->GetBinding().SetBBox( origin - Vector( 16, 16, 16 ), origin + Vector( 16, 16, 16 ) );
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// Cache the material if we haven't already
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if ( g_Blood_Core == NULL )
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{
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g_Blood_Core = ParticleMgr()->GetPMaterial( "effects/blood_core" );
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}
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SimpleParticle *pParticle;
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Vector dir = normal * RandomVector( -0.5f, 0.5f );
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offset = origin + ( 2.0f * normal );
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Blood_Core, offset );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f);
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pParticle->m_vecVelocity = dir * random->RandomFloat( 16.0f, 32.0f );
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pParticle->m_vecVelocity[2] -= random->RandomFloat( 8.0f, 16.0f );
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colorRamp = random->RandomFloat( 0.75f, 2.0f );
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pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
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pParticle->m_uchStartSize = random->RandomInt( 2, 4 );
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 8;
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pParticle->m_uchStartAlpha = 255;
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = 0.0f;
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}
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// Cache the material if we haven't already
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if ( g_Blood_Gore == NULL )
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{
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g_Blood_Gore = ParticleMgr()->GetPMaterial( "effects/blood_gore" );
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}
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for ( int i = 0; i < 4; i++ )
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{
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offset = origin + ( 2.0f * normal );
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Blood_Gore, offset );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = random->RandomFloat( 0.5f, 0.75f);
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pParticle->m_vecVelocity = dir * random->RandomFloat( 16.0f, 32.0f )*(i+1);
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pParticle->m_vecVelocity[2] -= random->RandomFloat( 32.0f, 64.0f )*(i+1);
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colorRamp = random->RandomFloat( 0.75f, 2.0f );
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pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
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pParticle->m_uchStartSize = random->RandomInt( 2, 4 );
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4;
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pParticle->m_uchStartAlpha = 255;
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = 0.0f;
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}
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}
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//
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// Dump out drops
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//
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TrailParticle *tParticle;
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CSmartPtr<CTrailParticles> pTrailEmitter = CTrailParticles::Create( "blooddrops" );
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if ( !pTrailEmitter )
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return;
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pTrailEmitter->SetSortOrigin( origin );
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// Partial gravity on blood drops
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pTrailEmitter->SetGravity( 400.0 );
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// Enable simple collisions with nearby surfaces
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pTrailEmitter->Setup(origin, &normal, 1, 10, 100, 400, 0.2, 0 );
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if ( g_Blood_Drops == NULL )
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{
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g_Blood_Drops = ParticleMgr()->GetPMaterial( "effects/blood_drop" );
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}
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//
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// Shorter droplets
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//
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for ( int i = 0; i < 8; i++ )
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{
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// Originate from within a circle 'scale' inches in diameter
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offset = origin;
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tParticle = (TrailParticle *) pTrailEmitter->AddParticle( sizeof(TrailParticle), g_Blood_Drops, offset );
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if ( tParticle == NULL )
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break;
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tParticle->m_flLifetime = 0.0f;
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offDir = RandomVector( -1.0f, 1.0f );
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tParticle->m_vecVelocity = offDir * random->RandomFloat( 64.0f, 128.0f );
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tParticle->m_flWidth = random->RandomFloat( 0.5f, 2.0f );
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tParticle->m_flLength = random->RandomFloat( 0.05f, 0.15f );
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tParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f );
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FloatToColor32( tParticle->m_color, color[0], color[1], color[2], 1.0f );
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}
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// TODO: Play a sound?
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//CLocalPlayerFilter filter;
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//C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, CHAN_VOICE, "Physics.WaterSplash", 1.0, ATTN_NORM, 0, 100, &origin );
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}
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// FIXME: This will be simplified when the initializer can take color parameters as an input
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// For now, we use different systems
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struct ParticleForBlood_t
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{
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int nColor;
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const char *lpszParticleSystemName;
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};
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ParticleForBlood_t bloodCallbacks[] =
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{
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|
{ BLOOD_COLOR_RED, "blood_impact_red_01" },
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{ BLOOD_COLOR_GREEN, "blood_impact_green_01" },
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|
{ BLOOD_COLOR_YELLOW, "blood_impact_yellow_01" },
|
|
|
|
#if defined( HL2_EPISODIC )
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|
{ BLOOD_COLOR_ANTLION, "blood_impact_antlion_01" }, // FIXME: Move to Base HL2
|
|
{ BLOOD_COLOR_ZOMBIE, "blood_impact_zombie_01" }, // FIXME: Move to Base HL2
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|
{ BLOOD_COLOR_ANTLION_WORKER, "blood_impact_antlion_worker_01" },
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|
{ BLOOD_COLOR_BLOB, "blob_impact" },
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|
{ BLOOD_COLOR_BLOB_FROZEN, "blob_impact_frozen" },
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|
#endif // HL2_EPISODIC
|
|
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
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|
// Purpose: Intercepts the blood spray message.
|
|
//-----------------------------------------------------------------------------
|
|
void BloodSprayCallback( const CEffectData &data )
|
|
{
|
|
colorentry_t color;
|
|
|
|
GetBloodColor( data.m_nColor, color );
|
|
FX_BloodSpray( data.m_vOrigin, data.m_vNormal, data.m_flScale, color.r, color.g, color.b, data.m_fFlags );
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|
}
|
|
|
|
DECLARE_CLIENT_EFFECT( bloodspray, BloodSprayCallback );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void BloodImpactCallback( const CEffectData & data )
|
|
{
|
|
bool bFoundBlood = false;
|
|
|
|
// Find which sort of blood we are
|
|
for ( int i = 0; i < ARRAYSIZE( bloodCallbacks ); i++ )
|
|
{
|
|
if ( bloodCallbacks[i].nColor == data.m_nColor )
|
|
{
|
|
QAngle vecAngles;
|
|
VectorAngles( -data.m_vNormal, vecAngles );
|
|
DispatchParticleEffect( bloodCallbacks[i].lpszParticleSystemName, data.m_vOrigin, vecAngles );
|
|
bFoundBlood = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( bFoundBlood == false )
|
|
{
|
|
Vector vecPosition;
|
|
vecPosition = data.m_vOrigin;
|
|
|
|
// Fetch the blood color.
|
|
colorentry_t color;
|
|
GetBloodColor( data.m_nColor, color );
|
|
|
|
FX_BloodBulletImpact( vecPosition, data.m_vNormal, data.m_flScale, color.r, color.g, color.b );
|
|
}
|
|
}
|
|
|
|
DECLARE_CLIENT_EFFECT_BEGIN( BloodImpact, BloodImpactCallback )
|
|
PRECACHE( PARTICLE_SYSTEM, "blood_impact_red_01" )
|
|
PRECACHE( PARTICLE_SYSTEM, "blood_impact_green_01" )
|
|
PRECACHE( PARTICLE_SYSTEM, "blood_impact_yellow_01" )
|
|
#if defined( HL2_EPISODIC )
|
|
PRECACHE( PARTICLE_SYSTEM, "blood_impact_antlion_01" ) // FIXME: Move to Base HL2
|
|
PRECACHE( PARTICLE_SYSTEM, "blood_impact_zombie_01" ) // FIXME: Move to Base HL2
|
|
PRECACHE( PARTICLE_SYSTEM, "blood_impact_antlion_worker_01" )
|
|
#endif
|
|
DECLARE_CLIENT_EFFECT_END()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void HunterDamageCallback( const CEffectData &data )
|
|
{
|
|
CSmartPtr<CSimple3DEmitter> pGlassEmitter = CSimple3DEmitter::Create( "HunterDamage" );
|
|
if ( pGlassEmitter == NULL )
|
|
return;
|
|
|
|
pGlassEmitter->SetSortOrigin( data.m_vOrigin );
|
|
|
|
// Handle increased scale
|
|
const float flMaxSpeed = 400.0f;
|
|
const float flMinSpeed = 50.0f;
|
|
float flAngularSpray = 1.0f;
|
|
|
|
// Setup our collision information
|
|
pGlassEmitter->m_ParticleCollision.Setup( data.m_vOrigin, &data.m_vNormal, flAngularSpray, flMinSpeed, flMaxSpeed, 600.0f, 0.2f );
|
|
|
|
Vector dir, end;
|
|
|
|
int numFlecks = 32;
|
|
|
|
Particle3D *pFleckParticle;
|
|
Vector spawnOffset;
|
|
|
|
//Dump out flecks
|
|
for ( int i = 0; i < numFlecks; i++ )
|
|
{
|
|
spawnOffset = data.m_vOrigin + RandomVector( -32.0f, 32.0f );
|
|
pFleckParticle = (Particle3D *) pGlassEmitter->AddParticle( sizeof(Particle3D), g_Mat_Fleck_Antlion[random->RandomInt(0,1)], spawnOffset );
|
|
|
|
if ( pFleckParticle == NULL )
|
|
break;
|
|
|
|
pFleckParticle->m_flLifeRemaining = random->RandomFloat( 2.0f, 3.0f );
|
|
|
|
dir[0] = data.m_vNormal[0] + random->RandomFloat( -flAngularSpray, flAngularSpray );
|
|
dir[1] = data.m_vNormal[1] + random->RandomFloat( -flAngularSpray, flAngularSpray );
|
|
dir[2] = data.m_vNormal[2] + random->RandomFloat( -flAngularSpray, flAngularSpray );
|
|
|
|
pFleckParticle->m_uchSize = random->RandomInt( 3, 8 );
|
|
|
|
pFleckParticle->m_vecVelocity = dir * random->RandomFloat( flMinSpeed, flMaxSpeed);
|
|
|
|
pFleckParticle->m_vAngles = RandomAngle( 0, 360 );
|
|
pFleckParticle->m_flAngSpeed = random->RandomFloat( -800, 800 );
|
|
|
|
unsigned char color = 255;
|
|
pFleckParticle->m_uchFrontColor[0] = color;
|
|
pFleckParticle->m_uchFrontColor[1] = color;
|
|
pFleckParticle->m_uchFrontColor[2] = color;
|
|
pFleckParticle->m_uchBackColor[0] = color * 0.25f;
|
|
pFleckParticle->m_uchBackColor[1] = color * 0.25f;
|
|
pFleckParticle->m_uchBackColor[2] = color * 0.25f;
|
|
}
|
|
}
|
|
|
|
DECLARE_CLIENT_EFFECT( HunterDamage, HunterDamageCallback );
|