You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
788 lines
23 KiB
788 lines
23 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//===========================================================================//
|
|
|
|
#include "cbase.h"
|
|
|
|
#include "iviewrender.h"
|
|
#include "view.h"
|
|
#include "studio.h"
|
|
#include "bone_setup.h"
|
|
#include "model_types.h"
|
|
#include "beamdraw.h"
|
|
#include "engine/ivdebugoverlay.h"
|
|
#include "iviewrender_beams.h"
|
|
#include "fx.h"
|
|
#include "IEffects.h"
|
|
#include "c_entitydissolve.h"
|
|
#include "movevars_shared.h"
|
|
#include "precache_register.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
ConVar cl_portal_use_new_dissolve( "cl_portal_use_new_dissolve", "1", FCVAR_CHEAT, "Use new dissolve effect" );
|
|
|
|
PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheEffectBuild )
|
|
PRECACHE( MATERIAL,"effects/tesla_glow_noz" )
|
|
PRECACHE( MATERIAL,"effects/spark" )
|
|
PRECACHE( MATERIAL,"effects/combinemuzzle2" )
|
|
PRECACHE( PARTICLE_SYSTEM, "dissolve" )
|
|
PRECACHE_REGISTER_END()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Networking
|
|
//-----------------------------------------------------------------------------
|
|
IMPLEMENT_CLIENTCLASS_DT( C_EntityDissolve, DT_EntityDissolve, CEntityDissolve )
|
|
RecvPropTime(RECVINFO(m_flStartTime)),
|
|
RecvPropFloat(RECVINFO(m_flFadeOutStart)),
|
|
RecvPropFloat(RECVINFO(m_flFadeOutLength)),
|
|
RecvPropFloat(RECVINFO(m_flFadeOutModelStart)),
|
|
RecvPropFloat(RECVINFO(m_flFadeOutModelLength)),
|
|
RecvPropFloat(RECVINFO(m_flFadeInStart)),
|
|
RecvPropFloat(RECVINFO(m_flFadeInLength)),
|
|
RecvPropInt(RECVINFO(m_nDissolveType)),
|
|
RecvPropVector( RECVINFO( m_vDissolverOrigin) ),
|
|
RecvPropInt( RECVINFO( m_nMagnitude ) ),
|
|
END_RECV_TABLE()
|
|
|
|
extern PMaterialHandle g_Material_Spark;
|
|
PMaterialHandle g_Material_AR2Glow = NULL;
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CEG_NOINLINE C_EntityDissolve::C_EntityDissolve( void )
|
|
{
|
|
m_bLinkedToServerEnt = true;
|
|
CEG_PROTECT_MEMBER_FUNCTION( C_EntityDissolve_C_EntityDissolve );
|
|
m_pController = NULL;
|
|
m_bCoreExplode = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_EntityDissolve::GetRenderBounds( Vector& theMins, Vector& theMaxs )
|
|
{
|
|
if ( GetMoveParent() )
|
|
{
|
|
GetMoveParent()->GetRenderBounds( theMins, theMaxs );
|
|
}
|
|
else
|
|
{
|
|
theMins = GetAbsOrigin();
|
|
theMaxs = theMaxs;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// On data changed
|
|
//-----------------------------------------------------------------------------
|
|
void C_EntityDissolve::OnDataChanged( DataUpdateType_t updateType )
|
|
{
|
|
BaseClass::OnDataChanged( updateType );
|
|
if ( updateType == DATA_UPDATE_CREATED )
|
|
{
|
|
m_flNextSparkTime = m_flStartTime;
|
|
SetNextClientThink( CLIENT_THINK_ALWAYS );
|
|
if ( cl_portal_use_new_dissolve.GetBool() )
|
|
DispatchParticleEffect( "dissolve", PATTACH_ABSORIGIN_FOLLOW, GetMoveParent() );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Cleanup
|
|
//-----------------------------------------------------------------------------
|
|
void C_EntityDissolve::UpdateOnRemove( void )
|
|
{
|
|
if ( m_pController )
|
|
{
|
|
physenv->DestroyMotionController( m_pController );
|
|
m_pController = NULL;
|
|
}
|
|
|
|
BaseClass::UpdateOnRemove();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Apply the forces to the entity
|
|
//------------------------------------------------------------------------------
|
|
IMotionEvent::simresult_e C_EntityDissolve::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
|
|
{
|
|
linear.Init();
|
|
angular.Init();
|
|
|
|
// Make it zero g
|
|
linear.z -= -1.02 * sv_gravity.GetFloat();
|
|
|
|
Vector vel;
|
|
AngularImpulse angVel;
|
|
pObject->GetVelocity( &vel, &angVel );
|
|
vel += linear * deltaTime; // account for gravity scale
|
|
|
|
Vector unitVel = vel;
|
|
Vector unitAngVel = angVel;
|
|
|
|
float speed = VectorNormalize( unitVel );
|
|
// float angSpeed = VectorNormalize( unitAngVel );
|
|
|
|
// float speedScale = 0.0;
|
|
// float angSpeedScale = 0.0;
|
|
|
|
float flLinearLimit = 50;
|
|
float flLinearLimitDelta = 40;
|
|
if ( speed > flLinearLimit )
|
|
{
|
|
float flDeltaVel = (flLinearLimit - speed) / deltaTime;
|
|
if ( flLinearLimitDelta != 0.0f )
|
|
{
|
|
float flMaxDeltaVel = -flLinearLimitDelta / deltaTime;
|
|
if ( flDeltaVel < flMaxDeltaVel )
|
|
{
|
|
flDeltaVel = flMaxDeltaVel;
|
|
}
|
|
}
|
|
VectorMA( linear, flDeltaVel, unitVel, linear );
|
|
}
|
|
|
|
return SIM_GLOBAL_ACCELERATION;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Tesla effect
|
|
//-----------------------------------------------------------------------------
|
|
static void FX_BuildTesla( C_BaseEntity *pEntity, Vector &vecOrigin, Vector &vecEnd )
|
|
{
|
|
BeamInfo_t beamInfo;
|
|
beamInfo.m_pStartEnt = pEntity;
|
|
beamInfo.m_nStartAttachment = 0;
|
|
beamInfo.m_pEndEnt = NULL;
|
|
beamInfo.m_nEndAttachment = 0;
|
|
beamInfo.m_nType = TE_BEAMTESLA;
|
|
beamInfo.m_vecStart = vecOrigin;
|
|
beamInfo.m_vecEnd = vecEnd;
|
|
beamInfo.m_pszModelName = "sprites/lgtning.vmt";
|
|
beamInfo.m_flHaloScale = 0.0;
|
|
beamInfo.m_flLife = random->RandomFloat( 0.25f, 1.0f );
|
|
beamInfo.m_flWidth = random->RandomFloat( 8.0f, 14.0f );
|
|
beamInfo.m_flEndWidth = 1.0f;
|
|
beamInfo.m_flFadeLength = 0.5f;
|
|
beamInfo.m_flAmplitude = 24;
|
|
beamInfo.m_flBrightness = 255.0;
|
|
beamInfo.m_flSpeed = 150.0f;
|
|
beamInfo.m_nStartFrame = 0.0;
|
|
beamInfo.m_flFrameRate = 30.0;
|
|
beamInfo.m_flRed = 255.0;
|
|
beamInfo.m_flGreen = 255.0;
|
|
beamInfo.m_flBlue = 255.0;
|
|
beamInfo.m_nSegments = 18;
|
|
beamInfo.m_bRenderable = true;
|
|
beamInfo.m_nFlags = 0; //FBEAM_ONLYNOISEONCE;
|
|
|
|
beams->CreateBeamEntPoint( beamInfo );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tesla effect
|
|
//-----------------------------------------------------------------------------
|
|
void C_EntityDissolve::BuildTeslaEffect( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld, bool bRandom, float flYawOffset )
|
|
{
|
|
Vector vecOrigin;
|
|
QAngle vecAngles;
|
|
MatrixGetColumn( hitboxToWorld, 3, vecOrigin );
|
|
MatrixAngles( hitboxToWorld, vecAngles.Base() );
|
|
C_BaseEntity *pEntity = GetMoveParent();
|
|
|
|
// Make a couple of tries at it
|
|
int iTries = -1;
|
|
Vector vecForward;
|
|
trace_t tr;
|
|
do
|
|
{
|
|
iTries++;
|
|
|
|
// Some beams are deliberatly aimed around the point, the rest are random.
|
|
if ( !bRandom )
|
|
{
|
|
QAngle vecTemp = vecAngles;
|
|
vecTemp[YAW] += flYawOffset;
|
|
AngleVectors( vecTemp, &vecForward );
|
|
|
|
// Randomly angle it up or down
|
|
vecForward.z = RandomFloat( -1, 1 );
|
|
}
|
|
else
|
|
{
|
|
vecForward = RandomVector( -1, 1 );
|
|
}
|
|
|
|
UTIL_TraceLine( vecOrigin, vecOrigin + (vecForward * 192), MASK_SHOT, pEntity, COLLISION_GROUP_NONE, &tr );
|
|
} while ( tr.fraction >= 1.0 && iTries < 3 );
|
|
|
|
Vector vecEnd = tr.endpos - (vecForward * 8);
|
|
|
|
// Only spark & glow if we hit something
|
|
if ( tr.fraction < 1.0 )
|
|
{
|
|
if ( !EffectOccluded( tr.endpos ) )
|
|
{
|
|
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
|
|
|
|
// Move it towards the camera
|
|
Vector vecFlash = tr.endpos;
|
|
Vector vecForward;
|
|
AngleVectors( MainViewAngles(nSlot), &vecForward );
|
|
vecFlash -= (vecForward * 8);
|
|
|
|
g_pEffects->EnergySplash( vecFlash, -vecForward, false );
|
|
|
|
// End glow
|
|
CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "dust" );
|
|
pSimple->SetSortOrigin( vecFlash );
|
|
SimpleParticle *pParticle;
|
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/tesla_glow_noz" ), vecFlash );
|
|
if ( pParticle != NULL )
|
|
{
|
|
pParticle->m_flLifetime = 0.0f;
|
|
pParticle->m_flDieTime = RandomFloat( 0.5, 1 );
|
|
pParticle->m_vecVelocity = vec3_origin;
|
|
Vector color( 1,1,1 );
|
|
float colorRamp = RandomFloat( 0.75f, 1.25f );
|
|
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
|
|
pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
|
|
pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
|
|
pParticle->m_uchStartSize = RandomFloat( 6,13 );
|
|
pParticle->m_uchEndSize = pParticle->m_uchStartSize - 2;
|
|
pParticle->m_uchStartAlpha = 255;
|
|
pParticle->m_uchEndAlpha = 10;
|
|
pParticle->m_flRoll = RandomFloat( 0,360 );
|
|
pParticle->m_flRollDelta = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Build the tesla
|
|
FX_BuildTesla( pEntity, vecOrigin, tr.endpos );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sorts the components of a vector
|
|
//-----------------------------------------------------------------------------
|
|
static inline void SortAbsVectorComponents( const Vector& src, int* pVecIdx )
|
|
{
|
|
Vector absVec( fabs(src[0]), fabs(src[1]), fabs(src[2]) );
|
|
|
|
int maxIdx = (absVec[0] > absVec[1]) ? 0 : 1;
|
|
if (absVec[2] > absVec[maxIdx])
|
|
{
|
|
maxIdx = 2;
|
|
}
|
|
|
|
// always choose something right-handed....
|
|
switch( maxIdx )
|
|
{
|
|
case 0:
|
|
pVecIdx[0] = 1;
|
|
pVecIdx[1] = 2;
|
|
pVecIdx[2] = 0;
|
|
break;
|
|
case 1:
|
|
pVecIdx[0] = 2;
|
|
pVecIdx[1] = 0;
|
|
pVecIdx[2] = 1;
|
|
break;
|
|
case 2:
|
|
pVecIdx[0] = 0;
|
|
pVecIdx[1] = 1;
|
|
pVecIdx[2] = 2;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Compute the bounding box's center, size, and basis
|
|
//-----------------------------------------------------------------------------
|
|
void C_EntityDissolve::ComputeRenderInfo( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld,
|
|
Vector *pVecAbsOrigin, Vector *pXVec, Vector *pYVec )
|
|
{
|
|
// Compute the center of the hitbox in worldspace
|
|
Vector vecHitboxCenter;
|
|
VectorAdd( pHitBox->bbmin, pHitBox->bbmax, vecHitboxCenter );
|
|
vecHitboxCenter *= 0.5f;
|
|
VectorTransform( vecHitboxCenter, hitboxToWorld, *pVecAbsOrigin );
|
|
|
|
// Get the object's basis
|
|
Vector vec[3];
|
|
MatrixGetColumn( hitboxToWorld, 0, vec[0] );
|
|
MatrixGetColumn( hitboxToWorld, 1, vec[1] );
|
|
MatrixGetColumn( hitboxToWorld, 2, vec[2] );
|
|
// vec[1] *= -1.0f;
|
|
|
|
Vector vecViewDir;
|
|
VectorSubtract( CurrentViewOrigin(), *pVecAbsOrigin, vecViewDir );
|
|
VectorNormalize( vecViewDir );
|
|
|
|
// Project the shadow casting direction into the space of the hitbox
|
|
Vector localViewDir;
|
|
localViewDir[0] = DotProduct( vec[0], vecViewDir );
|
|
localViewDir[1] = DotProduct( vec[1], vecViewDir );
|
|
localViewDir[2] = DotProduct( vec[2], vecViewDir );
|
|
|
|
// Figure out which vector has the largest component perpendicular
|
|
// to the view direction...
|
|
// Sort by how perpendicular it is
|
|
int vecIdx[3];
|
|
SortAbsVectorComponents( localViewDir, vecIdx );
|
|
|
|
// Here's our hitbox basis vectors; namely the ones that are
|
|
// most perpendicular to the view direction
|
|
*pXVec = vec[vecIdx[0]];
|
|
*pYVec = vec[vecIdx[1]];
|
|
|
|
// Project them into a plane perpendicular to the view direction
|
|
*pXVec -= vecViewDir * DotProduct( vecViewDir, *pXVec );
|
|
*pYVec -= vecViewDir * DotProduct( vecViewDir, *pYVec );
|
|
VectorNormalize( *pXVec );
|
|
VectorNormalize( *pYVec );
|
|
|
|
// Compute the hitbox size
|
|
Vector boxSize;
|
|
VectorSubtract( pHitBox->bbmax, pHitBox->bbmin, boxSize );
|
|
|
|
// We project the two longest sides into the vectors perpendicular
|
|
// to the projection direction, then add in the projection of the perp direction
|
|
Vector2D size( boxSize[vecIdx[0]], boxSize[vecIdx[1]] );
|
|
size.x *= fabs( DotProduct( vec[vecIdx[0]], *pXVec ) );
|
|
size.y *= fabs( DotProduct( vec[vecIdx[1]], *pYVec ) );
|
|
|
|
// Add the third component into x and y
|
|
size.x += boxSize[vecIdx[2]] * fabs( DotProduct( vec[vecIdx[2]], *pXVec ) );
|
|
size.y += boxSize[vecIdx[2]] * fabs( DotProduct( vec[vecIdx[2]], *pYVec ) );
|
|
|
|
// Bloat a bit, since the shadow wants to extend outside the model a bit
|
|
size *= 2.0f;
|
|
|
|
// Clamp the minimum size
|
|
Vector2DMax( size, Vector2D(10.0f, 10.0f), size );
|
|
|
|
// Factor the size into the xvec + yvec
|
|
(*pXVec) *= size.x * 0.5f;
|
|
(*pYVec) *= size.y * 0.5f;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sparks!
|
|
//-----------------------------------------------------------------------------
|
|
void C_EntityDissolve::DoSparks( mstudiohitboxset_t *set, matrix3x4_t *hitboxbones[MAXSTUDIOBONES] )
|
|
{
|
|
if ( m_flNextSparkTime > gpGlobals->curtime )
|
|
return;
|
|
|
|
float dt = m_flStartTime + m_flFadeOutStart - gpGlobals->curtime;
|
|
dt = clamp( dt, 0.0f, m_flFadeOutStart );
|
|
|
|
float flNextTime;
|
|
if (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL)
|
|
{
|
|
flNextTime = SimpleSplineRemapVal( dt, 0.0f, m_flFadeOutStart, 2.0f * TICK_INTERVAL, 0.4f );
|
|
}
|
|
else
|
|
{
|
|
// m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT);
|
|
flNextTime = SimpleSplineRemapVal( dt, 0.0f, m_flFadeOutStart, 0.3f, 1.0f );
|
|
}
|
|
|
|
m_flNextSparkTime = gpGlobals->curtime + flNextTime;
|
|
|
|
// Send out beams around us
|
|
int iNumBeamsAround = 2;
|
|
int iNumRandomBeams = 1;
|
|
int iTotalBeams = iNumBeamsAround + iNumRandomBeams;
|
|
float flYawOffset = RandomFloat(0,360);
|
|
for ( int i = 0; i < iTotalBeams; i++ )
|
|
{
|
|
int nHitbox = random->RandomInt( 0, set->numhitboxes - 1 );
|
|
mstudiobbox_t *pBox = set->pHitbox(nHitbox);
|
|
|
|
float flActualYawOffset = 0;
|
|
bool bRandom = ( i >= iNumBeamsAround );
|
|
if ( !bRandom )
|
|
{
|
|
flActualYawOffset = anglemod( flYawOffset + ((360 / iTotalBeams) * i) );
|
|
}
|
|
|
|
BuildTeslaEffect( pBox, *hitboxbones[pBox->bone], bRandom, flActualYawOffset );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_EntityDissolve::SetupEmitter( void )
|
|
{
|
|
if ( !m_pEmitter )
|
|
{
|
|
m_pEmitter = CSimpleEmitter::Create( "C_EntityDissolve" );
|
|
m_pEmitter->SetSortOrigin( GetAbsOrigin() );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
float C_EntityDissolve::GetFadeInPercentage( void )
|
|
{
|
|
float dt = gpGlobals->curtime - m_flStartTime;
|
|
|
|
if ( dt > m_flFadeOutStart )
|
|
return 1.0f;
|
|
|
|
if ( dt < m_flFadeInStart )
|
|
return 0.0f;
|
|
|
|
if ( (dt > m_flFadeInStart) && (dt < m_flFadeInStart + m_flFadeInLength) )
|
|
{
|
|
dt -= m_flFadeInStart;
|
|
|
|
return ( dt / m_flFadeInLength );
|
|
}
|
|
|
|
return 1.0f;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
float C_EntityDissolve::GetFadeOutPercentage( void )
|
|
{
|
|
float dt = gpGlobals->curtime - m_flStartTime;
|
|
|
|
if ( dt < m_flFadeInStart )
|
|
return 1.0f;
|
|
|
|
if ( dt > m_flFadeOutStart )
|
|
{
|
|
dt -= m_flFadeOutStart;
|
|
|
|
RANDOM_CEG_TEST_SECRET();
|
|
|
|
if ( dt > m_flFadeOutLength )
|
|
return 0.0f;
|
|
|
|
return 1.0f - ( dt / m_flFadeOutLength );
|
|
}
|
|
|
|
return 1.0f;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
float C_EntityDissolve::GetModelFadeOutPercentage( void )
|
|
{
|
|
float dt = gpGlobals->curtime - m_flStartTime;
|
|
|
|
if ( dt < m_flFadeOutModelStart )
|
|
return 1.0f;
|
|
|
|
if ( dt > m_flFadeOutModelStart )
|
|
{
|
|
dt -= m_flFadeOutModelStart;
|
|
|
|
if ( dt > m_flFadeOutModelLength )
|
|
return 0.0f;
|
|
|
|
return 1.0f - ( dt / m_flFadeOutModelLength );
|
|
}
|
|
|
|
return 1.0f;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_EntityDissolve::ClientThink( void )
|
|
{
|
|
C_BaseAnimating *pAnimating = GetMoveParent() ? GetMoveParent()->GetBaseAnimating() : NULL;
|
|
if (!pAnimating)
|
|
return;
|
|
|
|
// NOTE: IsRagdoll means *client-side* ragdoll. We shouldn't be trying to fight
|
|
// the server ragdoll (or any server physics) on the client
|
|
if (( !m_pController ) && ( m_nDissolveType == ENTITY_DISSOLVE_NORMAL ) && pAnimating->IsRagdoll())
|
|
{
|
|
IPhysicsObject *ppList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
|
|
int nCount = pAnimating->VPhysicsGetObjectList( ppList, ARRAYSIZE(ppList) );
|
|
if ( nCount > 0 )
|
|
{
|
|
m_pController = physenv->CreateMotionController( this );
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
m_pController->AttachObject( ppList[i], true );
|
|
}
|
|
}
|
|
}
|
|
|
|
color32 color;
|
|
|
|
color.r = color.g = color.b = ( 1.0f - GetFadeInPercentage() ) * 255.0f;
|
|
color.a = GetModelFadeOutPercentage() * 255.0f;
|
|
|
|
// Setup the entity fade
|
|
pAnimating->SetRenderMode( kRenderTransColor );
|
|
pAnimating->SetRenderColor( color.r, color.g, color.b );
|
|
pAnimating->SetRenderAlpha( color.a );
|
|
|
|
if ( GetModelFadeOutPercentage() <= 0.2f )
|
|
{
|
|
m_bCoreExplode = true;
|
|
}
|
|
|
|
// If we're dead, fade out
|
|
if ( GetFadeOutPercentage() <= 0.0f )
|
|
{
|
|
// Do NOT remove from the client entity list. It'll confuse the local network backdoor, and the entity will never get destroyed
|
|
// because when the server says to destroy it, the client won't be able to find it.
|
|
// ClientEntityList().RemoveEntity( GetClientHandle() );
|
|
|
|
::partition->Remove( PARTITION_CLIENT_SOLID_EDICTS | PARTITION_CLIENT_RESPONSIVE_EDICTS | PARTITION_CLIENT_NON_STATIC_EDICTS, CollisionProp()->GetPartitionHandle() );
|
|
|
|
RemoveFromLeafSystem();
|
|
|
|
//FIXME: Ick!
|
|
//Adrian: I'll assume we don't need the ragdoll either so I'll remove that too.
|
|
if ( m_bLinkedToServerEnt == false )
|
|
{
|
|
Release();
|
|
|
|
C_ClientRagdoll *pRagdoll = dynamic_cast <C_ClientRagdoll *> ( pAnimating );
|
|
|
|
if ( pRagdoll )
|
|
{
|
|
pRagdoll->ReleaseRagdoll();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : flags -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int C_EntityDissolve::DrawModel( int flags, const RenderableInstance_t &instance )
|
|
{
|
|
if ( !cl_portal_use_new_dissolve.GetBool() )
|
|
{
|
|
// See if we should draw
|
|
if ( gpGlobals->frametime == 0 || m_bReadyToDraw == false )
|
|
return 0;
|
|
|
|
C_BaseAnimating *pAnimating = GetMoveParent() ? GetMoveParent()->GetBaseAnimating() : NULL;
|
|
if ( pAnimating == NULL )
|
|
return 0;
|
|
|
|
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
|
|
if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) == false )
|
|
return 0;
|
|
|
|
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
|
|
if ( pStudioHdr == NULL )
|
|
return false;
|
|
|
|
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
|
|
if ( set == NULL )
|
|
return false;
|
|
|
|
// Make sure the emitter is setup properly
|
|
SetupEmitter();
|
|
|
|
// Get fade percentages for the effect
|
|
float fadeInPerc = GetFadeInPercentage();
|
|
float fadeOutPerc = GetFadeOutPercentage();
|
|
|
|
float fadePerc = ( fadeInPerc >= 1.0f ) ? fadeOutPerc : fadeInPerc;
|
|
|
|
Vector vecSkew = vec3_origin;
|
|
|
|
// Do extra effects under certain circumstances
|
|
if ( ( fadePerc < 0.99f ) && ( (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) ) )
|
|
{
|
|
DoSparks( set, hitboxbones );
|
|
}
|
|
|
|
// Skew the particles in front or in back of their targets
|
|
vecSkew = CurrentViewForward() * ( 8.0f - ( ( 1.0f - fadePerc ) * 32.0f ) );
|
|
|
|
float spriteScale = ( ( gpGlobals->curtime - m_flStartTime ) / m_flFadeOutLength );
|
|
spriteScale = clamp( spriteScale, 0.75f, 1.0f );
|
|
|
|
// Cache off this material reference
|
|
if ( g_Material_Spark == NULL )
|
|
{
|
|
g_Material_Spark = ParticleMgr()->GetPMaterial( "effects/spark" );
|
|
}
|
|
|
|
if ( g_Material_AR2Glow == NULL )
|
|
{
|
|
g_Material_AR2Glow = ParticleMgr()->GetPMaterial( "effects/combinemuzzle2" );
|
|
}
|
|
|
|
SimpleParticle *sParticle;
|
|
|
|
for ( int i = 0; i < set->numhitboxes; ++i )
|
|
{
|
|
Vector vecAbsOrigin, xvec, yvec;
|
|
mstudiobbox_t *pBox = set->pHitbox(i);
|
|
ComputeRenderInfo( pBox, *hitboxbones[pBox->bone], &vecAbsOrigin, &xvec, &yvec );
|
|
|
|
Vector offset;
|
|
Vector xDir, yDir;
|
|
|
|
xDir = xvec;
|
|
float xScale = VectorNormalize( xDir ) * 0.75f;
|
|
|
|
yDir = yvec;
|
|
float yScale = VectorNormalize( yDir ) * 0.75f;
|
|
|
|
int numParticles = clamp( 3.0f * fadePerc, 0, 3 );
|
|
|
|
int iTempParts = 2;
|
|
|
|
if ( m_nDissolveType == ENTITY_DISSOLVE_CORE )
|
|
{
|
|
if ( m_bCoreExplode == true )
|
|
{
|
|
numParticles = 15;
|
|
iTempParts = 20;
|
|
}
|
|
}
|
|
|
|
for ( int j = 0; j < iTempParts; j++ )
|
|
{
|
|
// Skew the origin
|
|
offset = xDir * Helper_RandomFloat( -xScale*0.5f, xScale*0.5f ) + yDir * Helper_RandomFloat( -yScale*0.5f, yScale*0.5f );
|
|
offset += vecSkew;
|
|
|
|
if ( random->RandomInt( 0, 2 ) != 0 )
|
|
continue;
|
|
|
|
sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), g_Material_Spark, vecAbsOrigin + offset );
|
|
|
|
if ( sParticle == NULL )
|
|
return 1;
|
|
|
|
sParticle->m_vecVelocity = Vector( Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( 16.0f, 64.0f ) );
|
|
|
|
if ( m_nDissolveType == ENTITY_DISSOLVE_CORE )
|
|
{
|
|
if ( m_bCoreExplode == true )
|
|
{
|
|
Vector vDirection = (vecAbsOrigin + offset) - m_vDissolverOrigin;
|
|
VectorNormalize( vDirection );
|
|
sParticle->m_vecVelocity = vDirection * m_nMagnitude;
|
|
}
|
|
}
|
|
|
|
if ( sParticle->m_vecVelocity.z > 0 )
|
|
{
|
|
sParticle->m_uchStartSize = random->RandomFloat( 4, 6 ) * spriteScale;
|
|
}
|
|
else
|
|
{
|
|
sParticle->m_uchStartSize = 2 * spriteScale;
|
|
}
|
|
|
|
sParticle->m_flDieTime = random->RandomFloat( 0.4f, 0.5f );
|
|
|
|
// If we're the last particles, last longer
|
|
if ( numParticles == 0 )
|
|
{
|
|
sParticle->m_flDieTime *= 2.0f;
|
|
sParticle->m_uchStartSize = 2 * spriteScale;
|
|
sParticle->m_flRollDelta = Helper_RandomFloat( -4.0f, 4.0f );
|
|
|
|
if ( m_nDissolveType == ENTITY_DISSOLVE_CORE )
|
|
{
|
|
if ( m_bCoreExplode == true )
|
|
{
|
|
sParticle->m_flDieTime *= 2.0f;
|
|
sParticle->m_flRollDelta = Helper_RandomFloat( -1.0f, 1.0f );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sParticle->m_flRollDelta = Helper_RandomFloat( -8.0f, 8.0f );
|
|
}
|
|
|
|
sParticle->m_flLifetime = 0.0f;
|
|
|
|
sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
|
|
|
|
float alpha = 255;
|
|
|
|
sParticle->m_uchColor[0] = alpha;
|
|
sParticle->m_uchColor[1] = alpha;
|
|
sParticle->m_uchColor[2] = alpha;
|
|
sParticle->m_uchStartAlpha = alpha;
|
|
sParticle->m_uchEndAlpha = 0;
|
|
sParticle->m_uchEndSize = 0;
|
|
}
|
|
|
|
for ( int j = 0; j < numParticles; j++ )
|
|
{
|
|
offset = xDir * Helper_RandomFloat( -xScale*0.5f, xScale*0.5f ) + yDir * Helper_RandomFloat( -yScale*0.5f, yScale*0.5f );
|
|
offset += vecSkew;
|
|
|
|
sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), g_Material_AR2Glow, vecAbsOrigin + offset );
|
|
|
|
if ( sParticle == NULL )
|
|
return 1;
|
|
|
|
sParticle->m_vecVelocity = Vector( Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( -64.0f, 128.0f ) );
|
|
sParticle->m_uchStartSize = random->RandomFloat( 8, 12 ) * spriteScale;
|
|
sParticle->m_flDieTime = 0.1f;
|
|
sParticle->m_flLifetime = 0.0f;
|
|
|
|
sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
|
|
sParticle->m_flRollDelta = Helper_RandomFloat( -2.0f, 2.0f );
|
|
|
|
float alpha = 255;
|
|
|
|
sParticle->m_uchColor[0] = alpha;
|
|
sParticle->m_uchColor[1] = alpha;
|
|
sParticle->m_uchColor[2] = alpha;
|
|
sParticle->m_uchStartAlpha = alpha;
|
|
sParticle->m_uchEndAlpha = 0;
|
|
sParticle->m_uchEndSize = 0;
|
|
|
|
if ( m_nDissolveType == ENTITY_DISSOLVE_CORE )
|
|
{
|
|
if ( m_bCoreExplode == true )
|
|
{
|
|
Vector vDirection = (vecAbsOrigin + offset) - m_vDissolverOrigin;
|
|
|
|
VectorNormalize( vDirection );
|
|
|
|
sParticle->m_vecVelocity = vDirection * m_nMagnitude;
|
|
|
|
sParticle->m_flDieTime = 0.5f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|