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330 lines
11 KiB
330 lines
11 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $Workfile: $
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "c_basetempentity.h"
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#include "particle_simple3d.h"
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#include "tier1/keyvalues.h"
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#include "toolframework_client.h"
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#include "fx.h"
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#include "tier0/vprof.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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#define PI 3.14159265359
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#define GLASS_SHARD_MIN_LIFE 2
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#define GLASS_SHARD_MAX_LIFE 5
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#define GLASS_SHARD_NOISE 0.3
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#define GLASS_SHARD_GRAVITY 500
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#define GLASS_SHARD_DAMPING 0.3
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#include "precache_register.h"
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#ifndef DOTA_DLL
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PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheEffectGlassShatter )
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PRECACHE( MATERIAL, "effects/fleck_glass1" )
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PRECACHE( MATERIAL, "effects/fleck_glass2" )
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PRECACHE( MATERIAL, "effects/fleck_tile1" )
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PRECACHE( MATERIAL, "effects/fleck_tile2" )
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PRECACHE_REGISTER_END()
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#endif
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ConVar fx_glass_velocity_cap("fx_glass_velocity_cap", "0", 0, "Maximum downwards speed of shattered glass particles");
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//###################################################
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// > C_TEShatterSurface
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//###################################################
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class C_TEShatterSurface : public C_BaseTempEntity
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{
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public:
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DECLARE_CLASS( C_TEShatterSurface, C_BaseTempEntity );
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DECLARE_CLIENTCLASS();
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C_TEShatterSurface( void );
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~C_TEShatterSurface( void );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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private:
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// Recording
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void RecordShatterSurface( );
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public:
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Vector m_vecOrigin;
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QAngle m_vecAngles;
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Vector m_vecForce;
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Vector m_vecForcePos;
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float m_flWidth;
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float m_flHeight;
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float m_flShardSize;
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PMaterialHandle m_pMaterialHandle;
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int m_nSurfaceType;
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byte m_uchFrontColor[3];
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byte m_uchBackColor[3];
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};
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//------------------------------------------------------------------------------
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// Networking
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//------------------------------------------------------------------------------
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IMPLEMENT_CLIENTCLASS_EVENT_DT(C_TEShatterSurface, DT_TEShatterSurface, CTEShatterSurface)
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RecvPropVector( RECVINFO(m_vecOrigin)),
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RecvPropVector( RECVINFO(m_vecAngles)),
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RecvPropVector( RECVINFO(m_vecForce)),
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RecvPropVector( RECVINFO(m_vecForcePos)),
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RecvPropFloat( RECVINFO(m_flWidth)),
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RecvPropFloat( RECVINFO(m_flHeight)),
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RecvPropFloat( RECVINFO(m_flShardSize)),
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RecvPropInt( RECVINFO(m_nSurfaceType)),
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RecvPropInt( RECVINFO(m_uchFrontColor[0])),
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RecvPropInt( RECVINFO(m_uchFrontColor[1])),
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RecvPropInt( RECVINFO(m_uchFrontColor[2])),
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RecvPropInt( RECVINFO(m_uchBackColor[0])),
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RecvPropInt( RECVINFO(m_uchBackColor[1])),
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RecvPropInt( RECVINFO(m_uchBackColor[2])),
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END_RECV_TABLE()
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//------------------------------------------------------------------------------
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// Constructor, destructor
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//------------------------------------------------------------------------------
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C_TEShatterSurface::C_TEShatterSurface( void )
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{
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m_vecOrigin.Init();
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m_vecAngles.Init();
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m_vecForce.Init();
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m_vecForcePos.Init();
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m_flWidth = 16.0;
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m_flHeight = 16.0;
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m_flShardSize = 3;
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m_nSurfaceType = SHATTERSURFACE_GLASS;
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m_uchFrontColor[0] = 255;
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m_uchFrontColor[1] = 255;
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m_uchFrontColor[2] = 255;
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m_uchBackColor[0] = 255;
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m_uchBackColor[1] = 255;
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m_uchBackColor[2] = 255;
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}
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C_TEShatterSurface::~C_TEShatterSurface()
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{
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}
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//-----------------------------------------------------------------------------
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// Recording
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//-----------------------------------------------------------------------------
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void C_TEShatterSurface::RecordShatterSurface( )
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{
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if ( !ToolsEnabled() )
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return;
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if ( clienttools->IsInRecordingMode() )
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{
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Color front( m_uchFrontColor[0], m_uchFrontColor[1], m_uchFrontColor[2], 255 );
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Color back( m_uchBackColor[0], m_uchBackColor[1], m_uchBackColor[2], 255 );
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KeyValues *msg = new KeyValues( "TempEntity" );
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msg->SetInt( "te", TE_SHATTER_SURFACE );
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msg->SetString( "name", "TE_ShatterSurface" );
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msg->SetFloat( "time", gpGlobals->curtime );
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msg->SetFloat( "originx", m_vecOrigin.x );
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msg->SetFloat( "originy", m_vecOrigin.y );
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msg->SetFloat( "originz", m_vecOrigin.z );
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msg->SetFloat( "anglesx", m_vecAngles.x );
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msg->SetFloat( "anglesy", m_vecAngles.y );
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msg->SetFloat( "anglesz", m_vecAngles.z );
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msg->SetFloat( "forcex", m_vecForce.x );
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msg->SetFloat( "forcey", m_vecForce.y );
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msg->SetFloat( "forcez", m_vecForce.z );
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msg->SetFloat( "forceposx", m_vecForcePos.x );
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msg->SetFloat( "forceposy", m_vecForcePos.y );
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msg->SetFloat( "forceposz", m_vecForcePos.z );
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msg->SetColor( "frontcolor", front );
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msg->SetColor( "backcolor", back );
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msg->SetFloat( "width", m_flWidth );
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msg->SetFloat( "height", m_flHeight );
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msg->SetFloat( "size", m_flShardSize );
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msg->SetInt( "surfacetype", m_nSurfaceType );
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ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
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msg->deleteThis();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_TEShatterSurface::PostDataUpdate( DataUpdateType_t updateType )
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{
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VPROF( "C_TEShatterSurface::PostDataUpdate" );
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RecordShatterSurface();
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CSmartPtr<CSimple3DEmitter> pGlassEmitter = CSimple3DEmitter::Create( "C_TEShatterSurface 1" );
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pGlassEmitter->SetSortOrigin( m_vecOrigin );
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Vector vecColor;
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engine->ComputeLighting( m_vecOrigin, NULL, true, vecColor );
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// HACK: Blend a little toward white to match the materials...
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VectorLerp( vecColor, Vector( 1, 1, 1 ), 0.3, vecColor );
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PMaterialHandle *hMaterial;
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if (m_nSurfaceType == SHATTERSURFACE_GLASS)
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{
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hMaterial = g_Mat_Fleck_Glass;
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}
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else
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{
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hMaterial = g_Mat_Fleck_Tile;
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}
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// ---------------------------------------------------
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// Figure out number of particles required to fill space
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// ---------------------------------------------------
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int nNumWide = m_flWidth / m_flShardSize;
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int nNumHigh = m_flHeight / m_flShardSize;
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Vector vWidthStep,vHeightStep;
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AngleVectors(m_vecAngles,NULL,&vWidthStep,&vHeightStep);
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vWidthStep *= m_flShardSize;
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vHeightStep *= m_flShardSize;
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// ---------------------
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// Create glass shards
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// ----------------------
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Vector vCurPos = m_vecOrigin;
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vCurPos.x += 0.5*m_flShardSize;
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vCurPos.z += 0.5*m_flShardSize;
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float flMinSpeed = 9999999999.0f;
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float flMaxSpeed = 0;
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Particle3D *pParticle = NULL;
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for (int width=0;width<nNumWide;width++)
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{
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for (int height=0;height<nNumHigh;height++)
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{
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pParticle = (Particle3D *) pGlassEmitter->AddParticle( sizeof(Particle3D), hMaterial[random->RandomInt(0,1)], vCurPos );
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Vector vForceVel = Vector(0,0,0);
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if (random->RandomInt(0, 3) != 0)
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{
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float flForceDistSqr = (vCurPos - m_vecForcePos).LengthSqr();
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vForceVel = m_vecForce;
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if (flForceDistSqr > 0 )
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{
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vForceVel *= ( 40.0f / flForceDistSqr );
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}
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}
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// cap the Z velocity of the shards
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if (fx_glass_velocity_cap.GetFloat() > 0 && vForceVel.z < -fx_glass_velocity_cap.GetFloat())
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{
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vForceVel.z = random->RandomFloat(-fx_glass_velocity_cap.GetFloat(), -(fx_glass_velocity_cap.GetFloat() * 0.66f));
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}
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if (pParticle)
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{
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pParticle->m_flLifeRemaining = random->RandomFloat(GLASS_SHARD_MIN_LIFE,GLASS_SHARD_MAX_LIFE);
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pParticle->m_vecVelocity = vForceVel;
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pParticle->m_vecVelocity += RandomVector(-25,25);
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pParticle->m_uchSize = m_flShardSize + random->RandomFloat(-0.5*m_flShardSize,0.5*m_flShardSize);
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pParticle->m_vAngles = m_vecAngles;
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pParticle->m_flAngSpeed = random->RandomFloat(-400,400);
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pParticle->m_uchFrontColor[0] = (byte)(m_uchFrontColor[0] * vecColor.x );
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pParticle->m_uchFrontColor[1] = (byte)(m_uchFrontColor[1] * vecColor.y );
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pParticle->m_uchFrontColor[2] = (byte)(m_uchFrontColor[2] * vecColor.z );
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pParticle->m_uchBackColor[0] = (byte)(m_uchBackColor[0] * vecColor.x );
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pParticle->m_uchBackColor[1] = (byte)(m_uchBackColor[1] * vecColor.y );
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pParticle->m_uchBackColor[2] = (byte)(m_uchBackColor[2] * vecColor.z );
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}
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// Keep track of min and max speed for collision detection
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float flForceSpeed = vForceVel.Length();
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if (flForceSpeed > flMaxSpeed)
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{
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flMaxSpeed = flForceSpeed;
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}
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if (flForceSpeed < flMinSpeed)
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{
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flMinSpeed = flForceSpeed;
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}
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vCurPos += vHeightStep;
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}
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vCurPos -= nNumHigh*vHeightStep;
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vCurPos += vWidthStep;
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}
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// --------------------------------------------------
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// Set collision parameters
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// --------------------------------------------------
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Vector vMoveDir = m_vecForce;
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VectorNormalize(vMoveDir);
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pGlassEmitter->m_ParticleCollision.Setup( m_vecOrigin, &vMoveDir, GLASS_SHARD_NOISE,
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flMinSpeed, flMaxSpeed, GLASS_SHARD_GRAVITY, GLASS_SHARD_DAMPING );
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}
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void TE_ShatterSurface( IRecipientFilter& filter, float delay,
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const Vector* pos, const QAngle* angle, const Vector* vForce, const Vector* vForcePos,
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float width, float height, float shardsize, ShatterSurface_t surfacetype,
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int front_r, int front_g, int front_b, int back_r, int back_g, int back_b)
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{
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// Major hack to simulate receiving network message
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__g_C_TEShatterSurface.m_vecOrigin = *pos;
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__g_C_TEShatterSurface.m_vecAngles = *angle;
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__g_C_TEShatterSurface.m_vecForce = *vForce;
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__g_C_TEShatterSurface.m_vecForcePos = *vForcePos;
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__g_C_TEShatterSurface.m_flWidth = width;
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__g_C_TEShatterSurface.m_flHeight = height;
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__g_C_TEShatterSurface.m_flShardSize = shardsize;
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__g_C_TEShatterSurface.m_nSurfaceType = surfacetype;
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__g_C_TEShatterSurface.m_uchFrontColor[0] = front_r;
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__g_C_TEShatterSurface.m_uchFrontColor[1] = front_g;
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__g_C_TEShatterSurface.m_uchFrontColor[2] = front_b;
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__g_C_TEShatterSurface.m_uchBackColor[0] = back_r;
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__g_C_TEShatterSurface.m_uchBackColor[1] = back_g;
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__g_C_TEShatterSurface.m_uchBackColor[2] = back_b;
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__g_C_TEShatterSurface.PostDataUpdate( DATA_UPDATE_CREATED );
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}
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void TE_ShatterSurface( IRecipientFilter& filter, float delay, KeyValues *pKeyValues )
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{
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Vector vecOrigin, vecForce, vecForcePos;
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QAngle angles;
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vecOrigin.x = pKeyValues->GetFloat( "originx" );
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vecOrigin.y = pKeyValues->GetFloat( "originy" );
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vecOrigin.z = pKeyValues->GetFloat( "originz" );
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angles.x = pKeyValues->GetFloat( "anglesx" );
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angles.y = pKeyValues->GetFloat( "anglesy" );
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angles.z = pKeyValues->GetFloat( "anglesz" );
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vecForce.x = pKeyValues->GetFloat( "forcex" );
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vecForce.y = pKeyValues->GetFloat( "forcey" );
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vecForce.z = pKeyValues->GetFloat( "forcez" );
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vecForcePos.x = pKeyValues->GetFloat( "forceposx" );
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vecForcePos.y = pKeyValues->GetFloat( "forceposy" );
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vecForcePos.z = pKeyValues->GetFloat( "forceposz" );
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Color front = pKeyValues->GetColor( "frontcolor" );
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Color back = pKeyValues->GetColor( "backcolor" );
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float flWidth = pKeyValues->GetFloat( "width" );
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float flHeight = pKeyValues->GetFloat( "height" );
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float flSize = pKeyValues->GetFloat( "size" );
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ShatterSurface_t nSurfaceType = (ShatterSurface_t)pKeyValues->GetInt( "surfacetype" );
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TE_ShatterSurface( filter, 0.0f, &vecOrigin, &angles, &vecForce, &vecForcePos,
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flWidth, flHeight, flSize, nSurfaceType, front.r(), front.g(), front.b(),
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back.r(), back.g(), back.b() );
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}
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