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335 lines
9.2 KiB
335 lines
9.2 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 "engine/IEngineSound.h"
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#include "view.h"
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#include "fx_line.h"
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#include "fx_discreetline.h"
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#include "fx_quad.h"
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#include "clientsideeffects.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "tier0/vprof.h"
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#include "collisionutils.h"
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#include "precache_register.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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//FIXME: All these functions will be moved out to FX_Main.CPP or a individual folder
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PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheEffectsTest )
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PRECACHE( MATERIAL, "effects/spark" )
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PRECACHE( MATERIAL, "effects/gunshiptracer" )
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PRECACHE( MATERIAL, "effects/bluespark" )
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PRECACHE_REGISTER_END()
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &data -
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//-----------------------------------------------------------------------------
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void FX_AddLine( const FXLineData_t &data )
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{
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CFXLine *t = new CFXLine( "Line", data );
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assert( t );
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//Throw it into the list
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clienteffects->AddEffect( t );
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}
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/*
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==================================================
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FX_AddStaticLine
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==================================================
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*/
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void FX_AddStaticLine( const Vector& start, const Vector& end, float scale, float life, const char *materialName, unsigned char flags )
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{
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CFXStaticLine *t = new CFXStaticLine( "StaticLine", start, end, scale, life, materialName, flags );
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assert( t );
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//Throw it into the list
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clienteffects->AddEffect( t );
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}
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/*
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==================================================
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FX_AddDiscreetLine
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==================================================
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*/
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void FX_AddDiscreetLine( const Vector& start, const Vector& direction, float velocity, float length, float clipLength, float scale, float life, const char *shader )
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{
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CFXDiscreetLine *t = new CFXDiscreetLine( "Line", start, direction, velocity, length, clipLength, scale, life, shader );
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assert( t );
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//Throw it into the list
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clienteffects->AddEffect( t );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void FX_AddQuad( const FXQuadData_t &data )
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{
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CFXQuad *quad = new CFXQuad( data );
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Assert( quad != NULL );
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clienteffects->AddEffect( quad );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Parameter heavy version
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//-----------------------------------------------------------------------------
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void FX_AddQuad( const Vector &origin,
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const Vector &normal,
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float startSize,
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float endSize,
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float sizeBias,
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float startAlpha,
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float endAlpha,
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float alphaBias,
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float yaw,
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float deltaYaw,
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const Vector &color,
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float lifeTime,
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const char *shader,
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unsigned int flags )
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{
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FXQuadData_t data;
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//Setup the data
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data.SetAlpha( startAlpha, endAlpha );
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data.SetScale( startSize, endSize );
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data.SetFlags( flags );
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data.SetMaterial( shader );
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data.SetNormal( normal );
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data.SetOrigin( origin );
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data.SetLifeTime( lifeTime );
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data.SetColor( color[0], color[1], color[2] );
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data.SetScaleBias( sizeBias );
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data.SetAlphaBias( alphaBias );
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data.SetYaw( yaw, deltaYaw );
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//Output it
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FX_AddQuad( data );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates a test effect
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//-----------------------------------------------------------------------------
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void CreateTestEffect( void )
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{
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//NOTENOTE: Add any test effects here
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//FX_BulletPass( NULL, NULL );
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}
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/*
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==================================================
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FX_PlayerTracer
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==================================================
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*/
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#define TRACER_BASE_OFFSET 8
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void FX_PlayerTracer( Vector& start, Vector& end )
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{
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VPROF_BUDGET( "FX_PlayerTracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
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Vector shotDir, dStart, dEnd;
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float length;
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//Find the direction of the tracer
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VectorSubtract( end, start, shotDir );
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length = VectorNormalize( shotDir );
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//We don't want to draw them if they're too close to us
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if ( length < 256 )
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return;
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//Randomly place the tracer along this line, with a random length
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VectorMA( start, TRACER_BASE_OFFSET + random->RandomFloat( -24.0f, 64.0f ), shotDir, dStart );
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VectorMA( dStart, ( length * random->RandomFloat( 0.1f, 0.6f ) ), shotDir, dEnd );
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//Create the line
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CFXStaticLine *t;
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const char *materialName;
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//materialName = ( random->RandomInt( 0, 1 ) ) ? "effects/tracer_middle" : "effects/tracer_middle2";
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materialName = "effects/spark";
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t = new CFXStaticLine( "Tracer", dStart, dEnd, random->RandomFloat( 0.5f, 0.75f ), 0.01f, materialName, 0 );
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assert( t );
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//Throw it into the list
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clienteffects->AddEffect( t );
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}
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/*
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==================================================
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FX_Tracer
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==================================================
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*/
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// Tracer must be this close to be considered for hearing
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#define TRACER_MAX_HEAR_DIST (6*12)
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#define TRACER_SOUND_TIME_MIN 0.1f
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#define TRACER_SOUND_TIME_MAX 0.1f
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class CBulletWhizTimer : public CAutoGameSystem
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{
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public:
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CBulletWhizTimer( char const *name ) : CAutoGameSystem( name )
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{
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}
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void LevelInitPreEntity()
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{
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m_nextWhizTime = 0;
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}
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float m_nextWhizTime;
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};
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// Client-side tracking for whiz noises
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CBulletWhizTimer g_BulletWhiz( "CBulletWhizTimer" );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &vecStart -
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// &vecDir -
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// iTracerType -
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//-----------------------------------------------------------------------------
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#define LISTENER_HEIGHT 24
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ConVar cl_tracer_whiz_distance( "cl_tracer_whiz_distance", "72" ); // putting TRACER_MAX_HEAR_DIST on a cvar, so KellyT can find a good value
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void FX_TracerSound( const Vector &start, const Vector &end, int iTracerType )
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{
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const char *pszSoundName = NULL;
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float flWhizDist = TRACER_MAX_HEAR_DIST;
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float flMinWhizTime = TRACER_SOUND_TIME_MIN;
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float flMaxWhizTime = TRACER_SOUND_TIME_MAX;
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HACK_GETLOCALPLAYER_GUARD( "FX_TracerSound" );
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Vector vecListenOrigin = MainViewOrigin(GET_ACTIVE_SPLITSCREEN_SLOT());
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switch( iTracerType )
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{
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case TRACER_TYPE_DEFAULT:
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{
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pszSoundName = "Bullets.DefaultNearmiss";
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flWhizDist = cl_tracer_whiz_distance.GetFloat(); // was 24
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Ray_t bullet, listener;
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bullet.Init( start, end );
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Vector vecLower = vecListenOrigin;
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vecLower.z -= LISTENER_HEIGHT;
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listener.Init( vecListenOrigin, vecLower );
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float s, t;
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IntersectRayWithRay( bullet, listener, s, t );
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t = clamp( t, 0, 1 );
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vecListenOrigin.z -= t * LISTENER_HEIGHT;
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}
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break;
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case TRACER_TYPE_GUNSHIP:
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pszSoundName = "Bullets.GunshipNearmiss";
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break;
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case TRACER_TYPE_STRIDER:
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pszSoundName = "Bullets.StriderNearmiss";
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break;
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case TRACER_TYPE_WATERBULLET:
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pszSoundName = "Underwater.BulletImpact";
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flWhizDist = 48;
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flMinWhizTime = 0.3f;
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flMaxWhizTime = 0.6f;
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break;
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default:
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return;
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}
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if( !pszSoundName )
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return;
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// Is it time yet?
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float dt = g_BulletWhiz.m_nextWhizTime - gpGlobals->curtime;
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if ( dt > 0 )
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return;
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// Did the thing pass close enough to our head?
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float vDist = CalcDistanceSqrToLineSegment( vecListenOrigin, start, end );
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if ( vDist >= (flWhizDist * flWhizDist) )
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return;
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CSoundParameters params;
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if( C_BaseEntity::GetParametersForSound( pszSoundName, params, NULL ) )
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{
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// Get shot direction
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Vector shotDir;
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VectorSubtract( end, start, shotDir );
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VectorNormalize( shotDir );
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CLocalPlayerFilter filter;
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enginesound->EmitSound( filter, SOUND_FROM_WORLD, CHAN_STATIC, pszSoundName, SOUNDEMITTER_INVALID_HASH, params.soundname,
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params.volume, SNDLVL_TO_ATTN(params.soundlevel), params.m_nRandomSeed, 0, params.pitch, &start, &shotDir, NULL);
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}
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// FIXME: This has a bad behavior when both bullet + strider shots are whizzing by at the same time
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// Could use different timers for the different types.
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// Don't play another bullet whiz for this client until this time has run out
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g_BulletWhiz.m_nextWhizTime = gpGlobals->curtime + random->RandomFloat( flMinWhizTime, flMaxWhizTime );
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}
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void FX_Tracer( Vector& start, Vector& end, int velocity, bool makeWhiz )
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{
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VPROF_BUDGET( "FX_Tracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
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//Don't make small tracers
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float dist;
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Vector dir;
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VectorSubtract( end, start, dir );
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dist = VectorNormalize( dir );
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int minDist;
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float flMinWidth;
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float flMaxWidth;
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#if defined( CSTRIKE2_DLL )
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// we want short tracers for CS2 - mtw
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// NOTE: should this all be done with the new particle system now?
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minDist = 128;
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// testing fatter tracers for CS2 - mtw
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flMinWidth = 3.75;
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flMaxWidth = 5.0;
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#else
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// Don't make short tracers.
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minDist = 256;
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flMinWidth = 0.75;
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flMaxWidth = 0.9;
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#endif
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if ( dist >= minDist )
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{
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float length = random->RandomFloat( 64.0f, 128.0f );
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float life = ( dist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well
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//Add it
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FX_AddDiscreetLine( start, dir, velocity, length, dist, random->RandomFloat( flMinWidth, flMaxWidth ), life, "effects/spark" );
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}
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if( makeWhiz )
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{
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FX_TracerSound( start, end, TRACER_TYPE_DEFAULT );
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}
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}
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