Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "engine/IEngineSound.h"
#include "view.h"
#include "fx_line.h"
#include "fx_discreetline.h"
#include "fx_quad.h"
#include "clientsideeffects.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "tier0/vprof.h"
#include "collisionutils.h"
#include "precache_register.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//FIXME: All these functions will be moved out to FX_Main.CPP or a individual folder
PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheEffectsTest )
PRECACHE( MATERIAL, "effects/spark" )
PRECACHE( MATERIAL, "effects/gunshiptracer" )
PRECACHE( MATERIAL, "effects/bluespark" )
PRECACHE_REGISTER_END()
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void FX_AddLine( const FXLineData_t &data )
{
CFXLine *t = new CFXLine( "Line", data );
assert( t );
//Throw it into the list
clienteffects->AddEffect( t );
}
/*
==================================================
FX_AddStaticLine
==================================================
*/
void FX_AddStaticLine( const Vector& start, const Vector& end, float scale, float life, const char *materialName, unsigned char flags )
{
CFXStaticLine *t = new CFXStaticLine( "StaticLine", start, end, scale, life, materialName, flags );
assert( t );
//Throw it into the list
clienteffects->AddEffect( t );
}
/*
==================================================
FX_AddDiscreetLine
==================================================
*/
void FX_AddDiscreetLine( const Vector& start, const Vector& direction, float velocity, float length, float clipLength, float scale, float life, const char *shader )
{
CFXDiscreetLine *t = new CFXDiscreetLine( "Line", start, direction, velocity, length, clipLength, scale, life, shader );
assert( t );
//Throw it into the list
clienteffects->AddEffect( t );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void FX_AddQuad( const FXQuadData_t &data )
{
CFXQuad *quad = new CFXQuad( data );
Assert( quad != NULL );
clienteffects->AddEffect( quad );
}
//-----------------------------------------------------------------------------
// Purpose: Parameter heavy version
//-----------------------------------------------------------------------------
void FX_AddQuad( const Vector &origin,
const Vector &normal,
float startSize,
float endSize,
float sizeBias,
float startAlpha,
float endAlpha,
float alphaBias,
float yaw,
float deltaYaw,
const Vector &color,
float lifeTime,
const char *shader,
unsigned int flags )
{
FXQuadData_t data;
//Setup the data
data.SetAlpha( startAlpha, endAlpha );
data.SetScale( startSize, endSize );
data.SetFlags( flags );
data.SetMaterial( shader );
data.SetNormal( normal );
data.SetOrigin( origin );
data.SetLifeTime( lifeTime );
data.SetColor( color[0], color[1], color[2] );
data.SetScaleBias( sizeBias );
data.SetAlphaBias( alphaBias );
data.SetYaw( yaw, deltaYaw );
//Output it
FX_AddQuad( data );
}
//-----------------------------------------------------------------------------
// Purpose: Creates a test effect
//-----------------------------------------------------------------------------
void CreateTestEffect( void )
{
//NOTENOTE: Add any test effects here
//FX_BulletPass( NULL, NULL );
}
/*
==================================================
FX_PlayerTracer
==================================================
*/
#define TRACER_BASE_OFFSET 8
void FX_PlayerTracer( Vector& start, Vector& end )
{
VPROF_BUDGET( "FX_PlayerTracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
Vector shotDir, dStart, dEnd;
float length;
//Find the direction of the tracer
VectorSubtract( end, start, shotDir );
length = VectorNormalize( shotDir );
//We don't want to draw them if they're too close to us
if ( length < 256 )
return;
//Randomly place the tracer along this line, with a random length
VectorMA( start, TRACER_BASE_OFFSET + random->RandomFloat( -24.0f, 64.0f ), shotDir, dStart );
VectorMA( dStart, ( length * random->RandomFloat( 0.1f, 0.6f ) ), shotDir, dEnd );
//Create the line
CFXStaticLine *t;
const char *materialName;
//materialName = ( random->RandomInt( 0, 1 ) ) ? "effects/tracer_middle" : "effects/tracer_middle2";
materialName = "effects/spark";
t = new CFXStaticLine( "Tracer", dStart, dEnd, random->RandomFloat( 0.5f, 0.75f ), 0.01f, materialName, 0 );
assert( t );
//Throw it into the list
clienteffects->AddEffect( t );
}
/*
==================================================
FX_Tracer
==================================================
*/
// Tracer must be this close to be considered for hearing
#define TRACER_MAX_HEAR_DIST (6*12)
#define TRACER_SOUND_TIME_MIN 0.1f
#define TRACER_SOUND_TIME_MAX 0.1f
class CBulletWhizTimer : public CAutoGameSystem
{
public:
CBulletWhizTimer( char const *name ) : CAutoGameSystem( name )
{
}
void LevelInitPreEntity()
{
m_nextWhizTime = 0;
}
float m_nextWhizTime;
};
// Client-side tracking for whiz noises
CBulletWhizTimer g_BulletWhiz( "CBulletWhizTimer" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecStart -
// &vecDir -
// iTracerType -
//-----------------------------------------------------------------------------
#define LISTENER_HEIGHT 24
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
void FX_TracerSound( const Vector &start, const Vector &end, int iTracerType )
{
const char *pszSoundName = NULL;
float flWhizDist = TRACER_MAX_HEAR_DIST;
float flMinWhizTime = TRACER_SOUND_TIME_MIN;
float flMaxWhizTime = TRACER_SOUND_TIME_MAX;
HACK_GETLOCALPLAYER_GUARD( "FX_TracerSound" );
Vector vecListenOrigin = MainViewOrigin(GET_ACTIVE_SPLITSCREEN_SLOT());
switch( iTracerType )
{
case TRACER_TYPE_DEFAULT:
{
pszSoundName = "Bullets.DefaultNearmiss";
flWhizDist = cl_tracer_whiz_distance.GetFloat(); // was 24
Ray_t bullet, listener;
bullet.Init( start, end );
Vector vecLower = vecListenOrigin;
vecLower.z -= LISTENER_HEIGHT;
listener.Init( vecListenOrigin, vecLower );
float s, t;
IntersectRayWithRay( bullet, listener, s, t );
t = clamp( t, 0, 1 );
vecListenOrigin.z -= t * LISTENER_HEIGHT;
}
break;
case TRACER_TYPE_GUNSHIP:
pszSoundName = "Bullets.GunshipNearmiss";
break;
case TRACER_TYPE_STRIDER:
pszSoundName = "Bullets.StriderNearmiss";
break;
case TRACER_TYPE_WATERBULLET:
pszSoundName = "Underwater.BulletImpact";
flWhizDist = 48;
flMinWhizTime = 0.3f;
flMaxWhizTime = 0.6f;
break;
default:
return;
}
if( !pszSoundName )
return;
// Is it time yet?
float dt = g_BulletWhiz.m_nextWhizTime - gpGlobals->curtime;
if ( dt > 0 )
return;
// Did the thing pass close enough to our head?
float vDist = CalcDistanceSqrToLineSegment( vecListenOrigin, start, end );
if ( vDist >= (flWhizDist * flWhizDist) )
return;
CSoundParameters params;
if( C_BaseEntity::GetParametersForSound( pszSoundName, params, NULL ) )
{
// Get shot direction
Vector shotDir;
VectorSubtract( end, start, shotDir );
VectorNormalize( shotDir );
CLocalPlayerFilter filter;
enginesound->EmitSound( filter, SOUND_FROM_WORLD, CHAN_STATIC, pszSoundName, SOUNDEMITTER_INVALID_HASH, params.soundname,
params.volume, SNDLVL_TO_ATTN(params.soundlevel), params.m_nRandomSeed, 0, params.pitch, &start, &shotDir, NULL);
}
// FIXME: This has a bad behavior when both bullet + strider shots are whizzing by at the same time
// Could use different timers for the different types.
// Don't play another bullet whiz for this client until this time has run out
g_BulletWhiz.m_nextWhizTime = gpGlobals->curtime + random->RandomFloat( flMinWhizTime, flMaxWhizTime );
}
void FX_Tracer( Vector& start, Vector& end, int velocity, bool makeWhiz )
{
VPROF_BUDGET( "FX_Tracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
//Don't make small tracers
float dist;
Vector dir;
VectorSubtract( end, start, dir );
dist = VectorNormalize( dir );
int minDist;
float flMinWidth;
float flMaxWidth;
#if defined( CSTRIKE2_DLL )
// we want short tracers for CS2 - mtw
// NOTE: should this all be done with the new particle system now?
minDist = 128;
// testing fatter tracers for CS2 - mtw
flMinWidth = 3.75;
flMaxWidth = 5.0;
#else
// Don't make short tracers.
minDist = 256;
flMinWidth = 0.75;
flMaxWidth = 0.9;
#endif
if ( dist >= minDist )
{
float length = random->RandomFloat( 64.0f, 128.0f );
float life = ( dist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well
//Add it
FX_AddDiscreetLine( start, dir, velocity, length, dist, random->RandomFloat( flMinWidth, flMaxWidth ), life, "effects/spark" );
}
if( makeWhiz )
{
FX_TracerSound( start, end, TRACER_TYPE_DEFAULT );
}
}