Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "particles_simple.h"
#include "particles_localspace.h"
#include "c_te_effect_dispatch.h"
#include "precache_register.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
// Precache our effects
PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheEffect_CS_MuzzleFlash )
PRECACHE( MATERIAL, "effects/muzzleflashX" ) //.vmt
PRECACHE( MATERIAL, "sprites/muzzleflash4" ) //.vmt
PRECACHE_REGISTER_END()
void TE_DynamicLight( IRecipientFilter& filter, float delay,
const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay, int nLightIndex = LIGHT_INDEX_TE_DYNAMIC );
void CS_MuzzleFlashCallback( const CEffectData &data )
{
CSmartPtr<CLocalSpaceEmitter> pEmitter =
CLocalSpaceEmitter::Create( "CS_MuzzleFlash", data.m_hEntity, data.m_nAttachmentIndex, 0 );
if ( !pEmitter )
return;
// SetBBox() manually on the particle system so it doesn't have to be recalculated more than once.
Vector vCenter( 0.0f, 0.0f, 0.0f );
C_BaseEntity *pEnt = data.GetEntity();
if ( pEnt )
{
vCenter = pEnt->WorldSpaceCenter();
}
else
{
IClientRenderable *pRenderable = data.GetRenderable( );
if ( pRenderable )
{
Vector vecMins, vecMaxs;
pRenderable->GetRenderBoundsWorldspace( vecMins, vecMaxs );
VectorAdd( vecMins, vecMaxs, vCenter );
vCenter *= 0.5f;
}
}
Assert( pEmitter );
pEmitter->GetBinding().SetBBox( vCenter - Vector( 3, 3, 3 ), vCenter + Vector( 3, 3, 3 ) );
// haxors - make the clip much shorter so the alpha is not
// changed based on large clip distances
pEmitter->SetNearClip( 0, 5 );
PMaterialHandle hFlashMaterial = pEmitter->GetPMaterial( "sprites/muzzleflash4" );
for( int i=0;i<3;i++ )
{
SimpleParticle *pParticle = (SimpleParticle *)pEmitter->AddParticle( sizeof( SimpleParticle ),
hFlashMaterial,
vec3_origin );
if( pParticle )
{
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = 0.08f;
pParticle->m_vecVelocity = vec3_origin;
pParticle->m_uchColor[0] = 255;
pParticle->m_uchColor[1] = 255;
pParticle->m_uchColor[2] = 255;
pParticle->m_uchStartAlpha = 80;
pParticle->m_uchEndAlpha = 30;
pParticle->m_uchStartSize = ( 3.0 + 3.0*i ) * data.m_flScale;
pParticle->m_uchEndSize = pParticle->m_uchStartSize * 0.8;
pParticle->m_flRoll = random->RandomInt( 0, 3 );
pParticle->m_flRollDelta = 0.0f;
}
}
// dynamic light temporary entity for the muzzle flash
CPVSFilter filter(pEmitter->GetSortOrigin());
TE_DynamicLight( filter, 0.0, &(pEmitter->GetSortOrigin()), 255, 192, 64, 5, 70, 0.05, 768 );
}
DECLARE_CLIENT_EFFECT( CS_MuzzleFlash, CS_MuzzleFlashCallback );
// 'X' shaped muzzleflash used by certain weapons
void CS_MuzzleFlashXCallback( const CEffectData &data )
{
CSmartPtr<CLocalSpaceEmitter> pEmitter =
CLocalSpaceEmitter::Create( "CS_MuzzleFlashX", data.m_hEntity, data.m_nAttachmentIndex, 0 );
// SetBBox() manually on the particle system so it doesn't have to be recalculated more than once.
C_BaseEntity *pEnt = data.GetEntity();
if ( pEnt )
{
Vector vCenter = pEnt->WorldSpaceCenter();
pEmitter->GetBinding().SetBBox( vCenter - Vector( 3, 3, 3 ), vCenter + Vector( 3, 3, 3 ) );
}
Assert( pEmitter );
// haxors - make the clip much shorter so the alpha is not
// changed based on large clip distances
pEmitter->SetNearClip( 0, 5 );
PMaterialHandle hFlashMaterial = pEmitter->GetPMaterial( "effects/muzzleflashX" );
SimpleParticle *pParticle = (SimpleParticle *)pEmitter->AddParticle( sizeof( SimpleParticle ),
hFlashMaterial,
vec3_origin );
if( pParticle )
{
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = 0.08f;
pParticle->m_vecVelocity = vec3_origin;
pParticle->m_uchColor[0] = 255;
pParticle->m_uchColor[1] = 255;
pParticle->m_uchColor[2] = 255;
pParticle->m_uchStartAlpha = 130;
pParticle->m_uchEndAlpha = 80;
pParticle->m_uchStartSize = 6.0f * data.m_flScale * random->RandomFloat( 0.9, 1.1 );
pParticle->m_uchEndSize = pParticle->m_uchStartSize * 0.8;
pParticle->m_flRoll = random->RandomFloat( -0.25, 0.25 );
pParticle->m_flRollDelta = 0.0f;
}
// dynamic light temporary entity for the muzzle flash
CPVSFilter filter(pEmitter->GetSortOrigin());
TE_DynamicLight( filter, 0.0, &(pEmitter->GetSortOrigin()), 255, 192, 64, 5, 70, 0.05, 768 );
}
DECLARE_CLIENT_EFFECT( CS_MuzzleFlash_X, CS_MuzzleFlashXCallback );