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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "fx_quad.h"
#include "fx.h"
class C_MortarShell : public C_BaseEntity { public:
DECLARE_CLASS( C_MortarShell, C_BaseEntity ); DECLARE_CLIENTCLASS();
void OnDataChanged( DataUpdateType_t updateType ); int DrawModel( int flags ); RenderGroup_t GetRenderGroup( void ) { return RENDER_GROUP_TRANSLUCENT_ENTITY; }
private:
void AddRisingParticles( float flPerc ); void AddExplodingParticles( float flPerc );
inline float GetStartPerc( void ); inline float GetEndPerc( void );
CSmartPtr<CSimpleEmitter> m_pEmitter; TimedEvent m_ParticleEvent;
float m_flLifespan; float m_flRadius; float m_flStarttime; Vector m_vecSurfaceNormal; };
IMPLEMENT_CLIENTCLASS_DT( C_MortarShell, DT_MortarShell, CMortarShell ) RecvPropFloat( RECVINFO( m_flLifespan ) ), RecvPropFloat( RECVINFO( m_flRadius ) ), RecvPropVector( RECVINFO( m_vecSurfaceNormal ) ), END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void C_MortarShell::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED ) { m_flStarttime = gpGlobals->curtime; AddToLeafSystem( RENDER_GROUP_TRANSLUCENT_ENTITY );
m_pEmitter = CSimpleEmitter::Create( "C_EntityDissolve" ); m_pEmitter->SetSortOrigin( GetAbsOrigin() );
m_ParticleEvent.Init( 128 ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : flPerc -
//-----------------------------------------------------------------------------
void C_MortarShell::AddRisingParticles( float flPerc ) { SimpleParticle *sParticle;
Vector offset; float radius = m_flRadius * 0.25f * flPerc;
float val = RemapValClamped( gpGlobals->curtime, m_flStarttime, m_flStarttime + m_flLifespan, 0.0f, 1.0f );
float flCur = gpGlobals->frametime;
// Anime ground effects
while ( m_ParticleEvent.NextEvent( flCur ) ) { offset.x = random->RandomFloat( -radius, radius ); offset.y = random->RandomFloat( -radius, radius ); offset.z = random->RandomFloat( -8.0f, 8.0f );
offset += GetAbsOrigin();
sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), m_pEmitter->GetPMaterial( "effects/spark" ), offset ); if ( sParticle == NULL ) return;
sParticle->m_vecVelocity = Vector( Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( 32.0f, 256.0f ) * Bias( val, 0.25f ) ); sParticle->m_uchStartSize = random->RandomFloat( 4, 8 ) * flPerc;
sParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); sParticle->m_flLifetime = 0.0f;
sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
float alpha = 255 * flPerc;
sParticle->m_flRollDelta = Helper_RandomFloat( -8.0f * flPerc, 8.0f * flPerc ); 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; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : flPerc -
//-----------------------------------------------------------------------------
void C_MortarShell::AddExplodingParticles( float flPerc ) { SimpleParticle *sParticle;
Vector offset; float radius = 48.0f * flPerc;
float flCur = gpGlobals->frametime;
// Anime ground effects
while ( m_ParticleEvent.NextEvent( flCur ) ) { offset.x = random->RandomFloat( -radius, radius ); offset.y = random->RandomFloat( -radius, radius ); offset.z = random->RandomFloat( -8.0f, 8.0f );
offset += GetAbsOrigin();
sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), m_pEmitter->GetPMaterial( "effects/spark" ), offset ); if ( sParticle == NULL ) return;
sParticle->m_vecVelocity = RandomVector( -1.0f, 1.0f ) + Vector( 0, 0, 1 ); sParticle->m_vecVelocity *= ( 750.0f * flPerc ); sParticle->m_uchStartSize = random->RandomFloat( 2, 4 ) * flPerc;
sParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f ); sParticle->m_flLifetime = 0.0f;
sParticle->m_flRoll = Helper_RandomInt( 0, 360 );
float alpha = 255 * flPerc;
sParticle->m_flRollDelta = Helper_RandomFloat( -8.0f * flPerc, 8.0f * flPerc ); 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; } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : inline float
//-----------------------------------------------------------------------------
inline float C_MortarShell::GetStartPerc( void ) { float val = RemapValClamped( gpGlobals->curtime, m_flStarttime, m_flStarttime + m_flLifespan, 0.0f, 1.0f );
return ( Gain( val, 0.2f ) ); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : inline float
//-----------------------------------------------------------------------------
inline float C_MortarShell::GetEndPerc( void ) { float val = RemapValClamped( gpGlobals->curtime, m_flStarttime + m_flLifespan, m_flStarttime + m_flLifespan + 1.0f, 1.0f, 0.0f );
return ( Gain( val, 0.75f ) ); }
#define ALPHA_MIN 0.0f
#define ALPHA_MAX 1.0f
#define SCALE_MIN 8
#define SCALE_MAX 200
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_MortarShell::DrawModel( int flags ) { if ( gpGlobals->frametime <= 0.0f ) return 0;
float flPerc; bool ending;
// See if we're in the beginning phase
if ( gpGlobals->curtime < ( m_flStarttime + m_flLifespan ) ) { flPerc = GetStartPerc(); ending = false; } else { flPerc = GetEndPerc(); ending = true; }
float flAlpha = ALPHA_MIN + ( ( ALPHA_MAX - ALPHA_MIN ) * flPerc ); float flScale = ( ending ) ? m_flRadius : ( (m_flRadius*0.1f)+ ( ( m_flRadius - (m_flRadius*0.1f) ) * flPerc ) );
// Do the ground effect
FX_AddQuad( GetAbsOrigin() + ( m_vecSurfaceNormal * 2.0f ), m_vecSurfaceNormal, flScale, flScale, 1.0f, flAlpha, flAlpha, 1.0f, 0, 0, Vector( 1.0f, 1.0f, 1.0f ), 0.0001f, "effects/combinemuzzle2_nocull", 0 );
if ( !ending ) { // Add extra effects on startup
AddRisingParticles( flPerc ); } else { // Add exploding particles after the impact
AddExplodingParticles( flPerc ); }
return 1; }
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