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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Game-specific impact effect hooks
//
//=============================================================================
#include "cbase.h"
#include "fx.h"
#include "c_te_effect_dispatch.h"
#include "tier0/vprof.h"
#include "clientsideeffects.h"
#include "clienteffectprecachesystem.h"
#include "view.h"
#include "collisionutils.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "engine/IEngineSound.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CLIENTEFFECT_REGISTER_BEGIN( PrecacheTFTracers ) CLIENTEFFECT_MATERIAL( "effects/spark" ) CLIENTEFFECT_REGISTER_END()
#define LISTENER_HEIGHT 24
#define TRACER_TYPE_FAINT 4
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void FX_TFTracerSound( const Vector &start, const Vector &end, int iTracerType ) { // don't play on very short hits
if ( ( start - end ).Length() < 200 ) return; const char *pszSoundName = "Bullets.DefaultNearmiss"; float flWhizDist = 64; Vector vecListenOrigin = MainViewOrigin();
switch( iTracerType ) { case TRACER_TYPE_DEFAULT: flWhizDist = 96; // fall through !
default: { 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.f, 1.f ); vecListenOrigin.z -= t * LISTENER_HEIGHT; } break; }
static float flNextWhizTime = 0;
// Is it time yet?
float dt = flNextWhizTime - 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, params.soundname, params.volume, SNDLVL_TO_ATTN(params.soundlevel), 0, params.pitch, 0, &start, &shotDir, NULL); }
// Don't play another bullet whiz for this client until this time has run out
flNextWhizTime = gpGlobals->curtime + 0.1f; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void FX_BrightTracer( Vector& start, Vector& end ) { //Don't make small tracers
float dist; Vector dir; int velocity = 5000;
VectorSubtract( end, start, dir ); dist = VectorNormalize( dir );
// Don't make short tracers.
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( 1, 3 ), life, "effects/spark" );
FX_TFTracerSound( start, end, TRACER_TYPE_DEFAULT ); }
//-----------------------------------------------------------------------------
// Purpose: Bright Tracer for Machine Guns
//-----------------------------------------------------------------------------
void BrightTracerCallback( const CEffectData &data ) { FX_BrightTracer( (Vector&)data.m_vStart, (Vector&)data.m_vOrigin ); }
DECLARE_CLIENT_EFFECT( "BrightTracer", BrightTracerCallback );
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