//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "fx.h" #include "c_te_effect_dispatch.h" #include "basecombatweapon_shared.h" #include "baseviewmodel_shared.h" #include "particles_new.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" ConVar r_drawtracers( "r_drawtracers", "1", FCVAR_CHEAT ); ConVar r_drawtracers_firstperson( "r_drawtracers_firstperson", "1", FCVAR_ARCHIVE, "Toggle visibility of first person weapon tracers" ); #define TRACER_SPEED 5000 //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- Vector GetTracerOrigin( const CEffectData &data ) { Vector vecStart = data.m_vStart; QAngle vecAngles; int iAttachment = data.m_nAttachmentIndex; // Attachment? if ( data.m_fFlags & TRACER_FLAG_USEATTACHMENT ) { C_BaseViewModel *pViewModel = NULL; // If the entity specified is a weapon being carried by this player, use the viewmodel instead IClientRenderable *pRenderable = data.GetRenderable(); if ( !pRenderable ) return vecStart; C_BaseEntity *pEnt = data.GetEntity(); // This check should probably be for all multiplayer games, investigate later #if defined( HL2MP ) || defined( TF_CLIENT_DLL ) if ( pEnt && pEnt->IsDormant() ) return vecStart; #endif C_BaseCombatWeapon *pWpn = dynamic_cast( pEnt ); if ( pWpn && pWpn->ShouldDrawUsingViewModel() ) { C_BasePlayer *player = ToBasePlayer( pWpn->GetOwner() ); // Use GetRenderedWeaponModel() instead? pViewModel = player ? player->GetViewModel( 0 ) : NULL; if ( pViewModel ) { // Get the viewmodel and use it instead pRenderable = pViewModel; } } // Get the attachment origin if ( !pRenderable->GetAttachment( iAttachment, vecStart, vecAngles ) ) { DevMsg( "GetTracerOrigin: Couldn't find attachment %d on model %s\n", iAttachment, modelinfo->GetModelName( pRenderable->GetModel() ) ); } } return vecStart; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void TracerCallback( const CEffectData &data ) { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return; if ( !r_drawtracers.GetBool() ) return; if ( !r_drawtracers_firstperson.GetBool() ) { C_BasePlayer *pPlayer = dynamic_cast( data.GetEntity() ); if ( pPlayer && !pPlayer->ShouldDrawThisPlayer() ) return; } // Grab the data Vector vecStart = GetTracerOrigin( data ); float flVelocity = data.m_flScale; bool bWhiz = (data.m_fFlags & TRACER_FLAG_WHIZ); int iEntIndex = data.entindex(); if ( iEntIndex && iEntIndex == player->index ) { Vector foo = data.m_vStart; QAngle vangles; Vector vforward, vright, vup; engine->GetViewAngles( vangles ); AngleVectors( vangles, &vforward, &vright, &vup ); VectorMA( data.m_vStart, 4, vright, foo ); foo[2] -= 0.5f; FX_PlayerTracer( foo, (Vector&)data.m_vOrigin ); return; } // Use default velocity if none specified if ( !flVelocity ) { flVelocity = TRACER_SPEED; } // Do tracer effect FX_Tracer( (Vector&)vecStart, (Vector&)data.m_vOrigin, flVelocity, bWhiz ); } DECLARE_CLIENT_EFFECT( "Tracer", TracerCallback ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void ParticleTracerCallback( const CEffectData &data ) { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return; if ( !r_drawtracers.GetBool() ) return; if ( !r_drawtracers_firstperson.GetBool() ) { C_BasePlayer *pPlayer = dynamic_cast( data.GetEntity() ); if ( pPlayer && !pPlayer->ShouldDrawThisPlayer() ) return; } // Grab the data Vector vecStart = GetTracerOrigin( data ); Vector vecEnd = data.m_vOrigin; // Adjust view model tracers C_BaseEntity *pEntity = data.GetEntity(); if ( data.entindex() && data.entindex() == player->index ) { QAngle vangles; Vector vforward, vright, vup; engine->GetViewAngles( vangles ); AngleVectors( vangles, &vforward, &vright, &vup ); VectorMA( data.m_vStart, 4, vright, vecStart ); vecStart[2] -= 0.5f; } // Create the particle effect QAngle vecAngles; Vector vecToEnd = vecEnd - vecStart; VectorNormalize(vecToEnd); VectorAngles( vecToEnd, vecAngles ); DispatchParticleEffect( data.m_nHitBox, vecStart, vecEnd, vecAngles, pEntity ); if ( data.m_fFlags & TRACER_FLAG_WHIZ ) { FX_TracerSound( vecStart, vecEnd, TRACER_TYPE_DEFAULT ); } } DECLARE_CLIENT_EFFECT( "ParticleTracer", ParticleTracerCallback ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void TracerSoundCallback( const CEffectData &data ) { // Grab the data Vector vecStart = GetTracerOrigin( data ); // Do tracer effect FX_TracerSound( vecStart, (Vector&)data.m_vOrigin, data.m_fFlags ); } DECLARE_CLIENT_EFFECT( "TracerSound", TracerSoundCallback );