//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Game-specific impact effect hooks // //=============================================================================// #include "cbase.h" #include "c_te_effect_dispatch.h" #include "tempent.h" #include "c_te_legacytempents.h" #include "tf_shareddefs.h" #include "tf_weapon_parse.h" #include "econ_item_system.h" #define TE_RIFLE_SHELL 1024 #define TE_PISTOL_SHELL 2048 extern CTFWeaponInfo *GetTFWeaponInfo( int iWeapon ); //----------------------------------------------------------------------------- // Purpose: TF Eject Brass //----------------------------------------------------------------------------- void TF_EjectBrassCallback( const CEffectData &data ) { const char *pszBrassModel = NULL; // If we got given a definition index, see if it has a brass model override if ( data.m_nDamageType ) { CEconItemDefinition *pDef = ItemSystem()->GetStaticDataForItemByDefIndex( data.m_nDamageType ); if ( pDef ) { pszBrassModel = pDef->GetBrassModelOverride(); // Allow weapon definitions to disable brass ejection if ( pszBrassModel && !pszBrassModel[0] ) return; } } // Otherwise, use the weapon default if ( !pszBrassModel || !pszBrassModel[0] ) { CTFWeaponInfo *pWeaponInfo = GetTFWeaponInfo( data.m_nHitBox ); if ( pWeaponInfo ) { pszBrassModel = pWeaponInfo->m_szBrassModel; } } if ( !pszBrassModel || !pszBrassModel[0] ) return; Vector vForward, vRight, vUp; AngleVectors( data.m_vAngles, &vForward, &vRight, &vUp ); QAngle vecShellAngles; VectorAngles( -vUp, vecShellAngles ); Vector vecVelocity = random->RandomFloat( 130, 180 ) * vForward + random->RandomFloat( -30, 30 ) * vRight + random->RandomFloat( -30, 30 ) * vUp; float flLifeTime = 10.0f; model_t *pModel = (model_t *)engine->LoadModel( pszBrassModel ); if ( !pModel ) return; int flags = FTENT_FADEOUT | FTENT_GRAVITY | FTENT_COLLIDEALL | FTENT_HITSOUND | FTENT_ROTATE; if ( data.m_nHitBox == TF_WEAPON_MINIGUN ) { // More velocity for Jake vecVelocity = random->RandomFloat( 130, 250 ) * vForward + random->RandomFloat( -100, 100 ) * vRight + random->RandomFloat( -30, 80 ) * vUp; } Assert( pModel ); C_LocalTempEntity *pTemp = tempents->SpawnTempModel( pModel, data.m_vOrigin, vecShellAngles, vecVelocity, flLifeTime, FTENT_NEVERDIE ); if ( pTemp == NULL ) return; pTemp->m_vecTempEntAngVelocity[0] = random->RandomFloat(-512,511); pTemp->m_vecTempEntAngVelocity[1] = random->RandomFloat(-255,255); pTemp->m_vecTempEntAngVelocity[2] = random->RandomFloat(-255,255); pTemp->hitSound = TE_PISTOL_SHELL; pTemp->SetGravity( 0.4 ); pTemp->m_flSpriteScale = 10; pTemp->flags = flags; // don't collide with owner pTemp->clientIndex = data.entindex(); if ( pTemp->clientIndex < 0 ) { pTemp->clientIndex = 0; } // ::ShouldCollide decides what this collides with pTemp->flags |= FTENT_COLLISIONGROUP; pTemp->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); } DECLARE_CLIENT_EFFECT( "TF_EjectBrass", TF_EjectBrassCallback );