hl2_src-leak-2017/src/game/client/tf2/fx_tf2_buildeffects.cpp

738 lines
24 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Effects played when objects are building
//
//=============================================================================//
#include "cbase.h"
#include "clienteffectprecachesystem.h"
#include "fx_sparks.h"
#include "iefx.h"
#include "c_te_effect_dispatch.h"
#include "particles_ez.h"
#include "decals.h"
#include "engine/IEngineSound.h"
#include "fx_quad.h"
#include "engine/ivdebugoverlay.h"
#include "shareddefs.h"
#include "tf_shareddefs.h"
#include "c_impact_effects.h"
#include "fx.h"
#include "iviewrender_beams.h"
#include "view.h"
#include "IEffects.h"
#include "c_tracer.h"
CLIENTEFFECT_REGISTER_BEGIN( PrecacheTF2EffectBuild )
CLIENTEFFECT_MATERIAL( "effects/blood" )
CLIENTEFFECT_MATERIAL( "effects/human_build_warp" )
CLIENTEFFECT_MATERIAL( "effects/tesla_glow_noz" )
CLIENTEFFECT_MATERIAL( "particle/particle_smokegrenade" )
CLIENTEFFECT_MATERIAL( "effects/human_tracers/human_sparksprite_A1" )
CLIENTEFFECT_MATERIAL( "effects/human_tracers/human_sparktracer_A_" )
CLIENTEFFECT_MATERIAL( "effects/alien_tracers/alien_pbtracer_A_" )
CLIENTEFFECT_MATERIAL( "effects/alien_tracers/alien_pbsprite_A1" )
CLIENTEFFECT_REGISTER_END()
//-----------------------------------------------------------------------------
// Purpose: Build impact
//-----------------------------------------------------------------------------
void FX_BuildImpact( const Vector &origin, const QAngle &vecAngles, const Vector &vecNormal, float flScale, bool bGround = false, CBaseEntity *pIgnore = NULL )
{
Vector offset;
float spread = 0.1f;
CSmartPtr<CDustParticle> pSimple = CDustParticle::Create( "dust" );
pSimple->SetSortOrigin( origin );
SimpleParticle *pParticle;
Vector color( 0.35, 0.35, 0.35 );
float colorRamp;
// If we're hitting the ground, try and get the ground color
if ( bGround )
{
trace_t tr;
UTIL_TraceLine( origin, origin + Vector(0,0,-32), MASK_SHOT, pIgnore, COLLISION_GROUP_NONE, &tr );
GetColorForSurface( &tr, &color );
}
int iNumPuffs = 8;
for ( int i = 0; i < iNumPuffs; i++ )
{
QAngle vecTemp = vecAngles;
vecTemp[YAW] += (360 / iNumPuffs) * i;
Vector vecForward;
AngleVectors( vecTemp, &vecForward );
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[0], origin );
if ( pParticle != NULL )
{
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = RandomFloat( 0.5f, 1.0f );
pParticle->m_vecVelocity.Random( -spread, spread );
pParticle->m_vecVelocity += ( vecForward * RandomFloat( 1.0f, 6.0f ) );
VectorNormalize( pParticle->m_vecVelocity );
float fForce = RandomFloat( 500, 750 );
// scaled
pParticle->m_vecVelocity *= fForce * flScale;
colorRamp = RandomFloat( 0.75f, 1.25f );
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
// scaled
pParticle->m_uchStartSize = flScale * RandomInt( 15, 20 );
// scaled
pParticle->m_uchEndSize = flScale * pParticle->m_uchStartSize * 4;
pParticle->m_uchStartAlpha = RandomInt( 32, 255 );
pParticle->m_uchEndAlpha = 0;
pParticle->m_flRoll = RandomInt( 0, 360 );
pParticle->m_flRollDelta = RandomFloat( -8.0f, 8.0f );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Large dust impact
//-----------------------------------------------------------------------------
void BuildImpactCallback( const CEffectData &data )
{
Vector vecOrigin = data.m_vOrigin;
QAngle vecAngles = data.m_vAngles;
Vector vecNormal = data.m_vNormal;
FX_BuildImpact( vecOrigin, vecAngles, vecNormal, 1 );
// Randomly play sparks
if ( RandomFloat() > 0.35 )
{
// Angle them up
vecAngles[PITCH] = -90;
Vector vecForward;
AngleVectors( vecAngles, &vecForward );
// Sparks
FX_Sparks( vecOrigin, 2, 4, vecForward, 2.5, 48, 64 );
}
}
DECLARE_CLIENT_EFFECT( "BuildImpact", BuildImpactCallback );
//-----------------------------------------------------------------------------
// Purpose: Small dust impact
//-----------------------------------------------------------------------------
void BuildImpactSmallCallback( const CEffectData &data )
{
Vector vecOrigin = data.m_vOrigin;
QAngle vecAngles = data.m_vAngles;
Vector vecNormal = data.m_vNormal;
FX_BuildImpact( vecOrigin, vecAngles, vecNormal, 0.65 );
}
DECLARE_CLIENT_EFFECT( "BuildImpactSmall", BuildImpactSmallCallback );
//-----------------------------------------------------------------------------
// Purpose: Large dust impact to be used only when something's landed on the ground
//-----------------------------------------------------------------------------
void BuildImpactGroundCallback( const CEffectData &data )
{
Vector vecOrigin = data.m_vOrigin;
QAngle vecAngles = data.m_vAngles;
Vector vecNormal = data.m_vNormal;
int iEntIndex = data.m_nEntIndex;
C_BaseEntity *pEntity = ClientEntityList().GetEnt( iEntIndex );
FX_BuildImpact( vecOrigin, vecAngles, vecNormal, 1, true, pEntity );
}
DECLARE_CLIENT_EFFECT( "BuildImpactGround", BuildImpactGroundCallback );
//-----------------------------------------------------------------------------
// Purpose: Create a tesla effect between two points
//-----------------------------------------------------------------------------
void TF2_FX_BuildTesla( C_BaseEntity *pEntity, Vector &vecOrigin, Vector &vecEnd )
{
BeamInfo_t beamInfo;
beamInfo.m_nType = TE_BEAMTESLA;
beamInfo.m_vecStart = vecOrigin;
beamInfo.m_vecEnd = vecEnd;
beamInfo.m_pszModelName = "sprites/physbeam.vmt";
beamInfo.m_flHaloScale = 0.0;
beamInfo.m_flLife = RandomFloat( 0.3, 0.55 );
beamInfo.m_flWidth = 5.0;
beamInfo.m_flEndWidth = 1;
beamInfo.m_flFadeLength = 0.3;
beamInfo.m_flAmplitude = 16;
beamInfo.m_flBrightness = 200.0;
beamInfo.m_flSpeed = 0.0;
beamInfo.m_nStartFrame = 0.0;
beamInfo.m_flFrameRate = 1.0;
beamInfo.m_flRed = 255.0;
beamInfo.m_flGreen = 255.0;
beamInfo.m_flBlue = 255.0;
beamInfo.m_nSegments = 20;
beamInfo.m_bRenderable = true;
beamInfo.m_nFlags = FBEAM_ONLYNOISEONCE;
beams->CreateBeamPoints( beamInfo );
}
//-----------------------------------------------------------------------------
// Purpose: Tesla effect
//-----------------------------------------------------------------------------
void TF2_BuildTeslaCallback( const CEffectData &data )
{
Vector vecOrigin = data.m_vOrigin;
QAngle vecAngles = data.m_vAngles;
int iEntIndex = data.m_nEntIndex;
C_BaseEntity *pEntity = ClientEntityList().GetEnt( iEntIndex );
// Send out beams around us
int iNumBeamsAround = 4;
int iNumRandomBeams = 2;
int iTotalBeams = iNumBeamsAround + iNumRandomBeams;
float flYawOffset = RandomFloat(0,360);
for ( int i = 0; i < iTotalBeams; i++ )
{
// Make a couple of tries at it
int iTries = -1;
Vector vecForward;
trace_t tr;
do
{
iTries++;
// Some beams are deliberatly aimed around the point, the rest are random.
if ( i < iNumBeamsAround )
{
QAngle vecTemp = vecAngles;
vecTemp[YAW] += anglemod( flYawOffset + ((360 / iTotalBeams) * i) );
AngleVectors( vecTemp, &vecForward );
// Randomly angle it up or down
vecForward.z = RandomFloat( -1, 1 );
}
else
{
vecForward = RandomVector( -1, 1 );
}
UTIL_TraceLine( vecOrigin, vecOrigin + (vecForward * 192), MASK_SHOT, pEntity, COLLISION_GROUP_NONE, &tr );
} while ( tr.fraction >= 1.0 && iTries < 3 );
Vector vecEnd = tr.endpos - (vecForward * 8);
// Only spark & glow if we hit something
if ( tr.fraction < 1.0 )
{
if ( !EffectOccluded( tr.endpos ) )
{
// Move it towards the camera
Vector vecFlash = tr.endpos;
Vector vecForward;
AngleVectors( MainViewAngles(), &vecForward );
vecFlash -= (vecForward * 8);
g_pEffects->EnergySplash( vecFlash, -vecForward, false );
// End glow
CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "dust" );
pSimple->SetSortOrigin( vecFlash );
SimpleParticle *pParticle;
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/tesla_glow_noz" ), vecFlash );
if ( pParticle != NULL )
{
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = RandomFloat( 0.5, 1 );
pParticle->m_vecVelocity = vec3_origin;
Vector color( 1,1,1 );
float colorRamp = RandomFloat( 0.75f, 1.25f );
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
pParticle->m_uchStartSize = RandomFloat( 6,13 );
pParticle->m_uchEndSize = pParticle->m_uchStartSize - 2;
pParticle->m_uchStartAlpha = 255;
pParticle->m_uchEndAlpha = 10;
pParticle->m_flRoll = RandomFloat( 0,360 );
pParticle->m_flRollDelta = 0;
}
}
}
// Build the tesla
TF2_FX_BuildTesla( pEntity, vecOrigin, tr.endpos );
}
}
DECLARE_CLIENT_EFFECT( "TF2BuildTesla", TF2_BuildTeslaCallback );
//-----------------------------------------------------------------------------
// Purpose: WarpParticle emitter
// This is a particle that scales up to its max size in WARPEMMITER_MIDPOINT
// of it's lifetime, the drops back to its initial size by the end of its life.
// Alpha scales the same way.
//-----------------------------------------------------------------------------
#define WARPEMMITER_MIDPOINT 0.6
class CWarpParticleEmitter : public CSimpleEmitter
{
public:
CWarpParticleEmitter( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
//Create
static CWarpParticleEmitter *Create( const char *pDebugName="dust" )
{
return new CWarpParticleEmitter( pDebugName );
}
// Scale
virtual float UpdateScale( const SimpleParticle *pParticle )
{
float tLifeTime = pParticle->m_flLifetime / pParticle->m_flDieTime;
// Ramp up for the first 75% of my life, then reduce for the rest
if ( tLifeTime < WARPEMMITER_MIDPOINT )
{
tLifeTime = RemapVal( tLifeTime, 0, WARPEMMITER_MIDPOINT, 0, 1.0 );
return (float)pParticle->m_uchStartSize + ( (float)pParticle->m_uchEndSize - (float)pParticle->m_uchStartSize ) * tLifeTime;
}
tLifeTime -= WARPEMMITER_MIDPOINT;
tLifeTime = RemapVal( tLifeTime, 0, 1 - WARPEMMITER_MIDPOINT, 0, 1.0 );
return (float)pParticle->m_uchEndSize - ( (float)pParticle->m_uchEndSize - (float)pParticle->m_uchStartSize ) * tLifeTime;
}
//Alpha
virtual float UpdateAlpha( const SimpleParticle *pParticle )
{
float tLifeTime = pParticle->m_flLifetime / pParticle->m_flDieTime;
float flAlpha = 0;
// Ramp up for the first 75% of my life, then reduce for the rest
if ( tLifeTime < WARPEMMITER_MIDPOINT )
{
tLifeTime = RemapVal( tLifeTime, 0, WARPEMMITER_MIDPOINT, 0, 1.0 );
flAlpha = (float)pParticle->m_uchStartAlpha + ( (float)pParticle->m_uchEndAlpha - (float)pParticle->m_uchStartAlpha ) * tLifeTime;
}
else
{
tLifeTime -= WARPEMMITER_MIDPOINT;
tLifeTime = RemapVal( tLifeTime, 0, 1 - WARPEMMITER_MIDPOINT, 0, 1.0 );
flAlpha = (float)pParticle->m_uchEndAlpha - ( (float)pParticle->m_uchEndAlpha - (float)pParticle->m_uchStartAlpha ) * tLifeTime;
}
flAlpha = flAlpha / 255;
return flAlpha;
}
private:
CWarpParticleEmitter( const CWarpParticleEmitter & ); // not defined, not accessible
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void FX_BuildWarp( Vector &vecOrigin, QAngle &vecAngles, float flScale )
{
if ( EffectOccluded( vecOrigin ) )
return;
CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "dust" );
pSimple->SetSortOrigin( vecOrigin );
SimpleParticle *pParticle;
Vector color( 1, 1, 1 );
float colorRamp;
// Big flash
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/blueflare2" ), vecOrigin );
if ( pParticle != NULL )
{
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = 0.5;
pParticle->m_vecVelocity = vec3_origin;
colorRamp = RandomFloat( 0.75f, 1.25f );
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
pParticle->m_uchStartSize = RandomFloat( 10,15 );
pParticle->m_uchEndSize = pParticle->m_uchStartSize * 8 * flScale;
pParticle->m_uchStartAlpha = 48;
pParticle->m_uchEndAlpha = 0;
pParticle->m_flRoll = 0;
pParticle->m_flRollDelta = 0;
}
// Bright light
// Move it towards the camera
Vector vecForward;
AngleVectors( MainViewAngles(), &vecForward );
vecOrigin -= (vecForward * 8);
CSmartPtr<CWarpParticleEmitter> pWarpEmitter = CWarpParticleEmitter::Create( "dust" );
pWarpEmitter->SetSortOrigin( vecOrigin );
pParticle = (SimpleParticle *) pWarpEmitter->AddParticle( sizeof( SimpleParticle ), pWarpEmitter->GetPMaterial( "effects/human_build_warp" ), vecOrigin );
if ( pParticle != NULL )
{
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = 0.4;
pParticle->m_vecVelocity = vec3_origin;
colorRamp = RandomFloat( 0.75f, 1.25f );
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
pParticle->m_uchStartSize = RandomInt( 10,13 ) * flScale;
pParticle->m_uchEndSize = pParticle->m_uchStartSize * 9;
pParticle->m_uchStartAlpha = 32;
pParticle->m_uchEndAlpha = 192;
pParticle->m_flRoll = 0;
pParticle->m_flRollDelta = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose: Warp effect
//-----------------------------------------------------------------------------
void BuildWarpCallback( const CEffectData &data )
{
Vector vecOrigin = data.m_vOrigin;
QAngle vecAngles = data.m_vAngles;
// Warp effect
FX_BuildWarp( vecOrigin, vecAngles, 2 );
g_pEffects->EnergySplash( vecOrigin, Vector(0,0,1), false );
}
DECLARE_CLIENT_EFFECT( "BuildWarp", BuildWarpCallback );
//-----------------------------------------------------------------------------
// Purpose: Small Warp effect
//-----------------------------------------------------------------------------
void BuildWarpSmallCallback( const CEffectData &data )
{
Vector vecOrigin = data.m_vOrigin;
QAngle vecAngles = data.m_vAngles;
// Warp effect
FX_BuildWarp( vecOrigin, vecAngles, 1.5 );
g_pEffects->EnergySplash( vecOrigin, Vector(0,0,1), false );
}
DECLARE_CLIENT_EFFECT( "BuildWarpSmall", BuildWarpSmallCallback );
//-----------------------------------------------------------------------------
// Purpose: Spark effects
//-----------------------------------------------------------------------------
void BuildSparksCallback( const CEffectData &data )
{
Vector vecOrigin = data.m_vOrigin;
QAngle vecAngles = data.m_vAngles;
// Angle them up
vecAngles[PITCH] = -90;
Vector vecForward;
AngleVectors( vecAngles, &vecForward );
// Sparks
FX_Sparks( vecOrigin, 2, 4, vecForward, 2.5, 48, 64 );
}
DECLARE_CLIENT_EFFECT( "BuildSparks", BuildSparksCallback );
//-----------------------------------------------------------------------------
// Purpose: Red Spark effects
//-----------------------------------------------------------------------------
void BuildSparksRedCallback( const CEffectData &data )
{
Vector vecOrigin = data.m_vOrigin;
QAngle vecAngles = data.m_vAngles;
// Angle them up
vecAngles[PITCH] = -90;
Vector vecForward;
AngleVectors( vecAngles, &vecForward );
// Sparks
FX_Sparks( vecOrigin, 2, 4, vecForward, 2.5, 48, 64, "effects/spark2" );
}
DECLARE_CLIENT_EFFECT( "BuildSparksRed", BuildSparksRedCallback );
//-----------------------------------------------------------------------------
// Purpose: Electric sparks effect
//-----------------------------------------------------------------------------
void BuildSparksElectricCallback( const CEffectData &data )
{
Vector vecOrigin = data.m_vOrigin;
Vector vecNormal = data.m_vNormal;
// Sparks
FX_ElectricSpark( vecOrigin, 2, 4, &vecNormal );
}
DECLARE_CLIENT_EFFECT( "BuildSparksElectric", BuildSparksElectricCallback );
//-----------------------------------------------------------------------------
// Purpose: Metal sparks effect
//-----------------------------------------------------------------------------
void BuildSparksMetalCallback( const CEffectData &data )
{
Vector vecOrigin = data.m_vOrigin;
Vector vecNormal = data.m_vNormal;
// Sparks
FX_MetalSpark( vecOrigin, vecNormal, vecNormal, 2 );
}
DECLARE_CLIENT_EFFECT( "BuildSparksMetal", BuildSparksMetalCallback );
//-----------------------------------------------------------------------------
// Purpose: Metal scrape effect
//-----------------------------------------------------------------------------
void BuildMetalScrapeCallback( const CEffectData &data )
{
Vector vecOrigin = data.m_vOrigin;
Vector vecNormal = data.m_vNormal;
// Sparks
FX_MetalScrape( vecOrigin, vecNormal );
}
DECLARE_CLIENT_EFFECT( "BuildMetalScrape", BuildMetalScrapeCallback );
//-----------------------------------------------------------------------------
// Purpose: Warp effect that looks like it's sucking things to it
//-----------------------------------------------------------------------------
void FX_BuildWarpSuck( Vector &vecOrigin, QAngle &vecAngles, float flScale )
{
CSmartPtr<CTrailParticles> pEmitter = CTrailParticles::Create( "BuildWarpSuck" );
PMaterialHandle hParticleMaterial = pEmitter->GetPMaterial( "effects/bluespark" );
pEmitter->Setup( (Vector &) vecOrigin,
NULL,
0.0,
0,
64,
0,
0,
bitsPARTICLE_TRAIL_VELOCITY_DAMPEN | bitsPARTICLE_TRAIL_FADE );
// Add particles
int iNumParticles = 60;
for ( int i = 0; i < iNumParticles; i++ )
{
Vector vOffset = RandomVector( -1, 1 );
VectorNormalize( vOffset );
float flDistance = RandomFloat( 16, 64 ) * flScale;
Vector vPos = vecOrigin + (vOffset * flDistance);
TrailParticle *pParticle = (TrailParticle *) pEmitter->AddParticle( sizeof(TrailParticle), hParticleMaterial, vPos );
if ( pParticle )
{
float flSpeed = RandomFloat(8,16) * (flScale * flScale * flScale);
pParticle->m_vecVelocity = vOffset * -flSpeed;
pParticle->m_flDieTime = MIN( 3, (flDistance / flSpeed) + RandomFloat(0.0, 0.2) );
pParticle->m_flLifetime = 0;
pParticle->m_flWidth = RandomFloat( 2, 3 ) * flScale;
pParticle->m_flLength = RandomFloat( 1, 2 ) * flScale;
Color32Init( pParticle->m_color, 255, 255, 255, 255 );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Warp effect that looks like it's sucking things to it
//-----------------------------------------------------------------------------
void BuildWarpSuckCallback( const CEffectData &data )
{
Vector vecOrigin = data.m_vOrigin;
QAngle vecAngles = data.m_vAngles;
FX_BuildWarpSuck( vecOrigin, vecAngles, 1.0 );
}
DECLARE_CLIENT_EFFECT( "BuildWarpSuck", BuildWarpSuckCallback );
//-----------------------------------------------------------------------------
// Purpose: Bigger Warp effect that looks like it's sucking things to it
//-----------------------------------------------------------------------------
void BuildWarpSuckBigCallback( const CEffectData &data )
{
Vector vecOrigin = data.m_vOrigin;
QAngle vecAngles = data.m_vAngles;
FX_BuildWarpSuck( vecOrigin, vecAngles, 2.0 );
}
DECLARE_CLIENT_EFFECT( "BuildWarpSuckBig", BuildWarpSuckBigCallback );
//-----------------------------------------------------------------------------
// Purpose: GasSpurt Emitter
// This is an emitter that keeps spitting out particles for its lifetime
// It won't create particles if it's not in view, so it's best when short lived
//-----------------------------------------------------------------------------
class CGasSpurtEmitter : public CSimpleEmitter
{
typedef CSimpleEmitter BaseClass;
public:
CGasSpurtEmitter( const char *pDebugName ) : CSimpleEmitter( pDebugName )
{
m_flDeathTime = 0;
m_flLastParticleSpawnTime = 0;
}
// Create
static CGasSpurtEmitter *Create( const char *pDebugName="gasspurt" )
{
return new CGasSpurtEmitter( pDebugName );
}
void SetLifeTime( float flTime )
{
m_flDeathTime = gpGlobals->curtime + flTime;
}
void SetSpurtAngle( QAngle &vecAngles )
{
AngleVectors( vecAngles, &m_vecSpurtForward );
}
void SetSpurtColor( const Vector4D &pColor )
{
for ( int i = 0; i <= 3; i++ )
{
m_SpurtColor[i] = pColor[i];
}
}
void SetSpawnRate( float flRate )
{
m_flSpawnRate = flRate;
}
void CreateSpurtParticles( void )
{
SimpleParticle *pParticle;
// Smoke
int numParticles = RandomInt( 1,2 );
for ( int i = 0; i < numParticles; i++ )
{
pParticle = (SimpleParticle *) AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[0], m_vSortOrigin );
if ( pParticle == NULL )
break;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = RandomFloat( 0.5, 1.0 );
// Random velocity around the angles forward
Vector vecVelocity;
vecVelocity.Random( -0.1f, 0.1f );
vecVelocity += m_vecSpurtForward;
VectorNormalize( vecVelocity );
vecVelocity *= RandomFloat( 16.0f, 64.0f );
pParticle->m_vecVelocity = vecVelocity;
// Randomize the color a little
int color[3][2];
for( int i = 0; i < 3; ++i )
{
color[i][0] = MAX( 0, m_SpurtColor[i] - 64 );
color[i][1] = MIN( 255, m_SpurtColor[i] + 64 );
}
pParticle->m_uchColor[0] = random->RandomInt( color[0][0], color[0][1] );
pParticle->m_uchColor[1] = random->RandomInt( color[1][0], color[1][1] );
pParticle->m_uchColor[2] = random->RandomInt( color[2][0], color[2][1] );
pParticle->m_uchStartAlpha = m_SpurtColor[3];
pParticle->m_uchEndAlpha = 0;
pParticle->m_uchStartSize = RandomInt( 1, 2 );
pParticle->m_uchEndSize = pParticle->m_uchStartSize*3;
pParticle->m_flRoll = RandomFloat( 0, 360 );
pParticle->m_flRollDelta = RandomFloat( -4.0f, 4.0f );
}
m_flLastParticleSpawnTime = gpGlobals->curtime + m_flSpawnRate;
}
virtual void SimulateParticles( CParticleSimulateIterator *pIterator )
{
Particle *pParticle = (Particle*)pIterator->GetFirst();
while ( pParticle )
{
// If our lifetime isn't up, create more particles
if ( m_flDeathTime > gpGlobals->curtime )
{
if ( m_flLastParticleSpawnTime <= gpGlobals->curtime )
{
CreateSpurtParticles();
}
}
pParticle = (Particle*)pIterator->GetNext();
}
BaseClass::SimulateParticles( pIterator );
}
private:
float m_flDeathTime;
float m_flLastParticleSpawnTime;
float m_flSpawnRate;
Vector m_vecSpurtForward;
Vector4D m_SpurtColor;
CGasSpurtEmitter( const CGasSpurtEmitter & ); // not defined, not accessible
};
//-----------------------------------------------------------------------------
// Purpose: Small hose gas spurt
//-----------------------------------------------------------------------------
void FX_BuildGasSpurt( Vector &vecOrigin, QAngle &vecAngles, float flLifeTime, const Vector4D &pColor )
{
CSmartPtr<CGasSpurtEmitter> pSimple = CGasSpurtEmitter::Create( "FX_Smoke" );
pSimple->SetSortOrigin( vecOrigin );
pSimple->SetLifeTime( flLifeTime );
pSimple->SetSpurtAngle( vecAngles );
pSimple->SetSpurtColor( pColor );
pSimple->SetSpawnRate( 0.03 );
pSimple->CreateSpurtParticles();
}
//-----------------------------------------------------------------------------
// Purpose: Green hose gas spurt
//-----------------------------------------------------------------------------
void GasGreenCallback( const CEffectData &data )
{
Vector vecOrigin = data.m_vOrigin;
QAngle vecAngles = data.m_vAngles;
Vector4D color( 50,192,50,255 );
FX_BuildGasSpurt( vecOrigin, vecAngles, 1.0, color );
}
DECLARE_CLIENT_EFFECT( "GasGreen", GasGreenCallback );