348 lines
11 KiB
C++
348 lines
11 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A blood spray effect to expose successful hits.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "clienteffectprecachesystem.h"
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#include "fx_sparks.h"
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#include "iefx.h"
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#include "c_te_effect_dispatch.h"
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#include "particles_ez.h"
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#include "decals.h"
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#include "engine/IEngineSound.h"
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#include "fx_quad.h"
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#include "engine/ivdebugoverlay.h"
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#include "shareddefs.h"
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#include "fx_blood.h"
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#include "tf_shareddefs.h"
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#include "view.h"
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#include "c_basetfplayer.h"
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectTF2BloodSpray )
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CLIENTEFFECT_MATERIAL( "effects/blood_gore" )
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CLIENTEFFECT_MATERIAL( "effects/blood_drop" )
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CLIENTEFFECT_MATERIAL( "effects/blood_puff" )
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CLIENTEFFECT_REGISTER_END()
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : origin -
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// normal -
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// scale -
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//-----------------------------------------------------------------------------
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void FX_TF2_BloodSpray( const Vector &origin, const Vector &normal, float scale, unsigned char r, unsigned char g, unsigned char b, int flags )
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{
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if ( UTIL_IsLowViolence() )
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return;
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//debugoverlay->AddLineOverlay( origin, origin + normal * 72, 255, 255, 255, true, 10 );
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float spread = 0.2f;
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Vector color = Vector( r / 255.0f, g / 255.0f, b / 255.0f );
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float colorRamp;
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Vector offset;
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int i;
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Vector offDir;
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Vector right;
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Vector up;
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Vector vecNormal = normal;
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// Get the distance to the view
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float flDistance = (origin - MainViewOrigin()).Length();
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float flLODDistance = 0.25 * (flDistance / 512);
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float flDistanceScale = 1.0 + flLODDistance;
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if (vecNormal != Vector(0, 0, 1) )
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{
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right = vecNormal.Cross( Vector(0, 0, 1) );
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up = right.Cross( vecNormal );
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}
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else
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{
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right = Vector(0, 0, 1);
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up = right.Cross( vecNormal );
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}
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// If the normal's too close to being along the view, push it out
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Vector vecForward, vecRight;
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AngleVectors( MainViewAngles(), &vecForward, &vecRight, NULL );
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float flDot = DotProduct( vecNormal, vecForward );
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if ( fabs(flDot) > 0.5 )
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{
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float flPush = random->RandomFloat(0.5, 1.5) + flLODDistance;
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float flRightDot = DotProduct( vecNormal, vecRight );
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// If we're up close, randomly move it around. If we're at a distance, always push it to the side
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// Up close, this can move it back towards the view, but the random chance still looks better
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if ( ( flDistance >= 512 && flRightDot > 0 ) || ( flDistance < 512 && RandomFloat(0,1) > 0.5 ) )
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{
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// Turn it to the right
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vecNormal += (vecRight * flPush);
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}
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else
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{
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// Turn it to the left
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vecNormal -= (vecRight * flPush);
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}
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}
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//
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// Dump out drops
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//
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// Don't bother with these over midrange distance
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if (flags & FX_BLOODSPRAY_DROPS && ( flDistance < 1500 ) )
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{
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TrailParticle *tParticle;
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CSmartPtr<CTrailParticles> pTrailEmitter = CTrailParticles::Create( "blooddrops" );
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if ( !pTrailEmitter )
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return;
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pTrailEmitter->SetSortOrigin( origin );
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// Partial gravity on blood drops.
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pTrailEmitter->SetGravity( 600.0 );
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// Enable simple collisions with nearby surfaces.
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pTrailEmitter->Setup(origin, &vecNormal, 1, 10, 100, 600, 0.2, 0 );
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PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_drop" );
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//
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// Long stringy drops of blood.
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//
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for ( i = 0; i < 7; i++ )
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{
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// Originate from within a circle 'scale' inches in diameter.
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offset = origin;
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offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale;
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offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale;
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tParticle = (TrailParticle *) pTrailEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
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if ( tParticle == NULL )
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break;
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tParticle->m_flLifetime = 0.0f;
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offDir = vecNormal + RandomVector( -0.3f, 0.3f );
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tParticle->m_vecVelocity = offDir * random->RandomFloat( 4.0f * scale, 40.0f * scale );
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tParticle->m_vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f ) * scale;
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tParticle->m_flWidth = random->RandomFloat( 0.5f, 1.0f ) * scale * (flDistanceScale * 1.25);
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tParticle->m_flLength = random->RandomFloat( 0.02f, 0.03f ) * scale * (flDistanceScale * 1.25);
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tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
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// Ramp up the brightness as it gets farther away
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colorRamp = random->RandomFloat( 0.5f, 0.75f ) + flLODDistance;
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FloatToColor32( tParticle->m_color, MIN( 1.0, color[0] * colorRamp ), MIN( 1.0, color[1] * colorRamp ), MIN( 1.0, color[2] * colorRamp ), 1.0f );
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}
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//
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// Shorter droplets.
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//
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// Only do these at short range
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if ( flDistance < 512 )
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{
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for ( i = 0; i < 10; i++ )
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{
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// Originate from within a circle 'scale' inches in diameter.
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offset = origin;
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offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale;
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offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale;
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tParticle = (TrailParticle *) pTrailEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
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if ( tParticle == NULL )
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break;
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tParticle->m_flLifetime = 0.0f;
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offDir = vecNormal + RandomVector( -1.0f, 1.0f );
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offDir[2] += random->RandomFloat(0, 1.0f);
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tParticle->m_vecVelocity = offDir * random->RandomFloat( 2.0f * scale, 25.0f * scale );
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tParticle->m_vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f ) * scale;
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tParticle->m_flWidth = random->RandomFloat( 0.25f, 0.375f ) * scale * flDistanceScale;
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tParticle->m_flLength = random->RandomFloat( 0.0025f, 0.005f ) * scale * flDistanceScale;
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tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
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colorRamp = random->RandomFloat( 0.5f, 0.75f ) + flLODDistance;
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FloatToColor32( tParticle->m_color, MIN( 1.0, color[0] * colorRamp ), MIN( 1.0, color[1] * colorRamp ), MIN( 1.0, color[2] * colorRamp ), 1.0f );
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}
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}
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}
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if ((flags & FX_BLOODSPRAY_GORE) || (flags & FX_BLOODSPRAY_CLOUD))
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{
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CSmartPtr<CBloodSprayEmitter> pSimple = CBloodSprayEmitter::Create( "bloodgore" );
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if ( !pSimple )
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return;
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pSimple->SetSortOrigin( origin );
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pSimple->SetGravity( 0 );
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PMaterialHandle hMaterial;
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//
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// Tight blossom of blood at the center.
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//
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if (flags & FX_BLOODSPRAY_GORE)
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{
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hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_gore" );
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SimpleParticle *pParticle;
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for ( i = 0; i < 6; i++ )
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{
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// Originate from within a circle 'scale' inches in diameter.
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offset = origin + ( 0.5 * scale * vecNormal );
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offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale;
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offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale;
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, offset );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = 0.3f;
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spread = 0.2f;
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pParticle->m_vecVelocity.Random( -spread, spread );
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pParticle->m_vecVelocity += vecNormal * random->RandomInt( 10, 100 );
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//VectorNormalize( pParticle->m_vecVelocity );
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colorRamp = random->RandomFloat( 0.75f, 1.0f ) + flLODDistance;
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pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
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pParticle->m_uchStartSize = random->RandomFloat( scale, scale * 4 ) * flDistanceScale;
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2 * flDistanceScale;
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pParticle->m_uchStartAlpha = random->RandomInt( 200, 255 );
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f );
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}
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}
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}
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//
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// Diffuse cloud just in front of the exit wound.
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//
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if (flags & FX_BLOODSPRAY_CLOUD)
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{
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hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_puff" );
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SimpleParticle *pParticle;
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for ( i = 0; i < 6; i++ )
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{
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// Originate from within a circle '2 * scale' inches in diameter.
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offset = origin + ( scale * vecNormal * 0.5 );
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offset += right * random->RandomFloat( -1, 1 ) * scale;
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offset += up * random->RandomFloat( -1, 1 ) * scale;
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, offset );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = random->RandomFloat( 0.5f, 0.8f);
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spread = 0.5f;
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pParticle->m_vecVelocity.Random( -spread, spread );
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pParticle->m_vecVelocity += vecNormal * random->RandomInt( 100, 200 );
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colorRamp = random->RandomFloat( 0.5f, 0.75f ) + flLODDistance;
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pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
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pParticle->m_uchStartSize = random->RandomFloat( scale * 0.5, scale ) * flDistanceScale;
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4 * flDistanceScale;
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pParticle->m_uchStartAlpha = random->RandomInt( 80, 128 );
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f );
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}
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}
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}
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}
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// TODO: Play a sound?
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//CLocalPlayerFilter filter;
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//C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, CHAN_VOICE, "Physics.WaterSplash", 1.0, ATTN_NORM, 0, 100, &origin );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bloodtype -
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// r -
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// g -
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// b -
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//-----------------------------------------------------------------------------
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void GetBloodColorForTeam( int iTeam, unsigned char &r, unsigned char &g, unsigned char &b )
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{
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if ( iTeam == TEAM_ALIENS )
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{
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r = 0;
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g = 255;
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b = 0;
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}
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else if ( iTeam == TEAM_HUMANS )
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{
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// Humans
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r = 255;
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g = 0;
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b = 0;
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}
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else
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{
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// NPCs?
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r = 200;
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g = 0;
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b = 0;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Intercepts the blood spray message.
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//-----------------------------------------------------------------------------
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void TF2BloodSprayCallback( const CEffectData &data )
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{
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unsigned char r = 0;
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unsigned char g = 0;
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unsigned char b = 0;
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// Get the entity we've hit
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C_BaseEntity *pEntity = ClientEntityList().GetEnt( data.m_nEntIndex );
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if ( pEntity )
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{
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GetBloodColorForTeam( pEntity->GetTeamNumber(), r, g, b );
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if ( pEntity->IsPlayer() )
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{
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C_BaseTFPlayer *pPlayer = (C_BaseTFPlayer *)pEntity;
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pPlayer->PainSound();
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}
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}
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else
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{
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GetBloodColorForTeam( 0, r, g, b );
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}
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FX_TF2_BloodSpray( data.m_vOrigin, data.m_vNormal, data.m_flScale, r, g, b, data.m_fFlags );
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}
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DECLARE_CLIENT_EFFECT( "tf2blood", TF2BloodSprayCallback );
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