//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "decals.h" #include "materialsystem/IMaterialVar.h" #include "ieffects.h" #include "fx.h" #include "fx_impact.h" #include "view.h" #include "engine/IStaticPropMgr.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" static ConVar r_drawflecks( "r_drawflecks", "1" ); extern ConVar r_drawmodeldecals; ImpactSoundRouteFn g_pImpactSoundRouteFn = NULL; //========================================================================================================================== // RAGDOLL ENUMERATOR //========================================================================================================================== CRagdollEnumerator::CRagdollEnumerator( Ray_t& shot, int iDamageType ) { m_rayShot = shot; m_iDamageType = iDamageType; m_bHit = false; } IterationRetval_t CRagdollEnumerator::EnumElement( IHandleEntity *pHandleEntity ) { C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() ); if ( pEnt == NULL ) return ITERATION_CONTINUE; C_BaseAnimating *pModel = static_cast< C_BaseAnimating * >( pEnt ); // If the ragdoll was created on this tick, then the forces were already applied on the server if ( pModel == NULL || WasRagdollCreatedOnCurrentTick( pEnt ) ) return ITERATION_CONTINUE; IPhysicsObject *pPhysicsObject = pModel->VPhysicsGetObject(); if ( pPhysicsObject == NULL ) return ITERATION_CONTINUE; trace_t tr; enginetrace->ClipRayToEntity( m_rayShot, MASK_SHOT, pModel, &tr ); if ( tr.fraction < 1.0 ) { pModel->ImpactTrace( &tr, m_iDamageType, NULL ); m_bHit = true; //FIXME: Yes? No? return ITERATION_STOP; } return ITERATION_CONTINUE; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool FX_AffectRagdolls( Vector vecOrigin, Vector vecStart, int iDamageType ) { // don't do this when lots of ragdolls are simulating if ( s_RagdollLRU.CountRagdolls(true) > 1 ) return false; Ray_t shotRay; shotRay.Init( vecStart, vecOrigin ); CRagdollEnumerator ragdollEnum( shotRay, iDamageType ); partition->EnumerateElementsAlongRay( PARTITION_CLIENT_RESPONSIVE_EDICTS, shotRay, false, &ragdollEnum ); return ragdollEnum.Hit(); } //----------------------------------------------------------------------------- // Purpose: // Input : &data - //----------------------------------------------------------------------------- void RagdollImpactCallback( const CEffectData &data ) { FX_AffectRagdolls( data.m_vOrigin, data.m_vStart, data.m_nDamageType ); } DECLARE_CLIENT_EFFECT( "RagdollImpact", RagdollImpactCallback ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool Impact( Vector &vecOrigin, Vector &vecStart, int iMaterial, int iDamageType, int iHitbox, C_BaseEntity *pEntity, trace_t &tr, int nFlags, int maxLODToDecal ) { Assert ( pEntity ); // Clear out the trace memset( &tr, 0, sizeof(trace_t)); tr.fraction = 1.0f; // Setup our shot information Vector shotDir = vecOrigin - vecStart; float flLength = VectorNormalize( shotDir ); Vector traceExt; VectorMA( vecStart, flLength + 8.0f, shotDir, traceExt ); // Attempt to hit ragdolls bool bHitRagdoll = false; if ( !pEntity->IsClientCreated() ) { bHitRagdoll = FX_AffectRagdolls( vecOrigin, vecStart, iDamageType ); } if ( (nFlags & IMPACT_NODECAL) == 0 ) { int decalNumber = decalsystem->GetDecalIndexForName( GetImpactDecal( pEntity, iMaterial, iDamageType ) ); if ( decalNumber == -1 ) return false; if ( (pEntity->entindex() == 0) && (iHitbox != 0) ) { staticpropmgr->AddDecalToStaticProp( vecStart, traceExt, iHitbox - 1, decalNumber, true, tr ); } else if ( pEntity ) { // Here we deal with decals on entities. pEntity->AddDecal( vecStart, traceExt, vecOrigin, iHitbox, decalNumber, true, tr, maxLODToDecal ); } } else { // Perform the trace ourselves Ray_t ray; ray.Init( vecStart, traceExt ); if ( (pEntity->entindex() == 0) && (iHitbox != 0) ) { // Special case for world entity with hitbox (that's a static prop) ICollideable *pCollideable = staticpropmgr->GetStaticPropByIndex( iHitbox - 1 ); enginetrace->ClipRayToCollideable( ray, MASK_SHOT, pCollideable, &tr ); } else { if ( !pEntity ) return false; enginetrace->ClipRayToEntity( ray, MASK_SHOT, pEntity, &tr ); } } // If we found the surface, emit debris flecks bool bReportRagdollImpacts = (nFlags & IMPACT_REPORT_RAGDOLL_IMPACTS) != 0; if ( ( tr.fraction == 1.0f ) || ( bHitRagdoll && !bReportRagdollImpacts ) ) return false; return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- char const *GetImpactDecal( C_BaseEntity *pEntity, int iMaterial, int iDamageType ) { char const *decalName; if ( !pEntity ) { decalName = "Impact.Concrete"; } else { decalName = pEntity->DamageDecal( iDamageType, iMaterial ); } // See if we need to offset the decal for material type return decalsystem->TranslateDecalForGameMaterial( decalName, iMaterial ); } //----------------------------------------------------------------------------- // Purpose: Perform custom effects based on the Decal index //----------------------------------------------------------------------------- void PerformCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags ) { // Throw out the effect if any of these are true if ( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) return; bool bNoFlecks = !r_drawflecks.GetBool(); if ( !bNoFlecks ) { bNoFlecks = ( ( nFlags & FLAGS_CUSTIOM_EFFECTS_NOFLECKS ) != 0 ); } // Cement and wood have dust and flecks if ( ( iMaterial == CHAR_TEX_CONCRETE ) || ( iMaterial == CHAR_TEX_TILE ) ) { FX_DebrisFlecks( vecOrigin, &tr, iMaterial, iScale, bNoFlecks ); } else if ( iMaterial == CHAR_TEX_WOOD ) { FX_DebrisFlecks( vecOrigin, &tr, iMaterial, iScale, bNoFlecks ); } else if ( ( iMaterial == CHAR_TEX_DIRT ) || ( iMaterial == CHAR_TEX_SAND ) ) { FX_DustImpact( vecOrigin, &tr, iScale ); } else if ( iMaterial == CHAR_TEX_ANTLION ) { FX_AntlionImpact( vecOrigin, &tr ); } else if ( ( iMaterial == CHAR_TEX_METAL ) || ( iMaterial == CHAR_TEX_VENT ) ) { Vector reflect; float dot = shotDir.Dot( tr.plane.normal ); reflect = shotDir + ( tr.plane.normal * ( dot*-2.0f ) ); reflect[0] += random->RandomFloat( -0.2f, 0.2f ); reflect[1] += random->RandomFloat( -0.2f, 0.2f ); reflect[2] += random->RandomFloat( -0.2f, 0.2f ); FX_MetalSpark( vecOrigin, reflect, tr.plane.normal, iScale ); } else if ( iMaterial == CHAR_TEX_COMPUTER ) { Vector offset = vecOrigin + ( tr.plane.normal * 1.0f ); g_pEffects->Sparks( offset ); } } //----------------------------------------------------------------------------- // Purpose: Play a sound for an impact. If tr contains a valid hit, use that. // If not, use the passed in origin & surface. //----------------------------------------------------------------------------- void PlayImpactSound( CBaseEntity *pEntity, trace_t &tr, Vector &vecServerOrigin, int nServerSurfaceProp ) { surfacedata_t *pdata; Vector vecOrigin; // If the client-side trace hit a different entity than the server, or // the server didn't specify a surfaceprop, then use the client-side trace // material if it's valid. if ( tr.DidHit() && (pEntity != tr.m_pEnt || nServerSurfaceProp == 0) ) { nServerSurfaceProp = tr.surface.surfaceProps; } pdata = physprops->GetSurfaceData( nServerSurfaceProp ); if ( tr.fraction < 1.0 ) { vecOrigin = tr.endpos; } else { vecOrigin = vecServerOrigin; } // Now play the esound if ( pdata->sounds.bulletImpact ) { const char *pbulletImpactSoundName = physprops->GetString( pdata->sounds.bulletImpact ); if ( g_pImpactSoundRouteFn ) { g_pImpactSoundRouteFn( pbulletImpactSoundName, vecOrigin ); } else { CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, NULL, pbulletImpactSoundName, pdata->soundhandles.bulletImpact, &vecOrigin ); } return; } #ifdef _DEBUG Msg("***ERROR: PlayImpactSound() on a surface with 0 bulletImpactCount!\n"); #endif //_DEBUG } void SetImpactSoundRoute( ImpactSoundRouteFn fn ) { g_pImpactSoundRouteFn = fn; } //----------------------------------------------------------------------------- // Purpose: Pull the impact data out // Input : &data - // *vecOrigin - // *vecAngles - // *iMaterial - // *iDamageType - // *iHitbox - // *iEntIndex - //----------------------------------------------------------------------------- C_BaseEntity *ParseImpactData( const CEffectData &data, Vector *vecOrigin, Vector *vecStart, Vector *vecShotDir, short &nSurfaceProp, int &iMaterial, int &iDamageType, int &iHitbox ) { C_BaseEntity *pEntity = data.GetEntity( ); *vecOrigin = data.m_vOrigin; *vecStart = data.m_vStart; nSurfaceProp = data.m_nSurfaceProp; iDamageType = data.m_nDamageType; iHitbox = data.m_nHitBox; *vecShotDir = (*vecOrigin - *vecStart); VectorNormalize( *vecShotDir ); // Get the material from the surfaceprop surfacedata_t *psurfaceData = physprops->GetSurfaceData( data.m_nSurfaceProp ); iMaterial = psurfaceData->game.material; return pEntity; }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |