252 lines
7.2 KiB
C++
252 lines
7.2 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "fx.h"
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#include "c_te_effect_dispatch.h"
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#include "basecombatweapon_shared.h"
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#include "baseviewmodel_shared.h"
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#include "particles_new.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar r_drawtracers( "r_drawtracers", "1", FCVAR_CHEAT );
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ConVar r_drawtracers_firstperson( "r_drawtracers_firstperson", "1", FCVAR_ARCHIVE | FCVAR_RELEASE, "Toggle visibility of first person weapon tracers" );
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ConVar r_drawtracers_movetonotintersect( "r_drawtracers_movetonotintersect", "1", FCVAR_CHEAT, "" );
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extern ConVar cl_righthand;
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void FormatViewModelAttachment( C_BasePlayer *pPlayer, Vector &vOrigin, bool bInverse );
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#define TRACER_SPEED 5000
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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Vector GetTracerOrigin( const CEffectData &data )
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{
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Vector vecStart = data.m_vStart;
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QAngle vecAngles;
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int iAttachment = data.m_nAttachmentIndex;;
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// Attachment?
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if ( data.m_fFlags & TRACER_FLAG_USEATTACHMENT )
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{
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C_BaseViewModel *pViewModel = NULL;
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// If the entity specified is a weapon being carried by this player, use the viewmodel instead
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IClientRenderable *pRenderable = data.GetRenderable();
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if ( !pRenderable )
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return vecStart;
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C_BaseEntity *pEnt = data.GetEntity();
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// This check should probably be for all multiplayer games, investigate later
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#if defined( TF_CLIENT_DLL )
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if ( pEnt && pEnt->IsDormant() )
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return vecStart;
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#endif
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FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
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{
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ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
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C_BaseCombatWeapon *pWpn = ToBaseCombatWeapon( pEnt );
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if ( pWpn && pWpn->IsCarriedByLocalPlayer() )
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{
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C_BasePlayer *player = ToBasePlayer( pWpn->GetOwner() );
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pViewModel = player ? player->GetViewModel( 0 ) : NULL;
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if ( pViewModel )
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{
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// Get the viewmodel and use it instead
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pRenderable = pViewModel;
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break;
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}
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}
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}
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// Get the attachment origin
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if ( !pRenderable->GetAttachment( iAttachment, vecStart, vecAngles ) )
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{
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DevMsg( "GetTracerOrigin: Couldn't find attachment %d on model %s\n", iAttachment,
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modelinfo->GetModelName( pRenderable->GetModel() ) );
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}
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}
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return vecStart;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void TracerCallback( const CEffectData &data )
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{
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if ( !C_BasePlayer::HasAnyLocalPlayer() )
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return;
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if ( !r_drawtracers.GetBool() )
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return;
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if ( !r_drawtracers_firstperson.GetBool() )
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{
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C_BaseViewModel *pViewModel = ToBaseViewModel(data.GetEntity());
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if ( pViewModel )
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return;
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}
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// Grab the data
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Vector vecStart = GetTracerOrigin( data );
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float flVelocity = data.m_flScale;
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bool bWhiz = (data.m_fFlags & TRACER_FLAG_WHIZ);
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int iEntIndex = data.entindex();
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if ( IsPlayerIndex( iEntIndex ) && C_BasePlayer::IsLocalPlayer( C_BaseEntity::Instance( iEntIndex ) ) )
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{
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ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( C_BaseEntity::Instance( iEntIndex ) );
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Vector foo = data.m_vStart;
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QAngle vangles;
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Vector vforward, vright, vup;
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engine->GetViewAngles( vangles );
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AngleVectors( vangles, &vforward, &vright, &vup );
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VectorMA( data.m_vStart, 4, vright, foo );
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foo[2] -= 0.5f;
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FX_PlayerTracer( foo, (Vector&)data.m_vOrigin );
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return;
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}
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// Use default velocity if none specified
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if ( !flVelocity )
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{
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flVelocity = TRACER_SPEED;
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}
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// Do tracer effect
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FX_Tracer( (Vector&)vecStart, (Vector&)data.m_vOrigin, flVelocity, bWhiz );
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}
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DECLARE_CLIENT_EFFECT_BEGIN( Tracer, TracerCallback )
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PRECACHE( MATERIAL, "effects/spark" )
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PRECACHE( GAMESOUND, "Bullets.DefaultNearmiss" )
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DECLARE_CLIENT_EFFECT_END()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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static int s_nWeaponTracerIndex;
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void ParticleTracerCallback( const CEffectData &data )
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{
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if ( !C_BasePlayer::HasAnyLocalPlayer() )
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return;
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if ( !r_drawtracers.GetBool() )
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return;
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C_BaseEntity *pEntity = data.GetEntity();
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C_BasePlayer *pPlayer = NULL;
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C_BaseViewModel *pViewModel = ToBaseViewModel(pEntity);
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if ( pEntity )
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{
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pPlayer = dynamic_cast<C_BasePlayer*>( pEntity );
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if ( pPlayer && !pViewModel )
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pViewModel = pPlayer->GetViewModel( 0 );
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if ( !r_drawtracers_firstperson.GetBool() && pPlayer )
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{
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if ( pViewModel )
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return;
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}
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}
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int nParticleIndex = (data.m_nHitBox > 1) ? data.m_nHitBox : s_nWeaponTracerIndex;
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Vector vecEnd;
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// Grab the data
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C_BaseCombatWeapon *pWpn = (pEntity) ? pEntity->MyCombatWeaponPointer() : NULL;
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if ( (!pWpn && !pViewModel) || !(data.m_fFlags & TRACER_FLAG_USEATTACHMENT) )
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{
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Vector vecStart = GetTracerOrigin( data );
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vecEnd = data.m_vOrigin;
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// if the tracer visually hits anything that it should not, we move the tracer to almost match the bullet trace itself
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if ( r_drawtracers_movetonotintersect.GetBool() )
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{
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trace_t tr;
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UTIL_TraceLine( vecStart, vecEnd, MASK_SHOT, pEntity, COLLISION_GROUP_PROJECTILE, &tr );
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if ( tr.fraction != 1.0f && pPlayer )
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{
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vecStart = pPlayer->EyePosition();
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ACTIVE_SPLITSCREEN_PLAYER_GUARD( pPlayer );
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QAngle vangles;
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Vector vforward, vright, vup;
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engine->GetViewAngles( vangles );
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AngleVectors( vangles, &vforward, &vright, &vup );
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VectorMA( vecStart, cl_righthand.GetBool() ? 2.5 : -2.5, vright, vecStart );
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VectorMA( vecStart, 10, vforward, vecStart );
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vecStart[2] -= 2.5f;
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}
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}
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// Create the particle effect
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QAngle vecAngles;
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Vector vecToEnd = vecEnd - vecStart;
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VectorNormalize(vecToEnd);
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VectorAngles( vecToEnd, vecAngles );
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DispatchParticleEffect( nParticleIndex, vecStart, vecEnd, vecAngles );
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}
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else
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{
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Vector vecStart = GetTracerOrigin( data );
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vecEnd = data.m_vOrigin;
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QAngle dummy;
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if ( pViewModel )
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{
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C_BasePlayer *pPlayer = ToBasePlayer( ((C_BaseViewModel *)pViewModel)->GetOwner() );
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FormatViewModelAttachment( pPlayer, vecStart, true );
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}
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// if the tracer visually hits anything that it should not, just don't do the tracer
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trace_t tr;
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UTIL_TraceLine( vecStart, vecEnd, MASK_VISIBLE, pEntity, COLLISION_GROUP_DEBRIS, &tr );
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if ( tr.fraction == 1.0f )
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DispatchParticleEffect( nParticleIndex, vecStart, vecEnd, dummy );
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}
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if ( data.m_fFlags & TRACER_FLAG_WHIZ )
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{
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Vector vecStart = data.m_vStart;
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FX_TracerSound( vecStart, vecEnd, TRACER_TYPE_DEFAULT );
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}
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}
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DECLARE_CLIENT_EFFECT_BEGIN( ParticleTracer, ParticleTracerCallback );
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PRECACHE_INDEX( PARTICLE_SYSTEM, "weapon_tracers", s_nWeaponTracerIndex )
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DECLARE_CLIENT_EFFECT_END()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void TracerSoundCallback( const CEffectData &data )
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{
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// Grab the data
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Vector vecStart = GetTracerOrigin( data );
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// Do tracer effect
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FX_TracerSound( vecStart, (Vector&)data.m_vOrigin, data.m_fFlags );
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}
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DECLARE_CLIENT_EFFECT( TracerSound, TracerSoundCallback );
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