mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
232 lines
7.2 KiB
C++
232 lines
7.2 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Utility code.
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
#include "cbase.h"
|
|
#include "IEffects.h"
|
|
#include "fx.h"
|
|
#include "c_te_legacytempents.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Client-server neutral effects interface
|
|
//-----------------------------------------------------------------------------
|
|
class CEffectsClient : public IEffects
|
|
{
|
|
public:
|
|
CEffectsClient();
|
|
virtual ~CEffectsClient();
|
|
|
|
// Members of the IEffect interface
|
|
virtual void Beam( const Vector &Start, const Vector &End, int nModelIndex,
|
|
int nHaloIndex, unsigned char frameStart, unsigned char frameRate,
|
|
float flLife, unsigned char width, unsigned char endWidth, unsigned char fadeLength,
|
|
unsigned char noise, unsigned char red, unsigned char green,
|
|
unsigned char blue, unsigned char brightness, unsigned char speed);
|
|
virtual void Smoke( const Vector &origin, int modelIndex, float scale, float framerate );
|
|
virtual void Sparks( const Vector &position, int nMagnitude = 1, int nTrailLength = 1, const Vector *pvecDir = NULL );
|
|
virtual void Dust( const Vector &pos, const Vector &dir, float size, float speed );
|
|
virtual void MuzzleFlash( const Vector &origin, const QAngle &angles, float fScale, int type );
|
|
virtual void MetalSparks( const Vector &position, const Vector &direction );
|
|
virtual void EnergySplash( const Vector &position, const Vector &direction, bool bExplosive = false );
|
|
virtual void Ricochet( const Vector &position, const Vector &direction );
|
|
|
|
// FIXME: Should these methods remain in this interface? Or go in some
|
|
// other client-server neutral interface?
|
|
virtual float Time();
|
|
virtual bool IsServer();
|
|
virtual void SuppressEffectsSounds( bool bSuppress );
|
|
|
|
private:
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returning true means don't even call TE func
|
|
// Input : filter -
|
|
// *suppress_host -
|
|
// Output : static bool
|
|
//-----------------------------------------------------------------------------
|
|
bool SuppressTE( C_RecipientFilter& filter )
|
|
{
|
|
if ( !CanPredict() )
|
|
return true;
|
|
|
|
if ( !filter.GetRecipientCount() )
|
|
{
|
|
// Suppress it
|
|
return true;
|
|
}
|
|
|
|
// There's at least one recipient
|
|
return false;
|
|
}
|
|
|
|
bool m_bSuppressSound;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Client-server neutral effects interface accessor
|
|
//-----------------------------------------------------------------------------
|
|
static CEffectsClient s_EffectClient;
|
|
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CEffectsClient, IEffects, IEFFECTS_INTERFACE_VERSION, s_EffectClient);
|
|
IEffects *g_pEffects = &s_EffectClient;
|
|
|
|
ConVar r_decals("r_decals","0");
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// constructor, destructor
|
|
//-----------------------------------------------------------------------------
|
|
CEffectsClient::CEffectsClient()
|
|
{
|
|
m_bSuppressSound = false;
|
|
}
|
|
|
|
CEffectsClient::~CEffectsClient()
|
|
{
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Suppress sound on effects
|
|
//-----------------------------------------------------------------------------
|
|
void CEffectsClient::SuppressEffectsSounds( bool bSuppress )
|
|
{
|
|
m_bSuppressSound = bSuppress;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Generates a beam
|
|
//-----------------------------------------------------------------------------
|
|
void CEffectsClient::Beam( const Vector &vecStartPoint, const Vector &vecEndPoint,
|
|
int nModelIndex, int nHaloIndex, unsigned char frameStart, unsigned char nFrameRate,
|
|
float flLife, unsigned char nWidth, unsigned char nEndWidth, unsigned char nFadeLength,
|
|
unsigned char noise, unsigned char r, unsigned char g,
|
|
unsigned char b, unsigned char brightness, unsigned char nSpeed)
|
|
{
|
|
Assert(0);
|
|
// CBroadcastRecipientFilter filter;
|
|
// if ( !SuppressTE( filter ) )
|
|
// {
|
|
// beams->CreateBeamPoints( vecStartPoint, vecEndPoint, nModelIndex, nHaloIndex,
|
|
// m_fHaloScale,
|
|
// flLife, 0.1 * nWidth, 0.1 * nEndWidth, nFadeLength, 0.01 * nAmplitude, a, 0.1 * nSpeed,
|
|
// m_nStartFrame, 0.1 * nFrameRate, r, g, b );
|
|
// }
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Generates various tempent effects
|
|
//-----------------------------------------------------------------------------
|
|
void CEffectsClient::Smoke( const Vector &vecOrigin, int modelIndex, float scale, float framerate )
|
|
{
|
|
CPVSFilter filter( vecOrigin );
|
|
if ( !SuppressTE( filter ) )
|
|
{
|
|
int iColor = random->RandomInt(20,35);
|
|
color32 color;
|
|
color.r = iColor;
|
|
color.g = iColor;
|
|
color.b = iColor;
|
|
color.a = iColor;
|
|
QAngle angles;
|
|
VectorAngles( Vector(0,0,1), angles );
|
|
FX_Smoke( vecOrigin, angles, scale * 0.1f, 4, (unsigned char *)&color, 255 );
|
|
}
|
|
}
|
|
|
|
void CEffectsClient::Sparks( const Vector &position, int nMagnitude, int nTrailLength, const Vector *pVecDir )
|
|
{
|
|
CPVSFilter filter( position );
|
|
if ( !SuppressTE( filter ) )
|
|
{
|
|
FX_ElectricSpark( position, nMagnitude, nTrailLength, pVecDir );
|
|
}
|
|
}
|
|
|
|
void CEffectsClient::Dust( const Vector &pos, const Vector &dir, float size, float speed )
|
|
{
|
|
CPVSFilter filter( pos );
|
|
if ( !SuppressTE( filter ) )
|
|
{
|
|
FX_Dust( pos, dir, size, speed );
|
|
}
|
|
}
|
|
|
|
void CEffectsClient::MuzzleFlash( const Vector &vecOrigin, const QAngle &vecAngles, float flScale, int iType )
|
|
{
|
|
CPVSFilter filter( vecOrigin );
|
|
if ( !SuppressTE( filter ) )
|
|
{
|
|
switch( iType )
|
|
{
|
|
case MUZZLEFLASH_TYPE_DEFAULT:
|
|
FX_MuzzleEffect( vecOrigin, vecAngles, flScale, INVALID_EHANDLE_INDEX );
|
|
break;
|
|
|
|
case MUZZLEFLASH_TYPE_GUNSHIP:
|
|
FX_GunshipMuzzleEffect( vecOrigin, vecAngles, flScale, INVALID_EHANDLE_INDEX );
|
|
break;
|
|
|
|
case MUZZLEFLASH_TYPE_STRIDER:
|
|
FX_StriderMuzzleEffect( vecOrigin, vecAngles, flScale, INVALID_EHANDLE_INDEX );
|
|
break;
|
|
|
|
default:
|
|
Msg("No case for Muzzleflash type: %d\n", iType );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CEffectsClient::MetalSparks( const Vector &position, const Vector &direction )
|
|
{
|
|
CPVSFilter filter( position );
|
|
if ( !SuppressTE( filter ) )
|
|
{
|
|
FX_MetalSpark( position, direction, direction );
|
|
}
|
|
}
|
|
|
|
void CEffectsClient::EnergySplash( const Vector &position, const Vector &direction, bool bExplosive )
|
|
{
|
|
CPVSFilter filter( position );
|
|
if ( !SuppressTE( filter ) )
|
|
{
|
|
FX_EnergySplash( position, direction, bExplosive );
|
|
}
|
|
}
|
|
|
|
void CEffectsClient::Ricochet( const Vector &position, const Vector &direction )
|
|
{
|
|
CPVSFilter filter( position );
|
|
if ( !SuppressTE( filter ) )
|
|
{
|
|
FX_MetalSpark( position, direction, direction );
|
|
|
|
if ( !m_bSuppressSound )
|
|
{
|
|
FX_RicochetSound( position );
|
|
}
|
|
}
|
|
}
|
|
|
|
// FIXME: Should these methods remain in this interface? Or go in some
|
|
// other client-server neutral interface?
|
|
float CEffectsClient::Time()
|
|
{
|
|
return gpGlobals->curtime;
|
|
}
|
|
|
|
|
|
bool CEffectsClient::IsServer()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|