Files
hl2sdk/game/client/tf/tf_fx_taunteffects.cpp
T

155 lines
5.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Game-specific impact effect hooks
//
//=============================================================================//
#include "cbase.h"
#include "c_te_effect_dispatch.h"
#include "tempent.h"
#include "c_te_legacytempents.h"
#include "physpropclientside.h"
#include "tf_shareddefs.h"
#include "engine/ivdebugoverlay.h"
//-----------------------------------------------------------------------------
// Purpose: TF Eject Brass
//-----------------------------------------------------------------------------
void TF_ThrowCigaretteCallback( const CEffectData &data )
{
C_BaseEntity *pEntity = ClientEntityList().GetEnt( data.entindex() );
if ( !pEntity )
return;
int iTeam = pEntity->GetTeamNumber();
Vector vForward, vRight, vUp;
AngleVectors( data.m_vAngles, &vForward, &vRight, &vUp );
QAngle vecShellAngles;
VectorAngles( -vUp, vecShellAngles );
Vector vecVelocity = 180 * vForward +
random->RandomFloat( -20, 20 ) * vRight +
random->RandomFloat( 0, 20 ) * vUp;
vecVelocity.z += 100;
float flLifeTime = 10.0f;
const char *pszCigaretteModel = "models/weapons/shells/shell_cigarrette.mdl"; // sic
model_t *pModel = (model_t *)engine->LoadModel( pszCigaretteModel );
if ( !pModel )
return;
int flags = FTENT_FADEOUT | FTENT_GRAVITY | FTENT_COLLIDEALL | FTENT_ROTATE;
Assert( pModel );
C_LocalTempEntity *pTemp = tempents->SpawnTempModel( pModel, data.m_vOrigin, vecShellAngles, vecVelocity, flLifeTime, FTENT_NEVERDIE );
if ( pTemp == NULL )
return;
pTemp->m_nSkin = ( iTeam == TF_TEAM_RED ) ? 0 : 1;
pTemp->m_vecTempEntAngVelocity[0] = random->RandomFloat(-512,511);
pTemp->m_vecTempEntAngVelocity[1] = random->RandomFloat(-255,255);
pTemp->m_vecTempEntAngVelocity[2] = random->RandomFloat(-255,255);
pTemp->SetGravity( 0.4 );
pTemp->m_flSpriteScale = 10;
pTemp->flags = flags;
// don't collide with owner
pTemp->clientIndex = data.entindex();
if ( pTemp->clientIndex < 0 )
{
pTemp->clientIndex = 0;
}
// ::ShouldCollide decides what this collides with
pTemp->flags |= FTENT_COLLISIONGROUP;
pTemp->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
}
DECLARE_CLIENT_EFFECT( "TF_ThrowCigarette", TF_ThrowCigaretteCallback );
const char *szModelsStr[] = {
"models/player/gibs/soldiergib007.mdl",
"models/player/gibs/soldiergib008.mdl"
};
ConVar tf_head_throw_fwd_speed( "tf_head_throw_fwd_speed", "1800", FCVAR_DEVELOPMENTONLY );
ConVar tf_head_throw_side_speed( "tf_head_throw_side_speed", "18", FCVAR_DEVELOPMENTONLY );
ConVar tf_head_throw_up_speed( "tf_head_throw_up_speed", "20", FCVAR_DEVELOPMENTONLY );
ConVar tf_head_throw_vertical_speed( "tf_head_throw_vertical_speed", "800", FCVAR_DEVELOPMENTONLY );
ConVar tf_head_throw_lifetime( "tf_head_throw_lifetime", "20", FCVAR_DEVELOPMENTONLY );
ConVar tf_head_throw_ang_pitch_range( "tf_head_throw_ang_pitch_range", "512", FCVAR_DEVELOPMENTONLY );
ConVar tf_head_throw_ang_yaw_range( "tf_head_throw_ang_yaw_range", "256", FCVAR_DEVELOPMENTONLY );
ConVar tf_head_throw_ang_roll_range( "tf_head_throw_ang_roll_range", "256", FCVAR_DEVELOPMENTONLY );
ConVar tf_head_throw_x_offset( "tf_head_throw_x_offset", "0", FCVAR_DEVELOPMENTONLY );
ConVar tf_head_throw_y_offset( "tf_head_throw_y_offset", "0", FCVAR_DEVELOPMENTONLY );
ConVar tf_head_throw_z_offset( "tf_head_throw_z_offset", "-72", FCVAR_DEVELOPMENTONLY );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TF_ThrowHeadCallback( const CEffectData &data )
{
C_BaseEntity *pEntity = ClientEntityList().GetEnt( data.entindex() );
if ( !pEntity )
return;
int iTeam = pEntity->GetTeamNumber();
Vector vForward, vRight, vUp;
AngleVectors( data.m_vAngles, &vForward, &vRight, &vUp );
// misyl: nnononononononononononono
// this model is not with the head at 0 0 0, its at like 0 0 72 cause thats where head is
// we want it to match anim anyway.
//QAngle vecShellAngles;
//VectorAngles( -vUp, vecShellAngles );
Vector vecVelocity = tf_head_throw_fwd_speed.GetFloat() * vForward +
random->RandomFloat( -tf_head_throw_side_speed.GetFloat(), tf_head_throw_side_speed.GetFloat() ) * vRight +
random->RandomFloat( 0, tf_head_throw_up_speed.GetFloat() ) * vUp;
vecVelocity.z += tf_head_throw_vertical_speed.GetFloat();
// if ( developer.GetBool() )
// {
// debugoverlay->AddBoxOverlay( data.m_vOrigin, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), vec3_angle, 255, 255, 255, 127, 10.0f );
// }
float flLifeTime = tf_head_throw_lifetime.GetFloat();
for ( int i = 0; i < ARRAYSIZE( szModelsStr ); i++ )
{
model_t* pModel = ( model_t* )engine->LoadModel( szModelsStr[ i ] );
if ( !pModel )
return;
Vector vOrigin = data.m_vOrigin +
Vector( tf_head_throw_x_offset.GetFloat(), tf_head_throw_y_offset.GetFloat(), tf_head_throw_z_offset.GetFloat() );
int nSkin = ( iTeam == TF_TEAM_RED ) ? 1 : 0;
C_PhysPropClientside *pProp = tempents->PhysicsProp( pModel, nSkin, vOrigin, vec3_angle, vecVelocity, 0, 0 );
if ( !pProp )
continue;
AngularImpulse vAngVelocity = AngularImpulse(
random->RandomFloat( -tf_head_throw_ang_pitch_range.GetFloat(), tf_head_throw_ang_pitch_range.GetFloat() ),
random->RandomFloat( -tf_head_throw_ang_yaw_range.GetFloat(), tf_head_throw_ang_yaw_range.GetFloat() ),
random->RandomFloat( -tf_head_throw_ang_roll_range.GetFloat(), tf_head_throw_ang_roll_range.GetFloat() ) );
pProp->ApplyLocalAngularVelocityImpulse( vAngVelocity );
pProp->StartFadeOut( flLifeTime );
pProp->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
}
}
DECLARE_CLIENT_EFFECT( "TF_ThrowHead", TF_ThrowHeadCallback );