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HL2Overcharged/game/client/c_ar2_middle_muzzleflash_effect.cpp
2025-05-21 21:09:22 +03:00

574 lines
18 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "c_ar2_middle_muzzleflash_effect.h"
#include "dlight.h"
#include "iefx.h"
#include "iviewrender.h"
#include "view.h"
#include "engine/ivdebugoverlay.h"
#include "tier0/vprof.h"
#include "tier1/KeyValues.h"
#include "toolframework_client.h"
#include "c_basehlplayer.h"
//#include "tempent.h"
#ifdef HL2_CLIENT_DLL
#include "c_basehlplayer.h"
#include "convar.h"
#endif // HL2_CLIENT_DLL
#if defined( _X360 )
extern ConVar r_flashlightdepthres;
#else
extern ConVar r_flashlightdepthres;
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar r_flashlightdepthtexture;
void r_MnewMCallback_f(IConVar *pConVar, const char *pOldString, float flOldValue);
//ConVar weapon_muzzleflash_effect("weapon_muzzleflash_effect", "0");
static ConVar r_MMnew("r_MMnew", "1", FCVAR_CHEAT, "", r_MnewMCallback_f);
static ConVar r_MMswing("r_MMswing", "1", FCVAR_CHEAT);
static ConVar r_MMlockposition("r_MMlockposition", "0", FCVAR_CHEAT);
static ConVar r_MMDynamicFov("r_MMDynamicFov", "1");
static ConVar r_MMfov("r_MMfov", "150.0");
static ConVar r_MMfovTimer("r_MMfovTimer", "10.0");
static ConVar r_MMfovTimerBorder("r_MMfovTimerBorder", "80.0");
static ConVar r_MMoffsetx("r_MMoffsetx", "0.0", FCVAR_CHEAT);
static ConVar r_MMoffsety("r_MMoffsety", "0.55", FCVAR_CHEAT);
static ConVar r_MMoffsetz("r_MMoffsetz", "-17.0", FCVAR_CHEAT);
static ConVar r_MMnear("r_MMnear", "4.0", FCVAR_CHEAT);
static ConVar r_MMfar("r_MMfar", "300.0");
static ConVar r_MMconstant("r_MMconstant", "0.0", FCVAR_CHEAT);
static ConVar r_MMlinear("r_MMlinear", "10");
static ConVar r_MMDynamiclinear("r_MMDynamiclinear", "0", FCVAR_CHEAT);
static ConVar r_MMquadratic("r_MMquadratic", "0.0", FCVAR_CHEAT);
static ConVar r_MMvisualizetrace("r_MMvisualizetrace", "0", FCVAR_CHEAT);
static ConVar r_MMambient("r_MMambient", "0.0", FCVAR_CHEAT);
static ConVar r_MMshadowatten("r_MMshadowatten", "0.35", FCVAR_CHEAT);
static ConVar r_MMladderdist("r_MMladderdist", "40.0", FCVAR_CHEAT);
static ConVar mat_slopescaledepthbias_shadowmap_MM("mat_slopescaledepthbias_shadowmap_MM", "16", FCVAR_CHEAT);
static ConVar mat_depthbias_shadowmap_MM("mat_depthbias_shadowmap_MM", "0.0005", FCVAR_CHEAT);
void r_MnewMCallback_f(IConVar *pConVar, const char *pOldString, float flOldValue)
{
if (engine->GetDXSupportLevel() < 70)
{
r_MMnew.SetValue(0);
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : nEntIndex - The m_nEntIndex of the client entity that is creating us.
// vecPos - The position of the light emitter.
// vecDir - The direction of the light emission.
//-----------------------------------------------------------------------------
C_Ar2_Middle_MuzzleflashEffect::C_Ar2_Middle_MuzzleflashEffect(int AR2_MnEntIndex)
{
m_Ar2_MMHandle = CLIENTSHADOW_INVALID_HANDLE;
m_Ar2_MnEntIndexM = AR2_MnEntIndex;
m_Ar2_MM = false;
m_Ar2_MpPointLightM = NULL;
if (engine->GetDXSupportLevel() < 70)
{
r_MMnew.SetValue(0);
}
//CBasePlayer *pPlayer = UTIL_PlayerByIndex(engine->GetLocalPlayer());
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if (!pPlayer)
return;
if (pPlayer)
{
//m_Ar2_MMTexture = new CTextureReference();
int indexL = random->RandomInt(0, pPlayer->GetActiveWeapon()->MuzzleSecondaryFlashTypeIndex());
if (pPlayer->GetActiveWeapon()->MuzzleFlashType(indexL) != NULL)
nameL = pPlayer->GetActiveWeapon()->MuzzleSecondaryFlashType(indexL);
if (nameL)
{
m_Ar2_MMTexture.Init(nameL, TEXTURE_GROUP_OTHER, true);
}
else
{
m_Ar2_MMTexture.Init("effects/ar2muzzleflash_light2", TEXTURE_GROUP_OTHER, true);
}
//SpeedOfTime = cvar->FindVar("oc_ProjectedMuzzleFlash_SpeedOfTime")->GetFloat();
if (cvar->FindVar("oc_ProjectedMuzzleFlash_test")->GetInt())
MaxTime = cvar->FindVar("oc_ProjectedMuzzleFlash_LifeTime")->GetFloat();
else
{
if (pPlayer->GetActiveWeapon()->FlashLifeTime() == NULL)
MaxTime = cvar->FindVar("oc_ProjectedMuzzleFlash_LifeTime")->GetFloat();
else
MaxTime = pPlayer->GetActiveWeapon()->FlashLifeTime();
}
}
}
void C_Ar2_Middle_MuzzleflashEffect::SetupTexture(C_BasePlayer *pPlayer)
{
if (pPlayer)
{
/*m_Ar2_MMTexture->Shutdown();
delete m_Ar2_MMTexture;
m_Ar2_MMTexture = NULL;
m_Ar2_MMTexture = new CTextureReference();*/
int indexL = random->RandomInt(0, pPlayer->GetActiveWeapon()->MuzzleFlashTypeIndex());
nameL = pPlayer->GetActiveWeapon()->MuzzleFlashType(indexL);
if (nameL)
{
m_Ar2_MMTexture.Init(nameL, TEXTURE_GROUP_OTHER, true);
}
else
{
m_Ar2_MMTexture.Init("effects/muzzleflash_light1", TEXTURE_GROUP_OTHER, true);
}
//SpeedOfTime = cvar->FindVar("oc_ProjectedMuzzleFlash_SpeedOfTime")->GetFloat();
if (cvar->FindVar("oc_ProjectedMuzzleFlash_test")->GetInt())
MaxTime = cvar->FindVar("oc_ProjectedMuzzleFlash_LifeTime")->GetFloat();
else
{
if (pPlayer->GetActiveWeapon()->FlashLifeTime() == NULL)
MaxTime = cvar->FindVar("oc_ProjectedMuzzleFlash_LifeTime")->GetFloat();
else
MaxTime = pPlayer->GetActiveWeapon()->FlashLifeTime();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_Ar2_Middle_MuzzleflashEffect::~C_Ar2_Middle_MuzzleflashEffect()
{
Ar2_Middle_LightOffM();
/*if (m_Ar2_MMTexture)
{
delete m_Ar2_MMTexture;
m_Ar2_MMTexture = NULL;
}*/
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_TurnOnM()
{
m_Ar2_MM = true;
m_Ar2_MflDistModM = 1.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_TurnOffM()
{
/*if (m_Ar2_MM)
{
m_Ar2_MM = false;
Ar2_Middle_LightOffM();
}*/
}
// Custom trace filter that skips the player and the view model.
// If we don't do this, we'll end up having the light right in front of us all
// the time.
class CTraceFilterSkipPlayerAndViewModelAR2 : public CTraceFilter
{
public:
virtual bool ShouldHitEntity(IHandleEntity *pServerEntity, int contentsMask)
{
// Test against the vehicle too?
// FLASHLIGHTFIXME: how do you know that you are actually inside of the vehicle?
C_BaseEntity *pEntity = EntityFromEntityHandle(pServerEntity);
if (!pEntity)
return true;
if ((dynamic_cast<C_BaseViewModel *>(pEntity) != NULL) ||
(dynamic_cast<C_BasePlayer *>(pEntity) != NULL) ||
pEntity->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ||
pEntity->GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS)
{
return false;
}
return true;
}
};
//-----------------------------------------------------------------------------
// Purpose: Do the headlight
//-----------------------------------------------------------------------------
void C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_UpdateLightNewM(const Vector &vecPos, const Vector &vecForward, const Vector &vecRight, const Vector &vecUp, float lKoef)
{
VPROF_BUDGET("C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_UpdateLightNewM", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING);
FlashlightState_t state;
// We will lock some of the flashlight params if player is on a ladder, to prevent oscillations due to the trace-rays
bool bPlayerOnLadder = (C_BasePlayer::GetLocalPlayer()->GetMoveType() == MOVETYPE_LADDER);
const float Ar2_MflEpsilon = 0.1f; // Offset flashlight position along vecUp
const float Ar2_MflDistCutoff = 128.0f;
const float Ar2_MflDistDrag = 0.2;
CTraceFilterSkipPlayerAndViewModelAR2 traceFilter;
float Ar2_MflOffsetY = r_MMoffsety.GetFloat();
float Ar2_MflOffsetZ = r_MMoffsetz.GetFloat();
float Ar2_MflOffsetX = r_MMoffsetx.GetFloat();
// m_flMuzzleFlashRoll = RandomFloat( 0, 360.0f );
if (r_MMswing.GetBool())
{
// This projects the view direction backwards, attempting to raise the vertical
// offset of the flashlight, but only when the player is looking down.
Vector vecSwingLight = vecPos + vecForward * -12.0f;
if (vecSwingLight.z > vecPos.z)
{
// flOffsetY += (vecSwingLight.z - vecPos.z);//Âîò îíî////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
}
Vector vOrigin = vecPos + ((Ar2_MflOffsetZ * vecForward) + Ar2_MflOffsetX * vecUp + (Ar2_MflOffsetY * vecRight));
// Not on ladder...trace a hull
if (!bPlayerOnLadder)
{
trace_t pmOriginTrace;
UTIL_TraceHull(vecPos, vOrigin, Vector(-4, -4, -4), Vector(4, 4, 4), MASK_SOLID & ~(CONTENTS_HITBOX), &traceFilter, &pmOriginTrace);
if (pmOriginTrace.DidHit())
{
vOrigin = vecPos;
}
}
else // on ladder...skip the above hull trace
{
vOrigin = vecPos;
}
// Now do a trace along the flashlight direction to ensure there is nothing within range to pull back from
int iMask = MASK_OPAQUE_AND_NPCS;
iMask &= ~CONTENTS_HITBOX;
iMask |= CONTENTS_WINDOW;
Vector vTarget = vecPos + vecForward * r_MMfar.GetFloat();
// Work with these local copies of the basis for the rest of the function
Vector vDir = vTarget - vOrigin;
Vector vRight = vecRight;
Vector vUp = vecUp;
VectorNormalize(vDir);
VectorNormalize(vRight);
VectorNormalize(vUp);
// Orthonormalize the basis, since the flashlight texture projection will require this later...
vUp -= DotProduct(vDir, vUp) * vDir;
VectorNormalize(vUp);
vRight -= DotProduct(vDir, vRight) * vDir;
VectorNormalize(vRight);
vRight -= DotProduct(vUp, vRight) * vUp;
VectorNormalize(vRight);
AssertFloatEquals(DotProduct(vDir, vRight), 0.0f, 1e-3);
AssertFloatEquals(DotProduct(vDir, vUp), 0.0f, 1e-3);
AssertFloatEquals(DotProduct(vRight, vUp), 0.0f, 1e-3);
trace_t pmDirectionTrace;
UTIL_TraceHull(vOrigin, vTarget, Vector(-4, -4, -4), Vector(4, 4, 4), iMask, &traceFilter, &pmDirectionTrace);
if (r_MMvisualizetrace.GetBool() == true)
{
debugoverlay->AddBoxOverlay(pmDirectionTrace.endpos, Vector(-4, -4, -4), Vector(4, 4, 4), QAngle(0, 0, 0), 0, 0, 255, 16, 0);
debugoverlay->AddLineOverlay(vOrigin, pmDirectionTrace.endpos, 255, 0, 0, false, 0);
}
float Ar2_flDist = (pmDirectionTrace.endpos - vOrigin).Length();
if (Ar2_flDist < Ar2_MflDistCutoff)
{
// We have an intersection with our cutoff range
// Determine how far to pull back, then trace to see if we are clear
float flPullBackDist = bPlayerOnLadder ? r_MMladderdist.GetFloat() : Ar2_MflDistCutoff - Ar2_flDist; // Fixed pull-back distance if on ladder
m_Ar2_MflDistModM = Lerp(Ar2_MflDistDrag, m_Ar2_MflDistModM, flPullBackDist);
if (!bPlayerOnLadder)
{
trace_t pmBackTrace;
UTIL_TraceHull(vOrigin, vOrigin - vDir*(flPullBackDist - Ar2_MflEpsilon), Vector(-4, -4, -4), Vector(4, 4, 4), iMask, &traceFilter, &pmBackTrace);
if (pmBackTrace.DidHit())
{
// We have an intersection behind us as well, so limit our m_flDistMod
float flMaxDist = (pmBackTrace.endpos - vOrigin).Length() - Ar2_MflEpsilon;
if (m_Ar2_MflDistModM > flMaxDist)
m_Ar2_MflDistModM = flMaxDist;
}
}
}
else
{
m_Ar2_MflDistModM = Lerp(Ar2_MflDistDrag, m_Ar2_MflDistModM, 0.0f);
}
vOrigin = vOrigin - vDir * m_Ar2_MflDistModM;
state.m_vecLightOrigin = vOrigin;
BasisToQuaternion(vDir, vRight, vUp, state.m_quatOrientation);
state.m_fQuadraticAtten = r_MMquadratic.GetFloat();
bool bFlicker = false;
//CBasePlayer *pPlayer = UTIL_PlayerByIndex(engine->GetLocalPlayer());
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if (!pPlayer)
return;
//if (pPlayer->GetActiveWeapon()->FlashType() != 3 || pPlayer->GetActiveWeapon()->FlashType() != 4)
{
if (r_MMDynamicFov.GetInt())
{
float Timeing = RandomFloat(-10.0f, 10.0f);
mFov = mFov + r_MMfovTimer.GetFloat();
if (mFov >= (r_MMfovTimerBorder.GetFloat() + Timeing))
mFov = 0.0f;
if (bFlicker == false)
{
if (r_MMDynamiclinear.GetInt())
{
int Rl1 = RandomFloat(0.1f, 8.0f);
state.m_fLinearAtten = (lKoef * r_MMlinear.GetFloat() * Rl1);
}
if (!(r_MMDynamiclinear.GetInt()))
state.m_fLinearAtten = lKoef * r_MMlinear.GetFloat();
state.m_fHorizontalFOVDegrees = (r_MMfov.GetFloat() - mFov);
state.m_fVerticalFOVDegrees = (r_MMfov.GetFloat() - mFov);
}
}
if (!(r_MMDynamicFov.GetInt()))
{
int R = RandomFloat(-8, 8);
if (bFlicker == false)
{
if (r_MMDynamiclinear.GetInt())
{
int Rl2 = RandomFloat(0.1f, 8.0f);
state.m_fLinearAtten = (lKoef * r_MMlinear.GetFloat() * Rl2);
}
if (!(r_MMDynamiclinear.GetInt()))
state.m_fLinearAtten = lKoef * r_MMlinear.GetFloat();
state.m_fHorizontalFOVDegrees = (r_MMfov.GetFloat() - R);
state.m_fVerticalFOVDegrees = (r_MMfov.GetFloat() - R);
}
}
}
state.m_fConstantAtten = r_MMconstant.GetFloat();
state.m_Color[0] = 1.0f;
state.m_Color[1] = 1.0f;
state.m_Color[2] = 1.0f;
state.m_Color[3] = r_MMambient.GetFloat();
state.m_NearZ = r_MMnear.GetFloat() + m_Ar2_MflDistModM; // Push near plane out so that we don't clip the world when the flashlight pulls back
state.m_FarZ = r_MMfar.GetFloat();
state.m_bEnableShadows = cvar->FindVar("r_flashlightShadows")->GetBool();//r_flashlightdepthtexture.GetBool();
state.m_flShadowMapResolution = r_flashlightdepthres.GetInt();
state.m_pSpotlightTexture = m_Ar2_MMTexture;
// state.m_pLaserTexture = m_LaserTexture;
state.m_nSpotlightTextureFrame = 0;
// state.m_nSpotLaserTextureFrame = 0;
state.m_flShadowAtten = r_MMshadowatten.GetFloat();
state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap_MM.GetFloat();
state.m_flShadowDepthBias = mat_depthbias_shadowmap_MM.GetFloat();
if (m_Ar2_MMHandle == CLIENTSHADOW_INVALID_HANDLE)
{
m_Ar2_MMHandle = g_pClientShadowMgr->CreateFlashlight(state);
}
else
{
if (!r_MMlockposition.GetBool())
{
g_pClientShadowMgr->UpdateFlashlightState(m_Ar2_MMHandle, state);
}
}
g_pClientShadowMgr->UpdateProjectedTexture(m_Ar2_MMHandle, true);
// Kill the old flashlight method if we have one.
Ar2_Middle_LightOffOldM();
#ifndef NO_TOOLFRAMEWORK
if (clienttools->IsInRecordingMode())
{
KeyValues *msg = new KeyValues("Ar2_MState");
msg->SetFloat("time", gpGlobals->curtime);
msg->SetInt("Ar2_entindex", m_Ar2_MnEntIndexM);
msg->SetInt("Ar2_MHandle", m_Ar2_MMHandle);
msg->SetPtr("Ar2_MState", &state);
ToolFramework_PostToolMessage(HTOOLHANDLE_INVALID, msg);
msg->deleteThis();
}
#endif
/*if (pPlayer->IsInAVehicle())
pPlayer->RemoveEffects(EF_M);
if (TimeTick < MaxTime)
{
TimeTick = TimeTick + SpeedOfTime *gpGlobals->frametime;
}
else if (TimeTick >= MaxTime)
{
pPlayer->RemoveEffects(EF_M);
TimeTick = 0.0f;
}*/
}
//-----------------------------------------------------------------------------
// Purpose: Do the headlight
//-----------------------------------------------------------------------------
void C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_UpdateLightOldM(const Vector &vecPos, const Vector &vecDir, int nDistance, float lKoef)
{
if (!m_Ar2_MpPointLightM || (m_Ar2_MpPointLightM->key != m_Ar2_MnEntIndexM))
{
// Set up the environment light
m_Ar2_MpPointLightM = effects->CL_AllocDlight(m_Ar2_MnEntIndexM);
m_Ar2_MpPointLightM->flags = 0.0f;
m_Ar2_MpPointLightM->radius = 80;
}
// For bumped lighting
VectorCopy(vecDir, m_Ar2_MpPointLightM->m_Direction);
Vector end;
end = vecPos + nDistance * vecDir;
// Trace a line outward, skipping the player model and the view model.
trace_t pm;
CTraceFilterSkipPlayerAndViewModelAR2 traceFilter;
UTIL_TraceLine(vecPos, end, MASK_ALL, &traceFilter, &pm);
VectorCopy(pm.endpos, m_Ar2_MpPointLightM->origin);
float Ar2_falloff = pm.fraction * nDistance;
if (Ar2_falloff < 500)
Ar2_falloff = 1.0;
else
Ar2_falloff = 500.0 / Ar2_falloff;
Ar2_falloff *= Ar2_falloff;
m_Ar2_MpPointLightM->radius = 80;
m_Ar2_MpPointLightM->color.r = m_Ar2_MpPointLightM->color.g = m_Ar2_MpPointLightM->color.b = 255 * Ar2_falloff;
m_Ar2_MpPointLightM->color.exponent = 0;
// Make it live for a bit
m_Ar2_MpPointLightM->die = gpGlobals->curtime + 0.2f;
// Update list of surfaces we influence
render->TouchLight(m_Ar2_MpPointLightM);
// kill the new flashlight if we have one
Ar2_Middle_LightOffNewM();
}
//-----------------------------------------------------------------------------
// Purpose: Do the headlight
//-----------------------------------------------------------------------------
void C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_UpdateLightM(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance, float lKoef)
{
if (!m_Ar2_MM)
{
return;
}
if (r_MMnew.GetBool())
{
Ar2_Middle_UpdateLightNewM(vecPos, vecDir, vecRight, vecUp, lKoef);
}
else
{
Ar2_Middle_UpdateLightOldM(vecPos, vecDir, nDistance, lKoef);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_LightOffNewM()
{
#ifndef NO_TOOLFRAMEWORK
if (clienttools->IsInRecordingMode())
{
KeyValues *msg = new KeyValues("Ar2_MState");
msg->SetFloat("time", gpGlobals->curtime);
msg->SetInt("Ar2_Mentindex", m_Ar2_MnEntIndexM);
msg->SetInt("Ar2_MMHandle", m_Ar2_MMHandle);
msg->SetPtr("Ar2_MState", NULL);
ToolFramework_PostToolMessage(HTOOLHANDLE_INVALID, msg);
msg->deleteThis();
}
#endif
// Clear out the light
if (m_Ar2_MMHandle != CLIENTSHADOW_INVALID_HANDLE)
{
g_pClientShadowMgr->DestroyFlashlight(m_Ar2_MMHandle);
m_Ar2_MMHandle = CLIENTSHADOW_INVALID_HANDLE;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_LightOffOldM()
{
if (m_Ar2_MpPointLightM && (m_Ar2_MpPointLightM->key == m_Ar2_MnEntIndexM))
{
m_Ar2_MpPointLightM->die = gpGlobals->curtime;
m_Ar2_MpPointLightM = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_LightOffM()
{
Ar2_Middle_LightOffOldM();
Ar2_Middle_LightOffNewM();
}