Files
HL2Overcharged/game/client/hl2/fx_hl2_impacts.cpp
2025-05-21 21:09:22 +03:00

682 lines
21 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Game-specific impact effect hooks
//
//=============================================================================//
#include "cbase.h"
#include "fx_impact.h"
#include "fx.h"
#include "decals.h"
#include "fx_quad.h"
#include "fx_sparks.h"
#include "dlight.h"
#include "iefx.h"
#include "tier0/vprof.h"
#include "iviewrender_beams.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Handle jeep impacts
//-----------------------------------------------------------------------------
void ImpactJeepCallback( const CEffectData &data )
{
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
if ( !pEntity )
{
// This happens for impacts that occur on an object that's then destroyed.
// Clear out the fraction so it uses the server's data
tr.fraction = 1.0;
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
return;
}
// If we hit, perform our custom effects and play the sound
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
{
// Check for custom effects based on the Decal index
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 2 );
}
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
}
DECLARE_CLIENT_EFFECT( "ImpactJeep", ImpactJeepCallback );
#include "engine/ivdebugoverlay.h"
//-----------------------------------------------------------------------------
// Purpose: Handle gauss impacts
//-----------------------------------------------------------------------------
void ImpactGaussCallback( const CEffectData &data )
{
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
if ( !pEntity )
{
// This happens for impacts that occur on an object that's then destroyed.
// Clear out the fraction so it uses the server's data
tr.fraction = 1.0;
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
return;
}
// If we hit, perform our custom effects and play the sound
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
{
// Check for custom effects based on the Decal index
//PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 2 );
QAngle AngDir;
VectorAngles(vecStart, AngDir);
//debugoverlay->AddLineOverlay(vecOrigin, vecStart, 0, 255, 0, false, 10);
//debugoverlay->AddLineOverlay(vecOrigin, -data.m_vNormal, 0, 255, 0, false, 10);
//VectorAngles(vecShotDir, AngDir);
DispatchParticleEffect("impact_metal_sparks_gauss", vecOrigin, AngDir);//OverCharged
}
PlayImpactSound( pEntity, tr, vecStart, nSurfaceProp );
}
DECLARE_CLIENT_EFFECT( "ImpactGauss", ImpactGaussCallback );
void ImpactGaussChargedCallback(const CEffectData &data)
{
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData(data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox);
if (!pEntity)
{
// This happens for impacts that occur on an object that's then destroyed.
// Clear out the fraction so it uses the server's data
tr.fraction = 1.0;
PlayImpactSound(pEntity, tr, vecOrigin, nSurfaceProp);
return;
}
// If we hit, perform our custom effects and play the sound
if (Impact(vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr))
{
// Check for custom effects based on the Decal index
//PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 2 );
QAngle AngDir;
VectorAngles(vecStart, AngDir);
//debugoverlay->AddLineOverlay(vecOrigin, vecStart, 0, 255, 0, false, 10);
//debugoverlay->AddLineOverlay(vecOrigin, -data.m_vNormal, 0, 255, 0, false, 10);
//VectorAngles(vecShotDir, AngDir);
DispatchParticleEffect("gauss_penetration_glow", vecOrigin, AngDir);//OverCharged
}
PlayImpactSound(pEntity, tr, vecStart, nSurfaceProp);
}
DECLARE_CLIENT_EFFECT("ImpactGaussCharged", ImpactGaussChargedCallback);
//-----------------------------------------------------------------------------
// Purpose: Handle weapon impacts
//-----------------------------------------------------------------------------
void ImpactCallback( const CEffectData &data )
{
VPROF_BUDGET( "ImpactCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
if ( !pEntity )
{
// This happens for impacts that occur on an object that's then destroyed.
// Clear out the fraction so it uses the server's data
tr.fraction = 1.0;
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
return;
}
// If we hit, perform our custom effects and play the sound
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
{
// Check for custom effects based on the Decal index
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1.0 );
}
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
}
DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback );
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// &normal -
// scale -
//-----------------------------------------------------------------------------
void FX_AirboatGunImpact( const Vector &origin, const Vector &normal, float scale )
{
#ifdef _XBOX
Vector offset = origin + ( normal * 1.0f );
CSmartPtr<CTrailParticles> sparkEmitter = CTrailParticles::Create( "FX_MetalSpark 1" );
if ( sparkEmitter == NULL )
return;
//Setup our information
sparkEmitter->SetSortOrigin( offset );
sparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN );
sparkEmitter->SetVelocityDampen( 8.0f );
sparkEmitter->SetGravity( 800.0f );
sparkEmitter->SetCollisionDamped( 0.25f );
sparkEmitter->GetBinding().SetBBox( offset - Vector( 32, 32, 32 ), offset + Vector( 32, 32, 32 ) );
int numSparks = random->RandomInt( 4, 8 );
TrailParticle *pParticle;
PMaterialHandle hMaterial = sparkEmitter->GetPMaterial( "effects/spark" );
Vector dir;
float length = 0.1f;
//Dump out sparks
for ( int i = 0; i < numSparks; i++ )
{
pParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
if ( pParticle == NULL )
return;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat( 0.05f, 0.1f );
float spreadOfs = random->RandomFloat( 0.0f, 2.0f );
dir[0] = normal[0] + random->RandomFloat( -(0.5f*spreadOfs), (0.5f*spreadOfs) );
dir[1] = normal[1] + random->RandomFloat( -(0.5f*spreadOfs), (0.5f*spreadOfs) );
dir[2] = normal[2] + random->RandomFloat( -(0.5f*spreadOfs), (0.5f*spreadOfs) );
VectorNormalize( dir );
pParticle->m_flWidth = random->RandomFloat( 1.0f, 4.0f );
pParticle->m_flLength = random->RandomFloat( length*0.25f, length );
pParticle->m_vecVelocity = dir * random->RandomFloat( (128.0f*(2.0f-spreadOfs)), (512.0f*(2.0f-spreadOfs)) );
Color32Init( pParticle->m_color, 255, 255, 255, 255 );
}
#else
// Normal metal spark
FX_MetalSpark( origin, normal, normal, (int) scale );
#endif // _XBOX
// Add a quad to highlite the hit point
FX_AddQuad( origin,
normal,
random->RandomFloat( 16, 32 ),
random->RandomFloat( 32, 48 ),
0.75f,
1.0f,
0.0f,
0.4f,
random->RandomInt( 0, 360 ),
0,
Vector( 1.0f, 1.0f, 1.0f ),
0.05f,
"effects/combinemuzzle2_nocull",
(FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) );
}
//-----------------------------------------------------------------------------
// Purpose: Handle weapon impacts from the airboat gun shooting (cheaper versions)
//-----------------------------------------------------------------------------
void ImpactAirboatGunCallback( const CEffectData &data )
{
VPROF_BUDGET( "ImpactAirboatGunCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
if ( !pEntity )
{
// This happens for impacts that occur on an object that's then destroyed.
// Clear out the fraction so it uses the server's data
tr.fraction = 1.0;
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
return;
}
dlight_t *el = effects->CL_AllocDlight(LIGHT_INDEX_MUZZLEFLASH + data.entindex());
el->origin = data.m_vOrigin;
el->m_Direction = data.m_vNormal;
el->color.r = 0;
el->color.g = random->RandomInt(95, 125);
el->color.b = random->RandomInt(155, 195);
el->color.exponent = 1;
el->radius = random->RandomInt(90, 130);
el->decay = el->radius / 0.1f;
el->die = gpGlobals->curtime + 0.1f;
#if !defined( _XBOX )
// If we hit, perform our custom effects and play the sound. Don't create decals
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, IMPACT_NODECAL | IMPACT_REPORT_RAGDOLL_IMPACTS ) )
{
FX_AirboatGunImpact( vecOrigin, tr.plane.normal, 2 );
}
#else
FX_AirboatGunImpact( vecOrigin, tr.plane.normal, 1 );
#endif
}
DECLARE_CLIENT_EFFECT( "AirboatGunImpact", ImpactAirboatGunCallback );
void LaserImpactCallback(const CEffectData &data)
{
VPROF_BUDGET("LaserImpactCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING);
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
if ( !pEntity )
{
tr.fraction = 1.0;
//PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
return;
}
#if !defined( _XBOX )
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, IMPACT_NODECAL | IMPACT_REPORT_RAGDOLL_IMPACTS ) )
{
FX_LaserSpark(vecOrigin, tr.plane.normal, tr.plane.normal, 2);
}
#endif
}
DECLARE_CLIENT_EFFECT("LaserSparksImpact", LaserImpactCallback);
void LaserSparksMuzzleCallback(const CEffectData &data)
{
VPROF_BUDGET("LaserSparksMuzzleCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING);
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
if ( !pEntity )
{
tr.fraction = 1.0;
//PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
return;
}
#if !defined( _XBOX )
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, IMPACT_NODECAL | IMPACT_REPORT_RAGDOLL_IMPACTS ) )
{
FX_LaserSparkMuzzle(vecOrigin, vecShotDir, 2);
}
#endif
}
DECLARE_CLIENT_EFFECT("LaserSparksMuzzle", LaserSparksMuzzleCallback);
void FX_BloodDripsImpact(const Vector &origin, const Vector &normal, float scale)
{
#ifdef _XBOX
Vector offset = origin + (normal * 1.0f);
CSmartPtr<CTrailParticles> sparkEmitter = CTrailParticles::Create("FX_MetalSpark 1");
if (sparkEmitter == NULL)
return;
//Setup our information
sparkEmitter->SetSortOrigin(offset);
sparkEmitter->SetFlag(bitsPARTICLE_TRAIL_VELOCITY_DAMPEN);
sparkEmitter->SetVelocityDampen(8.0f);
sparkEmitter->SetGravity(800.0f);
sparkEmitter->SetCollisionDamped(0.25f);
sparkEmitter->GetBinding().SetBBox(offset - Vector(32, 32, 32), offset + Vector(32, 32, 32));
int numSparks = random->RandomInt(4, 8);
TrailParticle *pParticle;
PMaterialHandle hMaterial = sparkEmitter->GetPMaterial("effects/spark");
Vector dir;
float length = 0.1f;
//Dump out sparks
for (int i = 0; i < numSparks; i++)
{
pParticle = (TrailParticle *)sparkEmitter->AddParticle(sizeof(TrailParticle), hMaterial, offset);
if (pParticle == NULL)
return;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat(0.05f, 0.1f);
float spreadOfs = random->RandomFloat(0.0f, 2.0f);
dir[0] = normal[0] + random->RandomFloat(-(0.5f*spreadOfs), (0.5f*spreadOfs));
dir[1] = normal[1] + random->RandomFloat(-(0.5f*spreadOfs), (0.5f*spreadOfs));
dir[2] = normal[2] + random->RandomFloat(-(0.5f*spreadOfs), (0.5f*spreadOfs));
VectorNormalize(dir);
pParticle->m_flWidth = random->RandomFloat(1.0f, 4.0f);
pParticle->m_flLength = random->RandomFloat(length*0.25f, length);
pParticle->m_vecVelocity = dir * random->RandomFloat((128.0f*(2.0f - spreadOfs)), (512.0f*(2.0f - spreadOfs)));
Color32Init(pParticle->m_color, 255, 255, 255, 255);
}
#else
// Normal metal spark
FX_BloodDrips(origin, normal, normal, (int)scale);
#endif // _XBOX
// Add a quad to highlite the hit point
FX_AddQuad(origin,
normal,
random->RandomFloat(16, 32),
random->RandomFloat(32, 48),
0.75f,
1.0f,
0.0f,
0.4f,
random->RandomInt(0, 360),
0,
Vector(1.0f, 1.0f, 1.0f),
0.05f,
"effects/combinemuzzle2_nocull",
(FXQUAD_BIAS_SCALE | FXQUAD_BIAS_ALPHA));
}
//-----------------------------------------------------------------------------
// Purpose: Handle weapon impacts from the airboat gun shooting (cheaper versions)
//-----------------------------------------------------------------------------
void BloodDripsImpactCallback(const CEffectData &data)
{
VPROF_BUDGET("BloodDripsImpactCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING);
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData(data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox);
if (!pEntity)
{
// This happens for impacts that occur on an object that's then destroyed.
// Clear out the fraction so it uses the server's data
tr.fraction = 1.0;
//PlayImpactSound(pEntity, tr, vecOrigin, nSurfaceProp);
return;
}
#if !defined( _XBOX )
// If we hit, perform our custom effects and play the sound. Don't create decals
if (Impact(vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, IMPACT_NODECAL | IMPACT_REPORT_RAGDOLL_IMPACTS))
{
FX_BloodDripsImpact(vecOrigin, tr.plane.normal, 2);
}
#else
FX_BloodDripsImpact(vecOrigin, tr.plane.normal, 1);
#endif
}
DECLARE_CLIENT_EFFECT("BloodDripsImpact", BloodDripsImpactCallback);
//-----------------------------------------------------------------------------
// Purpose: Handle weapon impacts from the helicopter shooting (cheaper versions)
//-----------------------------------------------------------------------------
void ImpactHelicopterCallback( const CEffectData &data )
{
VPROF_BUDGET( "ImpactHelicopterCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
if ( !pEntity )
{
// This happens for impacts that occur on an object that's then destroyed.
// Clear out the fraction so it uses the server's data
tr.fraction = 1.0;
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
return;
}
// If we hit, perform our custom effects and play the sound. Don't create decals
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, IMPACT_NODECAL | IMPACT_REPORT_RAGDOLL_IMPACTS ) )
{
FX_AirboatGunImpact( vecOrigin, tr.plane.normal, IsXbox() ? 1 : 2 );
// Only do metal + computer custom effects
if ( (iMaterial == CHAR_TEX_METAL) || (iMaterial == CHAR_TEX_COMPUTER) )
{
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1.0, FLAGS_CUSTIOM_EFFECTS_NOFLECKS );
}
}
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
}
DECLARE_CLIENT_EFFECT( "HelicopterImpact", ImpactHelicopterCallback );
void GaussLightCallback(const CEffectData &data)
{
VPROF_BUDGET("GaussLightCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING);
dlight_t *el = effects->CL_AllocDlight(/*LIGHT_INDEX_MUZZLEFLASH + */data.entindex());
el->origin = data.m_vOrigin;
//el->m_Direction = data.m_vNormal;
el->color.r = data.m_vStart.x;
el->color.g = data.m_vStart.y;
el->color.b = data.m_vStart.z;
el->color.exponent = 5;
el->radius = random->RandomInt(40, 60) * (engine->MapHasHDRLighting() ? 1 : 0.3);
el->decay = el->radius / 0.1f;
el->die = gpGlobals->curtime + 0.2f;
}
DECLARE_CLIENT_EFFECT("GaussLight", GaussLightCallback);
void GaussLightChargedCallback(const CEffectData &data)
{
VPROF_BUDGET("GaussLightChargedCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING);
dlight_t *el = effects->CL_AllocDlight(/*LIGHT_INDEX_MUZZLEFLASH + */data.entindex());
el->origin = data.m_vOrigin;
//el->m_Direction = data.m_vNormal;
el->color.r = 255;
el->color.g = 255;
el->color.b = 255;
el->color.exponent = 5;
el->radius = random->RandomInt(60, 80) * (engine->MapHasHDRLighting() ? 1 : 0.3);
el->decay = el->radius / 0.1f;
el->die = gpGlobals->curtime + 0.2f;
}
DECLARE_CLIENT_EFFECT("GaussLightCharged", GaussLightChargedCallback);
void GaussWeaponLightCallback(const CEffectData &data)
{
VPROF_BUDGET("GaussWeaponLightCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING);
IClientRenderable *pRenderable = data.GetRenderable();
if (!pRenderable)
return;
Vector position;
QAngle angles;
// If we found the attachment, emit sparks there
if (pRenderable->GetAttachment(data.m_nAttachmentIndex, position, angles))
{
dlight_t *el = effects->CL_AllocDlight(data.entindex());
el->origin = position;
el->color.r = data.m_vStart.x;
el->color.g = data.m_vStart.y;
el->color.b = data.m_vStart.z;
el->color.exponent = 5;
el->radius = random->RandomInt(70, 100) * (engine->MapHasHDRLighting() ? 1 : 0.3);
el->decay = el->radius / 0.1f;
el->die = gpGlobals->curtime + 0.2f;
/*BeamInfo_t beamInfo;
//beamInfo.m_vecStart = vEnd;
beamInfo.m_vecStart = position;
//beamInfo.m_pEndEnt = pRenderable;
beamInfo.m_nStartAttachment = data.m_nAttachmentIndex;
Vector offset = RandomVector(-12, 12);
offset += Vector(2, 2, 2);
beamInfo.m_vecEnd = position + offset;
beamInfo.m_nType = TE_BEAMTESLA;
beamInfo.m_pszModelName = "sprites/physbeam.vmt";
beamInfo.m_flHaloScale = 0.0f;
beamInfo.m_flLife = 0.05f;
beamInfo.m_flWidth = random->RandomFloat(1.5f, 3.0f);
beamInfo.m_flEndWidth = 0;
beamInfo.m_flFadeLength = 0.0f;
beamInfo.m_flAmplitude = random->RandomFloat(1, 2);
beamInfo.m_flBrightness = 255.0;
beamInfo.m_flSpeed = 0.0;
beamInfo.m_nStartFrame = 0.0;
beamInfo.m_flFrameRate = 1.0f;
beamInfo.m_flRed = 255;
beamInfo.m_flGreen = random->RandomInt(140, 140);
beamInfo.m_flBlue = random->RandomInt(0, 5);
beamInfo.m_nSegments = 14;
beamInfo.m_bRenderable = true;
beamInfo.m_nFlags = (FBEAM_ONLYNOISEONCE | FBEAM_SHADEOUT);
beams->CreateBeamPoints(beamInfo);*/
}
}
DECLARE_CLIENT_EFFECT("GaussWeaponLight", GaussWeaponLightCallback);
void ExplosionLightCallback(const CEffectData &data)
{
VPROF_BUDGET("ExplosionLightCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING);
dlight_t *el = effects->CL_AllocDlight(data.entindex());
el->origin = data.m_vOrigin;
//el->m_Direction = data.m_vNormal;
el->color.r = 255;
el->color.g = random->RandomInt(200, 255);
el->color.b = random->RandomInt(0, 5);
el->color.exponent = 6;
el->radius = random->RandomInt(280, 340) * (engine->MapHasHDRLighting() ? 1 : 0.5);
el->decay = el->radius / 0.8f;
el->die = gpGlobals->curtime + 3.1f;
}
DECLARE_CLIENT_EFFECT("ExplosionLight", ExplosionLightCallback);
void EgonWeaponLightCallback(const CEffectData &data)
{
VPROF_BUDGET("EgonWeaponLightCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING);
dlight_t *el = effects->CL_AllocDlight(data.entindex());
el->origin = data.m_vOrigin;
el->color.r = data.m_vStart.x;
el->color.g = data.m_vStart.y;
el->color.b = data.m_vStart.z;
el->color.exponent = 5;
el->radius = random->RandomInt(50, 80) * (engine->MapHasHDRLighting() ? 1 : 0.3);
el->decay = el->radius / 0.1f;
el->die = gpGlobals->curtime + 0.2f;
}
DECLARE_CLIENT_EFFECT("EgonWeaponLight", EgonWeaponLightCallback);
void ImmolatorWeaponLightCallback(const CEffectData &data)
{
VPROF_BUDGET("ImmolatorWeaponLightCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING);
dlight_t *el = effects->CL_AllocDlight(data.entindex());
el->origin = data.m_vOrigin;
el->color.r = data.m_vStart.x;
el->color.g = data.m_vStart.y;
el->color.b = data.m_vStart.z;
el->color.exponent = 5;
el->radius = random->RandomInt(70, 100) * (engine->MapHasHDRLighting() ? 1 : 0.3);
el->decay = el->radius / 0.1f;
el->die = gpGlobals->curtime + 0.2f;
}
DECLARE_CLIENT_EFFECT("ImmolatorWeaponLight", ImmolatorWeaponLightCallback);
void LaserWeaponLightCallback(const CEffectData &data)
{
VPROF_BUDGET("LaserWeaponLightCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING);
dlight_t *el = effects->CL_AllocDlight(data.entindex());
el->origin = data.m_vOrigin;
el->color.r = data.m_vStart.x;
el->color.g = data.m_vStart.y;
el->color.b = data.m_vStart.z;
el->color.exponent = 0;
el->radius = random->RandomInt(85, 125) * (engine->MapHasHDRLighting() ? 1 : 0.3);
el->decay = el->radius / 0.1f;
el->die = gpGlobals->curtime + 0.2f;
}
DECLARE_CLIENT_EFFECT("LaserWeaponLight", LaserWeaponLightCallback);