//----------------------------------------------------------------------------- // Gunship muzzle flashes //----------------------------------------------------------------------------- void MuzzleFlash_Gunship( ClientEntityHandle_t hEntity, int attachmentIndex ) { VPROF_BUDGET( "MuzzleFlash_Gunship", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); // If the client hasn't seen this entity yet, bail. matrix3x4_t matAttachment; if ( !FX_GetAttachmentTransform( hEntity, attachmentIndex, matAttachment ) ) return; CSmartPtr<CLocalSpaceEmitter> pSimple = CLocalSpaceEmitter::Create( "MuzzleFlash", hEntity, attachmentIndex ); SimpleParticle *pParticle; Vector forward(1,0,0), offset; //NOTENOTE: All coords are in local space float flScale = random->RandomFloat( 2.5f, 4.5f ); // Flash offset = (forward * (2.0f*flScale)); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/gunshipmuzzle" ), offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.05f, 0.1f ); pParticle->m_vecVelocity.Init(); pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 128; pParticle->m_uchStartSize = ( (random->RandomFloat( 6.0f, 8.0f ) * 10.0/7.0) * flScale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; // Grab the origin out of the transform for the attachment Vector origin; MatrixGetColumn( matAttachment, 3, &origin ); CreateMuzzleflashELight( origin, 6, 128, 256, hEntity ); }
//----------------------------------------------------------------------------- // Airboat muzzle flashes //----------------------------------------------------------------------------- void MuzzleFlash_Airboat( ClientEntityHandle_t hEntity, int attachmentIndex ) { VPROF_BUDGET( "MuzzleFlash_Airboat", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); CSmartPtr<CLocalSpaceEmitter> pSimple = CLocalSpaceEmitter::Create( "MuzzleFlash", hEntity, attachmentIndex ); SimpleParticle *pParticle; Vector forward(1,0,0), offset; //NOTENOTE: All coords are in local space float flScale = random->RandomFloat( 0.75f, IsXbox() ? 2.0f : 2.5f ); PMaterialHandle pMuzzle[2]; pMuzzle[0] = pSimple->GetPMaterial( "effects/combinemuzzle1" ); pMuzzle[1] = pSimple->GetPMaterial( "effects/combinemuzzle2" ); // Flash for ( int i = 1; i < 7; i++ ) { offset = (forward * (i*6.0f*flScale)); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pMuzzle[random->RandomInt(0,1)], offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = IsXbox() ? 0.0001f : 0.01f; pParticle->m_vecVelocity.Init(); pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 128; pParticle->m_uchStartSize = ( (random->RandomFloat( 6.0f, 8.0f ) * (9-(i))/7) * flScale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } // Tack on the smoke pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "sprites/ar2_muzzle1" ), vec3_origin ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.05f; pParticle->m_vecVelocity.Init(); pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 128; pParticle->m_uchStartSize = random->RandomFloat( 16.0f, 24.0f ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; float spokePos = random->RandomInt( 0, 5 ); pParticle->m_flRoll = (360.0/6.0f)*spokePos; pParticle->m_flRollDelta = 0.0f; // Grab the origin out of the transform for the attachment if ( muzzleflash_light.GetInt() ) { // If the client hasn't seen this entity yet, bail. matrix3x4_t matAttachment; if ( FX_GetAttachmentTransform( hEntity, attachmentIndex, matAttachment ) ) { Vector origin; MatrixGetColumn( matAttachment, 3, &origin ); CreateMuzzleflashELight( origin, 5, 64, 128, hEntity ); } } }
//----------------------------------------------------------------------------- // Strider muzzle flashes //----------------------------------------------------------------------------- void MuzzleFlash_Strider( ClientEntityHandle_t hEntity, int attachmentIndex ) { VPROF_BUDGET( "MuzzleFlash_Strider", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); // If the client hasn't seen this entity yet, bail. matrix3x4_t matAttachment; if ( !FX_GetAttachmentTransform( hEntity, attachmentIndex, matAttachment ) ) return; CSmartPtr<CLocalSpaceEmitter> pSimple = CLocalSpaceEmitter::Create( "MuzzleFlash_Strider", hEntity, attachmentIndex ); SimpleParticle *pParticle; Vector forward(1,0,0), offset; //NOTENOTE: All coords are in local space float flScale = random->RandomFloat( 3.0f, 4.0f ); float burstSpeed = random->RandomFloat( 400.0f, 600.0f ); #define FRONT_LENGTH 12 // Front flash for ( int i = 1; i < FRONT_LENGTH; i++ ) { offset = (forward * (i*2.0f*flScale)); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( VarArgs( "effects/combinemuzzle%d", random->RandomInt(1,2) ) ), offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.1f; pParticle->m_vecVelocity = forward * burstSpeed; pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255; pParticle->m_uchStartAlpha = 255.0f; pParticle->m_uchEndAlpha = 0; pParticle->m_uchStartSize = ( (random->RandomFloat( 6.0f, 8.0f ) * (FRONT_LENGTH-(i))/(FRONT_LENGTH*0.75f)) * flScale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } Vector right(0,1,0), up(0,0,1); Vector dir = right - up; #define SIDE_LENGTH 8 burstSpeed = random->RandomFloat( 400.0f, 600.0f ); // Diagonal flash for ( int i = 1; i < SIDE_LENGTH; i++ ) { offset = (dir * (i*flScale)); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( VarArgs( "effects/combinemuzzle%d", random->RandomInt(1,2) ) ), offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.2f; pParticle->m_vecVelocity = dir * burstSpeed * 0.25f; pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_uchStartSize = ( (random->RandomFloat( 2.0f, 4.0f ) * (SIDE_LENGTH-(i))/(SIDE_LENGTH*0.5f)) * flScale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } dir = right + up; burstSpeed = random->RandomFloat( 400.0f, 600.0f ); // Diagonal flash for ( int i = 1; i < SIDE_LENGTH; i++ ) { offset = (-dir * (i*flScale)); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( VarArgs( "effects/combinemuzzle%d", random->RandomInt(1,2) ) ), offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.2f; pParticle->m_vecVelocity = dir * -burstSpeed * 0.25f; pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_uchStartSize = ( (random->RandomFloat( 2.0f, 4.0f ) * (SIDE_LENGTH-(i))/(SIDE_LENGTH*0.5f)) * flScale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } dir = up; burstSpeed = random->RandomFloat( 400.0f, 600.0f ); // Top flash for ( int i = 1; i < SIDE_LENGTH; i++ ) { offset = (dir * (i*flScale)); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( VarArgs( "effects/combinemuzzle%d", random->RandomInt(1,2) ) ), offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.2f; pParticle->m_vecVelocity = dir * burstSpeed * 0.25f; pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_uchStartSize = ( (random->RandomFloat( 2.0f, 4.0f ) * (SIDE_LENGTH-(i))/(SIDE_LENGTH*0.5f)) * flScale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/strider_muzzle" ), vec3_origin ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.3f, 0.4f ); pParticle->m_vecVelocity.Init(); pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_uchStartSize = flScale * random->RandomFloat( 12.0f, 16.0f ); pParticle->m_uchEndSize = 0.0f; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; Vector origin; MatrixGetColumn( matAttachment, 3, &origin ); int entityIndex = ClientEntityList().HandleToEntIndex( hEntity ); if ( entityIndex >= 0 ) { dlight_t *el = effects->CL_AllocElight( LIGHT_INDEX_MUZZLEFLASH + entityIndex ); el->origin = origin; el->color.r = 64; el->color.g = 128; el->color.b = 255; el->color.exponent = 5; el->radius = random->RandomInt( 100, 150 ); el->decay = el->radius / 0.05f; el->die = gpGlobals->curtime + 0.1f; } }