void C_SteamJet::UpdateLightingRamp() { if( VectorsAreEqual( m_vLastRampUpdatePos, GetAbsOrigin(), 0.1 ) && QAnglesAreEqual( m_vLastRampUpdateAngles, GetAbsAngles(), 0.1 ) ) { return; } m_vLastRampUpdatePos = GetAbsOrigin(); m_vLastRampUpdateAngles = GetAbsAngles(); // Sample the world lighting where we think the particles will be. Vector forward, right, up; AngleVectors(GetAbsAngles(), &forward, &right, &up); // Legacy env_steamjet entities faced left instead of forward. if (m_bFaceLeft) { Vector temp = forward; forward = -right; right = temp; } Vector startPos = GetAbsOrigin(); Vector endPos = GetAbsOrigin() + forward * (m_Speed * m_Lifetime); for(int iRamp=0; iRamp < STEAMJET_NUMRAMPS; iRamp++) { float t = (float)iRamp / (STEAMJET_NUMRAMPS-1); Vector vTestPos = startPos + (endPos - startPos) * t; Vector *pRamp = &m_Ramps[iRamp]; *pRamp = WorldGetLightForPoint(vTestPos, false); if ( IsEmissive() ) { pRamp->x += (m_clrRender->r/255.0f); pRamp->y += (m_clrRender->g/255.0f); pRamp->z += (m_clrRender->b/255.0f); pRamp->x = clamp( pRamp->x, 0.0f, 1.0f ); pRamp->y = clamp( pRamp->y, 0.0f, 1.0f ); pRamp->z = clamp( pRamp->z, 0.0f, 1.0f ); } else { pRamp->x *= (m_clrRender->r/255.0f); pRamp->y *= (m_clrRender->g/255.0f); pRamp->z *= (m_clrRender->b/255.0f); } // Renormalize? float maxVal = max(pRamp->x, max(pRamp->y, pRamp->z)); if(maxVal > 1) { *pRamp = *pRamp / maxVal; } } }
//----------------------------------------------------------------------------- // Spew out dust! //----------------------------------------------------------------------------- void FX_Dust( const Vector &vecOrigin, const Vector &vecDirection, float flSize, float flSpeed ) { VPROF_BUDGET( "FX_Dust", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); int numPuffs = (flSize*0.5f); if ( numPuffs < 1 ) numPuffs = 1; if ( numPuffs > 32 ) numPuffs = 32; float speed = flSpeed * 0.1f; if ( speed < 0 ) speed = 1.0f; if (speed > 48.0f ) speed = 48.0f; //FIXME: Better sampling area Vector offset = vecOrigin + ( vecDirection * flSize ); //Find area ambient light color and use it to tint smoke Vector worldLight = WorldGetLightForPoint( offset, true ); // Throw puffs SimpleParticle particle; for ( int i = 0; i < numPuffs; i++ ) { offset.Random( -(flSize*0.25f), flSize*0.25f ); offset += vecOrigin + ( vecDirection * flSize ); particle.m_Pos = offset; particle.m_flLifetime = 0.0f; particle.m_flDieTime = random->RandomFloat( 0.4f, 1.0f ); particle.m_vecVelocity = vecDirection * random->RandomFloat( speed*0.5f, speed ) * i; particle.m_vecVelocity[2] = 0.0f; int color = random->RandomInt( 48, 64 ); particle.m_uchColor[0] = (color+16) + ( worldLight[0] * (float) color ); particle.m_uchColor[1] = (color+8) + ( worldLight[1] * (float) color ); particle.m_uchColor[2] = color + ( worldLight[2] * (float) color ); particle.m_uchStartAlpha= random->RandomInt( 64, 128 ); particle.m_uchEndAlpha = 0; particle.m_uchStartSize = random->RandomInt( 2, 8 ); particle.m_uchEndSize = random->RandomInt( 24, 48 ); particle.m_flRoll = random->RandomInt( 0, 360 ); particle.m_flRollDelta = random->RandomFloat( -0.5f, 0.5f ); AddSimpleParticle( &particle, g_Mat_DustPuff[random->RandomInt(0,1)] ); } }
//----------------------------------------------------------------------------- // Purpose: // Input : &data - //----------------------------------------------------------------------------- void WheelDustCallback( const CEffectData &data ) { CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "dust" ); pSimple->SetSortOrigin( data.m_vOrigin ); pSimple->SetNearClip( 32, 64 ); SimpleParticle *pParticle; Vector offset; //FIXME: Better sampling area offset = data.m_vOrigin + ( data.m_vNormal * data.m_flScale ); //Find area ambient light color and use it to tint smoke Vector worldLight = WorldGetLightForPoint( offset, true ); //Throw puffs offset.Random( -(data.m_flScale*16.0f), data.m_flScale*16.0f ); offset.z = 0.0f; offset += data.m_vOrigin + ( data.m_vNormal * data.m_flScale ); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof(SimpleParticle), g_Mat_DustPuff[0], offset ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f ); pParticle->m_vecVelocity = RandomVector( -1.0f, 1.0f ); VectorNormalize( pParticle->m_vecVelocity ); pParticle->m_vecVelocity[2] += random->RandomFloat( 16.0f, 32.0f ) * (data.m_flScale*2.0f); int color = random->RandomInt( 100, 150 ); pParticle->m_uchColor[0] = 16 + ( worldLight[0] * (float) color ); pParticle->m_uchColor[1] = 8 + ( worldLight[1] * (float) color ); pParticle->m_uchColor[2] = ( worldLight[2] * (float) color ); pParticle->m_uchStartAlpha = random->RandomInt( 64.0f*data.m_flScale, 128.0f*data.m_flScale ); pParticle->m_uchEndAlpha = 0; pParticle->m_uchStartSize = random->RandomInt( 16, 24 ) * data.m_flScale; pParticle->m_uchEndSize = random->RandomInt( 32, 48 ) * data.m_flScale; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -2.0f, 2.0f ); } }
//----------------------------------------------------------------------------- // Purpose: // Input : &origin - // &normal - // scale - // r - // g - // b - // flags - //----------------------------------------------------------------------------- void FX_BloodSpray( const Vector &origin, const Vector &normal, float scale, unsigned char r, unsigned char g, unsigned char b, int flags ) { if ( UTIL_IsLowViolence() ) return; //debugoverlay->AddLineOverlay( origin, origin + normal * 72, 255, 255, 255, true, 10 ); Vector offset; float spread = 0.2f; //Find area ambient light color and use it to tint smoke Vector worldLight = WorldGetLightForPoint( origin, true ); Vector color = Vector( (float)(worldLight[0] * r) / 255.0f, (float)(worldLight[1] * g) / 255.0f, (float)(worldLight[2] * b) / 255.0f ); float colorRamp; int i; Vector offDir; Vector right; Vector up; if (normal != Vector(0, 0, 1) ) { right = normal.Cross( Vector(0, 0, 1) ); up = right.Cross( normal ); } else { right = Vector(0, 0, 1); up = right.Cross( normal ); } // // Dump out drops // if (flags & FX_BLOODSPRAY_DROPS) { TrailParticle *tParticle; CSmartPtr<CTrailParticles> pTrailEmitter = CTrailParticles::Create( "blooddrops" ); if ( !pTrailEmitter ) return; pTrailEmitter->SetSortOrigin( origin ); // Partial gravity on blood drops. pTrailEmitter->SetGravity( 600.0 ); pTrailEmitter->GetBinding().SetBBox( origin - Vector( 32, 32, 32 ), origin + Vector( 32, 32, 32 ) ); pTrailEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN ); pTrailEmitter->SetVelocityDampen( 0.2f ); PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_drop" ); // // Long stringy drops of blood. // for ( i = 0; i < 14; i++ ) { // Originate from within a circle 'scale' inches in diameter. offset = origin; offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale; offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale; tParticle = (TrailParticle *) pTrailEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset ); if ( tParticle == NULL ) break; tParticle->m_flLifetime = 0.0f; offDir = normal + RandomVector( -0.3f, 0.3f ); tParticle->m_vecVelocity = offDir * random->RandomFloat( 4.0f * scale, 40.0f * scale ); tParticle->m_vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f ) * scale; tParticle->m_flWidth = random->RandomFloat( 0.125f, 0.275f ) * scale; tParticle->m_flLength = random->RandomFloat( 0.02f, 0.03f ) * scale; tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); FloatToColor32( tParticle->m_color, color[0], color[1], color[2], 1.0f ); } // // Shorter droplets. // for ( i = 0; i < 24; i++ ) { // Originate from within a circle 'scale' inches in diameter. offset = origin; offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale; offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale; tParticle = (TrailParticle *) pTrailEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset ); if ( tParticle == NULL ) break; tParticle->m_flLifetime = 0.0f; offDir = normal + RandomVector( -1.0f, 1.0f ); offDir[2] += random->RandomFloat(0, 1.0f); tParticle->m_vecVelocity = offDir * random->RandomFloat( 2.0f * scale, 25.0f * scale ); tParticle->m_vecVelocity[2] += random->RandomFloat( 4.0f, 16.0f ) * scale; tParticle->m_flWidth = random->RandomFloat( 0.25f, 0.375f ) * scale; tParticle->m_flLength = random->RandomFloat( 0.0025f, 0.005f ) * scale; tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); FloatToColor32( tParticle->m_color, color[0], color[1], color[2], 1.0f ); } } if ((flags & FX_BLOODSPRAY_GORE) || (flags & FX_BLOODSPRAY_CLOUD)) { CSmartPtr<CBloodSprayEmitter> pSimple = CBloodSprayEmitter::Create( "bloodgore" ); if ( !pSimple ) return; pSimple->SetSortOrigin( origin ); pSimple->SetGravity( 0 ); PMaterialHandle hMaterial; // // Tight blossom of blood at the center. // if (flags & FX_BLOODSPRAY_GORE) { hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_gore" ); SimpleParticle *pParticle; for ( i = 0; i < 6; i++ ) { // Originate from within a circle 'scale' inches in diameter. offset = origin + ( 0.5 * scale * normal ); offset += right * random->RandomFloat( -0.5f, 0.5f ) * scale; offset += up * random->RandomFloat( -0.5f, 0.5f ) * scale; pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, offset ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 0.3f; spread = 0.2f; pParticle->m_vecVelocity.Random( -spread, spread ); pParticle->m_vecVelocity += normal * random->RandomInt( 10, 100 ); //VectorNormalize( pParticle->m_vecVelocity ); colorRamp = random->RandomFloat( 0.75f, 1.25f ); pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f; pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f; pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f; pParticle->m_uchStartSize = random->RandomFloat( scale * 0.25, scale ); pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2; pParticle->m_uchStartAlpha = random->RandomInt( 200, 255 ); pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } } } // // Diffuse cloud just in front of the exit wound. // if (flags & FX_BLOODSPRAY_CLOUD) { hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_puff" ); SimpleParticle *pParticle; for ( i = 0; i < 6; i++ ) { // Originate from within a circle '2 * scale' inches in diameter. offset = origin + ( scale * normal ); offset += right * random->RandomFloat( -1, 1 ) * scale; offset += up * random->RandomFloat( -1, 1 ) * scale; pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, offset ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.5f, 0.8f); spread = 0.5f; pParticle->m_vecVelocity.Random( -spread, spread ); pParticle->m_vecVelocity += normal * random->RandomInt( 100, 200 ); colorRamp = random->RandomFloat( 0.75f, 1.25f ); pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f; pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f; pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f; pParticle->m_uchStartSize = random->RandomFloat( scale * 1.5f, scale * 2.0f ); pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4; pParticle->m_uchStartAlpha = random->RandomInt( 80, 128 ); pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } } } } // TODO: Play a sound? //CLocalPlayerFilter filter; //C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, CHAN_VOICE, "Physics.WaterSplash", 1.0, ATTN_NORM, 0, 100, &origin ); }
//----------------------------------------------------------------------------- // Purpose: Used for bullets hitting bleeding surfaces // Input : origin - // normal - // scale - This parameter is not currently used //----------------------------------------------------------------------------- void FX_BloodBulletImpact( const Vector &origin, const Vector &normal, float scale /*NOTE: Unused!*/, unsigned char r, unsigned char g, unsigned char b ) { if ( UTIL_IsLowViolence() ) return; Vector offset; //Find area ambient light color and use it to tint smoke Vector worldLight = WorldGetLightForPoint( origin, true ); if ( gpGlobals->maxClients > 1 ) { worldLight = Vector( 1.0, 1.0, 1.0 ); r = 96; g = 0; b = 10; } Vector color = Vector( (float)(worldLight[0] * r) / 255.0f, (float)(worldLight[1] * g) / 255.0f, (float)(worldLight[2] * b) / 255.0f ); float colorRamp; Vector offDir; CSmartPtr<CBloodSprayEmitter> pSimple = CBloodSprayEmitter::Create( "bloodgore" ); if ( !pSimple ) return; pSimple->SetSortOrigin( origin ); pSimple->SetGravity( 200 ); // Setup a bounding box to contain the particles without (stops auto-updating) pSimple->GetBinding().SetBBox( origin - Vector( 16, 16, 16 ), origin + Vector( 16, 16, 16 ) ); // Cache the material if we haven't already if ( g_Blood_Core == NULL ) { g_Blood_Core = ParticleMgr()->GetPMaterial( "effects/blood_core" ); } SimpleParticle *pParticle; Vector dir = normal * RandomVector( -0.5f, 0.5f ); offset = origin + ( 2.0f * normal ); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Blood_Core, offset ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f); pParticle->m_vecVelocity = dir * random->RandomFloat( 16.0f, 32.0f ); pParticle->m_vecVelocity[2] -= random->RandomFloat( 8.0f, 16.0f ); colorRamp = random->RandomFloat( 0.75f, 2.0f ); pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f; pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f; pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f; pParticle->m_uchStartSize = random->RandomInt( 2, 4 ); pParticle->m_uchEndSize = pParticle->m_uchStartSize * 8; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } // Cache the material if we haven't already if ( g_Blood_Gore == NULL ) { g_Blood_Gore = ParticleMgr()->GetPMaterial( "effects/blood_gore" ); } for ( int i = 0; i < 4; i++ ) { offset = origin + ( 2.0f * normal ); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Blood_Gore, offset ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.5f, 0.75f); pParticle->m_vecVelocity = dir * random->RandomFloat( 16.0f, 32.0f )*(i+1); pParticle->m_vecVelocity[2] -= random->RandomFloat( 32.0f, 64.0f )*(i+1); colorRamp = random->RandomFloat( 0.75f, 2.0f ); pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f; pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f; pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f; pParticle->m_uchStartSize = random->RandomInt( 2, 4 ); pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = 0.0f; } } // // Dump out drops // TrailParticle *tParticle; CSmartPtr<CTrailParticles> pTrailEmitter = CTrailParticles::Create( "blooddrops" ); if ( !pTrailEmitter ) return; pTrailEmitter->SetSortOrigin( origin ); // Partial gravity on blood drops pTrailEmitter->SetGravity( 400.0 ); // Enable simple collisions with nearby surfaces pTrailEmitter->Setup(origin, &normal, 1, 10, 100, 400, 0.2, 0 ); if ( g_Blood_Drops == NULL ) { g_Blood_Drops = ParticleMgr()->GetPMaterial( "effects/blood_drop" ); } // // Shorter droplets // for ( int i = 0; i < 8; i++ ) { // Originate from within a circle 'scale' inches in diameter offset = origin; tParticle = (TrailParticle *) pTrailEmitter->AddParticle( sizeof(TrailParticle), g_Blood_Drops, offset ); if ( tParticle == NULL ) break; tParticle->m_flLifetime = 0.0f; offDir = RandomVector( -1.0f, 1.0f ); tParticle->m_vecVelocity = offDir * random->RandomFloat( 64.0f, 128.0f ); tParticle->m_flWidth = random->RandomFloat( 0.5f, 2.0f ); tParticle->m_flLength = random->RandomFloat( 0.05f, 0.15f ); tParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f ); FloatToColor32( tParticle->m_color, color[0], color[1], color[2], 1.0f ); } // TODO: Play a sound? //CLocalPlayerFilter filter; //C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, CHAN_VOICE, "Physics.WaterSplash", 1.0, ATTN_NORM, 0, 100, &origin ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_BaseExplosionEffect::CreateCore( void ) { if ( m_fFlags & TE_EXPLFLAG_NOFIREBALL ) return; Vector offset; int i; //Spread constricts as force rises float force = m_flForce; //Cap our force if ( force < EXPLOSION_FORCE_MIN ) force = EXPLOSION_FORCE_MIN; if ( force > EXPLOSION_FORCE_MAX ) force = EXPLOSION_FORCE_MAX; float spread = 1.0f - (0.15f*force); SimpleParticle *pParticle; CSmartPtr<CExplosionParticle> pSimple = CExplosionParticle::Create( "exp_smoke" ); pSimple->SetSortOrigin( m_vecOrigin ); pSimple->SetNearClip( 64, 128 ); pSimple->GetBinding().SetBBox( m_vecOrigin - Vector( 128, 128, 128 ), m_vecOrigin + Vector( 128, 128, 128 ) ); if ( m_Material_Smoke == NULL ) { m_Material_Smoke = g_Mat_DustPuff[1]; } //FIXME: Better sampling area offset = m_vecOrigin + ( m_vecDirection * 32.0f ); //Find area ambient light color and use it to tint smoke Vector worldLight = WorldGetLightForPoint( offset, true ); Vector tint; float luminosity; if ( worldLight == vec3_origin ) { tint = vec3_origin; luminosity = 0.0f; } else { UTIL_GetNormalizedColorTintAndLuminosity( worldLight, &tint, &luminosity ); } // We only take a portion of the tint tint = (tint * 0.25f)+(Vector(0.75f,0.75f,0.75f)); // Rescale to a character range luminosity *= 255; if ( (m_fFlags & TE_EXPLFLAG_NOFIREBALLSMOKE) == 0 ) { // // Smoke - basic internal filler // for ( i = 0; i < 4; i++ ) { pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Smoke, m_vecOrigin ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; #ifdef INVASION_CLIENT_DLL pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); #endif #ifdef _XBOX pParticle->m_flDieTime = 1.0f; #else pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f ); #endif pParticle->m_vecVelocity.Random( -spread, spread ); pParticle->m_vecVelocity += ( m_vecDirection * random->RandomFloat( 1.0f, 6.0f ) ); VectorNormalize( pParticle->m_vecVelocity ); float fForce = random->RandomFloat( 1, 750 ) * force; //Scale the force down as we fall away from our main direction ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread, &fForce ); pParticle->m_vecVelocity *= fForce; #if __EXPLOSION_DEBUG debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); #endif int nColor = random->RandomInt( luminosity*0.5f, luminosity ); pParticle->m_uchColor[0] = ( worldLight[0] * nColor ); pParticle->m_uchColor[1] = ( worldLight[1] * nColor ); pParticle->m_uchColor[2] = ( worldLight[2] * nColor ); pParticle->m_uchStartSize = 72; pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -2.0f, 2.0f ); } } // // Inner core // #ifndef _XBOX for ( i = 0; i < 8; i++ ) { offset.Random( -16.0f, 16.0f ); offset += m_vecOrigin; pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Smoke, offset ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; #ifdef INVASION_CLIENT_DLL pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); #else pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); #endif pParticle->m_vecVelocity.Random( -spread, spread ); pParticle->m_vecVelocity += ( m_vecDirection * random->RandomFloat( 1.0f, 6.0f ) ); VectorNormalize( pParticle->m_vecVelocity ); float fForce = random->RandomFloat( 1, 2000 ) * force; //Scale the force down as we fall away from our main direction ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread, &fForce ); pParticle->m_vecVelocity *= fForce; #if __EXPLOSION_DEBUG debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); #endif int nColor = random->RandomInt( luminosity*0.5f, luminosity ); pParticle->m_uchColor[0] = ( worldLight[0] * nColor ); pParticle->m_uchColor[1] = ( worldLight[1] * nColor ); pParticle->m_uchColor[2] = ( worldLight[2] * nColor ); pParticle->m_uchStartSize = random->RandomInt( 32, 64 ); pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2; pParticle->m_uchStartAlpha = random->RandomFloat( 128, 255 ); pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f ); } } #endif // !_XBOX // // Ground ring // Vector vRight, vUp; VectorVectors( m_vecDirection, vRight, vUp ); Vector forward; #ifndef INVASION_CLIENT_DLL #ifndef _XBOX int numRingSprites = 32; #else int numRingSprites = 8; #endif float flIncr = (2*M_PI) / (float) numRingSprites; // Radians float flYaw = 0.0f; for ( i = 0; i < numRingSprites; i++ ) { flYaw += flIncr; SinCos( flYaw, &forward.y, &forward.x ); forward.z = 0.0f; offset = ( RandomVector( -4.0f, 4.0f ) + m_vecOrigin ) + ( forward * random->RandomFloat( 8.0f, 16.0f ) ); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Smoke, offset ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.5f ); pParticle->m_vecVelocity = forward; float fForce = random->RandomFloat( 500, 2000 ) * force; //Scale the force down as we fall away from our main direction ScaleForceByDeviation( pParticle->m_vecVelocity, pParticle->m_vecVelocity, spread, &fForce ); pParticle->m_vecVelocity *= fForce; #if __EXPLOSION_DEBUG debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); #endif int nColor = random->RandomInt( luminosity*0.5f, luminosity ); pParticle->m_uchColor[0] = ( worldLight[0] * nColor ); pParticle->m_uchColor[1] = ( worldLight[1] * nColor ); pParticle->m_uchColor[2] = ( worldLight[2] * nColor ); pParticle->m_uchStartSize = random->RandomInt( 16, 32 ); pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4; pParticle->m_uchStartAlpha = random->RandomFloat( 16, 32 ); pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f ); } } #endif } #ifndef _XBOX // // Embers // if ( m_Material_Embers[0] == NULL ) { m_Material_Embers[0] = pSimple->GetPMaterial( "effects/fire_embers1" ); } if ( m_Material_Embers[1] == NULL ) { m_Material_Embers[1] = pSimple->GetPMaterial( "effects/fire_embers2" ); } for ( i = 0; i < 16; i++ ) { offset.Random( -32.0f, 32.0f ); offset += m_vecOrigin; pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Embers[random->RandomInt(0,1)], offset ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f ); pParticle->m_vecVelocity.Random( -spread*2, spread*2 ); pParticle->m_vecVelocity += m_vecDirection; VectorNormalize( pParticle->m_vecVelocity ); float fForce = random->RandomFloat( 1.0f, 400.0f ); //Scale the force down as we fall away from our main direction float vDev = ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread ); pParticle->m_vecVelocity *= fForce * ( 16.0f * (vDev*vDev*0.5f) ); #if __EXPLOSION_DEBUG debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); #endif int nColor = random->RandomInt( 192, 255 ); pParticle->m_uchColor[0] = pParticle->m_uchColor[1] = pParticle->m_uchColor[2] = nColor; pParticle->m_uchStartSize = random->RandomInt( 8, 16 ) * vDev; pParticle->m_uchStartSize = clamp( pParticle->m_uchStartSize, 4, 32 ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f ); } } #endif // !_XBOX // // Fireballs // if ( m_Material_FireCloud == NULL ) { m_Material_FireCloud = pSimple->GetPMaterial( "effects/fire_cloud2" ); } #ifndef _XBOX int numFireballs = 32; #else int numFireballs = 16; #endif for ( i = 0; i < numFireballs; i++ ) { offset.Random( -48.0f, 48.0f ); offset += m_vecOrigin; pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_FireCloud, offset ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.2f, 0.4f ); pParticle->m_vecVelocity.Random( -spread*0.75f, spread*0.75f ); pParticle->m_vecVelocity += m_vecDirection; VectorNormalize( pParticle->m_vecVelocity ); float fForce = random->RandomFloat( 400.0f, 800.0f ); //Scale the force down as we fall away from our main direction float vDev = ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread ); pParticle->m_vecVelocity *= fForce * ( 16.0f * (vDev*vDev*0.5f) ); #if __EXPLOSION_DEBUG debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); #endif int nColor = random->RandomInt( 128, 255 ); pParticle->m_uchColor[0] = pParticle->m_uchColor[1] = pParticle->m_uchColor[2] = nColor; pParticle->m_uchStartSize = random->RandomInt( 32, 85 ) * vDev; pParticle->m_uchStartSize = clamp( pParticle->m_uchStartSize, 32, 85 ); pParticle->m_uchEndSize = (int)((float)pParticle->m_uchStartSize * 1.5f); pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -16.0f, 16.0f ); } } }
//----------------------------------------------------------------------------- // Purpose: // Input : &origin - // &normal - // scale - //----------------------------------------------------------------------------- void StriderBlood( const Vector &origin, const Vector &normal, float scale ) { VPROF_BUDGET( "StriderBlood", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); //Find area ambient light color and use it to tint smoke Vector worldLight = WorldGetLightForPoint( origin, true ); Vector tint; float luminosity; UTIL_GetNormalizedColorTintAndLuminosity( worldLight, &tint, &luminosity ); // We only take a portion of the tint tint = (tint * 0.25f)+(Vector(0.75f,0.75f,0.75f)); // Rescale to a character range luminosity = MAX( 200, luminosity*255 ); CSmartPtr<CSplashParticle> pSimple = CSplashParticle::Create( "splish" ); pSimple->SetSortOrigin( origin ); int i; float flScale = scale / 8.0f; PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/slime1" ); float length = 0.2f; Vector vForward, vRight, vUp; Vector offDir; TrailParticle *tParticle; CSmartPtr<CTrailParticles> sparkEmitter = CTrailParticles::Create( "splash" ); if ( !sparkEmitter ) return; sparkEmitter->SetSortOrigin( origin ); sparkEmitter->m_ParticleCollision.SetGravity( 600.0f ); sparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN ); sparkEmitter->SetVelocityDampen( 2.0f ); //Dump out drops Vector offset; for ( i = 0; i < 64; i++ ) { offset = origin; offset[0] += random->RandomFloat( -8.0f, 8.0f ) * flScale; offset[1] += random->RandomFloat( -8.0f, 8.0f ) * flScale; offset[2] += random->RandomFloat( -8.0f, 8.0f ) * flScale; tParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset ); if ( tParticle == NULL ) break; tParticle->m_flLifetime = 0.0f; tParticle->m_flDieTime = 1.0f; offDir = normal + RandomVector( -1.0f, 1.0f ); tParticle->m_vecVelocity = offDir * random->RandomFloat( BLOOD_MIN_SPEED * flScale * 2.0f, BLOOD_MAX_SPEED * flScale * 2.0f ); tParticle->m_vecVelocity[2] += random->RandomFloat( 8.0f, 32.0f ) * flScale; tParticle->m_flWidth = random->RandomFloat( 20.0f, 26.0f ) * flScale; tParticle->m_flLength = random->RandomFloat( length*0.5f, length ) * flScale; int nColor = random->RandomInt( luminosity*0.75f, luminosity ); tParticle->m_color.r = nColor * tint.x; tParticle->m_color.g = nColor * tint.y; tParticle->m_color.b = nColor * tint.z; tParticle->m_color.a = 255; } }