void MakeDecal(enum DECAL_ID decalID, VECTORCH *normalPtr, VECTORCH *positionPtr, int moduleIndex) { if (TooManyDecalsOfThisType(decalID,positionPtr)) return; AddDecal(decalID,normalPtr,positionPtr,moduleIndex); /* no blood across network? */ if(AvP.Network!=I_No_Network) { if(netGameData.sendDecals) { switch (decalID) { case DECAL_BULLETHOLE: case DECAL_SCORCHED: { AddNetMsg_MakeDecal(decalID,normalPtr,positionPtr,moduleIndex); break; } default: break; } } } }
int CHudParticules::MsgFunc_ClientDecal( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); Vector vecSrc, vecNormal; char chTextureType; vecSrc.x = READ_COORD(); vecSrc.y = READ_COORD(); vecSrc.z = READ_COORD(); vecNormal.x = READ_COORD(); vecNormal.y = READ_COORD(); vecNormal.z = READ_COORD(); chTextureType = READ_CHAR(); int decal = READ_BYTE(); if ( decal == 4 ) // explo electro-roquette { AddDecal ( vecSrc, Vector ( 90,0,0 ), "sprites/rpg_disk.spr", gHUD.m_flTime + ELECTRO_DISK_MAX / ELECTRO_DISK_SPEED + 0.5, FLAG_DECAL_DISK ); return 1; } if ( decal == 5 ) // explo supergun { Vector angDir; VectorAngles ( -vecNormal, angDir ); angDir.y += 180; AddDecal ( vecSrc, angDir, "sprites/rpg_disk.spr", gHUD.m_flTime + 0.5, FLAG_DECAL_SG ); return 1; } if ( decal == 6 ) // muzzle outro { Vector vecDir = vecNormal, velocity (0,0,0), avelocity(0,0,0), src = vecSrc; float largeur, brightness; //gros for ( int j=0; j<4; j++ ) { avelocity = Vector (0.0f, 0.0f, gEngfuncs.pfnRandomFloat(30,60)* ((j%2)==0?1:-1) ); velocity = Vector (vecDir - vecSrc) * 0/*( 0.08 - j*0.02 )*/; largeur = 5; brightness = 0.3; AddParticule ( src, Vector (largeur,brightness,0.0f), velocity, avelocity , "sprites/outro_muzzle.spr", gHUD.m_flTime + 7, FLAG_PARTICULE_OUTRO1 ); } // petits for ( int i=0; i<10; i++ ) { brightness = 0.3; avelocity = Vector (0.0f, 0.0f, gEngfuncs.pfnRandomFloat(-300,300) ); // velocity = Vector (vecDir - vecSrc) * ( 0.3 - i*0.03 ) * 2.5; velocity = Vector (vecDir - vecSrc).Normalize() * 0.1; largeur = 1.2 + i*0.3; src = vecSrc + 0.1*(vecDir-vecSrc); AddParticule ( src, Vector (largeur,brightness,0.0f), velocity, avelocity, "sprites/outro_muzzle.spr", gHUD.m_flTime + 7, FLAG_PARTICULE_OUTRO2 ); } return 1; } EV_HLDM_EjectParticules ( vecSrc, vecNormal, chTextureType, decal, 1 ); return 1; }
void C_ClientPartialRagdoll::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName ) { BaseClass::ImpactTrace( pTrace, iDamageType, pCustomImpactName ); // client entities have the network index -1 so lots of effects don't work easily if ( BloodColor() != DONT_BLEED ) { const char *pszDecalName = NULL; switch ( BloodColor() ) { case BLOOD_COLOR_RED: pszDecalName = "Blood"; break; } int index = decalsystem->GetDecalIndexForName( pszDecalName ); Vector vecDir = pTrace->endpos - pTrace->startpos; if ( vecDir.LengthSqr() > FLT_EPSILON ) { vecDir.NormalizeInPlace(); } if ( index >= 0 ) { SetShrinkingEnabled( false ); InvalidateBoneCache(); SetupBones( NULL, -1, BONE_USED_BY_ANYTHING, gpGlobals->curtime ); // add decal to model AddDecal( pTrace->startpos, pTrace->endpos, pTrace->endpos, pTrace->hitbox, index, false, *pTrace ); SetShrinkingEnabled( true ); InvalidateBoneCache(); } // add decal to world trace_t tr; UTIL_TraceLine( pTrace->endpos, pTrace->endpos + vecDir * 35.0f, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); UTIL_BloodDecalTrace( &tr, BloodColor() ); if ( ShouldCreateBloodParticles() ) { UTIL_BloodImpact( pTrace->endpos, -vecDir, BloodColor(), 5 ); } } if ( m_bReleaseRagdoll || m_bFadingOut ) return; const float flGibbingChance = ( ( iDamageType & DMG_BLAST ) != 0 ) ? gstring_gibbing_explosion_chance.GetFloat() : gstring_gibbing_chance.GetFloat(); const bool bSniperImpact = ( iDamageType & DMG_SNIPER ) != 0; if ( !bSniperImpact && RandomFloat() > flGibbingChance / 100.0f ) return; CStudioHdr *pHdr = GetModelPtr(); if ( pHdr == NULL ) return; int iStudioBone = ConvertPhysBoneToStudioBone( this, pTrace->physicsbone ); const bool bExplosionImpact = ( iDamageType & DMG_BLAST ) != 0; // if the hit bone is a valid studio bone and we know that this bone // is drawn as a normal bone (not shrunken) if ( iStudioBone >= 0 && m_normalBones.IsBitSet( iStudioBone ) || bExplosionImpact ) { CUtlVector< ragdollparams_partial_t > gibModels; // we've been analysed already so use the known hit group // and try recusive splitting GibbingParamsRecursive_t params; params.pHdr = pHdr; params.pszHitBone = ( iStudioBone >= 0 && !bExplosionImpact ) ? pHdr->pBone( iStudioBone )->pszName() : NULL; params.pszParentName = STRING( m_strRecursiveParent ); params.pszRootBone = ( m_iBranchRootBone >= 0 && m_iBranchRootBone < pHdr->numbones() ) ? pHdr->pBone( m_iBranchRootBone )->pszName() : NULL; params.pJointBones = &m_jointBones; const char *pszParentSplitBone; // find a suitable joint to cut if ( C_GibConfig::GetInstance()->GetGibsForGroup( params, gibModels, &pszParentSplitBone ) || bExplosionImpact && C_GibConfig::GetInstance()->GetRandomGibsForGroup( params, gibModels, &pszParentSplitBone ) ) { int iSplitboneIndex = Studio_BoneIndexByName( pHdr, pszParentSplitBone ); // don't do cutting if we cut this joint in the past // or if this joint is our current branch root if ( iSplitboneIndex < 0 || m_jointBones.IsBitSet( iSplitboneIndex ) || m_iBranchRootBone == iSplitboneIndex ) return; matrix3x4_t boneDelta0[MAXSTUDIOBONES]; matrix3x4_t boneDelta1[MAXSTUDIOBONES]; matrix3x4_t currentBones[MAXSTUDIOBONES]; const float boneDt = 0.1f; // setup bones without shrinking to position the new gibs SetShrinkingEnabled( false ); GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt ); SetShrinkingEnabled( true ); InvalidateBoneCache(); // create the new gibmodels FOR_EACH_VEC( gibModels, i ) { ragdollparams_partial_t &partial = gibModels[ i ]; // add old trunk joints for ( int iBit = m_jointBones.FindNextSetBit( 0 ); iBit >= 0; iBit = m_jointBones.FindNextSetBit( iBit + 1 ) ) { if ( m_iBranchRootBone == iBit ) continue; const char *pszName = pHdr->pBone( iBit )->pszName(); partial.trunkBones.AddToTail( pszName ); } // if we create a trunk from an existing branch // we have to propagate the branch root bone if ( partial.rootBone.IsEmpty() && m_iBranchRootBone >= 0 ) { partial.rootBone = pHdr->pBone( m_iBranchRootBone )->pszName(); } C_BaseAnimating *pGib = CreateRagdollCopy( false ); C_ClientPartialRagdoll *pRecursiveRagdoll = dynamic_cast< C_ClientPartialRagdoll* >( pGib ); Assert( pRecursiveRagdoll ); // apply force and propagate cut information if ( pRecursiveRagdoll != NULL ) { pRecursiveRagdoll->SetRecursiveGibData( STRING( m_strRecursiveParent ), STRING( m_strRecursiveGoreName ), STRING( m_strRecursiveGoreMaterialName ) ); pRecursiveRagdoll->SetShrinkingEnabled( true ); Vector vecDelta = pTrace->endpos - pTrace->startpos; if ( vecDelta.LengthSqr() <= FLT_EPSILON ) { vecDelta = RandomVector( -1, 1 ); } vecDelta.NormalizeInPlace(); pRecursiveRagdoll->m_vecForce = vecDelta * RandomFloat( 15000.0f, 35000.0f ); pRecursiveRagdoll->m_nForceBone = pTrace->physicsbone; pRecursiveRagdoll->SetBloodColor( BloodColor() ); pRecursiveRagdoll->m_jointBones.Or( m_jointBones, &pRecursiveRagdoll->m_jointBones ); //FOR_EACH_VEC( m_Gore, i ) //{ // const int iBone = m_Gore[ i ].m_iBone; // if ( iBone >= 0 && iBone == m_iBranchRootBone ) // { // } // pRecursiveRagdoll->m_Gore.AddToTail( m_Gore[ i ] ); // m_Gore.Remove( i ); // i--; //} } pGib->InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt, false, &partial ); if ( bExplosionImpact && RandomFloat() <= gstring_gibbing_explosion_recursive_chance.GetFloat() / 100.0f ) { pGib->ImpactTrace( pTrace, iDamageType, pCustomImpactName ); } if ( BloodColor() == BLOOD_COLOR_RED && ( !pRecursiveRagdoll || !pRecursiveRagdoll->m_bReleaseRagdoll ) && ShouldCreateBloodParticles() ) { Assert( pszParentSplitBone != NULL ); DispatchGibParticle( pGib, pszParentSplitBone, bExplosionImpact, BloodColor() ); } }