void CEffects::PowerupShine(vec2 Pos, vec2 size) { if(!m_Add50hz) return; CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SLICE; p.m_Pos = Pos + vec2((frandom()-0.5f)*size.x, (frandom()-0.5f)*size.y); p.m_Vel = vec2(0, 0); p.m_LifeSpan = 0.5f; p.m_StartSize = 16.0f; p.m_EndSize = 0; p.m_Rot = frandom()*pi*2; p.m_Rotspeed = pi*2; p.m_Gravity = 500; p.m_Friction = 0.9f; p.m_FlowAffected = 0.0f; if (g_Config.m_GfxEyeCandy) { p.m_Gravity = -100; p.m_LifeSpan = 1.3f; p.m_Color = vec4(frandom() * 0.5f + 0.5f, frandom() * 0.5f + 0.5f, frandom() * 0.5f + 0.5f, 0.8f); } m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); }
void CEffects::PlayerSpawn(vec2 Pos) { for(int i = 0; i < 32; i++) { CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SHELL; p.m_Pos = Pos; p.m_Vel = RandomDir() * (powf(frandom(), 3)*600.0f); p.m_LifeSpan = 0.3f + frandom()*0.3f; p.m_StartSize = 64.0f + frandom()*32; p.m_EndSize = 0; p.m_Rot = frandom()*pi*2; p.m_Rotspeed = frandom(); p.m_Gravity = frandom()*-400.0f; p.m_Friction = 0.7f; p.m_Color = vec4(0xb5/255.0f, 0x50/255.0f, 0xcb/255.0f, 1.0f); if (g_Config.m_GfxEyeCandy) { p.m_Gravity = frandom() * -800.0f; } m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); } m_pClient->m_pSounds->Play(CSounds::CHN_WORLD, SOUND_PLAYER_SPAWN, 1.0f, Pos); }
void CEffects::PlayerDeath(vec2 Pos, int ClientID) { vec3 BloodColor(1.0f,1.0f,1.0f); if(ClientID >= 0) { if(m_pClient->m_aClients[ClientID].m_UseCustomColor) BloodColor = m_pClient->m_pSkins->GetColorV3(m_pClient->m_aClients[ClientID].m_ColorBody); else { const CSkins::CSkin *s = m_pClient->m_pSkins->Get(m_pClient->m_aClients[ClientID].m_SkinID); if(s) BloodColor = s->m_BloodColor; } } for(int i = 0; i < 64; i++) { CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SPLAT01 + (rand()%3); p.m_Pos = Pos; p.m_Vel = RandomDir() * ((frandom()+0.1f)*900.0f); p.m_LifeSpan = 0.3f + frandom()*0.3f; p.m_StartSize = 24.0f + frandom()*16; p.m_EndSize = 0; p.m_Rot = frandom()*pi*2; p.m_Rotspeed = (frandom()-0.5f) * pi; p.m_Gravity = 800.0f; p.m_Friction = 0.8f; vec3 c = BloodColor * (0.75f + frandom()*0.25f); p.m_Color = vec4(c.r, c.g, c.b, 0.75f); m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); } }
void CEffects::Explosion(vec2 Pos) { // add to flow for(int y = -8; y <= 8; y++) for(int x = -8; x <= 8; x++) { if(x == 0 && y == 0) continue; float a = 1 - (length(vec2(x,y)) / length(vec2(8,8))); m_pClient->m_pFlow->Add(Pos+vec2(x,y)*16, normalize(vec2(x,y))*5000.0f*a, 10.0f); } // add the explosion CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_EXPL01; p.m_Pos = Pos; p.m_LifeSpan = 0.4f; p.m_StartSize = 150.0f; p.m_EndSize = 0; p.m_Rot = frandom()*pi*2; if (g_Config.m_GfxEyeCandy) { p.m_LifeSpan = 0.6f; p.m_StartSize = 200.0f; } m_pClient->m_pParticles->Add(CParticles::GROUP_EXPLOSIONS, &p); // add the smoke for(int i = 0; i < 24; i++) { CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SMOKE; p.m_Pos = Pos; p.m_Vel = RandomDir() * ((1.0f + frandom()*0.2f) * 1000.0f); p.m_LifeSpan = 0.5f + frandom()*0.4f; p.m_StartSize = 32.0f + frandom()*8; p.m_EndSize = 0; p.m_Gravity = frandom()*-800.0f; p.m_Friction = 0.4f; p.m_Color = mix(vec4(0.75f,0.75f,0.75f,1.0f), vec4(0.5f,0.5f,0.5f,1.0f), frandom()); m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); } }
void CEffects::Fallout(vec2 Pos) { vec3 FalloutColor(0.0f, 0.4f, 0.0f); for(int i = 0; i < 256; i++) { CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_BALL; p.m_Pos = Pos; p.m_Vel = RandomDir() * ((frandom()+0.1f)*2000.0f); p.m_LifeSpan = 5.0f + frandom()*2.0f; p.m_StartSize = 16.0f + frandom()*8; p.m_EndSize = p.m_StartSize; p.m_Rot = frandom()*pi*2; p.m_Rotspeed = (frandom()-0.5f) * pi; p.m_Gravity = 800.0f; p.m_Friction = 0.9f; vec3 c = FalloutColor * (0.75f + frandom()*0.25f); p.m_Color = vec4(c.r, c.g, c.b, 0.75f); m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); } CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_BALL; p.m_Pos = Pos; p.m_Vel = vec2(0, 0); p.m_LifeSpan = 20.0f; p.m_StartSize = 2 * 450.0f; p.m_EndSize = p.m_StartSize; p.m_Rot = frandom()*pi*2; p.m_Rotspeed = 0; p.m_Gravity = 0.0f; p.m_Friction = 0.0f; p.m_FadeOut = true; p.m_Color = vec4(FalloutColor.r, FalloutColor.g, FalloutColor.b, 0.45f); m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); }
void CEffects::HammerHit(vec2 Pos) { // add the explosion CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_HIT01; p.m_Pos = Pos; p.m_LifeSpan = 0.3f; p.m_StartSize = 120.0f; p.m_EndSize = 0; p.m_Rot = frandom()*pi*2; m_pClient->m_pParticles->Add(CParticles::GROUP_EXPLOSIONS, &p); m_pClient->m_pSounds->Play(CSounds::CHN_WORLD, SOUND_HAMMER_HIT, 1.0f, Pos); }
void CEffects::FakeExplosion(vec2 Pos) { // add the explosion CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_EXPL01; p.m_Pos = Pos; p.m_LifeSpan = 0.02f; p.m_StartSize = 150.0f; p.m_EndSize = 0; p.m_Rot = 0; p.m_Rotspeed = 0; p.m_Color = vec4(0.05f,1.0f,0.05f,1.0f); m_pClient->m_pParticles->Add(CParticles::GROUP_EXPLOSIONS, &p); }
void CEffects::BulletTrail(vec2 Pos) { if(!m_Add100hz) return; CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_BALL; p.m_Pos = Pos; p.m_LifeSpan = 0.25f + frandom()*0.25f; p.m_StartSize = 8.0f; p.m_EndSize = 0; p.m_Friction = 0.7f; m_pClient->m_pParticles->Add(CParticles::GROUP_PROJECTILE_TRAIL, &p); }
void CEffects::Emp(vec2 Pos) { CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SMOKE; p.m_Pos = Pos; p.m_Vel = vec2(0, 0); p.m_LifeSpan = 0.5f; p.m_StartSize = 0; p.m_EndSize = 1024.0f * 1024.0f; p.m_Friction = 0.0f; p.m_Gravity = 0.0f; p.m_FadeOut = true; p.m_Color = vec4(0.9f, 0.9f, 1.0f, 0.5f); m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); }
void CEffects::SmokeTrail(vec2 Pos, vec2 Vel) { if(!m_Add50hz) return; CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SMOKE; p.m_Pos = Pos; p.m_Vel = Vel + RandomDir()*50.0f; p.m_LifeSpan = 0.5f + frandom()*0.5f; p.m_StartSize = 12.0f + frandom()*8; p.m_EndSize = 0; p.m_Friction = 0.7f; p.m_Gravity = frandom()*-500.0f; m_pClient->m_pParticles->Add(CParticles::GROUP_PROJECTILE_TRAIL, &p); }
void CEffects::SgBulletTrail(vec2 Pos) { if(!m_Add100hz && g_Config.m_GfxEyeCandy) return; CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_BALL; p.m_Pos = Pos; p.m_LifeSpan = 0.35f + frandom()*0.75f; p.m_StartSize = 9.0f; p.m_EndSize = 0; p.m_Friction = 0.5f; p.m_Gravity = -70 + frandom() * 4.0f; p.m_Color = vec4(frandom() * 0.5f + 0.5f, frandom() * 0.5f + 0.5f, frandom() * 0.5f + 0.5f, 1.0f); m_pClient->m_pParticles->Add(CParticles::GROUP_PROJECTILE_TRAIL, &p); }
void CEffects::IceExpl(vec2 Pos) { CParticle p; p.SetDefault(); p.m_Set = IMAGE_FX_ICE_EXPL; p.m_Spr = SPRITE_FX_ICE_EXPL; p.m_Pos = Pos; p.m_Vel = vec2(0, 0); p.m_LifeSpan = 0.5f; p.m_StartSize = 0; p.m_EndSize = 256.0f; p.m_Rotspeed = 0.2f; p.m_Friction = 0.0f; p.m_Gravity = 0.0f; p.m_FadeOut = true; m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); }
void CEffects::SkidTrail(vec2 Pos, vec2 Vel) { if(!m_Add100hz) return; CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SMOKE; p.m_Pos = Pos; p.m_Vel = Vel + RandomDir()*50.0f; p.m_LifeSpan = 0.5f + frandom()*0.5f; p.m_StartSize = 24.0f + frandom()*12; p.m_EndSize = 0; p.m_Friction = 0.7f; p.m_Gravity = frandom()*-500.0f; p.m_Color = vec4(0.75f,0.75f,0.75f,1.0f); m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); }
void CEffects::PlayerDeath(vec2 Pos, int ClientID) { vec3 BloodColor(1.0f,1.0f,1.0f); if(ClientID >= 0) { if(m_pClient->m_GameInfo.m_GameFlags&GAMEFLAG_TEAMS) { int ColorVal = m_pClient->m_pSkins->GetTeamColor(m_pClient->m_aClients[ClientID].m_aUseCustomColors[CSkins::SKINPART_BODY], m_pClient->m_aClients[ClientID].m_aSkinPartColors[CSkins::SKINPART_BODY], m_pClient->m_aClients[ClientID].m_Team, CSkins::SKINPART_BODY); BloodColor = m_pClient->m_pSkins->GetColorV3(ColorVal); } else { if(m_pClient->m_aClients[ClientID].m_aUseCustomColors[CSkins::SKINPART_BODY]) BloodColor = m_pClient->m_pSkins->GetColorV3(m_pClient->m_aClients[ClientID].m_aSkinPartColors[CSkins::SKINPART_BODY]); else { const CSkins::CSkinPart *s = m_pClient->m_pSkins->GetSkinPart(CSkins::SKINPART_BODY, m_pClient->m_aClients[ClientID].m_SkinPartIDs[CSkins::SKINPART_BODY]); if(s) BloodColor = s->m_BloodColor; } } } for(int i = 0; i < 64; i++) { CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SPLAT01 + (random_int()%3); p.m_Pos = Pos; p.m_Vel = RandomDir() * ((frandom()+0.1f)*900.0f); p.m_LifeSpan = 0.3f + frandom()*0.3f; p.m_StartSize = 24.0f + frandom()*16; p.m_EndSize = 0; p.m_Rot = frandom()*pi*2; p.m_Rotspeed = (frandom()-0.5f) * pi; p.m_Gravity = 800.0f; p.m_Friction = 0.8f; vec3 c = BloodColor * (0.75f + frandom()*0.25f); p.m_Color = vec4(c.r, c.g, c.b, 0.75f); m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); } }
void CEffects::SmokeTrail(vec2 Pos, vec2 Vel) { if(!m_Add50hz) return; CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SMOKE; p.m_Pos = Pos; p.m_Vel = Vel + RandomDir()*50.0f; p.m_LifeSpan = 0.5f + frandom()*0.5f; p.m_StartSize = 12.0f + frandom()*8; p.m_EndSize = 0; p.m_Friction = 0.7; p.m_Gravity = frandom()*-500.0f; if (g_Config.m_GfxEyeCandy) { switch (rand()%5) { case 0: p.m_Spr = SPRITE_PART_SMOKE; break; case 1: p.m_Spr = SPRITE_PART_SLICE; break; case 2: p.m_Spr = SPRITE_PART_AIRJUMP; break; case 3: p.m_Spr = SPRITE_PART_BALL; break; case 4: p.m_Spr = SPRITE_PART_SHELL; break; } p.m_LifeSpan = 0.8f + frandom() * 0.8f; p.m_StartSize = 12.0f + frandom() * 6.0f; p.m_Friction = 0.80005f; p.m_Gravity = frandom() * -1000.0f; p.m_Color = vec4(frandom() * 0.5f + 0.5f, frandom() * 0.5f + 0.5f, frandom() * 0.5f + 0.5f, frandom() * 0.5f + 0.5f); } m_pClient->m_pParticles->Add(CParticles::GROUP_PROJECTILE_TRAIL, &p); }
void CEffects::Smoke(vec2 Pos, vec2 Dir) { if(!m_Add50hz) return; CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SMOKE; p.m_Pos = Pos; Dir.x += frandom() * 10.0f; p.m_Vel = (Dir + RandomDir()) * ((1.0f + frandom() * 0.2f) * 50.0f); p.m_LifeSpan = 2.0f + frandom() * 2.0f; p.m_StartSize = 32.0f + frandom() * 8; p.m_EndSize = p.m_StartSize - 10.0f; p.m_Friction = 0.4f; p.m_Gravity = frandom() * -800.0f; p.m_Color = mix(vec4(0.75f,0.75f,0.75f,1.0f), vec4(0.5f,0.5f,0.5f,1.0f), frandom()); m_pClient->m_pParticles->Add(CParticles::GROUP_PROJECTILE_TRAIL, &p); }
void CEffects::Healing(vec2 Pos) { vec3 HealingColor(1.0f, 1.0f, 0.0f); CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_BALL; p.m_Pos = Pos; p.m_Vel = RandomDir() * ((frandom()+0.1f)*2000.0f); p.m_LifeSpan = 1.0f + frandom()* 0.5f; p.m_StartSize = 16.0f + frandom() * 8; p.m_EndSize = p.m_StartSize; p.m_Rot = frandom()*pi*2; p.m_Rotspeed = (frandom()-0.5f) * pi; p.m_Gravity = 0.0f; p.m_Friction = 0.9f; p.m_FadeOut = true; vec3 c = HealingColor * (0.75f + frandom()*0.25f); p.m_Color = vec4(c.r, c.g, c.b, 0.75f); m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); }
void CEffects::BlueFlagShine(vec2 Pos, vec2 Size) { if(!m_Add100hz && g_Config.m_GfxEyeCandy) return; CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SLICE; p.m_Pos = Pos + vec2((frandom()-0.5f) * Size.x / 2.0f, (frandom()-0.5f) * Size.y); p.m_Vel = vec2(0, 0); p.m_Gravity = frandom() -170.0; p.m_LifeSpan = 7.0f / 10.0f; p.m_Color = vec4(frandom()*0.5f,frandom()*0.5f,frandom()*0.5f + 0.5f,0.5f); p.m_StartSize = 15.0f; p.m_EndSize = 0; p.m_Rot = frandom()*pi*2; p.m_Rotspeed = pi*2; p.m_Friction = 0.9f; p.m_FlowAffected = 0.0f; m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); }
void CEffects::AirJump(vec2 Pos) { CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_AIRJUMP; p.m_Pos = Pos + vec2(-6.0f, 16.0f); p.m_Vel = vec2(0, -200); p.m_LifeSpan = 0.5f; p.m_StartSize = 48.0f; p.m_EndSize = 0; p.m_Rot = frandom()*pi*2; p.m_Rotspeed = pi*2; p.m_Gravity = 500; p.m_Friction = 0.7f; p.m_FlowAffected = 0.0f; m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); p.m_Pos = Pos + vec2(6.0f, 16.0f); m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); m_pClient->m_pSounds->Play(CSounds::CHN_WORLD, SOUND_PLAYER_AIRJUMP, 1.0f, Pos); }
void CParticles::Update(float TimePassed) { static float FrictionFraction = 0; FrictionFraction += TimePassed; if(FrictionFraction > 2.0f) // safty messure FrictionFraction = 0; int FrictionCount = 0; while(FrictionFraction > 0.05f) { FrictionCount++; FrictionFraction -= 0.05f; } for(int g = 0; g < NUM_GROUPS; g++) { int i = m_aFirstPart[g]; while(i != -1) { int Next = m_aParticles[i].m_NextPart; //m_aParticles[i].vel += flow_get(m_aParticles[i].pos)*time_passed * m_aParticles[i].flow_affected; m_aParticles[i].m_Vel.y += m_aParticles[i].m_Gravity*TimePassed; for(int f = 0; f < FrictionCount; f++) // apply friction m_aParticles[i].m_Vel *= m_aParticles[i].m_Friction; // move the point vec2 Vel = m_aParticles[i].m_Vel*TimePassed; if (m_aParticles[i].m_Type == PARTICLE_BLOOD) { int coll = 0; Collision()->MovePoint(&m_aParticles[i].m_Pos, &Vel, 0.1f, NULL, &coll); if (coll && !m_aParticles[i].m_Collide) { Collision()->IntersectLine(m_aParticles[i].m_LastPos, m_aParticles[i].m_Pos, 0x0, &m_aParticles[i].m_Pos, false); vec2 Dir = normalize(m_aParticles[i].m_Vel); CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_EXPL01; p.m_Pos = m_aParticles[i].m_Pos + Dir * 8.0f; p.m_Vel = vec2(0.0,0.0f); p.m_LifeSpan = 30.0f + frandom()*0.3f; p.m_StartSize = 5.0f + frandom()*22.0f; p.m_EndSize = 5.0f + frandom()*22.0f; p.m_Rot = frandom()*pi*2; p.m_Rotspeed = 0.0f; p.m_Gravity = 0.0f; p.m_Friction = 0.0f; p.m_Type = PARTICLE_BLOOD_L; p.m_Collide = true; p.m_Color = vec4(m_aParticles[i].m_Color.r, m_aParticles[i].m_Color.g, m_aParticles[i].m_Color.b, 0.35f); m_pClient->m_pParticles->Add(CParticles::GROUP_HCLIENT_BLOOD, &p); m_aParticles[i].m_Collide = true; m_aParticles[i].m_Life = m_aParticles[i].m_LifeSpan+1; } m_aParticles[i].m_LastPos = m_aParticles[i].m_Pos; } else Collision()->MovePoint(&m_aParticles[i].m_Pos, &Vel, 0.1f+0.9f*frandom(), NULL); m_aParticles[i].m_Vel = Vel* (1.0f/TimePassed); m_aParticles[i].m_Life += TimePassed; m_aParticles[i].m_Rot += TimePassed * m_aParticles[i].m_Rotspeed; // check particle death if(m_aParticles[i].m_Life > m_aParticles[i].m_LifeSpan) { // remove it from the group list if(m_aParticles[i].m_PrevPart != -1) m_aParticles[m_aParticles[i].m_PrevPart].m_NextPart = m_aParticles[i].m_NextPart; else m_aFirstPart[g] = m_aParticles[i].m_NextPart; if(m_aParticles[i].m_NextPart != -1) m_aParticles[m_aParticles[i].m_NextPart].m_PrevPart = m_aParticles[i].m_PrevPart; // insert to the free list if(m_FirstFree != -1) m_aParticles[m_FirstFree].m_PrevPart = i; m_aParticles[i].m_PrevPart = -1; m_aParticles[i].m_NextPart = m_FirstFree; m_FirstFree = i; } i = Next; } } }