void CMFXForceFeedbackEffect::Execute(SMFXRunTimeEffectParams& params) { FUNCTION_PROFILER(gEnv->pSystem, PROFILE_ACTION); if (params.playflags & MFX_PLAY_FORCEFEEDBACK) { float distanceToPlayerSqr = FLT_MAX; IActor *pClientActor = gEnv->pGame->GetIGameFramework()->GetClientActor(); if (pClientActor) { distanceToPlayerSqr = (pClientActor->GetEntity()->GetWorldPos() - params.pos).GetLengthSquared(); } const float testDistanceSqr = clamp_tpl(distanceToPlayerSqr, m_forceFeedbackParams.intensityFallOffMinDistanceSqr, m_forceFeedbackParams.intensityFallOffMaxDistanceSqr); const float minMaxDiffSqr = m_forceFeedbackParams.intensityFallOffMaxDistanceSqr - m_forceFeedbackParams.intensityFallOffMinDistanceSqr; float effectIntensity = (float)__fsel(-minMaxDiffSqr, 0.0f, 1.0f - (testDistanceSqr - m_forceFeedbackParams.intensityFallOffMinDistanceSqr) / (minMaxDiffSqr + FLT_EPSILON)); effectIntensity *= effectIntensity; if (effectIntensity > 0.01f) { IForceFeedbackSystem* pForceFeedback = CCryAction::GetCryAction()->GetIForceFeedbackSystem(); assert(pForceFeedback); ForceFeedbackFxId fxId = pForceFeedback->GetEffectIdByName(m_forceFeedbackParams.forceFeedbackEventName.c_str()); pForceFeedback->PlayForceFeedbackEffect(fxId, SForceFeedbackRuntimeParams(effectIntensity, 0.0f)); } } }
void CDeferredExplosionEffect::TriggerRadialBlur( const Vec3& radialBlurCenter, float maxBlurDistance, float distance ) { CRY_ASSERT(maxBlurDistance > 0.0f); const float maxBlurDistanceInv = __fres(maxBlurDistance); if(CScreenEffects* pScreenFX = g_pGame->GetScreenEffects()) { const float blurRadius = (-maxBlurDistanceInv * distance) + 1.0f; pScreenFX->ProcessExplosionEffect(blurRadius, radialBlurCenter); } const float distAmp = 1.0f - (distance * maxBlurDistanceInv); IForceFeedbackSystem* pForceFeedback = g_pGame->GetIGameFramework()->GetIForceFeedbackSystem(); const ForceFeedbackFxId effectId = pForceFeedback->GetEffectIdByName("explosion"); SForceFeedbackRuntimeParams ffParams(distAmp * 3.0f, 0.0f); pForceFeedback->PlayForceFeedbackEffect(effectId, ffParams); }
void CPlayerStateJump::Landed(CPlayer& player, const bool isHeavyWeapon, float fallSpeed) { #ifdef STATE_DEBUG bool remoteControlled = false; IVehicle* pVehicle = player.GetLinkedVehicle(); if(pVehicle) { IVehicleSeat* pVehicleSeat = pVehicle->GetSeatForPassenger(player.GetEntityId()); if(pVehicleSeat && pVehicleSeat->IsRemoteControlled()) { remoteControlled = true; } } CRY_ASSERT_MESSAGE( player.GetLinkedEntity()==NULL || remoteControlled, "Cannot 'land' when you're linked to another entity!" ); #endif const SPlayerStats& stats = player.m_stats; Vec3 playerPosition = player.GetEntity()->GetWorldPos(); IPhysicalEntity *phys = player.GetEntity()->GetPhysics(); IMaterialEffects *mfx = gEnv->pGame->GetIGameFramework()->GetIMaterialEffects(); const SActorPhysics& actorPhysics = player.GetActorPhysics(); int matID = actorPhysics.groundMaterialIdx != -1 ? actorPhysics.groundMaterialIdx : mfx->GetDefaultSurfaceIndex(); const float fHeightofEntity = playerPosition.z; const float worldWaterLevel = player.m_playerStateSwim_WaterTestProxy.GetWaterLevel(); TMFXEffectId effectId = mfx->GetEffectId("bodyfall", matID); if (effectId != InvalidEffectId) { SMFXRunTimeEffectParams params; Vec3 direction = Vec3(0,0,0); if (IMovementController *pMV = player.GetMovementController()) { SMovementState state; pMV->GetMovementState(state); direction = state.aimDirection; } params.pos = playerPosition + direction; //params.soundSemantic = eSoundSemantic_Player_Foley; float landFallParamVal = (float)__fsel( -(fallSpeed - 7.5f), 0.25f, 0.75f); params.AddAudioRtpc("landfall", landFallParamVal); const float speedParamVal = min(fabsf((actorPhysics.velocity.z * 0.1f)), 1.0f); params.AddAudioRtpc("speed", speedParamVal); mfx->ExecuteEffect(effectId, params); } bool heavyLanded = false; IItem* pCurrentItem = player.GetCurrentItem(); CWeapon* pCurrentWeapon = pCurrentItem ? static_cast<CWeapon*>(pCurrentItem->GetIWeapon()) : NULL; if (fallSpeed > 0.0f && player.IsPlayer()) { if(!gEnv->bMultiplayer) { const float verticalSpeed = fabs(fallSpeed); const float speedForHeavyLand = g_pGameCVars->pl_health.fallSpeed_HeavyLand; if ((verticalSpeed >= speedForHeavyLand) && (player.GetPickAndThrowEntity() == 0) && !player.IsDead()) { if ( !isHeavyWeapon ) { if (pCurrentWeapon) { pCurrentWeapon->FumbleGrenade(); pCurrentWeapon->CancelCharge(); } player.StartInteractiveActionByName("HeavyLand", false); } heavyLanded = true; } } } if(player.m_isClient) { if (fallSpeed > 0.0f) { const float fallIntensityMultiplier = stats.wasHit ? g_pGameCVars->pl_fall_intensity_hit_multiplier : g_pGameCVars->pl_fall_intensity_multiplier; const float fallIntensityMax = g_pGameCVars->pl_fall_intensity_max; const float fallTimeMultiplier = g_pGameCVars->pl_fall_time_multiplier; const float fallTimeMax = g_pGameCVars->pl_fall_time_max; const float zoomMultiplayer = (pCurrentWeapon && pCurrentWeapon->IsZoomed()) ? 0.2f : 1.0f; const float direction = ((cry_rand()%2)==0) ? -1.0f : 1.0f; const float intensity = clamp_tpl(fallIntensityMultiplier*fallSpeed*zoomMultiplayer, 0.0f, fallIntensityMax); const float shakeTime = clamp_tpl(fallTimeMultiplier*fallSpeed*zoomMultiplayer, 0.0f, fallTimeMax); const Vec3 rotation = Vec3(-0.5f, 0.15f*direction, 0.05f*direction); if (CScreenEffects* pGameScreenEffects = g_pGame->GetScreenEffects()) { pGameScreenEffects->CamShake(rotation*intensity, Vec3(0, 0, 0), shakeTime, shakeTime, 0.05f, CScreenEffects::eCS_GID_Player); } IForceFeedbackSystem* pForceFeedback = g_pGame->GetIGameFramework()->GetIForceFeedbackSystem(); assert(pForceFeedback); ForceFeedbackFxId fxId = pForceFeedback->GetEffectIdByName("landFF"); pForceFeedback->PlayForceFeedbackEffect(fxId, SForceFeedbackRuntimeParams(intensity, 0.0f)); if(fallSpeed > 7.0f) { player.PlaySound(CPlayer::ESound_Fall_Drop); } CPlayer::EPlayerSounds playerSound = heavyLanded ? CPlayer::ESound_Gear_HeavyLand : CPlayer::ESound_Gear_Land; player.PlaySound(playerSound, true); } CCCPOINT(PlayerMovement_LocalPlayerLanded); } if( gEnv->pAISystem ) { // Notify AI //If silent feet active, ignore here const float noiseSupression = 0.0f; const float fAISoundRadius = (g_pGameCVars->ai_perception.landed_baseRadius + (g_pGameCVars->ai_perception.landed_speedMultiplier * fallSpeed)) * (1.0f - noiseSupression); SAIStimulus stim(AISTIM_SOUND, AISOUND_MOVEMENT_LOUD, player.GetEntityId(), 0, player.GetEntity()->GetWorldPos() + player.GetEyeOffset(), ZERO, fAISoundRadius); gEnv->pAISystem->RegisterStimulus(stim); } // Record 'Land' telemetry stats. CStatsRecordingMgr::TryTrackEvent(&player, eGSE_Land, fallSpeed); if (fallSpeed > 0.0f) { player.CreateScriptEvent( heavyLanded ? "heavylanded" : "landed",stats.fallSpeed); } }