valve/src/shared/fx_impact.qc

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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#ifdef CLIENT
var int FX_IMPACT_BLACKBITS;
var int FX_IMPACT_SMOKE_BROWN;
var int FX_IMPACT_SMOKE_GREY;
var int FX_IMPACT_SPARK;
var int DECAL_IMPACT_DEFAULT;
var int DECAL_IMPACT_ALIEN;
var int DECAL_IMPACT_FLESH;
var int DECAL_IMPACT_FOLIAGE;
var int DECAL_IMPACT_COMPUTER;
var int DECAL_IMPACT_DIRT;
var int DECAL_IMPACT_VENT;
var int DECAL_IMPACT_GRATE;
var int DECAL_IMPACT_METAL;
var int DECAL_IMPACT_GLASS;
var int DECAL_IMPACT_SAND;
var int DECAL_IMPACT_SLOSH;
var int DECAL_IMPACT_SNOW;
var int DECAL_IMPACT_TILE;
var int DECAL_IMPACT_WOOD;
var int DECAL_IMPACT_CONCRETE;
void
FX_Impact_Init(void)
{
Sound_Precache("sfx_impact.default");
Sound_Precache("sfx_impact.alien");
Sound_Precache("sfx_impact.flesh");
Sound_Precache("sfx_impact.foliage");
Sound_Precache("sfx_impact.computer");
Sound_Precache("sfx_impact.dirt");
Sound_Precache("sfx_impact.vent");
Sound_Precache("sfx_impact.grate");
Sound_Precache("sfx_impact.metal");
Sound_Precache("sfx_impact.glass");
Sound_Precache("sfx_impact.sand");
Sound_Precache("sfx_impact.slosh");
Sound_Precache("sfx_impact.snow");
Sound_Precache("sfx_impact.tile");
Sound_Precache("sfx_impact.wood");
Sound_Precache("sfx_impact.concrete");
FX_IMPACT_BLACKBITS = particleeffectnum("fx_impact.blackbits");
FX_IMPACT_SMOKE_GREY = particleeffectnum("fx_impact.smoke_grey");
FX_IMPACT_SMOKE_BROWN = particleeffectnum("fx_impact.smoke_brown");
FX_IMPACT_SPARK = particleeffectnum("fx_impact.spark");
/* engine-side particle system decals for non HL1 BSP */
DECAL_IMPACT_DEFAULT = particleeffectnum("decal_impact.default");
DECAL_IMPACT_ALIEN = particleeffectnum("decal_impact.alien");
DECAL_IMPACT_FLESH = particleeffectnum("decal_impact.flesh");
DECAL_IMPACT_FOLIAGE = particleeffectnum("decal_impact.foliage");
DECAL_IMPACT_COMPUTER = particleeffectnum("decal_impact.computer");
DECAL_IMPACT_DIRT = particleeffectnum("decal_impact.dirt");
DECAL_IMPACT_VENT = particleeffectnum("decal_impact.vent");
DECAL_IMPACT_GRATE = particleeffectnum("decal_impact.grate");
DECAL_IMPACT_METAL = particleeffectnum("decal_impact.metal");
DECAL_IMPACT_GLASS = particleeffectnum("decal_impact.glass");
DECAL_IMPACT_SAND = particleeffectnum("decal_impact.sand");
DECAL_IMPACT_SLOSH = particleeffectnum("decal_impact.slosh");
DECAL_IMPACT_SNOW = particleeffectnum("decal_impact.snow");
DECAL_IMPACT_TILE = particleeffectnum("decal_impact.tile");
DECAL_IMPACT_WOOD = particleeffectnum("decal_impact.wood");
DECAL_IMPACT_CONCRETE = particleeffectnum("decal_impact.concrete");
}
#endif
void
FX_Impact(int iType, vector vecPos, vector vNormal)
{
#ifdef SERVER
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_IMPACT);
WriteByte(MSG_MULTICAST, (float)iType);
WriteCoord(MSG_MULTICAST, vecPos[0]);
WriteCoord(MSG_MULTICAST, vecPos[1]);
WriteCoord(MSG_MULTICAST, vecPos[2]);
WriteCoord(MSG_MULTICAST, vNormal[0]);
WriteCoord(MSG_MULTICAST, vNormal[1]);
WriteCoord(MSG_MULTICAST, vNormal[2]);
msg_entity = self;
multicast(vecPos, MULTICAST_PVS);
#else
/* decals */
if (serverkeyfloat("*bspversion") == BSPVER_HL) {
switch (iType) {
case IMPACT_GLASS:
Decals_Place(vecPos, sprintf("{break%d", floor(random(1,4))));
break;
case IMPACT_MELEE:
Decals_Place(vecPos, sprintf("{shot%d", floor(random(1,6))));
break;
default:
Decals_Place(vecPos, sprintf("{bigshot%d", floor(random(1,6))));
break;
}
} else {
switch (iType) {
case IMPACT_GLASS:
pointparticles(DECAL_IMPACT_GLASS, vecPos, vNormal, 1);
break;
case IMPACT_WOOD:
pointparticles(DECAL_IMPACT_WOOD, vecPos, vNormal, 1);
break;
case IMPACT_METAL:
pointparticles(DECAL_IMPACT_METAL, vecPos, vNormal, 1);
break;
case IMPACT_FLESH:
pointparticles(DECAL_IMPACT_FLESH, vecPos, vNormal, 1);
break;
default:
pointparticles(DECAL_IMPACT_DEFAULT, vecPos, vNormal, 1);
break;
}
}
switch (iType) {
case IMPACT_MELEE:
case IMPACT_EXPLOSION:
break;
case IMPACT_GLASS:
pointparticles(FX_IMPACT_BLACKBITS, vecPos, vNormal, 1);
break;
case IMPACT_WOOD:
pointparticles(FX_IMPACT_SPARK, vecPos, vNormal, 1);
pointparticles(FX_IMPACT_BLACKBITS, vecPos, vNormal, 1);
pointparticles(FX_IMPACT_SMOKE_BROWN, vecPos, vNormal, 1);
break;
case IMPACT_METAL:
pointparticles(FX_IMPACT_SPARK, vecPos, vNormal, 1);
pointparticles(FX_IMPACT_BLACKBITS, vecPos, vNormal, 1);
break;
case IMPACT_FLESH:
FX_Blood(vecPos, vNormal);
break;
default:
pointparticles(FX_IMPACT_SPARK, vecPos, vNormal, 1);
pointparticles(FX_IMPACT_BLACKBITS, vecPos, vNormal, 1);
pointparticles(FX_IMPACT_SMOKE_GREY, vecPos, vNormal, 1);
break;
}
switch (iType) {
case IMPACT_ALIEN:
Sound_PlayAt(vecPos, "sfx_impact.alien");
break;
case IMPACT_COMPUTER:
Sound_PlayAt(vecPos, "sfx_impact.computer");
break;
case IMPACT_CONCRETE:
Sound_PlayAt(vecPos, "sfx_impact.concrete");
break;
case IMPACT_DIRT:
Sound_PlayAt(vecPos, "sfx_impact.dirt");
break;
case IMPACT_FLESH:
Sound_PlayAt(vecPos, "sfx_impact.flesh");
break;
case IMPACT_FOLIAGE:
Sound_PlayAt(vecPos, "sfx_impact.foliage");
break;
case IMPACT_GLASS:
Sound_PlayAt(vecPos, "sfx_impact.glass");
break;
case IMPACT_GRATE:
Sound_PlayAt(vecPos, "sfx_impact.grate");
break;
case IMPACT_METAL:
Sound_PlayAt(vecPos, "sfx_impact.metal");
break;
case IMPACT_SLOSH:
Sound_PlayAt(vecPos, "sfx_impact.slosh");
break;
case IMPACT_SNOW:
Sound_PlayAt(vecPos, "sfx_impact.snow");
break;
case IMPACT_TILE:
Sound_PlayAt(vecPos, "sfx_impact.tile");
break;
case IMPACT_VENT:
Sound_PlayAt(vecPos, "sfx_impact.vent");
break;
case IMPACT_WOOD:
Sound_PlayAt(vecPos, "sfx_impact.wood");
break;
default:
Sound_PlayAt(vecPos, "sfx_impact.default");
break;
}
#endif
}