2006-02-07 01:19:07 +00:00
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Utility code.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "te.h"
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#include "shake.h"
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#include "decals.h"
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#include "IEffects.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern short g_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud
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extern short g_sModelIndexBloodDrop; // (in combatweapon.cpp) holds the sprite index for the initial blood
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extern short g_sModelIndexBloodSpray; // (in combatweapon.cpp) holds the sprite index for splattered blood
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//-----------------------------------------------------------------------------
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// Client-server neutral effects interface
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//-----------------------------------------------------------------------------
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class CEffectsServer : public IEffects
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{
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public:
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CEffectsServer();
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virtual ~CEffectsServer();
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// Members of the IEffect interface
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virtual void Beam( const Vector &Start, const Vector &End, int nModelIndex,
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int nHaloIndex, unsigned char frameStart, unsigned char frameRate,
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float flLife, unsigned char width, unsigned char endWidth, unsigned char fadeLength,
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unsigned char noise, unsigned char red, unsigned char green,
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unsigned char blue, unsigned char brightness, unsigned char speed);
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virtual void Smoke( const Vector &origin, int mModel, float flScale, float flFramerate );
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virtual void Sparks( const Vector &position, int nMagnitude = 1, int nTrailLength = 1, const Vector *pvecDir = NULL );
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virtual void Dust( const Vector &pos, const Vector &dir, float size, float speed );
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virtual void MuzzleFlash( const Vector &origin, const QAngle &angles, float scale, int type );
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virtual void MetalSparks( const Vector &position, const Vector &direction );
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virtual void EnergySplash( const Vector &position, const Vector &direction, bool bExplosive = false );
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virtual void Ricochet( const Vector &position, const Vector &direction );
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// FIXME: Should these methods remain in this interface? Or go in some
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// other client-server neutral interface?
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virtual float Time();
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virtual bool IsServer();
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2006-08-07 19:54:54 +00:00
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virtual void SuppressEffectsSounds( bool bSuppress ) { Assert(0); }
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2006-02-07 01:19:07 +00:00
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private:
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//-----------------------------------------------------------------------------
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// Purpose: Returning true means don't even call TE func
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// Input : filter -
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// *suppress_host -
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// Output : static bool
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//-----------------------------------------------------------------------------
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bool SuppressTE( CRecipientFilter& filter )
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{
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if ( GetSuppressHost() )
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{
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if ( !filter.IgnorePredictionCull() )
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{
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filter.RemoveRecipient( (CBasePlayer *)GetSuppressHost() );
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}
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if ( !filter.GetRecipientCount() )
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{
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// Suppress it
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return true;
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}
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}
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// There's at least one recipient
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return false;
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}
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};
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//-----------------------------------------------------------------------------
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// Client-server neutral effects interface accessor
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//-----------------------------------------------------------------------------
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static CEffectsServer s_EffectServer;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CEffectsServer, IEffects, IEFFECTS_INTERFACE_VERSION, s_EffectServer);
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IEffects *g_pEffects = &s_EffectServer;
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//-----------------------------------------------------------------------------
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// constructor, destructor
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//-----------------------------------------------------------------------------
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CEffectsServer::CEffectsServer()
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{
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}
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CEffectsServer::~CEffectsServer()
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{
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}
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//-----------------------------------------------------------------------------
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// Generates a beam
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//-----------------------------------------------------------------------------
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void CEffectsServer::Beam( const Vector &vecStart, const Vector &vecEnd, int nModelIndex,
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int nHaloIndex, unsigned char frameStart, unsigned char frameRate,
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float flLife, unsigned char width, unsigned char endWidth, unsigned char fadeLength,
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unsigned char noise, unsigned char red, unsigned char green,
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unsigned char blue, unsigned char brightness, unsigned char speed)
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{
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CBroadcastRecipientFilter filter;
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if ( !SuppressTE( filter ) )
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{
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te->BeamPoints( filter, 0.0,
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&vecStart, &vecEnd, nModelIndex, nHaloIndex, frameStart, frameRate, flLife,
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width, endWidth, fadeLength, noise, red, green, blue, brightness, speed );
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}
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}
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//-----------------------------------------------------------------------------
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// Generates various tempent effects
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//-----------------------------------------------------------------------------
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void CEffectsServer::Smoke( const Vector &origin, int mModel, float flScale, float flFramerate )
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{
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CPVSFilter filter( origin );
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if ( !SuppressTE( filter ) )
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{
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te->Smoke( filter, 0.0, &origin, mModel, flScale * 0.1f, flFramerate );
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}
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}
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void CEffectsServer::Sparks( const Vector &position, int nMagnitude, int nTrailLength, const Vector *pvecDir )
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{
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CPVSFilter filter( position );
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if ( !SuppressTE( filter ) )
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{
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te->Sparks( filter, 0.0, &position, nMagnitude, nTrailLength, pvecDir );
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}
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}
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void CEffectsServer::Dust( const Vector &pos, const Vector &dir, float size, float speed )
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{
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CPVSFilter filter( pos );
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if ( !SuppressTE( filter ) )
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{
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te->Dust( filter, 0.0, pos, dir, size, speed );
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}
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}
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void CEffectsServer::MuzzleFlash( const Vector &origin, const QAngle &angles, float scale, int type )
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{
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CPVSFilter filter( origin );
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if ( !SuppressTE( filter ) )
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{
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te->MuzzleFlash( filter, 0.0f, origin, angles, scale, type );
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}
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}
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void CEffectsServer::MetalSparks( const Vector &position, const Vector &direction )
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{
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CPVSFilter filter( position );
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if ( !SuppressTE( filter ) )
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{
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te->MetalSparks( filter, 0.0, &position, &direction );
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}
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}
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void CEffectsServer::EnergySplash( const Vector &position, const Vector &direction, bool bExplosive )
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{
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CPVSFilter filter( position );
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if ( !SuppressTE( filter ) )
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{
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te->EnergySplash( filter, 0.0, &position, &direction, bExplosive );
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}
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}
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void CEffectsServer::Ricochet( const Vector &position, const Vector &direction )
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{
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CPVSFilter filter( position );
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if ( !SuppressTE( filter ) )
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{
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te->ArmorRicochet( filter, 0.0, &position, &direction );
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}
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}
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//-----------------------------------------------------------------------------
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// FIXME: Should these methods remain in this interface? Or go in some
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// other client-server neutral interface?
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//-----------------------------------------------------------------------------
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float CEffectsServer::Time()
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{
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return gpGlobals->curtime;
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}
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bool CEffectsServer::IsServer()
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{
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return true;
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}
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