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244f21bf79
* REPO: Update progs.src standards, consolidate both ssqc to one src file * FTEQCC: Optimize SSQC with -O3 * PROGS: Globally disable useless fastarrays on standard * TOOLS: Consolidate Linux and macOS build scripts into one * Remove some debug stuff * ACTIONS: Change build script reference name
160 lines
No EOL
5.9 KiB
C++
160 lines
No EOL
5.9 KiB
C++
/*
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client/particles.qc
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CSQC-Driven Particle Runner.
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Copyright (C) 2021-2024 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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// Stored outside of struct for stack efficency.
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float particle_optional_field;
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float particle_optional_entity;
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vector particle_position;
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//
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// Particles_MuzzleflashCallback()
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// Executes Muzzleflash Particle effect.
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// Optional: Which weapon was fired (left/right, for akimbo).
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//
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void() Particles_MuzzleflashCallback =
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{
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// Do not display Muzzleflashes if we're using a Sniper Scope or not drawing the viewmodel.
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if (getstatf(STAT_WEAPONZOOM) == 2 || !cvar("r_drawviewmodel"))
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return;
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// Organized storage of optional_field and optional_entity.
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float weapon_side = particle_optional_field;
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float hit_entity = particle_optional_entity;
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// Obtain our input view angles.
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getinputstate(servercommandframe);
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makevectors(input_angles);
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vector muzzleflash_offset;
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vector muzzleflash_position = getviewprop(VF_ORIGIN);
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// If firing the left side of a dual-wield weapon, use the left side muzzleflash offset.
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if (weapon_side == 0 && IsDualWeapon(getstatf(STAT_ACTIVEWEAPON)))
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muzzleflash_offset = WepDef_GetLeftFlashOffset(getstatf(STAT_ACTIVEWEAPON))/1000;
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// Otherwise, use the standard offset.
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else
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muzzleflash_offset = GetWeaponFlash_Offset(getstatf(STAT_ACTIVEWEAPON))/1000;
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// Move to match ADS position if Zoomed in.
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if(getstatf(STAT_WEAPONZOOM) == 1) {
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muzzleflash_offset += GetWeaponADSOfs(getstatf(STAT_ACTIVEWEAPON))/1000;
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}
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muzzleflash_position += v_forward * muzzleflash_offset_z;
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muzzleflash_position += v_right * muzzleflash_offset_x;
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muzzleflash_position += v_up * muzzleflash_offset_y;
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float muzzleflash_type = rint(random() * 2); // Choose one of three Muzzleflash variances.
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// Display Muzzleflash Particle and Dynamic Light
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if (IsPapWeapon(getstatf(STAT_ACTIVEWEAPON))) {
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pointparticles(particleeffectnum(strcat("muzzle.muzzle_pap_part", ftos(muzzleflash_type))), muzzleflash_position, '0 0 0', 1);
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// Pack-A-Punched Weapons can display either a Blue or Red light
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if (random() > 0.5)
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dynamiclight_add(muzzleflash_position, 256, '0.7 0 0');
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else
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dynamiclight_add(muzzleflash_position, 256, '0 0 0.7');
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} else {
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pointparticles(particleeffectnum(strcat("muzzle.muzzle_part", ftos(muzzleflash_type))), muzzleflash_position, '0 0 0', 1);
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dynamiclight_add(muzzleflash_position, 256, '1.2 0.7 0.2');
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}
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// Grenade-Lunching weapons should not show decals.
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if (GetFiretype(getstatf(STAT_ACTIVEWEAPON)) == FIRETYPE_GRENADE)
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return;
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if(hit_entity == 0) {
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pointparticles(particleeffectnum("weapons.impact"), particle_position, '0 0 0', 1);
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pointparticles(particleeffectnum("weapons.impact_decal"), particle_position, '0 0 0', 1);
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}
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};
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// This struct must be ordered linearly for fast array lookups. Do NOT skip indexes.
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var struct
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{
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float particle_type; // ID of Particle.
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string particle_string; // String that refers to the Particle name/gamedir path. May be blank if callbacks utilized.
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void() particle_func; // Callback that also gets executed on Particle_RunParticle, typically __NULL__. optional_field used here.
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} csqc_particles[] =
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{
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{CSQC_PART_MUZZLEFLASH, "", Particles_MuzzleflashCallback}, // View Entity Muzzleflashes.
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{CSQC_PART_EXPLOSION, "weapons.explode", __NULL__}, // Explosion effect.
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{CSQC_PART_BLOODIMPACT, "blood.blood_particle", __NULL__}, // Blood Impact effect.
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{CSQC_PART_ZOMBIEGIB, "blood.gibs", __NULL__}, // Zombie Gib effect.
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{CSQC_PART_FIRE, "flames.flame_particle", __NULL__} // Fire/flame effect.
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};
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//
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// Particles_RunParticle(particle_type, position, optional_field, optional_entity)
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// Runs specific particle given it's type, location,
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// and optional fields to pass to an optional callback.
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//
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void(float particle_type, vector position, float optional_field, float optional_entity) Particles_RunParticle =
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{
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// If the requested particle index does not have a callback function,
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// run it outright.
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if (csqc_particles[particle_type].particle_func == __NULL__)
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pointparticles(particleeffectnum(csqc_particles[particle_type].particle_string), position, '0 0 0', 1);
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// It has a callback -- so execute it instead.
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else {
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particle_optional_field = optional_field;
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particle_optional_entity = optional_entity;
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particle_position = position;
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csqc_particles[particle_type].particle_func();
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particle_optional_field = particle_optional_entity = 0;
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particle_position = '0 0 0';
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}
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};
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//
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// Particles_Init()
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// Particles never draw on their first run, so "allocate"
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// them here. Particles only called via callbacks need
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// invidiually referenced.
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//
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void() Particles_Init =
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{
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int i;
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//
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// Callback Particles
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//
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// Muzzleflashes.
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for(i = 0; i < 3; i++) {
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pointparticles(particleeffectnum(strcat("muzzle.muzzle_pap_part", itos(i))), '0 0 0', '0 0 0', 0);
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pointparticles(particleeffectnum(strcat("muzzle.muzzle_part", itos(i))), '0 0 0', '0 0 0', 0);
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}
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//
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// Normal References
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//
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for(i = 0; i < csqc_particles.length; i++) {
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pointparticles(particleeffectnum(csqc_particles[i].particle_string), '0 0 0', '0 0 0', 0);
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}
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}; |