/* OpenCS Project Copyright (C) 2016, 2017 Marco "eukara" Hladik This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifdef CSQC .float framerate; .float maxframe; void Effect_AnimatedSprite( vector vPos, float fIndex, float fFPS, float fScale, float fAlpha, float fEffects ) { static void Effect_AnimatedSprite_Animate( void ) { if( self.frame >= self.maxframe ) { self.frame = 0; } else { self.frame += 1; } self.nextthink = time + ( 1 / self.framerate ); } self.modelindex = fIndex; setorigin( self, vPos ); self.scale = fScale; self.alpha = fAlpha; self.effects = fEffects; self.framerate = fFPS; self.think = Effect_AnimatedSprite_Animate; self.drawmask = MASK_ENGINE; self.nextthink = time + ( 1 / self.framerate ); self.maxframe = modelframecount( self.modelindex ); } #endif void Effect_Impact( int iType, vector vPos, vector vNormal ) { #ifdef SSQC WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET ); WriteByte( MSG_MULTICAST, EV_IMPACT ); WriteByte( MSG_MULTICAST, (float)iType ); WriteCoord( MSG_MULTICAST, vPos_x); WriteCoord( MSG_MULTICAST, vPos_y); WriteCoord( MSG_MULTICAST, vPos_z); WriteCoord( MSG_MULTICAST, vNormal_x); WriteCoord( MSG_MULTICAST, vNormal_y); WriteCoord( MSG_MULTICAST, vNormal_z); msg_entity = self; multicast( vPos, MULTICAST_PVS ); #else switch ( iType ) { case IMPACT_MELEE: pointparticles( DECAL_SHOT, vPos, vNormal, 1 ); pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 ); pointsound( vPos, "weapons/knife_hitwall1.wav", 1, ATTN_STATIC ); break; case IMPACT_EXPLOSION: break; case IMPACT_GLASS: pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 ); break; case IMPACT_WOOD: pointparticles( DECAL_SHOT, vPos, vNormal, 1 ); pointparticles( PARTICLE_SPARK, vPos, vNormal, 1 ); pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 ); pointparticles( PARTICLE_SMOKE_BROWN, vPos, vNormal, 1 ); break; case IMPACT_METAL: pointparticles( DECAL_SHOT, vPos, vNormal, 1 ); pointparticles( PARTICLE_SPARK, vPos, vNormal, 1 ); pointparticles( PARTICLE_SPARK, vPos, vNormal, 1 ); pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 ); break; case IMPACT_FLESH: pointparticles( PARTICLE_BLOOD, vPos, vNormal, 1 ); break; case IMPACT_DEFAULT: pointparticles( DECAL_SHOT, vPos, vNormal, 1 ); pointparticles( PARTICLE_SPARK, vPos, vNormal, 1 ); pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 ); pointparticles( PARTICLE_SMOKE_GREY, vPos, vNormal, 1 ); break; default: } switch ( iType ) { case IMPACT_METAL: pointsound( vPos, sprintf( "weapons/ric_metal-%d.wav", floor( ( random() * 2 ) + 1 ) ), 1, ATTN_STATIC ); break; case IMPACT_FLESH: break; default: pointsound( vPos, sprintf( "weapons/ric%d.wav", floor( ( random() * 5 ) + 1 ) ), 1, ATTN_STATIC ); break; } #endif } void Effect_BreakModel( vector vMins, vector vMaxs, vector vVel, float fStyle ) { #ifdef SSQC WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET ); WriteByte( MSG_MULTICAST, EV_MODELGIB ); WriteCoord( MSG_MULTICAST, vMins_x); WriteCoord( MSG_MULTICAST, vMins_y); WriteCoord( MSG_MULTICAST, vMins_z); WriteCoord( MSG_MULTICAST, vMaxs_x); WriteCoord( MSG_MULTICAST, vMaxs_y); WriteCoord( MSG_MULTICAST, vMaxs_z); WriteByte( MSG_MULTICAST, fStyle ); msg_entity = self; vector vWorldPos; vWorldPos_x = vMins_x + ( 0.5 * ( vMaxs_x - vMins_x ) ); vWorldPos_y = vMins_y + ( 0.5 * ( vMaxs_y - vMins_y ) ); vWorldPos_z = vMins_z + ( 0.5 * ( vMaxs_z - vMins_z ) ); multicast( vWorldPos, MULTICAST_PVS ); #else static void Effect_BreakModel_Remove( void ) { remove( self ) ; } float fModelCount; vector vPos; string sModel = ""; float fCount = 20; switch ( fStyle ) { case MATERIAL_GLASS: case MATERIAL_GLASS_UNBREAKABLE: sModel = "models/glassgibs.mdl"; fModelCount = 8; break; case MATERIAL_WOOD: sModel = "models/woodgibs.mdl"; fModelCount = 3; break; case MATERIAL_METAL: sModel = "models/metalplategibs.mdl"; fModelCount = 13; break; case MATERIAL_FLESH: sModel = "models/fleshgibs.mdl"; fModelCount = 4; break; case MATERIAL_TILE: sModel = "models/ceilinggibs.mdl"; fModelCount = 4; break; case MATERIAL_COMPUTER: sModel = "models/computergibs.mdl"; fModelCount = 15; break; case MATERIAL_ROCK: sModel = "models/rockgibs.mdl"; fModelCount = 3; break; default: case MATERIAL_CINDER: sModel = "models/cindergibs.mdl"; fModelCount = 9; break; } vector vWorldPos; vWorldPos_x = vMins_x + ( 0.5 * ( vMaxs_x - vMins_x ) ); vWorldPos_y = vMins_y + ( 0.5 * ( vMaxs_y - vMins_y ) ); vWorldPos_z = vMins_z + ( 0.5 * ( vMaxs_z - vMins_z ) ); switch ( fStyle ) { case MATERIAL_GLASS: pointsound( vWorldPos, sprintf( "debris/bustglass%d.wav", random( 1, 4 ) ), 1.0f, ATTN_NORM ); break; case MATERIAL_WOOD: pointsound( vWorldPos, sprintf( "debris/bustcrate%d.wav", random( 1, 4 ) ), 1.0f, ATTN_NORM ); break; case MATERIAL_METAL: case MATERIAL_COMPUTER: pointsound( vWorldPos, sprintf( "debris/bustmetal%d.wav", random( 1, 3 ) ), 1.0f, ATTN_NORM ); break; case MATERIAL_FLESH: pointsound( vWorldPos, sprintf( "debris/bustflesh%d.wav", random( 1, 3 ) ), 1.0f, ATTN_NORM ); break; case MATERIAL_CINDER: case MATERIAL_ROCK: pointsound( vWorldPos, sprintf( "debris/bustconcrete%d.wav", random( 1, 4 ) ), 1.0f, ATTN_NORM ); break; case MATERIAL_TILE: pointsound( vWorldPos, "debris/bustceiling.wav", 1.0f, ATTN_NORM ); break; } while ( fCount > 0 ) { entity eGib = spawn(); vPos_x = vMins_x + ( random() * ( vMaxs_x - vMins_x ) ); vPos_y = vMins_y + ( random() * ( vMaxs_y - vMins_y ) ); vPos_z = vMins_z + ( random() * ( vMaxs_z - vMins_z ) ); setorigin( eGib, vPos ); setmodel( eGib, sModel ); setcustomskin( eGib, "", sprintf( "geomset 0 %f\n", random( 1, fModelCount + 1 ) ) ); eGib.movetype = MOVETYPE_BOUNCE; eGib.solid = SOLID_NOT; eGib.avelocity_x = random()*600; eGib.avelocity_y = random()*600; eGib.avelocity_z = random()*600; eGib.think = Effect_BreakModel_Remove; eGib.nextthink = time + 10; if ( ( fStyle == MATERIAL_GLASS ) || ( fStyle == MATERIAL_GLASS_UNBREAKABLE ) ) { eGib.effects = EF_ADDITIVE; eGib.alpha = 0.3; } fCount--; eGib.drawmask = MASK_ENGINE; } #endif }