/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ 601 %{ #include "EntitiesMP/StdH/StdH.h" #include "Models/Effects/Teleport01/Teleport.h" #include "Models/Effects/ExplosionGrenade/ExplosionGrenade.h" #include "Models/Effects/ShockWave01/ShockWave.h" #include "Models/Effects/BloodOnTheWall01/Blood.h" #include "EntitiesMP/MovingBrush.h" #define EXPLOSION_GRENADE_TEXTURE_ANIM_FAST 0 #define EXPLOSION_GRENADE_TEXTURE_ANIM_MEDIUM 1 #define EXPLOSION_GRENADE_TEXTURE_ANIM_SLOW 2 #define SHOCKWAVE_TEXTURE_ANIM_FAST 0 #define SHOCKWAVE_TEXTURE_ANIM_MEDIUM 1 #define SHOCKWAVE_TEXTURE_ANIM_SLOW 2 %} uses "EntitiesMP/Light"; enum BasicEffectType { 0 BET_NONE "None", // no effect (never spawned) 1 BET_ROCKET "Rocket", // rocket explosion 2 BET_ROCKET_PLANE "Rocket plane", // rocket explosion on plane 3 BET_GRENADE "Grenade", // grenade explosion 4 BET_GRENADE_PLANE "Grenade plane", // grenade explosion on plane 5 BET_EXPLOSIONSTAIN "Explosionstain", // explosion stain on brush 6 BET_SHOCKWAVE "Shockwave", // shock wave 7 BET_LASERWAVE "Laserwave", // laser wave 10 BET_BLOODSPILL "Blood spill", // blood spill from bullet exit wound 11 BET_BLOODSTAIN "Blood stain", // blood stain 19 BET_BLOODSTAINGROW "Blood staingrow", // blood stain which grows bigger 12 BET_BLOODEXPLODE "Blood explode", // blood explosion at bullet entry wound 13 BET_CANNON "Cannon", // cannon explosion 14 BET_CANNON_PLANE "Cannon plane", // cannon explosion on plane 15 BET_CANNONEXPLOSIONSTAIN "Cannon explosion stain", // cannon explosion stain on brush 16 BET_CANNONSHOCKWAVE "Cannon shockwave", // cannon shock wave 17 BET_TELEPORT "Teleport", // teleportation 18 BET_BOMB "Bomb", // small bomb explosion 20 BET_BULLETTRAIL "Bullet trail", // white trail where bullet has passed 21 BET_GIZMO_SPLASH_FX "Gizmo splash fx", // gizmo splash fx 22 BET_GIZMOSTAIN "Gizmo stain", // gizmo stain 30 BET_BULLETSTAINSTONE "Bullet stain stone", // bullet stain with ricochet on stone 31 BET_BULLETSTAINSAND "Bullet stain sand", // bullet stain with ricochet on sand 32 BET_BULLETSTAINWATER "Bullet stain water", // bullet stain with ricochet on water surface 33 BET_BULLETSTAINUNDERWATER "Bullet stain underwater", // bullet stain with ricochet on underwater surface 34 BET_BULLETSTAINSTONENOSOUND "Bullet stain stonenosound", // bullet stain on stone with no sound 35 BET_BULLETSTAINSANDNOSOUND "Bullet stain sandnosound", // bullet stain on sand with no sound 36 BET_BULLETSTAINWATERNOSOUND "Bullet stain waternosound", // bullet stain on water surface with no sound 37 BET_BULLETSTAINUNDERWATERNOSOUND "Bullet stain underwater no sound", // bullet stain on under water surface with no sound 38 BET_BULLETSTAINREDSAND "Bullet stain red sand", // bullet stain with ricochet on red sand 39 BET_BULLETSTAINREDSANDNOSOUND "Bullet stain red sand no sound", // bullet stain with ricochet on red sand without sound 40 BET_LIGHT_CANNON "Light cannon", // cannon explosion with lo sound volume 41 BET_CANNON_NOLIGHT "Cannon no light", // cannon explosion without light witn lo sound volume 42 BET_BULLETSTAINGRASS "Bullet stain grass", // bullet stain with ricochet on grass 43 BET_BULLETSTAINWOOD "Bullet stain wood", // bullet stain with ricochet on wood 44 BET_BULLETSTAINGRASSNOSOUND "Bullet stain grass no sound", // bullet stain on grass with no sound 45 BET_BULLETSTAINWOODNOSOUND "Bullet stain wood no sound", // bullet stain on wood with no sound 46 BET_EXPLOSION_DEBRIS "Explosion debris", // debrises flying out of explosion 47 BET_EXPLOSION_SMOKE "Explosion smoke", // smoke left behind explosion 48 BET_SUMMONERSTAREXPLOSION "Summoner star explosion", // magic explosion of starts for summoner 49 BET_COLLECT_ENERGY "Collect energy", 50 BET_GROWING_SWIRL "Growing swirl", // 51 BET_SNIPER_RESIDUE "Sniper Residue", // smoke left after firing sniper 52 BET_DISAPPEAR_DUST "Disappear dust", 53 BET_DUST_FALL "Dust fall", 54 BET_BULLETSTAINSNOW "Bullet stain snow", 55 BET_BULLETSTAINSNOWNOSOUND "Bullet stain snow", }; // input parameter for spwaning a basic effect event ESpawnEffect { enum BasicEffectType betType, // type of effect FLOAT3D vNormal, // normal for orientative effects FLOAT3D vDirection, // direction oriented effects FLOAT3D vStretch, // stretch effect model COLOR colMuliplier, // color multiplier }; %{ void CBasicEffect_OnPrecache(CDLLEntityClass *pdec, INDEX iUser) { switch ((BasicEffectType)iUser) { case BET_ROCKET: case BET_ROCKET_PLANE: pdec->PrecacheSound(SOUND_EXPLOSION); pdec->PrecacheModel(MDL_ROCKET_EXPLOSION); pdec->PrecacheTexture(TXT_ROCKET_EXPLOSION); pdec->PrecacheModel(MDL_PARTICLES_EXPLOSION); pdec->PrecacheTexture(TXT_PARTICLES_EXPLOSION); pdec->PrecacheModel(MDL_ROCKET3D_EXPLOSION); pdec->PrecacheTexture(TXT_ROCKET_EXPLOSION); pdec->PrecacheModel(MDL_PARTICLES3D_EXPLOSION); pdec->PrecacheTexture(TXT_PARTICLES_EXPLOSION); break; case BET_BOMB: case BET_GRENADE: case BET_GRENADE_PLANE: pdec->PrecacheSound(SOUND_EXPLOSION); pdec->PrecacheModel(MDL_GRENADE_EXPLOSION); pdec->PrecacheTexture(TXT_GRENADE_EXPLOSION); pdec->PrecacheModel(MDL_PARTICLES_EXPLOSION); pdec->PrecacheTexture(TXT_PARTICLES_EXPLOSION); pdec->PrecacheModel(MDL_GRENADE3D_EXPLOSION); pdec->PrecacheTexture(TXT_GRENADE_EXPLOSION); pdec->PrecacheModel(MDL_PARTICLES3D_EXPLOSION); pdec->PrecacheTexture(TXT_PARTICLES_EXPLOSION); break; case BET_CANNON: case BET_CANNON_NOLIGHT: case BET_LIGHT_CANNON: case BET_CANNON_PLANE: case BET_CANNONSHOCKWAVE: pdec->PrecacheSound(SOUND_EXPLOSION); pdec->PrecacheModel(MDL_CANNON_EXPLOSION); pdec->PrecacheTexture(TXT_CANNON_EXPLOSION); pdec->PrecacheModel(MDL_CANNON3D_EXPLOSION); pdec->PrecacheTexture(TXT_CANNON_EXPLOSION); pdec->PrecacheModel(MODEL_CANNONSHOCKWAVE); pdec->PrecacheTexture(TEXTURE_CANNONSHOCKWAVE); break; case BET_EXPLOSIONSTAIN: pdec->PrecacheModel(MODEL_EXPLOSION_STAIN); pdec->PrecacheTexture(TEXTURE_EXPLOSION_STAIN); break; case BET_CANNONEXPLOSIONSTAIN: pdec->PrecacheModel(MODEL_CANNON_EXPLOSION_STAIN); pdec->PrecacheTexture(TEXTURE_CANNON_EXPLOSION_STAIN); break; case BET_SHOCKWAVE: pdec->PrecacheModel(MODEL_SHOCKWAVE); pdec->PrecacheTexture(TEXTURE_SHOCKWAVE); break; case BET_LASERWAVE: pdec->PrecacheModel(MODEL_LASERWAVE); pdec->PrecacheTexture(TEXTURE_LASERWAVE); break; case BET_BULLETSTAINSTONE: case BET_BULLETSTAINSAND: case BET_BULLETSTAINREDSAND: case BET_BULLETSTAINWATER: case BET_BULLETSTAINUNDERWATER: case BET_BULLETSTAINSTONENOSOUND: case BET_BULLETSTAINSANDNOSOUND: case BET_BULLETSTAINREDSANDNOSOUND: case BET_BULLETSTAINWATERNOSOUND: case BET_BULLETSTAINUNDERWATERNOSOUND: case BET_BULLETSTAINGRASS: case BET_BULLETSTAINWOOD: case BET_BULLETSTAINGRASSNOSOUND: case BET_BULLETSTAINWOODNOSOUND: case BET_BULLETSTAINSNOW: case BET_BULLETSTAINSNOWNOSOUND: pdec->PrecacheModel(MODEL_BULLET_HIT); pdec->PrecacheTexture(TEXTURE_BULLET_HIT); pdec->PrecacheTexture(TEXTURE_BULLET_SAND); pdec->PrecacheModel(MODEL_SHOCKWAVE); pdec->PrecacheTexture(TEXTURE_WATER_WAVE); pdec->PrecacheSound(SOUND_BULLET_STONE); pdec->PrecacheSound(SOUND_BULLET_SAND); pdec->PrecacheSound(SOUND_BULLET_WATER); pdec->PrecacheModel(MODEL_BULLET_STAIN); pdec->PrecacheTexture(TEXTURE_BULLET_STAIN); pdec->PrecacheSound(SOUND_BULLET_GRASS); pdec->PrecacheSound(SOUND_BULLET_WOOD); pdec->PrecacheSound(SOUND_BULLET_SNOW); break; case BET_BULLETTRAIL: pdec->PrecacheModel(MODEL_BULLET_TRAIL); pdec->PrecacheTexture(TEXTURE_BULLET_TRAIL); break; case BET_GIZMO_SPLASH_FX: pdec->PrecacheModel(MODEL_BULLET_HIT); pdec->PrecacheTexture(TEXTURE_BULLET_HIT); pdec->PrecacheSound(SOUND_GIZMO_SPLASH); break; case BET_BLOODEXPLODE: pdec->PrecacheModel(MODEL_BLOOD_EXPLODE); pdec->PrecacheTexture(TEXTURE_BLOOD_EXPLODE); pdec->PrecacheSound(SOUND_BULLET_FLESH); break; case BET_BLOODSTAIN: case BET_BLOODSTAINGROW: case BET_BLOODSPILL: case BET_GIZMOSTAIN: pdec->PrecacheModel(MODEL_BLOOD_STAIN); pdec->PrecacheTexture(TEXTURE_BLOOD_STAIN1); pdec->PrecacheTexture(TEXTURE_BLOOD_STAIN2); pdec->PrecacheTexture(TEXTURE_BLOOD_STAIN3); pdec->PrecacheTexture(TEXTURE_BLOOD_STAIN4); pdec->PrecacheTexture(TEXTURE_BLOOD_SPILL1); pdec->PrecacheTexture(TEXTURE_BLOOD_SPILL2); pdec->PrecacheTexture(TEXTURE_BLOOD_SPILL3); pdec->PrecacheTexture(TEXTURE_BLOOD_FLOWER1); pdec->PrecacheTexture(TEXTURE_BLOOD_FLOWER2); pdec->PrecacheTexture(TEXTURE_BLOOD_FLOWER3); break; case BET_TELEPORT: pdec->PrecacheModel(MODEL_TELEPORT_EFFECT); pdec->PrecacheTexture(TEXTURE_TELEPORT_EFFECT); pdec->PrecacheSound(SOUND_TELEPORT); break; default: ASSERT(FALSE); } } %} class CBasicEffect : CRationalEntity { name "BasicEffect"; thumbnail ""; features "ImplementsOnPrecache", "CanBePredictable"; properties: 1 enum BasicEffectType m_betType = BET_NONE, // type of effect 2 FLOAT m_fWaitTime = 0.0f, // wait time 3 FLOAT m_fFadeTime = 0.0f, // fade away time 4 BOOL m_bFade = FALSE, // fade is enabled 5 FLOAT m_fFadeStartTime = 0.0f, // fade away start time 9 FLOAT m_fFadeStartAlpha = 1.0f, // alpha value 6 FLOAT3D m_vNormal = FLOAT3D(0,0,0), // normal for orientative effects 7 FLOAT3D m_vStretch = FLOAT3D(0,0,0), // stretch effect 8 FLOAT3D m_vDirection = FLOAT3D(0,0,0), // direction oriented effects 10 FLOAT m_fDepthSortOffset = 0.0f, 11 FLOAT m_fFadeInSpeed = 0.0f, 12 FLOAT m_tmSpawn = 0.0f, // when it was spawned 13 FLOAT m_tmWaitAfterDeath = 0.0f, // after death wait time 20 BOOL m_bLightSource = FALSE, // effect is also light source 21 CAnimObject m_aoLightAnimation, // light animation object 22 INDEX m_iLightAnimation = -1, // lignt animation index 23 COLOR m_colMultiplyColor = 0xFFFFFFFF, // color multiplier 30 CSoundObject m_soEffect, // sound channel 31 FLOAT m_fSoundTime = 0.0f, // wait for sound to end 40 enum EffectParticlesType m_eptType = EPT_NONE, // type of particle effect 41 FLOAT m_tmWhenShot = 0.0f, // when entity was shot 42 FLOAT3D m_vGravity = FLOAT3D(0,0,0), // simulated direction of gravity { CLightSource m_lsLightSource; } components: // ********** PROJECTILE EXPLOSIONS ********** 1 model MDL_ROCKET_EXPLOSION "Models\\Effects\\ExplosionRocket\\ExplosionRocket.mdl", 2 model MDL_ROCKET3D_EXPLOSION "Models\\Effects\\ExplosionRocket\\ExplosionRocket3D.mdl", 3 texture TXT_ROCKET_EXPLOSION "Models\\Effects\\Explosionrocket\\Texture.tex", 4 model MDL_GRENADE_EXPLOSION "Models\\Effects\\ExplosionGrenade\\ExplosionGrenade.mdl", 5 model MDL_GRENADE3D_EXPLOSION "Models\\Effects\\ExplosionGrenade\\ExplosionGrenade3D.mdl", 6 texture TXT_GRENADE_EXPLOSION "Models\\Effects\\ExplosionGrenade\\Texture.tex", 7 model MDL_PARTICLES_EXPLOSION "Models\\Effects\\ExplosionParticles\\Particles.mdl", 8 model MDL_PARTICLES3D_EXPLOSION "Models\\Effects\\ExplosionParticles\\Particles3D.mdl", 9 texture TXT_PARTICLES_EXPLOSION "Models\\Effects\\ExplosionParticles\\Texture.tex", 10 sound SOUND_EXPLOSION "Sounds\\Weapons\\_Explosion02.wav", 11 model MDL_CANNON_EXPLOSION "Models\\Effects\\ExplosionGrenade\\ExplosionGrenade.mdl", 12 model MDL_CANNON3D_EXPLOSION "Models\\Effects\\ExplosionGrenade\\ExplosionGrenade3D.mdl", 13 texture TXT_CANNON_EXPLOSION "Models\\Effects\\ExplosionGrenade\\Texture.tex", // ********** BULLET HIT ********** 15 model MODEL_BULLET_HIT "Models\\Effects\\BulletParticles\\BulletParticles.mdl", 16 texture TEXTURE_BULLET_HIT "Models\\Effects\\BulletParticles\\BulletParticles.tex", 18 model MODEL_BULLET_STAIN "Models\\Effects\\BulletOnTheWall\\Bullet.mdl", 19 texture TEXTURE_BULLET_STAIN "Models\\Effects\\BulletOnTheWall\\Bullet.tex", 70 texture TEXTURE_BULLET_TRAIL "Models\\Effects\\BulletTrail\\BulletTrail.tex", 71 model MODEL_BULLET_TRAIL "Models\\Effects\\BulletTrail\\BulletTrail.mdl", 90 sound SOUND_BULLET_STONE "Sounds\\Weapons\\_BulletHitWall.wav", 91 sound SOUND_BULLET_SAND "Sounds\\Weapons\\BulletHitSand.wav", 92 sound SOUND_BULLET_WATER "Sounds\\Weapons\\BulletHitWater.wav", 93 sound SOUND_BULLET_FLESH "Sounds\\Weapons\\_BulletHitFlesh.wav", 94 texture TEXTURE_BULLET_SAND "Models\\Effects\\BulletOnTheWall\\BulletSand.tex", 95 sound SOUND_BULLET_GRASS "SoundsMP\\Weapons\\BulletHitGrass.wav", 96 sound SOUND_BULLET_WOOD "SoundsMP\\Weapons\\BulletHitWood.wav", 97 sound SOUND_BULLET_SNOW "SoundsMP\\Weapons\\BulletHitSnow.wav", // ********** BLOOD ********** 21 model MODEL_BLOOD_EXPLODE "Models\\Effects\\BloodCloud\\BloodCloud.mdl", 22 texture TEXTURE_BLOOD_EXPLODE "Models\\Effects\\BloodCloud\\BloodCloud.tex", 23 model MODEL_BLOOD_STAIN "Models\\Effects\\BloodOnTheWall01\\Blood.mdl", 24 texture TEXTURE_BLOOD_STAIN1 "Models\\Effects\\BloodOnTheWall01\\BloodStain01.tex", 25 texture TEXTURE_BLOOD_STAIN2 "Models\\Effects\\BloodOnTheWall01\\BloodStain02.tex", 26 texture TEXTURE_BLOOD_STAIN3 "Models\\Effects\\BloodOnTheWall01\\BloodStain03.tex", 27 texture TEXTURE_BLOOD_STAIN4 "Models\\Effects\\BloodOnTheWall01\\BloodStain04.tex", 28 texture TEXTURE_BLOOD_SPILL1 "Models\\Effects\\BloodOnTheWall01\\BloodSpill02.tex", 29 texture TEXTURE_BLOOD_SPILL2 "Models\\Effects\\BloodOnTheWall01\\BloodSpill05.tex", 30 texture TEXTURE_BLOOD_SPILL3 "Models\\Effects\\BloodOnTheWall01\\BloodSpill06.tex", 31 texture TEXTURE_BLOOD_FLOWER1 "Models\\Effects\\Flowers\\Flowers1s.tex", 32 texture TEXTURE_BLOOD_FLOWER2 "Models\\Effects\\Flowers\\Flowers2s.tex", 33 texture TEXTURE_BLOOD_FLOWER3 "Models\\Effects\\Flowers\\Flowers3s.tex", // ********** SHOCK WAVE ********** 40 model MODEL_SHOCKWAVE "Models\\Effects\\ShockWave01\\ShockWave.mdl", 41 texture TEXTURE_SHOCKWAVE "Models\\Effects\\ShockWave01\\Textures\\ShockWave.tex", 42 model MODEL_CANNONSHOCKWAVE "Models\\Effects\\ShockWave01\\ShockWave.mdl", 43 texture TEXTURE_CANNONSHOCKWAVE "Models\\Effects\\ShockWave01\\Textures\\ShockWave.tex", // ********** EXPLOSION STAIN ********** 45 model MODEL_EXPLOSION_STAIN "Models\\Effects\\BurnedStainOnTheWall\\BurnedStainOnTheWall.mdl", 46 texture TEXTURE_EXPLOSION_STAIN "Models\\Effects\\BurnedStainOnTheWall\\BurnedStainOnTheWall.tex", 47 model MODEL_CANNON_EXPLOSION_STAIN "Models\\Effects\\BurnedStainOnTheWall\\BurnedStainOnTheWall.mdl", 48 texture TEXTURE_CANNON_EXPLOSION_STAIN "Models\\Effects\\BurnedStainOnTheWall\\BurnedStainOnTheWall.tex", // ********** LASER WAVE ********** 50 model MODEL_LASERWAVE "Models\\Effects\\ShockWaveGreen\\ShockWaveGreen.mdl", 51 texture TEXTURE_LASERWAVE "Models\\Effects\\ShockWaveGreen\\ShockWaveGreen.tex", // ********** TELEPORT ********** 61 model MODEL_TELEPORT_EFFECT "Models\\Effects\\Teleport01\\Teleport.mdl", 62 texture TEXTURE_TELEPORT_EFFECT "Textures\\Effects\\Effect01\\Effect.tex", 63 sound SOUND_TELEPORT "Sounds\\Misc\\Teleport.wav", // ********** GIZMO SPLASH FX ********** 80 sound SOUND_GIZMO_SPLASH "Models\\Enemies\\Gizmo\\Sounds\\Death.wav", // ********** Water shockwave texture ********** 100 texture TEXTURE_WATER_WAVE "Models\\Effects\\ShockWave01\\Textures\\WaterWave.tex", functions: // dump sync data to text file export void DumpSync_t(CTStream &strm, INDEX iExtensiveSyncCheck) // throw char * { CRationalEntity::DumpSync_t(strm, iExtensiveSyncCheck); strm.FPrintF_t("Type: %d\n", m_betType); } /* Read from stream. */ void Read_t( CTStream *istr) // throw char * { CRationalEntity::Read_t(istr); // setup light source if( m_bLightSource) { SetupLightSource(); } } /* Get static light source information. */ CLightSource *GetLightSource(void) { if( m_bLightSource && !IsPredictor()) { return &m_lsLightSource; } else { return NULL; } } // Setup light source void SetupLightSource(void) { if( m_iLightAnimation>=0) { // set light animation if available try { m_aoLightAnimation.SetData_t(CTFILENAME("Animations\\BasicEffects.ani")); } catch (char *strError) { WarningMessage(TRANSV("Cannot load Animations\\BasicEffects.ani: %s"), strError); } // play light animation if (m_aoLightAnimation.GetData()!=NULL) { m_aoLightAnimation.PlayAnim(m_iLightAnimation, 0); } } // setup light source CLightSource lsNew; lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DYNAMIC; lsNew.ls_rHotSpot = 0.0f; switch (m_betType) { case BET_ROCKET: lsNew.ls_colColor = RGBToColor(100, 100, 100); lsNew.ls_rHotSpot = 3.0f; lsNew.ls_rFallOff = 12.5f; lsNew.ls_plftLensFlare = NULL; break; case BET_GRENADE: lsNew.ls_colColor = RGBToColor(200, 200, 200); lsNew.ls_rFallOff = 12.5f; lsNew.ls_plftLensFlare = NULL; break; case BET_CANNON: case BET_LIGHT_CANNON: lsNew.ls_colColor = RGBToColor(200, 200, 200); lsNew.ls_rFallOff = 12.5f; lsNew.ls_plftLensFlare = NULL; break; case BET_LASERWAVE: lsNew.ls_colColor = RGBToColor(0, 64, 0); lsNew.ls_rFallOff = 1.5f; lsNew.ls_plftLensFlare = NULL; break; case BET_BOMB: lsNew.ls_colColor = RGBToColor(100, 100, 100); lsNew.ls_rFallOff = 8.0f; lsNew.ls_plftLensFlare = NULL; break; default: ASSERTALWAYS("Unknown light source"); } lsNew.ls_ubPolygonalMask = 0; lsNew.ls_paoLightAnimation = NULL; // setup light animation lsNew.ls_paoLightAnimation = NULL; if (m_aoLightAnimation.GetData()!=NULL) { lsNew.ls_paoLightAnimation = &m_aoLightAnimation; } m_lsLightSource.ls_penEntity = this; m_lsLightSource.SetLightSource(lsNew); } /* RENDER PARTICLES */ void RenderParticles(void) { if( m_eptType != EPT_NONE) { FLOAT fStretch=0.3f; Particles_BulletSpray(en_ulID, GetLerpedPlacement().pl_PositionVector, m_vGravity, m_eptType, m_tmSpawn, m_vStretch, fStretch); } if(m_betType==BET_EXPLOSION_DEBRIS) { Particles_ExplosionDebris1(this, m_tmSpawn, m_vStretch, m_colMultiplyColor); Particles_ExplosionDebris2(this, m_tmSpawn, m_vStretch, m_colMultiplyColor); Particles_ExplosionDebris3(this, m_tmSpawn, m_vStretch, m_colMultiplyColor); } if(m_betType==BET_COLLECT_ENERGY) { Particles_CollectEnergy(this, m_tmSpawn, m_tmSpawn+m_fWaitTime); } /*if(m_betType==BET_SNIPER_RESIDUE) { Particles_SniperResidue(this, m_tmSpawn, m_tmSpawn+m_fWaitTime, m_vNormal, m_vDirection); }*/ if(m_betType==BET_EXPLOSION_SMOKE && _pTimer->GetLerpedCurrentTick()>(m_tmSpawn+m_fWaitTime) ) { Particles_ExplosionSmoke(this, m_tmSpawn+m_fWaitTime, m_vStretch, m_colMultiplyColor); } if(m_betType==BET_SUMMONERSTAREXPLOSION) { Particles_SummonerExplode(this, GetPlacement().pl_PositionVector, 60.0f, 1.0f, m_tmSpawn, m_fWaitTime); } if(m_betType==BET_GROWING_SWIRL) { FLOAT fStretch=(m_vStretch(1)+m_vStretch(2)+m_vStretch(3))/3.0f; Particles_GrowingSwirl(this, fStretch, m_tmSpawn); } if(m_betType==BET_DISAPPEAR_DUST) { FLOAT fStretch=(m_vStretch(1)+m_vStretch(2)+m_vStretch(3))/3.0f; Particles_DisappearDust(this, fStretch, m_tmSpawn); } if(m_betType==BET_DUST_FALL) { Particles_DustFall(this, m_tmSpawn, m_vStretch); } } /************************************************************ * FADE OUT * ************************************************************/ BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient) { if( m_bFade) { FLOAT m_fTimeRemain = m_fFadeStartTime + m_fFadeTime - _pTimer->CurrentTick(); if (m_fTimeRemain < 0.0f) { m_fTimeRemain = 0.0f; } COLOR col = GetModelColor() & ~CT_AMASK; col |= (ULONG)(m_fFadeStartAlpha* m_fTimeRemain/m_fFadeTime *255.0f); SetModelColor(col); } else if (m_fFadeInSpeed>0) { TIME tmAge = _pTimer->GetLerpedCurrentTick()-m_tmSpawn; COLOR col = GetModelColor() ; col = (col &~CT_AMASK) | (ULONG)((255)*Clamp(tmAge*m_fFadeInSpeed/m_fWaitTime, 0.0f, 1.0f)); SetModelColor(col); } return FALSE; }; // get offset for depth-sorting of alpha models (in meters, positive is nearer) FLOAT GetDepthSortOffset(void) { return m_fDepthSortOffset; } /************************************************************ * GLOBAL SUPPORT FUNCTIONS * ************************************************************/ void SetNonLoopingTexAnims(void) { CModelObject *pmo = GetModelObject(); pmo->mo_toTexture.PlayAnim(0, 0); FOREACHINLIST(CAttachmentModelObject, amo_lnInMain, pmo->mo_lhAttachments, itamo) { CModelObject *pmoAtt = &itamo->amo_moModelObject; pmoAtt->mo_toTexture.PlayAnim(0, 0); } } void SetNormalForHalfFaceForward(void) { CPlacement3D pl = GetPlacement(); UpVectorToAngles(m_vNormal, pl.pl_OrientationAngle); SetPlacement(pl); }; void SetNormal(void) { CPlacement3D pl = GetPlacement(); DirectionVectorToAngles(m_vNormal, pl.pl_OrientationAngle); SetPlacement(pl); }; void SetNormalWithRandomBanking(void) { CPlacement3D pl = GetPlacement(); DirectionVectorToAngles(m_vNormal, pl.pl_OrientationAngle); pl.pl_OrientationAngle(3) = FRnd()*360.0f; SetPlacement(pl); }; void FindGravityVectorFromSector(void) { CBrushSector *pbscContent = NULL; {FOREACHSRCOFDST(en_rdSectors, CBrushSector, bsc_rsEntities, pbsc) pbscContent = &*pbsc; break; ENDFOR;} if( pbscContent == NULL) { return; } INDEX iForceType = pbscContent->GetForceType(); CEntity *penBrush = pbscContent->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity; CForceStrength fsGravity; CForceStrength fsField; penBrush->GetForce( iForceType, en_plPlacement.pl_PositionVector, fsGravity, fsField); // remember gravity vector m_vGravity = fsGravity.fs_vDirection; }; void SetNormalAndDirection(void) { // special case for stains without sliding if( m_vDirection.Length() < 0.01f) { SetNormalWithRandomBanking(); return; } FLOAT3D vX; FLOAT3D vY = -m_vDirection; FLOAT3D vZ = -m_vNormal; vZ.Normalize(); vX = vY*vZ; vX.Normalize(); vY = vZ*vX; vY.Normalize(); FLOATmatrix3D m; m(1,1) = vX(1); m(1,2) = vY(1); m(1,3) = vZ(1); m(2,1) = vX(2); m(2,2) = vY(2); m(2,3) = vZ(2); m(3,1) = vX(3); m(3,2) = vY(3); m(3,3) = vZ(3); CPlacement3D pl = GetPlacement(); DecomposeRotationMatrixNoSnap(pl.pl_OrientationAngle, m); SetPlacement(pl); }; void RandomBanking(void) { CPlacement3D pl = GetPlacement(); pl.pl_OrientationAngle(3) = FRnd()*360.0f; SetPlacement(pl); }; void Stretch(void) { ASSERT(m_vStretch(1)>0.01f && m_vStretch(3)>0.01f && m_vStretch(3)>0.01f); GetModelObject()->mo_Stretch = m_vStretch; }; // parent the effect if needed and adjust size not to get out of the polygon void ParentToNearestPolygonAndStretch(void) { // find nearest polygon FLOAT3D vPoint; FLOATplane3D plPlaneNormal; FLOAT fDistanceToEdge; CBrushPolygon *pbpoNearBrush = GetNearestPolygon( vPoint, plPlaneNormal, fDistanceToEdge); if( (m_betType>=BET_BULLETSTAINSTONE && m_betType<=BET_BULLETSTAINREDSANDNOSOUND) || (m_betType>=BET_BULLETSTAINGRASS && m_betType<=BET_BULLETSTAINWOODNOSOUND) || (m_betType>=BET_BULLETSTAINSNOW && m_betType<=BET_BULLETSTAINSNOWNOSOUND)) { if( pbpoNearBrush != NULL) { CBrushSector *pbscContent = pbpoNearBrush->bpo_pbscSector; INDEX iForceType = pbscContent->GetForceType(); CEntity *penNearBrush = pbscContent->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity; CForceStrength fsGravity; CForceStrength fsField; penNearBrush->GetForce( iForceType, en_plPlacement.pl_PositionVector, fsGravity, fsField); // remember gravity vector m_vGravity = fsGravity.fs_vDirection; } } // if there is none, or if it is portal, or it is not near enough if (pbpoNearBrush==NULL || (pbpoNearBrush->bpo_ulFlags&BPOF_PORTAL) || (vPoint-GetPlacement().pl_PositionVector).ManhattanNorm()>0.1f*3) { // dissapear SwitchToEditorModel(); // if polygon is found } else { CEntity *penNearBrush = pbpoNearBrush->bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity; FLOATaabbox3D box; en_pmoModelObject->GetCurrentFrameBBox( box); box.StretchByVector( en_pmoModelObject->mo_Stretch); FLOAT fOrgSize = box.Size().MaxNorm(); FLOAT fMaxSize = fDistanceToEdge*2.0f; // if minimum distance from polygon edges is too small if( fMaxSizemo_Stretch*fStretch; Stretch(); ModelChangeNotify(); // set parent to that brush SetParent( penNearBrush); } } } /************************************************************ * PROJECTILE/GRENADE EXPLOSION, STAIN * ************************************************************/ void ProjectileExplosion(void) { SetPredictable(TRUE); Stretch(); SetModel(MDL_ROCKET_EXPLOSION); SetModelMainTexture(TXT_ROCKET_EXPLOSION); AddAttachment(0, MDL_PARTICLES_EXPLOSION, TXT_PARTICLES_EXPLOSION); RandomBanking(); SetNonLoopingTexAnims(); m_soEffect.Set3DParameters(150.0f, 3.0f, 1.0f, 1.0f); PlaySound(m_soEffect, SOUND_EXPLOSION, SOF_3D); m_fSoundTime = GetSoundLength(SOUND_EXPLOSION); m_fWaitTime = 0.95f; m_bLightSource = TRUE; m_iLightAnimation = 0; }; void ProjectilePlaneExplosion(void) { SetPredictable(TRUE); Stretch(); SetModel(MDL_ROCKET3D_EXPLOSION); SetModelMainTexture(TXT_ROCKET_EXPLOSION); AddAttachment(0, MDL_PARTICLES3D_EXPLOSION, TXT_PARTICLES_EXPLOSION); SetNormalWithRandomBanking(); SetNonLoopingTexAnims(); m_fWaitTime = 0.95f; m_bLightSource = FALSE; }; void BombExplosion(void) { SetPredictable(TRUE); Stretch(); SetModel(MDL_GRENADE_EXPLOSION); SetModelMainTexture(TXT_GRENADE_EXPLOSION); SetNonLoopingTexAnims(); FLOAT fSizeFactor = m_vStretch.MaxNorm(); m_soEffect.Set3DParameters(50.0f*fSizeFactor, 10.0f*fSizeFactor, 1.0f*fSizeFactor, 1.0f); PlaySound(m_soEffect, SOUND_EXPLOSION, SOF_3D); m_fSoundTime = GetSoundLength(SOUND_EXPLOSION); m_fWaitTime = 0.95f; m_bLightSource = TRUE; m_iLightAnimation = 1; }; void GizmoSplashFX(void) { SetPredictable(TRUE); SetModel(MODEL_BULLET_HIT); SetModelMainTexture(TEXTURE_BULLET_HIT); m_soEffect.Set3DParameters(50.0f, 10.0f, 1.0f, 1.0f); PlaySound(m_soEffect, SOUND_GIZMO_SPLASH, SOF_3D); m_fSoundTime = GetSoundLength(SOUND_GIZMO_SPLASH); m_fWaitTime = 0.95f; m_bLightSource = FALSE; }; void ExplosionDebris(void) { SetPredictable(TRUE); SetModel(MODEL_BULLET_HIT); SetModelMainTexture(TEXTURE_BULLET_HIT); m_fWaitTime = 0.95f; m_bLightSource = FALSE; }; void CollectEnergy(void) { SetPredictable(TRUE); SetModel(MODEL_BULLET_HIT); SetModelMainTexture(TEXTURE_BULLET_HIT); m_fWaitTime = 2; m_bLightSource = FALSE; } void GrowingSwirl(void) { SetPredictable(TRUE); SetModel(MODEL_BULLET_HIT); SetModelMainTexture(TEXTURE_BULLET_HIT); m_fWaitTime = 10.0f; m_bLightSource = FALSE; } void DisappearDust(void) { SetPredictable(TRUE); SetModel(MODEL_BULLET_HIT); SetModelMainTexture(TEXTURE_BULLET_HIT); m_fWaitTime = 10.0f; m_bLightSource = FALSE; } void DustFall(void) { SetPredictable(TRUE); SetModel(MODEL_BULLET_HIT); SetModelMainTexture(TEXTURE_BULLET_HIT); m_fWaitTime = 10.0f; m_bLightSource = FALSE; } void SniperResidue(void) { // NOTE: m_vNormal and m_vDirection here represent the starting and the // ending point of this effect!!! SetPredictable(TRUE); SetModel(MODEL_BULLET_HIT); SetModelMainTexture(TEXTURE_BULLET_HIT); m_fWaitTime = 0.05f; m_bLightSource = FALSE; } void ExplosionSmoke(void) { SetPredictable(TRUE); SetModel(MODEL_BULLET_HIT); SetModelMainTexture(TEXTURE_BULLET_HIT); m_fWaitTime=0.25f; m_tmWaitAfterDeath=8.0f; m_bLightSource = FALSE; }; void GrenadeExplosion(void) { SetPredictable(TRUE); Stretch(); SetModel(MDL_GRENADE_EXPLOSION); SetModelMainTexture(TXT_GRENADE_EXPLOSION); AddAttachment(0, MDL_PARTICLES_EXPLOSION, TXT_PARTICLES_EXPLOSION); RandomBanking(); SetNonLoopingTexAnims(); m_soEffect.Set3DParameters(150.0f, 3.0f, 1.0f, 1.0f); PlaySound(m_soEffect, SOUND_EXPLOSION, SOF_3D); m_fSoundTime = GetSoundLength(SOUND_EXPLOSION); m_fWaitTime = 0.95f; m_bLightSource = TRUE; m_iLightAnimation = 1; }; void GrenadePlaneExplosion(void) { SetPredictable(TRUE); Stretch(); SetModel(MDL_GRENADE3D_EXPLOSION); SetModelMainTexture(TXT_GRENADE_EXPLOSION); AddAttachment(0, MDL_PARTICLES3D_EXPLOSION, TXT_PARTICLES_EXPLOSION); SetNonLoopingTexAnims(); SetNormalWithRandomBanking(); m_fWaitTime = 0.95f; m_bLightSource = FALSE; }; void CannonExplosion(BOOL bLoVolume, BOOL bNoLight) { SetPredictable(TRUE); Stretch(); SetModel(MDL_CANNON_EXPLOSION); CModelObject &moExplosion = *GetModelObject(); SetModelMainTexture(TXT_CANNON_EXPLOSION); moExplosion.mo_colBlendColor = m_colMultiplyColor; moExplosion.mo_toTexture.PlayAnim(EXPLOSION_GRENADE_TEXTURE_ANIM_FAST, 0); RandomBanking(); if( bLoVolume) { m_soEffect.Set3DParameters(150.0f, 3.0f, 0.5f, 1.0f); } else { m_soEffect.Set3DParameters(150.0f, 3.0f, 1.0f, 1.0f); } PlaySound(m_soEffect, SOUND_EXPLOSION, SOF_3D); m_fSoundTime = GetSoundLength(SOUND_EXPLOSION); m_fWaitTime = 0.8f; if( bNoLight) { m_bLightSource = FALSE; } else { m_bLightSource = TRUE; m_iLightAnimation = 1; } }; void CannonPlaneExplosion(void) { SetPredictable(TRUE); Stretch(); SetModel(MDL_CANNON3D_EXPLOSION); CModelObject &moExplosion = *GetModelObject(); SetModelMainTexture(TXT_CANNON_EXPLOSION); moExplosion.mo_toTexture.PlayAnim(EXPLOSION_GRENADE_TEXTURE_ANIM_FAST, 0); SetNormalWithRandomBanking(); m_fWaitTime = 1.2f; m_bLightSource = FALSE; }; void Stain(void) { SetModel(MODEL_EXPLOSION_STAIN); SetModelMainTexture(TEXTURE_EXPLOSION_STAIN); SetNormalWithRandomBanking(); m_fWaitTime = 5.0f; m_fFadeTime = 2.5f; m_bLightSource = FALSE; ParentToNearestPolygonAndStretch(); }; void CannonStain(void) { Stretch(); SetModel(MODEL_CANNON_EXPLOSION_STAIN); SetModelMainTexture(TEXTURE_CANNON_EXPLOSION_STAIN); SetNormalWithRandomBanking(); m_fWaitTime = 5.0f; m_fFadeTime = 2.5f; m_bLightSource = FALSE; ParentToNearestPolygonAndStretch(); }; /************************************************************ * SHOCK / LASER WAVE * ************************************************************/ void ShockWave(void) { SetPredictable(TRUE); SetModel(MODEL_SHOCKWAVE); CModelObject &moShockwave = *GetModelObject(); moShockwave.PlayAnim(SHOCKWAVE_ANIM_FAST, 0); SetModelMainTexture(TEXTURE_SHOCKWAVE); SetNormal(); SetNonLoopingTexAnims(); m_fWaitTime = 0.4f; m_fFadeTime = 0.1f; m_bLightSource = FALSE; }; void CannonShockWave(void) { SetPredictable(TRUE); Stretch(); SetModel(MODEL_CANNONSHOCKWAVE); CModelObject &moShockwave = *GetModelObject(); moShockwave.PlayAnim(SHOCKWAVE_ANIM_SLOW, 0); SetModelMainTexture(TEXTURE_CANNONSHOCKWAVE); moShockwave.mo_toTexture.PlayAnim(SHOCKWAVE_TEXTURE_ANIM_SLOW, 0); SetNormal(); m_fWaitTime = 1.25f; m_fFadeTime = 0.25f; m_bLightSource = FALSE; }; void LaserWave(void) { SetModel(MODEL_LASERWAVE); GetModelObject()->StretchModel(FLOAT3D(0.75f, 0.75f, 0.75f)); ModelChangeNotify(); SetModelMainTexture(TEXTURE_LASERWAVE); SetNormalWithRandomBanking(); SetNonLoopingTexAnims(); m_fWaitTime = 0.05f; m_fFadeTime = 0.25f; m_bLightSource = TRUE; ParentToNearestPolygonAndStretch(); }; /************************************************************ * TELEPORT * ************************************************************/ void TeleportEffect(void) { SetPredictable(TRUE); Stretch(); SetModel(MODEL_TELEPORT_EFFECT); CModelObject &mo = *GetModelObject(); SetModelMainTexture(TEXTURE_TELEPORT_EFFECT); mo.PlayAnim(TELEPORT_ANIM_ACTIVATE, 0); RandomBanking(); FLOAT fSize = m_vStretch.MaxNorm(); m_soEffect.Set3DParameters(40.0f*fSize, 10.0f*fSize, 1.0f, 1.0f); PlaySound(m_soEffect, SOUND_TELEPORT, SOF_3D); m_fSoundTime = GetSoundLength(SOUND_TELEPORT); m_fWaitTime = 0.8f; m_bLightSource = FALSE; }; /************************************************************ * SUMMONER STAR EXPLOSION * ************************************************************/ void SummonerStarExplosion() { SetPredictable(TRUE); SetModel(MODEL_BULLET_HIT); SetModelMainTexture(TEXTURE_BULLET_HIT); m_fWaitTime=16.0f; m_tmWaitAfterDeath=8.0f; m_bLightSource = FALSE; m_vStretch = FLOAT3D(1.0f, 1.0f, 1.0f); Stretch(); }; /************************************************************ * BULLET HIT / STAIN * ************************************************************/ void BulletStainSand(BOOL bSound) { if( bSound) { m_soEffect.Set3DParameters(20.0f, 10.0f, 1.0f, 1.0f+FRnd()*0.2f); PlaySound(m_soEffect, SOUND_BULLET_SAND, SOF_3D); m_fSoundTime = GetSoundLength(SOUND_BULLET_SAND); } SetModel(MODEL_BULLET_STAIN); SetModelMainTexture(TEXTURE_BULLET_SAND); CModelObject &moHole = *GetModelObject(); moHole.StretchModel(FLOAT3D(1.5f, 1.5f, 1.5f)); ModelChangeNotify(); SetNormalWithRandomBanking(); m_fWaitTime = 2.0f; m_fFadeTime = 2.0f; m_bLightSource = FALSE; m_eptType = EPT_BULLET_SAND; FLOAT3D vTemp = m_vStretch; ParentToNearestPolygonAndStretch(); m_vStretch = vTemp; } void BulletStainRedSand(BOOL bSound) { if( bSound) { m_soEffect.Set3DParameters(20.0f, 10.0f, 1.0f, 1.0f+FRnd()*0.2f); PlaySound(m_soEffect, SOUND_BULLET_SAND, SOF_3D); m_fSoundTime = GetSoundLength(SOUND_BULLET_SAND); } SetModel(MODEL_BULLET_STAIN); SetModelMainTexture(TEXTURE_BULLET_SAND); CModelObject &moHole = *GetModelObject(); moHole.StretchModel(FLOAT3D(1.5f, 1.5f, 1.5f)); ModelChangeNotify(); moHole.mo_colBlendColor = 0x805030FF; SetNormalWithRandomBanking(); m_fWaitTime = 2.0f; m_fFadeTime = 2.0f; m_bLightSource = FALSE; m_eptType = EPT_BULLET_RED_SAND; FLOAT3D vTemp = m_vStretch; ParentToNearestPolygonAndStretch(); m_vStretch = vTemp; } void BulletStainStone(BOOL bSound, BOOL bSmoke) { if( bSound) { m_soEffect.Set3DParameters(20.0f, 10.0f, 1.0f, 1.0f+FRnd()*0.2f); PlaySound(m_soEffect, SOUND_BULLET_STONE, SOF_3D); m_fSoundTime = GetSoundLength(SOUND_BULLET_STONE); } SetModel(MODEL_BULLET_STAIN); SetModelMainTexture(TEXTURE_BULLET_STAIN); SetNormalWithRandomBanking(); m_fWaitTime = 2.0f; m_fFadeTime = 2.0f; m_bLightSource = FALSE; if( bSmoke) { m_eptType = EPT_BULLET_STONE; } else { m_eptType = EPT_BULLET_UNDER_WATER; } FLOAT3D vTemp = m_vStretch; ParentToNearestPolygonAndStretch(); m_vStretch = vTemp; } void BulletStainWater(BOOL bSound) { if( bSound) { m_soEffect.Set3DParameters(20.0f, 10.0f, 1.0f, 1.0f+FRnd()*0.2f); PlaySound(m_soEffect, SOUND_BULLET_WATER, SOF_3D); m_fSoundTime = GetSoundLength(SOUND_BULLET_WATER); } SetModel(MODEL_SHOCKWAVE); SetModelMainTexture(TEXTURE_WATER_WAVE); CModelObject &moShockwave = *GetModelObject(); moShockwave.PlayAnim(SHOCKWAVE_ANIM_MEDIUM, 0); moShockwave.StretchModel(FLOAT3D(0.25f, 0.25f, 0.25f)); ModelChangeNotify(); SetNormalWithRandomBanking(); FindGravityVectorFromSector(); m_fWaitTime = 0.5f; m_fFadeTime = 0.5f; m_bLightSource = FALSE; m_tmWaitAfterDeath = 1.0f; m_eptType = EPT_BULLET_WATER; } void BulletTrail(void) { Stretch(); SetModel(MODEL_BULLET_TRAIL); SetModelMainTexture(TEXTURE_BULLET_TRAIL); CModelObject &mo = *GetModelObject(); mo.mo_colBlendColor = m_colMultiplyColor; SetNormalForHalfFaceForward(); m_fWaitTime = 0.1f; m_bLightSource = FALSE; }; void BulletStainGrass(BOOL bSound) { if( bSound) { m_soEffect.Set3DParameters(20.0f, 10.0f, 1.0f, 1.0f+FRnd()*0.2f); PlaySound(m_soEffect, SOUND_BULLET_GRASS, SOF_3D); m_fSoundTime = GetSoundLength(SOUND_BULLET_GRASS); } SetModel(MODEL_BULLET_STAIN); SetModelMainTexture(TEXTURE_BULLET_STAIN); CModelObject &moHole = *GetModelObject(); moHole.StretchModel(FLOAT3D(1.5f, 1.5f, 1.5f)); ModelChangeNotify(); moHole.mo_colBlendColor = 0x80f080FF; SetNormalWithRandomBanking(); m_fWaitTime = 2.0f; m_fFadeTime = 2.0f; m_bLightSource = FALSE; m_eptType = EPT_BULLET_GRASS; FLOAT3D vTemp = m_vStretch; ParentToNearestPolygonAndStretch(); m_vStretch = vTemp; }; void BulletStainWood(BOOL bSound) { if( bSound) { m_soEffect.Set3DParameters(20.0f, 10.0f, 1.0f, 1.0f+FRnd()*0.2f); PlaySound(m_soEffect, SOUND_BULLET_WOOD, SOF_3D); m_fSoundTime = GetSoundLength(SOUND_BULLET_WOOD); } SetModel(MODEL_BULLET_STAIN); SetModelMainTexture(TEXTURE_BULLET_STAIN); CModelObject &moHole = *GetModelObject(); moHole.StretchModel(FLOAT3D(1.5f, 1.5f, 1.5f)); ModelChangeNotify(); moHole.mo_colBlendColor = 0xffc080FF; SetNormalWithRandomBanking(); m_fWaitTime = 2.0f; m_fFadeTime = 2.0f; m_bLightSource = FALSE; m_eptType = EPT_BULLET_WOOD; FLOAT3D vTemp = m_vStretch; ParentToNearestPolygonAndStretch(); m_vStretch = vTemp; }; void BulletStainSnow(BOOL bSound) { if( bSound) { m_soEffect.Set3DParameters(20.0f, 10.0f, 1.0f, 1.0f+FRnd()*0.2f); PlaySound(m_soEffect, SOUND_BULLET_SNOW, SOF_3D); m_fSoundTime = GetSoundLength(SOUND_BULLET_SNOW); } SetModel(MODEL_BULLET_STAIN); SetModelMainTexture(TEXTURE_BULLET_STAIN); CModelObject &moHole = *GetModelObject(); moHole.StretchModel(FLOAT3D(1.5f, 1.5f, 1.5f)); ModelChangeNotify(); moHole.mo_colBlendColor = 0x7f7f7fFF; SetNormalWithRandomBanking(); m_fWaitTime = 2.0f; m_fFadeTime = 2.0f; m_bLightSource = FALSE; m_eptType = EPT_BULLET_SNOW; FLOAT3D vTemp = m_vStretch; ParentToNearestPolygonAndStretch(); m_vStretch = vTemp; }; /************************************************************ * BLOOD SPILL / STAIN * ************************************************************/ // bullet hitpoint wound void BloodExplode(void) { // readout blood type const INDEX iBloodType = GetSP()->sp_iBlood; if( iBloodType<1) { return; } SetPredictable(TRUE); Stretch(); SetModel(MODEL_BLOOD_EXPLODE); if( iBloodType==3) { // flower mode! :) SetModelColor( RGBAToColor( 255,255,255,255)); switch( IRnd()&3) { case 1: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; } case 2: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER2); break; } case 3: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER3); break; } default: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; } } } else { SetModelMainTexture(TEXTURE_BLOOD_EXPLODE); if( iBloodType==2) { SetModelColor( RGBAToColor( 250,20,20,255)); } else { SetModelColor( RGBAToColor( 0,250,0,255)); } } //RandomBanking(); m_soEffect.Set3DParameters(7.5f, 5.0f, 1.0f, 1.0f); PlaySound(m_soEffect, SOUND_BULLET_FLESH, SOF_3D); m_fSoundTime = GetSoundLength(SOUND_BULLET_FLESH); m_fWaitTime = 0.25f; m_fFadeTime = 0.75f; m_bLightSource = FALSE; } // blood stain on wall/floor void BloodStain(void) { // readout blood type const INDEX iBloodType = GetSP()->sp_iBlood; if( iBloodType<1) { return; } Stretch(); SetModel(MODEL_BLOOD_STAIN); if( iBloodType==3) { // flower mode! :) SetModelColor( RGBAToColor( 255,255,255,255)); switch( IRnd()&3) { case 1: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; } case 2: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER2); break; } case 3: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER3); break; } default: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; } } } else { switch( IRnd()&3) { case 1: { SetModelMainTexture(TEXTURE_BLOOD_STAIN1); break; } case 2: { SetModelMainTexture(TEXTURE_BLOOD_STAIN2); break; } case 3: { SetModelMainTexture(TEXTURE_BLOOD_STAIN3); break; } default: { SetModelMainTexture(TEXTURE_BLOOD_STAIN4); break; } } if( iBloodType==2) { SetModelColor( RGBAToColor( 250,20,20,255)); } else { SetModelColor( RGBAToColor( 0,250,0,255)); } } SetNormalAndDirection(); m_fWaitTime = 12.0f + FRnd()*3.0f; m_fFadeTime = 3.0f; m_bLightSource = FALSE; m_fDepthSortOffset = -0.1f; ParentToNearestPolygonAndStretch(); } // blood stain on wall/floor that grows void BloodStainGrow(void) { // readout blood type const INDEX iBloodType = GetSP()->sp_iBlood; if( iBloodType<1) { return; } SetPredictable(TRUE); Stretch(); SetModel(MODEL_BLOOD_STAIN); if( iBloodType==3) { // flower mode! :) SetModelColor( RGBAToColor( 255,255,255,255)); switch( IRnd()&3) { case 1: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; } case 2: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER2); break; } case 3: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER3); break; } default: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; } } } else { SetModelMainTexture(TEXTURE_BLOOD_STAIN4); if( iBloodType==2) { SetModelColor( RGBAToColor( 250,20,20,255)); } else { SetModelColor( RGBAToColor( 0,250,0,255)); } } SetNormalAndDirection(); m_bLightSource = FALSE; m_fDepthSortOffset = -0.1f; ParentToNearestPolygonAndStretch(); m_fWaitTime = 15.0f + FRnd()*2.0f; m_fFadeTime = 2.0f; m_fFadeInSpeed = 4.0f; CModelObject &mo = *GetModelObject(); mo.PlayAnim(BLOOD_ANIM_GROW, 0); } // gizmo stain on wall/floor void GizmoStain(void) { // readout blood type const INDEX iBloodType = GetSP()->sp_iBlood; if( iBloodType<1) { return; } Stretch(); SetModel(MODEL_BLOOD_STAIN); if( iBloodType==3) { // flower mode! :) SetModelColor( RGBAToColor( 255,255,255,255)); switch( IRnd()&3) { case 1: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; } case 2: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER2); break; } case 3: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER3); break; } default: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; } } } else { SetModelColor( RGBAToColor( 0,250,0,255)); switch( IRnd()&3) { case 1: { SetModelMainTexture(TEXTURE_BLOOD_STAIN1); break; } case 2: { SetModelMainTexture(TEXTURE_BLOOD_STAIN2); break; } case 3: { SetModelMainTexture(TEXTURE_BLOOD_STAIN3); break; } default: { SetModelMainTexture(TEXTURE_BLOOD_STAIN4); break; } } } SetNormalAndDirection(); m_fWaitTime = 15.0f + FRnd()*2.0f; m_fFadeTime = 2.0f; m_bLightSource = FALSE; m_fDepthSortOffset = -0.1f; ParentToNearestPolygonAndStretch(); } // bullet exit wound blood on wall/floor void BloodSpill(COLOR colBloodSpillColor) { // readout blood type const INDEX iBloodType = GetSP()->sp_iBlood; if( iBloodType<1) { return; } Stretch(); SetModel(MODEL_BLOOD_STAIN); if( iBloodType==3) { // flower mode! :) SetModelColor( RGBAToColor( 255,255,255,255)); switch( IRnd()&3) { case 1: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; } case 2: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER2); break; } case 3: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER3); break; } default: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; } } } else { switch( IRnd()%5) { case 1: { SetModelMainTexture(TEXTURE_BLOOD_SPILL1); break; } case 2: { SetModelMainTexture(TEXTURE_BLOOD_SPILL2); break; } case 3: { SetModelMainTexture(TEXTURE_BLOOD_SPILL1); break; } case 4: { SetModelMainTexture(TEXTURE_BLOOD_SPILL2); break; } default: { SetModelMainTexture(TEXTURE_BLOOD_SPILL3); break; } } if( iBloodType==2) { SetModelColor( colBloodSpillColor); } else { SetModelColor( RGBAToColor( 0,250,0,255)); } } SetNormalAndDirection(); m_fWaitTime = 15.0f + FRnd()*2.0f; m_fFadeTime = 2.0f; m_bLightSource = FALSE; ParentToNearestPolygonAndStretch(); } procedures: /************************************************************ * M A I N * ************************************************************/ Main(ESpawnEffect eSpawn) { if(eSpawn.betType==BET_GIZMO_SPLASH_FX || eSpawn.betType==BET_EXPLOSION_DEBRIS || eSpawn.betType==BET_EXPLOSION_SMOKE || eSpawn.betType==BET_SUMMONERSTAREXPLOSION || eSpawn.betType==BET_COLLECT_ENERGY || eSpawn.betType==BET_GROWING_SWIRL|| eSpawn.betType==BET_DISAPPEAR_DUST|| /*eSpawn.betType==BET_SNIPER_RESIDUE ||*/ eSpawn.betType==BET_DUST_FALL) { InitAsEditorModel(); } else { InitAsModel(); } SetPhysicsFlags(EPF_MODEL_IMMATERIAL); SetCollisionFlags(ECF_IMMATERIAL); SetFlags(GetFlags() | ENF_SEETHROUGH); // set appearance m_tmSpawn = _pTimer->CurrentTick(); m_vNormal = eSpawn.vNormal; m_vDirection = eSpawn.vDirection; m_vStretch = eSpawn.vStretch; m_betType = eSpawn.betType; m_colMultiplyColor = eSpawn.colMuliplier; switch (m_betType) { case BET_ROCKET: ProjectileExplosion(); break; case BET_ROCKET_PLANE: ProjectilePlaneExplosion(); break; case BET_GRENADE: GrenadeExplosion(); break; case BET_GRENADE_PLANE: GrenadePlaneExplosion(); break; case BET_EXPLOSIONSTAIN: Stain(); break; case BET_SHOCKWAVE: ShockWave(); break; case BET_LASERWAVE: LaserWave(); break; case BET_BULLETTRAIL: BulletTrail(); break; case BET_BULLETSTAINSAND: BulletStainSand(TRUE); break; case BET_BULLETSTAINREDSAND: BulletStainRedSand(TRUE); break; case BET_BULLETSTAINSTONE: BulletStainStone(TRUE, TRUE); break; case BET_BULLETSTAINWATER: BulletStainWater(TRUE); break; case BET_BULLETSTAINUNDERWATER: BulletStainStone(TRUE, FALSE); break; case BET_BULLETSTAINSANDNOSOUND: BulletStainSand(FALSE); break; case BET_BULLETSTAINREDSANDNOSOUND: BulletStainRedSand(FALSE); break; case BET_BULLETSTAINSTONENOSOUND: BulletStainStone(FALSE, TRUE); break; case BET_BULLETSTAINWATERNOSOUND: BulletStainWater(FALSE); break; case BET_BULLETSTAINUNDERWATERNOSOUND: BulletStainStone(FALSE, FALSE); break; case BET_BLOODSPILL: BloodSpill(m_colMultiplyColor); break; case BET_BLOODSTAIN: BloodStain(); break; case BET_GIZMOSTAIN: GizmoStain(); break; case BET_BLOODSTAINGROW: BloodStainGrow(); break; case BET_BLOODEXPLODE: BloodExplode(); break; case BET_CANNON: CannonExplosion(FALSE, FALSE); break; case BET_CANNON_NOLIGHT: CannonExplosion(TRUE, TRUE); break; case BET_LIGHT_CANNON: CannonExplosion(TRUE, FALSE); break; case BET_CANNON_PLANE: CannonPlaneExplosion(); break; case BET_CANNONEXPLOSIONSTAIN: CannonStain(); break; case BET_CANNONSHOCKWAVE: CannonShockWave(); break; case BET_TELEPORT: TeleportEffect(); break; case BET_BOMB: BombExplosion(); break; case BET_GIZMO_SPLASH_FX: GizmoSplashFX(); break; case BET_BULLETSTAINGRASS: BulletStainGrass(TRUE); break; case BET_BULLETSTAINGRASSNOSOUND: BulletStainGrass(FALSE); break; case BET_BULLETSTAINWOOD: BulletStainWood(TRUE); break; case BET_BULLETSTAINWOODNOSOUND: BulletStainWood(FALSE); break; case BET_EXPLOSION_DEBRIS: ExplosionDebris(); break; case BET_COLLECT_ENERGY: CollectEnergy(); break; /*case BET_SNIPER_RESIDUE: SniperResidue(); break;*/ case BET_EXPLOSION_SMOKE: ExplosionSmoke(); break; case BET_SUMMONERSTAREXPLOSION: SummonerStarExplosion(); break; case BET_GROWING_SWIRL: GrowingSwirl(); break; case BET_DISAPPEAR_DUST: DisappearDust(); break; case BET_DUST_FALL: DustFall(); break; case BET_BULLETSTAINSNOW: BulletStainSnow(TRUE); break; case BET_BULLETSTAINSNOWNOSOUND: BulletStainSnow(FALSE); break; default: ASSERTALWAYS("Unknown effect type"); } // setup light source if (m_bLightSource) { SetupLightSource(); } wait() { on (EBegin) : { call EffectLoop(); } on (EBrushDestroyed) : { stop; } on (EStop) : { stop; } on (EReturn) : { stop; } } // cease to exist Destroy(); return; } // standard effect loop EffectLoop() { // wait if (m_fWaitTime>0.0f) { autowait(m_fWaitTime); } // fading if (m_fFadeTime>0.0f) { m_fFadeStartTime = _pTimer->CurrentTick(); m_fFadeStartAlpha = ((GetModelColor()&CT_AMASK)>>CT_ASHIFT) / 255.0f; m_bFade = TRUE; autowait(m_fFadeTime); m_bFade = FALSE; } // wait for sound to end if (m_fSoundTime > m_fWaitTime+m_fFadeTime) { SwitchToEditorModel(); autowait(m_fSoundTime - (m_fWaitTime+m_fFadeTime)); } if (m_tmWaitAfterDeath>0.0f) { if( en_RenderType != RT_EDITORMODEL) { SwitchToEditorModel(); } autowait(m_tmWaitAfterDeath); } return EReturn(); } };