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Video_3.4.cpp
645 lines (544 loc) · 16.8 KB
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Video_3.4.cpp
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#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "explode.h"
// g_sModelIndexFireball is located here now, no longer in explode.h
#include "weapons.h"
class CEffectTest : public CBaseEntity
{
public:
void Spawn() override;
void Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value) override;
};
LINK_ENTITY_TO_CLASS(effect_test, CEffectTest);
void CEffectTest::Spawn()
{
// Nothing really
}
void CEffectTest::Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value)
{
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_EXPLOSION);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_SHORT(g_sModelIndexFireball);
WRITE_BYTE(20); // scale * 10
WRITE_BYTE(15); // framerate
WRITE_BYTE(TE_EXPLFLAG_NONE);
MESSAGE_END();
}
class CEffectTest2 : public CBaseEntity
{
public:
void Spawn() override;
void Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value) override;
void TE_BeamPoints();
void TE_Gunshot();
void TE_Smoke();
void TE_Tracer();
void TE_Lightning();
void TE_Sparks();
void TE_BspDecal();
void TE_Implosion();
void TE_SpriteTrail();
void TE_Sprite();
void TE_BeamTorus();
void TE_DLight();
void TE_ELight();
void TE_Line();
void TE_Box();
void TE_LargeFunnel();
void TE_BloodStream();
void TE_Fizz();
void TE_Model();
void TE_ExplodeModel();
void TE_BreakModel();
void TE_SpriteSpray();
void TE_ArmorRicochet();
void TE_Bubbles();
void TE_BubbleTrail();
void TE_ParticleBurst();
void TE_FireField();
private:
short m_BeamSprite{};
short m_FireSprite{};
short m_SmokeSprite{};
short m_ShockwaveSprite{};
short m_LightningSprite{};
short m_GlowSprite{};
short m_RockModel{};
short m_SkullModel{};
};
LINK_ENTITY_TO_CLASS(effect_test2, CEffectTest2);
void CEffectTest2::Spawn()
{
m_BeamSprite = PRECACHE_MODEL("sprites/lgtning.spr");
m_FireSprite = PRECACHE_MODEL("sprites/fire.spr");
m_SmokeSprite = PRECACHE_MODEL("sprites/steam1.spr");
m_ShockwaveSprite = PRECACHE_MODEL("sprites/shockwave.spr");
m_LightningSprite = PRECACHE_MODEL("sprites/xbeam5.spr");
m_GlowSprite = PRECACHE_MODEL("sprites/xspark4.spr");
m_RockModel = PRECACHE_MODEL("models/rockgibs.mdl");
m_SkullModel = PRECACHE_MODEL("models/gib_skull.mdl");
}
void CEffectTest2::Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value)
{
switch (pev->button)
{
case 0: TE_BeamPoints(); break;
case 1: TE_Gunshot(); break;
case 2: TE_Smoke(); break;
case 3: TE_Tracer(); break;
case 4: TE_Lightning(); break;
case 5: TE_Sparks(); break;
case 6: TE_BspDecal(); break;
case 7: TE_Implosion(); break;
case 8: TE_SpriteTrail(); break;
case 9: TE_Sprite(); break;
case 10: TE_BeamTorus(); break;
case 11: TE_DLight(); break;
case 12: TE_ELight(); break;
case 13: TE_Line(); break;
case 14: TE_LargeFunnel(); break;
case 15: TE_BloodStream(); break;
case 16: TE_Fizz(); break;
case 17: TE_Model(); break;
case 18: TE_ExplodeModel(); break;
case 19: TE_BreakModel(); break;
case 20: TE_SpriteSpray(); break;
case 21: TE_ArmorRicochet(); break;
case 22: TE_Bubbles(); break;
case 23: TE_BubbleTrail(); break;
case 24: TE_ParticleBurst(); break;
case 25: TE_FireField(); break;
}
}
void CEffectTest2::TE_BeamPoints()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BEAMPOINTS);
WRITE_COORD(pev->origin.x); // start position
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z - 64.0f);
WRITE_COORD(pev->origin.x); // end position
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 64.0f);
WRITE_SHORT(m_BeamSprite); // sprite index
WRITE_BYTE(0); // starting frame
WRITE_BYTE(100); // frame rate in 0.1's
WRITE_BYTE(60); // life in 0.1's
WRITE_BYTE(50); // line width in 0.1's
WRITE_BYTE(20); // noise amplitude in 0.01's
WRITE_BYTE(255); // colour R
WRITE_BYTE(160); // colour G
WRITE_BYTE(0); // colour B
WRITE_BYTE(255); // brightness
WRITE_BYTE(50); // scroll speed in 0.1's
MESSAGE_END();
}
void CEffectTest2::TE_Gunshot()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_GUNSHOT);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
MESSAGE_END();
}
void CEffectTest2::TE_Smoke()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SMOKE);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_SHORT(m_SmokeSprite); // smoke sprite index
WRITE_BYTE(50); // 5x scale
WRITE_BYTE(10); // 10fps
MESSAGE_END();
}
void CEffectTest2::TE_Tracer()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_TRACER);
WRITE_COORD(pev->origin.x - 64.0f);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(pev->origin.x + 64.0f);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
MESSAGE_END();
}
void CEffectTest2::TE_Lightning()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_LIGHTNING);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 64.0f);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z - 64.0f);
WRITE_BYTE(50); // 5 seconds of beam life
WRITE_BYTE(200); // 20 units wide
WRITE_BYTE(40); // 40% noise amplitude
WRITE_SHORT(m_LightningSprite);
MESSAGE_END();
}
void CEffectTest2::TE_Sparks()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SPARKS);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
MESSAGE_END();
}
#include "decals.h"
void CEffectTest2::TE_BspDecal()
{
// First we actually gotta trace down to da ground
TraceResult tr;
UTIL_TraceLine(pev->origin, pev->origin - Vector(0.0f, 0.0f, 100.0f), ignore_monsters, edict(), &tr);
// We use MSG_BROADCAST here because we wanna make sure
// the decal spawns in each client's world
MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY);
WRITE_BYTE(TE_BSPDECAL);
WRITE_COORD(tr.vecEndPos.x);
WRITE_COORD(tr.vecEndPos.y);
WRITE_COORD(tr.vecEndPos.z);
WRITE_SHORT(gDecals[DECAL_SCORCH1].index); // Decal ID
WRITE_SHORT(0); // Worldspawn
MESSAGE_END();
}
void CEffectTest2::TE_Implosion()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_IMPLOSION);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_BYTE(200); // radius
WRITE_BYTE(150); // count
WRITE_BYTE(2); // 0.2 seconds of life
MESSAGE_END();
}
void CEffectTest2::TE_SpriteTrail()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SPRITETRAIL);
WRITE_COORD(pev->origin.x - 64.0f);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(pev->origin.x + 64.0f);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_SHORT(m_GlowSprite);
WRITE_BYTE(150); // count
WRITE_BYTE(2); // 0.2 seconds of life
WRITE_BYTE(15); // 1.5x scale
WRITE_BYTE(30); // 300 units/sec along vector
WRITE_BYTE(2); // 20 units of randomness
MESSAGE_END();
}
void CEffectTest2::TE_Sprite()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SPRITE);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_SHORT(m_GlowSprite);
WRITE_BYTE(10); // 1x scale
WRITE_BYTE(100); // about 40% brightness
MESSAGE_END();
}
void CEffectTest2::TE_BeamTorus()
{
for (int i = 1; i <= 4; i++)
{
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BEAMCYLINDER);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z - 32.0f + (i * 16.0f));
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + (1200.0f / i)); // point up, radius 1000 units
WRITE_SHORT(m_BeamSprite);
WRITE_BYTE(i); // starting frame
WRITE_BYTE(250); // 25 fps
WRITE_BYTE(20 + (i * 3)); // 2.3 then 2.6 seconds of life
WRITE_BYTE(50); // 5 units wide
WRITE_BYTE(0); // no noise (doesn't work)
WRITE_BYTE(230 + (i * 4)); // colour R
WRITE_BYTE(220 - (i * 10)); // colour G
WRITE_BYTE(210 - (i * 30)); // colour B
WRITE_BYTE(255); // brightness
WRITE_BYTE(0); // don't scroll (doesn't work)
MESSAGE_END();
}
}
void CEffectTest2::TE_DLight()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_DLIGHT);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_BYTE(20); // 200 units of radius
WRITE_BYTE(255); // colour R
WRITE_BYTE(100); // colour G
WRITE_BYTE(100); // colour B
WRITE_BYTE(160); // brightness
WRITE_BYTE(10); // 100 units of "life"
WRITE_BYTE(1); // decay 10 units per second, affects radius
MESSAGE_END();
}
void CEffectTest2::TE_ELight()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_ELIGHT);
WRITE_SHORT(0); // Do not follow any entity
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(200); // 200 units of radius
WRITE_BYTE(255); // colour R
WRITE_BYTE(100); // colour G
WRITE_BYTE(100); // colour B
WRITE_BYTE(10); // 100 units of "life"
WRITE_COORD(10); // decay 10 units per second, affects radius
MESSAGE_END();
}
void CEffectTest2::TE_Line()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_LINE);
WRITE_COORD(pev->origin.x - 64.0f);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(pev->origin.x + 64.0f);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_SHORT(10); // 1 second of life
WRITE_BYTE(255); // colour R
WRITE_BYTE(255); // colour G
WRITE_BYTE(255); // colour B
MESSAGE_END();
}
void CEffectTest2::TE_Box()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BOX);
WRITE_COORD(pev->origin.x - 64.0f);
WRITE_COORD(pev->origin.y - 32.0f);
WRITE_COORD(pev->origin.z - 16.0f);
WRITE_COORD(pev->origin.x + 64.0f);
WRITE_COORD(pev->origin.y + 32.0f);
WRITE_COORD(pev->origin.z + 64.0f);
WRITE_SHORT(10); // 1 second of life
WRITE_BYTE(255); // colour R
WRITE_BYTE(255); // colour G
WRITE_BYTE(255); // colour B
MESSAGE_END();
}
void CEffectTest2::TE_LargeFunnel()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_LARGEFUNNEL);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_SHORT(m_GlowSprite);
WRITE_SHORT(0); // flag 1 = go in reverse
MESSAGE_END();
}
void CEffectTest2::TE_BloodStream()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BLOODSTREAM);
WRITE_COORD(pev->origin.x); // start position
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(0.5f); // spray vector
WRITE_COORD(0.0f);
WRITE_COORD(0.5f);
WRITE_BYTE(71); // colour from the engine's colour palette (71 is really red)
WRITE_BYTE(150); // speed
MESSAGE_END();
}
void CEffectTest2::TE_Fizz()
{
// Load any random model & set self to invisible
SET_MODEL(edict(), "sprites/steam1.spr");
pev->rendermode = kRenderTransTexture;
pev->renderamt = 1;
// Must also set bbox for the fizz to appear in
pev->size = {64.0f, 64.0f, 64.0f};
pev->maxs = pev->size / 2.0f;
pev->mins = pev->mins * -1.0f;
pev->absmax = pev->origin + pev->size / 2.0f;
pev->absmax = pev->origin - pev->size / 2.0f;
// Link into the BSP so the entity can be transmitted to clients
UTIL_SetOrigin(pev, pev->origin);
// rendercolor encodes the velocity vector for the bubbles
pev->rendercolor.x = 4.0f;
pev->rendercolor.y = 0.0f;
pev->rendercolor.z = 2.0f;
for (int i = 0; i < 4; i++)
{
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_FIZZ);
WRITE_SHORT(ENTINDEX(edict())); // emit from this entity
// this entity must be transmitted to the client!!!
WRITE_SHORT(m_GlowSprite);
WRITE_BYTE(20); // density
MESSAGE_END();
}
}
void CEffectTest2::TE_Model()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_MODEL);
WRITE_COORD(pev->origin.x); // starting position
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(20.0f); // velocity
WRITE_COORD(0.0f);
WRITE_COORD(100.0f);
WRITE_ANGLE(0.0f); // initial yaw
WRITE_SHORT(m_RockModel); // model index
WRITE_BYTE(BOUNCE_CONCRETE); // bounce sound type
WRITE_BYTE(100); // 10 seconds of life
MESSAGE_END();
}
void CEffectTest2::TE_ExplodeModel()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_EXPLODEMODEL);
WRITE_COORD(pev->origin.x); // starting position
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(500.0f); // velocity
WRITE_SHORT(m_SkullModel); // model index
WRITE_SHORT(50); // count
WRITE_BYTE(40); // 4 seconds of life
MESSAGE_END();
}
void CEffectTest2::TE_BreakModel()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BREAKMODEL);
WRITE_COORD(pev->origin.x); // starting position
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(100.0f); // bbox size
WRITE_COORD(100.0f);
WRITE_COORD(100.0f);
WRITE_COORD(0.0f); // velocity
WRITE_COORD(0.0f);
WRITE_COORD(200.0f);
WRITE_BYTE(4); // 40 units of randomness
WRITE_SHORT(m_RockModel); // model index
WRITE_BYTE(0); // count - let the client decide
WRITE_BYTE(40); // 4 seconds of life
WRITE_BYTE(BREAK_CONCRETE); // flags
MESSAGE_END();
}
void CEffectTest2::TE_SpriteSpray()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SPRITE_SPRAY);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(0.0f);
WRITE_COORD(0.0f);
WRITE_COORD(100.0f);
WRITE_SHORT(m_GlowSprite);
WRITE_BYTE(50); // count
WRITE_BYTE(10); // speed??
WRITE_BYTE(20); // noise
MESSAGE_END();
}
void CEffectTest2::TE_ArmorRicochet()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_ARMOR_RICOCHET);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_BYTE(10); // 1x scale
MESSAGE_END();
}
void CEffectTest2::TE_Bubbles()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BUBBLES);
WRITE_COORD(pev->origin.x - 64.0f);
WRITE_COORD(pev->origin.y - 64.0f);
WRITE_COORD(pev->origin.z - 64.0f);
WRITE_COORD(pev->origin.x + 64.0f);
WRITE_COORD(pev->origin.y + 64.0f);
WRITE_COORD(pev->origin.z + 64.0f);
WRITE_COORD(100.0f); // float up to 50 units
WRITE_SHORT(m_SmokeSprite);
WRITE_BYTE(50); // 50 of em
WRITE_COORD(50.0f); // speed
MESSAGE_END();
}
void CEffectTest2::TE_BubbleTrail()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BUBBLETRAIL);
WRITE_COORD(pev->origin.x - 64.0f);
WRITE_COORD(pev->origin.y - 64.0f);
WRITE_COORD(pev->origin.z - 8.0f);
WRITE_COORD(pev->origin.x + 64.0f);
WRITE_COORD(pev->origin.y + 64.0f);
WRITE_COORD(pev->origin.z + 8.0f);
WRITE_COORD(100.0f); // float up to 50 units
WRITE_SHORT(m_SmokeSprite);
WRITE_BYTE(50); // 50 of em
WRITE_COORD(50.0f); // speed
MESSAGE_END();
}
void CEffectTest2::TE_ParticleBurst()
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_PARTICLEBURST);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(50.0f); // radius
WRITE_BYTE(BLOOD_COLOR_RED); // colour
WRITE_BYTE(10); // duration
MESSAGE_END();
}
void CEffectTest2::TE_FireField()
{
// Also trace to the ground
TraceResult tr;
UTIL_TraceLine(pev->origin, pev->origin - Vector(0.0f, 0.0f, 100.0f), ignore_monsters, edict(), &tr);
// This loop is a chunky one, it sends 110 bytes total
// It would be better to spawn this dynamically, in phases, in some Think method
for (int i = 0; i < 10; i++)
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_FIREFIELD);
WRITE_COORD(tr.vecEndPos.x);
WRITE_COORD(tr.vecEndPos.y);
// offset the Z a little bit so the fire mostly isn't inside the ground
WRITE_COORD(tr.vecEndPos.z + 30.0f - float(i * 2));
WRITE_SHORT(64 + (i * 24)); // radius
WRITE_SHORT(m_FireSprite);
WRITE_BYTE(20); // count; will be 200 total
WRITE_BYTE(TEFIRE_FLAG_LOOP // loop at 15fps
| TEFIRE_FLAG_PLANAR // spawn on a flat plane
| TEFIRE_FLAG_ADDITIVE); // additive render mode
WRITE_BYTE(150 + (i * 10)); // inner ring -> 15 secs; outer ring -> 24 secs
MESSAGE_END();
}
}