cl_dll/fx.cpp
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return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
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return false;
}
// --> FF
extern ConVar muzzleflash_light;
// dlight scale
extern ConVar cl_ffdlight_muzzle;
// <-- FF
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
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pParticle->m_flRollDelta = 0.0f;
}
//
// Smoke
//
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pParticle->m_flRollDelta = 0.0f;
}
// --> FF
if ( muzzleflash_light.GetBool() )
{
// dlight scale
float flDLightScale = cl_ffdlight_muzzle.GetFloat();
dlight_t *dl = NULL;
if (flDLightScale > 0.0f)
// Make a dlight (that's a "D" for dynamic so everything lights up, YAAAAYYYYY!)
//dl = effects->CL_AllocDlight( LIGHT_INDEX_MUZZLEFLASH + index );
dl = effects->CL_AllocDlight( 0 ); // 0 allows multiple dynamic lights at the same time
if (dl) // I'm scared, daddy...of NULL pointers.
{
dl->origin = origin;
dl->radius = random->RandomFloat( 56, 72 ) * flDLightScale; // sorta small radius for muzzle flash
dl->die = gpGlobals->curtime + 0.05; // die = current time + life
dl->decay = dl->radius / 0.05; // radius / life = good fade
dl->color.r = 255;
dl->color.g = 192;
dl->color.b = 64;
dl->color.exponent = 5; // essentially the brightness...also determines the gradient, basically
}
}
// <-- FF
//
// Smoke
//
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if ( pParticle == NULL )
return;
alpha = random->RandomInt( 32, 84 );
color = random->RandomInt( 64, 164 );
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
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if ( pParticle == NULL )
return;
int alpha = random->RandomInt( 32, 84 );
int color = random->RandomInt( 64, 164 );
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
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pParticle->m_flRollDelta = 0.0f;
}
if ( !ToolsEnabled() )
return;
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pParticle->m_flRollDelta = 0.0f;
}
// --> FF
if ( muzzleflash_light.GetBool() )
{
// dlight scale
float flDLightScale = cl_ffdlight_muzzle.GetFloat();
dlight_t *dl = NULL;
if (flDLightScale > 0.0f)
// Make a dlight (that's a "D" for dynamic so everything lights up, YAAAAYYYYY!)
//dl = effects->CL_AllocDlight( LIGHT_INDEX_MUZZLEFLASH + index );
dl = effects->CL_AllocDlight( 0 ); // 0 allows multiple dynamic lights at the same time
if (dl) // I'm scared, daddy...of NULL pointers.
{
dl->origin = pSimple->GetSortOrigin();
dl->radius = random->RandomFloat( 56, 72 ) * flDLightScale; // sorta small radius for muzzle flash
dl->die = gpGlobals->curtime + 0.05; // die = current time + life
dl->decay = dl->radius / 0.05; // radius / life = good fade
dl->color.r = 255;
dl->color.g = 192;
dl->color.b = 64;
dl->color.exponent = 5; // essentially the brightness...also determines the gradient, basically
}
}
// <-- FF
if ( !ToolsEnabled() )
return;
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if ( data.m_nAttachmentIndex )
{
//FIXME: We also need to allocate these particles into an attachment space setup
pRenderable->GetAttachment( data.m_nAttachmentIndex, vecOrigin, vecAngles );
}
else
{
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if ( data.m_nAttachmentIndex )
{
//FIXME: We also need to allocate these particles into an attachment space setup
//pRenderable->GetAttachment( data.m_nAttachmentIndex, vecOrigin, vecAngles );
// Mirv: Fix for SG muzzleflashes
tempents->MuzzleFlash(data.m_fFlags & (~MUZZLEFLASH_FIRSTPERSON), data.m_hEntity, data.m_nAttachmentIndex, (data.m_fFlags & MUZZLEFLASH_FIRSTPERSON) != 0);
return;
}
else
{
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}
DECLARE_CLIENT_EFFECT( "MuzzleFlash", MuzzleFlashCallback );
//-----------------------------------------------------------------------------
// Purpose:
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}
DECLARE_CLIENT_EFFECT( "MuzzleFlash", MuzzleFlashCallback );
//-----------------------------------------------------------------------------
// Purpose:
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VectorSubtract( end, start, shotDir );
totalDist = VectorNormalize( shotDir );
//Don't make small tracers
if ( totalDist <= 256 )
return;
float length = random->RandomFloat( 128.0f, 256.0f );
float life = ( totalDist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well
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VectorSubtract( end, start, shotDir );
totalDist = VectorNormalize( shotDir );
// --> Mirv: No do make small tracers
//Don't make small tracers
//if ( totalDist <= 256 )
// return;
// <--
float length = random->RandomFloat( 128.0f, 256.0f );
float life = ( totalDist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well