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class EffBulletImpactBase : EffectParticle
{
static const int SURVIVOR_HEAD = 0; // Head component
static const int INFECTED_HEAD = 3; // Head component
static float DEFAULT_PROJECTILE_WEIGHT = 0.015;
float MIN_SCALING_PARAM = 0.1;
Object m_DirectHit;
float m_StoppingForce;
float m_Weight; // projectile weight in kg
int m_ImpactType;
int m_ComponentIndex;
vector m_Pos;
vector m_SurfNormal;
vector m_ExitPos;
vector m_InSpeed;
vector m_OutSpeed;
string m_AmmoType;
static vector INVALID = "0 0 0";
// Particle Effects
int m_ParticleEnter = -1;
int m_ParticleExit = -1;
int m_ParticleRicochet = -1;
// Calculations
float m_EnterSplashCoef = 0.003;
float m_ExitSplashCoef = 0.002;
float m_RicochetSplashCoef = 0.002;
float m_EnterAngledSplashCoef = 0.01;
float m_AngledEnter = 0.40;
void EffBulletImpactBase()
{
}
override void OnCheckUpdate()
{
//DbgUI.Text( m_ammoType );
}
void SetEnterParticle(int id)
{
m_ParticleEnter = id;
}
void SetExitParticle(int id)
{
m_ParticleExit = id;
}
void SetRicochetParticle(int id)
{
m_ParticleRicochet = id;
}
void SetSingleParticle(int id)
{
SetEnterParticle(id);
SetExitParticle(id);
SetRicochetParticle(id);
}
void SetAngledEnterValue(float f)
{
m_AngledEnter = f;
}
void EvaluateEffect(Object directHit, int componentIndex, vector pos, int impact_type, vector surfNormal, vector exitPos, vector inSpeed, vector outSpeed, string ammoType)
{
m_DirectHit = directHit;
m_Pos = pos;
m_ImpactType = impact_type;
m_ComponentIndex = componentIndex;
m_SurfNormal = surfNormal;
m_ExitPos = exitPos;
m_InSpeed = inSpeed;
m_OutSpeed = outSpeed;
m_AmmoType = ammoType;
m_Weight = GetGame().ConfigGetFloat("CfgAmmo " + ammoType + " weight");
m_StoppingForce = CalculateStoppingForce(m_InSpeed.Length(), m_OutSpeed.Length(), ammoType, m_Weight);
}
float CalculateStoppingForce(float in_speedf, float out_speedf, string ammoType, float weight)
{
if ( m_ImpactType == ImpactTypes.MELEE )
{
return Math.RandomFloat(50, 100);
}
float projectile_weight_coef = weight / DEFAULT_PROJECTILE_WEIGHT;
float stopping_force = (in_speedf - out_speedf) * projectile_weight_coef;
return stopping_force;
}
void OnEnterCalculations( Particle p )
{
// All values represent scale
float velocity_min = (m_StoppingForce * m_EnterSplashCoef);
float velocity_max = (m_StoppingForce * m_EnterSplashCoef);
float size = (m_StoppingForce * m_EnterSplashCoef);
float birth_rate = (m_StoppingForce * m_EnterSplashCoef);
float air_resistance = velocity_min;
float lifetime = (m_StoppingForce * m_EnterSplashCoef);
float lifetime_rnd = (m_StoppingForce * m_EnterSplashCoef);
if ( m_AmmoType == "Bullet_12GaugePellets" )
{
birth_rate *= 0.5;
velocity_min *= 2;
velocity_max *= 2;
}
if (velocity_min < 0.75)
velocity_min = 0.75;
if (size < 0.75)
size = 0.75;
if (lifetime < 0.5)
lifetime = 0.5;
if (lifetime_rnd < 0.5)
lifetime_rnd = 0.5;
if (velocity_max < 1)
velocity_max = 1;
/*Print("===============");
Print(velocity_min);
Print(velocity_max);
Print(size);
Print(birth_rate);
Print(air_resistance);
Print(lifetime);
Print(lifetime_rnd);*/
p.ScaleParticleParam(EmitorParam.VELOCITY, velocity_min);
p.ScaleParticleParam(EmitorParam.VELOCITY_RND, velocity_max);
p.ScaleParticleParam(EmitorParam.SIZE, size);
p.ScaleParticleParam(EmitorParam.BIRTH_RATE, birth_rate);
p.ScaleParticleParam(EmitorParam.AIR_RESISTANCE, air_resistance);
p.ScaleParticleParam(EmitorParam.AIR_RESISTANCE_RND, air_resistance);
p.ScaleParticleParam(EmitorParam.LIFETIME, lifetime);
p.ScaleParticleParam(EmitorParam.LIFETIME_RND, lifetime_rnd);
}
void OnExitCalculations(Particle p, float outSpeedf)
{
float velocity_min = 1 + (outSpeedf * m_ExitSplashCoef);
float velocity_max = 1 + (outSpeedf * m_ExitSplashCoef);
float size = 1 + ( outSpeedf * m_ExitSplashCoef);
float birth_rate = 1 + (outSpeedf * m_ExitSplashCoef);
if (velocity_min < MIN_SCALING_PARAM)
velocity_min = MIN_SCALING_PARAM;
if (size < MIN_SCALING_PARAM)
size = MIN_SCALING_PARAM;
if (birth_rate < MIN_SCALING_PARAM)
birth_rate = MIN_SCALING_PARAM;
p.ScaleParticleParam(EmitorParam.VELOCITY, velocity_min);
p.ScaleParticleParam(EmitorParam.VELOCITY_RND, velocity_max);
p.ScaleParticleParam(EmitorParam.SIZE, size);
p.ScaleParticleParam(EmitorParam.BIRTH_RATE, birth_rate);
}
void OnRicochetCalculations(Particle p, float outspeedf)
{
float velocity_min = MIN_SCALING_PARAM + (m_StoppingForce * m_RicochetSplashCoef);
float velocity_max = MIN_SCALING_PARAM + (m_StoppingForce * m_RicochetSplashCoef);
float size = MIN_SCALING_PARAM + ( m_StoppingForce * m_RicochetSplashCoef);
float birth_rate = MIN_SCALING_PARAM + (m_StoppingForce * m_RicochetSplashCoef);
if (velocity_min < MIN_SCALING_PARAM)
velocity_min = MIN_SCALING_PARAM;
if (size < MIN_SCALING_PARAM)
size = MIN_SCALING_PARAM;
if (birth_rate < MIN_SCALING_PARAM)
birth_rate = MIN_SCALING_PARAM;
p.ScaleParticleParam(EmitorParam.VELOCITY, velocity_min);
p.ScaleParticleParam(EmitorParam.VELOCITY_RND, velocity_max);
p.ScaleParticleParam(EmitorParam.SIZE, size);
p.ScaleParticleParam(EmitorParam.BIRTH_RATE, birth_rate);
}
void OnEnterAngledCalculations(Particle p)
{
float velocity_min = MIN_SCALING_PARAM + (m_StoppingForce * m_EnterAngledSplashCoef);
float velocity_max = MIN_SCALING_PARAM + (m_StoppingForce * m_EnterAngledSplashCoef);
float size = MIN_SCALING_PARAM + (m_StoppingForce * m_EnterAngledSplashCoef);
float birth_rate = MIN_SCALING_PARAM + (m_StoppingForce * m_EnterAngledSplashCoef);
if (velocity_min < MIN_SCALING_PARAM)
velocity_min = MIN_SCALING_PARAM;
if (size < MIN_SCALING_PARAM)
size = MIN_SCALING_PARAM;
if (birth_rate < MIN_SCALING_PARAM)
birth_rate = MIN_SCALING_PARAM;
p.ScaleParticleParam(EmitorParam.VELOCITY, velocity_min);
p.ScaleParticleParam(EmitorParam.VELOCITY_RND, velocity_max);
p.ScaleParticleParam(EmitorParam.SIZE, size);
p.ScaleParticleParam(EmitorParam.BIRTH_RATE, birth_rate);
}
override void Event_OnStarted()
{
Particle p;
vector particle_orientation;
float outSpeedf = m_OutSpeed.Length();
ParticleManager gPM = ParticleManager.GetInstance();
if ( m_ImpactType == ImpactTypes.RICOCHET )
{
p = gPM.PlayInWorld(m_ParticleRicochet, m_Pos);
if (p)
{
particle_orientation = m_OutSpeed.VectorToAngles();
particle_orientation = particle_orientation + "0 -90 0";
p.SetOrientation(particle_orientation);
OnRicochetCalculations(p, outSpeedf);
}
}
else
{
p = gPM.PlayInWorld(m_ParticleEnter, m_Pos );
if (p)
{
if (m_SurfNormal != INVALID)
{
particle_orientation = m_SurfNormal.VectorToAngles();
particle_orientation = particle_orientation + "0 270 0";
}
else
{
particle_orientation = "0 0 0"; // This vector is in angles
}
p.SetOrientation(particle_orientation);
OnEnterCalculations(p);
}
if (outSpeedf > 0 && m_SurfNormal != INVALID)
{
p = gPM.PlayInWorld(m_ParticleExit, m_ExitPos);
if (p)
{
particle_orientation = m_OutSpeed.VectorToAngles();
particle_orientation = particle_orientation + "0 -90 0";
p.SetOrientation(particle_orientation);
OnExitCalculations(p, outSpeedf);
}
}
else
{
if (m_SurfNormal != INVALID)
{
vector surfNormalN = m_SurfNormal.Normalized();
vector inSpeedN = m_InSpeed.Normalized();
vector bounce_ori = surfNormalN + inSpeedN;
float dot = vector.Dot(bounce_ori, surfNormalN);
if ( dot > m_AngledEnter )
{
p = gPM.PlayInWorld(m_ParticleRicochet, m_Pos);
if (p)
{
particle_orientation = bounce_ori.VectorToAngles();
particle_orientation = particle_orientation + "0 -90 0";
p.SetOrientation(particle_orientation);
OnEnterAngledCalculations(p);
}
}
}
}
}
if (p)
{
SetParticle(p);
}
// Additional impact particle over long ranges. It shows players where their bullets land
if ( Type() != Hit_MeatBones )
{
vector camera_pos = GetGame().GetCurrentCameraPosition();
float distance = vector.Distance(camera_pos, m_Pos);
// Additional size increase by distance from camera
float scaling_by_distance = distance * 0.01;
// Now scale down the above size increase by player's zoom-in value
float current_FOV = Camera.GetCurrentFOV();
float config_FOV = GetDayZGame().GetUserFOVFromConfig();
float FOV_scale = current_FOV / config_FOV;
scaling_by_distance = 1 + scaling_by_distance * FOV_scale;
if (scaling_by_distance > 1.1)
{
Particle p_distant = gPM.PlayInWorld(ParticleList.IMPACT_DISTANT_DUST, m_Pos);
particle_orientation = m_SurfNormal.VectorToAngles();
particle_orientation[1] = particle_orientation[1] + 270;
p_distant.SetOrientation(particle_orientation);
p_distant.ScaleParticleParam(EmitorParam.SIZE, scaling_by_distance - 0.5);
p_distant.ScaleParticleParam(EmitorParam.BIRTH_RATE, scaling_by_distance * 0.1);
p_distant.ScaleParticleParam(EmitorParam.BIRTH_RATE_RND, scaling_by_distance * 0.1);
p_distant.ScaleParticleParam(EmitorParam.LIFETIME, scaling_by_distance * 0.3);
p_distant.ScaleParticleParam(EmitorParam.LIFETIME_RND, scaling_by_distance * 0.3);
}
}
}
}