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add projectile example changes
These changes are a placeholder because technically we could remove the effects from the projectile class altogether. but for now it fires the effects and uses the projectiles explosion/emitter as a fallback. Also added a specific Ricochet sound effect
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3 changed files with 82 additions and 6 deletions
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@ -57,6 +57,7 @@
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#include "T3D/lightDescription.h"
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#include "console/engineAPI.h"
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#include "T3D/rigidShape.h"
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#include "materials/materialPropertiesManager.h"
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IMPLEMENT_CO_DATABLOCK_V1(ProjectileData);
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@ -1122,8 +1123,14 @@ void Projectile::explode( const Point3F &p, const Point3F &n, const U32 collideT
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}
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}
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// Client (impact) decal.
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if ( mDataBlock->decal )
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RayInfo matRay;
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BaseMatInstance* hitMat = NULL;
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if (gClientContainer.castRay(p + n * 0.05f, p - n * 0.01f, csmStaticCollisionMask, &matRay))
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hitMat = matRay.material;
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// Fallback to datablock decal if no surface effect matched
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MaterialPropertiesData* fx = MaterialFXManager.resolve(hitMat);
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if (!fx && mDataBlock->decal)
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gDecalManager->addDecal(p, n, 0.0f, mDataBlock->decal);
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// Client object
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@ -1267,10 +1274,62 @@ void Projectile::simulate( F32 dt )
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// specific code should be placed inside the function!
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onCollision( rInfo.point, rInfo.normal, rInfo.object );
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// Next order of business: do we explode on this hit?
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if ( mCurrTick > mDataBlock->armingDelay || mDataBlock->armingDelay == 0 )
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if (mCurrTick > mDataBlock->armingDelay || mDataBlock->armingDelay == 0)
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{
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mCurrVelocity = Point3F::Zero;
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explode( rInfo.point, rInfo.normal, objectType );
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MaterialPropertiesResult fx_result = resolveImpact(
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rInfo.material,
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mCurrVelocity,
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rInfo.normal,
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mDataBlock->impactForce,
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false);
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// Fire visual effects on client only
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if (isClientObject())
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{
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MaterialFXManager.fireEffect(
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rInfo.material,
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rInfo.point,
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rInfo.normal,
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mCurrVelocity.len(),
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mDataBlock->impactForce,
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fx_result.didRicochet,
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false);
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}
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if (fx_result.didRicochet)
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{
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mCurrVelocity = fx_result.ricochetDirection * fx_result.ricochetSpeed;
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newPosition = rInfo.point + rInfo.normal * 0.05f;
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}
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if (fx_result.didPenetrate)
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{
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mCurrVelocity *= fx_result.remainingVelocityFactor;
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VectorF normVel = mCurrVelocity;
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normVel.normalizeSafe();
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newPosition = rInfo.point + normVel * 0.1f;
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}
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if (fx_result.didPenetrate || fx_result.didRicochet)
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{
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if (isServerObject())
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setMaskBits(BounceMask);
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if (disableSourceObjCollision)
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mSourceObject->enableCollision();
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enableCollision();
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mCurrDeltaBase = newPosition;
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mCurrBackDelta = mCurrPosition - newPosition;
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mCurrPosition = newPosition;
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xform.setColumn(3, mCurrPosition);
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setTransform(xform);
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return;
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}
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mCurrVelocity = Point3F::Zero;
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explode(rInfo.point, rInfo.normal, objectType);
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}
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if ( mDataBlock->isBallistic )
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@ -26,6 +26,7 @@ MaterialPropertiesData::MaterialPropertiesData()
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INIT_ASSET(SoftImpactSound);
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INIT_ASSET(MediumImpactSound);
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INIT_ASSET(HardImpactSound);
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INIT_ASSET(RicochetSound);
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INIT_ASSET(MeleeSoftSound);
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INIT_ASSET(MeleeHardSound);
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@ -106,6 +107,8 @@ void MaterialPropertiesData::initPersistFields()
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"Sound for medium-velocity impacts.");
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INITPERSISTFIELD_SOUNDASSET(HardImpactSound, MaterialPropertiesData,
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"Sound for high-velocity impacts (bullets, fast projectiles).");
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INITPERSISTFIELD_SOUNDASSET(RicochetSound, MaterialPropertiesData,
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"Sound for high-velocity ricochets (bullets, fast projectiles).");
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INITPERSISTFIELD_SOUNDASSET(MeleeSoftSound, MaterialPropertiesData,
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"Melee soft hit sound override. Falls back to SoftImpactSound.");
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INITPERSISTFIELD_SOUNDASSET(MeleeHardSound, MaterialPropertiesData,
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@ -262,6 +265,11 @@ bool MaterialPropertiesData::preload(bool server, String& errorStr)
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getHardImpactSoundProfile();
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}
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if (isRicochetSoundValid())
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{
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getRicochetSoundProfile();
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}
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if (isMeleeSoftSoundValid())
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{
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getMeleeSoftSoundProfile();
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@ -287,6 +295,7 @@ void MaterialPropertiesData::packData(BitStream* stream)
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PACKDATA_SOUNDASSET(SoftImpactSound);
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PACKDATA_SOUNDASSET(MediumImpactSound);
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PACKDATA_SOUNDASSET(HardImpactSound);
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PACKDATA_SOUNDASSET(RicochetSound);
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PACKDATA_SOUNDASSET(MeleeSoftSound);
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PACKDATA_SOUNDASSET(MeleeHardSound);
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@ -338,6 +347,7 @@ void MaterialPropertiesData::unpackData(BitStream* stream)
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UNPACKDATA_SOUNDASSET(SoftImpactSound);
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UNPACKDATA_SOUNDASSET(MediumImpactSound);
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UNPACKDATA_SOUNDASSET(HardImpactSound);
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UNPACKDATA_SOUNDASSET(RicochetSound);
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UNPACKDATA_SOUNDASSET(MeleeSoftSound);
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UNPACKDATA_SOUNDASSET(MeleeHardSound);
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@ -462,6 +472,7 @@ void MaterialPropertiesManager::fireEffect(BaseMatInstance* mat,
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F32 impactVelocity,
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F32 impactForce,
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bool isMelee,
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bool isRicochet,
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bool clientOnly)
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{
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MaterialPropertiesData* fx = resolve(mat);
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@ -491,6 +502,9 @@ void MaterialPropertiesManager::fireEffect(BaseMatInstance* mat,
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snd = fx->getHardImpactSoundProfile();
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else
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snd = fx->getMediumImpactSoundProfile();
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if (isRicochet && fx->isRicochetSoundValid())
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snd = fx->getRicochetSoundProfile();
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}
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if (snd)
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@ -579,7 +593,7 @@ MaterialPropertiesResult resolveImpact( BaseMatInstance* mat,
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F32 glanceDeg = mRadToDeg(mAcos(mClampF(cosGlance, 0.0f, 1.0f)));
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bool angleOk = (90.0f - glanceDeg) >= fx->ricochetMinAngle;
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bool angleOk = glanceDeg >= fx->ricochetMinAngle;
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if (angleOk && gRandGen.randF() < fx->ricochetChance)
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{
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@ -55,6 +55,8 @@ public:
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DECLARE_ASSET_SETGET(MaterialPropertiesData, MediumImpactSound)
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DECLARE_SOUNDASSET(MaterialPropertiesData, HardImpactSound)
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DECLARE_ASSET_SETGET(MaterialPropertiesData, HardImpactSound)
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DECLARE_SOUNDASSET(MaterialPropertiesData, RicochetSound)
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DECLARE_ASSET_SETGET(MaterialPropertiesData, RicochetSound)
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// Optional: separate sounds for melee (crowbar clink vs bullet ping
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// on the same metal surface feel very different)
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@ -180,6 +182,7 @@ public:
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F32 impactVelocity,
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F32 impactForce,
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bool isMelee,
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bool isRicochet,
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bool clientOnly = true);
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void setDefaultEffect(MaterialPropertiesData* data);
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