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
This commit is contained in:
marauder2k7 2026-05-16 19:53:54 +01:00
parent e664a2e20c
commit ca454bfc7a
3 changed files with 82 additions and 6 deletions

View file

@ -26,6 +26,7 @@ MaterialPropertiesData::MaterialPropertiesData()
INIT_ASSET(SoftImpactSound);
INIT_ASSET(MediumImpactSound);
INIT_ASSET(HardImpactSound);
INIT_ASSET(RicochetSound);
INIT_ASSET(MeleeSoftSound);
INIT_ASSET(MeleeHardSound);
@ -106,6 +107,8 @@ void MaterialPropertiesData::initPersistFields()
"Sound for medium-velocity impacts.");
INITPERSISTFIELD_SOUNDASSET(HardImpactSound, MaterialPropertiesData,
"Sound for high-velocity impacts (bullets, fast projectiles).");
INITPERSISTFIELD_SOUNDASSET(RicochetSound, MaterialPropertiesData,
"Sound for high-velocity ricochets (bullets, fast projectiles).");
INITPERSISTFIELD_SOUNDASSET(MeleeSoftSound, MaterialPropertiesData,
"Melee soft hit sound override. Falls back to SoftImpactSound.");
INITPERSISTFIELD_SOUNDASSET(MeleeHardSound, MaterialPropertiesData,
@ -262,6 +265,11 @@ bool MaterialPropertiesData::preload(bool server, String& errorStr)
getHardImpactSoundProfile();
}
if (isRicochetSoundValid())
{
getRicochetSoundProfile();
}
if (isMeleeSoftSoundValid())
{
getMeleeSoftSoundProfile();
@ -287,6 +295,7 @@ void MaterialPropertiesData::packData(BitStream* stream)
PACKDATA_SOUNDASSET(SoftImpactSound);
PACKDATA_SOUNDASSET(MediumImpactSound);
PACKDATA_SOUNDASSET(HardImpactSound);
PACKDATA_SOUNDASSET(RicochetSound);
PACKDATA_SOUNDASSET(MeleeSoftSound);
PACKDATA_SOUNDASSET(MeleeHardSound);
@ -338,6 +347,7 @@ void MaterialPropertiesData::unpackData(BitStream* stream)
UNPACKDATA_SOUNDASSET(SoftImpactSound);
UNPACKDATA_SOUNDASSET(MediumImpactSound);
UNPACKDATA_SOUNDASSET(HardImpactSound);
UNPACKDATA_SOUNDASSET(RicochetSound);
UNPACKDATA_SOUNDASSET(MeleeSoftSound);
UNPACKDATA_SOUNDASSET(MeleeHardSound);
@ -462,6 +472,7 @@ void MaterialPropertiesManager::fireEffect(BaseMatInstance* mat,
F32 impactVelocity,
F32 impactForce,
bool isMelee,
bool isRicochet,
bool clientOnly)
{
MaterialPropertiesData* fx = resolve(mat);
@ -491,6 +502,9 @@ void MaterialPropertiesManager::fireEffect(BaseMatInstance* mat,
snd = fx->getHardImpactSoundProfile();
else
snd = fx->getMediumImpactSoundProfile();
if (isRicochet && fx->isRicochetSoundValid())
snd = fx->getRicochetSoundProfile();
}
if (snd)
@ -579,7 +593,7 @@ MaterialPropertiesResult resolveImpact( BaseMatInstance* mat,
F32 glanceDeg = mRadToDeg(mAcos(mClampF(cosGlance, 0.0f, 1.0f)));
bool angleOk = (90.0f - glanceDeg) >= fx->ricochetMinAngle;
bool angleOk = glanceDeg >= fx->ricochetMinAngle;
if (angleOk && gRandGen.randF() < fx->ricochetChance)
{