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  1. #1
    NOOB's Avatar
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    Unhappy Let's talk CharacterFX

    /discuss

  2. #2
    _Fk127_'s Avatar
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    If(CharacterFX)
    {
    goodhacks();
    }
    else
    {
    badhacks();
    }



    Put this image in your signature if you support HTML5 development!

  3. #3
    whit's Avatar
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    Umm another one of these threads..
    To bad i have no more porn pics to post

  4. #4
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    Quote Originally Posted by whit View Post
    Umm another one of these threads..
    To bad i have no more porn pics to post
    post one as your 4,000th post.

  5. #5
    freedompeace's Avatar
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    B0r1nG . . .

  6. #6
    supercarz1991's Avatar
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    characterfx??? lol

    Code:
    // ----------------------------------------------------------------------- //
    //
    // MODULE  : CharacterFX.h
    //
    // PURPOSE : Character special fx class - Definition
    //
    // CREATED : 8/24/98
    //
    // (c) 1998-2004 Monolith Productions, Inc.  All Rights Reserved
    //
    // ----------------------------------------------------------------------- //
    
    #ifndef __CHARACTER_FX_H__
    #define __CHARACTER_FX_H__
    
    #include "SpecialFX.h"
    #include "NodeController.h"
    #include "iltmodel.h"
    #include "SharedFXStructs.h"
    #include "FlashLight.h"
    #include "ClientNodeTrackerContext.h"
    #include "ClientFXMgr.h"
    #include "HitBox.h"
    #include "NodeBlink.h"
    #include "AnimationDescriptors.h"
    #include "EngineTimer.h"
    #include "objectdetector.h"
    #include "LeanNodeController.h"
    #include "CharacterPhysics.h"
    #include "CharacterDisplay.h"
    #include "ClientMeleeCollisionController.h"
    #include "PlayerRigidBody.h"
    #include "TurretFX.h"
    
    #define MAX_DINGS	5
    
    class CHUDNavMarker;
    class RotationInterpolator;
    
    class CCharacterFX : public CSpecialFX
    {
    	public :
    
    		CCharacterFX() : CSpecialFX()
    		{
    			m_bLeftFoot				= true;
                m_eLastSurface			= ST_UNKNOWN;
    			m_hDialogueSnd			= NULL;
    			m_hDialogueRadioSnd		= NULL;
    			m_bSubtitle				= false;
    			m_hWeaponLoopSound		= NULL;
    			m_hSlideSound			= NULL;
    
    
    			m_nLastDamageFlags		= 0;
    			m_nInstantDamageFlags	= 0;
    			
    			m_bWasPlayingSpecialDamageAni = false;
    
    			m_FadeTimer.SetEngineTimer( RealTimeTimer::Instance());
    
    			m_p3rdPersonDamageFX	= NULL;
    			m_nNum3rdPersonDamageFX	= 0;
    
    			m_bStrVisible = false;
    
    			m_pHUDItem = NULL;
    			m_hHUDType = NULL;
    
    			m_eBodyState = eBodyStateNormal;
    			m_eBodyCondition = kAD_None;
    
    			for( uint32 i = 0; i < MAX_DINGS; i++ )
    				m_DingTimers[i].SetEngineTimer( RealTimeTimer::Instance( ));
    
    			m_fFootstepVolume = -1.0f;
    			m_hBodyMovementSound = NULL;
    
    			m_flBlockWindowEndTime = 0.0f;
    
    			m_psz1stPersonInstFXName = NULL;
    			m_psz3rdPersonInstFXName = NULL;
    
    			m_bInitRagDoll = false;
    			m_hWallStickObject = NULL;
    			m_pNameDisplay = NULL;
    			m_pInsigniaDisplay = NULL;
    			m_pRotationInterpolator = NULL;
    			m_bFirst3d = true;
    			m_hDeathFX = NULL;
    			m_bSeverBody = false;
    			m_bIsUnderWater = false;
    
    			m_pTurretFX = NULL;
    		}
    
    		~CCharacterFX();
    
    		enum EFootStep
    		{
    			eFootStep_Left,
    			eFootStep_Right,
    			eFootStep_Alternate,
    		};
    
    		void DoFootStep( EFootStep eFootStep )
    		{
    			switch( eFootStep )
    			{
    			case eFootStep_Left:
    				m_bLeftFoot = true;
    				break;
    			case eFootStep_Right:
    				m_bLeftFoot = false;
    				break;
    			case eFootStep_Alternate:
    				m_bLeftFoot = !m_bLeftFoot;
    				break;
    			}
    			DoFootStepKey(GetLocalContextObject(), true);
    		}
    
    		void PlayDingSound();
    
    		void SetFootstepVolume( float fScale ) { m_fFootstepVolume = fScale; }
    		void PlayFootstepSound( LTVector const& vPos, SurfaceType eSurface, bool bLeftFoot, PlayerPhysicsModel ePPModel = PPM_NORMAL );
    
    		void SetMovementSound( HRECORD hRecord ) { m_hBodyMovementSound = hRecord; }
    		void PlayMovementSound();
    
     		void ResetSoundBufferData() { m_NodeController.ResetSoundBufferData(); }
     
    		virtual bool	Init(HLOCALOBJ hServObj, ILTMessage_Read *pMsg);
    		virtual bool	Init(SFXCREATESTRUCT* psfxCreateStruct);
    		virtual bool	CreateObject(ILTClient* pClientDE);
    		virtual bool	Update();
    		virtual void	OnModelKey(HLOCALOBJ hObj, ArgList *pArgs, ANIMTRACKERID nTrackerId);
    		virtual bool	OnServerMessage(ILTMessage_Read *pMsg);
    		virtual void	OnObjectRotate( LTRotation *pNewRot );
    
    		// Gets the model record for this index.
    		ModelsDB::HMODEL MPModelIndexToModel( uint8 nMPModelIndex ) const;
    
    		// Checks if we are currently using the mp model specified.
    		virtual bool	IsUsingMPModel( uint8 nMPModelIndex ) const;
    		
    		// Switch to the mp model.
    		virtual void	ChangeMPModel( uint8 nMPModelIndex );
    
    		ModelsDB::HMODEL GetModel() const { return m_cs.hModel; }
    		ModelsDB::HSKELETON GetModelSkeleton() const { return g_pModelsDB->GetModelSkeleton( m_cs.hModel ); }
    
    		// The caller is responsible for killing the sound, the subtitle, the dialog icon, and the radio sound.
    		HLTSOUND		PlayLipSyncSound(const char* pszSoundID, float fOuterRadius, float fInnerRadius, bool & bSubtitle, bool bSubtitlePriority, int16 nMixChannel, bool bGetHandle, const char* szIcon = NULL, const bool bUseRadioSound = false, HLTSOUND* pRadioSoundHandle  = NULL );
    
    		void			PlayBroadcast(uint32 nBroadcastId, bool bForce, uint32 nClientID, int8 nPriority, bool bPlayerControlled);
    		bool			IsPlayingBroadcast() const;
    
            SurfaceType     GetLastSurface() const { return m_eLastSurface; }
    
    		virtual uint32 GetSFXID() { return SFX_CHARACTER_ID; }
    
    		HOBJECT	GetHitBox() const { return m_HitBox.GetObject(); }
    
    		const wchar_t * GetInfoString() const { return m_wsInfoString.c_str(); }
    
    		// show or hide all client effects attached to this character model
    		void ShowAttachClientFX( uint32 nElement );
    		void HideAttachClientFX( uint32 nElement );
    		
    		virtual void Render(HOBJECT hCamera);
    
    		bool	IsPlayerDead() { return m_cs.bIsPlayer && m_cs.bIsDead; }
    		bool	IsSpectating() { return m_cs.bIsSpectating; }
    		bool	IsDead() { return m_cs.bIsDead; }
    
    		typedef std::vector<CCharacterFX*, LTAllocator<CCharacterFX*, LT_MEM_TYPE_CLIENTSHELL> > CharFXList;
    		static CharFXList& GetCharFXList() { return m_lstCharacters; }
    
    		enum Constants
    		{
    			kMaxInfoStringLength = 1023
    		};
    
    		//update HUDElements related to this Character (e.g. team markers)
    		void	UpdateHUDData();
    		void	HandleChat();
    
    		CHARCREATESTRUCT	m_cs;
    
    		bool		IsBlockWindowOpen() const { return m_flBlockWindowEndTime > g_pLTClient->GetTime(); }
    		bool		IsBlocking() const { return m_MeleeCollisionController.IsBlocking(); }
    		void		HandleMeleeModelKey(HLOCALOBJ hObj, ArgList *pArgs, ANIMTRACKERID nTrackerId) { m_MeleeCollisionController.HandleModelKey(hObj, pArgs, nTrackerId); }
    	
    		BodyState GetBodyState() const { return m_eBodyState; }
    		EnumAnimDesc GetBodyCondition() const { return m_eBodyCondition; }
    
    		void		DoUpdateAttachments( ) { m_bUpdateAttachments = true; }
    
    		void		InitDisplays();
    		void		ResetDisplays();
    
    		void		CreateSlowMoFX(const char *pszFX);
    		void		RemoveSlowMoFX();
    
    		// Update the aim at node tracker with the correct position...
    		void	UpdatePlayerAimPosition( );
    
    		CClientNodeTrackerContext& GetNodeTrackerContext( ) { return m_NodeTrackerContext; }
    
    		CLeanNodeController& GetLeanNodeController( ) { return m_LeanNodeController; }
    
    		// Enable / Disable the aim at node tracker...
    		void	EnablePlayerAimTracking( bool bEnable );
    
    		// Cache the turret the player is activating and handle anyother player setup for operating a turret...
    		void SetOperatingTurret( CTurretFX *pTurret ) {m_pTurretFX = pTurret; }
    
    		bool IsOperatingTurret( ) const { return (m_pTurretFX != NULL);	}
    		CTurretFX* GetTurret( ) const { return m_pTurretFX; }
    
    
    	protected :
    		void InitDead();
    		void ClearDead();
    		void UpdateDead();
    		void UpdateFade();
    
    		// create or destroy all client effects attached to this character model
    		void CreateAttachClientFX();
    		void RemoveAttachClientFX();
    
            void CreateUnderwaterFX(const LTVector & vPos);
            void UpdateUnderwaterFX();
    		void RemoveUnderwaterFX();
    
    		void UpdateFlashLightFX();
    		void RemoveFlashLightFX();
    
    //		void UpdateBreathFX();
    		
    		void UpdateDamageFX();
    		void ShutdownDamageFX();
    
    		void UpdateSounds();
    		void HandleDialogueMsg(ILTMessage_Read *pMsg);
    		void HandleBroadcastMsg(ILTMessage_Read *pMsg);
    		void HandleWeaponSoundMsg(ILTMessage_Read *pMsg);
    		void HandleWeaponSoundLoopMsg(ILTMessage_Read *pMsg);
    		void HandleBodyStateMsg(ILTMessage_Read *pMsg);
    		void HandleSeverMsg(ILTMessage_Read *pMsg);
    
    		void KillWeaponLoopSound();
    		void KillSlideSound();
    
    		// Reset the node tracking context...
    		void	ResetNodeTrackerContext();
     		void	ResetNodeBlinkContext();
    
    		void	DoFootStepKey(HLOCALOBJ hObj, bool bForceSound=false);
    		bool	IsFootStepException(HLOCALOBJ hObj);
    		void	CreateTrail(SurfaceType eType, IntersectInfo & iInfo);
    		void	CreateFootprint(SurfaceType eType, IntersectInfo & iInfo);
    
    		void	InitLocalPlayer();
    
    		void	UpdateAttachments();
    
    		void	KillLipSyncSound( bool bSendNotification );
    
    		// Change the character model if needed...
    		void	UpdateCharacterModel( );
    
    		bool	IsLocalClient() const;
    
    		// This will get the object to use for the local context.  So, if the characterfx
    		// is the local player, it will return the playerbody object, otherwise, 
    		// it will return the server's hobject of the characterfx.
    		HOBJECT GetLocalContextObject( );
    
    
    	protected:
    
    		Flashlight			m_3rdPersonFlashlight;	// Only used if fx is seen from 3rd person
    
    		bool				m_bLeftFoot;
            SurfaceType         m_eLastSurface;
    
    		CNodeController		m_NodeController;	// Our node controller
    
    		//the amount of time that has currently elapsed for this breath interval
    //		float				m_fBreathElapsedTime;
    		//the amount of time that needs to elapse for another breath to be emitted
    //		float				m_fBreathEndTime;
    
    		HLTSOUND			m_hDialogueSnd;
    		HLTSOUND			m_hDialogueRadioSnd;
    		uint8				m_nUniqueDialogueId;
    		bool				m_bSubtitlePriority;
    
    		bool				m_bSubtitle;
    
    		std::string			m_sDialogueIcon;
    
    		StopWatchTimer		m_DingTimers[MAX_DINGS];
    
    		std::wstring		m_wsInfoString;
    		
    		HLTSOUND			m_hWeaponLoopSound;
    		HLTSOUND			m_hSlideSound;
    		
    		CClientNodeTrackerContext	m_NodeTrackerContext;
    
    		CClientMeleeCollisionController m_MeleeCollisionController;
    
    		BlinkController		m_BlinkController;
    
    		CClientFXLinkNode	m_AttachClientFX;
    
    		CClientFXLink		*m_p3rdPersonDamageFX;
    		uint32				m_nNum3rdPersonDamageFX;
    
    		CClientFXLink		m_link1stPersonInstFX;
    		const char*			m_psz1stPersonInstFXName;
    
    		CClientFXLink		m_link3rdPersonInstFX;
    		const char*			m_psz3rdPersonInstFXName;
    
    		CClientFXLink		m_linkChatFX;
    		
    		CClientFXLink		m_linkLoopFX;
    		CClientFXLink		m_linkSlowMoFX;
    
    		CLTGUIString		m_Str;
    		LTVector			m_vPos;
    		uint32				m_nFontHeight;
    		bool				m_bStrVisible;
    
    		DamageFlags			m_nLastDamageFlags;
    		DamageFlags			m_nInstantDamageFlags;
    		
    		bool				m_bWasPlayingSpecialDamageAni;
    		bool				m_bUpdateAttachments;
    
    		CHitBox				m_HitBox;
    
    		static CharFXList	m_lstCharacters;
    
    		CHUDNavMarker *	m_pHUDItem;
    		HRECORD			m_hHUDType;
    
    		BodyState			m_eBodyState;
    		EnumAnimDesc		m_eBodyCondition;
    
    		ObjectDetectorLink	m_iFocusLink;
    		ObjectDetectorLink	m_iAttackPredictionLink;
    
    		StopWatchTimer		m_FadeTimer;
    
    		ObjRefVector		m_hSeveredParts;				// links to the parts I've lost
    		bool				m_bSeverBody;
    
    		HRECORD				m_hDeathFX;
    
    		float				m_fFootstepVolume;
    		HRECORD				m_hBodyMovementSound;
    
    		double				m_flBlockWindowEndTime;
    
    		CLeanNodeController	m_LeanNodeController;
    
    		CCharacterPhysics	m_CharacterPhysics;
    
    		// Initialize ragdoll after the character has died...
    		bool				m_bInitRagDoll;
    
    		// Model created when we got stuck to a wall...
    		LTObjRef			m_hWallStickObject;
    
    		CharacterDisplay*	m_pNameDisplay;
    		CharacterDisplaySimple*	m_pInsigniaDisplay;
    
    		static int32		m_nBroadcastPriority;
    		static float		m_fBroadcastOuterRadius;
    		static float		m_fBroadcastInnerRadius;
    		bool				m_bPlayerBroadcast;
    
    		RotationInterpolator* m_pRotationInterpolator;
    
    		bool				m_bFirst3d;
    
    		bool				m_bIsUnderWater;
    
    		CPlayerRigidBody	m_PlayerRigidBody;
    
    		CTurretFX*			m_pTurretFX;
    };
    
    #endif 
    
    // EOF

    commando: You're probably the best non-coder coder I know LOL


  7. #7
    freedompeace's Avatar
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    This is totally a discussion ... :L

  8. The Following User Says Thank You to freedompeace For This Useful Post:

    [MPGH]master131 (02-14-2011)

  9. #8
    GunnezBKUP's Avatar
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    Quote Originally Posted by freedompeace View Post
    This is totally a discussion ... :L
    of course. "/discuss"
    Weird people?

    Quote Originally Posted by killakid™ View Post
    its funny because i dont have an anti-virus.
    Quote Originally Posted by -Epic View Post
    Congratz 13k Post Ban, Gunnez

  10. #9
    NOOB's Avatar
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    thread can't die.

  11. #10
    Reimy's Avatar
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    if(CharacterFX.h== 4){
    *logInfo *logReporSnd= 2;
    }esle{
    *logInfo *logReporSnd= 1;

    }

    Anti Reporter


    ---------------------------------------------
    ---------------------------------------------

    Quote Originally Posted by ihackyoufack View Post
    reimys hack looks epic and has epic features
    NOBODY SHALL DEFEAT REIMY!!!
    exept chocolate but chocoleate hacks in real life :O


  12. #11
    supercarz1991's Avatar
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    Quote Originally Posted by Reimy View Post
    if(CharacterFX.h== 4){
    *logInfo *logReporSnd= 2;
    }esle{
    *logInfo *logReporSnd= 1;

    }

    Anti Reporter
    hahaha that really work? XD

    hehe
    Code:
    // ----------------------------------------------------------------------- //
    //
    // MODULE  : DamageFXMgr.cpp
    //
    // PURPOSE : Damage FX Manager class - Implementation
    //
    // CREATED : 1/20/00
    //
    // (c) 2000 Monolith Productions, Inc.  All Rights Reserved
    //
    // ----------------------------------------------------------------------- //
    
    //
    // Includes...
    //
    
    	#include "stdafx.h"
    	#include "DamageFXMgr.h"
    	#include "VarTrack.h"
    	#include "SoundMgr.h"
    	#include "HUDMgr.h"
    	#include "GameClientShell.h"
    	#include "CommandIDs.h"
    	#include "MsgIDs.h"
    	#include "CMoveMgr.h"
    	#include "VehicleMgr.h"
    	#include "ClientWeaponMgr.h"
    	#include "PlayerCamera.h"
    	#include "bindmgr.h"
    	#include "LadderMgr.h"
    	#include "DamageFxDB.h"
    
    //
    // Defines...
    //
    
    #define KEY_DAMAGEFX							"DAMAGE_FX_KEY"
    
    //
    // Globals...
    //
    
    	CDamageFXMgr	*g_pDamageFXMgr = NULL;
    
    	VarTrack		g_vtEnableDamageFX;
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	CDamageFXMgr::CDamageFXMgr
    //
    //  PURPOSE:	Constructor
    //
    // ----------------------------------------------------------------------- //
    
    CDamageFXMgr::CDamageFXMgr()
    :	CGameDatabaseMgr				( ),
    	m_bAllowMovement			( true ),
    	m_nDisableWeaponCounts		( 0 ),
    	m_hDamageFXCat				( NULL )
    {
        m_lstDamageFx.Init( true );
    	m_lstActiveDmgFx.Init( false );
    }
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	CDamageFXMgr::~CDamageFXMgr
    //
    //  PURPOSE:	Destructor
    //
    // ----------------------------------------------------------------------- //
    
    CDamageFXMgr::~CDamageFXMgr()
    {
    	Term();
    }
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	CDamageFXMgr::Term
    //
    //  PURPOSE:	Clean up after ourselfs
    //
    // ----------------------------------------------------------------------- //
    
    void CDamageFXMgr::Term()
    {
    	g_pDamageFXMgr = NULL;
    
    	m_lstDamageFx.Clear();
    	m_lstActiveDmgFx.Clear();
    }
    
    
    // ----------------------------------------------------------------------- //
    //
    //	ROUTINE:	CDamageFXMgr::Init()
    //
    //	PURPOSE:	Init mgr
    //
    // ----------------------------------------------------------------------- //
    
    bool CDamageFXMgr::Init(const char *szDatabaseFile /* = DB_Default_File  */)
    {
    	if( !OpenDatabase( szDatabaseFile ))
    		return false;
    
    	// Set the global ptr
    
    	g_pDamageFXMgr = this;
    
    	// Get handles to all of the categories in the database...
    	m_hDamageFXCat = DATABASE_CATEGORY( DamageFxDB ).GetCategory();
    
    	// Read in the properties for each Damage FX type...
    	uint32 nNumRec = g_pLTDatabase->GetNumRecords(m_hDamageFXCat);
    
    	for (uint32 n = 0; n < nNumRec; n++)
    	{
    		DAMAGEFX	*pDamageFX = debug_new( DAMAGEFX );
    		if( pDamageFX && pDamageFX->Init( g_pLTDatabase->GetRecordByIndex(m_hDamageFXCat,n) ))
    		{
    			m_lstDamageFx.AddTail( pDamageFX );
    		}
    		else
    		{
    			debug_delete( pDamageFX );
    			return false;
    		}
    	}
    
    	g_vtEnableDamageFX.Init( g_pLTClient, "EnableDamageFX", NULL, 1.0f );
    
        return true;
    }
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	*CDamageFXMgr::GetDamageFX
    //
    //  PURPOSE:	Get the specified DamageFX record
    //
    // ----------------------------------------------------------------------- //
    
    DAMAGEFX *CDamageFXMgr::GetDamageFX( uint32 nID )
    {
    	DAMAGEFX **pCur = NULL;
    
    	pCur = m_lstDamageFx.GetItem( TLIT_FIRST );
    
    	while( pCur )
    	{
    		if( *pCur && (*pCur)->m_nID == nID )
    		{
    			return *pCur;
    		}
    
    		pCur = m_lstDamageFx.GetItem( TLIT_NEXT );
    	}
    
    	return NULL;
    }
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	*CDamageFXMgr::GetDamageFX
    //
    //  PURPOSE:	Get the specified DamageFX record
    //
    // ----------------------------------------------------------------------- //
    
    DAMAGEFX *CDamageFXMgr::GetDamageFX( char *pName )
    {
    	DAMAGEFX **pCur = NULL;
    
    	pCur = m_lstDamageFx.GetItem( TLIT_FIRST );
    
    	while( pCur )
    	{
    		if( *pCur && (*pCur)->m_szName[0] && (!LTStrICmp( (*pCur)->m_szName, pName )) )
    		{
    			return *pCur;
    		}
    
    		pCur = m_lstDamageFx.GetItem( TLIT_NEXT );
    	}
    
    	return NULL;
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	CDamageFXMgr::Update
    //
    //  PURPOSE:	Update all active damage fx
    //
    // ----------------------------------------------------------------------- //
    
    void CDamageFXMgr::Update()
    {
    	if( g_vtEnableDamageFX.GetFloat() < 1.0f )
    	{
    		DAMAGEFX *pDamageFX = GetFirstDamageFX();
    		while( pDamageFX )
    		{
    			pDamageFX->m_vtTestFX.SetFloat( 0.0f );
    
    			pDamageFX = GetNextDamageFX();
    		}
    
    		Clear();
    		return;
    	}
    
    	//if we are using an external camera, make sure to clear anything that might be causing rendering
    	//issues
    	if( g_pPlayerMgr->GetPlayerCamera()->GetCameraMode() == CPlayerCamera::kCM_Cinematic )
    	{
    		//and we don't need to update
    		return;
    	}
    
    	//don't bother updating if we are paused, or using an alternate camera
    	if(!g_pInterfaceMgr->IsInGame( ) ||g_pGameClientShell->IsGamePaused())
    		return;
    
    	m_bAllowMovement	= true;
    	m_bAllowInput		= true;
    	bool bHadDisableWeaponCounts = ( m_nDisableWeaponCounts > 0 );
    	m_nDisableWeaponCounts = 0;
    
    	// Update all active Damage FX...
    	
    	DAMAGEFX *pDamageFX = GetFirstActiveFX();
    	float fFrameTime = ObjectContextTimer( g_pMoveMgr->GetServerObject( )).GetTimerElapsedS();
    	while( pDamageFX )
    	{
    		pDamageFX->Update(fFrameTime);
    		
    		pDamageFX = GetNextActiveFX();
    	}
    
    	// Check if we should try to enable our weapons.
    	if( m_nDisableWeaponCounts == 0 && bHadDisableWeaponCounts )
    	{
    		g_pPlayerMgr->GetClientWeaponMgr()->EnableWeapons();
    	}
    }
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	CDamageFXMgr::Clear
    //
    //  PURPOSE:	Stop every active damage fx
    //
    // ----------------------------------------------------------------------- //
    
    void CDamageFXMgr::Clear()
    {
    	// Stop all Damage FX...
    	
    	DAMAGEFX *pDamageFX = GetFirstDamageFX();
    	while( pDamageFX )
    	{
    		pDamageFX->Stop( false );
    	
    		pDamageFX = GetNextDamageFX();
    	}
    }
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	CDamageFXMgr::IsDamageActive
    //
    //  PURPOSE:	Given damage flags, find if we are taking damage of that type
    //
    // ----------------------------------------------------------------------- //
    
    bool CDamageFXMgr::IsDamageActive( DamageFlags nDmgFlag )
    {
    	// Detrimine if any damage fx related to the passed in flags are active...
    	
    	DAMAGEFX *pDamageFX = GetFirstActiveFX();
    	while( pDamageFX )
    	{
    		if( nDmgFlag & pDamageFX->m_nDamageFlag )
    		{
    			return true;
    		}
    
    		pDamageFX = GetNextActiveFX();
    	}
    
    	return false;
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	CDamageFXMgr::SetDamageFXAllowMovement
    //
    //  PURPOSE:	Sets weather or not any FX doesn't allow movement.
    //
    // ----------------------------------------------------------------------- //
    
    void CDamageFXMgr::SetDamageFXMovementAndInput( bool bMove, bool bInput, bool bAllowWeapons )
    	{
    	m_bAllowMovement = bMove;
    	m_bAllowInput = bInput;
    	if( !bAllowWeapons )
    		m_nDisableWeaponCounts++;
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	CDamageFXMgr::OnModelKey
    //
    //  PURPOSE:	Handle model key
    //
    // ----------------------------------------------------------------------- //
    
    bool CDamageFXMgr::OnModelKey( HLOCALOBJ hObj, ArgList *pArgs )
    {
    	if (!hObj || !pArgs || !pArgs->argv || pArgs->argc == 0) return false;
    
    	char* pKey = pArgs->argv[0];
    	if (!pKey) return false;
    
    	if( LTStrICmp( pKey, KEY_DAMAGEFX ) == 0 )
    	{
    		// Start or Stop FX if they are controlled by the animation...
    
    		if( (pArgs->argc > 1) && pArgs->argv[1] )
    		{
    			if( LTStrICmp( pArgs->argv[1], "START") == 0 )
    			{
    				DAMAGEFX *pDamageFX = GetFirstActiveFX();
    				while( pDamageFX )
    				{
    					if( pDamageFX->m_bAnimationControlsFX )
    					{
    						pDamageFX->StartSoundAndVisuals();
    					}
    
    					pDamageFX = GetNextActiveFX();
    				}
    			}
    			else if( LTStrICmp( pArgs->argv[1], "STOP" ) == 0 )
    			{
    				DAMAGEFX *pDamageFX = GetFirstActiveFX();
    				while( pDamageFX )
    				{
    					if( pDamageFX->m_bAnimationControlsFX )
    					{
    						pDamageFX->StopSoundAndVisuals();
    					}
    
    					pDamageFX = GetNextActiveFX();
    				}
    			}
    		}
    
    		return true;
    	}
    
    	return false;
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	DAMAGEFX::DAMAGEFX
    //
    //  PURPOSE:	Constructor
    //
    // ----------------------------------------------------------------------- //
    
    DAMAGEFX::DAMAGEFX()
    :	m_nID					( INVALID_GAME_DATABASE_INDEX ),
    	m_nDamageFlag			( 0 ),
    	m_szName				( NULL ),
    	m_szStartSound			( NULL ),
    	m_szLoopSound			( NULL ),
    	m_szFXName				( NULL ),
    	m_szTakingHealthFXName	( NULL ),
    	m_szTakingArmorFXName	( NULL ),
    	m_sz3rdPersonFXName		( NULL ),
    	m_sz1stPersonInstFXName	( NULL ),
    	m_sz3rdPersonInstFXName	( NULL ),
    	m_sz1stPersonDeathFXName( NULL ),
    	m_sz3rdPersonDeathFXName( NULL ),
    	m_szBodyFXName			( NULL ),
    	m_fRotMax				( 0.0f ),
    	m_fRotSpeed				( 0.0f ),
    	m_fRotDir				( 0.0f ),
    	m_fOffsetRot			( 0.0f ),
    	m_fMaxRot				( 0.0f ),
    	m_fMinRot				( 0.0f ),
    	m_fMoveMult				( 0.0f ),
    	m_fMinFXPercent			( 0.0f ),
    	m_bActive				( false ),
    	m_bFade					( false ),
    	m_fFadeTm				( 0.0f ),
    	m_bAllowMovement		( true ),
    	m_bAllowInput			( true ),
    	m_bAllowWeapons			( true ),
    	m_hLoopSound			( NULL ),
    	m_bJumpRequested		( false ),
    	m_nNumJumps				( 0 ),
    	m_nJumpsToEscape		( -1 ),
    	m_bAttachCameraToAni	( false ),
    	m_bShowClientModel		( false ),
    	m_bAnimationControlsFX	( false ),
    	m_bUpdateSoundAndVisuals( false ),
    	m_fElapsedTime			( 0.0f ),
    	m_fEndTime				( 0.0f )
    {
    	m_szVarTrackName[0] = '\0';
    }
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	DAMAGEFX::~DAMAGEFX
    //
    //  PURPOSE:	Destructor
    //
    // ----------------------------------------------------------------------- //
    
    DAMAGEFX::~DAMAGEFX()
    {
    	if( m_hLoopSound )
    	{
    		g_pLTClient->SoundMgr()->KillSound( m_hLoopSound );
    		m_hLoopSound = NULL;
    	}
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	DAMAGEFX::Init
    //
    //  PURPOSE:	Build the DamageFX struct
    //
    // ----------------------------------------------------------------------- //
    
    bool DAMAGEFX::Init( HDAMAGEFX hDX )
    {
    	if( !hDX ) return false;
    
    	m_szName					= DATABASE_CATEGORY( DamageFxDB ).GetRecordName(hDX);
    	m_szStartSound				= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,StartSound);
    	m_szLoopSound				= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, LoopSound);
    	m_szFXName					= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, FirstPersonFX);
    	m_szTakingHealthFXName		= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, TakingHealthFXName);
    	m_szTakingArmorFXName		= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, TakingArmorFXName);
    	m_sz3rdPersonFXName			= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, ThirdPersonFX);
    	m_sz1stPersonInstFXName		= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, FirstPersonInstantFX);
    	m_sz3rdPersonInstFXName		= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, ThirdPersonInstantFX);
    	m_sz1stPersonDeathFXName	= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, FirstPersonDeathFX);
    	m_sz3rdPersonDeathFXName	= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, ThirdPersonDeathFX);
    	m_szBodyFXName				= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, BodyFX);
    
    	m_fFadeTm			= (float)DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,FadeTime);
    	
    
    	m_fRotMax			= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,RotationMax);
    	m_fRotSpeed			= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,RotationSpeed);
    
    	m_fMinFXPercent		= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,MinFXPercent);
    	m_fMinFXPercent		= LTCLAMP( m_fMinFXPercent, 0.0f, 1.0f );
    
    	m_bAllowMovement	= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,AllowMovement);
    	m_bAllowInput		= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,AllowInput);
    
    	m_nJumpsToEscape	= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,NumJumpsToEscape);
    
    	m_bInstantEffect	= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,InstantEffect);
    
    	m_bAttachCameraToAni= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,AttachCameraToAni);
    	m_bShowClientModel	= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,ShowClientModel);
    
    	m_bAnimationControlsFX = DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,AnimationControlsFX);
    
    	m_bRemoveOnNextInstantDamage = DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,RemoveOnNextInstantDamage);
    	m_bRenewOnNextInstantDamage = DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,RenewOnNextInstantDamage);
    
    	// Set up the flag for testing against this DamageFX...
    	HRECORD hDT = DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,DamageType);
    	m_nDamageFlag = g_pDTDB->GetDamageFlag(hDT);
    
    	// Init the VarTrack for easy testing...
    
    	LTSNPrintF( m_szVarTrackName, LTARRAYSIZE( m_szVarTrackName ), "Test%sFX", m_szName );
    
    	m_vtTestFX.Init( g_pLTClient, m_szVarTrackName, NULL, 0.0f );
    
    	return true;
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	DAMAGEFX::Start
    //
    //  PURPOSE:	Start the appropriate fx for either the local or non local characters...
    //
    // ----------------------------------------------------------------------- //
    
    void DAMAGEFX::Start( )
    {
    	if( m_bActive || !g_pMoveMgr || !g_pHUDMgr || !g_pDamageFXMgr || 
    		!g_pPlayerMgr->IsPlayerAlive() || g_pPlayerMgr->IsSpectating())
    		return;
    
    	m_bActive = true;
    
    	// Add ourselves to the global active list
    
    	g_pDamageFXMgr->AddToActive( this );
    
    	// Should we start sound and visual fx now or wait for the animation...
    
    	m_bUpdateSoundAndVisuals = !m_bAnimationControlsFX || LadderMgr::Instance().IsClimbing();
    	if( m_bUpdateSoundAndVisuals )
    	{
    		StartSoundAndVisuals();
    	}
    
    	// Clear our jump count
    
    	m_nNumJumps = 0;
    
    	m_bAllowWeapons = true;
    
    	if( !g_pMoveMgr->GetVehicleMgr()->IsVehiclePhysics() )
    	{
    		if( m_bShowClientModel )
    			g_pCommonLT->SetObjectFlags( g_pLTClient->GetClientObject(), OFT_Flags, FLAG_VISIBLE, FLAG_VISIBLE );
    
    		if( m_bAttachCameraToAni )
    		{
    			g_pPlayerMgr->GetPlayerCamera()->AttachToTarget( true, IsMultiplayerGameClient() );
    			m_bAllowWeapons = false;
    			g_pPlayerMgr->GetClientWeaponMgr()->DisableWeapons();
    			
    			// Send message to server so all clients can stop the sound...
    			// An id of invalid means stop
    
    			CClientWeapon *pWeapon = g_pClientWeaponMgr->GetCurrentClientWeapon();
    			if( pWeapon )
    			{
    				CAutoMessage cMsg;
    				cMsg.Writeuint8( MID_WEAPON_SOUND_LOOP );
    				cMsg.Writeuint8( PSI_INVALID );
    				cMsg.WriteDatabaseRecord( g_pLTDatabase, pWeapon->GetWeaponRecord() );
    				g_pLTClient->SendToServer( cMsg.Read(), MESSAGE_GUARANTEED );
    			}
    		}
    
    		if (!m_bAllowInput)
    			g_pPlayerMgr->AllowPlayerMovement(false);
    
    	}
    
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	DAMAGEFX::Stop
    //
    //  PURPOSE:	Stop the appropriate fx for either the local or non local characters...
    //
    // ----------------------------------------------------------------------- //
    
    void DAMAGEFX::Stop( bool bFade /* = true  */ )
    {
    	if( !m_bActive || !g_pPlayerMgr )
    		return;
    
    	m_bActive = false;
    	m_bUpdateSoundAndVisuals = false;
    	
    	if( !m_bAnimationControlsFX || !g_pPlayerMgr->IsPlayerAlive() || !g_pPlayerMgr->IsSpectating() || 
    		LadderMgr::Instance().IsClimbing() )
    	{
    		StopSoundAndVisuals( bFade );
    	}
    
    	// We no longer want to see the model
    
    	if( m_bShowClientModel )
    		g_pCommonLT->SetObjectFlags( g_pLTClient->GetClientObject(), OFT_Flags, 0, FLAG_VISIBLE );
    
    	if( m_bAttachCameraToAni )
    	{
    		// Reset the player movement before detaching the camera from the head...
    
    		if (!m_bAllowInput)
    			g_pPlayerMgr->AllowPlayerMovement(true);
    
    		g_pPlayerMgr->GetPlayerCamera()->AttachToTarget( false );
    
    		if( !m_bAllowWeapons )
    		g_pPlayerMgr->GetClientWeaponMgr()->EnableWeapons();
    		
    		CClientWeapon *pWeapon = g_pPlayerMgr->GetClientWeaponMgr()->GetCurrentClientWeapon();
    		if( pWeapon )
    		{
    			pWeapon->ClearFiring();
    		}
    	}
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	DAMAGEFX::Update
    //
    //  PURPOSE:	Update an active DamageFX
    //
    // ----------------------------------------------------------------------- //
    
    void DAMAGEFX::Update( float fElapsedTime )
    {
    	if( !g_pPlayerMgr || !g_pMoveMgr || !g_pDamageFXMgr )
    		return;
    	
    	HLOCALOBJ hCamera = g_pPlayerMgr->GetPlayerCamera()->GetCamera();
    	if( !hCamera ) 
    		return;
    
    	//update our elapsed time
    	m_fElapsedTime += fElapsedTime;
    
    	// ABM 5/6/02 Quick check on non-looping FX to see if they need to terminate
    	if (m_bInstantEffect && m_DamageFXInstance.IsValid())
    	{
    		if (m_DamageFXInstance.GetInstance()->IsDone())
    		{
    			Stop();
    			return;
    		}
    	}
    
    	// If we want to see the model make sure to continualy set it visible (it gets set invisible elsewhere)...
    
    	if( m_bActive && m_bShowClientModel && !g_pMoveMgr->GetVehicleMgr()->IsVehiclePhysics() )
    		g_pCommonLT->SetObjectFlags( g_pLTClient->GetClientObject(), OFT_Flags, FLAG_VISIBLE, FLAG_VISIBLE );
    
    	// See if we can free ourselfs by jumping (Glue Bomb, Bear Trap)...
    
    	if( (m_nJumpsToEscape > 0) && m_bActive )
    	{
    		if( CBindMgr::GetSingleton().IsCommandOn( COMMAND_ID_JUMP ) && !m_bJumpRequested )
    		{
    			// Tap
    
    			m_bJumpRequested = true;
    			++m_nNumJumps;
    		}
    		else if( !CBindMgr::GetSingleton().IsCommandOn( COMMAND_ID_JUMP ))
    		{
    			// Ok the player let go of the jump key... let them tap again
    
    			m_bJumpRequested = false;
    		}
    
    		if( m_nNumJumps >= m_nJumpsToEscape )
    		{
    			// End the effect on the client
    
    			Stop();
    
    			// Send message to server to clear progressive damage.
    
    			CAutoMessage cMsg;
    			cMsg.Writeuint8( MID_CLEAR_PROGRESSIVE_DAMAGE );
    			cMsg.WriteType( m_nDamageFlag );
    			g_pLTClient->SendToServer( cMsg.Read(), MESSAGE_GUARANTEED );
    			
    		}
    	}
    	
    	float fMove		= g_pPlayerMgr->GetMoveMgr()->GetMovementPercent();
    	float fFrameTime	= ObjectContextTimer( g_pMoveMgr->GetServerObject( )).GetTimerElapsedS( );
    
    	m_fMoveMult = m_fMinFXPercent + (fMove * (1.0f - m_fMinFXPercent));
    
    	if( m_bActive && m_bUpdateSoundAndVisuals )
    	{
    		// ROTATION
    
    		float fRotSpeed = m_fRotSpeed * fFrameTime * m_fRotDir;
    
    		m_fOffsetRot += fRotSpeed;
    		if( m_fOffsetRot >= m_fMaxRot )
    		{
    			m_fOffsetRot = m_fMaxRot;
    			m_fRotDir = -1.0f;
    			m_fMinRot = -m_fRotMax * GetRandom( 0.5f, 1.0f );
    		}
    		else if( m_fOffsetRot <= m_fMinRot )
    		{
    			m_fOffsetRot = m_fMinRot;
    			m_fRotDir = 1.0f;
    			m_fMaxRot = m_fRotMax * GetRandom( 0.5f, 1.0f );
    		}
    
    	}
    	else if( m_bFade )
    	{
    		bool	bDone = false;
    		
    		if( m_fElapsedTime >= m_fEndTime )
    		{
    			bDone = true;
    		}
    		else
    		{
    			// ROTATION
    
    			float fRotSpeed = m_fRotSpeed * fFrameTime;
    
    			if( m_fOffsetRot < -fRotSpeed )
    			{
    				m_fOffsetRot += fRotSpeed;
    				bDone = false;
    			}
    			else if( m_fOffsetRot > fRotSpeed )
    			{
    				m_fOffsetRot -= fRotSpeed;
    				bDone = false;
    			}
    			else
    			{
    				m_fOffsetRot = 0.0f;
    			}
    
    		}
    	
    		if( bDone )
    			m_bFade = false;
    	}
    	else
    	{
    		m_fOffsetRot	= 0.0f;
    	}
    
    	{
    		g_pPlayerMgr->GetPlayerCamera()->ApplyLocalRotationOffset( LTVector( 0.0f, 0.0f, m_fOffsetRot * m_fMoveMult ));
    	}
    
    	// Set our movement and input...
    	g_pDamageFXMgr->SetDamageFXMovementAndInput( m_bAllowMovement, m_bAllowInput, m_bAllowWeapons );
    
    	if( !IsActive() )
    	{
    		g_pHUDMgr->QueueUpdate( kHUDDamage );
    		
    		// Remove from the Activelist
    
    		g_pDamageFXMgr->RemoveFromActive( this );
    	}
    }
    
    
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	DAMAGEFX::StartSoundAndVisuals
    //
    //  PURPOSE:	Start fx for sound and visuals
    //
    // ----------------------------------------------------------------------- //
    
    void DAMAGEFX::StartSoundAndVisuals()
    {
    	if( !m_bActive ) 
    		return;
    
    	// We can now update the FX..
    
    	m_bUpdateSoundAndVisuals = true;
    
    	if( m_szStartSound[0] )
    	{
    		// Play the start sound
    
    		g_pClientSoundMgr->PlaySoundLocal( m_szStartSound, SOUNDPRIORITY_PLAYER_MEDIUM );
    	}
    
    	if( m_szLoopSound[0] && !m_hLoopSound )
    	{
    		// Play the looping sound..
    
    		uint32 dwFlags = PLAYSOUND_GETHANDLE | PLAYSOUND_LOOP | PLAYSOUND_CLIENT;
    		m_hLoopSound = g_pClientSoundMgr->PlaySoundLocal( m_szLoopSound, SOUNDPRIORITY_PLAYER_LOW, dwFlags );
    	}
    
    	m_fElapsedTime = 0.0f;
    
    	// Create the FXEdit created FX...
    
    	if( m_szFXName[0] )
    	{
    		CLIENTFX_CREATESTRUCT	fxInit( m_szFXName, FXFLAG_LOOP, g_pMoveMgr->GetObject() ); 
    		g_pGameClientShell->GetSimulationTimeClientFXMgr().CreateClientFX(&m_DamageFXInstance, fxInit, true );
    	}
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	DAMAGEFX::StartSoundAndVisuals
    //
    //  PURPOSE:	Stop fx for sound and visuals
    //
    // ----------------------------------------------------------------------- //
    
    void DAMAGEFX::StopSoundAndVisuals( bool bFade /* = true  */ )
    {
    	m_bFade = bFade;
    	m_bUpdateSoundAndVisuals = false;
    
    	m_fElapsedTime = 0.0f;
    	m_fEndTime = m_fFadeTm;
    
    	m_vtTestFX.SetFloat( 0.0f );
    
    	if( m_hLoopSound )
    	{
    		g_pLTClient->SoundMgr()->KillSound( m_hLoopSound );
    		m_hLoopSound = NULL;
    	}
    
    	if( m_DamageFXInstance.IsValid() )
    	{
    		g_pGameClientShell->GetSimulationTimeClientFXMgr().ShutdownClientFX( &m_DamageFXInstance );
    	}	
    }

    commando: You're probably the best non-coder coder I know LOL


  13. #12
    D-Vid the DBag's Avatar
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    Quote Originally Posted by supercarz1991 View Post
    hahaha that really work? XD

    hehe
    Code:
    // ----------------------------------------------------------------------- //
    //
    // MODULE  : DamageFXMgr.cpp
    //
    // PURPOSE : Damage FX Manager class - Implementation
    //
    // CREATED : 1/20/00
    //
    // (c) 2000 Monolith Productions, Inc.  All Rights Reserved
    //
    // ----------------------------------------------------------------------- //
    
    //
    // Includes...
    //
    
    	#include "stdafx.h"
    	#include "DamageFXMgr.h"
    	#include "VarTrack.h"
    	#include "SoundMgr.h"
    	#include "HUDMgr.h"
    	#include "GameClientShell.h"
    	#include "CommandIDs.h"
    	#include "MsgIDs.h"
    	#include "CMoveMgr.h"
    	#include "VehicleMgr.h"
    	#include "ClientWeaponMgr.h"
    	#include "PlayerCamera.h"
    	#include "bindmgr.h"
    	#include "LadderMgr.h"
    	#include "DamageFxDB.h"
    
    //
    // Defines...
    //
    
    #define KEY_DAMAGEFX							"DAMAGE_FX_KEY"
    
    //
    // Globals...
    //
    
    	CDamageFXMgr	*g_pDamageFXMgr = NULL;
    
    	VarTrack		g_vtEnableDamageFX;
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	CDamageFXMgr::CDamageFXMgr
    //
    //  PURPOSE:	Constructor
    //
    // ----------------------------------------------------------------------- //
    
    CDamageFXMgr::CDamageFXMgr()
    :	CGameDatabaseMgr				( ),
    	m_bAllowMovement			( true ),
    	m_nDisableWeaponCounts		( 0 ),
    	m_hDamageFXCat				( NULL )
    {
        m_lstDamageFx.Init( true );
    	m_lstActiveDmgFx.Init( false );
    }
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	CDamageFXMgr::~CDamageFXMgr
    //
    //  PURPOSE:	Destructor
    //
    // ----------------------------------------------------------------------- //
    
    CDamageFXMgr::~CDamageFXMgr()
    {
    	Term();
    }
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	CDamageFXMgr::Term
    //
    //  PURPOSE:	Clean up after ourselfs
    //
    // ----------------------------------------------------------------------- //
    
    void CDamageFXMgr::Term()
    {
    	g_pDamageFXMgr = NULL;
    
    	m_lstDamageFx.Clear();
    	m_lstActiveDmgFx.Clear();
    }
    
    
    // ----------------------------------------------------------------------- //
    //
    //	ROUTINE:	CDamageFXMgr::Init()
    //
    //	PURPOSE:	Init mgr
    //
    // ----------------------------------------------------------------------- //
    
    bool CDamageFXMgr::Init(const char *szDatabaseFile /* = DB_Default_File  */)
    {
    	if( !OpenDatabase( szDatabaseFile ))
    		return false;
    
    	// Set the global ptr
    
    	g_pDamageFXMgr = this;
    
    	// Get handles to all of the categories in the database...
    	m_hDamageFXCat = DATABASE_CATEGORY( DamageFxDB ).GetCategory();
    
    	// Read in the properties for each Damage FX type...
    	uint32 nNumRec = g_pLTDatabase->GetNumRecords(m_hDamageFXCat);
    
    	for (uint32 n = 0; n < nNumRec; n++)
    	{
    		DAMAGEFX	*pDamageFX = debug_new( DAMAGEFX );
    		if( pDamageFX && pDamageFX->Init( g_pLTDatabase->GetRecordByIndex(m_hDamageFXCat,n) ))
    		{
    			m_lstDamageFx.AddTail( pDamageFX );
    		}
    		else
    		{
    			debug_delete( pDamageFX );
    			return false;
    		}
    	}
    
    	g_vtEnableDamageFX.Init( g_pLTClient, "EnableDamageFX", NULL, 1.0f );
    
        return true;
    }
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	*CDamageFXMgr::GetDamageFX
    //
    //  PURPOSE:	Get the specified DamageFX record
    //
    // ----------------------------------------------------------------------- //
    
    DAMAGEFX *CDamageFXMgr::GetDamageFX( uint32 nID )
    {
    	DAMAGEFX **pCur = NULL;
    
    	pCur = m_lstDamageFx.GetItem( TLIT_FIRST );
    
    	while( pCur )
    	{
    		if( *pCur && (*pCur)->m_nID == nID )
    		{
    			return *pCur;
    		}
    
    		pCur = m_lstDamageFx.GetItem( TLIT_NEXT );
    	}
    
    	return NULL;
    }
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	*CDamageFXMgr::GetDamageFX
    //
    //  PURPOSE:	Get the specified DamageFX record
    //
    // ----------------------------------------------------------------------- //
    
    DAMAGEFX *CDamageFXMgr::GetDamageFX( char *pName )
    {
    	DAMAGEFX **pCur = NULL;
    
    	pCur = m_lstDamageFx.GetItem( TLIT_FIRST );
    
    	while( pCur )
    	{
    		if( *pCur && (*pCur)->m_szName[0] && (!LTStrICmp( (*pCur)->m_szName, pName )) )
    		{
    			return *pCur;
    		}
    
    		pCur = m_lstDamageFx.GetItem( TLIT_NEXT );
    	}
    
    	return NULL;
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	CDamageFXMgr::Update
    //
    //  PURPOSE:	Update all active damage fx
    //
    // ----------------------------------------------------------------------- //
    
    void CDamageFXMgr::Update()
    {
    	if( g_vtEnableDamageFX.GetFloat() < 1.0f )
    	{
    		DAMAGEFX *pDamageFX = GetFirstDamageFX();
    		while( pDamageFX )
    		{
    			pDamageFX->m_vtTestFX.SetFloat( 0.0f );
    
    			pDamageFX = GetNextDamageFX();
    		}
    
    		Clear();
    		return;
    	}
    
    	//if we are using an external camera, make sure to clear anything that might be causing rendering
    	//issues
    	if( g_pPlayerMgr->GetPlayerCamera()->GetCameraMode() == CPlayerCamera::kCM_Cinematic )
    	{
    		//and we don't need to update
    		return;
    	}
    
    	//don't bother updating if we are paused, or using an alternate camera
    	if(!g_pInterfaceMgr->IsInGame( ) ||g_pGameClientShell->IsGamePaused())
    		return;
    
    	m_bAllowMovement	= true;
    	m_bAllowInput		= true;
    	bool bHadDisableWeaponCounts = ( m_nDisableWeaponCounts > 0 );
    	m_nDisableWeaponCounts = 0;
    
    	// Update all active Damage FX...
    	
    	DAMAGEFX *pDamageFX = GetFirstActiveFX();
    	float fFrameTime = ObjectContextTimer( g_pMoveMgr->GetServerObject( )).GetTimerElapsedS();
    	while( pDamageFX )
    	{
    		pDamageFX->Update(fFrameTime);
    		
    		pDamageFX = GetNextActiveFX();
    	}
    
    	// Check if we should try to enable our weapons.
    	if( m_nDisableWeaponCounts == 0 && bHadDisableWeaponCounts )
    	{
    		g_pPlayerMgr->GetClientWeaponMgr()->EnableWeapons();
    	}
    }
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	CDamageFXMgr::Clear
    //
    //  PURPOSE:	Stop every active damage fx
    //
    // ----------------------------------------------------------------------- //
    
    void CDamageFXMgr::Clear()
    {
    	// Stop all Damage FX...
    	
    	DAMAGEFX *pDamageFX = GetFirstDamageFX();
    	while( pDamageFX )
    	{
    		pDamageFX->Stop( false );
    	
    		pDamageFX = GetNextDamageFX();
    	}
    }
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	CDamageFXMgr::IsDamageActive
    //
    //  PURPOSE:	Given damage flags, find if we are taking damage of that type
    //
    // ----------------------------------------------------------------------- //
    
    bool CDamageFXMgr::IsDamageActive( DamageFlags nDmgFlag )
    {
    	// Detrimine if any damage fx related to the passed in flags are active...
    	
    	DAMAGEFX *pDamageFX = GetFirstActiveFX();
    	while( pDamageFX )
    	{
    		if( nDmgFlag & pDamageFX->m_nDamageFlag )
    		{
    			return true;
    		}
    
    		pDamageFX = GetNextActiveFX();
    	}
    
    	return false;
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	CDamageFXMgr::SetDamageFXAllowMovement
    //
    //  PURPOSE:	Sets weather or not any FX doesn't allow movement.
    //
    // ----------------------------------------------------------------------- //
    
    void CDamageFXMgr::SetDamageFXMovementAndInput( bool bMove, bool bInput, bool bAllowWeapons )
    	{
    	m_bAllowMovement = bMove;
    	m_bAllowInput = bInput;
    	if( !bAllowWeapons )
    		m_nDisableWeaponCounts++;
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	CDamageFXMgr::OnModelKey
    //
    //  PURPOSE:	Handle model key
    //
    // ----------------------------------------------------------------------- //
    
    bool CDamageFXMgr::OnModelKey( HLOCALOBJ hObj, ArgList *pArgs )
    {
    	if (!hObj || !pArgs || !pArgs->argv || pArgs->argc == 0) return false;
    
    	char* pKey = pArgs->argv[0];
    	if (!pKey) return false;
    
    	if( LTStrICmp( pKey, KEY_DAMAGEFX ) == 0 )
    	{
    		// Start or Stop FX if they are controlled by the animation...
    
    		if( (pArgs->argc > 1) && pArgs->argv[1] )
    		{
    			if( LTStrICmp( pArgs->argv[1], "START") == 0 )
    			{
    				DAMAGEFX *pDamageFX = GetFirstActiveFX();
    				while( pDamageFX )
    				{
    					if( pDamageFX->m_bAnimationControlsFX )
    					{
    						pDamageFX->StartSoundAndVisuals();
    					}
    
    					pDamageFX = GetNextActiveFX();
    				}
    			}
    			else if( LTStrICmp( pArgs->argv[1], "STOP" ) == 0 )
    			{
    				DAMAGEFX *pDamageFX = GetFirstActiveFX();
    				while( pDamageFX )
    				{
    					if( pDamageFX->m_bAnimationControlsFX )
    					{
    						pDamageFX->StopSoundAndVisuals();
    					}
    
    					pDamageFX = GetNextActiveFX();
    				}
    			}
    		}
    
    		return true;
    	}
    
    	return false;
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	DAMAGEFX::DAMAGEFX
    //
    //  PURPOSE:	Constructor
    //
    // ----------------------------------------------------------------------- //
    
    DAMAGEFX::DAMAGEFX()
    :	m_nID					( INVALID_GAME_DATABASE_INDEX ),
    	m_nDamageFlag			( 0 ),
    	m_szName				( NULL ),
    	m_szStartSound			( NULL ),
    	m_szLoopSound			( NULL ),
    	m_szFXName				( NULL ),
    	m_szTakingHealthFXName	( NULL ),
    	m_szTakingArmorFXName	( NULL ),
    	m_sz3rdPersonFXName		( NULL ),
    	m_sz1stPersonInstFXName	( NULL ),
    	m_sz3rdPersonInstFXName	( NULL ),
    	m_sz1stPersonDeathFXName( NULL ),
    	m_sz3rdPersonDeathFXName( NULL ),
    	m_szBodyFXName			( NULL ),
    	m_fRotMax				( 0.0f ),
    	m_fRotSpeed				( 0.0f ),
    	m_fRotDir				( 0.0f ),
    	m_fOffsetRot			( 0.0f ),
    	m_fMaxRot				( 0.0f ),
    	m_fMinRot				( 0.0f ),
    	m_fMoveMult				( 0.0f ),
    	m_fMinFXPercent			( 0.0f ),
    	m_bActive				( false ),
    	m_bFade					( false ),
    	m_fFadeTm				( 0.0f ),
    	m_bAllowMovement		( true ),
    	m_bAllowInput			( true ),
    	m_bAllowWeapons			( true ),
    	m_hLoopSound			( NULL ),
    	m_bJumpRequested		( false ),
    	m_nNumJumps				( 0 ),
    	m_nJumpsToEscape		( -1 ),
    	m_bAttachCameraToAni	( false ),
    	m_bShowClientModel		( false ),
    	m_bAnimationControlsFX	( false ),
    	m_bUpdateSoundAndVisuals( false ),
    	m_fElapsedTime			( 0.0f ),
    	m_fEndTime				( 0.0f )
    {
    	m_szVarTrackName[0] = '\0';
    }
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	DAMAGEFX::~DAMAGEFX
    //
    //  PURPOSE:	Destructor
    //
    // ----------------------------------------------------------------------- //
    
    DAMAGEFX::~DAMAGEFX()
    {
    	if( m_hLoopSound )
    	{
    		g_pLTClient->SoundMgr()->KillSound( m_hLoopSound );
    		m_hLoopSound = NULL;
    	}
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	DAMAGEFX::Init
    //
    //  PURPOSE:	Build the DamageFX struct
    //
    // ----------------------------------------------------------------------- //
    
    bool DAMAGEFX::Init( HDAMAGEFX hDX )
    {
    	if( !hDX ) return false;
    
    	m_szName					= DATABASE_CATEGORY( DamageFxDB ).GetRecordName(hDX);
    	m_szStartSound				= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,StartSound);
    	m_szLoopSound				= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, LoopSound);
    	m_szFXName					= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, FirstPersonFX);
    	m_szTakingHealthFXName		= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, TakingHealthFXName);
    	m_szTakingArmorFXName		= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, TakingArmorFXName);
    	m_sz3rdPersonFXName			= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, ThirdPersonFX);
    	m_sz1stPersonInstFXName		= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, FirstPersonInstantFX);
    	m_sz3rdPersonInstFXName		= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, ThirdPersonInstantFX);
    	m_sz1stPersonDeathFXName	= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, FirstPersonDeathFX);
    	m_sz3rdPersonDeathFXName	= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, ThirdPersonDeathFX);
    	m_szBodyFXName				= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX, BodyFX);
    
    	m_fFadeTm			= (float)DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,FadeTime);
    	
    
    	m_fRotMax			= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,RotationMax);
    	m_fRotSpeed			= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,RotationSpeed);
    
    	m_fMinFXPercent		= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,MinFXPercent);
    	m_fMinFXPercent		= LTCLAMP( m_fMinFXPercent, 0.0f, 1.0f );
    
    	m_bAllowMovement	= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,AllowMovement);
    	m_bAllowInput		= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,AllowInput);
    
    	m_nJumpsToEscape	= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,NumJumpsToEscape);
    
    	m_bInstantEffect	= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,InstantEffect);
    
    	m_bAttachCameraToAni= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,AttachCameraToAni);
    	m_bShowClientModel	= DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,ShowClientModel);
    
    	m_bAnimationControlsFX = DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,AnimationControlsFX);
    
    	m_bRemoveOnNextInstantDamage = DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,RemoveOnNextInstantDamage);
    	m_bRenewOnNextInstantDamage = DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,RenewOnNextInstantDamage);
    
    	// Set up the flag for testing against this DamageFX...
    	HRECORD hDT = DATABASE_CATEGORY( DamageFxDB ).GETRECORDATTRIB(hDX,DamageType);
    	m_nDamageFlag = g_pDTDB->GetDamageFlag(hDT);
    
    	// Init the VarTrack for easy testing...
    
    	LTSNPrintF( m_szVarTrackName, LTARRAYSIZE( m_szVarTrackName ), "Test%sFX", m_szName );
    
    	m_vtTestFX.Init( g_pLTClient, m_szVarTrackName, NULL, 0.0f );
    
    	return true;
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	DAMAGEFX::Start
    //
    //  PURPOSE:	Start the appropriate fx for either the local or non local characters...
    //
    // ----------------------------------------------------------------------- //
    
    void DAMAGEFX::Start( )
    {
    	if( m_bActive || !g_pMoveMgr || !g_pHUDMgr || !g_pDamageFXMgr || 
    		!g_pPlayerMgr->IsPlayerAlive() || g_pPlayerMgr->IsSpectating())
    		return;
    
    	m_bActive = true;
    
    	// Add ourselves to the global active list
    
    	g_pDamageFXMgr->AddToActive( this );
    
    	// Should we start sound and visual fx now or wait for the animation...
    
    	m_bUpdateSoundAndVisuals = !m_bAnimationControlsFX || LadderMgr::Instance().IsClimbing();
    	if( m_bUpdateSoundAndVisuals )
    	{
    		StartSoundAndVisuals();
    	}
    
    	// Clear our jump count
    
    	m_nNumJumps = 0;
    
    	m_bAllowWeapons = true;
    
    	if( !g_pMoveMgr->GetVehicleMgr()->IsVehiclePhysics() )
    	{
    		if( m_bShowClientModel )
    			g_pCommonLT->SetObjectFlags( g_pLTClient->GetClientObject(), OFT_Flags, FLAG_VISIBLE, FLAG_VISIBLE );
    
    		if( m_bAttachCameraToAni )
    		{
    			g_pPlayerMgr->GetPlayerCamera()->AttachToTarget( true, IsMultiplayerGameClient() );
    			m_bAllowWeapons = false;
    			g_pPlayerMgr->GetClientWeaponMgr()->DisableWeapons();
    			
    			// Send message to server so all clients can stop the sound...
    			// An id of invalid means stop
    
    			CClientWeapon *pWeapon = g_pClientWeaponMgr->GetCurrentClientWeapon();
    			if( pWeapon )
    			{
    				CAutoMessage cMsg;
    				cMsg.Writeuint8( MID_WEAPON_SOUND_LOOP );
    				cMsg.Writeuint8( PSI_INVALID );
    				cMsg.WriteDatabaseRecord( g_pLTDatabase, pWeapon->GetWeaponRecord() );
    				g_pLTClient->SendToServer( cMsg.Read(), MESSAGE_GUARANTEED );
    			}
    		}
    
    		if (!m_bAllowInput)
    			g_pPlayerMgr->AllowPlayerMovement(false);
    
    	}
    
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	DAMAGEFX::Stop
    //
    //  PURPOSE:	Stop the appropriate fx for either the local or non local characters...
    //
    // ----------------------------------------------------------------------- //
    
    void DAMAGEFX::Stop( bool bFade /* = true  */ )
    {
    	if( !m_bActive || !g_pPlayerMgr )
    		return;
    
    	m_bActive = false;
    	m_bUpdateSoundAndVisuals = false;
    	
    	if( !m_bAnimationControlsFX || !g_pPlayerMgr->IsPlayerAlive() || !g_pPlayerMgr->IsSpectating() || 
    		LadderMgr::Instance().IsClimbing() )
    	{
    		StopSoundAndVisuals( bFade );
    	}
    
    	// We no longer want to see the model
    
    	if( m_bShowClientModel )
    		g_pCommonLT->SetObjectFlags( g_pLTClient->GetClientObject(), OFT_Flags, 0, FLAG_VISIBLE );
    
    	if( m_bAttachCameraToAni )
    	{
    		// Reset the player movement before detaching the camera from the head...
    
    		if (!m_bAllowInput)
    			g_pPlayerMgr->AllowPlayerMovement(true);
    
    		g_pPlayerMgr->GetPlayerCamera()->AttachToTarget( false );
    
    		if( !m_bAllowWeapons )
    		g_pPlayerMgr->GetClientWeaponMgr()->EnableWeapons();
    		
    		CClientWeapon *pWeapon = g_pPlayerMgr->GetClientWeaponMgr()->GetCurrentClientWeapon();
    		if( pWeapon )
    		{
    			pWeapon->ClearFiring();
    		}
    	}
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	DAMAGEFX::Update
    //
    //  PURPOSE:	Update an active DamageFX
    //
    // ----------------------------------------------------------------------- //
    
    void DAMAGEFX::Update( float fElapsedTime )
    {
    	if( !g_pPlayerMgr || !g_pMoveMgr || !g_pDamageFXMgr )
    		return;
    	
    	HLOCALOBJ hCamera = g_pPlayerMgr->GetPlayerCamera()->GetCamera();
    	if( !hCamera ) 
    		return;
    
    	//update our elapsed time
    	m_fElapsedTime += fElapsedTime;
    
    	// ABM 5/6/02 Quick check on non-looping FX to see if they need to terminate
    	if (m_bInstantEffect && m_DamageFXInstance.IsValid())
    	{
    		if (m_DamageFXInstance.GetInstance()->IsDone())
    		{
    			Stop();
    			return;
    		}
    	}
    
    	// If we want to see the model make sure to continualy set it visible (it gets set invisible elsewhere)...
    
    	if( m_bActive && m_bShowClientModel && !g_pMoveMgr->GetVehicleMgr()->IsVehiclePhysics() )
    		g_pCommonLT->SetObjectFlags( g_pLTClient->GetClientObject(), OFT_Flags, FLAG_VISIBLE, FLAG_VISIBLE );
    
    	// See if we can free ourselfs by jumping (Glue Bomb, Bear Trap)...
    
    	if( (m_nJumpsToEscape > 0) && m_bActive )
    	{
    		if( CBindMgr::GetSingleton().IsCommandOn( COMMAND_ID_JUMP ) && !m_bJumpRequested )
    		{
    			// Tap
    
    			m_bJumpRequested = true;
    			++m_nNumJumps;
    		}
    		else if( !CBindMgr::GetSingleton().IsCommandOn( COMMAND_ID_JUMP ))
    		{
    			// Ok the player let go of the jump key... let them tap again
    
    			m_bJumpRequested = false;
    		}
    
    		if( m_nNumJumps >= m_nJumpsToEscape )
    		{
    			// End the effect on the client
    
    			Stop();
    
    			// Send message to server to clear progressive damage.
    
    			CAutoMessage cMsg;
    			cMsg.Writeuint8( MID_CLEAR_PROGRESSIVE_DAMAGE );
    			cMsg.WriteType( m_nDamageFlag );
    			g_pLTClient->SendToServer( cMsg.Read(), MESSAGE_GUARANTEED );
    			
    		}
    	}
    	
    	float fMove		= g_pPlayerMgr->GetMoveMgr()->GetMovementPercent();
    	float fFrameTime	= ObjectContextTimer( g_pMoveMgr->GetServerObject( )).GetTimerElapsedS( );
    
    	m_fMoveMult = m_fMinFXPercent + (fMove * (1.0f - m_fMinFXPercent));
    
    	if( m_bActive && m_bUpdateSoundAndVisuals )
    	{
    		// ROTATION
    
    		float fRotSpeed = m_fRotSpeed * fFrameTime * m_fRotDir;
    
    		m_fOffsetRot += fRotSpeed;
    		if( m_fOffsetRot >= m_fMaxRot )
    		{
    			m_fOffsetRot = m_fMaxRot;
    			m_fRotDir = -1.0f;
    			m_fMinRot = -m_fRotMax * GetRandom( 0.5f, 1.0f );
    		}
    		else if( m_fOffsetRot <= m_fMinRot )
    		{
    			m_fOffsetRot = m_fMinRot;
    			m_fRotDir = 1.0f;
    			m_fMaxRot = m_fRotMax * GetRandom( 0.5f, 1.0f );
    		}
    
    	}
    	else if( m_bFade )
    	{
    		bool	bDone = false;
    		
    		if( m_fElapsedTime >= m_fEndTime )
    		{
    			bDone = true;
    		}
    		else
    		{
    			// ROTATION
    
    			float fRotSpeed = m_fRotSpeed * fFrameTime;
    
    			if( m_fOffsetRot < -fRotSpeed )
    			{
    				m_fOffsetRot += fRotSpeed;
    				bDone = false;
    			}
    			else if( m_fOffsetRot > fRotSpeed )
    			{
    				m_fOffsetRot -= fRotSpeed;
    				bDone = false;
    			}
    			else
    			{
    				m_fOffsetRot = 0.0f;
    			}
    
    		}
    	
    		if( bDone )
    			m_bFade = false;
    	}
    	else
    	{
    		m_fOffsetRot	= 0.0f;
    	}
    
    	{
    		g_pPlayerMgr->GetPlayerCamera()->ApplyLocalRotationOffset( LTVector( 0.0f, 0.0f, m_fOffsetRot * m_fMoveMult ));
    	}
    
    	// Set our movement and input...
    	g_pDamageFXMgr->SetDamageFXMovementAndInput( m_bAllowMovement, m_bAllowInput, m_bAllowWeapons );
    
    	if( !IsActive() )
    	{
    		g_pHUDMgr->QueueUpdate( kHUDDamage );
    		
    		// Remove from the Activelist
    
    		g_pDamageFXMgr->RemoveFromActive( this );
    	}
    }
    
    
    
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	DAMAGEFX::StartSoundAndVisuals
    //
    //  PURPOSE:	Start fx for sound and visuals
    //
    // ----------------------------------------------------------------------- //
    
    void DAMAGEFX::StartSoundAndVisuals()
    {
    	if( !m_bActive ) 
    		return;
    
    	// We can now update the FX..
    
    	m_bUpdateSoundAndVisuals = true;
    
    	if( m_szStartSound[0] )
    	{
    		// Play the start sound
    
    		g_pClientSoundMgr->PlaySoundLocal( m_szStartSound, SOUNDPRIORITY_PLAYER_MEDIUM );
    	}
    
    	if( m_szLoopSound[0] && !m_hLoopSound )
    	{
    		// Play the looping sound..
    
    		uint32 dwFlags = PLAYSOUND_GETHANDLE | PLAYSOUND_LOOP | PLAYSOUND_CLIENT;
    		m_hLoopSound = g_pClientSoundMgr->PlaySoundLocal( m_szLoopSound, SOUNDPRIORITY_PLAYER_LOW, dwFlags );
    	}
    
    	m_fElapsedTime = 0.0f;
    
    	// Create the FXEdit created FX...
    
    	if( m_szFXName[0] )
    	{
    		CLIENTFX_CREATESTRUCT	fxInit( m_szFXName, FXFLAG_LOOP, g_pMoveMgr->GetObject() ); 
    		g_pGameClientShell->GetSimulationTimeClientFXMgr().CreateClientFX(&m_DamageFXInstance, fxInit, true );
    	}
    }
    
    // ----------------------------------------------------------------------- //
    //
    //  ROUTINE:	DAMAGEFX::StartSoundAndVisuals
    //
    //  PURPOSE:	Stop fx for sound and visuals
    //
    // ----------------------------------------------------------------------- //
    
    void DAMAGEFX::StopSoundAndVisuals( bool bFade /* = true  */ )
    {
    	m_bFade = bFade;
    	m_bUpdateSoundAndVisuals = false;
    
    	m_fElapsedTime = 0.0f;
    	m_fEndTime = m_fFadeTm;
    
    	m_vtTestFX.SetFloat( 0.0f );
    
    	if( m_hLoopSound )
    	{
    		g_pLTClient->SoundMgr()->KillSound( m_hLoopSound );
    		m_hLoopSound = NULL;
    	}
    
    	if( m_DamageFXInstance.IsValid() )
    	{
    		g_pGameClientShell->GetSimulationTimeClientFXMgr().ShutdownClientFX( &m_DamageFXInstance );
    	}	
    }
    Where the hell do you get them classes at?


  14. #13
    supercarz1991's Avatar
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    Quote Originally Posted by D-Vid the DBag View Post


    Where the hell do you get them classes at?
    Nolf/Fear source. Same classes as ca though. From what i've noticed from lookin through em, Alot of the stuff we need for modding that goes for Framestrings and such (such as footprints and how attributes are made) are the same between FEAR and CA

    wish i could do something with these class files

    commando: You're probably the best non-coder coder I know LOL


  15. #14
    GodHack2's Avatar
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    Quote Originally Posted by supercarz1991 View Post
    Nolf/Fear source. Same classes as ca though. From what i've noticed from lookin through em, Alot of the stuff we need for modding that goes for Framestrings and such (such as footprints and how attributes are made) are the same between FEAR and CA

    wish i could do something with these class files
    thats what you get for being a modder. its very limited.

    i have been unactive lately because i have been learning some reversing watching tutorials and all of that...





    beat this bitches ^^^^^^^

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  16. #15
    supercarz1991's Avatar
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    Quote Originally Posted by GodHack2 View Post
    thats what you get for being a modder. its very limited.

    i have been unactive lately because i have been learning some reversing watching tutorials and all of that...
    being a modder is great though, i have things with mods that are patched with hacks!

    Instant Flag Capture
    Instant Super Spy upload
    ESP Nametags (only shows up on 1 player though, and its random)
    Instant anywhere pickup on Hisec/Intel/Super Soldier/Guns
    Instant Bomb Plant/Difuse from anywhere
    Vjump
    Glitch Key (works unlike hacks)
    Jump Key (like glitch key only with jumping)
    HP Boost (as long as a first aid kit is on the map, i gain hp from everywhere)
    and a lot more that i can't think of

    so being a modder is good. Not saying i'm not up for learning coding because i'd love to, i have a C++ book and a VB book in my room that i've been reading, i'm about 25% done with each (reading both at the same time wasn't a smart idea though, i'm mixxing myself up lol)

    if sum1 wants to teach, i'm always willing to learn too, cuz learning from a "teacher" is easier than a book (in my opinion)

    commando: You're probably the best non-coder coder I know LOL


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