Adding Muzzle Flashes that lights up the world
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This tutorial will show how to add dlight muzzle flash that lights up the world around the player dynamically in GoldSrc.
Coding
First navigate to ev_hldm.h and scroll to the bottom. After that, add this
void EV_HLDM_MuzzleFlash( vec3_t pos, float amount );
Then, open ev_hldm.cpp and find:
float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *vecEnd, int iBulletType )
Below that, add this:
void EV_HLDM_MuzzleFlash(vec3_t pos, float amount)
{
// make a dlight first
dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight(0);
// Original color values
int originalR = 231;
int originalG = 219;
int originalB = 14;
// Randomize color components within the range of +/- 20
dl->color.r = originalR + gEngfuncs.pfnRandomLong(-20, 20);
dl->color.g = originalG + gEngfuncs.pfnRandomLong(-20, 20);
dl->color.b = originalB + gEngfuncs.pfnRandomLong(0, 0);
// Randomize the die value by +/- 0.01
dl->die = gEngfuncs.GetClientTime() + 0.05 + gEngfuncs.pfnRandomFloat(-0.01, 0.01);
// Randomize the radius based on amount
dl->radius = gEngfuncs.pfnRandomFloat(245.0f, 256.0f);
// Randomize the decay value
dl->decay = gEngfuncs.pfnRandomFloat(400.0f, 600.0f);
}
Then, find the function definition:
void EV_FireWeaponName(event_args_t *args) // replace WeaponName with your weapon’s name
Find this in that function:
EV_GetGunPosition( args, vecSrc, origin );
Just after that, add this:
EV_HLDM_MuzzleFlash( vecSrc, 1.0 + gEngfuncs.pfnRandomFloat( -0.2, 0.2 ) );
Credits and Reference
- This guide is a modified version of the guide from VERC and TWHL.
- https://web.archive.org/web/20061027233737/http://collective.valve-erc.com/index.php?doc=1031137353-13157900
- https://twhl.info/wiki/page/VERC%3A_Adding_muzzle_flashes_that_also_light_up_world_brushes
- This article's randomizer code was used here
- Also, there’s something called elights which doesn’t light up the world but entities and models.