Ejemplo n.º 1
0
void C_ParticleSmokeGrenade::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs)
{
	if(!pParticleMgr->AddEffect( &m_ParticleEffect, this ))
		return;
	
	m_SmokeTrail.Start(pParticleMgr, pArgs);

	m_SmokeTrail.m_ParticleLifetime = 0.5;
	m_SmokeTrail.SetSpawnRate(40);
	m_SmokeTrail.m_MinSpeed = 0;
	m_SmokeTrail.m_MaxSpeed = 0;
	m_SmokeTrail.m_StartSize = 3;
	m_SmokeTrail.m_EndSize = 10;
	m_SmokeTrail.m_SpawnRadius = 0;

	m_SmokeTrail.SetLocalOrigin( GetAbsOrigin() );

	for(int i=0; i < NUM_MATERIAL_HANDLES; i++)
	{
		char str[256];
		Q_snprintf(str, sizeof( str ), "particle/particle_smokegrenade%d", i+1);
		m_MaterialHandles[i] = m_ParticleEffect.FindOrAddMaterial(str);
	}

	if( m_CurrentStage == 2 )
	{
		FillVolume();
	}

	// Go straight into "fill volume" mode if they want.
	if(pArgs)
	{
		if(pArgs->FindArg("-FillVolume"))
		{
			FillVolume();
		}
	}

	m_bStarted = true;
	SetNextClientThink( CLIENT_THINK_ALWAYS );

#if CSTRIKE_DLL
	C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();

	if ( pPlayer )
	{
		 pPlayer->m_SmokeGrenades.AddToTail( this );
	}
#endif
		 
}
void C_FuncSmokeVolume::Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs )
{
	if( !pParticleMgr->AddEffect( &m_ParticleEffect, this ) )
		return;

	m_MaterialHandle = m_ParticleEffect.FindOrAddMaterial( m_MaterialName );
	FillVolume();

	m_bStarted = true;
}
void C_ParticleSmokeGrenade::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs)
{
	if(!pParticleMgr->AddEffect( &m_ParticleEffect, this ))
		return;

	m_LifetimeCounter = 0;
	m_SmokeTrail.Start(pParticleMgr, pArgs);

	m_SmokeTrail.m_ParticleLifetime = 0.5;
	m_SmokeTrail.SetSpawnRate(40);
	m_SmokeTrail.m_MinSpeed = 0;
	m_SmokeTrail.m_MaxSpeed = 0;
	m_SmokeTrail.m_StartSize = 3;
	m_SmokeTrail.m_EndSize = 10;
	m_SmokeTrail.m_SpawnRadius = 0;

	m_SmokeTrail.SetLocalOrigin( GetAbsOrigin() );

	for(int i=0; i < NUM_MATERIAL_HANDLES; i++)
	{
		char str[256];
		Q_snprintf(str, sizeof( str ), "particle/particle_smokegrenade%d", i+1);
		m_MaterialHandles[i] = m_ParticleEffect.FindOrAddMaterial(str);
	}

	if( m_CurrentStage == 2 )
	{
		FillVolume();
	}

	// Go straight into "fill volume" mode if they want.
	if(pArgs)
	{
		if(pArgs->FindArg("-FillVolume"))
		{
			FillVolume();
		}
	}

	m_bStarted = true;
}