Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: Starts the effect
// Input  : *pParticleMgr - 
//			*pArgs - 
//-----------------------------------------------------------------------------
void C_SmokeStack::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs)
{
	pParticleMgr->AddEffect( &m_ParticleEffect, this );
	
	// Figure out the material name.
	char str[512] = "unset_material";
	const model_t *pModel = modelinfo->GetModel( m_iMaterialModel );
	if ( pModel )
	{
		Q_strncpy( str, modelinfo->GetModelName( pModel ), sizeof( str ) );

		// Get rid of the extension because the material system doesn't want it.
		char *pExt = Q_stristr( str, ".vmt" );
		if ( pExt )
			pExt[0] = 0;
	}

	m_MaterialHandle[0] = m_ParticleEffect.FindOrAddMaterial( str );

	int iCount = 1;
	char szNames[512];

	int iLength = Q_strlen( str );
	str[iLength-1] = '\0';

	Q_snprintf( szNames, sizeof( szNames ), "%s%d.vmt", str, iCount );

	while ( filesystem->FileExists( VarArgs( "materials/%s", szNames ) ) && iCount < SMOKESTACK_MAX_MATERIALS )
	{
		char *pExt = Q_stristr( szNames, ".vmt" );
		if ( pExt )
			pExt[0] = 0;

		m_MaterialHandle[iCount] = m_ParticleEffect.FindOrAddMaterial( szNames );
		iCount++;
	}

	m_iMaxFrames = iCount-1;

	m_ParticleSpawn.Init( mat_reduceparticles.GetBool() ? m_Rate / 4 : m_Rate ); // Obey mat_reduceparticles in episodic

	m_InvLifetime = m_Speed / m_JetLength;

	m_pParticleMgr = pParticleMgr;

	// Figure out how we need to draw.
	IMaterial *pMaterial = pParticleMgr->PMaterialToIMaterial( m_MaterialHandle[0] );
	if( pMaterial )
	{
		m_Renderer.Init( pParticleMgr, pMaterial );
	}
	
	QueueLightParametersInRenderer();

	// For the first N seconds, always simulate so it can build up the smokestack.
	// Afterwards, we set it to freeze when it's not being rendered.
	m_ParticleEffect.SetAlwaysSimulate( true );
	SetNextClientThink( gpGlobals->curtime + 5 );
}
Ejemplo n.º 2
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : fTimeDelta - 
//-----------------------------------------------------------------------------
void C_SmokeStack::Update(float fTimeDelta)
{
    if (!m_pParticleMgr)
    {
        assert(false);
        return;
    }

    // Don't spawn particles unless we're visible.
    if (m_bEmit && (m_ParticleEffect.WasDrawnPrevFrame() || m_ParticleEffect.GetAlwaysSimulate()))
    {
        // Add new particles.																	
        Vector forward, right, up;
        AngleVectors(GetAbsAngles(), &forward, &right, &up);

        float tempDelta = fTimeDelta;
        while (m_ParticleSpawn.NextEvent(tempDelta))
        {
            int iRandomFrame = random->RandomInt(0, m_iMaxFrames);

            iRandomFrame = 0;

            // Make a new particle.
            if (SmokeStackParticle *pParticle = (SmokeStackParticle*) m_ParticleEffect.AddParticle(sizeof(SmokeStackParticle), m_MaterialHandle[iRandomFrame]))
            {
                float angle = FRand(0, 2.0f*M_PI_F);

                pParticle->m_Pos = GetAbsOrigin() +
                    right * (cos(angle) * m_flBaseSpread) +
                    forward * (sin(angle) * m_flBaseSpread);

                pParticle->m_Velocity =
                    FRand(-m_SpreadSpeed, m_SpreadSpeed) * right +
                    FRand(-m_SpreadSpeed, m_SpreadSpeed) * forward +
                    m_Speed * up;

                pParticle->m_vAccel = m_vWind;
                pParticle->m_Lifetime = 0;
                pParticle->m_flAngle = 0.0f;

                pParticle->m_flRollDelta = random->RandomFloat(-m_flRollSpeed, m_flRollSpeed);
                pParticle->m_flSortPos = pParticle->m_Pos.z;
            }
        }
    }

    // Setup the twist matrix.
    float flTwist = (m_flTwist * (M_PI_F * 2.f) / 360.0f) * Helper_GetFrameTime();
    if ((m_bTwist = !!flTwist))
    {
        m_TwistMat[0][0] = cos(flTwist);
        m_TwistMat[0][1] = sin(flTwist);
        m_TwistMat[1][0] = -sin(flTwist);
        m_TwistMat[1][1] = cos(flTwist);
    }

    QueueLightParametersInRenderer();
}
Ejemplo n.º 3
0
//-----------------------------------------------------------------------------
// Purpose: Starts the effect
// Input  : *pParticleMgr - 
//			*pArgs - 
//-----------------------------------------------------------------------------
void C_SmokeStack::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs)
{
    pParticleMgr->AddEffect(&m_ParticleEffect, this);

    // Figure out the material name.
    char str[512] = "unset_material";
    const model_t *pModel = modelinfo->GetModel(m_iMaterialModel);
    if (pModel)
    {
        Q_strncpy(str, modelinfo->GetModelName(pModel), sizeof(str));

        // Get rid of the extension because the material system doesn't want it.
        char *pExt = Q_stristr(str, ".vmt");
        if (pExt)
            pExt[0] = 0;
    }

    m_MaterialHandle[0] = m_ParticleEffect.FindOrAddMaterial(str);

    m_ParticleSpawn.Init( m_Rate );

    m_InvLifetime = m_Speed / m_JetLength;

    m_pParticleMgr = pParticleMgr;

    // Figure out how we need to draw.
    IMaterial *pMaterial = pParticleMgr->PMaterialToIMaterial( m_MaterialHandle[0] );
    if( pMaterial )
    {
        m_Renderer.Init( pParticleMgr, pMaterial );
    }

    QueueLightParametersInRenderer();

    // For the first N seconds, always simulate so it can build up the smokestack.
    // Afterwards, we set it to freeze when it's not being rendered.
    m_ParticleEffect.SetAlwaysSimulate( true );
    SetNextClientThink( gpGlobals->curtime + 5 );
}