//----------------------------------------------------------------------------- // Purpose: Remove effects immediately, including all current particles. If no // effect is specified, all effects attached to this entity are removed. //----------------------------------------------------------------------------- void CParticleProperty::StopEmissionAndDestroyImmediately( CNewParticleEffect *pEffect ) { if ( pEffect ) { int iIndex = FindEffect( pEffect ); //Assert( iIndex != -1 ); if ( iIndex != -1 ) { m_ParticleEffects.Remove( iIndex ); // Clear the owner so it doesn't try to call back to us on deletion pEffect->SetOwner( NULL ); pEffect->StopEmission( false, true ); } } else { // Immediately destroy all effects int nCount = m_ParticleEffects.Count(); for ( int i = nCount-1; i >= 0; i-- ) { CNewParticleEffect *pTmp = m_ParticleEffects[i].pParticleEffect.GetObject(); m_ParticleEffects.Remove( i ); // Clear the owner so it doesn't try to call back to us on deletion pTmp->SetOwner( NULL ); pTmp->StopEmission( false, true ); } } }
//----------------------------------------------------------------------------- // Purpose: Stop effects from emitting more particles. If no effect is // specified, all effects attached to this entity are stopped. //----------------------------------------------------------------------------- void CParticleProperty::StopEmission( CNewParticleEffect *pEffect, bool bWakeOnStop, bool bDestroyAsleepSystems ) { // If we return from dormancy and are then told to stop emitting, // we should have died while dormant. Remove ourselves immediately. bool bRemoveInstantly = (m_iDormancyChangedAtFrame == gpGlobals->framecount); if ( pEffect ) { if ( FindEffect( pEffect ) != -1 ) { pEffect->StopEmission( false, bRemoveInstantly, bWakeOnStop ); } } else { // Stop all effects float flNow = g_pParticleSystemMgr->GetLastSimulationTime(); int nCount = m_ParticleEffects.Count(); for ( int i = nCount-1; i >= 0; i-- ) { CNewParticleEffect *pTmp = m_ParticleEffects[i].pParticleEffect.GetObject(); bool bRemoveSystem = bRemoveInstantly || ( bDestroyAsleepSystems && ( flNow >= pTmp->m_flNextSleepTime ) ); if ( bRemoveSystem ) { m_ParticleEffects.Remove( i ); pTmp->SetOwner( NULL ); } pTmp->StopEmission( false, bRemoveSystem, !bRemoveSystem && bWakeOnStop ); } } }