//-----------------------------------------------------------------------------
// Bounding box
//-----------------------------------------------------------------------------
CNewParticleEffect* CNewParticleEffect::ReplaceWith( const char *pParticleSystemName )
{
	StopEmission( false, true, true );
	if ( !pParticleSystemName || !pParticleSystemName[0] )
		return NULL;

	CNewParticleEffect *pNewEffect = CNewParticleEffect::Create( GetOwner(), pParticleSystemName, pParticleSystemName );
	if ( !pNewEffect )
		return NULL;

	// Copy over the control point data
	for ( int i = 0; i < MAX_PARTICLE_CONTROL_POINTS; ++i )
	{
		if ( !ReadsControlPoint( i ) )
			continue;

		Vector vecForward, vecRight, vecUp;
		pNewEffect->SetControlPoint( i, GetControlPointAtCurrentTime( i ) );
		GetControlPointOrientationAtCurrentTime( i, &vecForward, &vecRight, &vecUp );
		pNewEffect->SetControlPointOrientation( i, vecForward, vecRight, vecUp );
		pNewEffect->SetControlPointParent( i, GetControlPointParent( i ) );
	}

	if ( m_hOwner )
	{
		m_hOwner->ParticleProp()->ReplaceParticleEffect( this, pNewEffect );
	}

	// fixup any other references to the old system, to point to the new system
	while( m_References.m_pHead )
	{
		// this will remove the reference from m_References
		m_References.m_pHead->Set( pNewEffect );
	}

	// At this point any references should have been redirected,
	// but we may still be running with some stray particles, so we
	// might not be flagged for removal - force the issue!
	Assert( m_RefCount == 0 );
	SetRemoveFlag();

	return pNewEffect;
}
Esempio n. 2
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//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_ParticleSystem::ClientThink( void )
{
	if ( m_bActive )
	{
		const char *pszName = GetParticleSystemNameFromIndex( m_iEffectIndex );
		if ( pszName && pszName[0] )
		{
			CNewParticleEffect *pEffect = ParticleProp()->Create( pszName, PATTACH_ABSORIGIN_FOLLOW );
			m_pEffect = pEffect;
	
			if (pEffect)
			{
				for ( int i = 0 ; i < kMAXCONTROLPOINTS ; ++i )
				{
					CBaseEntity *pOnEntity = m_hControlPointEnts[i].Get();
					if ( pOnEntity )
					{
						ParticleProp()->AddControlPoint( pEffect, i + 1, pOnEntity, PATTACH_ABSORIGIN_FOLLOW );
					}

					AssertMsg2( m_iControlPointParents[i] >= 0 && m_iControlPointParents[i] <= kMAXCONTROLPOINTS ,
						"Particle system specified bogus control point parent (%d) for point %d.",
						m_iControlPointParents[i], i );

					if (m_iControlPointParents[i] != 0)
					{
						pEffect->SetControlPointParent(i+1, m_iControlPointParents[i]);
					}
				}

				//server controlled control points (variables in particle effects instead of literal follow points)
				for( int i = 0; i != ARRAYSIZE( m_iServerControlPointAssignments ); ++i )
				{
					if( m_iServerControlPointAssignments[i] != 255 )
					{
						pEffect->SetControlPoint( m_iServerControlPointAssignments[i], m_vServerControlPoints[i] );
					}
					else
					{
						break;
					}
				}

				// Attach our particle snapshot if we have one
				Assert( m_pSnapshot || !m_szSnapshotFileName[0] ); // m_szSnapshotFileName shouldn't change after the create update
				if ( m_pSnapshot )
				{
					pEffect->SetControlPointSnapshot( 0, m_pSnapshot );
				}

				// NOTE: What we really want here is to compare our lifetime and that of our children and see if this delta is
				//		 already past the end of it, denoting that we're finished.  In that case, just destroy us and be done. -- jdw

				// TODO: This can go when the SkipToTime code below goes
				ParticleProp()->OnParticleSystemUpdated( pEffect, 0.0f );

				// Skip the effect ahead if we're restarting it
				float flTimeDelta = gpGlobals->curtime - m_flStartTime;
				if ( flTimeDelta > 0.01f )
				{
					VPROF_BUDGET( "C_ParticleSystem::ClientThink SkipToTime", "Particle Simulation" );
					pEffect->SkipToTime( flTimeDelta );
				}
			}
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: Message handler for ASWOrderUseItemFX message
//-----------------------------------------------------------------------------
void CASW_Hud_Squad_Hotbar::MsgFunc_ASWOrderUseItemFX( bf_read &msg )
{
	int iMarine = msg.ReadShort();	
	C_ASW_Marine *pMarine = dynamic_cast<C_ASW_Marine*>(ClientEntityList().GetEnt(iMarine));		// turn iMarine ent index into the marine
	if ( !pMarine )
		return;

	int iOrderType = msg.ReadShort();
	int iInventorySlot = msg.ReadShort();

	Vector vecPosition;
	vecPosition.x = msg.ReadFloat();
	vecPosition.y = msg.ReadFloat();
	vecPosition.z = msg.ReadFloat();

	// loops through to see if we already have an order effect for this marine
	StopItemFX( pMarine );

	const char *pszClassName = NULL;

	switch( iOrderType )
	{
	case ASW_USE_ORDER_WITH_ITEM:
		{
			// check we have an item in that slot
			CASW_Weapon* pWeapon = pMarine->GetASWWeapon( iInventorySlot );
			if ( !pWeapon || !pWeapon->GetWeaponInfo() || !pWeapon->GetWeaponInfo()->m_bOffhandActivate )
				return;

			pszClassName = pWeapon->GetClassname();
		}
		break;

	case ASW_USE_ORDER_HACK:
		{
			pszClassName = "asw_weapon_t75";	// for now, we're using the t75 icon for hacking
		}
		break;

	default:
		{
			Assert( false ); // unspecified order type
			return;
		}
		break;
	}

	//CNewParticleEffect *pEffect = pMarine->ParticleProp()->Create( "order_use_item", PATTACH_CUSTOMORIGIN, -1, vecPosition - pMarine->GetAbsOrigin() );
	CNewParticleEffect *pEffect = pMarine->ParticleProp()->Create( "order_use_item", PATTACH_ABSORIGIN );
	if ( pEffect )
	{
		pMarine->ParticleProp()->AddControlPoint( pEffect, 1, pMarine, PATTACH_CUSTOMORIGIN );
		pEffect->SetControlPoint( 1, vecPosition );//vecPosition - pMarine->GetAbsOrigin()
		for ( int i = 0; i < NUM_USE_ITEM_ORDER_CLASSES; i++ )
		{
			if ( pszUseItemOrderClasses[i] && !Q_strcmp (  pszUseItemOrderClasses[i]  ,  pszClassName )  )
			{
				pEffect->SetControlPoint( 2, Vector( i, 0, 0 ) );
				break;
			}
		}

		HotbarOrderEffectsList_t::IndexLocalType_t iIndex = m_hHotbarOrderEffects.AddToTail();
		m_hHotbarOrderEffects[iIndex].iEffectID = iMarine;
		m_hHotbarOrderEffects[iIndex].pEffect = pEffect;
	}
}