void CParticleProperty::StopParticlesWithNameAndAttachment( const char *pszEffectName, int iAttachmentPoint, bool bForceRemoveInstantly /* =false */ )
{
	CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindParticleSystem( pszEffectName );
	AssertMsg1(pDef, "Could not find particle definition %s", pszEffectName );
	if (!pDef)
		return;


	// 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);
	// force remove particles instantly if caller specified
	bRemoveInstantly |= bForceRemoveInstantly;

	int nCount = m_ParticleEffects.Count();
	for ( int i = 0; i < nCount; ++i )
	{
		// for each effect...
		ParticleEffectList_t *pParticleEffectList = &m_ParticleEffects[i];
		CNewParticleEffect *pParticleEffect = pParticleEffectList->pParticleEffect.GetObject();
		if (pParticleEffect->m_pDef() == pDef)
		{
			int nControlPointCount = pParticleEffectList->pControlPoints.Count();
			for ( int j = 0; j < nControlPointCount; ++j )
			{
				if ( pParticleEffectList->pControlPoints[j].iAttachmentPoint == iAttachmentPoint )
				{
					pParticleEffect->StopEmission( false, bRemoveInstantly );
					break;
				}
			}
		}
	}
}
//-----------------------------------------------------------------------------
// 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 );
		}
	}
}
//-----------------------------------------------------------------------------
// 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 );
		}
	}
}
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//-----------------------------------------------------------------------------
// Purpose: Stop all effects that were created using the given definition
//			name.
//-----------------------------------------------------------------------------
void CParticleProperty::StopParticlesNamed( const char *pszEffectName, bool bForceRemoveInstantly /* =false */, int nSplitScreenPlayerSlot /*= -1*/ )
{
	CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindParticleSystem( pszEffectName );
	AssertMsg1(pDef, "Could not find particle definition %s", pszEffectName );
	if (!pDef)
		return;


	// 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);
	// force remove particles instantly if caller specified
	bRemoveInstantly |= bForceRemoveInstantly;

	int nCount = m_ParticleEffects.Count();
	for ( int i = 0; i < nCount; ++i )
	{
		// for each effect...
		CNewParticleEffect *pParticleEffect = m_ParticleEffects[i].pParticleEffect.GetObject();
		if (pParticleEffect->m_pDef() == pDef)
		{
			if ( nSplitScreenPlayerSlot != -1 )
			{
				if ( !pParticleEffect->ShouldDrawForSplitScreenUser( nSplitScreenPlayerSlot ) )
					continue;
			}
			pParticleEffect->StopEmission( false, bRemoveInstantly );
		}
	}
}