コード例 #1
0
void C_EnvPortalPathTrack::UpdateParticles_Active ( void )
{
	// Emitters must be valid
	if ( SetupEmitters() == false )
		return;

	// Reset our sort origin
	m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() );

	SimpleParticle *sParticle;

	// Do the charging particles
	m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() );

	Vector forward, right, up;
	AngleVectors( GetAbsAngles(), &forward, &right, &up );

	Vector	offset;
	float	dist;

	int numParticles = floor( 4.0f );

	for ( int i = 0; i < numParticles; i++ )
	{
		dist = random->RandomFloat( 4.0f, 64.0f );

		offset = forward * dist;

		dist = RemapValClamped( dist, 4.0f, 64.0f, 6.0f, 1.0f );
		offset += right * random->RandomFloat( -4.0f * dist, 4.0f * dist );
		offset += up * random->RandomFloat( -4.0f * dist, 4.0f * dist );

		offset += GetAbsOrigin();

		sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( "effects/strider_muzzle" ), offset );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= Vector(0,0,8);
		sParticle->m_flDieTime		= 0.5f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 255;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		sParticle->m_uchStartSize	= random->RandomFloat( 1, 2 );
		sParticle->m_uchEndSize		= 0;
	}
}
コード例 #2
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_EntityParticleTrail::AddParticle( float flInitialDeltaTime, const Vector &vecMins, const Vector &vecMaxs, const matrix3x4_t &boxToWorld )
{
    // Select a random point somewhere in the hitboxes of the entity.
    Vector vecLocalPosition, vecWorldPosition;
    vecLocalPosition.x			= Lerp( random->RandomFloat( 0.0f, 1.0f ), vecMins.x, vecMaxs.x );
    vecLocalPosition.y			= Lerp( random->RandomFloat( 0.0f, 1.0f ), vecMins.y, vecMaxs.y );
    vecLocalPosition.z			= Lerp( random->RandomFloat( 0.0f, 1.0f ), vecMins.z, vecMaxs.z );
    VectorTransform( vecLocalPosition, boxToWorld, vecWorldPosition );

    // Don't emit the particle unless it's inside the model
    if ( m_hConstraintEntity.Get() )
    {
        Ray_t ray;
        trace_t tr;
        ray.Init( vecWorldPosition, vecWorldPosition );
        enginetrace->ClipRayToEntity( ray, MASK_ALL, m_hConstraintEntity, &tr );

        if ( !tr.startsolid )
            return;
    }

    // Make a new particle
    SimpleParticle *pParticle = (SimpleParticle *)m_ParticleEffect.AddParticle( sizeof(SimpleParticle), m_hMaterial );
    if ( pParticle == NULL )
        return;

    pParticle->m_Pos			= vecWorldPosition;
    pParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
    pParticle->m_flRollDelta	= Helper_RandomFloat( -2.0f, 2.0f );

    pParticle->m_flLifetime		= flInitialDeltaTime;
    pParticle->m_flDieTime		= m_Info.m_flLifetime;

    pParticle->m_uchColor[0]	= 64;
    pParticle->m_uchColor[1]	= 140;
    pParticle->m_uchColor[2]	= 225;
    pParticle->m_uchStartAlpha	= Helper_RandomInt( 64, 64 );
    pParticle->m_uchEndAlpha	= 0;

    pParticle->m_uchStartSize	= m_Info.m_flStartSize;
    pParticle->m_uchEndSize		= m_Info.m_flEndSize;

    pParticle->m_vecVelocity	= vec3_origin;
    VectorMA( pParticle->m_Pos, flInitialDeltaTime, pParticle->m_vecVelocity, pParticle->m_Pos );
}
コード例 #3
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : flPerc - 
//-----------------------------------------------------------------------------
void C_MortarShell::AddRisingParticles( float flPerc )
{
	SimpleParticle *sParticle;

	Vector offset;
	float radius = m_flRadius * 0.25f * flPerc;

	float val = RemapValClamped( gpGlobals->curtime, m_flStarttime, m_flStarttime + m_flLifespan, 0.0f, 1.0f );

	float flCur = gpGlobals->frametime;

	// Anime ground effects
	while ( m_ParticleEvent.NextEvent( flCur ) )
	{
		offset.x = random->RandomFloat( -radius, radius );
		offset.y = random->RandomFloat( -radius, radius );
		offset.z = random->RandomFloat( -8.0f, 8.0f );

		offset += GetAbsOrigin();

		sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), m_pEmitter->GetPMaterial( "effects/spark" ), offset );
		
		if ( sParticle == NULL )
			return;

		sParticle->m_vecVelocity = Vector( Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( 32.0f, 256.0f ) * Bias( val, 0.25f ) );
		
		sParticle->m_uchStartSize	= random->RandomFloat( 4, 8 ) * flPerc;

		sParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
		
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );

		float alpha = 255 * flPerc;

		sParticle->m_flRollDelta	= Helper_RandomFloat( -8.0f * flPerc, 8.0f * flPerc );
		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;
		sParticle->m_uchEndSize		= 0;
	}
}
コード例 #4
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : flPerc - 
//-----------------------------------------------------------------------------
void C_MortarShell::AddExplodingParticles( float flPerc )
{
	SimpleParticle *sParticle;

	Vector offset;
	float radius = 48.0f * flPerc;

	float flCur = gpGlobals->frametime;

	// Anime ground effects
	while ( m_ParticleEvent.NextEvent( flCur ) )
	{
		offset.x = random->RandomFloat( -radius, radius );
		offset.y = random->RandomFloat( -radius, radius );
		offset.z = random->RandomFloat( -8.0f, 8.0f );

		offset += GetAbsOrigin();

		sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), m_pEmitter->GetPMaterial( "effects/spark" ), offset );
		
		if ( sParticle == NULL )
			return;

		sParticle->m_vecVelocity = RandomVector( -1.0f, 1.0f ) + Vector( 0, 0, 1 );
		sParticle->m_vecVelocity *= ( 750.0f * flPerc );
		
		sParticle->m_uchStartSize	= random->RandomFloat( 2, 4 ) * flPerc;

		sParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f );
		
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );

		float alpha = 255 * flPerc;

		sParticle->m_flRollDelta	= Helper_RandomFloat( -8.0f * flPerc, 8.0f * flPerc );
		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;
		sParticle->m_uchEndSize		= 0;
	}
}
コード例 #5
0
ファイル: c_entitydissolve.cpp プロジェクト: Yosam02/game
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : flags - 
// Output : int
//-----------------------------------------------------------------------------
int C_EntityDissolve::DrawModel( int flags )
{
	// See if we should draw
	if ( gpGlobals->frametime == 0 || m_bReadyToDraw == false )
		return 0;

	C_BaseAnimating *pAnimating = GetMoveParent() ? GetMoveParent()->GetBaseAnimating() : NULL;
	if ( pAnimating == NULL )
		return 0;

	matrix3x4_t	*hitboxbones[MAXSTUDIOBONES];
	if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) == false )
		return 0;

	studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
	if ( pStudioHdr == NULL )
		return false;

	mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
	if ( set == NULL )
		return false;

	// Make sure the emitter is setup properly
	SetupEmitter();
	
	// Get fade percentages for the effect
	float fadeInPerc = GetFadeInPercentage();
	float fadeOutPerc = GetFadeOutPercentage();

	float fadePerc = ( fadeInPerc >= 1.0f ) ? fadeOutPerc : fadeInPerc;

	Vector vecSkew = vec3_origin;

	// Do extra effects under certain circumstances
	if ( ( fadePerc < 0.99f ) && ( (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) ) )
	{
		DoSparks( set, hitboxbones );
	}

	// Skew the particles in front or in back of their targets
	vecSkew = CurrentViewForward() * ( 8.0f - ( ( 1.0f - fadePerc ) * 32.0f ) );

	float spriteScale = ( ( gpGlobals->curtime - m_flStartTime ) / m_flFadeOutLength );
	spriteScale = clamp( spriteScale, 0.75f, 1.0f );

	// Cache off this material reference
	if ( g_Material_Spark == NULL )
	{
		g_Material_Spark = ParticleMgr()->GetPMaterial( "effects/spark" );
	}

	if ( g_Material_AR2Glow == NULL )
	{
		g_Material_AR2Glow = ParticleMgr()->GetPMaterial( "effects/combinemuzzle2" );
	}

	SimpleParticle *sParticle;

	for ( int i = 0; i < set->numhitboxes; ++i )
	{
		Vector vecAbsOrigin, xvec, yvec;
		mstudiobbox_t *pBox = set->pHitbox(i);
		ComputeRenderInfo( pBox, *hitboxbones[pBox->bone], &vecAbsOrigin, &xvec, &yvec );

		Vector offset;
		Vector	xDir, yDir;

		xDir = xvec;
		float xScale = VectorNormalize( xDir ) * 0.75f;

		yDir = yvec;
		float yScale = VectorNormalize( yDir ) * 0.75f;

		int numParticles = clamp( 3.0f * fadePerc, 0.f, 3.f );

		int iTempParts = 2;

		if ( m_nDissolveType == ENTITY_DISSOLVE_CORE )
		{
			if ( m_bCoreExplode == true )
			{
				numParticles = 15;
				iTempParts = 20;
			}
		}

		for ( int j = 0; j < iTempParts; j++ )
		{
			// Skew the origin
			offset = xDir * Helper_RandomFloat( -xScale*0.5f, xScale*0.5f ) + yDir * Helper_RandomFloat( -yScale*0.5f, yScale*0.5f );
			offset += vecSkew;

			if ( random->RandomInt( 0, 2 ) != 0 )
				continue;

			sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), g_Material_Spark, vecAbsOrigin + offset );
			
			if ( sParticle == NULL )
				return 1;

			sParticle->m_vecVelocity	= Vector( Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( 16.0f, 64.0f ) );
			
			if ( m_nDissolveType == ENTITY_DISSOLVE_CORE )
			{
				if ( m_bCoreExplode == true )
				{
					Vector vDirection = (vecAbsOrigin + offset) - m_vDissolverOrigin;
					VectorNormalize( vDirection );
					sParticle->m_vecVelocity = vDirection * m_nMagnitude;
				}
			}

			if ( sParticle->m_vecVelocity.z > 0 )
			{
				sParticle->m_uchStartSize	= random->RandomFloat( 4, 6 ) * spriteScale;
			}
			else
			{
				sParticle->m_uchStartSize	= 2 * spriteScale;
			}

			sParticle->m_flDieTime = random->RandomFloat( 0.4f, 0.5f );
			
			// If we're the last particles, last longer
			if ( numParticles == 0 )
			{
				sParticle->m_flDieTime *= 2.0f;
				sParticle->m_uchStartSize = 2 * spriteScale;
				sParticle->m_flRollDelta	= Helper_RandomFloat( -4.0f, 4.0f );

				if ( m_nDissolveType == ENTITY_DISSOLVE_CORE )
				{
					if ( m_bCoreExplode == true )
					{
						sParticle->m_flDieTime *= 2.0f;
						sParticle->m_flRollDelta	= Helper_RandomFloat( -1.0f, 1.0f );
					}
				}
			}
			else
			{
				sParticle->m_flRollDelta	= Helper_RandomFloat( -8.0f, 8.0f );
			}
			
			sParticle->m_flLifetime		= 0.0f;

			sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );

			float alpha = 255;

			sParticle->m_uchColor[0]	= m_vEffectColor.x;
			sParticle->m_uchColor[1]	= m_vEffectColor.y;
			sParticle->m_uchColor[2]	= m_vEffectColor.z;
			sParticle->m_uchStartAlpha	= alpha;
			sParticle->m_uchEndAlpha	= 0;
			sParticle->m_uchEndSize		= 0;
		}
			
		for ( int j = 0; j < numParticles; j++ )
		{
			offset = xDir * Helper_RandomFloat( -xScale*0.5f, xScale*0.5f ) + yDir * Helper_RandomFloat( -yScale*0.5f, yScale*0.5f );
			offset += vecSkew;

			sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), g_Material_AR2Glow, vecAbsOrigin + offset );

			if ( sParticle == NULL )
				return 1;
			
			sParticle->m_vecVelocity	= Vector( Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( -4.0f, 4.0f ), Helper_RandomFloat( -64.0f, 128.0f ) );
			sParticle->m_uchStartSize	= random->RandomFloat( 8, 12 ) * spriteScale;
			sParticle->m_flDieTime		= 0.1f;
			sParticle->m_flLifetime		= 0.0f;

			sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
			sParticle->m_flRollDelta	= Helper_RandomFloat( -2.0f, 2.0f );

			float alpha = 255;

			sParticle->m_uchColor[0]	= m_vEffectColor.x;
			sParticle->m_uchColor[1]	= m_vEffectColor.y;
			sParticle->m_uchColor[2]	= m_vEffectColor.z;
			sParticle->m_uchStartAlpha	= alpha;
			sParticle->m_uchEndAlpha	= 0;
			sParticle->m_uchEndSize		= 0;

			if ( m_nDissolveType == ENTITY_DISSOLVE_CORE )
			{
				if ( m_bCoreExplode == true )
				{
					Vector vDirection = (vecAbsOrigin + offset) - m_vDissolverOrigin;

					VectorNormalize( vDirection );

					sParticle->m_vecVelocity = vDirection * m_nMagnitude;

					sParticle->m_flDieTime		= 0.5f;
				}
			}
		}
	}

	return 1;
}
コード例 #6
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : flags - 
// Output : int
//-----------------------------------------------------------------------------
int C_WeaponPhysCannon::DrawModel( int flags )
{
	// If we're not ugrading, don't do anything special
	if ( m_bIsCurrentlyUpgrading == false && m_bWasUpgraded == false )
		return BaseClass::DrawModel( flags );

	if ( gpGlobals->frametime == 0 )
		return BaseClass::DrawModel( flags );

	if ( !m_bReadyToDraw )
		return 0;

	m_bWasUpgraded = true;

	// Create the particle emitter if it's not already
	if ( SetupEmitter() )
	{
		// Add the power-up particles

		// See if we should draw
		if ( m_bReadyToDraw == false )
			return 0;

		C_BaseAnimating *pAnimating = GetBaseAnimating();
		if (!pAnimating)
			return 0;

		matrix3x4_t	*hitboxbones[MAXSTUDIOBONES];
		if ( !pAnimating->HitboxToWorldTransforms( hitboxbones ) )
			return 0;

		studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
		if (!pStudioHdr)
			return false;

		mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
		if ( !set )
			return false;

		int i;

		float fadePerc = 1.0f;

		if ( m_bIsCurrentlyUpgrading )
		{
			Vector	vecSkew = vec3_origin;

			// Skew the particles in front or in back of their targets
			vecSkew = CurrentViewForward() * 4.0f;

			float spriteScale = 1.0f;
			spriteScale = clamp( spriteScale, 0.75f, 1.0f );

			SimpleParticle *sParticle;

			for ( i = 0; i < set->numhitboxes; ++i )
			{
				Vector vecAbsOrigin, xvec, yvec;
				mstudiobbox_t *pBox = set->pHitbox(i);
				ComputeRenderInfo( pBox, *hitboxbones[pBox->bone], &vecAbsOrigin, &xvec, &yvec );

				Vector offset;
				Vector	xDir, yDir;

				xDir = xvec;
				float xScale = VectorNormalize( xDir ) * 0.75f;

				yDir = yvec;
				float yScale = VectorNormalize( yDir ) * 0.75f;

				int numParticles = clamp( 4.0f * fadePerc, 1, 3 );

				for ( int j = 0; j < numParticles; j++ )
				{
					offset = xDir * Helper_RandomFloat( -xScale*0.5f, xScale*0.5f ) + yDir * Helper_RandomFloat( -yScale*0.5f, yScale*0.5f );
					offset += vecSkew;

					sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), m_pEmitter->GetPMaterial( "effects/combinemuzzle1" ), vecAbsOrigin + offset );

					if ( sParticle == NULL )
						return 1;
					
					sParticle->m_vecVelocity	= vec3_origin;
					sParticle->m_uchStartSize	= 16.0f * spriteScale;
					sParticle->m_flDieTime		= 0.2f;
					sParticle->m_flLifetime		= 0.0f;

					sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
					sParticle->m_flRollDelta	= Helper_RandomFloat( -2.0f, 2.0f );

					float alpha = 40;

					sParticle->m_uchColor[0]	= alpha;
					sParticle->m_uchColor[1]	= alpha;
					sParticle->m_uchColor[2]	= alpha;
					sParticle->m_uchStartAlpha	= alpha;
					sParticle->m_uchEndAlpha	= 0;
					sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 2;
				}
			}
		}
	}

	int		attachment = LookupAttachment( "core" );
	Vector	coreOrigin;
	QAngle	coreAngles;

	GetAttachment( attachment, coreOrigin, coreAngles );

	SimpleParticle *sParticle;

	// Do the core effects
	for ( int i = 0; i < 4; i++ )
	{
		sParticle = (SimpleParticle *) m_pLocalEmitter->AddParticle( sizeof(SimpleParticle), m_pLocalEmitter->GetPMaterial( "effects/strider_muzzle" ), vec3_origin );

		if ( sParticle == NULL )
			return 1;
		
		sParticle->m_vecVelocity	= vec3_origin;
		sParticle->m_flDieTime		= 0.1f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 255;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		if ( i < 2 )
		{
			sParticle->m_uchStartSize	= random->RandomFloat( 1, 2 ) * (i+1);
			sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 2.0f;
		}
		else
		{
			if ( random->RandomInt( 0, 20 ) == 0 )
			{
				sParticle->m_uchStartSize	= random->RandomFloat( 1, 2 ) * (i+1);
				sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 4.0f;
				sParticle->m_flDieTime		= 0.25f;
			}
			else
			{
				sParticle->m_uchStartSize	= random->RandomFloat( 1, 2 ) * (i+1);
				sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 2.0f;
			}
		}
	}

	if ( m_bWasUpgraded && m_bIsCurrentlyUpgrading )
	{
		// Update our attractor point
		m_pAttractor->SetAttractorOrigin( coreOrigin );

		Vector offset;

		for ( int i = 0; i < 4; i++ )
		{
			offset = coreOrigin + RandomVector( -32.0f, 32.0f );

			sParticle = (SimpleParticle *) m_pAttractor->AddParticle( sizeof(SimpleParticle), m_pAttractor->GetPMaterial( "effects/strider_muzzle" ), offset );

			if ( sParticle == NULL )
				return 1;
			
			sParticle->m_vecVelocity	= Vector(0,0,8);
			sParticle->m_flDieTime		= 0.5f;
			sParticle->m_flLifetime		= 0.0f;

			sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
			sParticle->m_flRollDelta	= 0.0f;

			float alpha = 255;

			sParticle->m_uchColor[0]	= alpha;
			sParticle->m_uchColor[1]	= alpha;
			sParticle->m_uchColor[2]	= alpha;
			sParticle->m_uchStartAlpha	= alpha;
			sParticle->m_uchEndAlpha	= 0;

			sParticle->m_uchStartSize	= random->RandomFloat( 1, 2 );
			sParticle->m_uchEndSize		= 0;
		}
	}

	return BaseClass::DrawModel( flags );
}
コード例 #7
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_HopwireExplosion::AddParticles( void )
{
	// Make sure the emitters are setup properly
	if ( SetupEmitters() == false )
		return;

	float tempDelta = gpGlobals->frametime;
	while( m_ParticleTimer.NextEvent( tempDelta ) )
	{	
		// ========================
		// Attracted dust particles
		// ========================

		// Update our attractor point
		m_pAttractorEmitter->SetAttractorOrigin( GetRenderOrigin() );

		Vector offset;
		SimpleParticle *sParticle;

		offset = GetRenderOrigin() + RandomVector( -256.0f, 256.0f );

		sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), g_Mat_Fleck_Cement[0], offset );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= Vector(0,0,8);
		sParticle->m_flDieTime		= 0.5f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 1.0f;

		float alpha = random->RandomFloat( 128.0f, 200.0f );

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= alpha;

		sParticle->m_uchStartSize	= random->RandomInt( 1, 4 );
		sParticle->m_uchEndSize		= 0;

		// ========================
		// Core effects
		// ========================

		// Reset our sort origin
		m_pSimpleEmitter->SetSortOrigin( GetRenderOrigin() );

		// Base of the core effect
		sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( "effects/strider_muzzle" ), GetRenderOrigin() );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= vec3_origin;
		sParticle->m_flDieTime		= 0.2f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 4.0f;

		alpha = random->RandomInt( 32, 200 );

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= 0;
		sParticle->m_uchEndAlpha	= alpha;

		sParticle->m_uchStartSize	= 255;
		sParticle->m_uchEndSize		= 0;

		// Make sure we encompass the complete particle here!
		m_pSimpleEmitter->SetParticleCullRadius( sParticle->m_uchEndSize );

		// =========================
		// Dust ring effect
		// =========================

		if ( random->RandomInt( 0, 5 ) != 1 )
			return;

		Vector vecDustColor;
		vecDustColor.x = 0.35f;
		vecDustColor.y = 0.3f;
		vecDustColor.z = 0.25f;

		Vector	color;

		int	numRingSprites = 8;
		float yaw;
		Vector forward, vRight, vForward;

		vForward = Vector( 0, 1, 0 );
		vRight = Vector( 1, 0, 0 );

		float	yawOfs = random->RandomFloat( 0, 359 );

		for ( int i = 0; i < numRingSprites; i++ )
		{
			yaw = ( (float) i / (float) numRingSprites ) * 360.0f;
			yaw += yawOfs;

			forward = ( vRight * sin( DEG2RAD( yaw) ) ) + ( vForward * cos( DEG2RAD( yaw ) ) );
			VectorNormalize( forward );

			trace_t	tr;

			UTIL_TraceLine( GetRenderOrigin(), GetRenderOrigin()+(Vector(0, 0, -1024)), MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr );

			offset = ( RandomVector( -4.0f, 4.0f ) + tr.endpos ) + ( forward * 512.0f );

			sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), g_Mat_DustPuff[random->RandomInt(0,1)], offset );

			if ( sParticle != NULL )
			{
				sParticle->m_flLifetime = 0.0f;
				sParticle->m_flDieTime	= random->RandomFloat( 0.25f, 0.5f );

				sParticle->m_vecVelocity = forward * -random->RandomFloat( 1000, 1500 );
				sParticle->m_vecVelocity[2] += 128.0f;
			
				#if __EXPLOSION_DEBUG
				debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + sParticle->m_vecVelocity, 255, 0, 0, false, 3 );
				#endif

				sParticle->m_uchColor[0] = vecDustColor.x * 255.0f;
				sParticle->m_uchColor[1] = vecDustColor.y * 255.0f;
				sParticle->m_uchColor[2] = vecDustColor.z * 255.0f;

				sParticle->m_uchStartSize	= random->RandomInt( 32, 128 );
				sParticle->m_uchEndSize		= 200;

				sParticle->m_uchStartAlpha	= random->RandomFloat( 16, 64 );
				sParticle->m_uchEndAlpha	= 0;
				
				sParticle->m_flRoll			= random->RandomInt( 0, 360 );
				sParticle->m_flRollDelta	= random->RandomFloat( -16.0f, 16.0f );
			}
		}
	}
}
コード例 #8
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : percentage - 
//-----------------------------------------------------------------------------
void C_AlyxEmpEffect::UpdateDischarging( void )
{
	// Emitters must be valid
	if ( SetupEmitters() == false )
		return;

	// Reset our sort origin
	m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() );

	float flScale = EMP_SCALE * 8.0f;

	Vector forward, right, up;
	AngleVectors( GetAbsAngles(), &forward, &right, &up );

	SimpleParticle *sParticle;

	float dTime = gpGlobals->frametime;
	
	while ( m_tParticleSpawn.NextEvent( dTime ) )
	{
		// Base of the core effect
		sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= vec3_origin;
		sParticle->m_flDieTime		= 0.25f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 64;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		sParticle->m_uchStartSize	= flScale * 4.0f;
		sParticle->m_uchEndSize		= 0.0f;

		// Base of the core effect
		sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= vec3_origin;
		sParticle->m_flDieTime		= 0.1f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		alpha = 128;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		sParticle->m_uchStartSize	= 0.0f;
		sParticle->m_uchEndSize		= flScale * 2.0f;

		// Make sure we encompass the complete particle here!
		m_pSimpleEmitter->SetParticleCullRadius( sParticle->m_uchEndSize );

		// Do the core effects
		sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= RandomVector( -32.0f, 32.0f );
		sParticle->m_flDieTime		= 0.2f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		alpha = 255;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		sParticle->m_uchStartSize	= flScale;
		sParticle->m_uchEndSize		= 0.0f;
	}

#if 0

	// Do the charging particles
	m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() );

	Vector	offset;
	float	dist;

	for ( i = 0; i < 4; i++ )
	{
		dist = random->RandomFloat( 4.0f, 64.0f );

		offset = forward * dist;

		dist = RemapValClamped( dist, 4.0f, 64.0f, 6.0f, 1.0f );
		offset += right * random->RandomFloat( -2.0f * dist, 2.0f * dist );
		offset += up * random->RandomFloat( -2.0f * dist, 2.0f * dist );

		offset += GetAbsOrigin();

		sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( "effects/combinemuzzle2_dark" ), offset );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= Vector(0,0,2);
		sParticle->m_flDieTime		= 0.5f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 255;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		sParticle->m_uchStartSize	= 1;
		sParticle->m_uchEndSize		= 0;
	}

#endif

}
コード例 #9
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : percentage - 
//-----------------------------------------------------------------------------
void C_AlyxEmpEffect::UpdateCharging( float percentage )
{
	// Emitters must be valid
	if ( SetupEmitters() == false )
		return;

	if ( percentage <= 0.0f )
		return;

	// Reset our sort origin
	m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() );

	float flScale = 4.0f * EMP_SCALE * percentage;

	SimpleParticle *sParticle;

	float dTime = gpGlobals->frametime;
	
	while ( m_tParticleSpawn.NextEvent( dTime ) )
	{
		// Do the core effects
		sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= vec3_origin;
		sParticle->m_flDieTime		= 0.1f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 255 * percentage;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		sParticle->m_uchStartSize	= flScale;
		sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 2.0f;
	}

#if 0

	// Do the charging particles
	m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() );

	Vector forward, right, up;
	AngleVectors( GetAbsAngles(), &forward, &right, &up );

	Vector	offset;
	float	dist;

	int numParticles = floor( 4.0f * percentage );

	for ( i = 0; i < numParticles; i++ )
	{
		dist = random->RandomFloat( 4.0f * percentage, 64.0f * percentage );

		offset = forward * dist;

		dist = RemapValClamped( dist, 4.0f * percentage, 64.0f * percentage, 6.0f, 1.0f );
		offset += right * random->RandomFloat( -4.0f * dist, 4.0f * dist );
		offset += up * random->RandomFloat( -4.0f * dist, 4.0f * dist );

		offset += GetAbsOrigin();

		sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( EMP_PARTICLES ), offset );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= Vector(0,0,8);
		sParticle->m_flDieTime		= 0.5f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 255 * percentage;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		sParticle->m_uchStartSize	= random->RandomFloat( 1, 2 );
		sParticle->m_uchEndSize		= 0;
	}

#endif

}
コード例 #10
0
ファイル: c_fire_smoke.cpp プロジェクト: paralin/hl2sdk
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_FireSmoke::Start( void )
{
	bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;

	// Setup the render handles for stuff we want in the client leaf list.
	int i;
	for ( i = 0; i < NUM_CHILD_FLAMES; i++ )
	{
		if ( bTools )
		{
			ClientEntityList().AddNonNetworkableEntity(	&m_entFlames[i] );
		}
		m_entFlames[i].AddToLeafSystem( RENDER_GROUP_TRANSLUCENT_ENTITY );
	}

	if ( m_nFlags & bitsFIRESMOKE_VISIBLE_FROM_ABOVE )
	{
		for ( int i = 0; i < NUM_CHILD_FLAMES; i++ )
		{
			if ( bTools )
			{
				ClientEntityList().AddNonNetworkableEntity(	&m_entFlamesFromAbove[i] );
			}
			m_entFlamesFromAbove[i].AddToLeafSystem( RENDER_GROUP_TRANSLUCENT_ENTITY );
		}
	}

	//Various setup info
	m_tParticleSpawn.Init( 2.0f );

	QAngle	offset;
	model_t	*pModel; 
	int		maxFrames;

	//Setup the child flames
	for ( i = 0; i < NUM_CHILD_FLAMES; i++ )
	{
		//Setup our offset angles
		offset[0] = 0.0f;
		offset[1] = Helper_RandomFloat( 0, 360 );
		offset[2] = 0.0f;

  		AngleVectors( offset, &m_entFlames[i].m_vecMoveDir );
		m_entFlames[i].m_bFadeFromAbove = ( m_nFlags & bitsFIRESMOKE_VISIBLE_FROM_ABOVE );
		
		pModel		= (model_t *) modelinfo->GetModel( m_nFlameModelIndex );
		maxFrames	= modelinfo->GetModelFrameCount( pModel );

		//Setup all the information for the client entity
		m_entFlames[i].SetModelByIndex( m_nFlameModelIndex );
		m_entFlames[i].SetLocalOrigin( GetLocalOrigin() );
		m_entFlames[i].m_flFrame			= Helper_RandomInt( 0.0f, maxFrames - 1 );
		m_entFlames[i].m_flSpriteFramerate	= Helper_RandomInt( 15, 30 );
		m_entFlames[i].SetScale( m_flStartScale );
		m_entFlames[i].SetRenderMode( kRenderTransAddFrameBlend );
		m_entFlames[i].m_nRenderFX			= kRenderFxNone;
		m_entFlames[i].SetRenderColor( 255, 255, 255, 255 );
		m_entFlames[i].SetBrightness( 255 );
		m_entFlames[i].AddEffects( EF_NORECEIVESHADOW | EF_NOSHADOW );

		m_entFlames[i].index = -1;
		
		if ( i == 0 )
		{
			m_entFlameScales[i] = 1.0f;
		}
		else
		{
			//Keep a scale offset
			m_entFlameScales[i] = random->RandomFloat( 0.5f, 1.0f );
		}
	}

	if ( m_nFlags & bitsFIRESMOKE_VISIBLE_FROM_ABOVE )
	{
		for ( int i = 0; i < NUM_CHILD_FLAMES; i++ )
		{
			pModel		= (model_t *) modelinfo->GetModel( m_nFlameFromAboveModelIndex );
			maxFrames	= modelinfo->GetModelFrameCount( pModel );

			//Setup all the information for the client entity
			m_entFlamesFromAbove[i].SetModelByIndex( m_nFlameFromAboveModelIndex );
			m_entFlamesFromAbove[i].SetLocalOrigin( GetLocalOrigin() );
			m_entFlamesFromAbove[i].m_flFrame			= Helper_RandomInt( 0.0f, maxFrames - 1 );
			m_entFlamesFromAbove[i].m_flSpriteFramerate	= Helper_RandomInt( 15, 30 );
			m_entFlamesFromAbove[i].SetScale( m_flStartScale );
			m_entFlamesFromAbove[i].SetRenderMode( kRenderTransAddFrameBlend );
			m_entFlamesFromAbove[i].m_nRenderFX			= kRenderFxNone;
			m_entFlamesFromAbove[i].SetRenderColor( 255, 255, 255, 255 );
			m_entFlamesFromAbove[i].SetBrightness( 255 );
			m_entFlamesFromAbove[i].AddEffects( EF_NORECEIVESHADOW | EF_NOSHADOW );

			m_entFlamesFromAbove[i].index = -1;

			if ( i == 0 )
			{
				m_entFlameScales[i] = 1.0f;
			}
			else
			{
				//Keep a scale offset
				m_entFlameScales[i] = random->RandomFloat( 0.5f, 1.0f );
			}
		}
	}

	// Start up the smoke
	if ( m_nFlags & bitsFIRESMOKE_SMOKE )
	{
		//m_pEmberEmitter = CEmberEffect::Create( "C_FireSmoke::m_pEmberEmitter" );
		m_pSmokeEmitter = CLitSmokeEmitter::Create( "C_FireSmoke::m_pSmokeEmitter" );
		m_pSmokeEmitter->Init( "particle/SmokeStack", GetAbsOrigin() );
	}

	//Only make the glow if we've requested it
	if ( m_nFlags & bitsFIRESMOKE_GLOW )
	{
#if 0
		//Create the fire overlay
		if ( m_pFireOverlay = new CFireOverlay( this ) )
		{
			m_pFireOverlay->m_vPos		= GetAbsOrigin();
			m_pFireOverlay->m_nSprites	= 1;
			
			m_pFireOverlay->m_vBaseColors[0].Init( 0.4f, 0.2f, 0.05f );
			m_pFireOverlay->Activate();
		}
#endif
	}
}
コード例 #11
0
ファイル: c_fire_smoke.cpp プロジェクト: paralin/hl2sdk
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_FireSmoke::AddFlames( void )
{
#if PARTICLE_FIRE

	if ( ( gpGlobals->frametime != 0.0f ) && ( m_flScaleRegister > 0.0f ) )
	{

		Vector	offset;
		float	scalar;

		scalar = 32.0f*m_flScaleRegister;
		offset[0] = Helper_RandomFloat( -scalar, scalar );
		offset[1] = Helper_RandomFloat( -scalar, scalar );
		offset[2] = 0.0f;

		CSmartPtr<CSimpleEmitter> pEmitter = CSimpleEmitter::Create( "C_FireSmoke" );
		pEmitter->SetSortOrigin( GetAbsOrigin()+offset );

		SimpleParticle *sParticle;

		//for ( int i = 0; i < 1; i++ )
		{
			scalar = 32.0f*m_flScaleRegister;
			offset[0] = Helper_RandomFloat( -scalar, scalar );
			offset[1] = Helper_RandomFloat( -scalar, scalar );
			offset[2] = 12.0f*m_flScaleRegister;

			sParticle = (SimpleParticle *) pEmitter->AddParticle( sizeof(SimpleParticle), pEmitter->GetPMaterial( VarArgs("sprites/flamelet%d", Helper_RandomInt( 1, 5 ) ) ), GetAbsOrigin()+offset );

			if ( sParticle )
			{
				sParticle->m_flLifetime		= 0.0f;
				sParticle->m_flDieTime		= 0.25f;

				sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
				sParticle->m_flRollDelta	= Helper_RandomFloat( -4.0f, 4.0f );

				float alpha = Helper_RandomInt( 128, 255 );

				sParticle->m_uchColor[0]	= alpha;
				sParticle->m_uchColor[1]	= alpha;
				sParticle->m_uchColor[2]	= alpha;
				sParticle->m_uchStartAlpha	= 255;
				sParticle->m_uchEndAlpha	= 0;
				sParticle->m_uchStartSize	= 64.0f*m_flScaleRegister;
				sParticle->m_uchEndSize		= 0;
				
				float speedScale = ((GetAbsOrigin()+offset)-GetAbsOrigin()).Length2D() / (32.0f*m_flScaleRegister);
				sParticle->m_vecVelocity	= Vector( Helper_RandomFloat( -32.0f, 32.0f ), Helper_RandomFloat( -32.0f, 32.0f ), Helper_RandomFloat( 32.0f, 128.0f )*speedScale );
			}
		}

		pEmitter->Release();
	}

#endif

//#if !PARTICLE_FIRE

	float alpha	= 1.0f;

	//Update the child flame alpha
	for ( int i = 0; i < NUM_CHILD_FLAMES; i++ )
	{
		if ( m_entFlames[i].GetScale() > 1e-3f )
		{
			m_entFlames[i].SetRenderColor( ( 255.0f * alpha ), ( 255.0f * alpha ), ( 255.0f * alpha ) );
			m_entFlames[i].SetBrightness( 255.0f * alpha );

			Assert( m_entFlames[i].GetRenderHandle() != INVALID_CLIENT_RENDER_HANDLE );
			m_entFlames[i].AddToLeafSystem();
		}
	}

	if ( m_nFlags & bitsFIRESMOKE_VISIBLE_FROM_ABOVE )
	{
		for ( int i = 0; i < NUM_CHILD_FLAMES; i++ )
		{
			if ( m_entFlamesFromAbove[i].GetScale() > 1e-3f )
			{
				m_entFlamesFromAbove[i].SetRenderColor( ( 255.0f * alpha ), ( 255.0f * alpha ), ( 255.0f * alpha ) );
				m_entFlamesFromAbove[i].SetBrightness( 255.0f * alpha );

				Assert( m_entFlamesFromAbove[i].GetRenderHandle() != INVALID_CLIENT_RENDER_HANDLE );
				m_entFlamesFromAbove[i].AddToLeafSystem();
			}
		}
	}

//#endif

}
コード例 #12
0
ファイル: fx_sparks.cpp プロジェクト: Yosam02/game
void FX_EnergySplash(const Vector &pos, const Vector &normal, int nFlags)
{
    VPROF_BUDGET("FX_EnergySplash", VPROF_BUDGETGROUP_PARTICLE_RENDERING);
    Vector	offset = pos + (normal * 2.0f);

    // Quick flash
    FX_AddQuad(pos,
        normal,
        64.0f,
        0,
        0.75f,
        1.0f,
        0.0f,
        0.4f,
        random->RandomInt(0, 360),
        0,
        Vector(1.0f, 1.0f, 1.0f),
        0.25f,
        "effects/combinemuzzle1_nocull",
        (FXQUAD_BIAS_SCALE | FXQUAD_BIAS_ALPHA));

    // Lingering burn
    FX_AddQuad(pos,
        normal,
        16,
        32,
        0.75f,
        1.0f,
        0.0f,
        0.4f,
        random->RandomInt(0, 360),
        0,
        Vector(1.0f, 1.0f, 1.0f),
        0.5f,
        "effects/combinemuzzle2_nocull",
        (FXQUAD_BIAS_SCALE | FXQUAD_BIAS_ALPHA));

    SimpleParticle *sParticle;

    CSmartPtr<CSimpleEmitter> pEmitter;

    pEmitter = CSimpleEmitter::Create("C_EntityDissolve");
    pEmitter->SetSortOrigin(pos);

    if (g_Material_Spark == NULL)
    {
        g_Material_Spark = pEmitter->GetPMaterial("effects/spark");
    }

    // Anime ground effects
    for (int j = 0; j < 8; j++)
    {
        offset.x = random->RandomFloat(-8.0f, 8.0f);
        offset.y = random->RandomFloat(-8.0f, 8.0f);
        offset.z = random->RandomFloat(0.0f, 4.0f);

        offset += pos;

        sParticle = (SimpleParticle *) pEmitter->AddParticle(sizeof(SimpleParticle), g_Material_Spark, offset);

        if (sParticle == NULL)
            return;

        sParticle->m_vecVelocity = Vector(Helper_RandomFloat(-4.0f, 4.0f), Helper_RandomFloat(-4.0f, 4.0f), Helper_RandomFloat(16.0f, 64.0f));

        sParticle->m_uchStartSize = random->RandomFloat(2, 4);

        sParticle->m_flDieTime = random->RandomFloat(0.4f, 0.6f);

        sParticle->m_flLifetime = 0.0f;

        sParticle->m_flRoll = Helper_RandomInt(0, 360);

        float alpha = 255;

        sParticle->m_flRollDelta = Helper_RandomFloat(-4.0f, 4.0f);
        sParticle->m_uchColor[0] = alpha;
        sParticle->m_uchColor[1] = alpha;
        sParticle->m_uchColor[2] = alpha;
        sParticle->m_uchStartAlpha = alpha;
        sParticle->m_uchEndAlpha = 0;
        sParticle->m_uchEndSize = 0;
    }
}
コード例 #13
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_FireSmoke::Start( void )
{
	// Setup the render handles for stuff we want in the client leaf list.
	int i;
	for ( i = 0; i < NUM_CHILD_FLAMES; i++ )
	{
		m_entFlames[i].SetupEntityRenderHandle( RENDER_GROUP_TRANSLUCENT_ENTITY );
	}

	//Various setup info
	m_tParticleSpawn.Init( 10.0f );

	QAngle	offset;
	model_t	*pModel; 
	int		maxFrames;

	//Setup the child flames
	for ( i = 0; i < NUM_CHILD_FLAMES; i++ )
	{
		//Setup our offset angles
		offset[0] = 0.0f;
		offset[1] = Helper_RandomFloat( 0, 360 );
		offset[2] = 0.0f;

  		AngleVectors( offset, &m_entFlames[i].m_vecMoveDir );
		
		pModel		= (model_t *) modelinfo->GetModel( m_nFlameModelIndex );
		maxFrames	= modelinfo->GetModelFrameCount( pModel );

		//Setup all the information for the client entity
		m_entFlames[i].SetModelByIndex( m_nFlameModelIndex );
		m_entFlames[i].SetLocalOrigin( GetLocalOrigin() );
		m_entFlames[i].m_flFrame			= Helper_RandomInt( 0.0f, maxFrames - 1 );
		m_entFlames[i].m_flSpriteFramerate	= Helper_RandomInt( 24, 30 );
		m_entFlames[i].SetScale( m_flStartScale );
		m_entFlames[i].m_nRenderMode		= kRenderTransAdd;
		m_entFlames[i].m_nRenderFX			= kRenderFxNone;
		m_entFlames[i].SetRenderColor( 255, 255, 255, 255 );
		m_entFlames[i].SetBrightness( 255 );

		m_entFlames[i].index				= -1;
		
		if ( i == 0 )
		{
			m_entFlameScales[i] = 1.0f;
		}
		else
		{
			//Keep a scale offset
			m_entFlameScales[i] = 1.0f - ( ( (float) i / (float) NUM_CHILD_FLAMES ) );
		}
	}

	//Only make the glow if we've requested it
	if ( m_nFlags & bitsFIRESMOKE_GLOW )
	{
		//Create the fire overlay
		if ( m_pFireOverlay = new CFireOverlay( this ) )
		{
			m_pFireOverlay->m_vPos		= GetAbsOrigin();
			m_pFireOverlay->m_nSprites	= 1;
			
			m_pFireOverlay->m_vBaseColors[0].Init( 0.4f, 0.2f, 0.05f );
			m_pFireOverlay->Activate();
		}
	}
}
コード例 #14
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : percentage - 
//-----------------------------------------------------------------------------
void C_CitadelEnergyCore::UpdateDischarging( void )
{
	// Emitters must be valid
	if ( SetupEmitters() == false )
		return;

	// Reset our sort origin
	m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() );

	float flScale = 8.0f * m_flScale;

	Vector forward, right, up;
	AngleVectors( GetAbsAngles(), &forward, &right, &up );

	SimpleParticle *sParticle;

	// Base of the core effect
	sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( "effects/strider_muzzle" ), GetAbsOrigin() );

	if ( sParticle == NULL )
		return;
	
	sParticle->m_vecVelocity	= forward * 32.0f;
	sParticle->m_flDieTime		= 0.2f;
	sParticle->m_flLifetime		= 0.0f;

	sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
	sParticle->m_flRollDelta	= 0.0f;

	float alpha = 128;

	sParticle->m_uchColor[0]	= alpha;
	sParticle->m_uchColor[1]	= alpha;
	sParticle->m_uchColor[2]	= alpha;
	sParticle->m_uchStartAlpha	= alpha;
	sParticle->m_uchEndAlpha	= 0;

	sParticle->m_uchStartSize	= flScale * 2.0f;
	sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 2.0f;

	// Make sure we encompass the complete particle here!
	m_pSimpleEmitter->SetParticleCullRadius( sParticle->m_uchEndSize );

	// Do the core effects
	for ( int i = 0; i < 2; i++ )
	{
		sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( "effects/combinemuzzle2" ), GetAbsOrigin() );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= forward * ( 32.0f * (i+1) );
		sParticle->m_flDieTime		= 0.2f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 100;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		if ( i < 1 )
		{
			sParticle->m_uchStartSize	= flScale * (i+1);
			sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 2.0f;
		}
		else
		{
			if ( random->RandomInt( 0, 20 ) == 0 )
			{
				sParticle->m_uchStartSize	= flScale * (i+1);
				sParticle->m_uchEndSize		= 0.0f;
				sParticle->m_flDieTime		= 0.25f;
			}
			else
			{
				sParticle->m_uchStartSize	= flScale * (i+1);
				sParticle->m_uchEndSize		= 0.0f;
			}
		}
	}

	// Only do these particles if required
	if ( m_spawnflags & SF_ENERGYCORE_NO_PARTICLES )
		return;

	// Do the charging particles
	m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() );

	Vector	offset;
	float	dist;

	for ( int i = 0; i < 4; i++ )
	{
		dist = random->RandomFloat( 4.0f * m_flScale, 64.0f * m_flScale );

		offset = forward * dist;

		dist = RemapValClamped( dist, 4.0f * m_flScale, 64.0f * m_flScale, 6.0f, 1.0f );
		offset += right * random->RandomFloat( -2.0f * dist * m_flScale, 2.0f * dist * m_flScale );
		offset += up * random->RandomFloat( -2.0f * dist * m_flScale, 2.0f * dist * m_flScale );

		offset += GetAbsOrigin();

		sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( "effects/combinemuzzle2_dark" ), offset );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= Vector(0,0,2);
		sParticle->m_flDieTime		= 0.5f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 255;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		sParticle->m_uchStartSize	= 1;
		sParticle->m_uchEndSize		= 0;
	}
}
コード例 #15
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : percentage - 
//-----------------------------------------------------------------------------
void C_CitadelEnergyCore::UpdateCharging( float percentage )
{
	// Emitters must be valid
	if ( SetupEmitters() == false )
		return;

	if ( percentage <= 0.0f )
		return;

	// Reset our sort origin
	m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() );

	float flScale = 4.0f * m_flScale * percentage;

	SimpleParticle *sParticle;

	// Do the core effects
	for ( int i = 0; i < 2; i++ )
	{
		sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( "effects/strider_muzzle" ), GetAbsOrigin() );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= vec3_origin;
		sParticle->m_flDieTime		= 0.1f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 255;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		if ( i < 2 )
		{
			sParticle->m_uchStartSize	= flScale * (i+1);
			sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 2.0f;
		}
		else
		{
			if ( random->RandomInt( 0, 20 ) == 0 )
			{
				sParticle->m_uchStartSize	= flScale * (i+1);
				sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 4.0f;
				sParticle->m_flDieTime		= 0.25f;
			}
			else
			{
				sParticle->m_uchStartSize	= flScale * (i+1);
				sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 2.0f;
			}
		}
	}

	// Only do these particles if required
	if ( m_spawnflags & SF_ENERGYCORE_NO_PARTICLES )
		return;

	// Do the charging particles
	m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() );

	Vector forward, right, up;
	AngleVectors( GetAbsAngles(), &forward, &right, &up );

	Vector	offset;
	float	dist;

	int numParticles = floor( 4.0f * percentage );

	for ( int i = 0; i < numParticles; i++ )
	{
		dist = random->RandomFloat( 4.0f * percentage, 64.0f * percentage );

		offset = forward * dist;

		dist = RemapValClamped( dist, 4.0f * percentage, 64.0f * percentage, 6.0f, 1.0f );
		offset += right * random->RandomFloat( -4.0f * dist, 4.0f * dist );
		offset += up * random->RandomFloat( -4.0f * dist, 4.0f * dist );

		offset += GetAbsOrigin();

		sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( "effects/strider_muzzle" ), offset );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= Vector(0,0,8);
		sParticle->m_flDieTime		= 0.5f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 255 * percentage;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		sParticle->m_uchStartSize	= random->RandomFloat( 1, 2 );
		sParticle->m_uchEndSize		= 0;
	}
}