예제 #1
0
//-----------------------------------------------------------------------------
// 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 );
			AssertMsg1( pEffect, "Particle system couldn't make %s", pszName );
			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]);
					}
				}

				// 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 );
				}
			}
		}
	}
}
예제 #2
0
//-----------------------------------------------------------------------------
// 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;
}
예제 #3
0
//-----------------------------------------------------------------------------
// 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 );
				}
			}
		}
	}
}