CNewParticleEffect *CNewParticleEffect::CreateOrAggregate( CBaseEntity *pOwner, CParticleSystemDefinition *pDef, Vector const &vecAggregatePosition, const char *pDebugName, int nSplitScreenSlot ) { CNewParticleEffect *pAggregateTarget = NULL; // see if we should aggregate bool bCanAggregate = ( pOwner == NULL ) && ( pDef->m_flAggregateRadius > 0.0 ) && ( cl_aggregate_particles.GetInt() != 0 ); if ( bCanAggregate ) { CParticleSystemDefinition *pDefFallback = pDef; do { float flAggregateDistSqr = ( pDefFallback->m_flAggregateRadius * pDefFallback->m_flAggregateRadius ) + 0.1; for( CParticleCollection *pSystem = pDefFallback->FirstCollection(); pSystem; pSystem = pSystem->GetNextCollectionUsingSameDef() ) { CNewParticleEffect *pEffectCheck = static_cast<CNewParticleEffect *>( pSystem ); if ( ! pEffectCheck->m_bDisableAggregation ) { float flDistSQ = vecAggregatePosition.DistToSqr( pEffectCheck->m_vecAggregationCenter ); if ( ( flDistSQ < flAggregateDistSqr ) && ( pSystem->m_nMaxAllowedParticles - pSystem->m_nActiveParticles > pDefFallback->m_nAggregationMinAvailableParticles ) && ( pEffectCheck->m_nSplitScreenUser == nSplitScreenSlot ) ) { flAggregateDistSqr = flDistSQ; pAggregateTarget = pEffectCheck; } } } pDefFallback = pDefFallback->GetFallbackReplacementDefinition(); } while ( pDefFallback ); } if ( ! pAggregateTarget ) { // we need a new one pAggregateTarget = new CNewParticleEffect( pOwner, pDef ); pAggregateTarget->SetDrawOnlyForSplitScreenUser( nSplitScreenSlot ); pAggregateTarget->SetDynamicallyAllocated( true ); } else { // just reset the old one pAggregateTarget->Restart( RESTART_RESET_AND_MAKE_SURE_EMITS_HAPPEN ); } if ( bCanAggregate ) { pAggregateTarget->m_vecAggregationCenter = vecAggregatePosition; } pAggregateTarget->m_pDebugName = pDebugName; pAggregateTarget->m_bDisableAggregation = false; return pAggregateTarget; }