Exemplo n.º 1
0
//======================================================================================================================
// PARTICLE SYSTEM DISPATCH EFFECT
//======================================================================================================================
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void ParticleEffectCallback( const CEffectData &data )
{
	if ( SuppressingParticleEffects() )
		return; // this needs to be before using data.m_nHitBox, since that may be a serialized value that's past the end of the current particle system string table

	const char *pszName = GetParticleSystemNameFromIndex( data.m_nHitBox );

	if ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY )
	{
		if ( data.m_hEntity.Get() )
		{
			C_BaseEntity *pEnt = C_BaseEntity::Instance( data.m_hEntity );
			if ( pEnt && !pEnt->IsDormant() )
			{
				if ( data.m_fFlags & PARTICLE_DISPATCH_RESET_PARTICLES )
				{
					pEnt->ParticleProp()->StopEmission();
				}

				CSmartPtr<CNewParticleEffect> pEffect = pEnt->ParticleProp()->Create( pszName, (ParticleAttachment_t)data.m_nDamageType, data.m_nAttachmentIndex );
				AssertMsg2( pEffect.IsValid() && pEffect->IsValid(), "%s could not create particle effect %s",
					C_BaseEntity::Instance( data.m_hEntity )->GetDebugName(), pszName );
				if ( pEffect.IsValid() && pEffect->IsValid() )
				{
					if ( (ParticleAttachment_t)data.m_nDamageType == PATTACH_CUSTOMORIGIN )
					{
						pEffect->SetSortOrigin( data.m_vOrigin );
						pEffect->SetControlPoint( 0, data.m_vOrigin );
						pEffect->SetControlPoint( 1, data.m_vStart );
						Vector vecForward, vecRight, vecUp;
						AngleVectors( data.m_vAngles, &vecForward, &vecRight, &vecUp );
						pEffect->SetControlPointOrientation( 0, vecForward, vecRight, vecUp );
					}
				}
			}
		}
	}	
	else
	{
		CSmartPtr<CNewParticleEffect> pEffect = CNewParticleEffect::Create( NULL, pszName );
		if ( pEffect->IsValid() )
		{
			pEffect->SetSortOrigin( data.m_vOrigin );
			pEffect->SetControlPoint( 0, data.m_vOrigin );
			pEffect->SetControlPoint( 1, data.m_vStart );
			Vector vecForward, vecRight, vecUp;
			AngleVectors( data.m_vAngles, &vecForward, &vecRight, &vecUp );
			pEffect->SetControlPointOrientation( 0, vecForward, vecRight, vecUp );
		}
	}
}
C_BaseEntity* C_BaseEntityIterator::Next()
{
	// Skip dormant entities
	while ( m_CurBaseEntity != ClientEntityList().m_BaseEntities.InvalidIndex() )
	{
		C_BaseEntity *pRet = ClientEntityList().m_BaseEntities[m_CurBaseEntity];
		m_CurBaseEntity = ClientEntityList().m_BaseEntities.Next( m_CurBaseEntity );

		if (!pRet->IsDormant())
			return pRet;
	}

	return NULL;
}
Exemplo n.º 3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
Vector GetTracerOrigin( const CEffectData &data )
{
	Vector vecStart = data.m_vStart;
	QAngle vecAngles;

	int iAttachment = data.m_nAttachmentIndex;;

	// Attachment?
	if ( data.m_fFlags & TRACER_FLAG_USEATTACHMENT )
	{
		C_BaseViewModel *pViewModel = NULL;

		// If the entity specified is a weapon being carried by this player, use the viewmodel instead
		IClientRenderable *pRenderable = data.GetRenderable();
		if ( !pRenderable )
			return vecStart;

		C_BaseEntity *pEnt = data.GetEntity();

// This check should probably be for all multiplayer games, investigate later
#if defined( HL2MP ) || defined( TF_CLIENT_DLL ) || defined( TF_CLASSIC_CLIENT )
		if ( pEnt && pEnt->IsDormant() )
			return vecStart;
#endif

		C_BaseCombatWeapon *pWpn = dynamic_cast<C_BaseCombatWeapon *>( pEnt );
		if ( pWpn && pWpn->ShouldDrawUsingViewModel() )
		{
			C_BasePlayer *player = ToBasePlayer( pWpn->GetOwner() );

			// Use GetRenderedWeaponModel() instead?
			pViewModel = player ? player->GetViewModel( 0 ) : NULL;
			if ( pViewModel )
			{
				// Get the viewmodel and use it instead
				pRenderable = pViewModel;
			}
		}

		// Get the attachment origin
		if ( !pRenderable->GetAttachment( iAttachment, vecStart, vecAngles ) )
		{
			DevMsg( "GetTracerOrigin: Couldn't find attachment %d on model %s\n", iAttachment, 
				modelinfo->GetModelName( pRenderable->GetModel() ) );
		}
	}

	return vecStart;
}
Exemplo n.º 4
0
//======================================================================================================================
// PARTICLE SYSTEM DISPATCH EFFECT
//======================================================================================================================
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void StartParticleEffect( const CEffectData &data, int nSplitScreenPlayerSlot /*= -1*/ )
{
	// this needs to be before using data.m_nHitBox, 
	// since that may be a serialized value that's past the end of the current particle system string table
	if ( SuppressingParticleEffects() )
		return; 

	// Don't crash if we're passed an invalid particle system
	if ( data.m_nHitBox == 0 )
		return;

	if ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY )
	{
		if ( data.m_hEntity.Get() )
		{
			C_BaseEntity *pEnt = C_BaseEntity::Instance( data.m_hEntity );
			// commented out assert. dormant entities have their particle system spawns stopped.
			//Assert( pEnt && !pEnt->IsDormant() );
			if ( pEnt && !pEnt->IsDormant() )
			{
				if ( data.m_fFlags & PARTICLE_DISPATCH_RESET_PARTICLES )
				{
					pEnt->ParticleProp()->StopEmission();
				}

				CUtlReference<CNewParticleEffect> pEffect = pEnt->ParticleProp()->CreatePrecached( data.m_nHitBox, (ParticleAttachment_t)data.m_nDamageType, data.m_nAttachmentIndex );

				if ( pEffect.IsValid() && pEffect->IsValid() )
				{
					if ( (ParticleAttachment_t)data.m_nDamageType == PATTACH_CUSTOMORIGIN || (ParticleAttachment_t)data.m_nDamageType == PATTACH_CUSTOMORIGIN_FOLLOW )
					{
						pEffect->SetDrawOnlyForSplitScreenUser( nSplitScreenPlayerSlot );
						pEffect->SetSortOrigin( data.m_vOrigin );
						if ( (ParticleAttachment_t)data.m_nDamageType == PATTACH_CUSTOMORIGIN_FOLLOW )
						{
							Vector vecCtrl1 = (data.m_vStart - pEnt->GetAbsOrigin() );
							pEffect->SetControlPoint( 1, vecCtrl1 );
							pEffect->SetControlPointEntity( 1, pEnt );
							Vector vecCtrl0 = (data.m_vOrigin - pEnt->GetAbsOrigin() );
							matrix3x4_t mat;
							AngleMatrix( data.m_vAngles, mat );
							pEnt->ParticleProp()->AddControlPoint( pEffect, 0, pEnt, PATTACH_CUSTOMORIGIN_FOLLOW, NULL, vecCtrl0, &mat );
						}
						else
						{
							pEffect->SetControlPoint( 0, data.m_vOrigin );
							pEffect->SetControlPoint( 1, data.m_vStart );
							Vector vecForward, vecRight, vecUp;
							AngleVectors( data.m_vAngles, &vecForward, &vecRight, &vecUp );
							pEffect->SetControlPointOrientation( 0, vecForward, vecRight, vecUp );
						}
					}
					else if ( data.m_nOtherEntIndex > 0 )
					{
						C_BaseEntity *pOtherEnt = ClientEntityList().GetEnt( data.m_nOtherEntIndex );
					
						if ( pOtherEnt )
						{
							pEnt->ParticleProp()->AddControlPoint( pEffect, 1, pOtherEnt, PATTACH_ABSORIGIN_FOLLOW, NULL, Vector( 0, 0, 50 ) );
						}
					}
				}
			}
		}
	}	
	else
	{
		CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindPrecachedParticleSystem( data.m_nHitBox );
		if ( pDef )
		{
			CUtlReference<CNewParticleEffect> pEffect = CNewParticleEffect::CreateOrAggregate( NULL, pDef, data.m_vOrigin, NULL, nSplitScreenPlayerSlot );
			if ( pEffect.IsValid() && pEffect->IsValid() )
			{
				pEffect->SetSortOrigin( data.m_vOrigin );
				pEffect->SetControlPoint( 0, data.m_vOrigin );
				pEffect->SetControlPoint( 1, data.m_vStart );
				Vector vecForward, vecRight, vecUp;
				AngleVectors( data.m_vAngles, &vecForward, &vecRight, &vecUp );
				pEffect->SetControlPointOrientation( 0, vecForward, vecRight, vecUp );
			}
		}
		else
		{
			Warning( "StartParticleEffect:  Failed to find precached particle system for %d!!\n", data.m_nHitBox );
		}
	}
}