Пример #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, Vector vecColor1, Vector vecColor2, bool bUseColors, bool bResetAllParticlesOnEntity )
{
	int iAttachment = -1;
	if ( pEntity && pEntity->GetBaseAnimating() )
	{
		// Find the attachment point index
		iAttachment = pEntity->GetBaseAnimating()->LookupAttachment( pszAttachmentName );
		if ( iAttachment <= 0 )
		{
			Warning("Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n", STRING(pEntity->GetBaseAnimating()->GetModelName()), pszAttachmentName, pszParticleName );
			return;
		}
	}

	CEffectData	data;

	data.m_nHitBox = GetParticleSystemIndex( pszParticleName );
	if ( pEntity )
	{
#ifdef CLIENT_DLL
		data.m_hEntity = pEntity;
#else
		data.m_nEntIndex = pEntity->entindex();
#endif
		data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY;
		data.m_vOrigin = pEntity->GetAbsOrigin();
	}
	data.m_nDamageType = iAttachType;
	data.m_nAttachmentIndex = iAttachment;

	if ( bResetAllParticlesOnEntity )
	{
		data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES;
	}

	if ( bUseColors )
	{
		data.m_bCustomColors = true;
		data.m_CustomColors.m_vecColor1 = vecColor1;
		data.m_CustomColors.m_vecColor2 = vecColor2;
	}

#ifdef GAME_DLL
	if ( ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY ) != 0 &&
		 ( iAttachType == PATTACH_ABSORIGIN_FOLLOW || iAttachType == PATTACH_POINT_FOLLOW || iAttachType == PATTACH_ROOTBONE_FOLLOW ) )
	{
		CReliableBroadcastRecipientFilter filter;
		DispatchEffect( "ParticleEffect", data, filter );
	}
	else
#endif
	{
		DispatchEffect( "ParticleEffect", data );
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CParticleSystem::Activate( void )
{
	BaseClass::Activate();

	// Find our particle effect index
	m_iEffectIndex = GetParticleSystemIndex( STRING(m_iszEffectName) );

	if ( m_bStartActive )
	{
		m_bStartActive = false;
		StartParticleSystem();
	}
}
Пример #3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity /*= NULL*/, int iAttachType /*= PATTACH_CUSTOMORIGIN*/ )
{
	g_TETFParticleEffect.Init();

	g_TETFParticleEffect.m_iParticleSystemIndex = GetParticleSystemIndex( pszParticleName );

	VectorCopy( vecOrigin, g_TETFParticleEffect.m_vecOrigin );
	VectorCopy( vecAngles, g_TETFParticleEffect.m_vecAngles );

	if ( pEntity )
	{
		g_TETFParticleEffect.m_nEntIndex = pEntity->entindex();
		g_TETFParticleEffect.m_iAttachType = iAttachType;
	}

	// Send it over the wire
	g_TETFParticleEffect.Create( filter, flDelay );
}
Пример #4
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int iAttachmentPoint, bool bResetAllParticlesOnEntity  )
{
	g_TETFParticleEffect.Init();

	g_TETFParticleEffect.m_iParticleSystemIndex = GetParticleSystemIndex( pszParticleName );
	if ( pEntity )
	{
		g_TETFParticleEffect.m_nEntIndex = pEntity->entindex();
	}

	g_TETFParticleEffect.m_iAttachType = iAttachType;
	g_TETFParticleEffect.m_iAttachmentPointIndex = iAttachmentPoint;

	if ( bResetAllParticlesOnEntity )
	{
		g_TETFParticleEffect.m_bResetParticles = true;
	}

	// Send it over the wire
	g_TETFParticleEffect.Create( filter, flDelay );
}
Пример #5
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, Vector vecColor1, Vector vecColor2, bool bUseColors, CBaseEntity *pEntity, int iAttachType )
{
	int iEffectIndex = GetParticleSystemIndex( pszParticleName );

	CEffectData	data;

	data.m_nHitBox = iEffectIndex;
	data.m_vOrigin = vecOrigin;
	data.m_vAngles = vecAngles;

	if ( pEntity )
	{
#ifdef CLIENT_DLL
		data.m_hEntity = pEntity;
#else
		data.m_nEntIndex = pEntity->entindex();
#endif
		data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY;
		data.m_nDamageType = PATTACH_CUSTOMORIGIN;
	}
	else
	{
#ifdef CLIENT_DLL
		data.m_hEntity = NULL;
#else
		data.m_nEntIndex = 0;
#endif
	}

	if ( bUseColors )
	{
		data.m_bCustomColors = true;
		data.m_CustomColors.m_vecColor1 = vecColor1;
		data.m_CustomColors.m_vecColor2 = vecColor2;
	}

	DispatchEffect( "ParticleEffect", data );
}
Пример #6
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int iAttachmentPoint, bool bResetAllParticlesOnEntity )
{
	CEffectData	data;

	data.m_nHitBox = GetParticleSystemIndex( pszParticleName );
	if ( pEntity )
	{
#ifdef CLIENT_DLL
		data.m_hEntity = pEntity;
#else
		data.m_nEntIndex = pEntity->entindex();
#endif
		data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY;
		data.m_vOrigin = pEntity->GetAbsOrigin();
	}
	data.m_nDamageType = iAttachType;
	data.m_nAttachmentIndex = iAttachmentPoint;

	if ( bResetAllParticlesOnEntity )
	{
		data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES;
	}

#ifdef GAME_DLL
	if ( ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY ) != 0 &&
		 ( iAttachType == PATTACH_ABSORIGIN_FOLLOW || iAttachType == PATTACH_POINT_FOLLOW || iAttachType == PATTACH_ROOTBONE_FOLLOW ) )
	{
		CBroadcastRecipientFilter filter;
		DispatchEffect( "ParticleEffect", data, filter );
	}
	else
#endif
	{
		DispatchEffect( "ParticleEffect", data );
	}
}
Пример #7
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int iAttachmentPoint, bool bResetAllParticlesOnEntity )
{
	CEffectData	data;

	data.m_nHitBox = GetParticleSystemIndex( pszParticleName );
	if ( pEntity )
	{
#ifdef CLIENT_DLL
		data.m_hEntity = pEntity;
#else
		data.m_nEntIndex = pEntity->entindex();
#endif
		data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY;
	}
	data.m_nDamageType = iAttachType;
	data.m_nAttachmentIndex = iAttachmentPoint;

	if ( bResetAllParticlesOnEntity )
	{
		data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES;
	}

	DispatchEffect( "ParticleEffect", data );
}
Пример #8
0
//-----------------------------------------------------------------------------
// Purpose: Make a tracer using a particle effect
//-----------------------------------------------------------------------------
void UTIL_ParticleTracer( const char *pszTracerEffectName, const Vector &vecStart, const Vector &vecEnd, 
				 int iEntIndex, int iAttachment, bool bWhiz )
{
	int iParticleIndex = GetParticleSystemIndex( pszTracerEffectName );
	UTIL_Tracer( vecStart, vecEnd, iEntIndex, iAttachment, 0, bWhiz, "ParticleTracer", iParticleIndex );
}
Пример #9
0
//-----------------------------------------------------------------------------
// Purpose: Yet another overload, lets us supply vecStart
//-----------------------------------------------------------------------------
void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity )
{
	int iIndex = GetParticleSystemIndex( pszParticleName );
	DispatchParticleEffect( iIndex, vecOrigin, vecStart, vecAngles, pEntity );
}
Пример #10
0
//-----------------------------------------------------------------------------
// Purpose: Yet another overload, lets us supply vecStart
//-----------------------------------------------------------------------------
void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity )
{
	int iIndex = GetParticleSystemIndex( pszParticleName );
	TE_TFParticleEffect( filter, flDelay, iIndex, vecOrigin, vecStart, vecAngles, pEntity );
}
Пример #11
0
void CWeaponDrainGrenade::RadiusDamage( const CTakeDamageInfo &inputInfo, const Vector &vecSrcIn, float flRadius )
{
	CTakeDamageInfo info = inputInfo;

	CBaseEntity *pEntity = NULL;
	trace_t		tr;
	float		flAdjustedDamage, falloff;
	Vector		vecSpot;
	Vector		vecToTarget;
	Vector		vecEndPos;

	Vector vecSrc = vecSrcIn;

	if ( flRadius )
		falloff = info.GetDamage() / flRadius;
	else
		falloff = 1.0;

	int bInWater = (UTIL_PointContents ( vecSrc ) & MASK_WATER) ? true : false;
	
	vecSrc.z += 1;// in case grenade is lying on the ground

	// iterate on all entities in the vicinity.
	for ( CEntitySphereQuery sphere( vecSrc, flRadius ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
	{
		if (!pEntity || !ToCFPlayer(pEntity))
			continue;

		// Don't drain teammates.
		if (CFGameRules()->PlayerRelationship(GetThrower(), pEntity) == GR_TEAMMATE && ToCFPlayer(pEntity) != ToCFPlayer(GetThrower()))
			continue;

		if ( !pEntity->IsAlive() )
			continue;

		if ( pEntity->m_takedamage != DAMAGE_NO )
		{

			// blast's don't tavel into or out of water
			if (bInWater && pEntity->GetWaterLevel() == 0)
				continue;
			if (!bInWater && pEntity->GetWaterLevel() == 3)
				continue;

			// radius damage can only be blocked by the world
			vecSpot = pEntity->BodyTarget( vecSrc );

			bool bHit = false;

			UTIL_TraceLine( vecSrc, vecSpot, MASK_SOLID_BRUSHONLY, info.GetInflictor(), COLLISION_GROUP_NONE, &tr );

			if (tr.startsolid)
			{
				// if we're stuck inside them, fixup the position and distance
				tr.endpos = vecSrc;
				tr.fraction = 0.0;
			}

			vecEndPos = tr.endpos;

			if( tr.fraction == 1.0 || tr.m_pEnt == pEntity )
			{
				bHit = true;
			}

			if ( bHit )
			{
				// the explosion can 'see' this entity, so hurt them!
				vecToTarget = ( vecEndPos - vecSrc );

				// decrease damage for an ent that's farther from the blast's center.
				flAdjustedDamage = vecToTarget.Length() * falloff;
				flAdjustedDamage = info.GetDrainFocus() - flAdjustedDamage;

				if ( flAdjustedDamage > 0 )
				{
					CTakeDamageInfo adjustedInfo = info;
					adjustedInfo.SetDrainFocus( flAdjustedDamage );

					Vector dir = vecToTarget;
					VectorNormalize( dir );

					// If we don't have a damage force, manufacture one
					if ( adjustedInfo.GetDamagePosition() == vec3_origin || adjustedInfo.GetDamageForce() == vec3_origin )
					{
						CalculateExplosiveDamageForce( &adjustedInfo, dir, vecSrc, 1.5	/* explosion scale! */ );
					}
					else
					{
						// Assume the force passed in is the maximum force. Decay it based on falloff.
						float flForce = adjustedInfo.GetDamageForce().Length() * falloff;
						adjustedInfo.SetDamageForce( dir * flForce );
						adjustedInfo.SetDamagePosition( vecSrc );
					}

					float flFocusDrained = adjustedInfo.GetDrainFocus();

					float& flFocus = ToCFPlayer(pEntity)->m_pStats->m_flFocus.GetForModify();
					if (flFocus > cf_minfocusdrain.GetFloat())
						flFocus -= flFocusDrained;
					if (flFocus < cf_minfocusdrain.GetFloat())
						flFocus = cf_minfocusdrain.GetFloat();

					CEffectData	data;

					data.m_nHitBox = GetParticleSystemIndex( "grenade_drained" );
					data.m_vOrigin = ToCFPlayer(pEntity)->GetCentroid();
					data.m_vStart = vecSrc;
					data.m_vAngles = QAngle(0,0,0);

					data.m_nEntIndex = pEntity->entindex();
					data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY;
					data.m_nDamageType = PATTACH_CUSTOMORIGIN;

					DispatchEffect( "ParticleEffect", data );

					// Now hit all triggers along the way that respond to damage... 
					pEntity->TraceAttackToTriggers( adjustedInfo, vecSrc, vecEndPos, dir );
				}
			}
		}
	}
}
Пример #12
0
//-----------------------------------------------------------------------------
// Caches/uncaches resources
//-----------------------------------------------------------------------------
void CPrecacheHandler::CacheResource( PrecacheResourceType_t nType, const char *pName, 
	bool bPrecache, ResourceList_t hResourceList, int *pIndex )
{
	if ( bPrecache )
	{
		if ( pIndex )
		{
			*pIndex = 0;
		}

		switch( nType )
		{
		case VGUI_RESOURCE:
			break;

		case MATERIAL:
			PrecacheMaterial( pName ); 
			if ( pIndex )
			{
				*pIndex = GetMaterialIndex( pName );
			}
			if ( hResourceList != RESOURCE_LIST_INVALID )
			{
				g_pResourceAccessControl->AddResource( hResourceList, RESOURCE_MATERIAL, pName );
			}
			break;

		case PARTICLE_MATERIAL:
			{
#ifdef CLIENT_DLL
				// FIXME: NOTE! This is not 64-bit safe.
				// Hopefully we can remove PARTICLE_MATERIAL soon though.
				// It can go away once we retire the old-style particle system
				int nIndex = (int)( ParticleMgr()->GetPMaterial( pName ) );
#else
				int nIndex = 0;
#endif
				if ( pIndex )
				{
					*pIndex = nIndex;
				}
			}
			break;

		case GAME_MATERIAL_DECALS:
			PrecacheGameMaterialDecals( bPrecache, hResourceList );
			break;

		case PHYSICS_GAMESOUNDS:
			PrecachePhysicsSounds( pName, bPrecache, hResourceList );
			break;

		case DECAL:
			{
				int nIndex = UTIL_PrecacheDecal( pName, true );
				if ( pIndex )
				{
					*pIndex = nIndex;
				}
			}
			break;

		case MODEL:
			{
				int nIndex = CBaseEntity::PrecacheModel( pName );
				if ( pIndex )
				{
					*pIndex = nIndex;
				}
				if ( hResourceList != RESOURCE_LIST_INVALID )
				{
					g_pResourceAccessControl->AddResource( hResourceList, RESOURCE_MODEL, pName );
				}
			}
			break;

		case GAMESOUND:
			{
				int nIndex = CBaseEntity::PrecacheScriptSound( pName );
				if ( pIndex )
				{
					*pIndex = nIndex;
				}
				if ( hResourceList != RESOURCE_LIST_INVALID )
				{
					g_pResourceAccessControl->AddResource( hResourceList, RESOURCE_GAMESOUND, pName );
				}
			}
			break;

		case PARTICLE_SYSTEM:
			PrecacheParticleSystem( pName );
			if ( pIndex )
			{
				*pIndex = GetParticleSystemIndex( pName );
			}
			if ( hResourceList != RESOURCE_LIST_INVALID )
			{
				g_pResourceAccessControl->AddResource( hResourceList, RESOURCE_PARTICLE_SYSTEM, pName );
			}
			break;

		case ENTITY:
			UTIL_PrecacheOther( pName );
			break;

		case SHARED:
			g_pPrecacheSystem->Cache( this, SHARED_SYSTEM, pName, bPrecache, hResourceList, false );
			break;

		case KV_DEP_FILE:
			CacheResourceFile( pName, bPrecache, hResourceList );
			break;
		}
		return;
	}

	// Blat out value
	if ( pIndex )
	{
		*pIndex = 0;
	}

	switch( nType )
	{
	case VGUI_RESOURCE:
		break;
	case MATERIAL:
		break;
	case MODEL:
		break;
	case GAMESOUND:
		break;
	case PARTICLE_SYSTEM:
		break;
	case ENTITY:
		break;
	case DECAL:
		break;
	case KV_DEP_FILE:
		break;
	}
}