void CNewParticleEffect::Release() { Assert( m_RefCount > 0 ); --m_RefCount; // If all the particles are already gone, delete ourselves now. // If there are still particles, wait for the last NotifyDestroyParticle. if ( m_RefCount == 0 ) { if ( m_bAllocated ) { if ( IsFinished() ) { SetRemoveFlag(); } } } }
//----------------------------------------------------------------------------- // 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; }