void CParticleSystemQuery::GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight, Vector *pUp ) { #ifdef CLIENT_DLL // HACK_GETLOCALPLAYER_GUARD( "CParticleSystemQuery::GetLocalPlayerPos" ); int slot = GET_ACTIVE_SPLITSCREEN_SLOT(); ACTIVE_SPLITSCREEN_PLAYER_GUARD( slot ); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { *pForward = vec3_origin; *pRight = vec3_origin; *pUp = vec3_origin; return; } pPlayer->EyeVectors( pForward, pRight, pUp ); #else CBasePlayer *pPlayer = AI_GetSinglePlayer(); if ( !pPlayer ) { *pForward = vec3_origin; *pRight = vec3_origin; *pUp = vec3_origin; return; } pPlayer->EyeVectors( pForward, pRight, pUp ); #endif }
void CParticleSystemQuery::GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight, Vector *pUp ) { #ifdef CLIENT_DLL C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { *pForward = vec3_origin; *pRight = vec3_origin; *pUp = vec3_origin; return; } pPlayer->EyeVectors( pForward, pRight, pUp ); #else CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); //AI Patch Addition. if ( !pPlayer ) { *pForward = vec3_origin; *pRight = vec3_origin; *pUp = vec3_origin; return; } pPlayer->EyeVectors( pForward, pRight, pUp ); #endif }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CParticleProperty::UpdateControlPoint( ParticleEffectList_t *pEffect, int iPoint, bool bInitializing ) { ParticleControlPoint_t *pPoint = &pEffect->pControlPoints[iPoint]; if ( pEffect->pParticleEffect->m_pDef->IsScreenSpaceEffect() && iPoint == 0 ) { pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) ); pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, vec3_origin ); return; } if ( !pPoint->hEntity.Get() ) { if ( pPoint->iAttachType == PATTACH_WORLDORIGIN && bInitializing ) { pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) ); pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, pPoint->vecOriginOffset ); pEffect->pParticleEffect->SetSortOrigin( pPoint->vecOriginOffset ); } pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, NULL ); return; } // Only update non-follow particles when we're initializing, if ( !bInitializing && (pPoint->iAttachType == PATTACH_ABSORIGIN || pPoint->iAttachType == PATTACH_POINT ) ) return; if ( pPoint->iAttachType == PATTACH_CUSTOMORIGIN ) return; Vector vecOrigin, vecForward, vecRight, vecUp; switch ( pPoint->iAttachType ) { case PATTACH_POINT: case PATTACH_POINT_FOLLOW: { C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating(); bool bValid = false; Assert( pAnimating ); if ( pAnimating ) { matrix3x4_t attachmentToWorld; if ( pAnimating->IsViewModel() ) { C_BasePlayer *pPlayer = ToBasePlayer( ((C_BaseViewModel *)pAnimating)->GetOwner() ); ACTIVE_SPLITSCREEN_PLAYER_GUARD( C_BasePlayer::GetSplitScreenSlotForPlayer( pPlayer ) ); if ( pAnimating->GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) ) { bValid = true; MatrixVectors( attachmentToWorld, &vecForward, &vecRight, &vecUp ); MatrixPosition( attachmentToWorld, vecOrigin ); if ( pEffect->pParticleEffect->m_pDef->IsViewModelEffect() ) { FormatViewModelAttachment( pPlayer, vecOrigin, true ); } } } else { // HACK_GETLOCALPLAYER_GUARD( "CParticleProperty::UpdateControlPoint" ); if ( pAnimating->GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) ) { bValid = true; MatrixVectors( attachmentToWorld, &vecForward, &vecRight, &vecUp ); #ifdef _DEBUG float flTests[3] = {vecForward.Dot( vecRight ), vecRight.Dot( vecUp ), vecUp.Dot( vecForward )}; static float s_flMaxTest = 0.001f; Assert( fabs( flTests[0] ) + fabs( flTests[1] ) + fabs( flTests[2] ) < s_flMaxTest ); #endif MatrixPosition( attachmentToWorld, vecOrigin ); if ( pEffect->pParticleEffect->m_pDef->IsViewModelEffect() ) { HACK_GETLOCALPLAYER_GUARD( "CParticleProperty::UpdateControlPoint" ); FormatViewModelAttachment( NULL, vecOrigin, true ); } } } } if ( !bValid ) { static bool bWarned = false; if ( !bWarned ) { bWarned = true; DevWarning( "Attempted to attach particle effect %s to an unknown attachment on entity %s\n", pEffect->pParticleEffect->m_pDef->GetName(), pAnimating->GetClassname() ); } } if ( !bValid ) { AssertOnce( 0 ); return; } } break; case PATTACH_ABSORIGIN: case PATTACH_ABSORIGIN_FOLLOW: default: { vecOrigin = pPoint->hEntity->GetAbsOrigin() + pPoint->vecOriginOffset; pPoint->hEntity->GetVectors( &vecForward, &vecRight, &vecUp ); } break; case PATTACH_EYES_FOLLOW: { C_BaseEntity *pEnt = pPoint->hEntity; if ( !pEnt->IsPlayer() ) return; C_BasePlayer *pPlayer = assert_cast< C_BasePlayer* >( pEnt ); bool bValid = false; Assert( pPlayer ); if ( pPlayer ) { bValid = true; vecOrigin = pPlayer->EyePosition() + pPoint->vecOriginOffset; pPlayer->EyeVectors( &vecForward, &vecRight, &vecUp ); } if ( !bValid ) { AssertOnce( 0 ); return; } } break; case PATTACH_CUSTOMORIGIN_FOLLOW: { matrix3x4_t mat; MatrixMultiply( pPoint->hEntity->RenderableToWorldTransform(), pPoint->matOffset, mat ); MatrixVectors( mat, &vecForward, &vecRight, &vecUp ); vecOrigin = pPoint->hEntity->GetAbsOrigin() + pPoint->vecOriginOffset; } break; } pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, vecForward, vecRight, vecUp ); pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, pPoint->hEntity ); pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, vecOrigin ); pEffect->pParticleEffect->SetSortOrigin( vecOrigin ); }