CNewParticleEffect *CParticleProperty::Create( CParticleSystemDefinition *pDef, ParticleAttachment_t iAttachType, int iAttachmentPoint, Vector vecOriginOffset, matrix3x4_t *matOffset ) { int nBatchMode = cl_particle_batch_mode.GetInt(); bool bRequestedBatch = ( nBatchMode == 2 ) || ( ( nBatchMode == 1 ) && pDef && pDef->ShouldBatch() ); if ( ( iAttachType == PATTACH_CUSTOMORIGIN ) && bRequestedBatch ) { int iIndex = FindEffect( pDef->GetName() ); if ( iIndex >= 0 ) { CNewParticleEffect *pEffect = m_ParticleEffects[iIndex].pParticleEffect.GetObject(); pEffect->Restart(); return pEffect; } } int iIndex = m_ParticleEffects.AddToTail(); ParticleEffectList_t *newEffect = &m_ParticleEffects[iIndex]; newEffect->pParticleEffect = CNewParticleEffect::Create( m_pOuter, pDef, pDef->GetName() ); if ( !newEffect->pParticleEffect->IsValid() ) { // Caused by trying to spawn an unregistered particle effect. Remove it. ParticleMgr()->RemoveEffect( newEffect->pParticleEffect.GetObject() ); return NULL; } AddControlPoint( iIndex, 0, GetOuter(), iAttachType, iAttachmentPoint, vecOriginOffset, matOffset ); if ( m_pOuter ) { m_pOuter->OnNewParticleEffect( pDef->GetName(), newEffect->pParticleEffect.GetObject() ); } return newEffect->pParticleEffect.GetObject(); }
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; }
CNewParticleEffect *CParticleProperty::Create( const char *pszParticleName, ParticleAttachment_t iAttachType, int iAttachmentPoint, Vector vecOriginOffset ) { if ( GameRules() ) { pszParticleName = GameRules()->TranslateEffectForVisionFilter( "particles", pszParticleName ); } int nBatchMode = cl_particle_batch_mode.GetInt(); CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindParticleSystem( pszParticleName ); bool bRequestedBatch = ( nBatchMode == 2 ) || ( ( nBatchMode == 1 ) && pDef && pDef->ShouldBatch() ); if ( ( iAttachType == PATTACH_CUSTOMORIGIN ) && bRequestedBatch ) { int iIndex = FindEffect( pszParticleName ); if ( iIndex >= 0 ) { CNewParticleEffect *pEffect = m_ParticleEffects[iIndex].pParticleEffect.GetObject(); pEffect->Restart(); return pEffect; } } if ( !pDef ) { AssertMsg( 0, "Attempting to create unknown particle system" ); Warning( "Attempting to create unknown particle system '%s' \n", pszParticleName ); return NULL; } int iIndex = m_ParticleEffects.AddToTail(); ParticleEffectList_t *newEffect = &m_ParticleEffects[iIndex]; newEffect->pParticleEffect = CNewParticleEffect::Create( m_pOuter, pDef ); if ( !newEffect->pParticleEffect->IsValid() ) { // Caused by trying to spawn an unregistered particle effect. Remove it. ParticleMgr()->RemoveEffect( newEffect->pParticleEffect.GetObject() ); return NULL; } AddControlPoint( iIndex, 0, GetOuter(), iAttachType, iAttachmentPoint, vecOriginOffset ); if ( m_pOuter ) { m_pOuter->OnNewParticleEffect( pszParticleName, newEffect->pParticleEffect.GetObject() ); } return newEffect->pParticleEffect.GetObject(); }