void CParticleProperty::StopParticlesWithNameAndAttachment( const char *pszEffectName, int iAttachmentPoint, bool bForceRemoveInstantly /* =false */ ) { CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindParticleSystem( pszEffectName ); AssertMsg1(pDef, "Could not find particle definition %s", pszEffectName ); if (!pDef) return; // If we return from dormancy and are then told to stop emitting, // we should have died while dormant. Remove ourselves immediately. bool bRemoveInstantly = (m_iDormancyChangedAtFrame == gpGlobals->framecount); // force remove particles instantly if caller specified bRemoveInstantly |= bForceRemoveInstantly; int nCount = m_ParticleEffects.Count(); for ( int i = 0; i < nCount; ++i ) { // for each effect... ParticleEffectList_t *pParticleEffectList = &m_ParticleEffects[i]; CNewParticleEffect *pParticleEffect = pParticleEffectList->pParticleEffect.GetObject(); if (pParticleEffect->m_pDef() == pDef) { int nControlPointCount = pParticleEffectList->pControlPoints.Count(); for ( int j = 0; j < nControlPointCount; ++j ) { if ( pParticleEffectList->pControlPoints[j].iAttachmentPoint == iAttachmentPoint ) { pParticleEffect->StopEmission( false, bRemoveInstantly ); break; } } } } }
//----------------------------------------------------------------------------- // Purpose: Stop all effects that were created using the given definition // name. //----------------------------------------------------------------------------- void CParticleProperty::StopParticlesNamed( const char *pszEffectName, bool bForceRemoveInstantly /* =false */, int nSplitScreenPlayerSlot /*= -1*/ ) { CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindParticleSystem( pszEffectName ); AssertMsg1(pDef, "Could not find particle definition %s", pszEffectName ); if (!pDef) return; // If we return from dormancy and are then told to stop emitting, // we should have died while dormant. Remove ourselves immediately. bool bRemoveInstantly = (m_iDormancyChangedAtFrame == gpGlobals->framecount); // force remove particles instantly if caller specified bRemoveInstantly |= bForceRemoveInstantly; int nCount = m_ParticleEffects.Count(); for ( int i = 0; i < nCount; ++i ) { // for each effect... CNewParticleEffect *pParticleEffect = m_ParticleEffects[i].pParticleEffect.GetObject(); if (pParticleEffect->m_pDef() == pDef) { if ( nSplitScreenPlayerSlot != -1 ) { if ( !pParticleEffect->ShouldDrawForSplitScreenUser( nSplitScreenPlayerSlot ) ) continue; } pParticleEffect->StopEmission( false, bRemoveInstantly ); } } }