//----------------------------------------------------------------------------- // Purpose: Callback to create a sparkle effect on the client // Input : &data - information about the effect //----------------------------------------------------------------------------- void SparkleCallback( const CEffectData &data ) { // Create a simple particle emitter CSmartPtr<CSimpleEmitter> pSparkleEmitter = CSimpleEmitter::Create( "Sparkle" ); if ( pSparkleEmitter == NULL ) return; // Make local versions of our passed in data Vector origin = data.m_vOrigin; float scale = data.m_flScale; // Set our sort origin to make the system cull properly pSparkleEmitter->SetSortOrigin( origin ); // Find the material handle we wish to use for these particles PMaterialHandle hMaterial = pSparkleEmitter->GetPMaterial( "effects/yellowflare" ); SimpleParticle *pParticle; // Make a group of particles in the world for ( int i = 0; i < 64; i++ ) { // Create a particle pParticle = pSparkleEmitter->AddSimpleParticle( hMaterial, origin ); if ( pParticle == NULL ) return; // Set our sizes pParticle->m_uchStartSize = (unsigned char) scale; pParticle->m_uchEndSize = 0; // Set our roll pParticle->m_flRoll = random->RandomFloat( 0, 2*M_PI ); pParticle->m_flRollDelta = random->RandomFloat( -DEG2RAD( 180 ), DEG2RAD( 180 ) ); // Set our color pParticle->m_uchColor[0] = 255; // Red pParticle->m_uchColor[1] = 255; // Green pParticle->m_uchColor[2] = 255; // Blue // Set our alpha pParticle->m_uchStartAlpha = 0; pParticle->m_uchEndAlpha = 255; // Create a random vector Vector velocity = RandomVector( -1.0f, 1.0f ); VectorNormalize( velocity ); // Find a random speed for the particle float speed = random->RandomFloat( 4.0f, 8.0f ) * scale; // Build and set the velocity of the particle pParticle->m_vecVelocity = velocity * speed; // Declare our lifetime pParticle->m_flDieTime = 1.0f; } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_ObjectEMPGenerator::ClientThink( void ) { // Add particles at the target. float flCur = gpGlobals->frametime; while ( m_ParticleEvent.NextEvent( flCur ) ) { Vector vPos = WorldSpaceCenter( ); Vector vOffset = RandomVector( -1, 1 ); VectorNormalize( vOffset ); vPos += vOffset * RandomFloat( 0, 50 ); SimpleParticle *pParticle = m_pEmitter->AddSimpleParticle( m_hParticleMaterial, vPos ); if ( pParticle ) { // Move the points along the path. pParticle->m_vecVelocity.Init(); pParticle->m_flRoll = 0; pParticle->m_flRollDelta = 0; pParticle->m_flDieTime = 0.4f; pParticle->m_flLifetime = 0; pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255; pParticle->m_uchStartAlpha = 32; pParticle->m_uchEndAlpha = 0; pParticle->m_uchStartSize = 6; pParticle->m_uchEndSize = 4; pParticle->m_iFlags = 0; } } }
//----------------------------------------------------------------------------- // Purpose: Client-side think function for the entity //----------------------------------------------------------------------------- void C_Sparkler::ClientThink( void ) { // We must have a valid emitter if ( m_hEmitter == NULL ) return; // We must be allowed to emit particles by the server if ( m_bEmit == false ) return; SimpleParticle *pParticle; float curTime = gpGlobals->frametime; // Add as many particles as required this frame while ( m_tParticleTimer.NextEvent( curTime ) ) { // Create the particle pParticle = m_hEmitter->AddSimpleParticle( m_hMaterial, GetAbsOrigin() ); if ( pParticle == NULL ) return; // Setup our size pParticle->m_uchStartSize = (unsigned char) m_flScale; pParticle->m_uchEndSize = 0; // Setup our roll pParticle->m_flRoll = random->RandomFloat( 0, 2*M_PI ); pParticle->m_flRollDelta = random->RandomFloat( -DEG2RAD( 180 ), DEG2RAD( 180 ) ); // Set our color pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255; // Setup our alpha values pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 255; // Obtain a random direction Vector velocity = RandomVector( -1.0f, 1.0f ); VectorNormalize( velocity ); // Obtain a random speed float speed = random->RandomFloat( 4.0f, 8.0f ) * m_flScale; // Set our velocity pParticle->m_vecVelocity = velocity * speed; // Die in a short range of time pParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f ); } }