void C_EnvPortalPathTrack::UpdateParticles_Active ( void ) { // Emitters must be valid if ( SetupEmitters() == false ) return; // Reset our sort origin m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() ); SimpleParticle *sParticle; // Do the charging particles m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() ); Vector forward, right, up; AngleVectors( GetAbsAngles(), &forward, &right, &up ); Vector offset; float dist; int numParticles = floor( 4.0f ); for ( int i = 0; i < numParticles; i++ ) { dist = random->RandomFloat( 4.0f, 64.0f ); offset = forward * dist; dist = RemapValClamped( dist, 4.0f, 64.0f, 6.0f, 1.0f ); offset += right * random->RandomFloat( -4.0f * dist, 4.0f * dist ); offset += up * random->RandomFloat( -4.0f * dist, 4.0f * dist ); offset += GetAbsOrigin(); sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( "effects/strider_muzzle" ), offset ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = Vector(0,0,8); sParticle->m_flDieTime = 0.5f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 255; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = random->RandomFloat( 1, 2 ); sParticle->m_uchEndSize = 0; } }
//----------------------------------------------------------------------------- // Purpose: // Input : flags - // Output : int //----------------------------------------------------------------------------- int C_WeaponPhysCannon::DrawModel( int flags ) { // If we're not ugrading, don't do anything special if ( m_bIsCurrentlyUpgrading == false && m_bWasUpgraded == false ) return BaseClass::DrawModel( flags ); if ( gpGlobals->frametime == 0 ) return BaseClass::DrawModel( flags ); if ( !m_bReadyToDraw ) return 0; m_bWasUpgraded = true; // Create the particle emitter if it's not already if ( SetupEmitter() ) { // Add the power-up particles // See if we should draw if ( m_bReadyToDraw == false ) return 0; C_BaseAnimating *pAnimating = GetBaseAnimating(); if (!pAnimating) return 0; matrix3x4_t *hitboxbones[MAXSTUDIOBONES]; if ( !pAnimating->HitboxToWorldTransforms( hitboxbones ) ) return 0; studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() ); if (!pStudioHdr) return false; mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() ); if ( !set ) return false; int i; float fadePerc = 1.0f; if ( m_bIsCurrentlyUpgrading ) { Vector vecSkew = vec3_origin; // Skew the particles in front or in back of their targets vecSkew = CurrentViewForward() * 4.0f; float spriteScale = 1.0f; spriteScale = clamp( spriteScale, 0.75f, 1.0f ); SimpleParticle *sParticle; for ( i = 0; i < set->numhitboxes; ++i ) { Vector vecAbsOrigin, xvec, yvec; mstudiobbox_t *pBox = set->pHitbox(i); ComputeRenderInfo( pBox, *hitboxbones[pBox->bone], &vecAbsOrigin, &xvec, &yvec ); Vector offset; Vector xDir, yDir; xDir = xvec; float xScale = VectorNormalize( xDir ) * 0.75f; yDir = yvec; float yScale = VectorNormalize( yDir ) * 0.75f; int numParticles = clamp( 4.0f * fadePerc, 1, 3 ); for ( int j = 0; j < numParticles; j++ ) { offset = xDir * Helper_RandomFloat( -xScale*0.5f, xScale*0.5f ) + yDir * Helper_RandomFloat( -yScale*0.5f, yScale*0.5f ); offset += vecSkew; sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), m_pEmitter->GetPMaterial( "effects/combinemuzzle1" ), vecAbsOrigin + offset ); if ( sParticle == NULL ) return 1; sParticle->m_vecVelocity = vec3_origin; sParticle->m_uchStartSize = 16.0f * spriteScale; sParticle->m_flDieTime = 0.2f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = Helper_RandomFloat( -2.0f, 2.0f ); float alpha = 40; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2; } } } } int attachment = LookupAttachment( "core" ); Vector coreOrigin; QAngle coreAngles; GetAttachment( attachment, coreOrigin, coreAngles ); SimpleParticle *sParticle; // Do the core effects for ( int i = 0; i < 4; i++ ) { sParticle = (SimpleParticle *) m_pLocalEmitter->AddParticle( sizeof(SimpleParticle), m_pLocalEmitter->GetPMaterial( "effects/strider_muzzle" ), vec3_origin ); if ( sParticle == NULL ) return 1; sParticle->m_vecVelocity = vec3_origin; sParticle->m_flDieTime = 0.1f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 255; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; if ( i < 2 ) { sParticle->m_uchStartSize = random->RandomFloat( 1, 2 ) * (i+1); sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f; } else { if ( random->RandomInt( 0, 20 ) == 0 ) { sParticle->m_uchStartSize = random->RandomFloat( 1, 2 ) * (i+1); sParticle->m_uchEndSize = sParticle->m_uchStartSize * 4.0f; sParticle->m_flDieTime = 0.25f; } else { sParticle->m_uchStartSize = random->RandomFloat( 1, 2 ) * (i+1); sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f; } } } if ( m_bWasUpgraded && m_bIsCurrentlyUpgrading ) { // Update our attractor point m_pAttractor->SetAttractorOrigin( coreOrigin ); Vector offset; for ( int i = 0; i < 4; i++ ) { offset = coreOrigin + RandomVector( -32.0f, 32.0f ); sParticle = (SimpleParticle *) m_pAttractor->AddParticle( sizeof(SimpleParticle), m_pAttractor->GetPMaterial( "effects/strider_muzzle" ), offset ); if ( sParticle == NULL ) return 1; sParticle->m_vecVelocity = Vector(0,0,8); sParticle->m_flDieTime = 0.5f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 255; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = random->RandomFloat( 1, 2 ); sParticle->m_uchEndSize = 0; } } return BaseClass::DrawModel( flags ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_HopwireExplosion::AddParticles( void ) { // Make sure the emitters are setup properly if ( SetupEmitters() == false ) return; float tempDelta = gpGlobals->frametime; while( m_ParticleTimer.NextEvent( tempDelta ) ) { // ======================== // Attracted dust particles // ======================== // Update our attractor point m_pAttractorEmitter->SetAttractorOrigin( GetRenderOrigin() ); Vector offset; SimpleParticle *sParticle; offset = GetRenderOrigin() + RandomVector( -256.0f, 256.0f ); sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), g_Mat_Fleck_Cement[0], offset ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = Vector(0,0,8); sParticle->m_flDieTime = 0.5f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 1.0f; float alpha = random->RandomFloat( 128.0f, 200.0f ); sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = alpha; sParticle->m_uchStartSize = random->RandomInt( 1, 4 ); sParticle->m_uchEndSize = 0; // ======================== // Core effects // ======================== // Reset our sort origin m_pSimpleEmitter->SetSortOrigin( GetRenderOrigin() ); // Base of the core effect sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( "effects/strider_muzzle" ), GetRenderOrigin() ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = vec3_origin; sParticle->m_flDieTime = 0.2f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 4.0f; alpha = random->RandomInt( 32, 200 ); sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = 0; sParticle->m_uchEndAlpha = alpha; sParticle->m_uchStartSize = 255; sParticle->m_uchEndSize = 0; // Make sure we encompass the complete particle here! m_pSimpleEmitter->SetParticleCullRadius( sParticle->m_uchEndSize ); // ========================= // Dust ring effect // ========================= if ( random->RandomInt( 0, 5 ) != 1 ) return; Vector vecDustColor; vecDustColor.x = 0.35f; vecDustColor.y = 0.3f; vecDustColor.z = 0.25f; Vector color; int numRingSprites = 8; float yaw; Vector forward, vRight, vForward; vForward = Vector( 0, 1, 0 ); vRight = Vector( 1, 0, 0 ); float yawOfs = random->RandomFloat( 0, 359 ); for ( int i = 0; i < numRingSprites; i++ ) { yaw = ( (float) i / (float) numRingSprites ) * 360.0f; yaw += yawOfs; forward = ( vRight * sin( DEG2RAD( yaw) ) ) + ( vForward * cos( DEG2RAD( yaw ) ) ); VectorNormalize( forward ); trace_t tr; UTIL_TraceLine( GetRenderOrigin(), GetRenderOrigin()+(Vector(0, 0, -1024)), MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr ); offset = ( RandomVector( -4.0f, 4.0f ) + tr.endpos ) + ( forward * 512.0f ); sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), g_Mat_DustPuff[random->RandomInt(0,1)], offset ); if ( sParticle != NULL ) { sParticle->m_flLifetime = 0.0f; sParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f ); sParticle->m_vecVelocity = forward * -random->RandomFloat( 1000, 1500 ); sParticle->m_vecVelocity[2] += 128.0f; #if __EXPLOSION_DEBUG debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + sParticle->m_vecVelocity, 255, 0, 0, false, 3 ); #endif sParticle->m_uchColor[0] = vecDustColor.x * 255.0f; sParticle->m_uchColor[1] = vecDustColor.y * 255.0f; sParticle->m_uchColor[2] = vecDustColor.z * 255.0f; sParticle->m_uchStartSize = random->RandomInt( 32, 128 ); sParticle->m_uchEndSize = 200; sParticle->m_uchStartAlpha = random->RandomFloat( 16, 64 ); sParticle->m_uchEndAlpha = 0; sParticle->m_flRoll = random->RandomInt( 0, 360 ); sParticle->m_flRollDelta = random->RandomFloat( -16.0f, 16.0f ); } } } }
//----------------------------------------------------------------------------- // Purpose: // Input : percentage - //----------------------------------------------------------------------------- void C_AlyxEmpEffect::UpdateDischarging( void ) { // Emitters must be valid if ( SetupEmitters() == false ) return; // Reset our sort origin m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() ); float flScale = EMP_SCALE * 8.0f; Vector forward, right, up; AngleVectors( GetAbsAngles(), &forward, &right, &up ); SimpleParticle *sParticle; float dTime = gpGlobals->frametime; while ( m_tParticleSpawn.NextEvent( dTime ) ) { // Base of the core effect sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = vec3_origin; sParticle->m_flDieTime = 0.25f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 64; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = flScale * 4.0f; sParticle->m_uchEndSize = 0.0f; // Base of the core effect sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = vec3_origin; sParticle->m_flDieTime = 0.1f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; alpha = 128; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = 0.0f; sParticle->m_uchEndSize = flScale * 2.0f; // Make sure we encompass the complete particle here! m_pSimpleEmitter->SetParticleCullRadius( sParticle->m_uchEndSize ); // Do the core effects sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = RandomVector( -32.0f, 32.0f ); sParticle->m_flDieTime = 0.2f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; alpha = 255; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = flScale; sParticle->m_uchEndSize = 0.0f; } #if 0 // Do the charging particles m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() ); Vector offset; float dist; for ( i = 0; i < 4; i++ ) { dist = random->RandomFloat( 4.0f, 64.0f ); offset = forward * dist; dist = RemapValClamped( dist, 4.0f, 64.0f, 6.0f, 1.0f ); offset += right * random->RandomFloat( -2.0f * dist, 2.0f * dist ); offset += up * random->RandomFloat( -2.0f * dist, 2.0f * dist ); offset += GetAbsOrigin(); sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( "effects/combinemuzzle2_dark" ), offset ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = Vector(0,0,2); sParticle->m_flDieTime = 0.5f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 255; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = 1; sParticle->m_uchEndSize = 0; } #endif }
//----------------------------------------------------------------------------- // Purpose: // Input : percentage - //----------------------------------------------------------------------------- void C_AlyxEmpEffect::UpdateCharging( float percentage ) { // Emitters must be valid if ( SetupEmitters() == false ) return; if ( percentage <= 0.0f ) return; // Reset our sort origin m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() ); float flScale = 4.0f * EMP_SCALE * percentage; SimpleParticle *sParticle; float dTime = gpGlobals->frametime; while ( m_tParticleSpawn.NextEvent( dTime ) ) { // Do the core effects sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = vec3_origin; sParticle->m_flDieTime = 0.1f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 255 * percentage; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = flScale; sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f; } #if 0 // Do the charging particles m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() ); Vector forward, right, up; AngleVectors( GetAbsAngles(), &forward, &right, &up ); Vector offset; float dist; int numParticles = floor( 4.0f * percentage ); for ( i = 0; i < numParticles; i++ ) { dist = random->RandomFloat( 4.0f * percentage, 64.0f * percentage ); offset = forward * dist; dist = RemapValClamped( dist, 4.0f * percentage, 64.0f * percentage, 6.0f, 1.0f ); offset += right * random->RandomFloat( -4.0f * dist, 4.0f * dist ); offset += up * random->RandomFloat( -4.0f * dist, 4.0f * dist ); offset += GetAbsOrigin(); sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( EMP_PARTICLES ), offset ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = Vector(0,0,8); sParticle->m_flDieTime = 0.5f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 255 * percentage; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = random->RandomFloat( 1, 2 ); sParticle->m_uchEndSize = 0; } #endif }
//----------------------------------------------------------------------------- // Purpose: // Input : percentage - //----------------------------------------------------------------------------- void C_CitadelEnergyCore::UpdateDischarging( void ) { // Emitters must be valid if ( SetupEmitters() == false ) return; // Reset our sort origin m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() ); float flScale = 8.0f * m_flScale; Vector forward, right, up; AngleVectors( GetAbsAngles(), &forward, &right, &up ); SimpleParticle *sParticle; // Base of the core effect sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( "effects/strider_muzzle" ), GetAbsOrigin() ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = forward * 32.0f; sParticle->m_flDieTime = 0.2f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 128; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = flScale * 2.0f; sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f; // Make sure we encompass the complete particle here! m_pSimpleEmitter->SetParticleCullRadius( sParticle->m_uchEndSize ); // Do the core effects for ( int i = 0; i < 2; i++ ) { sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( "effects/combinemuzzle2" ), GetAbsOrigin() ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = forward * ( 32.0f * (i+1) ); sParticle->m_flDieTime = 0.2f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 100; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; if ( i < 1 ) { sParticle->m_uchStartSize = flScale * (i+1); sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f; } else { if ( random->RandomInt( 0, 20 ) == 0 ) { sParticle->m_uchStartSize = flScale * (i+1); sParticle->m_uchEndSize = 0.0f; sParticle->m_flDieTime = 0.25f; } else { sParticle->m_uchStartSize = flScale * (i+1); sParticle->m_uchEndSize = 0.0f; } } } // Only do these particles if required if ( m_spawnflags & SF_ENERGYCORE_NO_PARTICLES ) return; // Do the charging particles m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() ); Vector offset; float dist; for ( int i = 0; i < 4; i++ ) { dist = random->RandomFloat( 4.0f * m_flScale, 64.0f * m_flScale ); offset = forward * dist; dist = RemapValClamped( dist, 4.0f * m_flScale, 64.0f * m_flScale, 6.0f, 1.0f ); offset += right * random->RandomFloat( -2.0f * dist * m_flScale, 2.0f * dist * m_flScale ); offset += up * random->RandomFloat( -2.0f * dist * m_flScale, 2.0f * dist * m_flScale ); offset += GetAbsOrigin(); sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( "effects/combinemuzzle2_dark" ), offset ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = Vector(0,0,2); sParticle->m_flDieTime = 0.5f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 255; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = 1; sParticle->m_uchEndSize = 0; } }
//----------------------------------------------------------------------------- // Purpose: // Input : percentage - //----------------------------------------------------------------------------- void C_CitadelEnergyCore::UpdateCharging( float percentage ) { // Emitters must be valid if ( SetupEmitters() == false ) return; if ( percentage <= 0.0f ) return; // Reset our sort origin m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() ); float flScale = 4.0f * m_flScale * percentage; SimpleParticle *sParticle; // Do the core effects for ( int i = 0; i < 2; i++ ) { sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( "effects/strider_muzzle" ), GetAbsOrigin() ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = vec3_origin; sParticle->m_flDieTime = 0.1f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 255; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; if ( i < 2 ) { sParticle->m_uchStartSize = flScale * (i+1); sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f; } else { if ( random->RandomInt( 0, 20 ) == 0 ) { sParticle->m_uchStartSize = flScale * (i+1); sParticle->m_uchEndSize = sParticle->m_uchStartSize * 4.0f; sParticle->m_flDieTime = 0.25f; } else { sParticle->m_uchStartSize = flScale * (i+1); sParticle->m_uchEndSize = sParticle->m_uchStartSize * 2.0f; } } } // Only do these particles if required if ( m_spawnflags & SF_ENERGYCORE_NO_PARTICLES ) return; // Do the charging particles m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() ); Vector forward, right, up; AngleVectors( GetAbsAngles(), &forward, &right, &up ); Vector offset; float dist; int numParticles = floor( 4.0f * percentage ); for ( int i = 0; i < numParticles; i++ ) { dist = random->RandomFloat( 4.0f * percentage, 64.0f * percentage ); offset = forward * dist; dist = RemapValClamped( dist, 4.0f * percentage, 64.0f * percentage, 6.0f, 1.0f ); offset += right * random->RandomFloat( -4.0f * dist, 4.0f * dist ); offset += up * random->RandomFloat( -4.0f * dist, 4.0f * dist ); offset += GetAbsOrigin(); sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( "effects/strider_muzzle" ), offset ); if ( sParticle == NULL ) return; sParticle->m_vecVelocity = Vector(0,0,8); sParticle->m_flDieTime = 0.5f; sParticle->m_flLifetime = 0.0f; sParticle->m_flRoll = Helper_RandomInt( 0, 360 ); sParticle->m_flRollDelta = 0.0f; float alpha = 255 * percentage; sParticle->m_uchColor[0] = alpha; sParticle->m_uchColor[1] = alpha; sParticle->m_uchColor[2] = alpha; sParticle->m_uchStartAlpha = alpha; sParticle->m_uchEndAlpha = 0; sParticle->m_uchStartSize = random->RandomFloat( 1, 2 ); sParticle->m_uchEndSize = 0; } }