mirror of
https://github.com/nillerusr/source-engine.git
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307 lines
8.0 KiB
C++
307 lines
8.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "particlemgr.h"
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#include "particle_prototype.h"
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#include "particle_util.h"
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#include "c_te_particlesystem.h"
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#include "fx.h"
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#include "fx_quad.h"
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#include "clienteffectprecachesystem.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// ==============================================
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// Rotorwash particle emitter
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// ==============================================
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#ifndef _XBOX
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class WashEmitter : public CSimpleEmitter
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{
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public:
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WashEmitter( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
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static WashEmitter *Create( const char *pDebugName )
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{
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return new WashEmitter( pDebugName );
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}
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void UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
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{
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// Float up when lifetime is half gone.
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pParticle->m_vecVelocity[ 2 ] += 64 * timeDelta;
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// FIXME: optimize this....
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pParticle->m_vecVelocity *= ExponentialDecay( 0.8, 0.05, timeDelta );
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}
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virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta )
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{
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pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta;
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pParticle->m_flRollDelta += pParticle->m_flRollDelta * ( timeDelta * -2.0f );
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//Cap the minimum roll
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if ( fabs( pParticle->m_flRollDelta ) < 0.5f )
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{
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pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.5f : -0.5f;
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}
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return pParticle->m_flRoll;
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}
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virtual float UpdateAlpha( const SimpleParticle *pParticle )
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{
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return ( ((float)pParticle->m_uchStartAlpha/255.0f) * sin( M_PI * (pParticle->m_flLifetime / pParticle->m_flDieTime) ) );
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}
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private:
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WashEmitter( const WashEmitter & );
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};
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#endif // !_XBOX
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// ==============================================
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// Rotorwash entity
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// ==============================================
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#define ROTORWASH_THINK_INTERVAL 0.1f
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class C_RotorWashEmitter : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_RotorWashEmitter, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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C_RotorWashEmitter( void );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void ClientThink( void );
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protected:
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float m_flAltitude;
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PMaterialHandle m_hWaterMaterial[2];
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#ifndef _XBOX
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void InitSpawner( void );
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CSmartPtr<WashEmitter> m_pSimple;
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#endif // !XBOX
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};
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IMPLEMENT_CLIENTCLASS_DT( C_RotorWashEmitter, DT_RotorWashEmitter, CRotorWashEmitter)
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RecvPropFloat(RECVINFO(m_flAltitude)),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_RotorWashEmitter::C_RotorWashEmitter( void )
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{
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#ifndef _XBOX
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m_pSimple = NULL;
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m_hWaterMaterial[0] = NULL;
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m_hWaterMaterial[1] = NULL;
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#endif // !_XBOX
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}
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#ifndef _XBOX
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_RotorWashEmitter::InitSpawner( void )
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{
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if ( m_pSimple.IsValid() )
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return;
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m_pSimple = WashEmitter::Create( "wash" );
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m_pSimple->SetNearClip( 128, 256 );
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}
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#endif // !XBOX
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : updateType -
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//-----------------------------------------------------------------------------
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void C_RotorWashEmitter::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( updateType == DATA_UPDATE_CREATED )
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{
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SetNextClientThink( gpGlobals->curtime + ROTORWASH_THINK_INTERVAL );
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#ifndef _XBOX
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InitSpawner();
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#endif // !XBOX
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_RotorWashEmitter::ClientThink( void )
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{
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SetNextClientThink( gpGlobals->curtime + ROTORWASH_THINK_INTERVAL );
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trace_t tr;
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin()+(Vector(0, 0, -1024)), (MASK_SOLID_BRUSHONLY|CONTENTS_WATER|CONTENTS_SLIME), NULL, COLLISION_GROUP_NONE, &tr );
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if ( /*!m_bIgnoreSolid && */(tr.fraction == 1.0f || tr.startsolid || tr.allsolid) )
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return;
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// If we hit the skybox, don't do it either
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if ( tr.surface.flags & SURF_SKY )
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return;
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float heightScale = RemapValClamped( tr.fraction * 1024, 512, 1024, 1.0f, 0.0f );
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Vector vecDustColor;
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if ( tr.contents & CONTENTS_WATER )
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{
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vecDustColor.x = 0.8f;
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vecDustColor.y = 0.8f;
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vecDustColor.z = 0.75f;
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}
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else if ( tr.contents & CONTENTS_SLIME )
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{
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vecDustColor.x = 0.6f;
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vecDustColor.y = 0.5f;
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vecDustColor.z = 0.15f;
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}
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else
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{
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vecDustColor.x = 0.35f;
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vecDustColor.y = 0.3f;
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vecDustColor.z = 0.25f;
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}
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#ifndef _XBOX
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InitSpawner();
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if ( m_pSimple.IsValid() == false )
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return;
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m_pSimple->SetSortOrigin( GetAbsOrigin() );
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PMaterialHandle *hMaterial;
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// Cache and set our material based on the surface we're over (ie. water)
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if ( tr.contents & (CONTENTS_WATER|CONTENTS_SLIME) )
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{
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if ( m_hWaterMaterial[0] == NULL )
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{
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m_hWaterMaterial[0] = m_pSimple->GetPMaterial("effects/splash1");
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m_hWaterMaterial[1] = m_pSimple->GetPMaterial("effects/splash2");
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}
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hMaterial = m_hWaterMaterial;
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}
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else
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{
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hMaterial = g_Mat_DustPuff;
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}
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#endif // !XBOX
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// If we're above water, make ripples
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if ( tr.contents & (CONTENTS_WATER|CONTENTS_SLIME) )
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{
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float flScale = random->RandomFloat( 7.5f, 8.5f );
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Vector color = Vector( 0.8f, 0.8f, 0.75f );
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Vector startPos = tr.endpos + Vector(0,0,8);
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Vector endPos = tr.endpos + Vector(0,0,-64);
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if ( tr.fraction < 1.0f )
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{
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//Add a ripple quad to the surface
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FX_AddQuad( tr.endpos + ( tr.plane.normal * 0.5f ),
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tr.plane.normal,
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64.0f * flScale,
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128.0f * flScale,
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0.8f,
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0.75f * heightScale,
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0.0f,
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0.75f,
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random->RandomFloat( 0, 360 ),
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random->RandomFloat( -2.0f, 2.0f ),
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vecDustColor,
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0.2f,
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"effects/splashwake3",
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(FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) );
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}
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}
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#ifndef _XBOX
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int numRingSprites = 32;
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float yaw = random->RandomFloat( 0, 2*M_PI ); // Randomly placed on the unit circle
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float yawIncr = (2*M_PI) / numRingSprites;
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Vector vecForward;
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Vector offset;
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SimpleParticle *pParticle;
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// Draw the rings
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for ( int i = 0; i < numRingSprites; i++ )
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{
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// Get our x,y on the unit circle
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SinCos( yaw, &vecForward.y, &vecForward.x );
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// Increment ahead
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yaw += yawIncr;
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// @NOTE toml (3-28-07): broke out following expression because vc2005 optimizer was screwing up in presence of SinCos inline assembly. Would also
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// go away if offset were referenced below as in the AddLineOverlay()
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//offset = ( RandomVector( -4.0f, 4.0f ) + tr.endpos ) + ( vecForward * 128.0f );
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offset = vecForward * 128.0f;
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offset += tr.endpos + RandomVector( -4.0f, 4.0f );
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pParticle = (SimpleParticle *) m_pSimple->AddParticle( sizeof(SimpleParticle), hMaterial[random->RandomInt(0,1)], offset );
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if ( pParticle != NULL )
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{
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = random->RandomFloat( 0.25f, 1.0f );
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pParticle->m_vecVelocity = vecForward * random->RandomFloat( 1000, 1500 );
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#if __EXPLOSION_DEBUG
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debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 );
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#endif
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if ( tr.contents & CONTENTS_SLIME )
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{
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vecDustColor.x = random->RandomFloat( 0.4f, 0.6f );
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vecDustColor.y = random->RandomFloat( 0.3f, 0.5f );
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vecDustColor.z = random->RandomFloat( 0.1f, 0.2f );
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}
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pParticle->m_uchColor[0] = vecDustColor.x * 255.0f;
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pParticle->m_uchColor[1] = vecDustColor.y * 255.0f;
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pParticle->m_uchColor[2] = vecDustColor.z * 255.0f;
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pParticle->m_uchStartSize = random->RandomInt( 16, 64 );
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4;
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pParticle->m_uchStartAlpha = random->RandomFloat( 16, 32 ) * heightScale;
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -16.0f, 16.0f );
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}
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}
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#endif // !XBOX
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}
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