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571 lines
17 KiB
C++
571 lines
17 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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//=============================================================================
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#include "cbase.h"
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#include "filesystem.h"
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#include <KeyValues.h>
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#include "particle_parse.h"
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#include "particles/particles.h"
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#ifdef GAME_DLL
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#include "te_effect_dispatch.h"
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#include "networkstringtable_gamedll.h"
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#else
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#include "c_te_effect_dispatch.h"
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#include "networkstringtable_clientdll.h"
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#endif
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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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#define PARTICLES_MANIFEST_FILE "particles/particles_manifest.txt"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int GetAttachTypeFromString( const char *pszString )
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{
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if ( !pszString || !pszString[0] )
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return -1;
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// If you add new attach types, you need to add them to this list
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static const char *pAttachmentNames[MAX_PATTACH_TYPES] =
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{
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"start_at_origin", // PATTACH_ABSORIGIN = 0,
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"follow_origin", // PATTACH_ABSORIGIN_FOLLOW,
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"start_at_customorigin",// PATTACH_CUSTOMORIGIN,
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"start_at_attachment", // PATTACH_POINT,
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"follow_attachment", // PATTACH_POINT_FOLLOW,
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"follow_rootbone", // PATTACH_ROOTBONE_FOLLOW
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};
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for ( int i = 0; i < MAX_PATTACH_TYPES; i++ )
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{
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if ( FStrEq( pAttachmentNames[i], pszString ) )
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return i;
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}
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : list -
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//-----------------------------------------------------------------------------
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void GetParticleManifest( CUtlVector<CUtlString>& list )
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{
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// Open the manifest file, and read the particles specified inside it
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KeyValues *manifest = new KeyValues( PARTICLES_MANIFEST_FILE );
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if ( manifest->LoadFromFile( filesystem, PARTICLES_MANIFEST_FILE, "GAME" ) )
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{
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for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
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{
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if ( !Q_stricmp( sub->GetName(), "file" ) )
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{
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list.AddToTail( sub->GetString() );
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continue;
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}
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Warning( "CParticleMgr::Init: Manifest '%s' with bogus file type '%s', expecting 'file'\n", PARTICLES_MANIFEST_FILE, sub->GetName() );
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}
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}
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else
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{
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Warning( "PARTICLE SYSTEM: Unable to load manifest file '%s'\n", PARTICLES_MANIFEST_FILE );
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}
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manifest->deleteThis();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void ParseParticleEffects( bool bLoadSheets, bool bPrecache )
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{
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MEM_ALLOC_CREDIT();
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g_pParticleSystemMgr->ShouldLoadSheets( bLoadSheets );
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CUtlVector<CUtlString> files;
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GetParticleManifest( files );
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int nCount = files.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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g_pParticleSystemMgr->ReadParticleConfigFile( files[i], bPrecache, false );
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}
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g_pParticleSystemMgr->DecommitTempMemory();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void ReloadParticleEffectsInList( IFileList *pFilesToReload )
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{
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MEM_ALLOC_CREDIT();
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CUtlVector<CUtlString> files;
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GetParticleManifest( files );
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// CAB 2/17/11 Reload all the particles regardless (Fixes filename change exploits).
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bool bReloadAll = true;
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//int nCount = files.Count();
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//for ( int i = 0; i < nCount; ++i )
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//{
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// // Skip the precache marker
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// const char *pFile = files[i];
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// if ( pFile[0] == '!' )
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// {
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// pFile++;
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// }
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// char szDX80Filename[MAX_PATH];
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// V_strncpy( szDX80Filename, pFile, sizeof( szDX80Filename ) );
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// V_StripExtension( pFile, szDX80Filename, sizeof( szDX80Filename ) );
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// V_strncat( szDX80Filename, "_dx80.", sizeof( szDX80Filename ) );
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// V_strncat( szDX80Filename, V_GetFileExtension( pFile ), sizeof( szDX80Filename ) );
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// if ( pFilesToReload->IsFileInList( pFile ) || pFilesToReload->IsFileInList( szDX80Filename ) )
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// {
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// Msg( "Reloading all particle files due to pure settings.\n" );
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// bReloadAll = true;
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// break;
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// }
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//}
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// Then check to see if we need to reload the map's particles
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const char *pszMapName = NULL;
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#ifdef CLIENT_DLL
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pszMapName = engine->GetLevelName();
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#else
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pszMapName = STRING( gpGlobals->mapname );
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#endif
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if ( pszMapName && pszMapName[0] )
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{
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char mapname[MAX_MAP_NAME];
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Q_FileBase( pszMapName, mapname, sizeof( mapname ) );
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Q_strlower( mapname );
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ParseParticleEffectsMap( mapname, true, pFilesToReload );
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}
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if ( bReloadAll )
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{
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ParseParticleEffects( true, true );
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}
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g_pParticleSystemMgr->DecommitTempMemory();
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}
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//-----------------------------------------------------------------------------
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// Purpose: loads per-map manifest!
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//-----------------------------------------------------------------------------
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void ParseParticleEffectsMap( const char *pMapName, bool bLoadSheets, IFileList *pFilesToReload )
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{
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MEM_ALLOC_CREDIT();
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CUtlVector<CUtlString> files;
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char szMapManifestFilename[MAX_PATH];
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szMapManifestFilename[0] = NULL;
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if ( pMapName && *pMapName )
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{
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V_snprintf( szMapManifestFilename, sizeof( szMapManifestFilename ), "maps/%s_particles.txt", pMapName );
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}
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// Open the manifest file, and read the particles specified inside it
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KeyValues *manifest = new KeyValues( szMapManifestFilename );
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if ( manifest->LoadFromFile( filesystem, szMapManifestFilename, "GAME" ) )
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{
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DevMsg( "Successfully loaded particle effects manifest '%s' for map '%s'\n", szMapManifestFilename, pMapName );
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for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
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{
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if ( !Q_stricmp( sub->GetName(), "file" ) )
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{
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// Ensure the particles are in the particles directory
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char szPath[ 512 ];
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Q_strncpy( szPath, sub->GetString(), sizeof( szPath ) );
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Q_StripFilename( szPath );
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char *pszPath = (szPath[0] == '!') ? &szPath[1] : &szPath[0];
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if ( pszPath && pszPath[0] && !Q_stricmp( pszPath, "particles" ) )
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{
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files.AddToTail( sub->GetString() );
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continue;
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}
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else
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{
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Warning( "CParticleMgr::LevelInit: Manifest '%s' contains a particle file '%s' that's not under the particles directory. Custom particles must be placed in the particles directory.\n", szMapManifestFilename, sub->GetString() );
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}
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}
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else
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{
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Warning( "CParticleMgr::LevelInit: Manifest '%s' with bogus file type '%s', expecting 'file'\n", szMapManifestFilename, sub->GetName() );
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}
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}
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}
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else
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{
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// Don't print a warning, and don't proceed any further if the file doesn't exist!
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return;
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}
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int nCount = files.Count();
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if ( !nCount )
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{
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return;
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}
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g_pParticleSystemMgr->ShouldLoadSheets( bLoadSheets );
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for ( int i = 0; i < nCount; ++i )
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{
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// If we've been given a list of particles to reload, only reload those.
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if ( !pFilesToReload || (pFilesToReload && pFilesToReload->IsFileInList( files[i] )) )
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{
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g_pParticleSystemMgr->ReadParticleConfigFile( files[i], true, true );
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}
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}
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g_pParticleSystemMgr->DecommitTempMemory();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void PrecacheStandardParticleSystems( )
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{
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#ifdef GAME_DLL
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// Now add each particle system name to the network string pool, so we can send string_t's
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// down to the client instead of full particle system names.
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for ( int i = 0; i < g_pParticleSystemMgr->GetParticleSystemCount(); i++ )
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{
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const char *pParticleSystemName = g_pParticleSystemMgr->GetParticleSystemNameFromIndex(i);
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CParticleSystemDefinition *pParticleSystem = g_pParticleSystemMgr->FindParticleSystem( pParticleSystemName );
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if ( pParticleSystem->ShouldAlwaysPrecache() )
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{
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PrecacheParticleSystem( pParticleSystemName );
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}
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, bool bResetAllParticlesOnEntity )
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{
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int iAttachment = -1;
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if ( pEntity && pEntity->GetBaseAnimating() )
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{
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// Find the attachment point index
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iAttachment = pEntity->GetBaseAnimating()->LookupAttachment( pszAttachmentName );
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if ( iAttachment <= 0 )
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{
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Warning("Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n", STRING(pEntity->GetBaseAnimating()->GetModelName()), pszAttachmentName, pszParticleName );
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return;
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}
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}
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DispatchParticleEffect( pszParticleName, iAttachType, pEntity, iAttachment, bResetAllParticlesOnEntity );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int iAttachmentPoint, bool bResetAllParticlesOnEntity )
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{
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CEffectData data;
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data.m_nHitBox = GetParticleSystemIndex( pszParticleName );
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if ( pEntity )
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{
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#ifdef CLIENT_DLL
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data.m_hEntity = pEntity;
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#else
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data.m_nEntIndex = pEntity->entindex();
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#endif
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data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY;
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data.m_vOrigin = pEntity->GetAbsOrigin();
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}
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data.m_nDamageType = iAttachType;
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data.m_nAttachmentIndex = iAttachmentPoint;
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if ( bResetAllParticlesOnEntity )
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{
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data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES;
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}
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#ifdef GAME_DLL
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if ( ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY ) != 0 &&
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( iAttachType == PATTACH_ABSORIGIN_FOLLOW || iAttachType == PATTACH_POINT_FOLLOW || iAttachType == PATTACH_ROOTBONE_FOLLOW ) )
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{
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CBroadcastRecipientFilter filter;
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DispatchEffect( "ParticleEffect", data, filter );
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}
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else
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#endif
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{
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DispatchEffect( "ParticleEffect", data );
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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 DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, Vector vecColor1, Vector vecColor2, bool bUseColors, bool bResetAllParticlesOnEntity )
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{
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int iAttachment = -1;
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if ( pEntity && pEntity->GetBaseAnimating() )
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{
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// Find the attachment point index
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iAttachment = pEntity->GetBaseAnimating()->LookupAttachment( pszAttachmentName );
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if ( iAttachment <= 0 )
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{
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Warning("Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n", STRING(pEntity->GetBaseAnimating()->GetModelName()), pszAttachmentName, pszParticleName );
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return;
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}
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}
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CEffectData data;
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data.m_nHitBox = GetParticleSystemIndex( pszParticleName );
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if ( pEntity )
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{
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#ifdef CLIENT_DLL
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data.m_hEntity = pEntity;
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#else
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data.m_nEntIndex = pEntity->entindex();
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#endif
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data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY;
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data.m_vOrigin = pEntity->GetAbsOrigin();
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}
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data.m_nDamageType = iAttachType;
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data.m_nAttachmentIndex = iAttachment;
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if ( bResetAllParticlesOnEntity )
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{
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data.m_fFlags |= PARTICLE_DISPATCH_RESET_PARTICLES;
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}
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if ( bUseColors )
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{
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data.m_bCustomColors = true;
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data.m_CustomColors.m_vecColor1 = vecColor1;
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data.m_CustomColors.m_vecColor2 = vecColor2;
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}
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#ifdef GAME_DLL
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if ( ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY ) != 0 &&
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( iAttachType == PATTACH_ABSORIGIN_FOLLOW || iAttachType == PATTACH_POINT_FOLLOW || iAttachType == PATTACH_ROOTBONE_FOLLOW ) )
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{
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CReliableBroadcastRecipientFilter filter;
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DispatchEffect( "ParticleEffect", data, filter );
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}
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else
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#endif
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{
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DispatchEffect( "ParticleEffect", data );
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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 DispatchParticleEffect( int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity )
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{
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CEffectData data;
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data.m_nHitBox = iEffectIndex;
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data.m_vOrigin = vecOrigin;
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data.m_vStart = vecStart;
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data.m_vAngles = vecAngles;
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if ( pEntity )
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{
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#ifdef CLIENT_DLL
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data.m_hEntity = pEntity;
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#else
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data.m_nEntIndex = pEntity->entindex();
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#endif
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data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY;
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data.m_nDamageType = PATTACH_CUSTOMORIGIN;
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}
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else
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{
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#ifdef CLIENT_DLL
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data.m_hEntity = NULL;
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#else
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data.m_nEntIndex = 0;
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#endif
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}
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DispatchEffect( "ParticleEffect", data );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, Vector vecColor1, Vector vecColor2, bool bUseColors, CBaseEntity *pEntity, int iAttachType )
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{
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int iEffectIndex = GetParticleSystemIndex( pszParticleName );
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CEffectData data;
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data.m_nHitBox = iEffectIndex;
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data.m_vOrigin = vecOrigin;
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data.m_vAngles = vecAngles;
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if ( pEntity )
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{
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#ifdef CLIENT_DLL
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data.m_hEntity = pEntity;
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#else
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data.m_nEntIndex = pEntity->entindex();
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#endif
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data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY;
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data.m_nDamageType = PATTACH_CUSTOMORIGIN;
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}
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else
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{
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#ifdef CLIENT_DLL
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data.m_hEntity = NULL;
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#else
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data.m_nEntIndex = 0;
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#endif
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}
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if ( bUseColors )
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{
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data.m_bCustomColors = true;
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data.m_CustomColors.m_vecColor1 = vecColor1;
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data.m_CustomColors.m_vecColor2 = vecColor2;
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}
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DispatchEffect( "ParticleEffect", data );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity )
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{
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int iIndex = GetParticleSystemIndex( pszParticleName );
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DispatchParticleEffect( iIndex, vecOrigin, vecOrigin, vecAngles, pEntity );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Yet another overload, lets us supply vecStart
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//-----------------------------------------------------------------------------
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void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity )
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{
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int iIndex = GetParticleSystemIndex( pszParticleName );
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DispatchParticleEffect( iIndex, vecOrigin, vecStart, vecAngles, pEntity );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void StopParticleEffects( CBaseEntity *pEntity )
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{
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CEffectData data;
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if ( pEntity )
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{
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#ifdef CLIENT_DLL
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data.m_hEntity = pEntity;
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#else
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data.m_nEntIndex = pEntity->entindex();
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#endif
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}
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#ifdef GAME_DLL
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CReliableBroadcastRecipientFilter filter;
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DispatchEffect( "ParticleEffectStop", data, filter );
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#else
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DispatchEffect( "ParticleEffectStop", data );
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#endif
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}
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#ifndef CLIENT_DLL
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extern CBaseEntity *GetNextCommandEntity( CBasePlayer *pPlayer, const char *name, CBaseEntity *ent );
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ConVar particle_test_file( "particle_test_file", "", FCVAR_CHEAT, "Name of the particle system to dynamically spawn" );
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ConVar particle_test_attach_mode( "particle_test_attach_mode", "follow_attachment", FCVAR_CHEAT, "Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'" );
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ConVar particle_test_attach_attachment( "particle_test_attach_attachment", "0", FCVAR_CHEAT, "Attachment index for attachment mode" );
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void Particle_Test_Start( CBasePlayer* pPlayer, const char *name, bool bStart )
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{
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if ( !pPlayer )
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return;
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int iAttachType = GetAttachTypeFromString( particle_test_attach_mode.GetString() );
|
|
|
|
if ( iAttachType < 0 )
|
|
{
|
|
Warning( "Invalid attach type specified for particle_test in cvar 'particle_test_attach_mode.\n" );
|
|
return;
|
|
}
|
|
|
|
int iAttachmentIndex = particle_test_attach_attachment.GetInt();
|
|
|
|
const char *pszParticleFile = particle_test_file.GetString();
|
|
|
|
CBaseEntity *pEntity = NULL;
|
|
while ( (pEntity = GetNextCommandEntity( pPlayer, name, pEntity )) != NULL )
|
|
{
|
|
/*
|
|
Fire the test particle system on this entity
|
|
*/
|
|
|
|
DispatchParticleEffect(
|
|
pszParticleFile,
|
|
(ParticleAttachment_t)iAttachType,
|
|
pEntity,
|
|
iAttachmentIndex,
|
|
true ); // stops existing particle systems
|
|
}
|
|
}
|
|
|
|
void CC_Particle_Test_Start( const CCommand& args )
|
|
{
|
|
Particle_Test_Start( UTIL_GetCommandClient(), args[1], true );
|
|
}
|
|
static ConCommand particle_test_start("particle_test_start", CC_Particle_Test_Start, "Dispatches the test particle system with the parameters specified in particle_test_file,\n particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
|
|
|
|
|
|
void Particle_Test_Stop( CBasePlayer* pPlayer, const char *name, bool bStart )
|
|
{
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
CBaseEntity *pEntity = NULL;
|
|
while ( (pEntity = GetNextCommandEntity( pPlayer, name, pEntity )) != NULL )
|
|
{
|
|
//Stop all particle systems on the selected entity
|
|
DispatchParticleEffect( "", PATTACH_ABSORIGIN, pEntity, 0, true );
|
|
}
|
|
}
|
|
|
|
void CC_Particle_Test_Stop( const CCommand& args )
|
|
{
|
|
Particle_Test_Stop( UTIL_GetCommandClient(), args[1], false );
|
|
}
|
|
static ConCommand particle_test_stop("particle_test_stop", CC_Particle_Test_Stop, "Stops all particle systems on the selected entities.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
|
|
|
|
#endif //CLIENT_DLL
|