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526 lines
14 KiB
C++
526 lines
14 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements a particle system steam jet.
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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 "particle_prototype.h"
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#include "particle_util.h"
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#include "baseparticleentity.h"
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#include "clienteffectprecachesystem.h"
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#include "fx.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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//NOTENOTE: Mirrored in dlls\steamjet.h
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#define STEAM_NORMAL 0
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#define STEAM_HEATWAVE 1
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#define STEAMJET_NUMRAMPS 5
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#define SF_EMISSIVE 0x00000001
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//==================================================
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// C_SteamJet
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//==================================================
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class C_SteamJet : public C_BaseParticleEntity, public IPrototypeAppEffect
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{
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public:
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DECLARE_CLIENTCLASS();
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DECLARE_CLASS( C_SteamJet, C_BaseParticleEntity );
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C_SteamJet();
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~C_SteamJet();
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class SteamJetParticle : public Particle
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{
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public:
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Vector m_Velocity;
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float m_flRoll;
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float m_flRollDelta;
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float m_Lifetime;
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float m_DieTime;
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unsigned char m_uchStartSize;
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unsigned char m_uchEndSize;
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};
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int IsEmissive( void ) { return ( m_spawnflags & SF_EMISSIVE ); }
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//C_BaseEntity
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public:
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virtual void OnDataChanged( DataUpdateType_t updateType );
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//IPrototypeAppEffect
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public:
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virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
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virtual bool GetPropEditInfo(RecvTable **ppTable, void **ppObj);
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//IParticleEffect
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public:
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virtual void Update(float fTimeDelta);
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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//Stuff from the datatable
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public:
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float m_SpreadSpeed;
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float m_Speed;
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float m_StartSize;
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float m_EndSize;
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float m_Rate;
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float m_JetLength; // Length of the jet. Lifetime is derived from this.
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int m_bEmit; // Emit particles?
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int m_nType; // Type of particles to emit
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bool m_bFaceLeft; // For support of legacy env_steamjet entity, which faced left instead of forward.
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int m_spawnflags;
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float m_flRollSpeed;
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private:
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void UpdateLightingRamp();
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private:
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// Stored the last time it updates the lighting ramp, so it can cache the values.
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Vector m_vLastRampUpdatePos;
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QAngle m_vLastRampUpdateAngles;
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float m_Lifetime; // Calculated from m_JetLength / m_Speed;
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// We sample the world to get these colors and ramp the particles.
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Vector m_Ramps[STEAMJET_NUMRAMPS];
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CParticleMgr *m_pParticleMgr;
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PMaterialHandle m_MaterialHandle;
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TimedEvent m_ParticleSpawn;
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private:
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C_SteamJet( const C_SteamJet & );
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};
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// ------------------------------------------------------------------------- //
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// Tables.
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// ------------------------------------------------------------------------- //
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// Expose to the particle app.
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EXPOSE_PROTOTYPE_EFFECT(SteamJet, C_SteamJet);
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// Datatable..
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IMPLEMENT_CLIENTCLASS_DT(C_SteamJet, DT_SteamJet, CSteamJet)
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RecvPropFloat(RECVINFO(m_SpreadSpeed), 0),
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RecvPropFloat(RECVINFO(m_Speed), 0),
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RecvPropFloat(RECVINFO(m_StartSize), 0),
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RecvPropFloat(RECVINFO(m_EndSize), 0),
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RecvPropFloat(RECVINFO(m_Rate), 0),
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RecvPropFloat(RECVINFO(m_JetLength), 0),
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RecvPropInt(RECVINFO(m_bEmit), 0),
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RecvPropInt(RECVINFO(m_bFaceLeft), 0),
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RecvPropInt(RECVINFO(m_nType), 0),
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RecvPropInt( RECVINFO( m_spawnflags ) ),
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RecvPropFloat(RECVINFO(m_flRollSpeed), 0 ),
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END_RECV_TABLE()
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// ------------------------------------------------------------------------- //
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// C_SteamJet implementation.
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// ------------------------------------------------------------------------- //
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C_SteamJet::C_SteamJet()
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{
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m_pParticleMgr = NULL;
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m_MaterialHandle = INVALID_MATERIAL_HANDLE;
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m_SpreadSpeed = 15;
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m_Speed = 120;
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m_StartSize = 10;
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m_EndSize = 25;
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m_Rate = 26;
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m_JetLength = 80;
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m_bEmit = true;
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m_bFaceLeft = false;
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m_ParticleEffect.SetAlwaysSimulate( false ); // Don't simulate outside the PVS or frustum.
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m_vLastRampUpdatePos.Init( 1e24, 1e24, 1e24 );
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m_vLastRampUpdateAngles.Init( 1e24, 1e24, 1e24 );
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}
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C_SteamJet::~C_SteamJet()
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{
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if(m_pParticleMgr)
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m_pParticleMgr->RemoveEffect( &m_ParticleEffect );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called after a data update has occured
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// Input : bnewentity -
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//-----------------------------------------------------------------------------
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void C_SteamJet::OnDataChanged(DataUpdateType_t updateType)
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{
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C_BaseEntity::OnDataChanged(updateType);
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if(updateType == DATA_UPDATE_CREATED)
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{
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Start(ParticleMgr(), NULL);
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}
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// Recalulate lifetime in case length or speed changed.
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m_Lifetime = m_JetLength / m_Speed;
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m_ParticleEffect.SetParticleCullRadius( MAX(m_StartSize, m_EndSize) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Starts the effect
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// Input : *pParticleMgr -
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// *pArgs -
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//-----------------------------------------------------------------------------
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void C_SteamJet::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs)
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{
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pParticleMgr->AddEffect( &m_ParticleEffect, this );
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switch(m_nType)
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{
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case STEAM_NORMAL:
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default:
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m_MaterialHandle = g_Mat_DustPuff[0];
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break;
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case STEAM_HEATWAVE:
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m_MaterialHandle = m_ParticleEffect.FindOrAddMaterial("sprites/heatwave");
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break;
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}
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m_ParticleSpawn.Init(m_Rate);
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m_Lifetime = m_JetLength / m_Speed;
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m_pParticleMgr = pParticleMgr;
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UpdateLightingRamp();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : **ppTable -
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// **ppObj -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool C_SteamJet::GetPropEditInfo( RecvTable **ppTable, void **ppObj )
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{
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*ppTable = &REFERENCE_RECV_TABLE(DT_SteamJet);
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*ppObj = this;
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return true;
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}
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// This might be useful someday.
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/*
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void CalcFastApproximateRenderBoundsAABB( C_BaseEntity *pEnt, float flBloatSize, Vector *pMin, Vector *pMax )
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{
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C_BaseEntity *pParent = pEnt->GetMoveParent();
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if ( pParent )
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{
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// Get the parent's abs space world bounds.
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CalcFastApproximateRenderBoundsAABB( pParent, 0, pMin, pMax );
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// Add the maximum of our local render bounds. This is making the assumption that we can be at any
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// point and at any angle within the parent's world space bounds.
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Vector vAddMins, vAddMaxs;
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pEnt->GetRenderBounds( vAddMins, vAddMaxs );
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flBloatSize += MAX( vAddMins.Length(), vAddMaxs.Length() );
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}
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else
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{
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// Start out with our own render bounds. Since we don't have a parent, this won't incur any nasty
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pEnt->GetRenderBoundsWorldspace( *pMin, *pMax );
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}
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// Bloat the box.
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if ( flBloatSize )
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{
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*pMin -= Vector( flBloatSize, flBloatSize, flBloatSize );
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*pMax += Vector( flBloatSize, flBloatSize, flBloatSize );
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}
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}
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*/
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : fTimeDelta -
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//-----------------------------------------------------------------------------
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void C_SteamJet::Update(float fTimeDelta)
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{
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if(!m_pParticleMgr)
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{
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assert(false);
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return;
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}
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if( m_bEmit )
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{
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// Add new particles.
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int nToEmit = 0;
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float tempDelta = fTimeDelta;
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while( m_ParticleSpawn.NextEvent(tempDelta) )
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++nToEmit;
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if ( nToEmit > 0 )
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{
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Vector forward, right, up;
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AngleVectors(GetAbsAngles(), &forward, &right, &up);
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// Legacy env_steamjet entities faced left instead of forward.
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if (m_bFaceLeft)
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{
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Vector temp = forward;
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forward = -right;
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right = temp;
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}
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// EVIL: Ideally, we could tell the renderer our OBB, and let it build a big box that encloses
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// the entity with its parent so it doesn't have to setup its parent's bones here.
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Vector vEndPoint = GetAbsOrigin() + forward * m_Speed;
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Vector vMin, vMax;
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VectorMin( GetAbsOrigin(), vEndPoint, vMin );
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VectorMax( GetAbsOrigin(), vEndPoint, vMax );
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m_ParticleEffect.SetBBox( vMin, vMax );
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if ( m_ParticleEffect.WasDrawnPrevFrame() )
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{
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while ( nToEmit-- )
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{
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// Make a new particle.
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if( SteamJetParticle *pParticle = (SteamJetParticle*) m_ParticleEffect.AddParticle( sizeof(SteamJetParticle), m_MaterialHandle ) )
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{
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pParticle->m_Pos = GetAbsOrigin();
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pParticle->m_Velocity =
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FRand(-m_SpreadSpeed,m_SpreadSpeed) * right +
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FRand(-m_SpreadSpeed,m_SpreadSpeed) * up +
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m_Speed * forward;
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pParticle->m_Lifetime = 0;
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pParticle->m_DieTime = m_Lifetime;
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pParticle->m_uchStartSize = m_StartSize;
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pParticle->m_uchEndSize = m_EndSize;
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pParticle->m_flRoll = random->RandomFloat( 0, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -m_flRollSpeed, m_flRollSpeed );
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}
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}
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}
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UpdateLightingRamp();
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}
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}
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}
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// Render a quad on the screen where you pass in color and size.
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// Normal is random and "flutters"
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inline void RenderParticle_ColorSizePerturbNormal(
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ParticleDraw* pDraw,
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const Vector &pos,
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const Vector &color,
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const float alpha,
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const float size
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)
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{
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// Don't render totally transparent particles.
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if( alpha < 0.001f )
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return;
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CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
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if( !pBuilder )
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return;
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unsigned char ubColor[4];
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ubColor[0] = (unsigned char)RoundFloatToInt( color.x * 254.9f );
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ubColor[1] = (unsigned char)RoundFloatToInt( color.y * 254.9f );
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ubColor[2] = (unsigned char)RoundFloatToInt( color.z * 254.9f );
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ubColor[3] = (unsigned char)RoundFloatToInt( alpha * 254.9f );
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Vector vNorm;
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vNorm.Random( -1.0f, 1.0f );
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// Add the 4 corner vertices.
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pBuilder->Position3f( pos.x-size, pos.y-size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->Normal3fv( vNorm.Base() );
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pBuilder->TexCoord2f( 0, 0, 1.0f );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x-size, pos.y+size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->Normal3fv( vNorm.Base() );
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pBuilder->TexCoord2f( 0, 0, 0 );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x+size, pos.y+size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->Normal3fv( vNorm.Base() );
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pBuilder->TexCoord2f( 0, 1.0f, 0 );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x+size, pos.y-size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->Normal3fv( vNorm.Base() );
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pBuilder->TexCoord2f( 0, 1.0f, 1.0f );
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pBuilder->AdvanceVertex();
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}
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void C_SteamJet::RenderParticles( CParticleRenderIterator *pIterator )
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{
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const SteamJetParticle *pParticle = (const SteamJetParticle*)pIterator->GetFirst();
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while ( pParticle )
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{
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// Render.
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Vector tPos;
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TransformParticle(m_pParticleMgr->GetModelView(), pParticle->m_Pos, tPos);
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float sortKey = tPos.z;
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float lifetimeT = pParticle->m_Lifetime / (pParticle->m_DieTime + 0.001);
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float fRamp = lifetimeT * (STEAMJET_NUMRAMPS-1);
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int iRamp = (int)fRamp;
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float fraction = fRamp - iRamp;
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Vector vRampColor = m_Ramps[iRamp] + (m_Ramps[iRamp+1] - m_Ramps[iRamp]) * fraction;
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vRampColor[0] = MIN( 1.0f, vRampColor[0] );
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vRampColor[1] = MIN( 1.0f, vRampColor[1] );
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vRampColor[2] = MIN( 1.0f, vRampColor[2] );
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float sinLifetime = sin(pParticle->m_Lifetime * 3.14159f / pParticle->m_DieTime);
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if ( m_nType == STEAM_HEATWAVE )
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{
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RenderParticle_ColorSizePerturbNormal(
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pIterator->GetParticleDraw(),
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tPos,
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vRampColor,
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sinLifetime * (m_clrRender->a/255.0f),
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FLerp(m_StartSize, m_EndSize, pParticle->m_Lifetime));
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}
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else
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{
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RenderParticle_ColorSizeAngle(
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pIterator->GetParticleDraw(),
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tPos,
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vRampColor,
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sinLifetime * (m_clrRender->a/255.0f),
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FLerp(pParticle->m_uchStartSize, pParticle->m_uchEndSize, pParticle->m_Lifetime),
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pParticle->m_flRoll );
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}
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pParticle = (const SteamJetParticle*)pIterator->GetNext( sortKey );
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}
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}
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void C_SteamJet::SimulateParticles( CParticleSimulateIterator *pIterator )
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{
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//Don't simulate if we're emiting particles...
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//This fixes the cases where looking away from a steam jet and then looking back would cause a break on the stream.
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if ( m_ParticleEffect.WasDrawnPrevFrame() == false && m_bEmit )
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return;
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SteamJetParticle *pParticle = (SteamJetParticle*)pIterator->GetFirst();
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while ( pParticle )
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{
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// Should this particle die?
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pParticle->m_Lifetime += pIterator->GetTimeDelta();
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if( pParticle->m_Lifetime > pParticle->m_DieTime )
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{
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pIterator->RemoveParticle( pParticle );
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}
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else
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{
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pParticle->m_flRoll += pParticle->m_flRollDelta * pIterator->GetTimeDelta();
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pParticle->m_Pos = pParticle->m_Pos + pParticle->m_Velocity * pIterator->GetTimeDelta();
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}
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pParticle = (SteamJetParticle*)pIterator->GetNext();
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}
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}
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void C_SteamJet::UpdateLightingRamp()
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{
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if( VectorsAreEqual( m_vLastRampUpdatePos, GetAbsOrigin(), 0.1 ) &&
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QAnglesAreEqual( m_vLastRampUpdateAngles, GetAbsAngles(), 0.1 ) )
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{
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return;
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}
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m_vLastRampUpdatePos = GetAbsOrigin();
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m_vLastRampUpdateAngles = GetAbsAngles();
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// Sample the world lighting where we think the particles will be.
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Vector forward, right, up;
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AngleVectors(GetAbsAngles(), &forward, &right, &up);
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// Legacy env_steamjet entities faced left instead of forward.
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if (m_bFaceLeft)
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{
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Vector temp = forward;
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forward = -right;
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right = temp;
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}
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Vector startPos = GetAbsOrigin();
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Vector endPos = GetAbsOrigin() + forward * (m_Speed * m_Lifetime);
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for(int iRamp=0; iRamp < STEAMJET_NUMRAMPS; iRamp++)
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{
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float t = (float)iRamp / (STEAMJET_NUMRAMPS-1);
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Vector vTestPos = startPos + (endPos - startPos) * t;
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Vector *pRamp = &m_Ramps[iRamp];
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*pRamp = WorldGetLightForPoint(vTestPos, false);
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if ( IsEmissive() )
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{
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pRamp->x += (m_clrRender->r/255.0f);
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pRamp->y += (m_clrRender->g/255.0f);
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pRamp->z += (m_clrRender->b/255.0f);
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pRamp->x = clamp( pRamp->x, 0.0f, 1.0f );
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pRamp->y = clamp( pRamp->y, 0.0f, 1.0f );
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pRamp->z = clamp( pRamp->z, 0.0f, 1.0f );
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}
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else
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{
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pRamp->x *= (m_clrRender->r/255.0f);
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pRamp->y *= (m_clrRender->g/255.0f);
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pRamp->z *= (m_clrRender->b/255.0f);
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}
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// Renormalize?
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float maxVal = MAX(pRamp->x, MAX(pRamp->y, pRamp->z));
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if(maxVal > 1)
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|
{
|
|
*pRamp = *pRamp / maxVal;
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|
}
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|
}
|
|
}
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|
|
|
|