mirror of
https://github.com/nillerusr/source-engine.git
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692 lines
23 KiB
C++
692 lines
23 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 "particle_property.h"
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#include "utlvector.h"
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#ifdef CLIENT_DLL
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#include "c_baseentity.h"
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#include "c_baseanimating.h"
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#include "recvproxy.h"
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#include "particles_new.h"
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#include "engine/ivdebugoverlay.h"
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#include "bone_setup.h"
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#else
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#include "baseentity.h"
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#include "baseanimating.h"
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#include "sendproxy.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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#ifdef STAGING_ONLY
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#ifdef TF_CLIENT_DLL
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extern ConVar tf_unusual_effect_offset;
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#endif
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#endif
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//-----------------------------------------------------------------------------
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// Save/load
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//-----------------------------------------------------------------------------
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BEGIN_DATADESC_NO_BASE( CParticleProperty )
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// DEFINE_FIELD( m_pOuter, FIELD_CLASSPTR ),
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END_DATADESC()
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Prediction
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//-----------------------------------------------------------------------------
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BEGIN_PREDICTION_DATA_NO_BASE( CParticleProperty )
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//DEFINE_PRED_FIELD( m_vecMins, FIELD_VECTOR, FTYPEDESC_INSENDTABLE ),
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END_PREDICTION_DATA()
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#endif
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//-----------------------------------------------------------------------------
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// Networking
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//-----------------------------------------------------------------------------
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BEGIN_NETWORK_TABLE_NOBASE( CParticleProperty, DT_ParticleProperty )
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#ifdef CLIENT_DLL
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//RecvPropVector( RECVINFO(m_vecMins), 0, RecvProxy_OBBMins ),
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#else
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//SendPropVector( SENDINFO(m_vecMins), 0, SPROP_NOSCALE),
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#endif
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END_NETWORK_TABLE()
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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CParticleProperty::CParticleProperty()
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{
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Init( NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CParticleProperty::~CParticleProperty()
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{
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// We're being removed. Call StopEmission() on any particle system
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// that has an unlimited number of particles to emit.
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StopEmission( NULL, false, true );
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}
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//-----------------------------------------------------------------------------
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// Initialization
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//-----------------------------------------------------------------------------
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void CParticleProperty::Init( CBaseEntity *pEntity )
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{
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m_pOuter = pEntity;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CParticleProperty::GetParticleAttachment( C_BaseEntity *pEntity, const char *pszAttachmentName, const char *pszParticleName )
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{
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Assert( pEntity && pEntity->GetBaseAnimating() );
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if ( !pEntity || !pEntity->GetBaseAnimating() )
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return INVALID_PARTICLE_ATTACHMENT;
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// Find the attachment point index
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int iAttachment = pEntity->GetBaseAnimating()->LookupAttachment( pszAttachmentName );
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if ( iAttachment == INVALID_PARTICLE_ATTACHMENT )
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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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}
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return iAttachment;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create a new particle system and attach it to our owner
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//-----------------------------------------------------------------------------
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CNewParticleEffect *CParticleProperty::Create( const char *pszParticleName, ParticleAttachment_t iAttachType, const char *pszAttachmentName )
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{
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int iAttachment = GetParticleAttachment( GetOuter(), pszAttachmentName, pszParticleName );
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if ( iAttachment == INVALID_PARTICLE_ATTACHMENT )
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return NULL;
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// Create the system
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return Create( pszParticleName, iAttachType, iAttachment );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create a new particle system and attach it to our owner
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//-----------------------------------------------------------------------------
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static ConVar cl_particle_batch_mode( "cl_particle_batch_mode", "1" );
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CNewParticleEffect *CParticleProperty::Create( const char *pszParticleName, ParticleAttachment_t iAttachType, int iAttachmentPoint, Vector vecOriginOffset )
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{
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if ( GameRules() )
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{
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pszParticleName = GameRules()->TranslateEffectForVisionFilter( "particles", pszParticleName );
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}
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int nBatchMode = cl_particle_batch_mode.GetInt();
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CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindParticleSystem( pszParticleName );
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bool bRequestedBatch = ( nBatchMode == 2 ) || ( ( nBatchMode == 1 ) && pDef && pDef->ShouldBatch() );
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if ( ( iAttachType == PATTACH_CUSTOMORIGIN ) && bRequestedBatch )
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{
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int iIndex = FindEffect( pszParticleName );
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if ( iIndex >= 0 )
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{
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CNewParticleEffect *pEffect = m_ParticleEffects[iIndex].pParticleEffect.GetObject();
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pEffect->Restart();
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return pEffect;
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}
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}
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if ( !pDef )
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{
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AssertMsg( 0, "Attempting to create unknown particle system" );
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Warning( "Attempting to create unknown particle system '%s' \n", pszParticleName );
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return NULL;
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}
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int iIndex = m_ParticleEffects.AddToTail();
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ParticleEffectList_t *newEffect = &m_ParticleEffects[iIndex];
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newEffect->pParticleEffect = CNewParticleEffect::Create( m_pOuter, pDef );
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if ( !newEffect->pParticleEffect->IsValid() )
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{
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// Caused by trying to spawn an unregistered particle effect. Remove it.
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ParticleMgr()->RemoveEffect( newEffect->pParticleEffect.GetObject() );
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return NULL;
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}
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AddControlPoint( iIndex, 0, GetOuter(), iAttachType, iAttachmentPoint, vecOriginOffset );
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if ( m_pOuter )
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{
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m_pOuter->OnNewParticleEffect( pszParticleName, newEffect->pParticleEffect.GetObject() );
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}
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return newEffect->pParticleEffect.GetObject();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CParticleProperty::AddControlPoint( CNewParticleEffect *pEffect, int iPoint, C_BaseEntity *pEntity, ParticleAttachment_t iAttachType, const char *pszAttachmentName, Vector vecOriginOffset )
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{
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int iAttachment = INVALID_PARTICLE_ATTACHMENT;
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if ( pszAttachmentName )
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{
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iAttachment = GetParticleAttachment( pEntity, pszAttachmentName, pEffect->GetEffectName() );
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}
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for ( int i = 0; i < m_ParticleEffects.Count(); i++ )
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{
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if ( m_ParticleEffects[i].pParticleEffect == pEffect )
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{
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AddControlPoint( i, iPoint, pEntity, iAttachType, iAttachment, vecOriginOffset );
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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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//-----------------------------------------------------------------------------
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void CParticleProperty::AddControlPoint( int iEffectIndex, int iPoint, C_BaseEntity *pEntity, ParticleAttachment_t iAttachType, int iAttachmentPoint, Vector vecOriginOffset )
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{
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Assert( iEffectIndex >= 0 && iEffectIndex < m_ParticleEffects.Count() );
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ParticleEffectList_t *pEffect = &m_ParticleEffects[iEffectIndex];
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Assert( pEffect->pControlPoints.Count() < MAX_PARTICLE_CONTROL_POINTS );
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// If the control point is already used, override it
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ParticleControlPoint_t *pNewPoint = NULL;
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int iIndex = iPoint;
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FOR_EACH_VEC( pEffect->pControlPoints, i )
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{
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if ( pEffect->pControlPoints[i].iControlPoint == iPoint )
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{
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pNewPoint = &pEffect->pControlPoints[i];
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}
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}
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if ( !pNewPoint )
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{
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iIndex = pEffect->pControlPoints.AddToTail();
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pNewPoint = &pEffect->pControlPoints[iIndex];
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}
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pNewPoint->iControlPoint = iPoint;
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pNewPoint->hEntity = pEntity;
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pNewPoint->iAttachType = iAttachType;
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pNewPoint->iAttachmentPoint = iAttachmentPoint;
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pNewPoint->vecOriginOffset = vecOriginOffset;
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UpdateParticleEffect( pEffect, true, iIndex );
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}
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//-----------------------------------------------------------------------------
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// Used to replace a particle effect with a different one; attaches the control point updating to the new one
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//-----------------------------------------------------------------------------
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void CParticleProperty::ReplaceParticleEffect( CNewParticleEffect *pOldEffect, CNewParticleEffect *pNewEffect )
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{
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int nCount = m_ParticleEffects.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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if ( pOldEffect != m_ParticleEffects[i].pParticleEffect.GetObject() )
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continue;
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m_ParticleEffects[i].pParticleEffect = pNewEffect;
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UpdateParticleEffect( &m_ParticleEffects[i], true );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the parent of a given control point to the index of some other
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// control point.
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//-----------------------------------------------------------------------------
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void CParticleProperty::SetControlPointParent( int iEffectIndex, int whichControlPoint, int parentIdx )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stop effects from emitting more particles. If no effect is
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// specified, all effects attached to this entity are stopped.
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//-----------------------------------------------------------------------------
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void CParticleProperty::StopEmission( CNewParticleEffect *pEffect, bool bWakeOnStop, bool bDestroyAsleepSystems )
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{
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// If we return from dormancy and are then told to stop emitting,
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// we should have died while dormant. Remove ourselves immediately.
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bool bRemoveInstantly = (m_iDormancyChangedAtFrame == gpGlobals->framecount);
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if ( pEffect )
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{
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if ( FindEffect( pEffect ) != -1 )
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{
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pEffect->StopEmission( false, bRemoveInstantly, bWakeOnStop );
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}
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}
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else
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{
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// Stop all effects
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float flNow = g_pParticleSystemMgr->GetLastSimulationTime();
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int nCount = m_ParticleEffects.Count();
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for ( int i = nCount-1; i >= 0; i-- )
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{
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CNewParticleEffect *pTmp = m_ParticleEffects[i].pParticleEffect.GetObject();
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bool bRemoveSystem = bRemoveInstantly || ( bDestroyAsleepSystems && ( flNow >= pTmp->m_flNextSleepTime ) );
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if ( bRemoveSystem )
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{
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m_ParticleEffects.Remove( i );
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pTmp->SetOwner( NULL );
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}
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pTmp->StopEmission( false, bRemoveSystem, !bRemoveSystem && bWakeOnStop );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Remove effects immediately, including all current particles. If no
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// effect is specified, all effects attached to this entity are removed.
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//-----------------------------------------------------------------------------
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void CParticleProperty::StopEmissionAndDestroyImmediately( CNewParticleEffect *pEffect )
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{
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if ( pEffect )
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{
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int iIndex = FindEffect( pEffect );
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//Assert( iIndex != -1 );
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if ( iIndex != -1 )
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{
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m_ParticleEffects.Remove( iIndex );
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// Clear the owner so it doesn't try to call back to us on deletion
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pEffect->SetOwner( NULL );
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pEffect->StopEmission( false, true );
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}
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}
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else
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{
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// Immediately destroy all effects
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int nCount = m_ParticleEffects.Count();
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for ( int i = nCount-1; i >= 0; i-- )
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{
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CNewParticleEffect *pTmp = m_ParticleEffects[i].pParticleEffect.GetObject();
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m_ParticleEffects.Remove( i );
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// Clear the owner so it doesn't try to call back to us on deletion
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pTmp->SetOwner( NULL );
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pTmp->StopEmission( false, true );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stop all effects that have a control point associated with the given
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// entity.
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//-----------------------------------------------------------------------------
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void CParticleProperty::StopParticlesInvolving( CBaseEntity *pEntity )
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{
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Assert( pEntity );
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EHANDLE entHandle(pEntity);
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// If we return from dormancy and are then told to stop emitting,
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// we should have died while dormant. Remove ourselves immediately.
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bool bRemoveInstantly = (m_iDormancyChangedAtFrame == gpGlobals->framecount);
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int nCount = m_ParticleEffects.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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// for each effect...
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ParticleEffectList_t &part = m_ParticleEffects[i];
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// look through all the control points to see if any mention the given object
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int cpCount = part.pControlPoints.Count();
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for (int j = 0; j < cpCount ; ++j )
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{
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// if any control points respond to the given handle...
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if (part.pControlPoints[j].hEntity == entHandle)
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{
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part.pParticleEffect->StopEmission( false, bRemoveInstantly );
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part.pControlPoints.Remove( j );
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break; // break out of the inner loop (to where it says BREAK TO HERE)
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}
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}
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// BREAK TO HERE
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}
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}
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//g_pParticleSystemMgr->FindParticleSystem( pParticleSystemName );
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//-----------------------------------------------------------------------------
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// Purpose: Stop all effects that were created using the given definition
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// name.
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//-----------------------------------------------------------------------------
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void CParticleProperty::StopParticlesNamed( const char *pszEffectName, bool bForceRemoveInstantly /* =false */ )
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{
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CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindParticleSystem( pszEffectName );
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AssertMsg1(pDef, "Could not find particle definition %s", pszEffectName );
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if (!pDef)
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return;
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// If we return from dormancy and are then told to stop emitting,
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// we should have died while dormant. Remove ourselves immediately.
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bool bRemoveInstantly = (m_iDormancyChangedAtFrame == gpGlobals->framecount);
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// force remove particles instantly if caller specified
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bRemoveInstantly |= bForceRemoveInstantly;
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int nCount = m_ParticleEffects.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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// for each effect...
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CNewParticleEffect *pParticleEffect = m_ParticleEffects[i].pParticleEffect.GetObject();
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if (pParticleEffect->m_pDef() == pDef)
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{
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pParticleEffect->StopEmission( false, bRemoveInstantly );
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}
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}
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}
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void CParticleProperty::StopParticlesWithNameAndAttachment( const char *pszEffectName, int iAttachmentPoint, bool bForceRemoveInstantly /* =false */ )
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{
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CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindParticleSystem( pszEffectName );
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AssertMsg1(pDef, "Could not find particle definition %s", pszEffectName );
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if (!pDef)
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return;
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// If we return from dormancy and are then told to stop emitting,
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// we should have died while dormant. Remove ourselves immediately.
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bool bRemoveInstantly = (m_iDormancyChangedAtFrame == gpGlobals->framecount);
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// force remove particles instantly if caller specified
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bRemoveInstantly |= bForceRemoveInstantly;
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int nCount = m_ParticleEffects.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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// for each effect...
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ParticleEffectList_t *pParticleEffectList = &m_ParticleEffects[i];
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CNewParticleEffect *pParticleEffect = pParticleEffectList->pParticleEffect.GetObject();
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if (pParticleEffect->m_pDef() == pDef)
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{
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int nControlPointCount = pParticleEffectList->pControlPoints.Count();
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for ( int j = 0; j < nControlPointCount; ++j )
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{
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if ( pParticleEffectList->pControlPoints[j].iAttachmentPoint == iAttachmentPoint )
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{
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pParticleEffect->StopEmission( false, bRemoveInstantly );
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break;
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}
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}
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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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//-----------------------------------------------------------------------------
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void CParticleProperty::OnParticleSystemUpdated( CNewParticleEffect *pEffect, float flTimeDelta )
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{
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int iIndex = FindEffect( pEffect );
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Assert( iIndex != -1 );
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if ( iIndex == -1 )
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return;
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// Enable FP exceptions here when FP_EXCEPTIONS_ENABLED is defined,
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// to help track down bad math.
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FPExceptionEnabler enableExceptions;
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UpdateParticleEffect( &m_ParticleEffects[iIndex] );
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/*
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// Display the bounding box of the particle effect
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Vector vecMins, vecMaxs;
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pEffect->GetRenderBounds( vecMins, vecMaxs );
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debugoverlay->AddBoxOverlay( pEffect->GetRenderOrigin(), vecMins, vecMaxs, QAngle( 0, 0, 0 ), 0, 255, 255, 0, 0 );
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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 CParticleProperty::OnParticleSystemDeleted( CNewParticleEffect *pEffect )
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{
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int iIndex = FindEffect( pEffect );
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if ( iIndex == -1 )
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return;
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m_ParticleEffects[iIndex].pParticleEffect.MarkDeleted();
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m_ParticleEffects.Remove( iIndex );
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}
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose: The entity we're attached to has change dormancy state on our client
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//-----------------------------------------------------------------------------
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void CParticleProperty::OwnerSetDormantTo( bool bDormant )
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{
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m_iDormancyChangedAtFrame = gpGlobals->framecount;
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int nCount = m_ParticleEffects.Count();
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for ( int i = 0; i < nCount; i++ )
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{
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//m_ParticleEffects[i].pParticleEffect->SetShouldSimulate( !bDormant );
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m_ParticleEffects[i].pParticleEffect->SetDormant( bDormant );
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}
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CParticleProperty::FindEffect( CNewParticleEffect *pEffect )
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{
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for ( int i = 0; i < m_ParticleEffects.Count(); i++ )
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{
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if ( m_ParticleEffects[i].pParticleEffect == pEffect )
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return i;
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}
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return -1;
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}
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int CParticleProperty::FindEffect( const char *pEffectName, int nStart /*= 0*/ )
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{
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for ( int i = nStart; i < m_ParticleEffects.Count(); i++ )
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{
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if ( !Q_stricmp( m_ParticleEffects[i].pParticleEffect->GetName(), pEffectName ) )
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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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//-----------------------------------------------------------------------------
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void CParticleProperty::UpdateParticleEffect( ParticleEffectList_t *pEffect, bool bInitializing, int iOnlyThisControlPoint )
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{
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if ( iOnlyThisControlPoint != -1 )
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{
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UpdateControlPoint( pEffect, iOnlyThisControlPoint, bInitializing );
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return;
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}
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// Loop through our control points and update them all
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for ( int i = 0; i < pEffect->pControlPoints.Count(); i++ )
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{
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UpdateControlPoint( pEffect, i, bInitializing );
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}
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}
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extern void FormatViewModelAttachment( Vector &vOrigin, bool bInverse );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CParticleProperty::UpdateControlPoint( ParticleEffectList_t *pEffect, int iPoint, bool bInitializing )
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{
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ParticleControlPoint_t *pPoint = &pEffect->pControlPoints[iPoint];
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if ( !pPoint->hEntity.Get() )
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{
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if ( pPoint->iAttachType == PATTACH_WORLDORIGIN && bInitializing )
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{
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pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) );
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pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, pPoint->vecOriginOffset );
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pEffect->pParticleEffect->SetSortOrigin( pPoint->vecOriginOffset );
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}
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pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, NULL );
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return;
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}
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// Only update non-follow particles when we're initializing,
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// unless we're parented to something, in which case we should always update
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if ( !bInitializing && !pPoint->hEntity->GetMoveParent() && (pPoint->iAttachType == PATTACH_ABSORIGIN || pPoint->iAttachType == PATTACH_POINT ) )
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return;
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if ( pPoint->iAttachType == PATTACH_CUSTOMORIGIN )
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return;
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Vector vecOrigin, vecForward, vecRight, vecUp;
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float flOffset = 0.0f;
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bool bUsingHeadOrigin = false;
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#ifdef TF_CLIENT_DLL
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CBaseEntity *pWearable = (CBaseEntity*) pPoint->hEntity.Get();
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if ( pWearable && dynamic_cast<IHasAttributes*>( pWearable ) && !pWearable->IsPlayer() )
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{
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C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating();
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if ( pAnimating )
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{
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int bUseHeadOrigin = 0;
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CALL_ATTRIB_HOOK_INT_ON_OTHER( pAnimating, bUseHeadOrigin, particle_effect_use_head_origin );
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if ( bUseHeadOrigin > 0 )
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{
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int iBone = Studio_BoneIndexByName( pAnimating->GetModelPtr(), "bip_head" );
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if ( iBone < 0 )
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{
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iBone = Studio_BoneIndexByName( pAnimating->GetModelPtr(), "prp_helmet" );
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if ( iBone < 0 )
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{
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iBone = Studio_BoneIndexByName( pAnimating->GetModelPtr(), "prp_hat" );
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}
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}
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if ( iBone < 0 )
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{
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iBone = 0;
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}
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bUsingHeadOrigin = true;
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const matrix3x4_t headBone = pAnimating->GetBone( iBone );
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MatrixVectors( headBone, &vecForward, &vecRight, &vecUp );
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MatrixPosition( headBone, vecOrigin );
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pAnimating, flOffset, particle_effect_vertical_offset );
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}
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}
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}
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#endif
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if ( !bUsingHeadOrigin )
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{
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switch ( pPoint->iAttachType )
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{
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case PATTACH_POINT:
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case PATTACH_POINT_FOLLOW:
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{
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C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating();
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Assert( pAnimating );
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if ( pAnimating )
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{
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matrix3x4_t attachmentToWorld;
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if ( !pAnimating->GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) )
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{
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// try C_BaseAnimating if attach point is not on the weapon
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if ( !pAnimating->C_BaseAnimating::GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) )
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{
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Warning( "Cannot update control point %d for effect '%s'.\n", pPoint->iAttachmentPoint, pEffect->pParticleEffect->GetEffectName() );
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attachmentToWorld = pAnimating->RenderableToWorldTransform();
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}
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}
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VMatrix vMat(attachmentToWorld);
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MatrixTranslate( vMat, pPoint->vecOriginOffset );
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MatrixVectors( vMat.As3x4(), &vecForward, &vecRight, &vecUp );
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MatrixPosition( vMat.As3x4(), vecOrigin );
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if ( pEffect->pParticleEffect->m_pDef->IsViewModelEffect() )
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{
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FormatViewModelAttachment( vecOrigin, true );
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}
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}
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}
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break;
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case PATTACH_ABSORIGIN:
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case PATTACH_ABSORIGIN_FOLLOW:
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default:
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{
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vecOrigin = pPoint->hEntity->GetAbsOrigin() + pPoint->vecOriginOffset;
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pPoint->hEntity->GetVectors( &vecForward, &vecRight, &vecUp );
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}
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break;
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case PATTACH_ROOTBONE_FOLLOW:
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{
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C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating();
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Assert( pAnimating );
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if ( pAnimating )
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{
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matrix3x4_t rootBone;
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if ( pAnimating->GetRootBone( rootBone ) )
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{
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MatrixVectors( rootBone, &vecForward, &vecRight, &vecUp );
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MatrixPosition( rootBone, vecOrigin );
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}
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}
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}
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break;
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}
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}
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Vector vecForcedOriginOffset( 0, 0, flOffset );
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pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, vecForward, vecRight, vecUp );
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pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, pPoint->hEntity );
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pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, vecOrigin + vecForcedOriginOffset );
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pEffect->pParticleEffect->SetSortOrigin( vecOrigin + vecForcedOriginOffset);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Output all active effects
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//-----------------------------------------------------------------------------
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void CParticleProperty::DebugPrintEffects( void )
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|
{
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int nCount = m_ParticleEffects.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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|
// for each effect...
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CNewParticleEffect *pParticleEffect = m_ParticleEffects[i].pParticleEffect.GetObject();
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if ( !pParticleEffect )
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continue;
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Msg( "(%d) EffectName \"%s\" Dormant? %s Emission Stopped? %s \n",
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i,
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pParticleEffect->GetEffectName(),
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( pParticleEffect->m_bDormant ) ? "yes" : "no",
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( pParticleEffect->m_bEmissionStopped ) ? "yes" : "no" );
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}
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}
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