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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/fx_blood.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/client/fx_blood.h')
-rw-r--r--game/client/fx_blood.h76
1 files changed, 76 insertions, 0 deletions
diff --git a/game/client/fx_blood.h b/game/client/fx_blood.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef FX_BLOOD_H
+#define FX_BLOOD_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tier0/memdbgon.h"
+
+class CBloodSprayEmitter : public CSimpleEmitter
+{
+public:
+
+ CBloodSprayEmitter( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
+
+ static CBloodSprayEmitter *Create( const char *pDebugName )
+ {
+ return new CBloodSprayEmitter( pDebugName );
+ }
+
+ inline void SetGravity( float flGravity )
+ {
+ m_flGravity = flGravity;
+ }
+
+ virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta )
+ {
+ pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta;
+
+ pParticle->m_flRollDelta += pParticle->m_flRollDelta * ( timeDelta * -4.0f );
+
+ //Cap the minimum roll
+ /*
+ if ( fabs( pParticle->m_flRollDelta ) < 0.5f )
+ {
+ pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.5f : -0.5f;
+ }
+ */
+
+ return pParticle->m_flRoll;
+ }
+
+ virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
+ {
+ if ( !( pParticle->m_iFlags & SIMPLE_PARTICLE_FLAG_NO_VEL_DECAY ) )
+ {
+ //Decelerate
+ static float dtime;
+ static float decay;
+
+ if ( dtime != timeDelta )
+ {
+ decay = ExponentialDecay( 0.1, 0.4f, dtime );
+ dtime = timeDelta;
+ }
+
+ pParticle->m_vecVelocity *= decay;
+ pParticle->m_vecVelocity[2] -= ( m_flGravity * timeDelta );
+ }
+ }
+
+private:
+
+ float m_flGravity;
+
+ CBloodSprayEmitter( const CBloodSprayEmitter & );
+};
+
+#include "tier0/memdbgoff.h"
+
+#endif // FX_BLOOD_H