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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/particle_parse.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/particle_parse.h')
| -rw-r--r-- | game/shared/particle_parse.h | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/game/shared/particle_parse.h b/game/shared/particle_parse.h new file mode 100644 index 0000000..66f0a6d --- /dev/null +++ b/game/shared/particle_parse.h @@ -0,0 +1,86 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//============================================================================= + +#ifndef PARTICLE_PARSE_H +#define PARTICLE_PARSE_H +#ifdef _WIN32 +#pragma once +#endif + +#include "utlvector.h" +#include "utlstring.h" +#include "ifilelist.h" + +//----------------------------------------------------------------------------- +// Particle attachment methods +//----------------------------------------------------------------------------- +enum ParticleAttachment_t +{ + PATTACH_ABSORIGIN = 0, // Create at absorigin, but don't follow + PATTACH_ABSORIGIN_FOLLOW, // Create at absorigin, and update to follow the entity + PATTACH_CUSTOMORIGIN, // Create at a custom origin, but don't follow + PATTACH_POINT, // Create on attachment point, but don't follow + PATTACH_POINT_FOLLOW, // Create on attachment point, and update to follow the entity + + PATTACH_WORLDORIGIN, // Used for control points that don't attach to an entity + + PATTACH_ROOTBONE_FOLLOW, // Create at the root bone of the entity, and update to follow + + MAX_PATTACH_TYPES, +}; + +extern int GetAttachTypeFromString( const char *pszString ); + +#define PARTICLE_DISPATCH_FROM_ENTITY (1<<0) +#define PARTICLE_DISPATCH_RESET_PARTICLES (1<<1) + +struct te_tf_particle_effects_colors_t +{ + Vector m_vecColor1; + Vector m_vecColor2; +}; + +struct te_tf_particle_effects_control_point_t +{ + ParticleAttachment_t m_eParticleAttachment; + Vector m_vecOffset; +}; + +//----------------------------------------------------------------------------- +// Particle parsing methods +//----------------------------------------------------------------------------- +// Parse the particle manifest file & register the effects within it +// Only needs to be called once per game, unless tools change particle definitions +void ParseParticleEffects( bool bLoadSheets, bool bPrecache ); +void ParseParticleEffectsMap( const char *pMapName, bool bLoadSheets, IFileList *pFilesToReload = NULL ); + +// Get a list of the files inside the particle manifest file +void GetParticleManifest( CUtlVector<CUtlString>& list ); + +// Precaches standard particle systems (only necessary on server) +// Should be called once per level +void PrecacheStandardParticleSystems( ); + +class IFileList; +void ReloadParticleEffectsInList( IFileList *pFilesToReload ); + +//----------------------------------------------------------------------------- +// Particle spawning methods +//----------------------------------------------------------------------------- +void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, bool bResetAllParticlesOnEntity = false ); +void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity = NULL, int iAttachmentPoint = -1, bool bResetAllParticlesOnEntity = false ); +void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity = NULL ); +void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL ); +void DispatchParticleEffect( int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL ); + +void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, Vector vecColor1, Vector vecColor2, bool bUseColors=true, bool bResetAllParticlesOnEntity = false ); +void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, Vector vecColor1, Vector vecColor2, bool bUseColors=true, CBaseEntity *pEntity = NULL, int iAttachType = PATTACH_CUSTOMORIGIN ); + + +void StopParticleEffects( CBaseEntity *pEntity ); + + +#endif // PARTICLE_PARSE_H |