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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/fx_sparks.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/fx_sparks.h')
-rw-r--r--mp/src/game/client/fx_sparks.h336
1 files changed, 168 insertions, 168 deletions
diff --git a/mp/src/game/client/fx_sparks.h b/mp/src/game/client/fx_sparks.h
index d8a525cf..bdfbe43e 100644
--- a/mp/src/game/client/fx_sparks.h
+++ b/mp/src/game/client/fx_sparks.h
@@ -1,168 +1,168 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $Workfile: $
-// $Date: $
-//
-//-----------------------------------------------------------------------------
-// $Log: $
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "particles_simple.h"
-#include "particlemgr.h"
-#include "c_pixel_visibility.h"
-#include "fx_fleck.h"
-
-#include "tier0/memdbgon.h"
-
-#define bitsPARTICLE_TRAIL_VELOCITY_DAMPEN 0x00000001 //Dampen the velocity as the particles move
-#define bitsPARTICLE_TRAIL_COLLIDE 0x00000002 //Do collision with simulation
-#define bitsPARTICLE_TRAIL_FADE 0x00000004 //Fade away
-#define bitsPARTICLE_TRAIL_FADE_IN 0x00000008 //Fade in
-
-class TrailParticle : public Particle
-{
-public:
-
- Vector m_vecVelocity;
- color32 m_color; // Particle color
- float m_flDieTime; // How long it lives for.
- float m_flLifetime; // How long it has been alive for so far.
- float m_flLength; // Length of the tail (in seconds!)
- float m_flWidth; // Width of the spark
-};
-
-inline void Color32ToFloat4( float colorOut[4], const color32 & colorIn )
-{
- colorOut[0] = colorIn.r * (1.0f/255.0f);
- colorOut[1] = colorIn.g * (1.0f/255.0f);
- colorOut[2] = colorIn.b * (1.0f/255.0f);
- colorOut[3] = colorIn.a * (1.0f/255.0f);
-}
-
-inline void FloatToColor32( color32 &out, float r, float g, float b, float a )
-{
- out.r = r * 255;
- out.g = g * 255;
- out.b = b * 255;
- out.a = a * 255;
-}
-
-inline void Float4ToColor32( color32 &out, float colorIn[4] )
-{
- out.r = colorIn[0] * 255;
- out.g = colorIn[1] * 255;
- out.b = colorIn[2] * 255;
- out.a = colorIn[3] * 255;
-}
-
-inline void Color32Init( color32 &out, int r, int g, int b, int a )
-{
- out.r = r;
- out.g = g;
- out.b = b;
- out.a = a;
-}
-//
-// CTrailParticles
-//
-
-class CTrailParticles : public CSimpleEmitter
-{
- DECLARE_CLASS( CTrailParticles, CSimpleEmitter );
-public:
- CTrailParticles( const char *pDebugName );
-
- static CTrailParticles *Create( const char *pDebugName ) { return new CTrailParticles( pDebugName ); }
-
- virtual void RenderParticles( CParticleRenderIterator *pIterator );
- virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
-
- //Setup for point emission
- virtual void Setup( const Vector &origin, const Vector *direction, float angularSpread, float minSpeed, float maxSpeed, float gravity, float dampen, int flags, bool bNotCollideable = false );
-
- void SetFlag( int flags ) { m_fFlags |= flags; }
- void SetVelocityDampen( float dampen ) { m_flVelocityDampen = dampen; }
- void SetGravity( float gravity ) { m_ParticleCollision.SetGravity( gravity ); }
- void SetCollisionDamped( float dampen ) { m_ParticleCollision.SetCollisionDampen( dampen ); }
- void SetAngularCollisionDampen( float dampen ) { m_ParticleCollision.SetAngularCollisionDampen( dampen ); }
-
- CParticleCollision m_ParticleCollision;
-
-protected:
-
- int m_fFlags;
- float m_flVelocityDampen;
-
-private:
- CTrailParticles( const CTrailParticles & ); // not defined, not accessible
-};
-
-//
-// Sphere trails
-//
-
-class CSphereTrails : public CSimpleEmitter
-{
- DECLARE_CLASS( CSphereTrails, CSimpleEmitter );
-public:
- CSphereTrails( const char *pDebugName, const Vector &origin, float innerRadius, float outerRadius, float speed, int entityIndex, int attachment );
-
- virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
- virtual void RenderParticles( CParticleRenderIterator *pIterator );
- virtual void Update( float flTimeDelta );
- virtual void StartRender();
-
- void AddStreaks( float count );
- Vector m_particleOrigin;
- float m_life;
- float m_outerRadius;
- float m_innerRadius;
- float m_effectSpeed;
- float m_streakSpeed;
- float m_count;
- float m_growth;
- int m_entityIndex;
- int m_attachment;
- PMaterialHandle m_hMaterial;
- Vector m_boneOrigin;
- float m_dieTime;
-
-private:
- CSphereTrails( const CSphereTrails & ); // not defined, not accessible
-};
-
-
-// Simple glow emitter won't draw any of it's particles until/unless the pixel visibility test succeeds
-class CSimpleGlowEmitter : public CSimpleEmitter
-{
- DECLARE_CLASS( CSimpleGlowEmitter, CSimpleEmitter );
-public:
- CSimpleGlowEmitter( const char *pDebugName, const Vector &sortOrigin, float flDeathTime );
- static CSimpleGlowEmitter *Create( const char *pDebugName, const Vector &sortOrigin, float flDeathTime );
-
- virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
- virtual void RenderParticles( CParticleRenderIterator *pIterator );
-protected:
-
- bool WasTestedInView( unsigned char viewMask );
- bool IsVisibleInView( unsigned char viewMask );
- void SetTestedInView( unsigned char viewMask, bool bTested );
- void SetVisibleInView( unsigned char viewMask, bool bVisible );
- unsigned char CurrentViewMask() const;
-
- float m_flDeathTime; // How long it has been alive for so far.
- float m_startTime;
- pixelvis_handle_t m_queryHandle;
-private:
- unsigned char m_wasTested;
- unsigned char m_isVisible;
-
-private:
- CSimpleGlowEmitter( const CSimpleGlowEmitter & ); // not defined, not accessible
-};
-
-#include "tier0/memdbgoff.h"
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "particles_simple.h"
+#include "particlemgr.h"
+#include "c_pixel_visibility.h"
+#include "fx_fleck.h"
+
+#include "tier0/memdbgon.h"
+
+#define bitsPARTICLE_TRAIL_VELOCITY_DAMPEN 0x00000001 //Dampen the velocity as the particles move
+#define bitsPARTICLE_TRAIL_COLLIDE 0x00000002 //Do collision with simulation
+#define bitsPARTICLE_TRAIL_FADE 0x00000004 //Fade away
+#define bitsPARTICLE_TRAIL_FADE_IN 0x00000008 //Fade in
+
+class TrailParticle : public Particle
+{
+public:
+
+ Vector m_vecVelocity;
+ color32 m_color; // Particle color
+ float m_flDieTime; // How long it lives for.
+ float m_flLifetime; // How long it has been alive for so far.
+ float m_flLength; // Length of the tail (in seconds!)
+ float m_flWidth; // Width of the spark
+};
+
+inline void Color32ToFloat4( float colorOut[4], const color32 & colorIn )
+{
+ colorOut[0] = colorIn.r * (1.0f/255.0f);
+ colorOut[1] = colorIn.g * (1.0f/255.0f);
+ colorOut[2] = colorIn.b * (1.0f/255.0f);
+ colorOut[3] = colorIn.a * (1.0f/255.0f);
+}
+
+inline void FloatToColor32( color32 &out, float r, float g, float b, float a )
+{
+ out.r = r * 255;
+ out.g = g * 255;
+ out.b = b * 255;
+ out.a = a * 255;
+}
+
+inline void Float4ToColor32( color32 &out, float colorIn[4] )
+{
+ out.r = colorIn[0] * 255;
+ out.g = colorIn[1] * 255;
+ out.b = colorIn[2] * 255;
+ out.a = colorIn[3] * 255;
+}
+
+inline void Color32Init( color32 &out, int r, int g, int b, int a )
+{
+ out.r = r;
+ out.g = g;
+ out.b = b;
+ out.a = a;
+}
+//
+// CTrailParticles
+//
+
+class CTrailParticles : public CSimpleEmitter
+{
+ DECLARE_CLASS( CTrailParticles, CSimpleEmitter );
+public:
+ CTrailParticles( const char *pDebugName );
+
+ static CTrailParticles *Create( const char *pDebugName ) { return new CTrailParticles( pDebugName ); }
+
+ virtual void RenderParticles( CParticleRenderIterator *pIterator );
+ virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
+
+ //Setup for point emission
+ virtual void Setup( const Vector &origin, const Vector *direction, float angularSpread, float minSpeed, float maxSpeed, float gravity, float dampen, int flags, bool bNotCollideable = false );
+
+ void SetFlag( int flags ) { m_fFlags |= flags; }
+ void SetVelocityDampen( float dampen ) { m_flVelocityDampen = dampen; }
+ void SetGravity( float gravity ) { m_ParticleCollision.SetGravity( gravity ); }
+ void SetCollisionDamped( float dampen ) { m_ParticleCollision.SetCollisionDampen( dampen ); }
+ void SetAngularCollisionDampen( float dampen ) { m_ParticleCollision.SetAngularCollisionDampen( dampen ); }
+
+ CParticleCollision m_ParticleCollision;
+
+protected:
+
+ int m_fFlags;
+ float m_flVelocityDampen;
+
+private:
+ CTrailParticles( const CTrailParticles & ); // not defined, not accessible
+};
+
+//
+// Sphere trails
+//
+
+class CSphereTrails : public CSimpleEmitter
+{
+ DECLARE_CLASS( CSphereTrails, CSimpleEmitter );
+public:
+ CSphereTrails( const char *pDebugName, const Vector &origin, float innerRadius, float outerRadius, float speed, int entityIndex, int attachment );
+
+ virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
+ virtual void RenderParticles( CParticleRenderIterator *pIterator );
+ virtual void Update( float flTimeDelta );
+ virtual void StartRender();
+
+ void AddStreaks( float count );
+ Vector m_particleOrigin;
+ float m_life;
+ float m_outerRadius;
+ float m_innerRadius;
+ float m_effectSpeed;
+ float m_streakSpeed;
+ float m_count;
+ float m_growth;
+ int m_entityIndex;
+ int m_attachment;
+ PMaterialHandle m_hMaterial;
+ Vector m_boneOrigin;
+ float m_dieTime;
+
+private:
+ CSphereTrails( const CSphereTrails & ); // not defined, not accessible
+};
+
+
+// Simple glow emitter won't draw any of it's particles until/unless the pixel visibility test succeeds
+class CSimpleGlowEmitter : public CSimpleEmitter
+{
+ DECLARE_CLASS( CSimpleGlowEmitter, CSimpleEmitter );
+public:
+ CSimpleGlowEmitter( const char *pDebugName, const Vector &sortOrigin, float flDeathTime );
+ static CSimpleGlowEmitter *Create( const char *pDebugName, const Vector &sortOrigin, float flDeathTime );
+
+ virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
+ virtual void RenderParticles( CParticleRenderIterator *pIterator );
+protected:
+
+ bool WasTestedInView( unsigned char viewMask );
+ bool IsVisibleInView( unsigned char viewMask );
+ void SetTestedInView( unsigned char viewMask, bool bTested );
+ void SetVisibleInView( unsigned char viewMask, bool bVisible );
+ unsigned char CurrentViewMask() const;
+
+ float m_flDeathTime; // How long it has been alive for so far.
+ float m_startTime;
+ pixelvis_handle_t m_queryHandle;
+private:
+ unsigned char m_wasTested;
+ unsigned char m_isVisible;
+
+private:
+ CSimpleGlowEmitter( const CSimpleGlowEmitter & ); // not defined, not accessible
+};
+
+#include "tier0/memdbgoff.h"