diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/client/c_smoke_trail.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/client/c_smoke_trail.h')
| -rw-r--r-- | sp/src/game/client/c_smoke_trail.h | 780 |
1 files changed, 390 insertions, 390 deletions
diff --git a/sp/src/game/client/c_smoke_trail.h b/sp/src/game/client/c_smoke_trail.h index d21cbb34..501ab73c 100644 --- a/sp/src/game/client/c_smoke_trail.h +++ b/sp/src/game/client/c_smoke_trail.h @@ -1,390 +1,390 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//===========================================================================//
-// This defines the client-side SmokeTrail entity. It can also be used without
-// an entity, in which case you must pass calls to it and set its position each frame.
-
-#ifndef PARTICLE_SMOKETRAIL_H
-#define PARTICLE_SMOKETRAIL_H
-
-#include "particlemgr.h"
-#include "particle_prototype.h"
-#include "particle_util.h"
-#include "particles_simple.h"
-#include "c_baseentity.h"
-#include "baseparticleentity.h"
-
-#include "fx_trail.h"
-
-//
-// Smoke Trail
-//
-
-class C_SmokeTrail : public C_BaseParticleEntity, public IPrototypeAppEffect
-{
-public:
- DECLARE_CLASS( C_SmokeTrail, C_BaseParticleEntity );
- DECLARE_CLIENTCLASS();
-
- C_SmokeTrail();
- virtual ~C_SmokeTrail();
-
-public:
-
- //For attachments
- void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles );
-
- // Enable/disable emission.
- void SetEmit(bool bEmit);
-
- // Change the spawn rate.
- void SetSpawnRate(float rate);
-
-
-// C_BaseEntity.
-public:
- virtual void OnDataChanged(DataUpdateType_t updateType);
-
- virtual void CleanupToolRecordingState( KeyValues *msg );
-
-// IPrototypeAppEffect.
-public:
- virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
-
-// IParticleEffect.
-public:
- virtual void Update(float fTimeDelta);
- virtual void RenderParticles( CParticleRenderIterator *pIterator );
- virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
-
-
-public:
- // Effect parameters. These will assume default values but you can change them.
- float m_SpawnRate; // How many particles per second.
-
- Vector m_StartColor; // Fade between these colors.
- Vector m_EndColor;
- float m_Opacity;
-
- float m_ParticleLifetime; // How long do the particles live?
- float m_StopEmitTime; // When do I stop emitting particles? (-1 = never)
-
- float m_MinSpeed; // Speed range.
- float m_MaxSpeed;
-
- float m_MinDirectedSpeed; // Directed speed range.
- float m_MaxDirectedSpeed;
-
- float m_StartSize; // Size ramp.
- float m_EndSize;
-
- float m_SpawnRadius;
-
- Vector m_VelocityOffset; // Emit the particles in a certain direction.
-
- bool m_bEmit; // Keep emitting particles?
-
- int m_nAttachment;
-
-private:
- C_SmokeTrail( const C_SmokeTrail & );
-
- PMaterialHandle m_MaterialHandle[2];
- TimedEvent m_ParticleSpawn;
-
- CParticleMgr *m_pParticleMgr;
- CSmartPtr<CSimpleEmitter> m_pSmokeEmitter;
-};
-
-//==================================================
-// C_RocketTrail
-//==================================================
-
-class C_RocketTrail : public C_BaseParticleEntity, public IPrototypeAppEffect
-{
-public:
- DECLARE_CLASS( C_RocketTrail, C_BaseParticleEntity );
- DECLARE_CLIENTCLASS();
-
- C_RocketTrail();
- virtual ~C_RocketTrail();
-
-public:
-
- //For attachments
- void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles );
-
- // Enable/disable emission.
- void SetEmit(bool bEmit);
-
- // Change the spawn rate.
- void SetSpawnRate(float rate);
-
-
-// C_BaseEntity.
-public:
- virtual void OnDataChanged(DataUpdateType_t updateType);
-
-// IPrototypeAppEffect.
-public:
- virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
-
-// IParticleEffect.
-public:
- virtual void Update(float fTimeDelta);
- virtual void RenderParticles( CParticleRenderIterator *pIterator );
- virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
-
-
-public:
- // Effect parameters. These will assume default values but you can change them.
- float m_SpawnRate; // How many particles per second.
-
- Vector m_StartColor; // Fade between these colors.
- Vector m_EndColor;
- float m_Opacity;
-
- float m_ParticleLifetime; // How long do the particles live?
- float m_StopEmitTime; // When do I stop emitting particles? (-1 = never)
-
- float m_MinSpeed; // Speed range.
- float m_MaxSpeed;
-
- float m_StartSize; // Size ramp.
- float m_EndSize;
-
- float m_SpawnRadius;
-
- Vector m_VelocityOffset; // Emit the particles in a certain direction.
-
- bool m_bEmit; // Keep emitting particles?
- bool m_bDamaged; // Has been shot down (should be on fire, etc)
-
- int m_nAttachment;
-
- Vector m_vecLastPosition; // Last known position of the rocket
- float m_flFlareScale; // Size of the flare
-
-private:
- C_RocketTrail( const C_RocketTrail & );
-
- PMaterialHandle m_MaterialHandle[2];
- TimedEvent m_ParticleSpawn;
-
- CParticleMgr *m_pParticleMgr;
- CSmartPtr<CSimpleEmitter> m_pRocketEmitter;
-};
-
-class SporeSmokeEffect;
-
-
-//==================================================
-// SporeEffect
-//==================================================
-
-class SporeEffect : public CSimpleEmitter
-{
-public:
- SporeEffect( const char *pDebugName );
- static SporeEffect* Create( const char *pDebugName );
-
- virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta );
- virtual Vector UpdateColor( const SimpleParticle *pParticle );
- virtual float UpdateAlpha( const SimpleParticle *pParticle );
-
-private:
- SporeEffect( const SporeEffect & );
-};
-
-//==================================================
-// C_SporeExplosion
-//==================================================
-
-class C_SporeExplosion : public C_BaseParticleEntity, public IPrototypeAppEffect
-{
-public:
- DECLARE_CLASS( C_SporeExplosion, C_BaseParticleEntity );
- DECLARE_CLIENTCLASS();
-
- C_SporeExplosion( void );
- virtual ~C_SporeExplosion( void );
-
-public:
-
-// C_BaseEntity
-public:
- virtual void OnDataChanged( DataUpdateType_t updateType );
-
-// IPrototypeAppEffect
-public:
- virtual void Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs );
-
-// IParticleEffect
-public:
- virtual void Update( float fTimeDelta );
- virtual void RenderParticles( CParticleRenderIterator *pIterator );
- virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
-
-
-public:
- float m_flSpawnRate;
- float m_flParticleLifetime;
- float m_flStartSize;
- float m_flEndSize;
- float m_flSpawnRadius;
- float m_flPreviousSpawnRate;
-
- bool m_bEmit;
- bool m_bDontRemove;
-
-private:
- C_SporeExplosion( const C_SporeExplosion & );
-
- void AddParticles( void );
-
- PMaterialHandle m_hMaterial;
- TimedEvent m_teParticleSpawn;
-
- SporeEffect *m_pSporeEffect;
- CParticleMgr *m_pParticleMgr;
-};
-
-//
-// Particle trail
-//
-
-class CSmokeParticle;
-
-class C_FireTrail : public C_ParticleTrail
-{
-public:
- DECLARE_CLASS( C_FireTrail, C_ParticleTrail );
- DECLARE_CLIENTCLASS();
-
- C_FireTrail( void );
- virtual ~C_FireTrail( void );
-
- virtual void Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs );
- virtual void Update( float fTimeDelta );
-
-private:
-
- enum
- {
- // Smoke
- FTRAIL_SMOKE1,
- FTRAIL_SMOKE2,
-
- // Large flame
- FTRAIL_FLAME1,
- FTRAIL_FLAME2,
- FTRAIL_FLAME3,
- FTRAIL_FLAME4,
- FTRAIL_FLAME5,
-
- NUM_FTRAIL_MATERIALS
- };
-
- CSmartPtr<CSimpleEmitter> m_pTrailEmitter;
- CSmartPtr<CSmokeParticle> m_pSmokeEmitter;
-
- PMaterialHandle m_hMaterial[NUM_FTRAIL_MATERIALS];
-
- Vector m_vecLastPosition;
-
- C_FireTrail( const C_FireTrail & );
-};
-
-
-
-
-
-
-
-
-
-
-
-
-
-//==================================================
-// C_DustTrail
-//==================================================
-
-class C_DustTrail : public C_BaseParticleEntity, public IPrototypeAppEffect
-{
-public:
- DECLARE_CLASS( C_DustTrail, C_BaseParticleEntity );
- DECLARE_CLIENTCLASS();
-
- C_DustTrail();
- virtual ~C_DustTrail();
-
-public:
-
- // Enable/disable emission.
- void SetEmit(bool bEmit);
-
- // Change the spawn rate.
- void SetSpawnRate(float rate);
-
-
-// C_BaseEntity.
-public:
- virtual void OnDataChanged(DataUpdateType_t updateType);
-
- virtual void CleanupToolRecordingState( KeyValues *msg );
-
-// IPrototypeAppEffect.
-public:
- virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
-
-// IParticleEffect.
-public:
- virtual void Update(float fTimeDelta);
- virtual void RenderParticles( CParticleRenderIterator *pIterator );
- virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
-
-
-public:
- // Effect parameters. These will assume default values but you can change them.
- float m_SpawnRate; // How many particles per second.
-
- Vector m_Color;
- float m_Opacity;
-
- float m_ParticleLifetime; // How long do the particles live?
- float m_StartEmitTime; // When did I start emitting particles?
- float m_StopEmitTime; // When do I stop emitting particles? (-1 = never)
-
- float m_MinSpeed; // Speed range.
- float m_MaxSpeed;
-
- float m_MinDirectedSpeed; // Directed speed range.
- float m_MaxDirectedSpeed;
-
- float m_StartSize; // Size ramp.
- float m_EndSize;
-
- float m_SpawnRadius;
-
- Vector m_VelocityOffset; // Emit the particles in a certain direction.
-
- bool m_bEmit; // Keep emitting particles?
-
-private:
- C_DustTrail( const C_DustTrail & );
-
-#define DUSTTRAIL_MATERIALS 16
- PMaterialHandle m_MaterialHandle[DUSTTRAIL_MATERIALS];
- TimedEvent m_ParticleSpawn;
-
- CParticleMgr *m_pParticleMgr;
- CSmartPtr<CSimpleEmitter> m_pDustEmitter;
-};
-
-#endif
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//===========================================================================// +// This defines the client-side SmokeTrail entity. It can also be used without +// an entity, in which case you must pass calls to it and set its position each frame. + +#ifndef PARTICLE_SMOKETRAIL_H +#define PARTICLE_SMOKETRAIL_H + +#include "particlemgr.h" +#include "particle_prototype.h" +#include "particle_util.h" +#include "particles_simple.h" +#include "c_baseentity.h" +#include "baseparticleentity.h" + +#include "fx_trail.h" + +// +// Smoke Trail +// + +class C_SmokeTrail : public C_BaseParticleEntity, public IPrototypeAppEffect +{ +public: + DECLARE_CLASS( C_SmokeTrail, C_BaseParticleEntity ); + DECLARE_CLIENTCLASS(); + + C_SmokeTrail(); + virtual ~C_SmokeTrail(); + +public: + + //For attachments + void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles ); + + // Enable/disable emission. + void SetEmit(bool bEmit); + + // Change the spawn rate. + void SetSpawnRate(float rate); + + +// C_BaseEntity. +public: + virtual void OnDataChanged(DataUpdateType_t updateType); + + virtual void CleanupToolRecordingState( KeyValues *msg ); + +// IPrototypeAppEffect. +public: + virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs); + +// IParticleEffect. +public: + virtual void Update(float fTimeDelta); + virtual void RenderParticles( CParticleRenderIterator *pIterator ); + virtual void SimulateParticles( CParticleSimulateIterator *pIterator ); + + +public: + // Effect parameters. These will assume default values but you can change them. + float m_SpawnRate; // How many particles per second. + + Vector m_StartColor; // Fade between these colors. + Vector m_EndColor; + float m_Opacity; + + float m_ParticleLifetime; // How long do the particles live? + float m_StopEmitTime; // When do I stop emitting particles? (-1 = never) + + float m_MinSpeed; // Speed range. + float m_MaxSpeed; + + float m_MinDirectedSpeed; // Directed speed range. + float m_MaxDirectedSpeed; + + float m_StartSize; // Size ramp. + float m_EndSize; + + float m_SpawnRadius; + + Vector m_VelocityOffset; // Emit the particles in a certain direction. + + bool m_bEmit; // Keep emitting particles? + + int m_nAttachment; + +private: + C_SmokeTrail( const C_SmokeTrail & ); + + PMaterialHandle m_MaterialHandle[2]; + TimedEvent m_ParticleSpawn; + + CParticleMgr *m_pParticleMgr; + CSmartPtr<CSimpleEmitter> m_pSmokeEmitter; +}; + +//================================================== +// C_RocketTrail +//================================================== + +class C_RocketTrail : public C_BaseParticleEntity, public IPrototypeAppEffect +{ +public: + DECLARE_CLASS( C_RocketTrail, C_BaseParticleEntity ); + DECLARE_CLIENTCLASS(); + + C_RocketTrail(); + virtual ~C_RocketTrail(); + +public: + + //For attachments + void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles ); + + // Enable/disable emission. + void SetEmit(bool bEmit); + + // Change the spawn rate. + void SetSpawnRate(float rate); + + +// C_BaseEntity. +public: + virtual void OnDataChanged(DataUpdateType_t updateType); + +// IPrototypeAppEffect. +public: + virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs); + +// IParticleEffect. +public: + virtual void Update(float fTimeDelta); + virtual void RenderParticles( CParticleRenderIterator *pIterator ); + virtual void SimulateParticles( CParticleSimulateIterator *pIterator ); + + +public: + // Effect parameters. These will assume default values but you can change them. + float m_SpawnRate; // How many particles per second. + + Vector m_StartColor; // Fade between these colors. + Vector m_EndColor; + float m_Opacity; + + float m_ParticleLifetime; // How long do the particles live? + float m_StopEmitTime; // When do I stop emitting particles? (-1 = never) + + float m_MinSpeed; // Speed range. + float m_MaxSpeed; + + float m_StartSize; // Size ramp. + float m_EndSize; + + float m_SpawnRadius; + + Vector m_VelocityOffset; // Emit the particles in a certain direction. + + bool m_bEmit; // Keep emitting particles? + bool m_bDamaged; // Has been shot down (should be on fire, etc) + + int m_nAttachment; + + Vector m_vecLastPosition; // Last known position of the rocket + float m_flFlareScale; // Size of the flare + +private: + C_RocketTrail( const C_RocketTrail & ); + + PMaterialHandle m_MaterialHandle[2]; + TimedEvent m_ParticleSpawn; + + CParticleMgr *m_pParticleMgr; + CSmartPtr<CSimpleEmitter> m_pRocketEmitter; +}; + +class SporeSmokeEffect; + + +//================================================== +// SporeEffect +//================================================== + +class SporeEffect : public CSimpleEmitter +{ +public: + SporeEffect( const char *pDebugName ); + static SporeEffect* Create( const char *pDebugName ); + + virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta ); + virtual Vector UpdateColor( const SimpleParticle *pParticle ); + virtual float UpdateAlpha( const SimpleParticle *pParticle ); + +private: + SporeEffect( const SporeEffect & ); +}; + +//================================================== +// C_SporeExplosion +//================================================== + +class C_SporeExplosion : public C_BaseParticleEntity, public IPrototypeAppEffect +{ +public: + DECLARE_CLASS( C_SporeExplosion, C_BaseParticleEntity ); + DECLARE_CLIENTCLASS(); + + C_SporeExplosion( void ); + virtual ~C_SporeExplosion( void ); + +public: + +// C_BaseEntity +public: + virtual void OnDataChanged( DataUpdateType_t updateType ); + +// IPrototypeAppEffect +public: + virtual void Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs ); + +// IParticleEffect +public: + virtual void Update( float fTimeDelta ); + virtual void RenderParticles( CParticleRenderIterator *pIterator ); + virtual void SimulateParticles( CParticleSimulateIterator *pIterator ); + + +public: + float m_flSpawnRate; + float m_flParticleLifetime; + float m_flStartSize; + float m_flEndSize; + float m_flSpawnRadius; + float m_flPreviousSpawnRate; + + bool m_bEmit; + bool m_bDontRemove; + +private: + C_SporeExplosion( const C_SporeExplosion & ); + + void AddParticles( void ); + + PMaterialHandle m_hMaterial; + TimedEvent m_teParticleSpawn; + + SporeEffect *m_pSporeEffect; + CParticleMgr *m_pParticleMgr; +}; + +// +// Particle trail +// + +class CSmokeParticle; + +class C_FireTrail : public C_ParticleTrail +{ +public: + DECLARE_CLASS( C_FireTrail, C_ParticleTrail ); + DECLARE_CLIENTCLASS(); + + C_FireTrail( void ); + virtual ~C_FireTrail( void ); + + virtual void Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs ); + virtual void Update( float fTimeDelta ); + +private: + + enum + { + // Smoke + FTRAIL_SMOKE1, + FTRAIL_SMOKE2, + + // Large flame + FTRAIL_FLAME1, + FTRAIL_FLAME2, + FTRAIL_FLAME3, + FTRAIL_FLAME4, + FTRAIL_FLAME5, + + NUM_FTRAIL_MATERIALS + }; + + CSmartPtr<CSimpleEmitter> m_pTrailEmitter; + CSmartPtr<CSmokeParticle> m_pSmokeEmitter; + + PMaterialHandle m_hMaterial[NUM_FTRAIL_MATERIALS]; + + Vector m_vecLastPosition; + + C_FireTrail( const C_FireTrail & ); +}; + + + + + + + + + + + + + +//================================================== +// C_DustTrail +//================================================== + +class C_DustTrail : public C_BaseParticleEntity, public IPrototypeAppEffect +{ +public: + DECLARE_CLASS( C_DustTrail, C_BaseParticleEntity ); + DECLARE_CLIENTCLASS(); + + C_DustTrail(); + virtual ~C_DustTrail(); + +public: + + // Enable/disable emission. + void SetEmit(bool bEmit); + + // Change the spawn rate. + void SetSpawnRate(float rate); + + +// C_BaseEntity. +public: + virtual void OnDataChanged(DataUpdateType_t updateType); + + virtual void CleanupToolRecordingState( KeyValues *msg ); + +// IPrototypeAppEffect. +public: + virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs); + +// IParticleEffect. +public: + virtual void Update(float fTimeDelta); + virtual void RenderParticles( CParticleRenderIterator *pIterator ); + virtual void SimulateParticles( CParticleSimulateIterator *pIterator ); + + +public: + // Effect parameters. These will assume default values but you can change them. + float m_SpawnRate; // How many particles per second. + + Vector m_Color; + float m_Opacity; + + float m_ParticleLifetime; // How long do the particles live? + float m_StartEmitTime; // When did I start emitting particles? + float m_StopEmitTime; // When do I stop emitting particles? (-1 = never) + + float m_MinSpeed; // Speed range. + float m_MaxSpeed; + + float m_MinDirectedSpeed; // Directed speed range. + float m_MaxDirectedSpeed; + + float m_StartSize; // Size ramp. + float m_EndSize; + + float m_SpawnRadius; + + Vector m_VelocityOffset; // Emit the particles in a certain direction. + + bool m_bEmit; // Keep emitting particles? + +private: + C_DustTrail( const C_DustTrail & ); + +#define DUSTTRAIL_MATERIALS 16 + PMaterialHandle m_MaterialHandle[DUSTTRAIL_MATERIALS]; + TimedEvent m_ParticleSpawn; + + CParticleMgr *m_pParticleMgr; + CSmartPtr<CSimpleEmitter> m_pDustEmitter; +}; + +#endif |