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| 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/shared/particle_parse.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/shared/particle_parse.h')
| -rw-r--r-- | sp/src/game/shared/particle_parse.h | 172 |
1 files changed, 86 insertions, 86 deletions
diff --git a/sp/src/game/shared/particle_parse.h b/sp/src/game/shared/particle_parse.h index 287498b9..66f0a6df 100644 --- a/sp/src/game/shared/particle_parse.h +++ b/sp/src/game/shared/particle_parse.h @@ -1,86 +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
+//========= 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 |