From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/client/c_particle_system.cpp | 548 +++++++++++++++---------------- 1 file changed, 274 insertions(+), 274 deletions(-) (limited to 'mp/src/game/client/c_particle_system.cpp') diff --git a/mp/src/game/client/c_particle_system.cpp b/mp/src/game/client/c_particle_system.cpp index fc70c8aa..57f3c375 100644 --- a/mp/src/game/client/c_particle_system.cpp +++ b/mp/src/game/client/c_particle_system.cpp @@ -1,274 +1,274 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: -// -//============================================================================= - -#include "cbase.h" -#include "particles/particles.h" -#include "c_te_effect_dispatch.h" -#include "particles_new.h" -#include "networkstringtable_clientdll.h" -#include "tier0/vprof.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -//----------------------------------------------------------------------------- -// Purpose: An entity that spawns and controls a particle system -//----------------------------------------------------------------------------- -class C_ParticleSystem : public C_BaseEntity -{ - DECLARE_CLASS( C_ParticleSystem, C_BaseEntity ); -public: - DECLARE_CLIENTCLASS(); - - C_ParticleSystem(); - - void PreDataUpdate( DataUpdateType_t updateType ); - void PostDataUpdate( DataUpdateType_t updateType ); - void ClientThink( void ); - -protected: - int m_iEffectIndex; - bool m_bActive; - bool m_bOldActive; - float m_flStartTime; // Time at which the effect started - - enum { kMAXCONTROLPOINTS = 63 }; ///< actually one less than the total number of cpoints since 0 is assumed to be me - - - EHANDLE m_hControlPointEnts[kMAXCONTROLPOINTS]; - // SendPropArray3( SENDINFO_ARRAY3(m_iControlPointParents), SendPropInt( SENDINFO_ARRAY(m_iControlPointParents), 3, SPROP_UNSIGNED ) ), - unsigned char m_iControlPointParents[kMAXCONTROLPOINTS]; - - bool m_bWeatherEffect; -}; - -IMPLEMENT_CLIENTCLASS(C_ParticleSystem, DT_ParticleSystem, CParticleSystem); - -BEGIN_RECV_TABLE_NOBASE( C_ParticleSystem, DT_ParticleSystem ) - RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ), - RecvPropEHandle( RECVINFO(m_hOwnerEntity) ), - RecvPropInt( RECVINFO_NAME(m_hNetworkMoveParent, moveparent), 0, RecvProxy_IntToMoveParent ), - RecvPropInt( RECVINFO( m_iParentAttachment ) ), - RecvPropQAngles( RECVINFO_NAME( m_angNetworkAngles, m_angRotation ) ), - - RecvPropInt( RECVINFO( m_iEffectIndex ) ), - RecvPropBool( RECVINFO( m_bActive ) ), - RecvPropFloat( RECVINFO( m_flStartTime ) ), - - RecvPropArray3( RECVINFO_ARRAY(m_hControlPointEnts), RecvPropEHandle( RECVINFO( m_hControlPointEnts[0] ) ) ), - RecvPropArray3( RECVINFO_ARRAY(m_iControlPointParents), RecvPropInt( RECVINFO(m_iControlPointParents[0]))), - RecvPropBool( RECVINFO( m_bWeatherEffect ) ), -END_RECV_TABLE(); - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -C_ParticleSystem::C_ParticleSystem() -{ - m_bWeatherEffect = false; -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void C_ParticleSystem::PreDataUpdate( DataUpdateType_t updateType ) -{ - m_bOldActive = m_bActive; - - BaseClass::PreDataUpdate( updateType ); -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void C_ParticleSystem::PostDataUpdate( DataUpdateType_t updateType ) -{ - BaseClass::PostDataUpdate( updateType ); - - // Always restart if just created and updated - // FIXME: Does this play fairly with PVS? - if ( updateType == DATA_UPDATE_CREATED ) - { - if ( m_bActive ) - { - // Delayed here so that we don't get invalid abs queries on level init with active particle systems - SetNextClientThink( gpGlobals->curtime ); - } - } - else - { - if ( m_bOldActive != m_bActive ) - { - if ( m_bActive ) - { - // Delayed here so that we don't get invalid abs queries on level init with active particle systems - SetNextClientThink( gpGlobals->curtime ); - } - else - { - ParticleProp()->StopEmission(); - } - } - } -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void C_ParticleSystem::ClientThink( void ) -{ - if ( m_bActive ) - { - const char *pszName = GetParticleSystemNameFromIndex( m_iEffectIndex ); - if ( pszName && pszName[0] ) - { - if ( !GameRules()->AllowMapParticleEffect( pszName ) ) - return; - - if ( m_bWeatherEffect && !GameRules()->AllowWeatherParticles() ) - return; - - CNewParticleEffect *pEffect = ParticleProp()->Create( pszName, PATTACH_ABSORIGIN_FOLLOW ); - AssertMsg1( pEffect, "Particle system couldn't make %s", pszName ); - if (pEffect) - { - for ( int i = 0 ; i < kMAXCONTROLPOINTS ; ++i ) - { - CBaseEntity *pOnEntity = m_hControlPointEnts[i].Get(); - if ( pOnEntity ) - { - ParticleProp()->AddControlPoint( pEffect, i + 1, pOnEntity, PATTACH_ABSORIGIN_FOLLOW ); - } - - AssertMsg2( m_iControlPointParents[i] >= 0 && m_iControlPointParents[i] <= kMAXCONTROLPOINTS , - "Particle system specified bogus control point parent (%d) for point %d.", - m_iControlPointParents[i], i ); - - if (m_iControlPointParents[i] != 0) - { - pEffect->SetControlPointParent(i+1, m_iControlPointParents[i]); - } - } - - // NOTE: What we really want here is to compare our lifetime and that of our children and see if this delta is - // already past the end of it, denoting that we're finished. In that case, just destroy us and be done. -- jdw - - // TODO: This can go when the SkipToTime code below goes - ParticleProp()->OnParticleSystemUpdated( pEffect, 0.0f ); - - // Skip the effect ahead if we're restarting it - float flTimeDelta = gpGlobals->curtime - m_flStartTime; - if ( flTimeDelta > 0.01f ) - { - VPROF_BUDGET( "C_ParticleSystem::ClientThink SkipToTime", "Particle Simulation" ); - pEffect->SkipToTime( flTimeDelta ); - } - } - } - } -} - - -//====================================================================================================================== -// PARTICLE SYSTEM DISPATCH EFFECT -//====================================================================================================================== -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void ParticleEffectCallback( const CEffectData &data ) -{ - if ( SuppressingParticleEffects() ) - return; // this needs to be before using data.m_nHitBox, since that may be a serialized value that's past the end of the current particle system string table - - const char *pszName = GetParticleSystemNameFromIndex( data.m_nHitBox ); - - CSmartPtr pEffect = NULL; - if ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY ) - { - if ( data.m_hEntity.Get() ) - { - C_BaseEntity *pEnt = C_BaseEntity::Instance( data.m_hEntity ); - if ( pEnt && !pEnt->IsDormant() ) - { - if ( data.m_fFlags & PARTICLE_DISPATCH_RESET_PARTICLES ) - { - pEnt->ParticleProp()->StopEmission(); - } - - pEffect = pEnt->ParticleProp()->Create( pszName, (ParticleAttachment_t)data.m_nDamageType, data.m_nAttachmentIndex ); - AssertMsg2( pEffect.IsValid() && pEffect->IsValid(), "%s could not create particle effect %s", - C_BaseEntity::Instance( data.m_hEntity )->GetDebugName(), pszName ); - if ( pEffect.IsValid() && pEffect->IsValid() ) - { - if ( (ParticleAttachment_t)data.m_nDamageType == PATTACH_CUSTOMORIGIN ) - { - pEffect->SetSortOrigin( data.m_vOrigin ); - pEffect->SetControlPoint( 0, data.m_vOrigin ); - pEffect->SetControlPoint( 1, data.m_vStart ); - Vector vecForward, vecRight, vecUp; - AngleVectors( data.m_vAngles, &vecForward, &vecRight, &vecUp ); - pEffect->SetControlPointOrientation( 0, vecForward, vecRight, vecUp ); - } - } - } - } - } - else - { - if ( GameRules() ) - { - pszName = GameRules()->TranslateEffectForVisionFilter( "particles", pszName ); - } - - pEffect = CNewParticleEffect::Create( NULL, pszName ); - if ( pEffect->IsValid() ) - { - pEffect->SetSortOrigin( data.m_vOrigin ); - pEffect->SetControlPoint( 0, data.m_vOrigin ); - pEffect->SetControlPoint( 1, data.m_vStart ); - Vector vecForward, vecRight, vecUp; - AngleVectors( data.m_vAngles, &vecForward, &vecRight, &vecUp ); - pEffect->SetControlPointOrientation( 0, vecForward, vecRight, vecUp ); - } - } - - if ( pEffect.IsValid() && pEffect->IsValid() ) - { - if ( data.m_bCustomColors ) - { - pEffect->SetControlPoint( CUSTOM_COLOR_CP1, data.m_CustomColors.m_vecColor1 ); - pEffect->SetControlPoint( CUSTOM_COLOR_CP2, data.m_CustomColors.m_vecColor2 ); - } - - if ( data.m_bControlPoint1 ) - { - pEffect->SetControlPoint( 1, data.m_ControlPoint1.m_vecOffset ); - } - } -} - -DECLARE_CLIENT_EFFECT( "ParticleEffect", ParticleEffectCallback ); - - -//====================================================================================================================== -// PARTICLE SYSTEM STOP EFFECT -//====================================================================================================================== -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void ParticleEffectStopCallback( const CEffectData &data ) -{ - if ( data.m_hEntity.Get() ) - { - C_BaseEntity *pEnt = C_BaseEntity::Instance( data.m_hEntity ); - if ( pEnt ) - { - pEnt->ParticleProp()->StopEmission(); - } - } - } - -DECLARE_CLIENT_EFFECT( "ParticleEffectStop", ParticleEffectStopCallback ); +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//============================================================================= + +#include "cbase.h" +#include "particles/particles.h" +#include "c_te_effect_dispatch.h" +#include "particles_new.h" +#include "networkstringtable_clientdll.h" +#include "tier0/vprof.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- +// Purpose: An entity that spawns and controls a particle system +//----------------------------------------------------------------------------- +class C_ParticleSystem : public C_BaseEntity +{ + DECLARE_CLASS( C_ParticleSystem, C_BaseEntity ); +public: + DECLARE_CLIENTCLASS(); + + C_ParticleSystem(); + + void PreDataUpdate( DataUpdateType_t updateType ); + void PostDataUpdate( DataUpdateType_t updateType ); + void ClientThink( void ); + +protected: + int m_iEffectIndex; + bool m_bActive; + bool m_bOldActive; + float m_flStartTime; // Time at which the effect started + + enum { kMAXCONTROLPOINTS = 63 }; ///< actually one less than the total number of cpoints since 0 is assumed to be me + + + EHANDLE m_hControlPointEnts[kMAXCONTROLPOINTS]; + // SendPropArray3( SENDINFO_ARRAY3(m_iControlPointParents), SendPropInt( SENDINFO_ARRAY(m_iControlPointParents), 3, SPROP_UNSIGNED ) ), + unsigned char m_iControlPointParents[kMAXCONTROLPOINTS]; + + bool m_bWeatherEffect; +}; + +IMPLEMENT_CLIENTCLASS(C_ParticleSystem, DT_ParticleSystem, CParticleSystem); + +BEGIN_RECV_TABLE_NOBASE( C_ParticleSystem, DT_ParticleSystem ) + RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ), + RecvPropEHandle( RECVINFO(m_hOwnerEntity) ), + RecvPropInt( RECVINFO_NAME(m_hNetworkMoveParent, moveparent), 0, RecvProxy_IntToMoveParent ), + RecvPropInt( RECVINFO( m_iParentAttachment ) ), + RecvPropQAngles( RECVINFO_NAME( m_angNetworkAngles, m_angRotation ) ), + + RecvPropInt( RECVINFO( m_iEffectIndex ) ), + RecvPropBool( RECVINFO( m_bActive ) ), + RecvPropFloat( RECVINFO( m_flStartTime ) ), + + RecvPropArray3( RECVINFO_ARRAY(m_hControlPointEnts), RecvPropEHandle( RECVINFO( m_hControlPointEnts[0] ) ) ), + RecvPropArray3( RECVINFO_ARRAY(m_iControlPointParents), RecvPropInt( RECVINFO(m_iControlPointParents[0]))), + RecvPropBool( RECVINFO( m_bWeatherEffect ) ), +END_RECV_TABLE(); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +C_ParticleSystem::C_ParticleSystem() +{ + m_bWeatherEffect = false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_ParticleSystem::PreDataUpdate( DataUpdateType_t updateType ) +{ + m_bOldActive = m_bActive; + + BaseClass::PreDataUpdate( updateType ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_ParticleSystem::PostDataUpdate( DataUpdateType_t updateType ) +{ + BaseClass::PostDataUpdate( updateType ); + + // Always restart if just created and updated + // FIXME: Does this play fairly with PVS? + if ( updateType == DATA_UPDATE_CREATED ) + { + if ( m_bActive ) + { + // Delayed here so that we don't get invalid abs queries on level init with active particle systems + SetNextClientThink( gpGlobals->curtime ); + } + } + else + { + if ( m_bOldActive != m_bActive ) + { + if ( m_bActive ) + { + // Delayed here so that we don't get invalid abs queries on level init with active particle systems + SetNextClientThink( gpGlobals->curtime ); + } + else + { + ParticleProp()->StopEmission(); + } + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_ParticleSystem::ClientThink( void ) +{ + if ( m_bActive ) + { + const char *pszName = GetParticleSystemNameFromIndex( m_iEffectIndex ); + if ( pszName && pszName[0] ) + { + if ( !GameRules()->AllowMapParticleEffect( pszName ) ) + return; + + if ( m_bWeatherEffect && !GameRules()->AllowWeatherParticles() ) + return; + + CNewParticleEffect *pEffect = ParticleProp()->Create( pszName, PATTACH_ABSORIGIN_FOLLOW ); + AssertMsg1( pEffect, "Particle system couldn't make %s", pszName ); + if (pEffect) + { + for ( int i = 0 ; i < kMAXCONTROLPOINTS ; ++i ) + { + CBaseEntity *pOnEntity = m_hControlPointEnts[i].Get(); + if ( pOnEntity ) + { + ParticleProp()->AddControlPoint( pEffect, i + 1, pOnEntity, PATTACH_ABSORIGIN_FOLLOW ); + } + + AssertMsg2( m_iControlPointParents[i] >= 0 && m_iControlPointParents[i] <= kMAXCONTROLPOINTS , + "Particle system specified bogus control point parent (%d) for point %d.", + m_iControlPointParents[i], i ); + + if (m_iControlPointParents[i] != 0) + { + pEffect->SetControlPointParent(i+1, m_iControlPointParents[i]); + } + } + + // NOTE: What we really want here is to compare our lifetime and that of our children and see if this delta is + // already past the end of it, denoting that we're finished. In that case, just destroy us and be done. -- jdw + + // TODO: This can go when the SkipToTime code below goes + ParticleProp()->OnParticleSystemUpdated( pEffect, 0.0f ); + + // Skip the effect ahead if we're restarting it + float flTimeDelta = gpGlobals->curtime - m_flStartTime; + if ( flTimeDelta > 0.01f ) + { + VPROF_BUDGET( "C_ParticleSystem::ClientThink SkipToTime", "Particle Simulation" ); + pEffect->SkipToTime( flTimeDelta ); + } + } + } + } +} + + +//====================================================================================================================== +// PARTICLE SYSTEM DISPATCH EFFECT +//====================================================================================================================== +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void ParticleEffectCallback( const CEffectData &data ) +{ + if ( SuppressingParticleEffects() ) + return; // this needs to be before using data.m_nHitBox, since that may be a serialized value that's past the end of the current particle system string table + + const char *pszName = GetParticleSystemNameFromIndex( data.m_nHitBox ); + + CSmartPtr pEffect = NULL; + if ( data.m_fFlags & PARTICLE_DISPATCH_FROM_ENTITY ) + { + if ( data.m_hEntity.Get() ) + { + C_BaseEntity *pEnt = C_BaseEntity::Instance( data.m_hEntity ); + if ( pEnt && !pEnt->IsDormant() ) + { + if ( data.m_fFlags & PARTICLE_DISPATCH_RESET_PARTICLES ) + { + pEnt->ParticleProp()->StopEmission(); + } + + pEffect = pEnt->ParticleProp()->Create( pszName, (ParticleAttachment_t)data.m_nDamageType, data.m_nAttachmentIndex ); + AssertMsg2( pEffect.IsValid() && pEffect->IsValid(), "%s could not create particle effect %s", + C_BaseEntity::Instance( data.m_hEntity )->GetDebugName(), pszName ); + if ( pEffect.IsValid() && pEffect->IsValid() ) + { + if ( (ParticleAttachment_t)data.m_nDamageType == PATTACH_CUSTOMORIGIN ) + { + pEffect->SetSortOrigin( data.m_vOrigin ); + pEffect->SetControlPoint( 0, data.m_vOrigin ); + pEffect->SetControlPoint( 1, data.m_vStart ); + Vector vecForward, vecRight, vecUp; + AngleVectors( data.m_vAngles, &vecForward, &vecRight, &vecUp ); + pEffect->SetControlPointOrientation( 0, vecForward, vecRight, vecUp ); + } + } + } + } + } + else + { + if ( GameRules() ) + { + pszName = GameRules()->TranslateEffectForVisionFilter( "particles", pszName ); + } + + pEffect = CNewParticleEffect::Create( NULL, pszName ); + if ( pEffect->IsValid() ) + { + pEffect->SetSortOrigin( data.m_vOrigin ); + pEffect->SetControlPoint( 0, data.m_vOrigin ); + pEffect->SetControlPoint( 1, data.m_vStart ); + Vector vecForward, vecRight, vecUp; + AngleVectors( data.m_vAngles, &vecForward, &vecRight, &vecUp ); + pEffect->SetControlPointOrientation( 0, vecForward, vecRight, vecUp ); + } + } + + if ( pEffect.IsValid() && pEffect->IsValid() ) + { + if ( data.m_bCustomColors ) + { + pEffect->SetControlPoint( CUSTOM_COLOR_CP1, data.m_CustomColors.m_vecColor1 ); + pEffect->SetControlPoint( CUSTOM_COLOR_CP2, data.m_CustomColors.m_vecColor2 ); + } + + if ( data.m_bControlPoint1 ) + { + pEffect->SetControlPoint( 1, data.m_ControlPoint1.m_vecOffset ); + } + } +} + +DECLARE_CLIENT_EFFECT( "ParticleEffect", ParticleEffectCallback ); + + +//====================================================================================================================== +// PARTICLE SYSTEM STOP EFFECT +//====================================================================================================================== +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void ParticleEffectStopCallback( const CEffectData &data ) +{ + if ( data.m_hEntity.Get() ) + { + C_BaseEntity *pEnt = C_BaseEntity::Instance( data.m_hEntity ); + if ( pEnt ) + { + pEnt->ParticleProp()->StopEmission(); + } + } + } + +DECLARE_CLIENT_EFFECT( "ParticleEffectStop", ParticleEffectStopCallback ); -- cgit v1.2.3