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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef FX_BLOOD_H
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#define FX_BLOOD_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier0/memdbgon.h"
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class CBloodSprayEmitter : public CSimpleEmitter
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{
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public:
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CBloodSprayEmitter( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
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static CBloodSprayEmitter *Create( const char *pDebugName )
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{
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return new CBloodSprayEmitter( pDebugName );
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}
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inline void SetGravity( float flGravity )
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{
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m_flGravity = flGravity;
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}
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virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta )
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{
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pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta;
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pParticle->m_flRollDelta += pParticle->m_flRollDelta * ( timeDelta * -4.0f );
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//Cap the minimum roll
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/*
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if ( fabs( pParticle->m_flRollDelta ) < 0.5f )
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{
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pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.5f : -0.5f;
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}
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*/
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return pParticle->m_flRoll;
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}
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virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
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{
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if ( !( pParticle->m_iFlags & SIMPLE_PARTICLE_FLAG_NO_VEL_DECAY ) )
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{
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//Decelerate
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static float dtime;
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static float decay;
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if ( dtime != timeDelta )
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{
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decay = ExponentialDecay( 0.1, 0.4f, dtime );
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dtime = timeDelta;
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}
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pParticle->m_vecVelocity *= decay;
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pParticle->m_vecVelocity[2] -= ( m_flGravity * timeDelta );
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}
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}
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private:
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float m_flGravity;
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CBloodSprayEmitter( const CBloodSprayEmitter & );
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};
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#include "tier0/memdbgoff.h"
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#endif // FX_BLOOD_H
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