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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 PARTICLE_PARSE_H
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#define PARTICLE_PARSE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "utlvector.h"
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#include "utlstring.h"
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//-----------------------------------------------------------------------------
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// Particle attachment methods
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//-----------------------------------------------------------------------------
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enum ParticleAttachment_t
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{
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PATTACH_ABSORIGIN = 0, // Create at absorigin, but don't follow
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PATTACH_ABSORIGIN_FOLLOW, // Create at absorigin, and update to follow the entity
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PATTACH_CUSTOMORIGIN, // Create at a custom origin, but don't follow
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PATTACH_CUSTOMORIGIN_FOLLOW, // Create at a custom origin, follow relative position to specified entity
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PATTACH_POINT, // Create on attachment point, but don't follow
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PATTACH_POINT_FOLLOW, // Create on attachment point, and update to follow the entity
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PATTACH_EYES_FOLLOW, // Create on eyes of the attached entity, and update to follow the entity
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PATTACH_WORLDORIGIN, // Used for control points that don't attach to an entity
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MAX_PATTACH_TYPES,
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};
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extern int GetAttachTypeFromString( const char *pszString );
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#define PARTICLE_DISPATCH_FROM_ENTITY (1<<0)
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#define PARTICLE_DISPATCH_RESET_PARTICLES (1<<1)
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//-----------------------------------------------------------------------------
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// Particle parsing methods
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//-----------------------------------------------------------------------------
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// Parse the particle manifest file & register the effects within it
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// Only needs to be called once per game, unless tools change particle definitions
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void ParseParticleEffects( bool bLoadSheets );
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// Precaches standard particle systems (only necessary on server)
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// Should be called once per level
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void PrecacheStandardParticleSystems( );
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//-----------------------------------------------------------------------------
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// Particle spawning methods
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//-----------------------------------------------------------------------------
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void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, bool bResetAllParticlesOnEntity = false, int nSplitScreenPlayerSlot = -1, IRecipientFilter *filter = NULL );
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void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity = NULL, int iAttachmentPoint = -1, bool bResetAllParticlesOnEntity = false, int nSplitScreenPlayerSlot = -1, IRecipientFilter *filter = NULL );
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void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity = NULL, int nSplitScreenPlayerSlot = -1 );
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void DispatchParticleEffect( const char *pszParticleName, const Vector &vecOrigin, const QAngle &vecAngles, ParticleAttachment_t iAttachType, CBaseEntity *pEntity = NULL, int nSplitScreenPlayerSlot = -1 );
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void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL, int nSplitScreenPlayerSlot = -1 );
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void DispatchParticleEffect( int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL, int nSplitScreenPlayerSlot = -1 );
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void DispatchParticleEffectLink( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity = NULL, CBaseEntity *pOtherEntity = NULL, int iAttachmentPoint = -1, bool bResetAllParticlesOnEntity = false, int nSplitScreenPlayerSlot = -1 );
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void DispatchParticleEffect( int iEffectIndex, const Vector &vecOrigin, const QAngle &vecAngles, ParticleAttachment_t iAttachType, CBaseEntity *pEntity = NULL, int nSplitScreenPlayerSlot = -1 );
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void StopParticleEffects( CBaseEntity *pEntity );
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void StopParticleEffect( CBaseEntity *pEntity, const char *pszParticleName );
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#endif // PARTICLE_PARSE_H
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