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366 lines
9.6 KiB
366 lines
9.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "fx.h"
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#include "c_func_dust.h"
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#include "func_dust_shared.h"
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#include "c_te_particlesystem.h"
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#include "env_wind_shared.h"
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#include "engine/IEngineTrace.h"
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#include "tier0/vprof.h"
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#include "clienteffectprecachesystem.h"
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#include "particles_ez.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_Func_Dust, DT_Func_Dust, CFunc_Dust )
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RecvPropInt( RECVINFO(m_Color) ),
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RecvPropInt( RECVINFO(m_SpawnRate) ),
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RecvPropFloat( RECVINFO(m_flSizeMin) ),
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RecvPropFloat( RECVINFO(m_flSizeMax) ),
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RecvPropInt( RECVINFO(m_LifetimeMin) ),
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RecvPropInt( RECVINFO(m_LifetimeMax) ),
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RecvPropInt( RECVINFO(m_DustFlags) ),
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RecvPropInt( RECVINFO(m_SpeedMax) ),
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RecvPropInt( RECVINFO(m_DistMax) ),
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RecvPropInt( RECVINFO( m_nModelIndex ) ),
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RecvPropFloat( RECVINFO( m_FallSpeed ) ),
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RecvPropDataTable( RECVINFO_DT( m_Collision ), 0, &REFERENCE_RECV_TABLE(DT_CollisionProperty) ),
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END_RECV_TABLE()
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// ------------------------------------------------------------------------------------ //
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// CDustEffect implementation.
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// ------------------------------------------------------------------------------------ //
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#define DUST_ACCEL 50
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void CDustEffect::RenderParticles( CParticleRenderIterator *pIterator )
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{
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const CFuncDustParticle *pParticle = (const CFuncDustParticle*)pIterator->GetFirst();
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while ( pParticle )
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{
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// Velocity.
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float flAlpha;
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if( m_pDust->m_DustFlags & DUSTFLAGS_FROZEN )
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{
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flAlpha = 1;
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}
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else
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{
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// Alpha.
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float flAngle = (pParticle->m_flLifetime / pParticle->m_flDieTime) * M_PI * 2;
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flAlpha = sin( flAngle - (M_PI * 0.5f) ) * 0.5f + 0.5f;
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}
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Vector tPos;
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TransformParticle( ParticleMgr()->GetModelView(), pParticle->m_Pos, tPos );
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float sortKey = (int) tPos.z;
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if( -tPos.z <= m_pDust->m_DistMax )
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{
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flAlpha *= 1 + (tPos.z / m_pDust->m_DistMax);
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// Draw it.
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float flSize = pParticle->m_flSize;
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if( m_pDust->m_DustFlags & DUSTFLAGS_SCALEMOTES )
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flSize *= -tPos.z;
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RenderParticle_Color255Size(
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pIterator->GetParticleDraw(),
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tPos,
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Vector( m_pDust->m_Color.r, m_pDust->m_Color.g, m_pDust->m_Color.b ),
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flAlpha * m_pDust->m_Color.a,
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flSize
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);
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}
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pParticle = (const CFuncDustParticle*)pIterator->GetNext( sortKey );
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}
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}
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void CDustEffect::SimulateParticles( CParticleSimulateIterator *pIterator )
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{
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Vector vecWind;
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GetWindspeedAtTime( gpGlobals->curtime, vecWind );
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CFuncDustParticle *pParticle = (CFuncDustParticle*)pIterator->GetFirst();
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while ( pParticle )
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{
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// Velocity.
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if( !(m_pDust->m_DustFlags & DUSTFLAGS_FROZEN) )
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{
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// Kill the particle?
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pParticle->m_flLifetime += pIterator->GetTimeDelta();
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if( pParticle->m_flLifetime >= pParticle->m_flDieTime )
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{
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pIterator->RemoveParticle( pParticle );
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}
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else
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{
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for ( int i = 0 ; i < 2 ; i++ )
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{
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if ( pParticle->m_vVelocity[i] < vecWind[i] )
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{
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pParticle->m_vVelocity[i] += ( gpGlobals->frametime * DUST_ACCEL );
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// clamp
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if ( pParticle->m_vVelocity[i] > vecWind[i] )
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pParticle->m_vVelocity[i] = vecWind[i];
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}
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else if (pParticle->m_vVelocity[i] > vecWind[i] )
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{
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pParticle->m_vVelocity[i] -= ( gpGlobals->frametime * DUST_ACCEL );
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// clamp.
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if ( pParticle->m_vVelocity[i] < vecWind[i] )
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pParticle->m_vVelocity[i] = vecWind[i];
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}
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}
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// Apply velocity.
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pParticle->m_Pos.MulAdd( pParticle->m_Pos, pParticle->m_vVelocity, pIterator->GetTimeDelta() );
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}
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}
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pParticle = (CFuncDustParticle*)pIterator->GetNext();
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}
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}
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// ------------------------------------------------------------------------------------ //
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// C_Func_Dust implementation.
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// ------------------------------------------------------------------------------------ //
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C_Func_Dust::C_Func_Dust() : m_Effect( "C_Func_Dust" )
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{
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m_Effect.m_pDust = this;
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m_Effect.SetDynamicallyAllocated( false ); // So it doesn't try to delete itself.
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}
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C_Func_Dust::~C_Func_Dust()
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{
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}
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void C_Func_Dust::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if( updateType == DATA_UPDATE_CREATED )
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{
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m_hMaterial = m_Effect.GetPMaterial( "particle/sparkles" );
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m_Effect.SetSortOrigin( WorldSpaceCenter( ) );
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// Let us think each frame.
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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// If we're setup to be frozen, just make a bunch of particles initially.
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if( m_DustFlags & DUSTFLAGS_FROZEN )
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{
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for( int i=0; i < m_SpawnRate; i++ )
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{
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AttemptSpawnNewParticle();
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}
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}
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}
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m_Spawner.Init( m_SpawnRate ); // N particles per second
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}
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void C_Func_Dust::ClientThink()
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{
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// If frozen, don't make new particles.
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if( m_DustFlags & DUSTFLAGS_FROZEN )
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return;
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// Spawn particles?
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if( m_DustFlags & DUSTFLAGS_ON )
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{
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float flDelta = MIN( gpGlobals->frametime, 0.1f );
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while( m_Spawner.NextEvent( flDelta ) )
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{
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AttemptSpawnNewParticle();
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}
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}
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// Tell the particle manager our bbox.
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Vector vWorldMins, vWorldMaxs;
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CollisionProp()->WorldSpaceAABB( &vWorldMins, &vWorldMaxs );
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vWorldMins -= Vector( m_flSizeMax, m_flSizeMax, m_flSizeMax );
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vWorldMaxs += Vector( m_flSizeMax, m_flSizeMax, m_flSizeMax );
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m_Effect.GetBinding().SetBBox( vWorldMins, vWorldMaxs );
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}
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bool C_Func_Dust::ShouldDraw()
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{
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return false;
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}
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void C_Func_Dust::AttemptSpawnNewParticle()
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{
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// Find a random spot inside our bmodel.
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static int nTests=10;
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for( int iTest=0; iTest < nTests; iTest++ )
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{
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Vector vPercent = RandomVector( 0, 1 );
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Vector vTest = WorldAlignMins() + (WorldAlignMaxs() - WorldAlignMins()) * vPercent;
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int contents = enginetrace->GetPointContents_Collideable( GetCollideable(), vTest );
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if( contents & CONTENTS_SOLID )
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{
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CFuncDustParticle *pParticle = (CFuncDustParticle*)m_Effect.AddParticle( 10, m_hMaterial, vTest );
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if( pParticle )
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{
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pParticle->m_vVelocity = RandomVector( -m_SpeedMax, m_SpeedMax );
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pParticle->m_vVelocity.z -= m_FallSpeed;
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pParticle->m_flLifetime = 0;
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pParticle->m_flDieTime = RemapVal( rand(), 0, VALVE_RAND_MAX, m_LifetimeMin, m_LifetimeMax );
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if( m_DustFlags & DUSTFLAGS_SCALEMOTES )
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pParticle->m_flSize = RemapVal( rand(), 0, VALVE_RAND_MAX, m_flSizeMin/10000.0f, m_flSizeMax/10000.0f );
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else
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pParticle->m_flSize = RemapVal( rand(), 0, VALVE_RAND_MAX, m_flSizeMin, m_flSizeMax );
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pParticle->m_Color = m_Color;
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}
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break;
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}
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}
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}
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//
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// Dust
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//
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//-----------------------------------------------------------------------------
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// Spew out dust!
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//-----------------------------------------------------------------------------
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void FX_Dust( const Vector &vecOrigin, const Vector &vecDirection, float flSize, float flSpeed )
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{
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VPROF_BUDGET( "FX_Dust", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
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int numPuffs = (flSize*0.5f);
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if ( numPuffs < 1 )
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numPuffs = 1;
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if ( numPuffs > 32 )
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numPuffs = 32;
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float speed = flSpeed * 0.1f;
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if ( speed < 0 )
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speed = 1.0f;
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if (speed > 48.0f )
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speed = 48.0f;
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//FIXME: Better sampling area
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Vector offset = vecOrigin + ( vecDirection * flSize );
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//Find area ambient light color and use it to tint smoke
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Vector worldLight = WorldGetLightForPoint( offset, true );
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// Throw puffs
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SimpleParticle particle;
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for ( int i = 0; i < numPuffs; i++ )
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{
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offset.Random( -(flSize*0.25f), flSize*0.25f );
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offset += vecOrigin + ( vecDirection * flSize );
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particle.m_Pos = offset;
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particle.m_flLifetime = 0.0f;
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particle.m_flDieTime = random->RandomFloat( 0.4f, 1.0f );
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particle.m_vecVelocity = vecDirection * random->RandomFloat( speed*0.5f, speed ) * i;
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particle.m_vecVelocity[2] = 0.0f;
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int color = random->RandomInt( 48, 64 );
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particle.m_uchColor[0] = (color+16) + ( worldLight[0] * (float) color );
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particle.m_uchColor[1] = (color+8) + ( worldLight[1] * (float) color );
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particle.m_uchColor[2] = color + ( worldLight[2] * (float) color );
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particle.m_uchStartAlpha= random->RandomInt( 64, 128 );
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particle.m_uchEndAlpha = 0;
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particle.m_uchStartSize = random->RandomInt( 2, 8 );
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particle.m_uchEndSize = random->RandomInt( 24, 48 );
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particle.m_flRoll = random->RandomInt( 0, 360 );
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particle.m_flRollDelta = random->RandomFloat( -0.5f, 0.5f );
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AddSimpleParticle( &particle, g_Mat_DustPuff[random->RandomInt(0,1)] );
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}
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}
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class C_TEDust: public C_TEParticleSystem
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{
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public:
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DECLARE_CLASS( C_TEDust, C_TEParticleSystem );
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DECLARE_CLIENTCLASS();
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C_TEDust();
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virtual ~C_TEDust();
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public:
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual bool ShouldDraw() { return true; }
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public:
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float m_flSize;
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float m_flSpeed;
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Vector m_vecDirection;
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protected:
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void GetDustColor( Vector &color );
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};
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IMPLEMENT_CLIENTCLASS_EVENT_DT( C_TEDust, DT_TEDust, CTEDust )
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RecvPropFloat(RECVINFO(m_flSize)),
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RecvPropFloat(RECVINFO(m_flSpeed)),
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RecvPropVector(RECVINFO(m_vecDirection)),
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END_RECV_TABLE()
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//==================================================
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// C_TEDust
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//==================================================
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C_TEDust::C_TEDust()
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{
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}
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C_TEDust::~C_TEDust()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bNewEntity - whether or not to start a new entity
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//-----------------------------------------------------------------------------
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void C_TEDust::PostDataUpdate( DataUpdateType_t updateType )
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{
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FX_Dust( m_vecOrigin, m_vecDirection, m_flSize, m_flSpeed );
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}
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void TE_Dust( IRecipientFilter& filter, float delay,
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const Vector &pos, const Vector &dir, float size, float speed )
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{
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FX_Dust( pos, dir, size, speed );
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}
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