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195 lines
5.9 KiB
195 lines
5.9 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A simple test entity for creating special effects
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//
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//=============================================================================
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#include "cbase.h"
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#include "c_te_effect_dispatch.h"
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#include "particles_simple.h"
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// Declare the sparkler entity for the client-side
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class C_Sparkler : public C_BaseEntity
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{
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public:
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DECLARE_CLIENTCLASS();
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DECLARE_CLASS( C_Sparkler, C_BaseEntity );
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virtual void OnDataChanged( DataUpdateType_t updateType ); // Called when data changes on the server
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virtual void ClientThink( void ); // Client-side think function for the entity
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private:
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bool m_bEmit; // Determines whether or not we should emit particles
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float m_flScale; // Size of the effect
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CSmartPtr<CSimpleEmitter> m_hEmitter; // Particle emitter for this entity
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PMaterialHandle m_hMaterial; // Material handle used for this entity's particles
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TimedEvent m_tParticleTimer; // Timer used to control particle emission rate
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};
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// Declare the data-table for server/client communication
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IMPLEMENT_CLIENTCLASS_DT( C_Sparkler, DT_Sparkler, CSparkler )
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RecvPropInt( RECVINFO( m_bEmit ) ), // Boolean state from the server
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RecvPropFloat( RECVINFO( m_flScale ) ),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose: Called when data changes on the server
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//-----------------------------------------------------------------------------
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void C_Sparkler::OnDataChanged( DataUpdateType_t updateType )
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{
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// NOTE: We MUST call the base classes' implementation of this function
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BaseClass::OnDataChanged( updateType );
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// Setup our entity's particle system on creation
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if ( updateType == DATA_UPDATE_CREATED )
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{
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// Creat the emitter
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m_hEmitter = CSimpleEmitter::Create( "env_sparkler" );
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// Obtain a reference handle to our particle's desired material
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if ( m_hEmitter.IsValid() )
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{
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m_hMaterial = m_hEmitter->GetPMaterial( "effects/yellowflare" );
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}
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// Spawn 128 particles per second
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m_tParticleTimer.Init( 128 );
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// Call our ClientThink() function once every client frame
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Client-side think function for the entity
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//-----------------------------------------------------------------------------
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void C_Sparkler::ClientThink( void )
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{
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// We must have a valid emitter
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if ( m_hEmitter == NULL )
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return;
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// We must be allowed to emit particles by the server
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if ( m_bEmit == false )
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return;
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SimpleParticle *pParticle;
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float curTime = gpGlobals->frametime;
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// Add as many particles as required this frame
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while ( m_tParticleTimer.NextEvent( curTime ) )
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{
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// Create the particle
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pParticle = m_hEmitter->AddSimpleParticle( m_hMaterial, GetAbsOrigin() );
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if ( pParticle == NULL )
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return;
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// Setup our size
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pParticle->m_uchStartSize = (unsigned char) m_flScale;
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pParticle->m_uchEndSize = 0;
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// Setup our roll
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pParticle->m_flRoll = random->RandomFloat( 0, 2*M_PI );
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pParticle->m_flRollDelta = random->RandomFloat( -DEG2RAD( 180 ), DEG2RAD( 180 ) );
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// Set our color
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pParticle->m_uchColor[0] = 255;
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pParticle->m_uchColor[1] = 255;
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pParticle->m_uchColor[2] = 255;
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// Setup our alpha values
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pParticle->m_uchStartAlpha = 255;
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pParticle->m_uchEndAlpha = 255;
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// Obtain a random direction
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Vector velocity = RandomVector( -1.0f, 1.0f );
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VectorNormalize( velocity );
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// Obtain a random speed
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float speed = random->RandomFloat( 4.0f, 8.0f ) * m_flScale;
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// Set our velocity
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pParticle->m_vecVelocity = velocity * speed;
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// Die in a short range of time
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pParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f );
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}
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}
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// ============================================================================
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//
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// Dispatch Effect version
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//
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// ============================================================================
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//-----------------------------------------------------------------------------
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// Purpose: Callback to create a sparkle effect on the client
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// Input : &data - information about the effect
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//-----------------------------------------------------------------------------
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void SparkleCallback( const CEffectData &data )
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{
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// Create a simple particle emitter
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CSmartPtr<CSimpleEmitter> pSparkleEmitter = CSimpleEmitter::Create( "Sparkle" );
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if ( pSparkleEmitter == NULL )
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return;
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// Make local versions of our passed in data
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Vector origin = data.m_vOrigin;
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float scale = data.m_flScale;
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// Set our sort origin to make the system cull properly
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pSparkleEmitter->SetSortOrigin( origin );
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// Find the material handle we wish to use for these particles
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PMaterialHandle hMaterial = pSparkleEmitter->GetPMaterial( "effects/yellowflare" );
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SimpleParticle *pParticle;
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// Make a group of particles in the world
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for ( int i = 0; i < 64; i++ )
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{
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// Create a particle
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pParticle = pSparkleEmitter->AddSimpleParticle( hMaterial, origin );
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if ( pParticle == NULL )
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return;
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// Set our sizes
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pParticle->m_uchStartSize = (unsigned char) scale;
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pParticle->m_uchEndSize = 0;
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// Set our roll
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pParticle->m_flRoll = random->RandomFloat( 0, 2*M_PI );
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pParticle->m_flRollDelta = random->RandomFloat( -DEG2RAD( 180 ), DEG2RAD( 180 ) );
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// Set our color
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pParticle->m_uchColor[0] = 255; // Red
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pParticle->m_uchColor[1] = 255; // Green
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pParticle->m_uchColor[2] = 255; // Blue
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// Set our alpha
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pParticle->m_uchStartAlpha = 0;
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pParticle->m_uchEndAlpha = 255;
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// Create a random vector
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Vector velocity = RandomVector( -1.0f, 1.0f );
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VectorNormalize( velocity );
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// Find a random speed for the particle
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float speed = random->RandomFloat( 4.0f, 8.0f ) * scale;
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// Build and set the velocity of the particle
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pParticle->m_vecVelocity = velocity * speed;
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// Declare our lifetime
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pParticle->m_flDieTime = 1.0f;
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}
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}
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// This links our server-side call to a client-side function
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DECLARE_CLIENT_EFFECT( "Sparkle", SparkleCallback );
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