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220 lines
5.9 KiB
220 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:
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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 "particlemgr.h"
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#include "particle_prototype.h"
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#include "particle_util.h"
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#include "c_te_particlesystem.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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#define DUST_STARTSIZE 16
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#define DUST_ENDSIZE 48
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#define DUST_RADIUS 32.0f
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#define DUST_STARTALPHA 0.3f
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#define DUST_ENDALPHA 0.0f
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#define DUST_LIFETIME 2.0f
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static Vector g_AntlionDustColor( 0.3f, 0.25f, 0.2f );
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extern IPhysicsSurfaceProps *physprops;
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class CAntlionDustEmitter : public CSimpleEmitter
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{
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public:
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static CAntlionDustEmitter *Create( const char *debugname )
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{
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return new CAntlionDustEmitter( debugname );
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}
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void UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
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{
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//FIXME: Incorrect
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pParticle->m_vecVelocity *= 0.9f;
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}
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private:
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CAntlionDustEmitter( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
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CAntlionDustEmitter( const CAntlionDustEmitter & ); // not defined, not accessible
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};
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//==================================================
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// C_TEAntlionDust
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//==================================================
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class C_TEAntlionDust: public C_TEParticleSystem
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{
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public:
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DECLARE_CLASS( C_TEAntlionDust, C_TEParticleSystem );
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DECLARE_CLIENTCLASS();
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C_TEAntlionDust();
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virtual ~C_TEAntlionDust();
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//C_BaseEntity
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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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//IParticleEffect
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public:
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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public:
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PMaterialHandle m_MaterialHandle;
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Vector m_vecOrigin;
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QAngle m_vecAngles;
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bool m_bBlockedSpawner;
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protected:
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void GetDustColor( Vector &color );
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};
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// Expose to the particle app.
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EXPOSE_PROTOTYPE_EFFECT( AntlionDust, C_TEAntlionDust );
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IMPLEMENT_CLIENTCLASS_EVENT_DT( C_TEAntlionDust, DT_TEAntlionDust, CTEAntlionDust )
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RecvPropVector(RECVINFO( m_vecOrigin )),
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RecvPropVector(RECVINFO( m_vecAngles )),
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RecvPropBool(RECVINFO( m_bBlockedSpawner )),
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END_RECV_TABLE()
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//==================================================
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// C_TEAntlionDust
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//==================================================
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C_TEAntlionDust::C_TEAntlionDust()
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{
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m_MaterialHandle = INVALID_MATERIAL_HANDLE;
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m_vecOrigin.Init();
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m_vecAngles.Init();
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m_bBlockedSpawner = false;
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}
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C_TEAntlionDust::~C_TEAntlionDust()
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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_TEAntlionDust::PostDataUpdate( DataUpdateType_t updateType )
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{
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// This style of creating dust emitters is now deprecated; we use the simple particle singleton exclusively.
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/*
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CSmartPtr<CAntlionDustEmitter> pDustEmitter = CAntlionDustEmitter::Create( "TEAntlionDust" );
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Assert( pDustEmitter );
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if ( pDustEmitter == NULL )
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return;
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pDustEmitter->SetSortOrigin( m_vecOrigin );
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pDustEmitter->SetNearClip( 32, 64 );
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pDustEmitter->GetBinding().SetBBox( m_vecOrigin - Vector( 32, 32, 32 ), m_vecOrigin + Vector( 32, 32, 32 ) );
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*/
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Vector offset;
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Vector vecColor;
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GetDustColor( vecColor );
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int iParticleCount = 16;
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if ( m_bBlockedSpawner == true )
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{
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iParticleCount = 8;
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}
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//Spawn the dust
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SimpleParticle particle;
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for ( int i = 0; i < iParticleCount; i++ )
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{
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//Offset this dust puff's origin
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offset[0] = random->RandomFloat( -DUST_RADIUS, DUST_RADIUS );
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offset[1] = random->RandomFloat( -DUST_RADIUS, DUST_RADIUS );
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offset[2] = random->RandomFloat( -16, 8 );
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offset += m_vecOrigin;
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particle.m_Pos = offset;
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particle.m_flDieTime = random->RandomFloat( 0.75f, 1.25f );
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particle.m_flLifetime = 0.0f;
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Vector dir = particle.m_Pos - m_vecOrigin;
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particle.m_vecVelocity = dir * random->RandomFloat( 0.5f, 1.0f );
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dir.z = fabs(dir.z);
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float colorRamp = random->RandomFloat( 0.5f, 1.0f );
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Vector color = vecColor*colorRamp;
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color[0] = clamp( color[0], 0.0f, 1.0f );
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color[1] = clamp( color[1], 0.0f, 1.0f );
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color[2] = clamp( color[2], 0.0f, 1.0f );
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color *= 255;
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particle.m_uchColor[0] = color[0];
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particle.m_uchColor[1] = color[1];
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particle.m_uchColor[2] = color[2];
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particle.m_uchStartAlpha= random->RandomFloat( 64, 128 );
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particle.m_uchEndAlpha = 0;
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particle.m_uchStartSize = random->RandomInt( 16, 32 );
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particle.m_uchEndSize = particle.m_uchStartSize * 3;
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particle.m_flRoll = random->RandomInt( 0, 360 );
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particle.m_flRollDelta = random->RandomFloat( -0.2f, 0.2f );
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// Though it appears there are two particle handle entries in g_Mat_DustPuff, in fact
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// only the one present at index 0 actually draws. Trying to spawn a particle with
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// the other material will give you no particle at all. Therefore while instead of this:
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// AddSimpleParticle( &particle, g_Mat_DustPuff[random->RandomInt(0,1) );
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// we have to do this:
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AddSimpleParticle( &particle, g_Mat_DustPuff[0] );
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}
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}
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void GetColorForSurface( trace_t *trace, Vector *color );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &color -
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//-----------------------------------------------------------------------------
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void C_TEAntlionDust::GetDustColor( Vector &color )
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{
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trace_t tr;
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UTIL_TraceLine( m_vecOrigin+Vector(0,0,1), m_vecOrigin+Vector(0,0,-32),
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MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction < 1.0f )
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{
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GetColorForSurface( &tr, &color );
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}
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else
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{
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//Fill in a fallback
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color = g_AntlionDustColor;
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}
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}
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void C_TEAntlionDust::RenderParticles( CParticleRenderIterator *pIterator )
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{
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}
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void C_TEAntlionDust::SimulateParticles( CParticleSimulateIterator *pIterator )
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{
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}
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