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180 lines
5.7 KiB
180 lines
5.7 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client's Meteor
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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 "c_effect_shootingstar.h"
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#include "clienteffectprecachesystem.h"
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//=============================================================================
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//
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// Shooting Star Spawner Functionality
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//
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IMPLEMENT_CLIENTCLASS_DT( C_ShootingStarSpawner, DT_ShootingStarSpawner, CShootingStarSpawner )
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RecvPropFloat( RECVINFO( m_flSpawnInterval ) ),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_ShootingStarSpawner::C_ShootingStarSpawner( void )
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{
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SetNextClientThink( gpGlobals->curtime + m_flSpawnInterval );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_ShootingStarSpawner::ClientThink( void )
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{
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// Spawn a number of shooting stars.
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SpawnShootingStars();
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// Randomly generate a next think time.
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SetNextClientThink( gpGlobals->curtime + random->RandomFloat( 0.25, m_flSpawnInterval ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_ShootingStarSpawner::SpawnShootingStars( void )
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{
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C_ShootingStar *pShootingStar = new C_ShootingStar;
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if ( pShootingStar )
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{
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// In Space.
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pShootingStar->SetFriction( 1.0f );
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pShootingStar->SetGravity( 0.0f );
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// Randomize the velocity. -- This isn't right, but works for the test!
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Vector vecVelocity;
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vecVelocity.x = ( GetAbsAngles().x ) * random->RandomFloat( 1.0f, 10.0f );
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vecVelocity.y = ( GetAbsAngles().y ) * random->RandomFloat( 1.0f, 10.0f );
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vecVelocity.z = ( GetAbsAngles().z ) * random->RandomFloat( 1.0f, 10.0f );
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pShootingStar->Init( GetAbsOrigin(), vecVelocity, random->RandomFloat( 10.0f, 100.0f ), random->RandomFloat( 10.0f, 30.0f ) );
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}
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}
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//=============================================================================
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//
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// Shooting Star Functionality
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//
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//Precahce the effects
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectShootingStars )
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CLIENTEFFECT_MATERIAL( "effects/redflare" )
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CLIENTEFFECT_REGISTER_END()
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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C_ShootingStar::C_ShootingStar( void ) : CSimpleEmitter( "ShootingStar" )
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{
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m_flScale = 1.0f;
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SetDynamicallyAllocated( false );
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}
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//-----------------------------------------------------------------------------
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// Destructor
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//-----------------------------------------------------------------------------
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C_ShootingStar::~C_ShootingStar( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Destructor
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//-----------------------------------------------------------------------------
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void C_ShootingStar::Init( const Vector vecOrigin, const Vector vecVelocity, int nSize,
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float flLifeTime )
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{
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// Set the sort origin.
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SetSortOrigin( vecOrigin );
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// Create the initial particle and set the data.
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SimpleParticle *pParticle = ( SimpleParticle* )AddParticle( sizeof( SimpleParticle ), GetPMaterial( "effects/redflare" ), vecOrigin );
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if ( pParticle )
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{
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pParticle->m_vecVelocity = vecVelocity;
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pParticle->m_uchColor[0] = pParticle->m_uchColor[1] = pParticle->m_uchColor[2] = 255;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( 1.0f, 4.0f );
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = flLifeTime;
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pParticle->m_uchStartAlpha = 255;
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_uchStartSize = nSize;
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pParticle->m_uchEndSize = ( nSize / 3 );
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}
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int iParticle = m_aParticles.AddToTail();
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m_aParticles[iParticle] = pParticle;
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}
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//-----------------------------------------------------------------------------
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// Destructor
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//-----------------------------------------------------------------------------
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void C_ShootingStar::Destroy( void )
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{
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// Destroy shooting star particles.
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int nParticleCount = m_aParticles.Count();
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for ( int iParticle = ( nParticleCount - 1 ); iParticle >= 0; iParticle-- )
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{
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SimpleParticle *pParticle = m_aParticles[iParticle];
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m_aParticles.Remove( iParticle );
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CSimpleEmitter::NotifyDestroyParticle( pParticle );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_ShootingStar::SetSortOrigin( const Vector &vSortOrigin )
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{
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CSimpleEmitter::SetSortOrigin( vSortOrigin );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : timeDelta -
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//-----------------------------------------------------------------------------
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void C_ShootingStar::Update( float timeDelta )
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{
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// Parent update.
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CSimpleEmitter::Update( timeDelta );
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// Don't update if the console is down.
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if ( timeDelta <= 0.0f )
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return;
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// Are we still alive? Get the tail of the shooting star (last valid index)
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// and test.
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int nParticleCount = m_aParticles.Count();
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if ( nParticleCount <= 0 )
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return;
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SimpleParticle *pParticle = m_aParticles[nParticleCount-1];
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if ( pParticle->m_flLifetime >= pParticle->m_flDieTime )
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{
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Destroy();
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return;
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}
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// Update the particles lifetime.
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pParticle->m_flLifetime += timeDelta;
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// Update the particle position.
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pParticle->m_Pos += ( pParticle->m_vecVelocity * timeDelta );
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SetLocalOrigin( pParticle->m_Pos );
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SetSortOrigin( GetAbsOrigin() );
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}
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