//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "baseanimating.h" #include "SkyCamera.h" #include "studio.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // HACK HACK: Must match cl_dll/cl_animevent.h!!!! #define CL_EVENT_SPRITEGROUP_CREATE 6002 //----------------------------------------------------------------------------- // An entity which emits other entities at points //----------------------------------------------------------------------------- class CEnvParticleScript : public CBaseAnimating { public: DECLARE_CLASS( CEnvParticleScript, CBaseAnimating ); DECLARE_SERVERCLASS(); DECLARE_DATADESC(); CEnvParticleScript(); virtual void Precache(); virtual void Spawn(); virtual void Activate(); virtual int UpdateTransmitState(); void InputSetSequence( inputdata_t &inputdata ); private: void PrecacheAnimationEventMaterials(); CNetworkVar( float, m_flSequenceScale ); }; //----------------------------------------------------------------------------- // Save/load //----------------------------------------------------------------------------- BEGIN_DATADESC( CEnvParticleScript ) DEFINE_FIELD( m_flSequenceScale, FIELD_FLOAT ), // Inputs DEFINE_INPUTFUNC( FIELD_STRING, "SetSequence", InputSetSequence ), END_DATADESC() LINK_ENTITY_TO_CLASS( env_particlescript, CEnvParticleScript ); //----------------------------------------------------------------------------- // Datatable //----------------------------------------------------------------------------- IMPLEMENT_SERVERCLASS_ST( CEnvParticleScript, DT_EnvParticleScript ) SendPropFloat(SENDINFO(m_flSequenceScale), 0, SPROP_NOSCALE), END_SEND_TABLE() //----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- CEnvParticleScript::CEnvParticleScript() { UseClientSideAnimation(); } void CEnvParticleScript::PrecacheAnimationEventMaterials() { CStudioHdr *hdr = GetModelPtr(); if ( hdr ) { int numseq = hdr->GetNumSeq(); for ( int i = 0; i < numseq; ++i ) { mstudioseqdesc_t& seqdesc = hdr->pSeqdesc( i ); int ecount = seqdesc.numevents; for ( int j = 0 ; j < ecount; ++j ) { const mstudioevent_t* event = seqdesc.pEvent( j ); if ( event->event == CL_EVENT_SPRITEGROUP_CREATE ) { char pAttachmentName[256]; char pSpriteName[256]; int nArgs = sscanf( event->pszOptions(), "%255s %255s", pAttachmentName, pSpriteName ); if ( nArgs == 2 ) { PrecacheMaterial( pSpriteName ); } } } } } } //----------------------------------------------------------------------------- // Precache //----------------------------------------------------------------------------- void CEnvParticleScript::Precache() { BaseClass::Precache(); PrecacheModel( STRING( GetModelName() ) ); // We need a model for its animation sequences even though we don't render it SetModel( STRING( GetModelName() ) ); PrecacheAnimationEventMaterials(); } //----------------------------------------------------------------------------- // Spawn //----------------------------------------------------------------------------- void CEnvParticleScript::Spawn() { Precache(); BaseClass::Spawn(); AddEffects( EF_NOSHADOW ); // We need a model for its animation sequences even though we don't render it SetModel( STRING( GetModelName() ) ); } //----------------------------------------------------------------------------- // Activate //----------------------------------------------------------------------------- void CEnvParticleScript::Activate() { BaseClass::Activate(); DetectInSkybox(); CSkyCamera *pCamera = GetEntitySkybox(); if ( pCamera ) { float flSkyboxScale = pCamera->m_skyboxData.scale; if ( flSkyboxScale == 0.0f ) { flSkyboxScale = 1.0f; } m_flSequenceScale = flSkyboxScale; } else { m_flSequenceScale = 1.0f; } m_flPlaybackRate = 1.0f; } //----------------------------------------------------------------------------- // Should we transmit it to the client? //----------------------------------------------------------------------------- int CEnvParticleScript::UpdateTransmitState() { if ( IsEffectActive( EF_NODRAW ) ) { return SetTransmitState( FL_EDICT_DONTSEND ); } if ( IsEFlagSet( EFL_IN_SKYBOX ) ) { return SetTransmitState( FL_EDICT_ALWAYS ); } return SetTransmitState( FL_EDICT_PVSCHECK ); } //----------------------------------------------------------------------------- // Purpose: Input that sets the sequence of the entity //----------------------------------------------------------------------------- void CEnvParticleScript::InputSetSequence( inputdata_t &inputdata ) { if ( inputdata.value.StringID() != NULL_STRING ) { int nSequence = LookupSequence( STRING( inputdata.value.StringID() ) ); if ( nSequence != ACT_INVALID ) { SetSequence( nSequence ); } } }