//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "hud.h" #include "c_ai_basenpc.h" #include "IEffects.h" #include "particles_simple.h" //----------------------------------------------------------------------------- // Purpose: Client side entity for the NPC Bug hole //----------------------------------------------------------------------------- class C_Maker_Bughole : public C_BaseEntity { DECLARE_CLASS( C_Maker_Bughole, C_BaseEntity ); public: DECLARE_CLIENTCLASS(); C_Maker_Bughole(); virtual void OnDataChanged( DataUpdateType_t updateType ); virtual void ClientThink( void ); void SpawnEffect( void ); public: C_Maker_Bughole( const C_Maker_Bughole & ); float m_flNextEffectTime; }; IMPLEMENT_CLIENTCLASS_DT(C_Maker_Bughole, DT_Maker_Bughole, CMaker_Bughole) END_RECV_TABLE() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_Maker_Bughole::C_Maker_Bughole( void ) { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_Maker_Bughole::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType ); if ( updateType == DATA_UPDATE_CREATED ) { SetNextClientThink( CLIENT_THINK_ALWAYS ); m_flNextEffectTime = gpGlobals->curtime; } } //----------------------------------------------------------------------------- // Purpose: Spawn effects if I'm sapping //----------------------------------------------------------------------------- void C_Maker_Bughole::ClientThink( void ) { if ( m_flNextEffectTime < gpGlobals->curtime ) { SpawnEffect(); m_flNextEffectTime = gpGlobals->curtime + random->RandomFloat( 0.5, 1.0 ); } } //----------------------------------------------------------------------------- // Purpose: Particle effects created when we spawn a chunk //----------------------------------------------------------------------------- void C_Maker_Bughole::SpawnEffect( void ) { Vector normal = Vector(0,0,-1); Vector offset = GetAbsOrigin() + (normal * 16); Vector dir; // Create a couple of big, floating smoke clouds CSmartPtr pSmokeEmitter = CSimpleEmitter::Create( "C_Maker_Bughole::SpawnEffect" ); pSmokeEmitter->SetSortOrigin( offset ); int iSmokeClouds = random->RandomInt(2,5); for ( int i = 0; i < iSmokeClouds; i++ ) { SimpleParticle *pParticle = (SimpleParticle *) pSmokeEmitter->AddParticle( sizeof(SimpleParticle), g_Mat_DustPuff[1], offset ); if ( pParticle == NULL ) return; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f ); pParticle->m_uchStartSize = 8; pParticle->m_uchEndSize = 48; dir[0] = normal[0] + random->RandomFloat( -0.4f, 0.4f ); dir[1] = normal[1] + random->RandomFloat( -0.4f, 0.4f ); dir[2] = normal[2] + random->RandomFloat( 0, 0.6f ); pParticle->m_vecVelocity = dir * random->RandomFloat( 8.0f, 20.0f )*(i+1); pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomFloat( 180, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -1, 1 ); float flColor = random->RandomFloat( 0,64 ); pParticle->m_uchColor[0] = 100 + flColor; pParticle->m_uchColor[1] = 50 + flColor; pParticle->m_uchColor[2] = flColor; } }