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86 lines
3.8 KiB
86 lines
3.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#ifndef PARTICLE_PARSE_H |
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#define PARTICLE_PARSE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "utlvector.h" |
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#include "utlstring.h" |
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#include "ifilelist.h" |
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//----------------------------------------------------------------------------- |
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// Particle attachment methods |
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//----------------------------------------------------------------------------- |
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enum ParticleAttachment_t |
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{ |
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PATTACH_ABSORIGIN = 0, // Create at absorigin, but don't follow |
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PATTACH_ABSORIGIN_FOLLOW, // Create at absorigin, and update to follow the entity |
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PATTACH_CUSTOMORIGIN, // Create at a custom origin, but don't follow |
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PATTACH_POINT, // Create on attachment point, but don't follow |
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PATTACH_POINT_FOLLOW, // Create on attachment point, and update to follow the entity |
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PATTACH_WORLDORIGIN, // Used for control points that don't attach to an entity |
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PATTACH_ROOTBONE_FOLLOW, // Create at the root bone of the entity, and update to follow |
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MAX_PATTACH_TYPES, |
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}; |
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extern int GetAttachTypeFromString( const char *pszString ); |
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#define PARTICLE_DISPATCH_FROM_ENTITY (1<<0) |
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#define PARTICLE_DISPATCH_RESET_PARTICLES (1<<1) |
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struct te_tf_particle_effects_colors_t |
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{ |
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Vector m_vecColor1; |
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Vector m_vecColor2; |
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}; |
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struct te_tf_particle_effects_control_point_t |
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{ |
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ParticleAttachment_t m_eParticleAttachment; |
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Vector m_vecOffset; |
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}; |
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//----------------------------------------------------------------------------- |
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// Particle parsing methods |
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//----------------------------------------------------------------------------- |
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// Parse the particle manifest file & register the effects within it |
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// Only needs to be called once per game, unless tools change particle definitions |
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void ParseParticleEffects( bool bLoadSheets, bool bPrecache ); |
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void ParseParticleEffectsMap( const char *pMapName, bool bLoadSheets, IFileList *pFilesToReload = NULL ); |
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// Get a list of the files inside the particle manifest file |
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void GetParticleManifest( CUtlVector<CUtlString>& list ); |
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// Precaches standard particle systems (only necessary on server) |
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// Should be called once per level |
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void PrecacheStandardParticleSystems( ); |
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class IFileList; |
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void ReloadParticleEffectsInList( IFileList *pFilesToReload ); |
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//----------------------------------------------------------------------------- |
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// Particle spawning methods |
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//----------------------------------------------------------------------------- |
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void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, bool bResetAllParticlesOnEntity = false ); |
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void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity = NULL, int iAttachmentPoint = -1, bool bResetAllParticlesOnEntity = false ); |
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void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity = NULL ); |
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void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL ); |
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void DispatchParticleEffect( int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL ); |
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void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, Vector vecColor1, Vector vecColor2, bool bUseColors=true, bool bResetAllParticlesOnEntity = false ); |
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void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, Vector vecColor1, Vector vecColor2, bool bUseColors=true, CBaseEntity *pEntity = NULL, int iAttachType = PATTACH_CUSTOMORIGIN ); |
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void StopParticleEffects( CBaseEntity *pEntity ); |
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#endif // PARTICLE_PARSE_H
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