Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_entity_burn_effect.h"
#define NUM_BURN_PARTICLES_PER_SEC 50
IMPLEMENT_CLIENTCLASS_DT( C_EntityBurnEffect, DT_EntityBurnEffect, CEntityBurnEffect )
RecvPropInt( RECVINFO( m_hBurningEntity ) )
END_RECV_TABLE()
C_EntityBurnEffect::C_EntityBurnEffect()
{
m_pEmitter = CSimpleEmitter::Create( "Entity burn effect" );
if ( m_pEmitter.IsValid() )
{
m_hFireMaterial = m_pEmitter->GetPMaterial( "particle/fire" );
}
else
{
m_hFireMaterial = INVALID_MATERIAL_HANDLE;
}
m_Timer.Init( NUM_BURN_PARTICLES_PER_SEC );
}
void C_EntityBurnEffect::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
}
void C_EntityBurnEffect::ClientThink()
{
if ( !m_pEmitter.IsValid() || IsDormant() )
return;
// Add some burning particles to our target entity.
C_BaseEntity *pEnt = ClientEntityList().GetBaseEntity( m_hBurningEntity );
if ( !pEnt )
return;
float dt = gpGlobals->frametime;
while ( m_Timer.NextEvent( dt ) )
{
Vector vDims = (pEnt->WorldAlignMaxs() - pEnt->WorldAlignMins()) * 0.5f;
Vector vCenter = pEnt->GetAbsOrigin() + pEnt->WorldAlignMins() + vDims;
Vector vPos = vCenter + vDims * RandomVector( -0.7, 0.7 );
float flLifetime = 1;
float flRadius = 3;
unsigned char uchColor[4] = { 255, 100, 0, 100 };
SimpleParticle *pParticle = m_pEmitter->AddSimpleParticle( m_hFireMaterial, vPos, flLifetime, flRadius );
if ( pParticle )
{
pParticle->m_uchColor[0] = uchColor[0];
pParticle->m_uchColor[1] = uchColor[1];
pParticle->m_uchColor[2] = uchColor[2];
pParticle->m_uchEndAlpha = 0;
pParticle->m_uchStartAlpha = uchColor[3];
pParticle->m_vecVelocity.x = RandomFloat( -2, 2 );
pParticle->m_vecVelocity.y = RandomFloat( -2, 2 );
pParticle->m_vecVelocity.z = RandomFloat( 3, 29 );
// Pick up some velocity from the burning guy running around.
pParticle->m_vecVelocity += pEnt->GetAbsVelocity() * 0.6;
}
}
}