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 "fx.h"
#include "particlemgr.h"
#include "particle_prototype.h"
#include "particle_util.h"
#include "c_te_particlesystem.h"
#include "particles_ez.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define DUST_STARTSIZE 16
#define DUST_ENDSIZE 48
#define DUST_RADIUS 32.0f
#define DUST_STARTALPHA 0.3f
#define DUST_ENDALPHA 0.0f
#define DUST_LIFETIME 2.0f
static Vector g_AntlionDustColor( 0.3f, 0.25f, 0.2f );
extern IPhysicsSurfaceProps *physprops;
class CAntlionDustEmitter : public CSimpleEmitter
{
public:
static CAntlionDustEmitter *Create( const char *debugname )
{
return new CAntlionDustEmitter( debugname );
}
void UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
{
//FIXME: Incorrect
pParticle->m_vecVelocity *= 0.9f;
}
private:
CAntlionDustEmitter( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
CAntlionDustEmitter( const CAntlionDustEmitter & ); // not defined, not accessible
};
//==================================================
// C_TEAntlionDust
//==================================================
class C_TEAntlionDust: public C_TEParticleSystem
{
public:
DECLARE_CLASS( C_TEAntlionDust, C_TEParticleSystem );
DECLARE_CLIENTCLASS();
C_TEAntlionDust();
virtual ~C_TEAntlionDust();
//C_BaseEntity
public:
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual bool ShouldDraw() { return true; }
//IParticleEffect
public:
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
public:
PMaterialHandle m_MaterialHandle;
Vector m_vecOrigin;
QAngle m_vecAngles;
bool m_bBlockedSpawner;
protected:
void GetDustColor( Vector &color );
};
// Expose to the particle app.
EXPOSE_PROTOTYPE_EFFECT( AntlionDust, C_TEAntlionDust );
IMPLEMENT_CLIENTCLASS_EVENT_DT( C_TEAntlionDust, DT_TEAntlionDust, CTEAntlionDust )
RecvPropVector(RECVINFO( m_vecOrigin )),
RecvPropVector(RECVINFO( m_vecAngles )),
RecvPropBool(RECVINFO( m_bBlockedSpawner )),
END_RECV_TABLE()
//==================================================
// C_TEAntlionDust
//==================================================
C_TEAntlionDust::C_TEAntlionDust()
{
m_MaterialHandle = INVALID_MATERIAL_HANDLE;
m_vecOrigin.Init();
m_vecAngles.Init();
m_bBlockedSpawner = false;
}
C_TEAntlionDust::~C_TEAntlionDust()
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bNewEntity - whether or not to start a new entity
//-----------------------------------------------------------------------------
void C_TEAntlionDust::PostDataUpdate( DataUpdateType_t updateType )
{
// This style of creating dust emitters is now deprecated; we use the simple particle singleton exclusively.
/*
CSmartPtr<CAntlionDustEmitter> pDustEmitter = CAntlionDustEmitter::Create( "TEAntlionDust" );
Assert( pDustEmitter );
if ( pDustEmitter == NULL )
return;
pDustEmitter->SetSortOrigin( m_vecOrigin );
pDustEmitter->SetNearClip( 32, 64 );
pDustEmitter->GetBinding().SetBBox( m_vecOrigin - Vector( 32, 32, 32 ), m_vecOrigin + Vector( 32, 32, 32 ) );
*/
Vector offset;
Vector vecColor;
GetDustColor( vecColor );
int iParticleCount = 16;
if ( m_bBlockedSpawner == true )
{
iParticleCount = 8;
}
//Spawn the dust
SimpleParticle particle;
for ( int i = 0; i < iParticleCount; i++ )
{
//Offset this dust puff's origin
offset[0] = random->RandomFloat( -DUST_RADIUS, DUST_RADIUS );
offset[1] = random->RandomFloat( -DUST_RADIUS, DUST_RADIUS );
offset[2] = random->RandomFloat( -16, 8 );
offset += m_vecOrigin;
particle.m_Pos = offset;
particle.m_flDieTime = random->RandomFloat( 0.75f, 1.25f );
particle.m_flLifetime = 0.0f;
Vector dir = particle.m_Pos - m_vecOrigin;
particle.m_vecVelocity = dir * random->RandomFloat( 0.5f, 1.0f );
dir.z = fabs(dir.z);
float colorRamp = random->RandomFloat( 0.5f, 1.0f );
Vector color = vecColor*colorRamp;
color[0] = clamp( color[0], 0.0f, 1.0f );
color[1] = clamp( color[1], 0.0f, 1.0f );
color[2] = clamp( color[2], 0.0f, 1.0f );
color *= 255;
particle.m_uchColor[0] = color[0];
particle.m_uchColor[1] = color[1];
particle.m_uchColor[2] = color[2];
particle.m_uchStartAlpha= random->RandomFloat( 64, 128 );
particle.m_uchEndAlpha = 0;
particle.m_uchStartSize = random->RandomInt( 16, 32 );
particle.m_uchEndSize = particle.m_uchStartSize * 3;
particle.m_flRoll = random->RandomInt( 0, 360 );
particle.m_flRollDelta = random->RandomFloat( -0.2f, 0.2f );
// Though it appears there are two particle handle entries in g_Mat_DustPuff, in fact
// only the one present at index 0 actually draws. Trying to spawn a particle with
// the other material will give you no particle at all. Therefore while instead of this:
// AddSimpleParticle( &particle, g_Mat_DustPuff[random->RandomInt(0,1) );
// we have to do this:
AddSimpleParticle( &particle, g_Mat_DustPuff[0] );
}
}
void GetColorForSurface( trace_t *trace, Vector *color );
//-----------------------------------------------------------------------------
// Purpose:
// Input : &color -
//-----------------------------------------------------------------------------
void C_TEAntlionDust::GetDustColor( Vector &color )
{
trace_t tr;
UTIL_TraceLine( m_vecOrigin+Vector(0,0,1), m_vecOrigin+Vector(0,0,-32),
MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f )
{
GetColorForSurface( &tr, &color );
}
else
{
//Fill in a fallback
color = g_AntlionDustColor;
}
}
void C_TEAntlionDust::RenderParticles( CParticleRenderIterator *pIterator )
{
}
void C_TEAntlionDust::SimulateParticles( CParticleSimulateIterator *pIterator )
{
}