//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #include "cbase.h" #include "particle_property.h" #include "utlvector.h" #ifdef CLIENT_DLL #include "c_baseentity.h" #include "c_baseanimating.h" #include "recvproxy.h" #include "particles_new.h" #include "engine/ivdebugoverlay.h" #else #include "baseentity.h" #include "baseanimating.h" #include "sendproxy.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Save/load //----------------------------------------------------------------------------- BEGIN_DATADESC_NO_BASE( CParticleProperty ) // DEFINE_FIELD( m_pOuter, FIELD_CLASSPTR ), END_DATADESC() #ifdef CLIENT_DLL //----------------------------------------------------------------------------- // Prediction //----------------------------------------------------------------------------- BEGIN_PREDICTION_DATA_NO_BASE( CParticleProperty ) //DEFINE_PRED_FIELD( m_vecMins, FIELD_VECTOR, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA() #endif //----------------------------------------------------------------------------- // Networking //----------------------------------------------------------------------------- BEGIN_NETWORK_TABLE_NOBASE( CParticleProperty, DT_ParticleProperty ) #ifdef CLIENT_DLL //RecvPropVector( RECVINFO(m_vecMins), 0, RecvProxy_OBBMins ), #else //SendPropVector( SENDINFO(m_vecMins), 0, SPROP_NOSCALE), #endif END_NETWORK_TABLE() //----------------------------------------------------------------------------- // Constructor, destructor //----------------------------------------------------------------------------- CParticleProperty::CParticleProperty() { Init( NULL ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CParticleProperty::~CParticleProperty() { // We're being removed. Call StopEmission() on any particle system // that has an unlimited number of particles to emit. StopEmission( NULL, false, true ); } //----------------------------------------------------------------------------- // Initialization //----------------------------------------------------------------------------- void CParticleProperty::Init( CBaseEntity *pEntity ) { m_pOuter = pEntity; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CParticleProperty::GetParticleAttachment( C_BaseEntity *pEntity, const char *pszAttachmentName, const char *pszParticleName ) { Assert( pEntity && pEntity->GetBaseAnimating() ); if ( !pEntity || !pEntity->GetBaseAnimating() ) return -1; // Find the attachment point index int iAttachment = pEntity->GetBaseAnimating()->LookupAttachment( pszAttachmentName ); if ( iAttachment == -1 ) { Warning("Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n", STRING(pEntity->GetBaseAnimating()->GetModelName()), pszAttachmentName, pszParticleName ); } return iAttachment; } //----------------------------------------------------------------------------- // Purpose: Get's a list of all renderables used for this particle property //----------------------------------------------------------------------------- int CParticleProperty::GetAllParticleEffectRenderables( IClientRenderable **pOutput, int iMaxOutput ) { if( iMaxOutput == 0 ) return 0; int iReturnedRenderables = 0; int iParticleEffectListCount = m_ParticleEffects.Count(); for( int i = 0; i != iParticleEffectListCount; ++i ) { if( m_ParticleEffects[i].pParticleEffect.IsValid() ) { pOutput[iReturnedRenderables++] = m_ParticleEffects[i].pParticleEffect.GetObject(); if( iReturnedRenderables == iMaxOutput ) break; } } return iReturnedRenderables; } //----------------------------------------------------------------------------- // Purpose: Create a new particle system and attach it to our owner //----------------------------------------------------------------------------- CNewParticleEffect *CParticleProperty::Create( const char *pszParticleName, ParticleAttachment_t iAttachType, const char *pszAttachmentName ) { int iAttachment = GetParticleAttachment( GetOuter(), pszAttachmentName, pszParticleName ); if ( iAttachment == -1 ) return NULL; // Create the system return Create( pszParticleName, iAttachType, iAttachment ); } //----------------------------------------------------------------------------- // Purpose: Create a new particle system and attach it to our owner //----------------------------------------------------------------------------- static ConVar cl_particle_batch_mode( "cl_particle_batch_mode", "1" ); CNewParticleEffect *CParticleProperty::Create( CParticleSystemDefinition *pDef, ParticleAttachment_t iAttachType, int iAttachmentPoint, Vector vecOriginOffset, matrix3x4_t *matOffset ) { int nBatchMode = cl_particle_batch_mode.GetInt(); bool bRequestedBatch = ( nBatchMode == 2 ) || ( ( nBatchMode == 1 ) && pDef && pDef->ShouldBatch() ); if ( ( iAttachType == PATTACH_CUSTOMORIGIN ) && bRequestedBatch ) { int iIndex = FindEffect( pDef->GetName() ); if ( iIndex >= 0 ) { CNewParticleEffect *pEffect = m_ParticleEffects[iIndex].pParticleEffect.GetObject(); pEffect->Restart(); return pEffect; } } int iIndex = m_ParticleEffects.AddToTail(); ParticleEffectList_t *newEffect = &m_ParticleEffects[iIndex]; newEffect->pParticleEffect = CNewParticleEffect::Create( m_pOuter, pDef, pDef->GetName() ); if ( !newEffect->pParticleEffect->IsValid() ) { // Caused by trying to spawn an unregistered particle effect. Remove it. ParticleMgr()->RemoveEffect( newEffect->pParticleEffect.GetObject() ); return NULL; } AddControlPoint( iIndex, 0, GetOuter(), iAttachType, iAttachmentPoint, vecOriginOffset, matOffset ); if ( m_pOuter ) { m_pOuter->OnNewParticleEffect( pDef->GetName(), newEffect->pParticleEffect.GetObject() ); } return newEffect->pParticleEffect.GetObject(); } CNewParticleEffect *CParticleProperty::CreatePrecached( int nPrecacheIndex, ParticleAttachment_t iAttachType, int iAttachmentPoint, Vector vecOriginOffset, matrix3x4_t *matOffset ) { CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindPrecachedParticleSystem( nPrecacheIndex ); if ( !pDef ) { AssertMsg( 0, "Attempting to create unknown particle system" ); return NULL; } return Create( pDef, iAttachType, iAttachmentPoint, vecOriginOffset, matOffset ); } CNewParticleEffect *CParticleProperty::Create( const char *pszParticleName, ParticleAttachment_t iAttachType, int iAttachmentPoint, Vector vecOriginOffset, matrix3x4_t *matOffset ) { CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindParticleSystem( pszParticleName ); if ( !pDef ) { // AssertMsg( 0, "Attempting to create unknown particle system" ); Warning( "Attempting to create unknown particle system '%s' \n", pszParticleName ); return NULL; } return Create( pDef, iAttachType, iAttachmentPoint, vecOriginOffset, matOffset ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CParticleProperty::AddControlPoint( CNewParticleEffect *pEffect, int iPoint, C_BaseEntity *pEntity, ParticleAttachment_t iAttachType, const char *pszAttachmentName, Vector vecOriginOffset, matrix3x4_t *matOffset ) { Assert( pEffect ); if ( pEffect ) { int iAttachment = -1; if ( pszAttachmentName ) { iAttachment = GetParticleAttachment( pEntity, pszAttachmentName, pEffect->GetEffectName() ); } for ( int i = 0; i < m_ParticleEffects.Count(); i++ ) { if ( m_ParticleEffects[i].pParticleEffect == pEffect ) { AddControlPoint( i, iPoint, pEntity, iAttachType, iAttachment, vecOriginOffset, matOffset ); } } } else { DevWarning( "Attempted to add control point to NULL particle effect!\n" ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CParticleProperty::AddControlPoint( int iEffectIndex, int iPoint, C_BaseEntity *pEntity, ParticleAttachment_t iAttachType, int iAttachmentPoint, Vector vecOriginOffset, matrix3x4_t *matOffset ) { Assert( iEffectIndex >= 0 && iEffectIndex < m_ParticleEffects.Count() ); ParticleEffectList_t *pEffect = &m_ParticleEffects[iEffectIndex]; Assert( pEffect->pControlPoints.Count() < MAX_PARTICLE_CONTROL_POINTS ); int iIndex = pEffect->pControlPoints.AddToTail(); ParticleControlPoint_t *pNewPoint = &pEffect->pControlPoints[iIndex]; pNewPoint->iControlPoint = iPoint; pNewPoint->hEntity = pEntity; pNewPoint->iAttachType = iAttachType; pNewPoint->iAttachmentPoint = iAttachmentPoint; pNewPoint->vecOriginOffset = vecOriginOffset; if ( matOffset ) pNewPoint->matOffset = *matOffset; else pNewPoint->matOffset.Init( Vector(1,0,0), Vector(0,1,0), Vector(0,0,1), Vector(0,0,0) ); UpdateParticleEffect( pEffect, true, iIndex ); } //----------------------------------------------------------------------------- // Used to replace a particle effect with a different one; attaches the control point updating to the new one //----------------------------------------------------------------------------- void CParticleProperty::ReplaceParticleEffect( CNewParticleEffect *pOldEffect, CNewParticleEffect *pNewEffect ) { int nCount = m_ParticleEffects.Count(); for ( int i = 0; i < nCount; ++i ) { if ( pOldEffect != m_ParticleEffects[i].pParticleEffect.GetObject() ) continue; m_ParticleEffects[i].pParticleEffect = pNewEffect; UpdateParticleEffect( &m_ParticleEffects[i], true ); } } //----------------------------------------------------------------------------- // Purpose: Set the parent of a given control point to the index of some other // control point. //----------------------------------------------------------------------------- void CParticleProperty::SetControlPointParent( int iEffectIndex, int whichControlPoint, int parentIdx ) { } //----------------------------------------------------------------------------- // Purpose: Stop effects from emitting more particles. If no effect is // specified, all effects attached to this entity are stopped. //----------------------------------------------------------------------------- void CParticleProperty::StopEmission( CNewParticleEffect *pEffect, bool bWakeOnStop, bool bDestroyAsleepSystems, bool bForceRemoveInstantly, bool bPlayEndCap ) { // If we return from dormancy and are then told to stop emitting, // we should have died while dormant. Remove ourselves immediately. bool bRemoveInstantly = (m_iDormancyChangedAtFrame == gpGlobals->framecount); // force remove particles instantly if caller specified bRemoveInstantly |= bForceRemoveInstantly; if ( pEffect ) { if ( FindEffect( pEffect ) != -1 ) { pEffect->StopEmission( false, bRemoveInstantly, bWakeOnStop, bPlayEndCap ); } } else { // Stop all effects float flNow = g_pParticleSystemMgr->GetLastSimulationTime(); int nCount = m_ParticleEffects.Count(); for ( int i = nCount-1; i >= 0; i-- ) { CNewParticleEffect *pTmp = m_ParticleEffects[i].pParticleEffect.GetObject(); bool bRemoveSystem = bRemoveInstantly || ( bDestroyAsleepSystems && ( flNow >= pTmp->m_flNextSleepTime ) ); if ( bRemoveSystem ) { m_ParticleEffects.Remove( i ); pTmp->SetOwner( NULL ); } pTmp->StopEmission( false, bRemoveSystem, !bRemoveSystem && bWakeOnStop, bPlayEndCap ); } } } //----------------------------------------------------------------------------- // Purpose: Remove effects immediately, including all current particles. If no // effect is specified, all effects attached to this entity are removed. //----------------------------------------------------------------------------- void CParticleProperty::StopEmissionAndDestroyImmediately( CNewParticleEffect *pEffect ) { if ( pEffect ) { int iIndex = FindEffect( pEffect ); Assert( iIndex != -1 ); if ( iIndex != -1 ) { m_ParticleEffects.Remove( iIndex ); // Clear the owner so it doesn't try to call back to us on deletion pEffect->SetOwner( NULL ); pEffect->StopEmission( false, true ); } } else { // Immediately destroy all effects int nCount = m_ParticleEffects.Count(); for ( int i = nCount-1; i >= 0; i-- ) { CNewParticleEffect *pTmp = m_ParticleEffects[i].pParticleEffect.GetObject(); m_ParticleEffects.Remove( i ); // Clear the owner so it doesn't try to call back to us on deletion pTmp->SetOwner( NULL ); pTmp->StopEmission( false, true ); } } } //----------------------------------------------------------------------------- // Purpose: Stop all effects that have a control point associated with the given // entity. //----------------------------------------------------------------------------- void CParticleProperty::StopParticlesInvolving( CBaseEntity *pEntity, bool bForceRemoveInstantly /* =false */ ) { Assert( pEntity ); EHANDLE entHandle = pEntity; // If we return from dormancy and are then told to stop emitting, // we should have died while dormant. Remove ourselves immediately. bool bRemoveInstantly = (m_iDormancyChangedAtFrame == gpGlobals->framecount); // force remove particles instantly if caller specified bRemoveInstantly |= bForceRemoveInstantly; int nCount = m_ParticleEffects.Count(); for ( int i = 0; i < nCount; ++i ) { // for each effect... ParticleEffectList_t &part = m_ParticleEffects[i]; // look through all the control points to see if any mention the given object int cpCount = part.pControlPoints.Count(); for (int j = 0; j < cpCount ; ++j ) { // if any control points respond to the given handle... if (part.pControlPoints[j].hEntity == entHandle) { part.pParticleEffect->StopEmission( false, bRemoveInstantly ); break; // break out of the inner loop (to where it says BREAK TO HERE) } } // BREAK TO HERE } } //----------------------------------------------------------------------------- // Purpose: Stop all effects that were created using the given definition // name. //----------------------------------------------------------------------------- void CParticleProperty::StopParticlesNamed( const char *pszEffectName, bool bForceRemoveInstantly /* =false */, int nSplitScreenPlayerSlot /*= -1*/ ) { CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindParticleSystem( pszEffectName ); AssertMsg1(pDef, "Could not find particle definition %s", pszEffectName ); if (!pDef) return; // If we return from dormancy and are then told to stop emitting, // we should have died while dormant. Remove ourselves immediately. bool bRemoveInstantly = (m_iDormancyChangedAtFrame == gpGlobals->framecount); // force remove particles instantly if caller specified bRemoveInstantly |= bForceRemoveInstantly; int nCount = m_ParticleEffects.Count(); for ( int i = 0; i < nCount; ++i ) { // for each effect... CNewParticleEffect *pParticleEffect = m_ParticleEffects[i].pParticleEffect.GetObject(); if (pParticleEffect->m_pDef() == pDef) { if ( nSplitScreenPlayerSlot != -1 ) { if ( !pParticleEffect->ShouldDrawForSplitScreenUser( nSplitScreenPlayerSlot ) ) continue; } pParticleEffect->StopEmission( false, bRemoveInstantly ); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CParticleProperty::OnParticleSystemUpdated( CNewParticleEffect *pEffect, float flTimeDelta ) { int iIndex = FindEffect( pEffect ); Assert( iIndex != -1 ); if ( iIndex == -1 ) return; UpdateParticleEffect( &m_ParticleEffects[iIndex] ); /* // Display the bounding box of the particle effect Vector vecMins, vecMaxs; pEffect->GetRenderBounds( vecMins, vecMaxs ); debugoverlay->AddBoxOverlay( pEffect->GetRenderOrigin(), vecMins, vecMaxs, QAngle( 0, 0, 0 ), 0, 255, 255, 0, 0 ); */ } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CParticleProperty::OnParticleSystemDeleted( CNewParticleEffect *pEffect ) { int iIndex = FindEffect( pEffect ); if ( iIndex == -1 ) return; if ( m_pOuter ) { m_pOuter->OnParticleEffectDeleted( pEffect ); } m_ParticleEffects[iIndex].pParticleEffect.MarkDeleted(); m_ParticleEffects.Remove( iIndex ); } #ifdef CLIENT_DLL //----------------------------------------------------------------------------- // Purpose: The entity we're attached to has change dormancy state on our client //----------------------------------------------------------------------------- void CParticleProperty::OwnerSetDormantTo( bool bDormant ) { m_iDormancyChangedAtFrame = gpGlobals->framecount; int nCount = m_ParticleEffects.Count(); for ( int i = 0; i < nCount; i++ ) { //m_ParticleEffects[i].pParticleEffect->SetShouldSimulate( !bDormant ); m_ParticleEffects[i].pParticleEffect->SetDormant( bDormant ); } } #endif //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CParticleProperty::FindEffect( CNewParticleEffect *pEffect ) { for ( int i = 0; i < m_ParticleEffects.Count(); i++ ) { if ( m_ParticleEffects[i].pParticleEffect == pEffect ) return i; } return -1; } int CParticleProperty::FindEffect( const char *pEffectName ) { for ( int i = 0; i < m_ParticleEffects.Count(); i++ ) { if ( !Q_stricmp( m_ParticleEffects[i].pParticleEffect->GetName(), pEffectName ) ) return i; } return -1; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CParticleProperty::UpdateParticleEffect( ParticleEffectList_t *pEffect, bool bInitializing, int iOnlyThisControlPoint ) { if ( iOnlyThisControlPoint != -1 ) { UpdateControlPoint( pEffect, iOnlyThisControlPoint, bInitializing ); return; } // Loop through our control points and update them all for ( int i = 0; i < pEffect->pControlPoints.Count(); i++ ) { UpdateControlPoint( pEffect, i, bInitializing ); } } extern void FormatViewModelAttachment( C_BasePlayer *pPlayer, Vector &vOrigin, bool bInverse ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CParticleProperty::UpdateControlPoint( ParticleEffectList_t *pEffect, int iPoint, bool bInitializing ) { ParticleControlPoint_t *pPoint = &pEffect->pControlPoints[iPoint]; if ( pEffect->pParticleEffect->m_pDef->IsScreenSpaceEffect() && iPoint == 0 ) { pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) ); pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, vec3_origin ); return; } if ( !pPoint->hEntity.Get() ) { if ( pPoint->iAttachType == PATTACH_WORLDORIGIN && bInitializing ) { pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) ); pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, pPoint->vecOriginOffset ); pEffect->pParticleEffect->SetSortOrigin( pPoint->vecOriginOffset ); } pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, NULL ); return; } // Only update non-follow particles when we're initializing, if ( !bInitializing && (pPoint->iAttachType == PATTACH_ABSORIGIN || pPoint->iAttachType == PATTACH_POINT ) ) return; if ( pPoint->iAttachType == PATTACH_CUSTOMORIGIN ) return; Vector vecOrigin, vecForward, vecRight, vecUp; switch ( pPoint->iAttachType ) { case PATTACH_POINT: case PATTACH_POINT_FOLLOW: { C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating(); bool bValid = false; Assert( pAnimating ); if ( pAnimating ) { matrix3x4_t attachmentToWorld; if ( pAnimating->IsViewModel() ) { C_BasePlayer *pPlayer = ToBasePlayer( ((C_BaseViewModel *)pAnimating)->GetOwner() ); ACTIVE_SPLITSCREEN_PLAYER_GUARD( C_BasePlayer::GetSplitScreenSlotForPlayer( pPlayer ) ); if ( pAnimating->GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) ) { bValid = true; MatrixVectors( attachmentToWorld, &vecForward, &vecRight, &vecUp ); MatrixPosition( attachmentToWorld, vecOrigin ); #ifndef PORTAL2 // This is breaking in Portal if ( pEffect->pParticleEffect->m_pDef->IsViewModelEffect() ) { FormatViewModelAttachment( pPlayer, vecOrigin, true ); } #endif } } else { // HACK_GETLOCALPLAYER_GUARD( "CParticleProperty::UpdateControlPoint" ); if ( pAnimating->GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) ) { bValid = true; MatrixVectors( attachmentToWorld, &vecForward, &vecRight, &vecUp ); #ifdef _DEBUG float flTests[3] = {vecForward.Dot( vecRight ), vecRight.Dot( vecUp ), vecUp.Dot( vecForward )}; static float s_flMaxTest = 0.001f; Assert( fabs( flTests[0] ) + fabs( flTests[1] ) + fabs( flTests[2] ) < s_flMaxTest ); #endif MatrixPosition( attachmentToWorld, vecOrigin ); if ( pEffect->pParticleEffect->m_pDef->IsViewModelEffect() ) { HACK_GETLOCALPLAYER_GUARD( "CParticleProperty::UpdateControlPoint" ); FormatViewModelAttachment( NULL, vecOrigin, true ); } } } } if ( !bValid ) { static bool bWarned = false; if ( !bWarned ) { bWarned = true; DevWarning( "Attempted to attach particle effect %s to an unknown attachment on entity %s\n", pEffect->pParticleEffect->m_pDef->GetName(), pAnimating ? pAnimating->GetClassname() : "(null)" ); } // FIXME: what's the fallback? is it ok to kill the effect if we don't know where to attach it? pEffect->pParticleEffect->StopEmission(); } if ( !bValid ) { AssertOnce( 0 ); return; } } break; case PATTACH_ABSORIGIN: case PATTACH_ABSORIGIN_FOLLOW: default: { vecOrigin = pPoint->hEntity->GetAbsOrigin() + pPoint->vecOriginOffset; pPoint->hEntity->GetVectors( &vecForward, &vecRight, &vecUp ); } break; case PATTACH_EYES_FOLLOW: { C_BaseEntity *pEnt = pPoint->hEntity; if ( !pEnt->IsPlayer() ) return; C_BasePlayer *pPlayer = assert_cast< C_BasePlayer* >( pEnt ); bool bValid = false; Assert( pPlayer ); if ( pPlayer ) { bValid = true; vecOrigin = pPlayer->EyePosition() + pPoint->vecOriginOffset; pPlayer->EyeVectors( &vecForward, &vecRight, &vecUp ); } if ( !bValid ) { AssertOnce( 0 ); return; } } break; case PATTACH_OVERHEAD_FOLLOW: { Vector vecMins, vecMaxs = vec3_origin; const model_t *mod = pPoint->hEntity->GetModel(); if ( mod ) { modelinfo->GetModelBounds( mod, vecMins, vecMaxs ); } vecOrigin = pPoint->hEntity->GetAbsOrigin() + pPoint->vecOriginOffset; vecOrigin.z += vecMaxs.z; pPoint->hEntity->GetVectors( &vecForward, &vecRight, &vecUp ); } break; case PATTACH_CUSTOMORIGIN_FOLLOW: { matrix3x4_t mat; MatrixMultiply( pPoint->hEntity->RenderableToWorldTransform(), pPoint->matOffset, mat ); Vector vecForward, vecRight, vecUp; MatrixVectors( mat, &vecForward, &vecRight, &vecUp ); MatrixPosition( mat, vecOrigin ); pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, pPoint->hEntity ); pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, vecOrigin ); pEffect->pParticleEffect->SetSortOrigin( vecOrigin ); pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, vecForward, vecRight, vecUp ); return; } break; case PATTACH_ROOTBONE_FOLLOW: { C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating(); Assert( pAnimating ); if ( pAnimating ) { matrix3x4_t rootBone; if ( pAnimating->GetRootBone( rootBone ) ) { MatrixVectors( rootBone, &vecForward, &vecRight, &vecUp ); MatrixPosition( rootBone, vecOrigin ); } } } break; } pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, vecForward, vecRight, vecUp ); pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, pPoint->hEntity ); pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, vecOrigin ); pEffect->pParticleEffect->SetSortOrigin( vecOrigin ); } //----------------------------------------------------------------------------- // Purpose: Output all active effects //----------------------------------------------------------------------------- void CParticleProperty::DebugPrintEffects( void ) { int nCount = m_ParticleEffects.Count(); for ( int i = 0; i < nCount; ++i ) { // for each effect... CNewParticleEffect *pParticleEffect = m_ParticleEffects[i].pParticleEffect.GetObject(); if ( !pParticleEffect ) continue; Msg( "(%d) EffectName \"%s\" Dormant? %s Emission Stopped? %s \n", i, pParticleEffect->GetEffectName(), ( pParticleEffect->m_bDormant ) ? "yes" : "no", ( pParticleEffect->m_bEmissionStopped ) ? "yes" : "no" ); } } bool CParticleProperty::IsValidEffect( const CNewParticleEffect *pEffect ) { if( pEffect == NULL ) return false; int nCount = m_ParticleEffects.Count(); for ( int i = 0; i < nCount; ++i ) { if( pEffect == m_ParticleEffects[i].pParticleEffect.GetObject() ) return true; } return false; }