Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A simple test entity for creating special effects
//
//=============================================================================
#include "cbase.h"
#include "c_te_effect_dispatch.h"
#include "particles_simple.h"
// Declare the sparkler entity for the client-side
class C_Sparkler : public C_BaseEntity { public: DECLARE_CLIENTCLASS(); DECLARE_CLASS( C_Sparkler, C_BaseEntity );
virtual void OnDataChanged( DataUpdateType_t updateType ); // Called when data changes on the server
virtual void ClientThink( void ); // Client-side think function for the entity
private: bool m_bEmit; // Determines whether or not we should emit particles
float m_flScale; // Size of the effect
CSmartPtr<CSimpleEmitter> m_hEmitter; // Particle emitter for this entity
PMaterialHandle m_hMaterial; // Material handle used for this entity's particles
TimedEvent m_tParticleTimer; // Timer used to control particle emission rate
};
// Declare the data-table for server/client communication
IMPLEMENT_CLIENTCLASS_DT( C_Sparkler, DT_Sparkler, CSparkler ) RecvPropInt( RECVINFO( m_bEmit ) ), // Boolean state from the server
RecvPropFloat( RECVINFO( m_flScale ) ), END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose: Called when data changes on the server
//-----------------------------------------------------------------------------
void C_Sparkler::OnDataChanged( DataUpdateType_t updateType ) { // NOTE: We MUST call the base classes' implementation of this function
BaseClass::OnDataChanged( updateType ); // Setup our entity's particle system on creation
if ( updateType == DATA_UPDATE_CREATED ) { // Creat the emitter
m_hEmitter = CSimpleEmitter::Create( "env_sparkler" );
// Obtain a reference handle to our particle's desired material
if ( m_hEmitter.IsValid() ) { m_hMaterial = m_hEmitter->GetPMaterial( "effects/yellowflare" ); }
// Spawn 128 particles per second
m_tParticleTimer.Init( 128 );
// Call our ClientThink() function once every client frame
SetNextClientThink( CLIENT_THINK_ALWAYS ); } }
//-----------------------------------------------------------------------------
// Purpose: Client-side think function for the entity
//-----------------------------------------------------------------------------
void C_Sparkler::ClientThink( void ) { // We must have a valid emitter
if ( m_hEmitter == NULL ) return;
// We must be allowed to emit particles by the server
if ( m_bEmit == false ) return;
SimpleParticle *pParticle;
float curTime = gpGlobals->frametime;
// Add as many particles as required this frame
while ( m_tParticleTimer.NextEvent( curTime ) ) { // Create the particle
pParticle = m_hEmitter->AddSimpleParticle( m_hMaterial, GetAbsOrigin() );
if ( pParticle == NULL ) return;
// Setup our size
pParticle->m_uchStartSize = (unsigned char) m_flScale; pParticle->m_uchEndSize = 0;
// Setup our roll
pParticle->m_flRoll = random->RandomFloat( 0, 2*M_PI ); pParticle->m_flRollDelta = random->RandomFloat( -DEG2RAD( 180 ), DEG2RAD( 180 ) );
// Set our color
pParticle->m_uchColor[0] = 255; pParticle->m_uchColor[1] = 255; pParticle->m_uchColor[2] = 255;
// Setup our alpha values
pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 255; // Obtain a random direction
Vector velocity = RandomVector( -1.0f, 1.0f ); VectorNormalize( velocity );
// Obtain a random speed
float speed = random->RandomFloat( 4.0f, 8.0f ) * m_flScale;
// Set our velocity
pParticle->m_vecVelocity = velocity * speed;
// Die in a short range of time
pParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f ); } }
// ============================================================================
//
// Dispatch Effect version
//
// ============================================================================
//-----------------------------------------------------------------------------
// Purpose: Callback to create a sparkle effect on the client
// Input : &data - information about the effect
//-----------------------------------------------------------------------------
void SparkleCallback( const CEffectData &data ) { // Create a simple particle emitter
CSmartPtr<CSimpleEmitter> pSparkleEmitter = CSimpleEmitter::Create( "Sparkle" );
if ( pSparkleEmitter == NULL ) return;
// Make local versions of our passed in data
Vector origin = data.m_vOrigin; float scale = data.m_flScale;
// Set our sort origin to make the system cull properly
pSparkleEmitter->SetSortOrigin( origin );
// Find the material handle we wish to use for these particles
PMaterialHandle hMaterial = pSparkleEmitter->GetPMaterial( "effects/yellowflare" );
SimpleParticle *pParticle;
// Make a group of particles in the world
for ( int i = 0; i < 64; i++ ) { // Create a particle
pParticle = pSparkleEmitter->AddSimpleParticle( hMaterial, origin );
if ( pParticle == NULL ) return;
// Set our sizes
pParticle->m_uchStartSize = (unsigned char) scale; pParticle->m_uchEndSize = 0;
// Set our roll
pParticle->m_flRoll = random->RandomFloat( 0, 2*M_PI ); pParticle->m_flRollDelta = random->RandomFloat( -DEG2RAD( 180 ), DEG2RAD( 180 ) );
// Set our color
pParticle->m_uchColor[0] = 255; // Red
pParticle->m_uchColor[1] = 255; // Green
pParticle->m_uchColor[2] = 255; // Blue
// Set our alpha
pParticle->m_uchStartAlpha = 0; pParticle->m_uchEndAlpha = 255; // Create a random vector
Vector velocity = RandomVector( -1.0f, 1.0f ); VectorNormalize( velocity );
// Find a random speed for the particle
float speed = random->RandomFloat( 4.0f, 8.0f ) * scale;
// Build and set the velocity of the particle
pParticle->m_vecVelocity = velocity * speed;
// Declare our lifetime
pParticle->m_flDieTime = 1.0f; } }
// This links our server-side call to a client-side function
DECLARE_CLIENT_EFFECT( "Sparkle", SparkleCallback );
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