Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef PARTICLE_PARSE_H
#define PARTICLE_PARSE_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "utlstring.h"
#include "ifilelist.h"
//-----------------------------------------------------------------------------
// Particle attachment methods
//-----------------------------------------------------------------------------
enum ParticleAttachment_t
{
PATTACH_ABSORIGIN = 0, // Create at absorigin, but don't follow
PATTACH_ABSORIGIN_FOLLOW, // Create at absorigin, and update to follow the entity
PATTACH_CUSTOMORIGIN, // Create at a custom origin, but don't follow
PATTACH_POINT, // Create on attachment point, but don't follow
PATTACH_POINT_FOLLOW, // Create on attachment point, and update to follow the entity
PATTACH_WORLDORIGIN, // Used for control points that don't attach to an entity
PATTACH_ROOTBONE_FOLLOW, // Create at the root bone of the entity, and update to follow
MAX_PATTACH_TYPES,
};
extern int GetAttachTypeFromString( const char *pszString );
#define PARTICLE_DISPATCH_FROM_ENTITY (1<<0)
#define PARTICLE_DISPATCH_RESET_PARTICLES (1<<1)
struct te_tf_particle_effects_colors_t
{
Vector m_vecColor1;
Vector m_vecColor2;
};
struct te_tf_particle_effects_control_point_t
{
ParticleAttachment_t m_eParticleAttachment;
Vector m_vecOffset;
};
//-----------------------------------------------------------------------------
// Particle parsing methods
//-----------------------------------------------------------------------------
// Parse the particle manifest file & register the effects within it
// Only needs to be called once per game, unless tools change particle definitions
void ParseParticleEffects( bool bLoadSheets, bool bPrecache );
void ParseParticleEffectsMap( const char *pMapName, bool bLoadSheets, IFileList *pFilesToReload = NULL );
// Get a list of the files inside the particle manifest file
void GetParticleManifest( CUtlVector<CUtlString>& list );
// Precaches standard particle systems (only necessary on server)
// Should be called once per level
void PrecacheStandardParticleSystems( );
class IFileList;
void ReloadParticleEffectsInList( IFileList *pFilesToReload );
//-----------------------------------------------------------------------------
// Particle spawning methods
//-----------------------------------------------------------------------------
void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, bool bResetAllParticlesOnEntity = false );
void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity = NULL, int iAttachmentPoint = -1, bool bResetAllParticlesOnEntity = false );
void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity = NULL );
void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL );
void DispatchParticleEffect( int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL );
void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, Vector vecColor1, Vector vecColor2, bool bUseColors=true, bool bResetAllParticlesOnEntity = false );
void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, Vector vecColor1, Vector vecColor2, bool bUseColors=true, CBaseEntity *pEntity = NULL, int iAttachType = PATTACH_CUSTOMORIGIN );
void StopParticleEffects( CBaseEntity *pEntity );
#endif // PARTICLE_PARSE_H