Seaside/SpyCustom/sdk/particle_parse.h
2021-06-16 18:48:15 +03:00

66 lines
2.5 KiB
C++

#ifndef PARTICLE_PARSE_H
#define PARTICLE_PARSE_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "utlstring.h"
#include "ifilelist.h"
enum ParticleAttachment_t
{
PATTACH_ABSORIGIN = 0,
PATTACH_ABSORIGIN_FOLLOW,
PATTACH_CUSTOMORIGIN,
PATTACH_POINT,
PATTACH_POINT_FOLLOW,
PATTACH_WORLDORIGIN,
PATTACH_ROOTBONE_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;
};
void ParseParticleEffects(bool bLoadSheets, bool bPrecache);
void ParseParticleEffectsMap(const char* pMapName, bool bLoadSheets, IFileList* pFilesToReload = NULL);
void GetParticleManifest(CUtlVector<CUtlString>& list);
void PrecacheStandardParticleSystems();
class IFileList;
void ReloadParticleEffectsInList(IFileList* pFilesToReload);
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