mirror of
https://github.com/alliedmodders/hl2sdk.git
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208 lines
6.8 KiB
C++
208 lines
6.8 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Drops particles where the entity was.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "EntityParticleTrail.h"
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#include "networkstringtable_gamedll.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Used to retire the entity
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//-----------------------------------------------------------------------------
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static const char *s_pRetireContext = "RetireContext";
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//-----------------------------------------------------------------------------
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// Save/load
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//-----------------------------------------------------------------------------
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BEGIN_DATADESC( CEntityParticleTrail )
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DEFINE_FIELD( m_iMaterialName, FIELD_MATERIALINDEX ),
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DEFINE_EMBEDDED( m_Info ),
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DEFINE_FIELD( m_hConstraintEntity, FIELD_EHANDLE ),
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// Think this should be handled by StartTouch/etc.
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// DEFINE_FIELD( m_nRefCount, FIELD_INTEGER ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Networking
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//-----------------------------------------------------------------------------
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IMPLEMENT_SERVERCLASS_ST( CEntityParticleTrail, DT_EntityParticleTrail )
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SendPropInt(SENDINFO(m_iMaterialName), MAX_MATERIAL_STRING_BITS, SPROP_UNSIGNED ),
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SendPropDataTable( SENDINFO_DT( m_Info ), &REFERENCE_SEND_TABLE( DT_EntityParticleTrailInfo ) ),
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SendPropEHandle(SENDINFO(m_hConstraintEntity)),
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( env_particle_trail, CEntityParticleTrail );
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//-----------------------------------------------------------------------------
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// Purpose: Creates a flame and attaches it to a target entity.
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// Input : pTarget -
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//-----------------------------------------------------------------------------
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CEntityParticleTrail *CEntityParticleTrail::Create( CBaseEntity *pTarget, const EntityParticleTrailInfo_t &info, CBaseEntity *pConstraintEntity )
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{
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int iMaterialName = GetMaterialIndex( STRING(info.m_strMaterialName) );
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// Look for other particle trails on the entity + copy state to the new entity
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CEntityParticleTrail *pTrail;
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CBaseEntity *pNext;
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for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pNext )
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{
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pNext = pChild->NextMovePeer();
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pTrail = dynamic_cast<CEntityParticleTrail*>(pChild);
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if ( pTrail && (pTrail->m_iMaterialName == iMaterialName) )
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{
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// Prevent destruction if it re-enters the field
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pTrail->IncrementRefCount();
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return pTrail;
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}
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}
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pTrail = (CEntityParticleTrail *)CreateEntityByName( "env_particle_trail" );
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if ( pTrail == NULL )
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return NULL;
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pTrail->m_hConstraintEntity = pConstraintEntity;
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pTrail->m_iMaterialName = iMaterialName;
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pTrail->m_Info.CopyFrom(info);
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pTrail->m_nRefCount = 1;
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pTrail->AttachToEntity( pTarget );
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pTrail->Spawn();
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return pTrail;
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}
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//-----------------------------------------------------------------------------
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// Spawn
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//-----------------------------------------------------------------------------
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void CEntityParticleTrail::Spawn()
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{
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BaseClass::Spawn();
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/*
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SetThink( &CEntityParticleTrail::BoogieThink );
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SetNextThink( gpGlobals->curtime + 0.01f );
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if ( HasSpawnFlags( SF_RAGDOLL_BOOGIE_ELECTRICAL ) )
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{
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SetContextThink( ZapThink, gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ), s_pZapContext );
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}
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*/
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}
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//-----------------------------------------------------------------------------
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// Spawn
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//-----------------------------------------------------------------------------
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void CEntityParticleTrail::UpdateOnRemove()
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{
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g_pNotify->ClearEntity( this );
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Force our constraint entity to be trasmitted
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//-----------------------------------------------------------------------------
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void CEntityParticleTrail::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways )
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{
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// Are we already marked for transmission?
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if ( pInfo->m_pTransmitEdict->Get( entindex() ) )
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return;
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BaseClass::SetTransmit( pInfo, bAlways );
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// Force our constraint entity to be sent too.
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if ( m_hConstraintEntity )
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{
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m_hConstraintEntity->SetTransmit( pInfo, bAlways );
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}
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}
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//-----------------------------------------------------------------------------
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// Retire
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//-----------------------------------------------------------------------------
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void CEntityParticleTrail::IncrementRefCount()
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{
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if ( m_nRefCount == 0 )
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{
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SetContextThink( NULL, gpGlobals->curtime, s_pRetireContext );
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}
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++m_nRefCount;
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}
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void CEntityParticleTrail::DecrementRefCount()
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{
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--m_nRefCount;
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Assert( m_nRefCount >= 0 );
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if ( m_nRefCount == 0 )
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{
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FollowEntity( NULL );
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g_pNotify->ClearEntity( this );
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SetContextThink( &CEntityParticleTrail::SUB_Remove, gpGlobals->curtime + m_Info.m_flLifetime, s_pRetireContext );
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}
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}
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//-----------------------------------------------------------------------------
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// Clean up when the entity goes away.
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//-----------------------------------------------------------------------------
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void CEntityParticleTrail::NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms )
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{
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BaseClass::NotifySystemEvent( pNotify, eventType, params );
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Assert( pNotify == GetMoveParent() );
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if ( eventType == NOTIFY_EVENT_DESTROY )
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{
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FollowEntity( NULL );
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g_pNotify->ClearEntity( this );
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if ( m_nRefCount != 0 )
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{
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m_nRefCount = 0;
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SetContextThink( &CEntityParticleTrail::SUB_Remove, gpGlobals->curtime + m_Info.m_flLifetime, s_pRetireContext );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Suppression count
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//-----------------------------------------------------------------------------
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void CEntityParticleTrail::Destroy( CBaseEntity *pTarget, const EntityParticleTrailInfo_t &info )
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{
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int iMaterialName = GetMaterialIndex( STRING(info.m_strMaterialName) );
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// Look for the particle trail attached to this entity + decrease refcount
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CBaseEntity *pNext;
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for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pNext )
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{
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pNext = pChild->NextMovePeer();
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CEntityParticleTrail *pTrail = dynamic_cast<CEntityParticleTrail*>(pChild);
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if ( !pTrail || (pTrail->m_iMaterialName != iMaterialName) )
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continue;
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pTrail->DecrementRefCount();
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}
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}
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//-----------------------------------------------------------------------------
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// Attach to an entity
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//-----------------------------------------------------------------------------
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void CEntityParticleTrail::AttachToEntity( CBaseEntity *pTarget )
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{
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FollowEntity( pTarget );
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g_pNotify->AddEntity( this, pTarget );
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}
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