//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef PARTICLE_PARSE_H #define PARTICLE_PARSE_H #ifdef _WIN32 #pragma once #endif #include "ifilelist.h" #include "utlstring.h" #include "utlvector.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 &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