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2020-08-04 13:13:01 -04:00

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C++

//========= 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<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