hl2_src-leak-2017/src/game/client/fx_trail.cpp

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "fx_trail.h"
C_ParticleTrail::C_ParticleTrail( void )
{
}
C_ParticleTrail::~C_ParticleTrail( void )
{
if ( m_pParticleMgr )
{
m_pParticleMgr->RemoveEffect( &m_ParticleEffect );
}
}
//-----------------------------------------------------------------------------
// Purpose: Gets the attachment point to spawn at
//-----------------------------------------------------------------------------
void C_ParticleTrail::GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles )
{
C_BaseEntity *pEnt = pAttachedTo->GetBaseEntity();
if ( pEnt && (m_nAttachment > 0) )
{
pEnt->GetAttachment( m_nAttachment, *pAbsOrigin, *pAbsAngles );
return;
}
BaseClass::GetAimEntOrigin( pAttachedTo, pAbsOrigin, pAbsAngles );
}
//-----------------------------------------------------------------------------
// Purpose: Turn on the emission of particles
//-----------------------------------------------------------------------------
void C_ParticleTrail::SetEmit( bool bEmit )
{
m_bEmit = bEmit;
}
//-----------------------------------------------------------------------------
// Purpose: Set the spawn rate of the effect
//-----------------------------------------------------------------------------
void C_ParticleTrail::SetSpawnRate( float rate )
{
m_SpawnRate = rate;
m_ParticleSpawn.Init( rate );
}
//-----------------------------------------------------------------------------
// Purpose: First sent down from the server
//-----------------------------------------------------------------------------
void C_ParticleTrail::OnDataChanged(DataUpdateType_t updateType)
{
C_BaseEntity::OnDataChanged(updateType);
if ( updateType == DATA_UPDATE_CREATED )
{
Start( ParticleMgr(), NULL );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ParticleTrail::Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs )
{
if( pParticleMgr->AddEffect( &m_ParticleEffect, this ) == false )
return;
m_pParticleMgr = pParticleMgr;
}