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