hl2_src-leak-2017/src/game/client/tf2/c_obj_empgenerator.cpp

100 lines
2.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "c_baseobject.h"
#include "particles_simple.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_ObjectEMPGenerator : public C_BaseObject
{
DECLARE_CLASS( C_ObjectEMPGenerator, C_BaseObject );
public:
DECLARE_CLIENTCLASS();
C_ObjectEMPGenerator();
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink( void );
private:
CSmartPtr<CSimpleEmitter> m_pEmitter;
PMaterialHandle m_hParticleMaterial;
TimedEvent m_ParticleEvent;
private:
C_ObjectEMPGenerator( const C_ObjectEMPGenerator & ); // not defined, not accessible
};
IMPLEMENT_CLIENTCLASS_DT(C_ObjectEMPGenerator, DT_ObjectEMPGenerator, CObjectEMPGenerator)
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_ObjectEMPGenerator::C_ObjectEMPGenerator()
{
m_ParticleEvent.Init( 300 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ObjectEMPGenerator::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
m_pEmitter = CSimpleEmitter::Create( "C_ObjectEMPGenerator" );
m_hParticleMaterial = m_pEmitter->GetPMaterial( "sprites/chargeball" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ObjectEMPGenerator::ClientThink( void )
{
// Add particles at the target.
float flCur = gpGlobals->frametime;
while ( m_ParticleEvent.NextEvent( flCur ) )
{
Vector vPos = WorldSpaceCenter( );
Vector vOffset = RandomVector( -1, 1 );
VectorNormalize( vOffset );
vPos += vOffset * RandomFloat( 0, 50 );
SimpleParticle *pParticle = m_pEmitter->AddSimpleParticle( m_hParticleMaterial, vPos );
if ( pParticle )
{
// Move the points along the path.
pParticle->m_vecVelocity.Init();
pParticle->m_flRoll = 0;
pParticle->m_flRollDelta = 0;
pParticle->m_flDieTime = 0.4f;
pParticle->m_flLifetime = 0;
pParticle->m_uchColor[0] = 255;
pParticle->m_uchColor[1] = 255;
pParticle->m_uchColor[2] = 255;
pParticle->m_uchStartAlpha = 32;
pParticle->m_uchEndAlpha = 0;
pParticle->m_uchStartSize = 6;
pParticle->m_uchEndSize = 4;
pParticle->m_iFlags = 0;
}
}
}