//====== Copyright © 1996-2005, 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" //----------------------------------------------------------------------------- // 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_CUSTOMORIGIN_FOLLOW, // Create at a custom origin, follow relative position to specified entity PATTACH_POINT, // Create on attachment point, but don't follow PATTACH_POINT_FOLLOW, // Create on attachment point, and update to follow the entity PATTACH_EYES_FOLLOW, // Create on eyes of the attached entity, and update to follow the entity PATTACH_WORLDORIGIN, // Used for control points that don't attach to an entity MAX_PATTACH_TYPES, }; extern int GetAttachTypeFromString( const char *pszString ); #define PARTICLE_DISPATCH_FROM_ENTITY (1<<0) #define PARTICLE_DISPATCH_RESET_PARTICLES (1<<1) //----------------------------------------------------------------------------- // 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 ); // Precaches standard particle systems (only necessary on server) // Should be called once per level void PrecacheStandardParticleSystems( ); //----------------------------------------------------------------------------- // Particle spawning methods //----------------------------------------------------------------------------- void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, bool bResetAllParticlesOnEntity = false, int nSplitScreenPlayerSlot = -1, IRecipientFilter *filter = NULL ); void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity = NULL, int iAttachmentPoint = -1, bool bResetAllParticlesOnEntity = false, int nSplitScreenPlayerSlot = -1, IRecipientFilter *filter = NULL ); void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity = NULL, int nSplitScreenPlayerSlot = -1 ); void DispatchParticleEffect( const char *pszParticleName, const Vector &vecOrigin, const QAngle &vecAngles, ParticleAttachment_t iAttachType, CBaseEntity *pEntity = NULL, int nSplitScreenPlayerSlot = -1 ); void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL, int nSplitScreenPlayerSlot = -1 ); void DispatchParticleEffect( int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL, int nSplitScreenPlayerSlot = -1 ); void DispatchParticleEffectLink( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity = NULL, CBaseEntity *pOtherEntity = NULL, int iAttachmentPoint = -1, bool bResetAllParticlesOnEntity = false, int nSplitScreenPlayerSlot = -1 ); void DispatchParticleEffect( int iEffectIndex, const Vector &vecOrigin, const QAngle &vecAngles, ParticleAttachment_t iAttachType, CBaseEntity *pEntity = NULL, int nSplitScreenPlayerSlot = -1 ); void StopParticleEffects( CBaseEntity *pEntity ); void StopParticleEffect( CBaseEntity *pEntity, const char *pszParticleName ); #endif // PARTICLE_PARSE_H