mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-29 23:42:38 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
1589 lines
44 KiB
C++
1589 lines
44 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#if !defined(FX_SCHEDULER_H_INC)
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#include "FxScheduler.h"
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#endif
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#if !defined(GHOUL2_SHARED_H_INC)
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#include "../game/ghoul2_shared.h" //for CGhoul2Info_v
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#endif
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#if !defined(G2_H_INC)
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#include "../../code/ghoul2/G2.h"
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#endif
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#if !defined(__Q_SHARED_H)
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#include "../game/q_shared.h"
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#endif
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#include "cg_media.h"
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#include "qcommon/safe/string.h"
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#include <cmath>
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CFxScheduler theFxScheduler;
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//-----------------------------------------------------------
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void CMediaHandles::operator=(const CMediaHandles &that )
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{
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mMediaList.clear();
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for ( size_t i = 0; i < that.mMediaList.size(); i++ )
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{
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mMediaList.push_back( that.mMediaList[i] );
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}
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}
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//------------------------------------------------------
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CFxScheduler::CFxScheduler()
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{
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memset( &mEffectTemplates, 0, sizeof( mEffectTemplates ));
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}
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//-----------------------------------------------------------
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void SEffectTemplate::operator=(const SEffectTemplate &that)
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{
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mCopy = true;
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Q_strncpyz( mEffectName, that.mEffectName, sizeof(mEffectName) );
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mPrimitiveCount = that.mPrimitiveCount;
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for( int i = 0; i < mPrimitiveCount; i++ )
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{
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mPrimitives[i] = new CPrimitiveTemplate;
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*(mPrimitives[i]) = *(that.mPrimitives[i]);
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// Mark use as a copy so that we know that we should be chucked when used up
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mPrimitives[i]->mCopy = true;
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}
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}
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//------------------------------------------------------
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// Clean
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// Free up any memory we've allocated so we aren't leaking memory
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//
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// Input:
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// Whether to clean everything or just stop the playing (active) effects
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//
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// Return:
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// None
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//
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//------------------------------------------------------
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void CFxScheduler::Clean(bool bRemoveTemplates /*= true*/, int idToPreserve /*= 0*/)
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{
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int i, j;
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TScheduledEffect::iterator itr, next;
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// Ditch any scheduled effects
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itr = mFxSchedule.begin();
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while ( itr != mFxSchedule.end() )
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{
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next = itr;
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++next;
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mScheduledEffectsPool.Free (*itr);
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mFxSchedule.erase(itr);
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itr = next;
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}
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if (bRemoveTemplates)
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{
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// Ditch any effect templates
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for ( i = 1; i < FX_MAX_EFFECTS; i++ )
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{
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if ( i == idToPreserve)
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{
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continue;
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}
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if ( mEffectTemplates[i].mInUse )
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{
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// Ditch the primitives
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for (j = 0; j < mEffectTemplates[i].mPrimitiveCount; j++)
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{
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delete mEffectTemplates[i].mPrimitives[j];
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}
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}
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mEffectTemplates[i].mInUse = false;
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}
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if (idToPreserve == 0)
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{
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mEffectIDs.clear();
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}
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else
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{
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// Clear the effect names, but first get the name of the effect to preserve,
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// and restore it after clearing.
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fxString_t str;
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TEffectID::iterator iter;
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for (iter = mEffectIDs.begin(); iter != mEffectIDs.end(); ++iter)
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{
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if ((*iter).second == idToPreserve)
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{
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str = (*iter).first;
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break;
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}
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}
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mEffectIDs.clear();
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mEffectIDs[str] = idToPreserve;
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}
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}
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}
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//------------------------------------------------------
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// RegisterEffect
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// Attempt to open the specified effect file, if
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// file read succeeds, parse the file.
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//
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// Input:
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// path or filename to open
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//
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// Return:
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// int handle to the effect
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//------------------------------------------------------
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int CFxScheduler::RegisterEffect( const char *path, bool bHasCorrectPath /*= false*/ )
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{
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// Dealing with file names:
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// File names can come from two places - the editor, in which case we should use the given
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// path as is, and the effect file, in which case we should add the correct path and extension.
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// In either case we create a stripped file name to use for naming effects.
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//
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// FIXME: this could maybe be a cstring_view, if mEffectIDs were to use a transparent comparator, but those were only added in C++14, which we don't support yet (sigh)
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char filenameNoExt[MAX_QPATH];
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// Get an extension stripped version of the file
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if (bHasCorrectPath)
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{
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// FIXME: this is basically COM_SkipPath, except it also accepts '\\' instead of '/'
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const char *last = path, *p = path;
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while (*p != '\0')
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{
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if ((*p == '/') || (*p == '\\'))
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{
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last = p + 1;
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}
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p++;
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}
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COM_StripExtension( last, filenameNoExt, sizeof( filenameNoExt ) );
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}
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else
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{
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COM_StripExtension( path, filenameNoExt, sizeof( filenameNoExt ) );
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}
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// see if the specified file is already registered. If it is, just return the id of that file
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TEffectID::iterator itr;
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itr = mEffectIDs.find( filenameNoExt );
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if ( itr != mEffectIDs.end() )
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{
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return (*itr).second;
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}
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char correctFilenameBuffer[MAX_QPATH];
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const char *pfile;
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if (bHasCorrectPath)
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{
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pfile = path;
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}
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else
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{
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// Add on our extension and prepend the file with the default path
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Com_sprintf( correctFilenameBuffer, sizeof( correctFilenameBuffer ), "%s/%s.efx", FX_FILE_PATH, filenameNoExt );
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pfile = correctFilenameBuffer;
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}
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// Let the generic parser process the whole file
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CGenericParser2 parser;
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if( !parser.Parse( pfile ) )
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{
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if( !parser.ValidFile() )
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{
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theFxHelper.Print( "RegisterEffect: INVALID file: %s\n", pfile );
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}
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return false;
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if( parser.ValidFile() )
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{
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return false;
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}
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}
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// Lets convert the effect file into something that we can work with
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return ParseEffect( filenameNoExt, parser.GetBaseParseGroup() );
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}
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//------------------------------------------------------
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// ParseEffect
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// Starts at ground zero, using each group header to
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// determine which kind of effect we are working with.
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// Then we call the appropriate function to parse the
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// specified effect group.
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//
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// Input:
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// base group, essentially the whole files contents
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//
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// Return:
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// int handle of the effect
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//------------------------------------------------------
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int CFxScheduler::ParseEffect( const char *file, const CGPGroup& base )
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{
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int handle;
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SEffectTemplate* effect = GetNewEffectTemplate( &handle, file );
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if ( !handle || !effect )
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{
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// failure
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return 0;
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}
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for( const auto& primitiveGroup : base.GetSubGroups() )
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{
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static std::map< gsl::cstring_view, EPrimType, Q::CStringViewILess > primitiveTypes{
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{ CSTRING_VIEW( "particle" ), Particle },
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{ CSTRING_VIEW( "line" ), Line },
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{ CSTRING_VIEW( "tail" ), Tail },
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{ CSTRING_VIEW( "sound" ), Sound },
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{ CSTRING_VIEW( "cylinder" ), Cylinder },
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{ CSTRING_VIEW( "electricity" ), Electricity },
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{ CSTRING_VIEW( "emitter" ), Emitter },
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{ CSTRING_VIEW( "decal" ), Decal },
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{ CSTRING_VIEW( "orientedparticle" ), OrientedParticle },
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{ CSTRING_VIEW( "fxrunner" ), FxRunner },
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{ CSTRING_VIEW( "light" ), Light },
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{ CSTRING_VIEW( "cameraShake" ), CameraShake },
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{ CSTRING_VIEW( "flash" ), ScreenFlash }
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};
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auto pos = primitiveTypes.find( primitiveGroup.GetName() );
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if( pos != primitiveTypes.end() )
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{
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CPrimitiveTemplate *prim = new CPrimitiveTemplate;
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prim->mType = pos->second;
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prim->ParsePrimitive( primitiveGroup );
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// Add our primitive template to the effect list
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AddPrimitiveToEffect( effect, prim );
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}
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}
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return handle;
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}
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//------------------------------------------------------
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// AddPrimitiveToEffect
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// Takes a primitive and attaches it to the effect.
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//
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// Input:
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// Effect template that we tack the primitive on to
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// Primitive to add to the effect template
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//
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// Return:
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// None
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//------------------------------------------------------
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void CFxScheduler::AddPrimitiveToEffect( SEffectTemplate *fx, CPrimitiveTemplate *prim )
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{
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int ct = fx->mPrimitiveCount;
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if ( ct >= FX_MAX_EFFECT_COMPONENTS )
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{
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theFxHelper.Print( "FxScheduler: Error--too many primitives in an effect\n" );
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}
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else
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{
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fx->mPrimitives[ct] = prim;
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fx->mPrimitiveCount++;
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}
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}
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//------------------------------------------------------
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// GetNewEffectTemplate
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// Finds an unused effect template and returns it to the
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// caller.
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//
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// Input:
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// pointer to an id that will be filled in,
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// file name-- should be NULL when requesting a copy
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//
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// Return:
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// the id of the added effect template
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//------------------------------------------------------
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SEffectTemplate *CFxScheduler::GetNewEffectTemplate( int *id, const char *file )
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{
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SEffectTemplate *effect;
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// wanted zero to be a bogus effect ID, so we just skip it.
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for ( int i = 1; i < FX_MAX_EFFECTS; i++ )
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{
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effect = &mEffectTemplates[i];
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if ( !effect->mInUse )
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{
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*id = i;
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memset( effect, 0, sizeof( SEffectTemplate ));
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// If we are a copy, we really won't have a name that we care about saving for later
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if ( file )
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{
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mEffectIDs[file] = i;
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Q_strncpyz( effect->mEffectName, file, sizeof(effect->mEffectName) );
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}
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effect->mInUse = true;
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return effect;
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}
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}
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theFxHelper.Print( "FxScheduler: Error--reached max effects\n" );
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*id = 0;
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return nullptr;
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}
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//------------------------------------------------------
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// GetEffectCopy
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// Returns a copy of the desired effect so that it can
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// easily be modified run-time.
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//
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// Input:
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// file-- the name of the effect file that you want a copy of
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// newHandle-- will actually be the returned handle to the new effect
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// you have to hold onto this if you intend to call it again
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//
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// Return:
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// the pointer to the copy
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//------------------------------------------------------
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SEffectTemplate *CFxScheduler::GetEffectCopy( const char *file, int *newHandle )
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{
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return ( GetEffectCopy( mEffectIDs[file], newHandle ) );
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}
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//------------------------------------------------------
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// GetEffectCopy
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// Returns a copy of the desired effect so that it can
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// easily be modified run-time.
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//
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// Input:
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// fxHandle-- the handle to the effect that you want a copy of
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// newHandle-- will actually be the returned handle to the new effect
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// you have to hold onto this if you intend to call it again
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//
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// Return:
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// the pointer to the copy
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//------------------------------------------------------
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SEffectTemplate *CFxScheduler::GetEffectCopy( int fxHandle, int *newHandle )
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{
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if ( fxHandle < 1 || fxHandle >= FX_MAX_EFFECTS || !mEffectTemplates[fxHandle].mInUse )
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{
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// Didn't even request a valid effect to copy!!!
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theFxHelper.Print( "FxScheduler: Bad effect file copy request\n" );
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*newHandle = 0;
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return 0;
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}
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// never get a copy when time is frozen
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if ( fx_freeze.integer )
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{
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return 0;
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}
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// Copies shouldn't have names, otherwise they could trash our stl map used for getting ID from name
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SEffectTemplate *copy = GetNewEffectTemplate( newHandle, NULL );
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if ( copy && *newHandle )
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{
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// do the effect copy and mark us as what we are
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*copy = mEffectTemplates[fxHandle];
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copy->mCopy = true;
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// the user had better hold onto this handle if they ever hope to call this effect.
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return copy;
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}
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// No space left to return an effect
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*newHandle = 0;
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return 0;
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}
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//------------------------------------------------------
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// GetPrimitiveCopy
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// Helper function that returns a copy of the desired primitive
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//
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// Input:
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// fxHandle - the pointer to the effect copy you want to override
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// componentName - name of the component to find
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//
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// Return:
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// the pointer to the desired primitive
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//------------------------------------------------------
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CPrimitiveTemplate *CFxScheduler::GetPrimitiveCopy( SEffectTemplate *effectCopy, const char *componentName )
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{
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if ( !effectCopy || !effectCopy->mInUse )
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{
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return NULL;
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}
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for ( int i = 0; i < effectCopy->mPrimitiveCount; i++ )
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{
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if ( !Q_stricmp( effectCopy->mPrimitives[i]->mName, componentName ))
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{
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// we found a match, so return it
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return effectCopy->mPrimitives[i];
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}
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}
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// bah, no good.
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return NULL;
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}
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//------------------------------------------------------
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static void ReportPlayEffectError(int id)
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{
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#ifdef _DEBUG
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theFxHelper.Print( "CFxScheduler::PlayEffect called with invalid effect ID: %i\n", id );
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#endif
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}
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//------------------------------------------------------
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// PlayEffect
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// Handles scheduling an effect so all the components
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// happen at the specified time. Applies a default up
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// axis.
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//
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// Input:
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// Effect file id and the origin
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//
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// Return:
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// none
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//------------------------------------------------------
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void CFxScheduler::PlayEffect( int id, vec3_t origin )
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{
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vec3_t axis[3];
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VectorSet( axis[0], 0, 0, 1 );
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VectorSet( axis[1], 1, 0, 0 );
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VectorSet( axis[2], 0, 1, 0 );
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PlayEffect( id, origin, axis );
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}
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//------------------------------------------------------
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// PlayEffect
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// Handles scheduling an effect so all the components
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// happen at the specified time. Takes a fwd vector
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// and builds a right and up vector
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//
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// Input:
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// Effect file id, the origin, and a fwd vector
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//
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// Return:
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// none
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//------------------------------------------------------
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void CFxScheduler::PlayEffect( int id, vec3_t origin, vec3_t forward )
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{
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vec3_t axis[3];
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// Take the forward vector and create two arbitrary but perpendicular vectors
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VectorCopy( forward, axis[0] );
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MakeNormalVectors( forward, axis[1], axis[2] );
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PlayEffect( id, origin, axis );
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}
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//------------------------------------------------------
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// PlayEffect
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// Handles scheduling an effect so all the components
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// happen at the specified time. Uses the specified axis
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//
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// Input:
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// Effect file name, the origin, and axis.
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// Optional boltInfo (defaults to -1)
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// Optional entity number to be used by a cheap entity origin bolt (defaults to -1)
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//
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// Return:
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// none
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//------------------------------------------------------
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void CFxScheduler::PlayEffect( const char *file, vec3_t origin, vec3_t axis[3], const int boltInfo, const int entNum )
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{
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char sfile[MAX_QPATH];
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// Get an extenstion stripped version of the file
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COM_StripExtension( file, sfile, sizeof(sfile) );
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// This is a horribly dumb thing to have to do, but QuakeIII might not have calc'd the lerpOrigin
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// for the entity we may be trying to bolt onto. We like having the correct origin, so we are
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// forced to call this function....
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if ( entNum != -1 )
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{
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CG_CalcEntityLerpPositions( &cg_entities[entNum] );
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}
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|
|
#ifndef FINAL_BUILD
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if ( mEffectIDs[sfile] == 0 )
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{
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theFxHelper.Print( "CFxScheduler::PlayEffect unregistered/non-existent effect: %s\n", sfile );
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}
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#endif
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PlayEffect( mEffectIDs[sfile], origin, axis, boltInfo, entNum );
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}
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|
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//------------------------------------------------------
|
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// PlayEffect
|
|
// Handles scheduling an effect so all the components
|
|
// happen at the specified time. Uses the specified axis
|
|
//
|
|
// Input:
|
|
// Effect file name, the origin, and axis.
|
|
// Optional boltInfo (defaults to -1)
|
|
// Optional entity number to be used by a cheap entity origin bolt (defaults to -1)
|
|
//
|
|
// Return:
|
|
// none
|
|
//------------------------------------------------------
|
|
void CFxScheduler::PlayEffect( const char *file, int clientID )
|
|
{
|
|
char sfile[MAX_QPATH];
|
|
int id;
|
|
|
|
// Get an extenstion stripped version of the file
|
|
COM_StripExtension( file, sfile, sizeof(sfile) );
|
|
id = mEffectIDs[sfile];
|
|
|
|
#ifndef FINAL_BUILD
|
|
if ( id == 0 )
|
|
{
|
|
theFxHelper.Print( "CFxScheduler::PlayEffect unregistered/non-existent effect: %s\n", file );
|
|
}
|
|
#endif
|
|
|
|
SEffectTemplate *fx;
|
|
CPrimitiveTemplate *prim;
|
|
int i = 0;
|
|
int count = 0, delay = 0;
|
|
float factor = 0.0f;
|
|
|
|
if ( id < 1 || id >= FX_MAX_EFFECTS || !mEffectTemplates[id].mInUse )
|
|
{
|
|
// Now you've done it!
|
|
ReportPlayEffectError(id);
|
|
return;
|
|
}
|
|
|
|
// Don't bother scheduling the effect if the system is currently frozen
|
|
|
|
// Get the effect.
|
|
fx = &mEffectTemplates[id];
|
|
|
|
// Loop through the primitives and schedule each bit
|
|
for ( i = 0; i < fx->mPrimitiveCount; i++ )
|
|
{
|
|
prim = fx->mPrimitives[i];
|
|
|
|
count = prim->mSpawnCount.GetRoundedVal();
|
|
|
|
if ( prim->mCopy )
|
|
{
|
|
// If we are a copy, we need to store a "how many references count" so that we
|
|
// can keep the primitive template around for the correct amount of time.
|
|
prim->mRefCount = count;
|
|
}
|
|
|
|
if ( prim->mSpawnFlags & FX_EVEN_DISTRIBUTION )
|
|
{
|
|
factor = abs(prim->mSpawnDelay.GetMax() - prim->mSpawnDelay.GetMin()) / (float)count;
|
|
}
|
|
|
|
// Schedule the random number of bits
|
|
for ( int t = 0; t < count; t++ )
|
|
{
|
|
if ( prim->mSpawnFlags & FX_EVEN_DISTRIBUTION )
|
|
{
|
|
delay = t * factor;
|
|
}
|
|
else
|
|
{
|
|
delay = prim->mSpawnDelay.GetVal();
|
|
}
|
|
|
|
// if the delay is so small, we may as well just create this bit right now
|
|
if ( delay < 1 )
|
|
{
|
|
CreateEffect( prim, clientID, -delay );
|
|
}
|
|
else
|
|
{
|
|
SScheduledEffect *sfx = mScheduledEffectsPool.Alloc();
|
|
|
|
if ( sfx == NULL )
|
|
{
|
|
Com_Error (ERR_DROP, "ERROR: Failed to allocate EFX from memory pool.");
|
|
return;
|
|
}
|
|
|
|
sfx->mStartTime = theFxHelper.mTime + delay;
|
|
sfx->mpTemplate = prim;
|
|
sfx->mClientID = clientID;
|
|
|
|
mFxSchedule.push_front( sfx );
|
|
}
|
|
}
|
|
}
|
|
|
|
// We track effect templates and primitive templates separately.
|
|
if ( fx->mCopy )
|
|
{
|
|
// We don't use dynamic memory allocation, so just mark us as dead
|
|
fx->mInUse = false;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------
|
|
// CreateEffect
|
|
// Creates the specified fx taking into account the
|
|
// multitude of different ways it could be spawned.
|
|
//
|
|
// Input:
|
|
// template used to build the effect, desired effect origin,
|
|
// desired orientation and how late the effect is so that
|
|
// it can be moved to the correct spot
|
|
//
|
|
// Return:
|
|
// none
|
|
//------------------------------------------------------
|
|
void CFxScheduler::CreateEffect( CPrimitiveTemplate *fx, int clientID, int delay )
|
|
{
|
|
vec3_t sRGB, eRGB;
|
|
vec3_t vel, accel;
|
|
vec3_t org;
|
|
int flags = 0;
|
|
|
|
// Origin calculations -- completely ignores most things
|
|
//-------------------------------------
|
|
VectorSet( org, fx->mOrigin1X.GetVal(), fx->mOrigin1Y.GetVal(), fx->mOrigin1Z.GetVal() );
|
|
|
|
// handle RGB color
|
|
if ( fx->mSpawnFlags & FX_RGB_COMPONENT_INTERP )
|
|
{
|
|
float perc = Q_flrand(0.0f, 1.0f);
|
|
|
|
VectorSet( sRGB, fx->mRedStart.GetVal( perc ), fx->mGreenStart.GetVal( perc ), fx->mBlueStart.GetVal( perc ) );
|
|
VectorSet( eRGB, fx->mRedEnd.GetVal( perc ), fx->mGreenEnd.GetVal( perc ), fx->mBlueEnd.GetVal( perc ) );
|
|
}
|
|
else
|
|
{
|
|
VectorSet( sRGB, fx->mRedStart.GetVal(), fx->mGreenStart.GetVal(), fx->mBlueStart.GetVal() );
|
|
VectorSet( eRGB, fx->mRedEnd.GetVal(), fx->mGreenEnd.GetVal(), fx->mBlueEnd.GetVal() );
|
|
}
|
|
|
|
// NOTE: This completely disregards a few specialty flags.
|
|
VectorSet( vel, fx->mVelX.GetVal( ), fx->mVelY.GetVal( ), fx->mVelZ.GetVal( ) );
|
|
VectorSet( accel, fx->mAccelX.GetVal( ), fx->mAccelY.GetVal( ), fx->mAccelZ.GetVal( ) );
|
|
|
|
// If depth hack ISN'T already on, then turn it on. Otherwise, we treat a pre-existing depth_hack flag as NOT being depth_hack.
|
|
// This is done because muzzle flash fx files are shared amongst all shooters, but for the player we need to do depth hack in first person....
|
|
if ( !( fx->mFlags & FX_DEPTH_HACK ) && !cg.renderingThirdPerson ) // hack!
|
|
{
|
|
flags = fx->mFlags | FX_RELATIVE | FX_DEPTH_HACK;
|
|
}
|
|
else
|
|
{
|
|
flags = (fx->mFlags | FX_RELATIVE) & ~FX_DEPTH_HACK;
|
|
}
|
|
|
|
// We only support particles for now
|
|
//------------------------
|
|
switch( fx->mType )
|
|
{
|
|
//---------
|
|
case Particle:
|
|
//---------
|
|
|
|
FX_AddParticle( clientID, org, vel, accel, fx->mGravity.GetVal(),
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mRotation.GetVal(), fx->mRotationDelta.GetVal(),
|
|
fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), flags );
|
|
break;
|
|
|
|
//---------
|
|
case Line:
|
|
//---------
|
|
|
|
FX_AddLine( clientID, org,
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), fx->mImpactFxHandles.GetHandle(), flags );
|
|
break;
|
|
|
|
//---------
|
|
case Tail:
|
|
//---------
|
|
|
|
FX_AddTail( clientID, org, vel, accel,
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mLengthStart.GetVal(), fx->mLengthEnd.GetVal(), fx->mLengthParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mMin, fx->mMax, fx->mElasticity.GetVal(),
|
|
fx->mDeathFxHandles.GetHandle(), fx->mImpactFxHandles.GetHandle(),
|
|
fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), flags );
|
|
break;
|
|
|
|
|
|
//---------
|
|
case Sound:
|
|
//---------
|
|
|
|
// bolted sounds actually play on the client....
|
|
theFxHelper.PlaySound( NULL, clientID, CHAN_WEAPON, fx->mMediaHandles.GetHandle() );
|
|
break;
|
|
|
|
//---------
|
|
case Light:
|
|
//---------
|
|
|
|
// don't much care if the light stays bolted...so just add it.
|
|
if ( clientID >= 0 && clientID < ENTITYNUM_WORLD )
|
|
{
|
|
// ..um, ok.....
|
|
centity_t *cent = &cg_entities[clientID];
|
|
|
|
if ( cent && cent->gent && cent->gent->client )
|
|
{
|
|
FX_AddLight( cent->gent->client->renderInfo.muzzlePoint, fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mLife.GetVal(), fx->mFlags );
|
|
}
|
|
}
|
|
break;
|
|
|
|
//---------
|
|
case CameraShake:
|
|
//---------
|
|
|
|
if ( clientID >= 0 && clientID < ENTITYNUM_WORLD )
|
|
{
|
|
// ..um, ok.....
|
|
centity_t *cent = &cg_entities[clientID];
|
|
|
|
if ( cent && cent->gent && cent->gent->client )
|
|
{
|
|
theFxHelper.CameraShake( cent->gent->currentOrigin, fx->mElasticity.GetVal(), fx->mRadius.GetVal(), fx->mLife.GetVal() );
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// Track when we need to clean ourselves up if we are a copy
|
|
if ( fx->mCopy )
|
|
{
|
|
fx->mRefCount--;
|
|
|
|
if ( fx->mRefCount <= 0 )
|
|
{
|
|
delete fx;
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------
|
|
// PlayEffect
|
|
// Handles scheduling an effect so all the components
|
|
// happen at the specified time. Uses the specified axis
|
|
//
|
|
// Input:
|
|
// Effect id, the origin, and axis.
|
|
// Optional boltInfo (defaults to -1)
|
|
// Optional entity number to be used by a cheap entity origin bolt (defaults to -1)
|
|
//
|
|
// Return:
|
|
// none
|
|
//------------------------------------------------------
|
|
void CFxScheduler::PlayEffect( int id, vec3_t origin, vec3_t axis[3], const int boltInfo, const int entNum )
|
|
{
|
|
SEffectTemplate *fx;
|
|
CPrimitiveTemplate *prim;
|
|
int i = 0;
|
|
int count = 0, delay = 0;
|
|
float factor = 0.0f;
|
|
bool forceScheduling = false;
|
|
|
|
if ( id < 1 || id >= FX_MAX_EFFECTS || !mEffectTemplates[id].mInUse )
|
|
{
|
|
// Now you've done it!
|
|
ReportPlayEffectError(id);
|
|
return;
|
|
}
|
|
|
|
// Don't bother scheduling the effect if the system is currently frozen
|
|
if ( fx_freeze.integer )
|
|
{
|
|
return;
|
|
}
|
|
|
|
int modelNum = 0, boltNum = 0;
|
|
int entityNum = entNum;
|
|
|
|
if ( boltInfo > 0 )
|
|
{
|
|
// extract the wraith ID from the bolt info
|
|
modelNum = ( boltInfo >> MODEL_SHIFT ) & MODEL_AND;
|
|
boltNum = ( boltInfo >> BOLT_SHIFT ) & BOLT_AND;
|
|
entityNum = ( boltInfo >> ENTITY_SHIFT ) & ENTITY_AND;
|
|
|
|
// We always force ghoul bolted objects to be scheduled so that they don't play right away.
|
|
forceScheduling = true;
|
|
}
|
|
|
|
// Get the effect.
|
|
fx = &mEffectTemplates[id];
|
|
|
|
// Loop through the primitives and schedule each bit
|
|
for ( i = 0; i < fx->mPrimitiveCount; i++ )
|
|
{
|
|
prim = fx->mPrimitives[i];
|
|
|
|
if ( prim->mCullRange )
|
|
{
|
|
if ( DistanceSquared( origin, cg.refdef.vieworg ) > prim->mCullRange ) // cull range has already been squared
|
|
{
|
|
// is too far away, so don't add this primitive group
|
|
continue;
|
|
}
|
|
}
|
|
|
|
count = prim->mSpawnCount.GetRoundedVal();
|
|
|
|
if ( prim->mCopy )
|
|
{
|
|
// If we are a copy, we need to store a "how many references count" so that we
|
|
// can keep the primitive template around for the correct amount of time.
|
|
prim->mRefCount = count;
|
|
}
|
|
|
|
if ( prim->mSpawnFlags & FX_EVEN_DISTRIBUTION )
|
|
{
|
|
factor = abs(prim->mSpawnDelay.GetMax() - prim->mSpawnDelay.GetMin()) / (float)count;
|
|
}
|
|
|
|
// Schedule the random number of bits
|
|
for ( int t = 0; t < count; t++ )
|
|
{
|
|
if ( prim->mSpawnFlags & FX_EVEN_DISTRIBUTION )
|
|
{
|
|
delay = t * factor;
|
|
}
|
|
else
|
|
{
|
|
delay = prim->mSpawnDelay.GetVal();
|
|
}
|
|
|
|
// if the delay is so small, we may as well just create this bit right now
|
|
if ( delay < 1 && !forceScheduling )
|
|
{
|
|
if ( boltInfo == -1 && entNum != -1 )
|
|
{
|
|
// Find out where the entity currently is
|
|
CreateEffect( prim, cg_entities[entNum].lerpOrigin, axis, -delay );
|
|
}
|
|
else
|
|
{
|
|
CreateEffect( prim, origin, axis, -delay );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SScheduledEffect *sfx = mScheduledEffectsPool.Alloc();
|
|
|
|
if ( sfx == NULL )
|
|
{
|
|
Com_Error (ERR_DROP, "ERROR: Failed to allocate EFX from memory pool.");
|
|
return;
|
|
}
|
|
|
|
sfx->mStartTime = theFxHelper.mTime + delay;
|
|
sfx->mpTemplate = prim;
|
|
sfx->mClientID = -1;
|
|
|
|
if ( boltInfo == -1 )
|
|
{
|
|
if ( entNum == -1 )
|
|
{
|
|
// we aren't bolting, so make sure the spawn system knows this by putting -1's in these fields
|
|
sfx->mBoltNum = -1;
|
|
sfx->mEntNum = -1;
|
|
sfx->mModelNum = 0;
|
|
|
|
if ( origin )
|
|
{
|
|
VectorCopy( origin, sfx->mOrigin );
|
|
}
|
|
else
|
|
{
|
|
VectorClear( sfx->mOrigin );
|
|
}
|
|
|
|
AxisCopy( axis, sfx->mAxis );
|
|
}
|
|
else
|
|
{
|
|
// we are doing bolting onto the origin of the entity, so use a cheaper method
|
|
sfx->mBoltNum = -1;
|
|
sfx->mEntNum = entityNum;
|
|
sfx->mModelNum = 0;
|
|
|
|
AxisCopy( axis, sfx->mAxis );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// we are bolting, so store the extra info
|
|
sfx->mBoltNum = boltNum;
|
|
sfx->mEntNum = entityNum;
|
|
sfx->mModelNum = modelNum;
|
|
|
|
// Also, the ghoul bolt may not be around yet, so delay the creation one frame
|
|
sfx->mStartTime++;
|
|
}
|
|
|
|
mFxSchedule.push_front( sfx );
|
|
}
|
|
}
|
|
}
|
|
|
|
// We track effect templates and primitive templates separately.
|
|
if ( fx->mCopy )
|
|
{
|
|
// We don't use dynamic memory allocation, so just mark us as dead
|
|
fx->mInUse = false;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------
|
|
// PlayEffect
|
|
// Handles scheduling an effect so all the components
|
|
// happen at the specified time. Applies a default up
|
|
// axis.
|
|
//
|
|
// Input:
|
|
// Effect file name and the origin
|
|
//
|
|
// Return:
|
|
// none
|
|
//------------------------------------------------------
|
|
void CFxScheduler::PlayEffect( const char *file, vec3_t origin )
|
|
{
|
|
char sfile[MAX_QPATH];
|
|
|
|
// Get an extenstion stripped version of the file
|
|
COM_StripExtension( file, sfile, sizeof(sfile) );
|
|
|
|
PlayEffect( mEffectIDs[sfile], origin );
|
|
|
|
#ifndef FINAL_BUILD
|
|
if ( mEffectIDs[sfile] == 0 )
|
|
{
|
|
theFxHelper.Print( "CFxScheduler::PlayEffect unregistered/non-existent effect: %s\n", file );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//------------------------------------------------------
|
|
// PlayEffect
|
|
// Handles scheduling an effect so all the components
|
|
// happen at the specified time. Takes a forward vector
|
|
// and uses this to complete the axis field.
|
|
//
|
|
// Input:
|
|
// Effect file name, the origin, and a forward vector
|
|
//
|
|
// Return:
|
|
// none
|
|
//------------------------------------------------------
|
|
void CFxScheduler::PlayEffect( const char *file, vec3_t origin, vec3_t forward )
|
|
{
|
|
char sfile[MAX_QPATH];
|
|
|
|
// Get an extenstion stripped version of the file
|
|
COM_StripExtension( file, sfile, sizeof(sfile) );
|
|
|
|
PlayEffect( mEffectIDs[sfile], origin, forward );
|
|
|
|
#ifndef FINAL_BUILD
|
|
if ( mEffectIDs[sfile] == 0 )
|
|
{
|
|
theFxHelper.Print( "CFxScheduler::PlayEffect unregistered/non-existent effect: %s\n", file );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//------------------------------------------------------
|
|
// AddScheduledEffects
|
|
// Handles determining if a scheduled effect should
|
|
// be created or not. If it should it handles converting
|
|
// the template effect into a real one.
|
|
//
|
|
// Input:
|
|
// none
|
|
//
|
|
// Return:
|
|
// none
|
|
//------------------------------------------------------
|
|
void CFxScheduler::AddScheduledEffects( void )
|
|
{
|
|
TScheduledEffect::iterator itr, next;
|
|
vec3_t origin;
|
|
vec3_t axis[3];
|
|
int oldEntNum = -1, oldBoltIndex = -1, oldModelNum = -1;
|
|
qboolean doesBoltExist = qfalse;
|
|
|
|
for ( itr = mFxSchedule.begin(); itr != mFxSchedule.end(); /* do nothing */ )
|
|
{
|
|
SScheduledEffect *effect = *itr;
|
|
|
|
if ( effect->mStartTime <= theFxHelper.mTime )
|
|
{
|
|
if ( effect->mClientID >= 0 )
|
|
{
|
|
CreateEffect( effect->mpTemplate, effect->mClientID,
|
|
theFxHelper.mTime - effect->mStartTime );
|
|
}
|
|
else if (effect->mBoltNum == -1)
|
|
{// ok, are we spawning a bolt on effect or a normal one?
|
|
if ( effect->mEntNum != -1 )
|
|
{
|
|
// Find out where the entity currently is
|
|
CreateEffect( effect->mpTemplate,
|
|
cg_entities[effect->mEntNum].lerpOrigin, effect->mAxis,
|
|
theFxHelper.mTime - effect->mStartTime );
|
|
}
|
|
else
|
|
{
|
|
CreateEffect( effect->mpTemplate,
|
|
effect->mOrigin, effect->mAxis,
|
|
theFxHelper.mTime - effect->mStartTime );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
|
|
mdxaBone_t boltMatrix;
|
|
|
|
doesBoltExist=qfalse;
|
|
// do we need to go and re-get the bolt matrix again? Since it takes time lets try and do it only once
|
|
if ((effect->mModelNum != oldModelNum) || (effect->mEntNum != oldEntNum) || (effect->mBoltNum != oldBoltIndex))
|
|
{
|
|
if (cg_entities[effect->mEntNum].gent->ghoul2.IsValid())
|
|
{
|
|
if (effect->mModelNum>=0&&effect->mModelNum<cg_entities[effect->mEntNum].gent->ghoul2.size())
|
|
{
|
|
if (cg_entities[effect->mEntNum].gent->ghoul2[effect->mModelNum].mModelindex>=0)
|
|
{
|
|
|
|
// go away and get me the bolt position for this frame please
|
|
doesBoltExist = gi.G2API_GetBoltMatrix(cg_entities[effect->mEntNum].gent->ghoul2, effect->mModelNum, effect->mBoltNum, &boltMatrix, cg_entities[effect->mEntNum].lerpAngles, cg_entities[effect->mEntNum].lerpOrigin, cg.time, cgs.model_draw, cg_entities[effect->mEntNum].currentState.modelScale);
|
|
// set up the axis and origin we need for the actual effect spawning
|
|
origin[0] = boltMatrix.matrix[0][3];
|
|
origin[1] = boltMatrix.matrix[1][3];
|
|
origin[2] = boltMatrix.matrix[2][3];
|
|
|
|
axis[0][0] = boltMatrix.matrix[0][0];
|
|
axis[0][1] = boltMatrix.matrix[1][0];
|
|
axis[0][2] = boltMatrix.matrix[2][0];
|
|
|
|
axis[1][0] = boltMatrix.matrix[0][1];
|
|
axis[1][1] = boltMatrix.matrix[1][1];
|
|
axis[1][2] = boltMatrix.matrix[2][1];
|
|
|
|
axis[2][0] = boltMatrix.matrix[0][2];
|
|
axis[2][1] = boltMatrix.matrix[1][2];
|
|
axis[2][2] = boltMatrix.matrix[2][2];
|
|
}
|
|
}
|
|
}
|
|
|
|
oldModelNum = effect->mModelNum;
|
|
oldEntNum = effect->mEntNum;
|
|
oldBoltIndex = effect->mBoltNum;
|
|
}
|
|
|
|
// only do this if we found the bolt
|
|
if (doesBoltExist)
|
|
{
|
|
CreateEffect( effect->mpTemplate,
|
|
origin, axis,
|
|
theFxHelper.mTime - effect->mStartTime );
|
|
}
|
|
}
|
|
|
|
mScheduledEffectsPool.Free( effect );
|
|
itr = mFxSchedule.erase( itr );
|
|
}
|
|
else
|
|
{
|
|
++itr;
|
|
}
|
|
}
|
|
|
|
// Add all active effects into the scene
|
|
FX_Add();
|
|
}
|
|
|
|
//------------------------------------------------------
|
|
// CreateEffect
|
|
// Creates the specified fx taking into account the
|
|
// multitude of different ways it could be spawned.
|
|
//
|
|
// Input:
|
|
// template used to build the effect, desired effect origin,
|
|
// desired orientation and how late the effect is so that
|
|
// it can be moved to the correct spot
|
|
//
|
|
// Return:
|
|
// none
|
|
//------------------------------------------------------
|
|
void CFxScheduler::CreateEffect( CPrimitiveTemplate *fx, const vec3_t origin, vec3_t axis[3], int lateTime )
|
|
{
|
|
vec3_t org, org2, temp,
|
|
vel, accel,
|
|
sRGB, eRGB,
|
|
ang, angDelta,
|
|
ax[3];
|
|
trace_t tr;
|
|
int emitterModel;
|
|
|
|
// We may modify the axis, so make a work copy
|
|
AxisCopy( axis, ax );
|
|
|
|
if( fx->mSpawnFlags & FX_RAND_ROT_AROUND_FWD )
|
|
{
|
|
RotatePointAroundVector( ax[1], ax[0], axis[1], Q_flrand(0.0f, 1.0f)*360.0f );
|
|
CrossProduct( ax[0], ax[1], ax[2] );
|
|
}
|
|
|
|
// Origin calculations
|
|
//-------------------------------------
|
|
if ( fx->mSpawnFlags & FX_CHEAP_ORG_CALC )
|
|
{ // let's take the easy way out
|
|
VectorSet( org, fx->mOrigin1X.GetVal(), fx->mOrigin1Y.GetVal(), fx->mOrigin1Z.GetVal() );
|
|
}
|
|
else
|
|
{ // time for some extra work
|
|
VectorScale( ax[0], fx->mOrigin1X.GetVal(), org );
|
|
VectorMA( org, fx->mOrigin1Y.GetVal(), ax[1], org );
|
|
VectorMA( org, fx->mOrigin1Z.GetVal(), ax[2], org );
|
|
}
|
|
|
|
// We always add our calculated offset to the passed in origin...
|
|
VectorAdd( org, origin, org );
|
|
|
|
// Now, we may need to calc a point on a sphere/ellipsoid/cylinder/disk and add that to it
|
|
//----------------------------------------------------------------
|
|
if ( fx->mSpawnFlags & FX_ORG_ON_SPHERE )
|
|
{
|
|
float x, y;
|
|
float width, height;
|
|
|
|
x = DEG2RAD( Q_flrand(0.0f, 1.0f) * 360.0f );
|
|
y = DEG2RAD( Q_flrand(0.0f, 1.0f) * 180.0f );
|
|
|
|
width = fx->mRadius.GetVal();
|
|
height = fx->mHeight.GetVal();
|
|
|
|
// calculate point on ellipse
|
|
VectorSet( temp, sin(x) * width * sin(y), cos(x) * width * sin(y), cos(y) * height ); // sinx * siny, cosx * siny, cosy
|
|
VectorAdd( org, temp, org );
|
|
|
|
if ( fx->mSpawnFlags & FX_AXIS_FROM_SPHERE )
|
|
{
|
|
// well, we will now override the axis at the users request
|
|
VectorNormalize2( temp, ax[0] );
|
|
MakeNormalVectors( ax[0], ax[1], ax[2] );
|
|
}
|
|
}
|
|
else if ( fx->mSpawnFlags & FX_ORG_ON_CYLINDER )
|
|
{
|
|
vec3_t pt;
|
|
|
|
// set up our point, then rotate around the current direction to. Make unrotated cylinder centered around 0,0,0
|
|
VectorScale( ax[1], fx->mRadius.GetVal(), pt );
|
|
VectorMA( pt, Q_flrand(-1.0f, 1.0f) * 0.5f * fx->mHeight.GetVal(), ax[0], pt );
|
|
RotatePointAroundVector( temp, ax[0], pt, Q_flrand(0.0f, 1.0f) * 360.0f );
|
|
|
|
VectorAdd( org, temp, org );
|
|
|
|
if ( fx->mSpawnFlags & FX_AXIS_FROM_SPHERE )
|
|
{
|
|
vec3_t up={0,0,1};
|
|
|
|
// well, we will now override the axis at the users request
|
|
VectorNormalize2( temp, ax[0] );
|
|
|
|
if ( ax[0][2] == 1.0f )
|
|
{
|
|
// readjust up
|
|
VectorSet( up, 0, 1, 0 );
|
|
}
|
|
|
|
CrossProduct( up, ax[0], ax[1] );
|
|
CrossProduct( ax[0], ax[1], ax[2] );
|
|
}
|
|
}
|
|
|
|
// There are only a few types that really use velocity and acceleration, so do extra work for those types
|
|
//--------------------------------------------------------------------------------------------------------
|
|
if ( fx->mType == Particle || fx->mType == OrientedParticle || fx->mType == Tail || fx->mType == Emitter )
|
|
{
|
|
// Velocity calculations
|
|
//-------------------------------------
|
|
if ( fx->mSpawnFlags & FX_VEL_IS_ABSOLUTE )
|
|
{
|
|
VectorSet( vel, fx->mVelX.GetVal(), fx->mVelY.GetVal(), fx->mVelZ.GetVal() );
|
|
}
|
|
else
|
|
{ // bah, do some extra work to coerce it
|
|
VectorScale( ax[0], fx->mVelX.GetVal(), vel );
|
|
VectorMA( vel, fx->mVelY.GetVal(), ax[1], vel );
|
|
VectorMA( vel, fx->mVelZ.GetVal(), ax[2], vel );
|
|
}
|
|
|
|
// Acceleration calculations
|
|
//-------------------------------------
|
|
if ( fx->mSpawnFlags & FX_ACCEL_IS_ABSOLUTE )
|
|
{
|
|
VectorSet( accel, fx->mAccelX.GetVal(), fx->mAccelY.GetVal(), fx->mAccelZ.GetVal() );
|
|
}
|
|
else
|
|
{
|
|
VectorScale( ax[0], fx->mAccelX.GetVal(), accel );
|
|
VectorMA( accel, fx->mAccelY.GetVal(), ax[1], accel );
|
|
VectorMA( accel, fx->mAccelZ.GetVal(), ax[2], accel );
|
|
}
|
|
|
|
// Gravity is completely decoupled from acceleration since it is __always__ absolute
|
|
// NOTE: I only effect Z ( up/down in the Quake world )
|
|
accel[2] += fx->mGravity.GetVal();
|
|
|
|
// There may be a lag between when the effect should be created and when it actually gets created.
|
|
// Since we know what the discrepancy is, we can attempt to compensate...
|
|
if ( lateTime > 0 )
|
|
{
|
|
// Calc the time differences
|
|
float ftime = lateTime * 0.001f;
|
|
float time2 = ftime * ftime * 0.5f;
|
|
|
|
VectorMA( vel, ftime, accel, vel );
|
|
|
|
// Predict the new position
|
|
for ( int i = 0 ; i < 3 ; i++ )
|
|
{
|
|
org[i] = org[i] + ftime * vel[i] + time2 * vel[i];
|
|
}
|
|
}
|
|
} // end moving types
|
|
|
|
// Line type primitives work with an origin2, so do the extra work for them
|
|
//--------------------------------------------------------------------------
|
|
if ( fx->mType == Line || fx->mType == Electricity )
|
|
{
|
|
// We may have to do a trace to find our endpoint
|
|
if ( fx->mSpawnFlags & FX_ORG2_FROM_TRACE )
|
|
{
|
|
VectorMA( org, FX_MAX_TRACE_DIST, ax[0], temp );
|
|
|
|
if ( fx->mSpawnFlags & FX_ORG2_IS_OFFSET )
|
|
{ // add a random flair to the endpoint...note: org2 will have to be pretty large to affect this much
|
|
// we also do this pre-trace as opposed to post trace since we may have to render an impact effect
|
|
// and we will want the normal at the exact endpos...
|
|
if ( fx->mSpawnFlags & FX_CHEAP_ORG2_CALC )
|
|
{
|
|
VectorSet( org2, fx->mOrigin2X.GetVal(), fx->mOrigin2Y.GetVal(), fx->mOrigin2Z.GetVal() );
|
|
VectorAdd( org2, temp, temp );
|
|
}
|
|
else
|
|
{ // I can only imagine a few cases where you might want to do this...
|
|
VectorMA( temp, fx->mOrigin2X.GetVal(), ax[0], temp );
|
|
VectorMA( temp, fx->mOrigin2Y.GetVal(), ax[1], temp );
|
|
VectorMA( temp, fx->mOrigin2Z.GetVal(), ax[2], temp );
|
|
}
|
|
}
|
|
|
|
theFxHelper.Trace( &tr, org, NULL, NULL, temp, -1, CONTENTS_SOLID | CONTENTS_SHOTCLIP );//MASK_SHOT );
|
|
|
|
if ( tr.startsolid || tr.allsolid )
|
|
{
|
|
VectorCopy( org, org2 ); // this is not a very good solution
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( tr.endpos, org2 );
|
|
}
|
|
|
|
if ( fx->mSpawnFlags & FX_TRACE_IMPACT_FX )
|
|
{
|
|
PlayEffect( fx->mImpactFxHandles.GetHandle(), org2, tr.plane.normal );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( fx->mSpawnFlags & FX_CHEAP_ORG2_CALC )
|
|
{
|
|
VectorSet( org2, fx->mOrigin2X.GetVal(), fx->mOrigin2Y.GetVal(), fx->mOrigin2Z.GetVal() );
|
|
}
|
|
else
|
|
{
|
|
VectorScale( ax[0], fx->mOrigin2X.GetVal(), org2 );
|
|
VectorMA( org2, fx->mOrigin2Y.GetVal(), ax[1], org2 );
|
|
VectorMA( org2, fx->mOrigin2Z.GetVal(), ax[2], org2 );
|
|
|
|
VectorAdd( org2, origin, org2 );
|
|
}
|
|
|
|
}
|
|
} // end special org2 types
|
|
|
|
// handle RGB color, but only for types that will use it
|
|
//---------------------------------------------------------------------------
|
|
if ( fx->mType != Sound && fx->mType != FxRunner && fx->mType != CameraShake )
|
|
{
|
|
if ( fx->mSpawnFlags & FX_RGB_COMPONENT_INTERP )
|
|
{
|
|
float perc = Q_flrand(0.0f, 1.0f);
|
|
|
|
VectorSet( sRGB, fx->mRedStart.GetVal( perc ), fx->mGreenStart.GetVal( perc ), fx->mBlueStart.GetVal( perc ) );
|
|
VectorSet( eRGB, fx->mRedEnd.GetVal( perc ), fx->mGreenEnd.GetVal( perc ), fx->mBlueEnd.GetVal( perc ) );
|
|
}
|
|
else
|
|
{
|
|
VectorSet( sRGB, fx->mRedStart.GetVal(), fx->mGreenStart.GetVal(), fx->mBlueStart.GetVal() );
|
|
VectorSet( eRGB, fx->mRedEnd.GetVal(), fx->mGreenEnd.GetVal(), fx->mBlueEnd.GetVal() );
|
|
}
|
|
}
|
|
|
|
// Now create the appropriate effect entity
|
|
//------------------------
|
|
switch( fx->mType )
|
|
{
|
|
//---------
|
|
case Particle:
|
|
//---------
|
|
|
|
FX_AddParticle( org, vel, accel,
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mRotation.GetVal(), fx->mRotationDelta.GetVal(),
|
|
fx->mMin, fx->mMax, fx->mElasticity.GetVal(),
|
|
fx->mDeathFxHandles.GetHandle(), fx->mImpactFxHandles.GetHandle(),
|
|
fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), fx->mFlags );
|
|
break;
|
|
|
|
//---------
|
|
case Line:
|
|
//---------
|
|
|
|
FX_AddLine( org, org2,
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), fx->mFlags );
|
|
break;
|
|
|
|
//---------
|
|
case Tail:
|
|
//---------
|
|
|
|
FX_AddTail( org, vel, accel,
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mLengthStart.GetVal(), fx->mLengthEnd.GetVal(), fx->mLengthParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mMin, fx->mMax, fx->mElasticity.GetVal(),
|
|
fx->mDeathFxHandles.GetHandle(), fx->mImpactFxHandles.GetHandle(),
|
|
fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), fx->mFlags );
|
|
break;
|
|
|
|
//----------------
|
|
case Electricity:
|
|
//----------------
|
|
|
|
FX_AddElectricity( org, org2,
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mElasticity.GetVal(), fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), fx->mFlags );
|
|
break;
|
|
|
|
//---------
|
|
case Cylinder:
|
|
//---------
|
|
|
|
FX_AddCylinder( org, ax[0],
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mSize2Start.GetVal(), fx->mSize2End.GetVal(), fx->mSize2Parm.GetVal(),
|
|
fx->mLengthStart.GetVal(), fx->mLengthEnd.GetVal(), fx->mLengthParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), fx->mFlags );
|
|
break;
|
|
|
|
//---------
|
|
case Emitter:
|
|
//---------
|
|
|
|
// for chunk angles, you don't really need much control over the end result...you just want variation..
|
|
VectorSet( ang,
|
|
fx->mAngle1.GetVal(),
|
|
fx->mAngle2.GetVal(),
|
|
fx->mAngle3.GetVal() );
|
|
|
|
vectoangles( ax[0], temp );
|
|
VectorAdd( ang, temp, ang );
|
|
|
|
VectorSet( angDelta,
|
|
fx->mAngle1Delta.GetVal(),
|
|
fx->mAngle2Delta.GetVal(),
|
|
fx->mAngle3Delta.GetVal() );
|
|
|
|
emitterModel = fx->mMediaHandles.GetHandle();
|
|
|
|
FX_AddEmitter( org, vel, accel,
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
ang, angDelta,
|
|
fx->mMin, fx->mMax, fx->mElasticity.GetVal(),
|
|
fx->mDeathFxHandles.GetHandle(), fx->mImpactFxHandles.GetHandle(),
|
|
fx->mEmitterFxHandles.GetHandle(),
|
|
fx->mDensity.GetVal(), fx->mVariance.GetVal(),
|
|
fx->mLife.GetVal(), emitterModel, fx->mFlags );
|
|
break;
|
|
|
|
//---------
|
|
case Decal:
|
|
//---------
|
|
|
|
// I'm calling this function ( at least for now ) because it handles projecting
|
|
// the decal mark onto the surfaces properly. This is especially important for large marks.
|
|
// The downside is that it's much less flexible....
|
|
CG_ImpactMark( fx->mMediaHandles.GetHandle(), org, ax[0], fx->mRotation.GetVal(),
|
|
sRGB[0], sRGB[1], sRGB[2], fx->mAlphaStart.GetVal(),
|
|
qtrue, fx->mSizeStart.GetVal(), qfalse );
|
|
break;
|
|
|
|
//-------------------
|
|
case OrientedParticle:
|
|
//-------------------
|
|
|
|
FX_AddOrientedParticle( org, ax[0], vel, accel,
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mRotation.GetVal(), fx->mRotationDelta.GetVal(),
|
|
fx->mMin, fx->mMax, fx->mElasticity.GetVal(),
|
|
fx->mDeathFxHandles.GetHandle(), fx->mImpactFxHandles.GetHandle(),
|
|
fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), fx->mFlags );
|
|
break;
|
|
|
|
//---------
|
|
case Sound:
|
|
//---------
|
|
|
|
if ( fx->mSpawnFlags & FX_SND_LESS_ATTENUATION )
|
|
{
|
|
theFxHelper.PlaySound( org, ENTITYNUM_NONE, CHAN_LESS_ATTEN, fx->mMediaHandles.GetHandle() );
|
|
}
|
|
else
|
|
{
|
|
theFxHelper.PlaySound( org, ENTITYNUM_NONE, CHAN_AUTO, fx->mMediaHandles.GetHandle() );
|
|
}
|
|
break;
|
|
|
|
//---------
|
|
case FxRunner:
|
|
//---------
|
|
|
|
PlayEffect( fx->mPlayFxHandles.GetHandle(), org, ax );
|
|
break;
|
|
|
|
//---------
|
|
case Light:
|
|
//---------
|
|
|
|
FX_AddLight( org, fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mLife.GetVal(), fx->mFlags );
|
|
break;
|
|
|
|
//---------
|
|
case CameraShake:
|
|
//---------
|
|
// It calculates how intense the shake should be based on how close you are to the origin you pass in here
|
|
// elasticity is actually the intensity...radius is the distance in which the shake will have some effect
|
|
// life is how long the effect lasts.
|
|
theFxHelper.CameraShake( org, fx->mElasticity.GetVal(), fx->mRadius.GetVal(), fx->mLife.GetVal() );
|
|
break;
|
|
|
|
//--------------
|
|
case ScreenFlash:
|
|
//--------------
|
|
|
|
FX_AddFlash( org,
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), fx->mFlags );
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// Track when we need to clean ourselves up if we are a copy
|
|
if ( fx->mCopy )
|
|
{
|
|
fx->mRefCount--;
|
|
|
|
if ( fx->mRefCount <= 0 )
|
|
{
|
|
delete fx;
|
|
}
|
|
}
|
|
}
|