UTIL Smoke: Difference between revisions
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{{ | {{DISPLAYTITLE:UTIL_Smoke}} | ||
'''UTIL_Smoke''' is a [[UTIL]] provided in the Source code for creating smoke. This appears to be a hardcoded particle smoke, so it may be wiser to use a [[Particle_system|Particle System]] based smoke instead. | '''UTIL_Smoke''' is a [[UTIL]] provided in the Source code for creating smoke. This appears to be a hardcoded particle smoke, so it may be wiser to use a [[Particle_system|Particle System]] based smoke instead. | ||
Latest revision as of 00:28, 5 December 2011
UTIL_Smoke is a UTIL provided in the Source code for creating smoke. This appears to be a hardcoded particle smoke, so it may be wiser to use a Particle System based smoke instead.
Usage
//-----------------------------------------------------------------------------
// Purpose: Creates smoke at the origin of specified scale at specified framerate
//
// Input : &origin - Worldspace vector to emit smoke from
// scale - Scale of the smoke particles
// framerate - framerate of playback
// Output :
//-----------------------------------------------------------------------------
void UTIL_Smoke( const Vector &origin, const float scale, const float framerate )
Examples
void CNPC_Stalker::DoSmokeEffect( const Vector &position )
{
if ( gpGlobals->curtime > m_nextSmokeTime )
{
m_nextSmokeTime = gpGlobals->curtime + 0.5;
UTIL_Smoke(position, random->RandomInt(5, 10), 10);
}
}
// --------------------------------------
// Smoke or bubbles effect
// --------------------------------------
//If we're in water, we create bubbles
if (UTIL_PointContents ( GetAbsOrigin() ) & MASK_WATER)
{
UTIL_Bubbles(GetAbsOrigin()-Vector(3,3,3),GetAbsOrigin()+Vector(3,3,3),10);
}
//Otherwise, just create some smoke
else
{
UTIL_Smoke(GetAbsOrigin(), random->RandomInt(5, 10), 10);
}