Particles In Code
This page details the management of "Orange Box" particles in C++ code. It does not cover the old, hard-coded particle tech.
Precaching
Particle systems must be precached before they can be used. This can be achieved by listing the PCF file containing them in particles_manifest.txt
and utilizing the function PrecacheParticleSystem() in code. As an alternative all particle effects within a PCF can be precached by adding a '!' character as a prefix to the path used in particles_manifest.txt
.
Precache via code:
PrecacheParticleSystem( "your_particle_effect_name" );
Precache via script:
particles_manifest
{
"file" "!particles/blood_impact.pcf" // all effects will be precached on map spawn
"file" "particles/fire_01.pcf" // effects contained in this file will have to be precached manually
[...]
}
Dispatching
When dispatched from the server, the particle systems will be networked as temporary entities.
#include "particle_parse.h"
// Create at world co-ords
DispatchParticleEffect( "my_particle", vecOrigin, angAngles, pOwnerEntity )
// Create at model attachment
DispatchParticleEffect( "my_particle", ParticleAttachment_t, pOwner, iAttachment, bResetAllParticlesOnEntity )
- See also
ParticleAttachment_t
, below. vecStart
, taken by some overloads ofDispatchParticleEffect()
, defines the location of control point 1. If you don't specifyvecStart
, the value ofvecOrigin
is used instead.
Destroying
StopParticleEffects( CBaseEntity* )
- Stops all effects on the given entity.
Client
Creating
For more control over the effect, a particle system can be created by a new CNewParticleEffect
object and managed through the owning entity's ParticleProp()
accessor:
#include "particles_new.h"
C_MyEntity::MessWithParticles()
{
// Create a new system
CNewParticleEffect* pEffect = ParticleProp()->Create( "my_particles", PATTACH_ABSORIGIN );
// System already exists
CNewParticleEffect* pEffect = ParticleProp()->FindEffect( "my_particles" );
}
Particles_new.h must also be #included here.
Alternatively, you can hook into particle creation events:
void C_MyEntity::OnNewParticleEffect( const char* pszParticleName, CNewParticleEffect* pNewParticleEffect )
{
if ( V_strcmp(pszParticleName, "target_effect_name") == 0 )
{
// Do something
}
}
OnNewParticleEffect()
is called, so don't bother trying to assign either of those CPs from it!Control points
When dispatching an effect from the server you can define the location of control points 0 (with vecOrigin
) and 1 (with vecStart
).
On the client, you can configure the location, rotation and parent entity of any CP with these CNewParticleEffect
functions:
SetControlPoint( Vector )
- Arbitrary set the CP's value.
SetControlPointEntity( CBaseEntity* )
- Follow the given entity's origin. Confirm:Set to NULL to disable following.
SetControlPointOrientation( QAngle )
SetControlPointRightVector()
SetControlPointForwardVector()
SetControlPointUpVector()
- Set orientation with a QAngle or a series of Vectors.
Destroying
StopParticleEffects( CBaseEntity* )
- Stops all effects on the given entity.
ParticleProp()->StopParticlesInvolving( CBaseEntity* )
- Stops all effects with a control point attached to the given entity. Todo: Global or only on current entity?
ParticleProp()->StopParticlesNamed( const char* )
- Stops all effects with the given system name. Todo: Global or only on current entity?
CNewParticleEffect::StopEmission( bool bInfiniteOnly, bool bRemoveAllParticles, bool bWakeOnStop)
- Stops the current particle system, without removing it. Todo: Meaning of first and third arguments.
ParticleAttachment_t
One of these values is passed when dispatching or creating an effect:
PATTACH_ABSORIGIN
PATTACH_ABSORIGIN_FOLLOW
- Spawn at (and optionally follow) the entity's origin.
PATTACH_POINT
PATTACH_POINT_FOLLOW
- Spawn at (and optionally follow) an attachment point on the entity's model.
PATTACH_CUSTOMORIGIN
- Spawn at a given origin.
PATTACH_WORLDORIGIN
- Don't associate with an entity at all. Use with caution - could easily cause memory leaks.