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Sync with upstream (Issue #30).

Recompiled tier1 and mathlib  for all platforms will come in next commit.
This commit is contained in:
Nicholas Hastings
2016-11-30 10:01:15 -05:00
parent 98fe5b5a34
commit 3957adff10
491 changed files with 29846 additions and 10698 deletions

View File

@ -567,4 +567,37 @@ void StopParticleEffects( CBaseEntity *pEntity )
}
static ConCommand particle_test_stop("particle_test_stop", CC_Particle_Test_Stop, "Stops all particle systems on the selected entities.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
#endif //CLIENT_DLL
#endif //!CLIENT_DLL
#if defined( CLIENT_DLL ) && defined( STAGING_ONLY )
void CC_DispatchParticle( const CCommand& args )
{
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pLocalPlayer )
return;
if ( args.ArgC() < 2 )
{
DevMsg( "Use: dispatch_particle {particle_name} {surface_offset_distance}\n" );
return;
}
float flSurfaceOffsetDistance = 0.f;
if ( args.ArgC() == 3 )
{
flSurfaceOffsetDistance = atof( args[2] );
}
Vector vForward;
pLocalPlayer->GetVectors( &vForward, NULL, NULL );
trace_t tr;
UTIL_TraceLine( pLocalPlayer->EyePosition(), pLocalPlayer->EyePosition() + vForward * 3000, MASK_SOLID_BRUSHONLY, NULL, &tr );
Vector vTargetDeathPos = tr.endpos;
DispatchParticleEffect( args[1], vTargetDeathPos + flSurfaceOffsetDistance * tr.plane.normal, vec3_angle );
}
static ConCommand dispatch_particle( "dispatch_particle", CC_DispatchParticle, "Dispatch specified particle effect 50 units away from the lookat surface normal.\n\tArguments: {particle_name} {surface_offset_distance}", FCVAR_CHEAT );
#endif // CLIENT_DLL && STAGING_ONLY