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AnimatedParticleSysBoneClientUpdate.cpp
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133 lines (104 loc) · 4.41 KB
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/*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: AnimatedParticleSysBoneClientUpdate.cpp //////////////////////////////////////////////////////////////////
// Author: Mark Lorenzen, October 2002
// Desc: client update module to translate particle systems with animation
///////////////////////////////////////////////////////////////////////////////////////////////////
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "PreRTS.h" // This must go first in EVERY cpp file in the GameEngine
#include "GameClient/Drawable.h"
#include "GameClient/Module/AnimatedParticleSysBoneClientUpdate.h"
#include "Common/Player.h"
#include "Common/PlayerList.h"
#include "Common/ThingFactory.h"
#include "Common/ThingTemplate.h"
#include "Common/RandomValue.h"
#include "Common/DrawModule.h"
#include "Common/PerfTimer.h"
#include "Common/Xfer.h"
#include "GameLogic/Object.h"
#include "GameLogic/ScriptEngine.h"
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
AnimatedParticleSysBoneClientUpdate::AnimatedParticleSysBoneClientUpdate( Thing *thing, const ModuleData* moduleData ) :
ClientUpdateModule( thing, moduleData )
{
m_life = 0;
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
AnimatedParticleSysBoneClientUpdate::~AnimatedParticleSysBoneClientUpdate()
{
}
//-------------------------------------------------------------------------------------------------
/** The client update callback. */
//-------------------------------------------------------------------------------------------------
void AnimatedParticleSysBoneClientUpdate::clientUpdate()
{
//THIS IS HAPPENING CLIENT-SIDE
// I CAN DO WHAT I NEED HERE AND NOT HAVE TO BE LOGIC SYNC-SAFE
++m_life;
Drawable *draw = getDrawable();
if (draw)
{
for (DrawModule** dm = draw->getDrawModules(); *dm; ++dm)
{
ObjectDrawInterface* di = (*dm)->getObjectDrawInterface();
if (di)
{
if (di->updateBonesForClientParticleSystems())
break;
}
}
}
}
// ------------------------------------------------------------------------------------------------
/** CRC */
// ------------------------------------------------------------------------------------------------
void AnimatedParticleSysBoneClientUpdate::crc( Xfer *xfer )
{
// extend base class
ClientUpdateModule::crc( xfer );
}
// ------------------------------------------------------------------------------------------------
/** Xfer method
* Version Info:
* 1: Initial version */
// ------------------------------------------------------------------------------------------------
void AnimatedParticleSysBoneClientUpdate::xfer( Xfer *xfer )
{
// version
XferVersion currentVersion = 1;
XferVersion version = currentVersion;
xfer->xferVersion( &version, currentVersion );
// extend base class
ClientUpdateModule::xfer( xfer );
}
// ------------------------------------------------------------------------------------------------
/** Load post process */
// ------------------------------------------------------------------------------------------------
void AnimatedParticleSysBoneClientUpdate::loadPostProcess()
{
// extend base class
ClientUpdateModule::loadPostProcess();
}