I dropped the code into a a blank sdk and it works.
I made one minor alteration though, here's the whole thing. if it still
doesn't work for you then i have no idea, as i was just sitting in a box map
with a displacement ground seeing slime splashes randomly, WITH rain coming
down.
http://pastebin.com/0KfbHkii
-Tony


On Fri, May 21, 2010 at 9:50 AM, James K <jimmy4...@gmail.com> wrote:

> Removing the IsInAir conditional broke the rain completely. No rain or
> splashes at all now.
>
> On Thu, May 20, 2010 at 8:13 AM, Tony "omega" Sergi <omegal...@gmail.com>
> wrote:
> > and remove all of the other randoms other than what that i changed the
> code
> > to.
> > So for the final output:
> >
> >    /*Tony; the traceline replaces the IsInAir check.
> >    you also don't want the random's to be around the traceline either, or
> > it will only check SOMETIMES. it needs to check _all_ the time.
> >    you also probably want to do some radius checking of the particles
> > position (ignoring z) for if it's in range of the local player to run
> this
> > code or not
> >    otherwise you will have traces for every particle all over the place
> > even if there's no way that the player can see it
> >    so when the player is out of that radius, you would only use if (
> > !IsInAir( pParticle->m_Pos ) { return false; }
> >   */
> >    trace_t trace;
> >    UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_SOLID, NULL,
> > COLLISION_GROUP_NONE, &trace);
> >    if( trace.fraction < 1 || trace.DidHit() )
> >    {
> >        if ( RandomInt( 0, 100 ) <= r_RainSplashPercentage.GetInt() )
> >            DispatchParticleEffect( "rain_splash",
> > trace.endpos,trace.m_pEnt->GetAbsAngles() , NULL );
> >
> >        // Tell the framework it's time to remove the particle from the
> list
> >        return false;
> >    }
> >    // We still want this particle
> >    return true;
> >
> > -Tony
> >
> > On Thu, May 20, 2010 at 7:16 PM, Saul Rennison <saul.renni...@gmail.com
> >wrote:
> >
> >> Remove the IsInAir conditional, that's your issue.
> >>
> >> On Thursday, May 20, 2010, James K <jimmy4...@gmail.com> wrote:
> >> > I don't want to post the whole file because I really haven't changed
> >> > anything else and that would be massive, so here's the tidbit i'm
> >> > working with. The whole file is c_effects.cpp if you need to see the
> >> > rest.
> >> >
> >> >         // No longer in the air? punt.
> >> >         if ( !IsInAir( pParticle->m_Pos ) )
> >> >         {
> >> >                 // Possibly make a splash if we hit a water surface
> and
> >> it's in
> >> > front of the view.
> >> >                 if ( m_Splashes.Count() < 99 )
> >> >                 {
> >> >                         if ( RandomInt( 0, 100 ) <
> >> r_RainSplashPercentage.GetInt() )
> >> >                         {
> >> >    trace_t trace;
> >> >    UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_ALL, NULL,
> >> > COLLISION_GROUP_NONE, &trace);
> >> >    if( trace.fraction < 1 || trace.DidHit() )
> >> >    {
> >> >        if ( RandomInt( 0, 100 ) <= r_RainSplashPercentage.GetInt() )
> >> >            DispatchParticleEffect( "rain_splash", trace.endpos,
> >> > trace.m_pEnt->GetAbsAngles() , NULL );
> >> >    }
> >> >                         }
> >> >                 }
> >> >
> >> >                 // Tell the framework it's time to remove the particle
> >> from the list
> >> >                 return false;
> >> >         }
> >> >
> >> >         // We still want this particle
> >> >         return true;
> >> > }
> >> >
> >>
> > _______________________________________________
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> >
> >
>
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>


-- 
-Tony
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