I didn't comment enough stuff out. Whoops. Thanks for putting up with
my stupidity, Tony.

-James

On Fri, May 21, 2010 at 9:57 AM, Tony "omega" Sergi <omegal...@gmail.com> wrote:
> 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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