/* ** 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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (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 int 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( void ) { } //------------------------------------------------------------------------------------------------- /** The client update callback. */ //------------------------------------------------------------------------------------------------- void AnimatedParticleSysBoneClientUpdate::clientUpdate( void ) { //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 ); } // end crc // ------------------------------------------------------------------------------------------------ /** 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 ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void AnimatedParticleSysBoneClientUpdate::loadPostProcess( void ) { // extend base class ClientUpdateModule::loadPostProcess(); } // end loadPostProcess