mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 03:40:26 +01:00
1477 lines
51 KiB
Erlang
1477 lines
51 KiB
Erlang
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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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601
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%{
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#include "StdH.h"
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#include "Models/Effects/Teleport01/Teleport.h"
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#include "Models/Effects/ExplosionGrenade/ExplosionGrenade.h"
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#include "Models/Effects/ShockWave01/ShockWave.h"
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#include "Models/Effects/BloodOnTheWall01/Blood.h"
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#include "EntitiesMP/MovingBrush.h"
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#define EXPLOSION_GRENADE_TEXTURE_ANIM_FAST 0
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#define EXPLOSION_GRENADE_TEXTURE_ANIM_MEDIUM 1
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#define EXPLOSION_GRENADE_TEXTURE_ANIM_SLOW 2
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#define SHOCKWAVE_TEXTURE_ANIM_FAST 0
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#define SHOCKWAVE_TEXTURE_ANIM_MEDIUM 1
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#define SHOCKWAVE_TEXTURE_ANIM_SLOW 2
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%}
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uses "EntitiesMP/Light";
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enum BasicEffectType {
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0 BET_NONE "None", // no effect (never spawned)
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1 BET_ROCKET "Rocket", // rocket explosion
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2 BET_ROCKET_PLANE "Rocket plane", // rocket explosion on plane
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3 BET_GRENADE "Grenade", // grenade explosion
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4 BET_GRENADE_PLANE "Grenade plane", // grenade explosion on plane
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5 BET_EXPLOSIONSTAIN "Explosionstain", // explosion stain on brush
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6 BET_SHOCKWAVE "Shockwave", // shock wave
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7 BET_LASERWAVE "Laserwave", // laser wave
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10 BET_BLOODSPILL "Blood spill", // blood spill from bullet exit wound
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11 BET_BLOODSTAIN "Blood stain", // blood stain
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19 BET_BLOODSTAINGROW "Blood staingrow", // blood stain which grows bigger
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12 BET_BLOODEXPLODE "Blood explode", // blood explosion at bullet entry wound
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13 BET_CANNON "Cannon", // cannon explosion
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14 BET_CANNON_PLANE "Cannon plane", // cannon explosion on plane
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15 BET_CANNONEXPLOSIONSTAIN "Cannon explosion stain", // cannon explosion stain on brush
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16 BET_CANNONSHOCKWAVE "Cannon shockwave", // cannon shock wave
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17 BET_TELEPORT "Teleport", // teleportation
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18 BET_BOMB "Bomb", // small bomb explosion
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20 BET_BULLETTRAIL "Bullet trail", // white trail where bullet has passed
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21 BET_GIZMO_SPLASH_FX "Gizmo splash fx", // gizmo splash fx
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22 BET_GIZMOSTAIN "Gizmo stain", // gizmo stain
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30 BET_BULLETSTAINSTONE "Bullet stain stone", // bullet stain with ricochet on stone
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31 BET_BULLETSTAINSAND "Bullet stain sand", // bullet stain with ricochet on sand
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32 BET_BULLETSTAINWATER "Bullet stain water", // bullet stain with ricochet on water surface
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33 BET_BULLETSTAINUNDERWATER "Bullet stain underwater", // bullet stain with ricochet on underwater surface
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34 BET_BULLETSTAINSTONENOSOUND "Bullet stain stonenosound", // bullet stain on stone with no sound
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35 BET_BULLETSTAINSANDNOSOUND "Bullet stain sandnosound", // bullet stain on sand with no sound
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36 BET_BULLETSTAINWATERNOSOUND "Bullet stain waternosound", // bullet stain on water surface with no sound
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37 BET_BULLETSTAINUNDERWATERNOSOUND "Bullet stain underwater no sound", // bullet stain on under water surface with no sound
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38 BET_BULLETSTAINREDSAND "Bullet stain red sand", // bullet stain with ricochet on red sand
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39 BET_BULLETSTAINREDSANDNOSOUND "Bullet stain red sand no sound", // bullet stain with ricochet on red sand without sound
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40 BET_LIGHT_CANNON "Light cannon", // cannon explosion with lo sound volume
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41 BET_CANNON_NOLIGHT "Cannon no light", // cannon explosion without light witn lo sound volume
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42 BET_BULLETSTAINGRASS "Bullet stain grass", // bullet stain with ricochet on grass
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43 BET_BULLETSTAINWOOD "Bullet stain wood", // bullet stain with ricochet on wood
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44 BET_BULLETSTAINGRASSNOSOUND "Bullet stain grass no sound", // bullet stain on grass with no sound
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45 BET_BULLETSTAINWOODNOSOUND "Bullet stain wood no sound", // bullet stain on wood with no sound
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46 BET_EXPLOSION_DEBRIS "Explosion debris", // debrises flying out of explosion
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47 BET_EXPLOSION_SMOKE "Explosion smoke", // smoke left behind explosion
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48 BET_SUMMONERSTAREXPLOSION "Summoner star explosion", // magic explosion of starts for summoner
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49 BET_COLLECT_ENERGY "Collect energy",
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50 BET_GROWING_SWIRL "Growing swirl",
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// 51 BET_SNIPER_RESIDUE "Sniper Residue", // smoke left after firing sniper
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52 BET_DISAPPEAR_DUST "Disappear dust",
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53 BET_DUST_FALL "Dust fall",
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54 BET_BULLETSTAINSNOW "Bullet stain snow",
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55 BET_BULLETSTAINSNOWNOSOUND "Bullet stain snow",
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};
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// input parameter for spwaning a basic effect
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event ESpawnEffect {
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enum BasicEffectType betType, // type of effect
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FLOAT3D vNormal, // normal for orientative effects
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FLOAT3D vDirection, // direction oriented effects
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FLOAT3D vStretch, // stretch effect model
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COLOR colMuliplier, // color multiplier
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};
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%{
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void CBasicEffect_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
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{
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switch ((BasicEffectType)iUser) {
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case BET_ROCKET:
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case BET_ROCKET_PLANE:
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pdec->PrecacheSound(SOUND_EXPLOSION);
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pdec->PrecacheModel(MDL_ROCKET_EXPLOSION);
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pdec->PrecacheTexture(TXT_ROCKET_EXPLOSION);
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pdec->PrecacheModel(MDL_PARTICLES_EXPLOSION);
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pdec->PrecacheTexture(TXT_PARTICLES_EXPLOSION);
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pdec->PrecacheModel(MDL_ROCKET3D_EXPLOSION);
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pdec->PrecacheTexture(TXT_ROCKET_EXPLOSION);
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pdec->PrecacheModel(MDL_PARTICLES3D_EXPLOSION);
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pdec->PrecacheTexture(TXT_PARTICLES_EXPLOSION);
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break;
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case BET_BOMB:
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case BET_GRENADE:
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case BET_GRENADE_PLANE:
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pdec->PrecacheSound(SOUND_EXPLOSION);
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pdec->PrecacheModel(MDL_GRENADE_EXPLOSION);
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pdec->PrecacheTexture(TXT_GRENADE_EXPLOSION);
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pdec->PrecacheModel(MDL_PARTICLES_EXPLOSION);
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pdec->PrecacheTexture(TXT_PARTICLES_EXPLOSION);
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pdec->PrecacheModel(MDL_GRENADE3D_EXPLOSION);
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pdec->PrecacheTexture(TXT_GRENADE_EXPLOSION);
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pdec->PrecacheModel(MDL_PARTICLES3D_EXPLOSION);
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pdec->PrecacheTexture(TXT_PARTICLES_EXPLOSION);
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break;
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case BET_CANNON:
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case BET_CANNON_NOLIGHT:
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case BET_LIGHT_CANNON:
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case BET_CANNON_PLANE:
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case BET_CANNONSHOCKWAVE:
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pdec->PrecacheSound(SOUND_EXPLOSION);
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pdec->PrecacheModel(MDL_CANNON_EXPLOSION);
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pdec->PrecacheTexture(TXT_CANNON_EXPLOSION);
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pdec->PrecacheModel(MDL_CANNON3D_EXPLOSION);
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pdec->PrecacheTexture(TXT_CANNON_EXPLOSION);
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pdec->PrecacheModel(MODEL_CANNONSHOCKWAVE);
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pdec->PrecacheTexture(TEXTURE_CANNONSHOCKWAVE);
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break;
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case BET_EXPLOSIONSTAIN:
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pdec->PrecacheModel(MODEL_EXPLOSION_STAIN);
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pdec->PrecacheTexture(TEXTURE_EXPLOSION_STAIN);
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break;
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case BET_CANNONEXPLOSIONSTAIN:
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pdec->PrecacheModel(MODEL_CANNON_EXPLOSION_STAIN);
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pdec->PrecacheTexture(TEXTURE_CANNON_EXPLOSION_STAIN);
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break;
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case BET_SHOCKWAVE:
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pdec->PrecacheModel(MODEL_SHOCKWAVE);
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pdec->PrecacheTexture(TEXTURE_SHOCKWAVE);
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break;
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case BET_LASERWAVE:
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pdec->PrecacheModel(MODEL_LASERWAVE);
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pdec->PrecacheTexture(TEXTURE_LASERWAVE);
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break;
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case BET_BULLETSTAINSTONE:
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case BET_BULLETSTAINSAND:
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case BET_BULLETSTAINREDSAND:
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case BET_BULLETSTAINWATER:
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case BET_BULLETSTAINUNDERWATER:
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case BET_BULLETSTAINSTONENOSOUND:
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case BET_BULLETSTAINSANDNOSOUND:
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case BET_BULLETSTAINREDSANDNOSOUND:
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case BET_BULLETSTAINWATERNOSOUND:
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case BET_BULLETSTAINUNDERWATERNOSOUND:
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case BET_BULLETSTAINGRASS:
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case BET_BULLETSTAINWOOD:
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case BET_BULLETSTAINGRASSNOSOUND:
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case BET_BULLETSTAINWOODNOSOUND:
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case BET_BULLETSTAINSNOW:
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case BET_BULLETSTAINSNOWNOSOUND:
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pdec->PrecacheModel(MODEL_BULLET_HIT);
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pdec->PrecacheTexture(TEXTURE_BULLET_HIT);
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pdec->PrecacheTexture(TEXTURE_BULLET_SAND);
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pdec->PrecacheModel(MODEL_SHOCKWAVE);
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pdec->PrecacheTexture(TEXTURE_WATER_WAVE);
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pdec->PrecacheSound(SOUND_BULLET_STONE);
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pdec->PrecacheSound(SOUND_BULLET_SAND);
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pdec->PrecacheSound(SOUND_BULLET_WATER);
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pdec->PrecacheModel(MODEL_BULLET_STAIN);
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pdec->PrecacheTexture(TEXTURE_BULLET_STAIN);
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pdec->PrecacheSound(SOUND_BULLET_GRASS);
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pdec->PrecacheSound(SOUND_BULLET_WOOD);
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pdec->PrecacheSound(SOUND_BULLET_SNOW);
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break;
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case BET_BULLETTRAIL:
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pdec->PrecacheModel(MODEL_BULLET_TRAIL);
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pdec->PrecacheTexture(TEXTURE_BULLET_TRAIL);
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break;
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case BET_GIZMO_SPLASH_FX:
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pdec->PrecacheModel(MODEL_BULLET_HIT);
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pdec->PrecacheTexture(TEXTURE_BULLET_HIT);
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pdec->PrecacheSound(SOUND_GIZMO_SPLASH);
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break;
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case BET_BLOODEXPLODE:
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pdec->PrecacheModel(MODEL_BLOOD_EXPLODE);
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pdec->PrecacheTexture(TEXTURE_BLOOD_EXPLODE);
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pdec->PrecacheSound(SOUND_BULLET_FLESH);
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break;
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case BET_BLOODSTAIN:
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case BET_BLOODSTAINGROW:
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case BET_BLOODSPILL:
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case BET_GIZMOSTAIN:
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pdec->PrecacheModel(MODEL_BLOOD_STAIN);
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pdec->PrecacheTexture(TEXTURE_BLOOD_STAIN1);
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pdec->PrecacheTexture(TEXTURE_BLOOD_STAIN2);
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pdec->PrecacheTexture(TEXTURE_BLOOD_STAIN3);
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pdec->PrecacheTexture(TEXTURE_BLOOD_STAIN4);
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pdec->PrecacheTexture(TEXTURE_BLOOD_SPILL1);
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pdec->PrecacheTexture(TEXTURE_BLOOD_SPILL2);
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pdec->PrecacheTexture(TEXTURE_BLOOD_SPILL3);
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pdec->PrecacheTexture(TEXTURE_BLOOD_FLOWER1);
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pdec->PrecacheTexture(TEXTURE_BLOOD_FLOWER2);
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pdec->PrecacheTexture(TEXTURE_BLOOD_FLOWER3);
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break;
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case BET_TELEPORT:
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pdec->PrecacheModel(MODEL_TELEPORT_EFFECT);
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pdec->PrecacheTexture(TEXTURE_TELEPORT_EFFECT);
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pdec->PrecacheSound(SOUND_TELEPORT);
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break;
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default:
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ASSERT(FALSE);
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}
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}
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%}
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class CBasicEffect : CRationalEntity {
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name "BasicEffect";
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thumbnail "";
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features "ImplementsOnPrecache", "CanBePredictable";
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properties:
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1 enum BasicEffectType m_betType = BET_NONE, // type of effect
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2 FLOAT m_fWaitTime = 0.0f, // wait time
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3 FLOAT m_fFadeTime = 0.0f, // fade away time
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4 BOOL m_bFade = FALSE, // fade is enabled
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5 FLOAT m_fFadeStartTime = 0.0f, // fade away start time
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9 FLOAT m_fFadeStartAlpha = 1.0f, // alpha value
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6 FLOAT3D m_vNormal = FLOAT3D(0,0,0), // normal for orientative effects
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7 FLOAT3D m_vStretch = FLOAT3D(0,0,0), // stretch effect
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8 FLOAT3D m_vDirection = FLOAT3D(0,0,0), // direction oriented effects
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10 FLOAT m_fDepthSortOffset = 0.0f,
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11 FLOAT m_fFadeInSpeed = 0.0f,
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12 FLOAT m_tmSpawn = 0.0f, // when it was spawned
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13 FLOAT m_tmWaitAfterDeath = 0.0f, // after death wait time
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20 BOOL m_bLightSource = FALSE, // effect is also light source
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21 CAnimObject m_aoLightAnimation, // light animation object
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22 INDEX m_iLightAnimation = -1, // lignt animation index
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23 COLOR m_colMultiplyColor = 0xFFFFFFFF, // color multiplier
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30 CSoundObject m_soEffect, // sound channel
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31 FLOAT m_fSoundTime = 0.0f, // wait for sound to end
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40 enum EffectParticlesType m_eptType = EPT_NONE, // type of particle effect
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41 FLOAT m_tmWhenShot = 0.0f, // when entity was shot
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42 FLOAT3D m_vGravity = FLOAT3D(0,0,0), // simulated direction of gravity
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{
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CLightSource m_lsLightSource;
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}
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components:
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// ********** PROJECTILE EXPLOSIONS **********
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1 model MDL_ROCKET_EXPLOSION "Models\\Effects\\ExplosionRocket\\ExplosionRocket.mdl",
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2 model MDL_ROCKET3D_EXPLOSION "Models\\Effects\\ExplosionRocket\\ExplosionRocket3D.mdl",
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3 texture TXT_ROCKET_EXPLOSION "Models\\Effects\\Explosionrocket\\Texture.tex",
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4 model MDL_GRENADE_EXPLOSION "Models\\Effects\\ExplosionGrenade\\ExplosionGrenade.mdl",
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5 model MDL_GRENADE3D_EXPLOSION "Models\\Effects\\ExplosionGrenade\\ExplosionGrenade3D.mdl",
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6 texture TXT_GRENADE_EXPLOSION "Models\\Effects\\ExplosionGrenade\\Texture.tex",
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7 model MDL_PARTICLES_EXPLOSION "Models\\Effects\\ExplosionParticles\\Particles.mdl",
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8 model MDL_PARTICLES3D_EXPLOSION "Models\\Effects\\ExplosionParticles\\Particles3D.mdl",
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9 texture TXT_PARTICLES_EXPLOSION "Models\\Effects\\ExplosionParticles\\Texture.tex",
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10 sound SOUND_EXPLOSION "Sounds\\Weapons\\_Explosion02.wav",
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11 model MDL_CANNON_EXPLOSION "Models\\Effects\\ExplosionGrenade\\ExplosionGrenade.mdl",
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12 model MDL_CANNON3D_EXPLOSION "Models\\Effects\\ExplosionGrenade\\ExplosionGrenade3D.mdl",
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13 texture TXT_CANNON_EXPLOSION "Models\\Effects\\ExplosionGrenade\\Texture.tex",
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// ********** BULLET HIT **********
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15 model MODEL_BULLET_HIT "Models\\Effects\\BulletParticles\\BulletParticles.mdl",
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16 texture TEXTURE_BULLET_HIT "Models\\Effects\\BulletParticles\\BulletParticles.tex",
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18 model MODEL_BULLET_STAIN "Models\\Effects\\BulletOnTheWall\\Bullet.mdl",
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19 texture TEXTURE_BULLET_STAIN "Models\\Effects\\BulletOnTheWall\\Bullet.tex",
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70 texture TEXTURE_BULLET_TRAIL "Models\\Effects\\BulletTrail\\BulletTrail.tex",
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71 model MODEL_BULLET_TRAIL "Models\\Effects\\BulletTrail\\BulletTrail.mdl",
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90 sound SOUND_BULLET_STONE "Sounds\\Weapons\\_BulletHitWall.wav",
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91 sound SOUND_BULLET_SAND "Sounds\\Weapons\\BulletHitSand.wav",
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92 sound SOUND_BULLET_WATER "Sounds\\Weapons\\BulletHitWater.wav",
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93 sound SOUND_BULLET_FLESH "Sounds\\Weapons\\_BulletHitFlesh.wav",
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94 texture TEXTURE_BULLET_SAND "Models\\Effects\\BulletOnTheWall\\BulletSand.tex",
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95 sound SOUND_BULLET_GRASS "SoundsMP\\Weapons\\BulletHitGrass.wav",
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96 sound SOUND_BULLET_WOOD "SoundsMP\\Weapons\\BulletHitWood.wav",
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97 sound SOUND_BULLET_SNOW "SoundsMP\\Weapons\\BulletHitSnow.wav",
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// ********** BLOOD **********
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21 model MODEL_BLOOD_EXPLODE "Models\\Effects\\BloodCloud\\BloodCloud.mdl",
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22 texture TEXTURE_BLOOD_EXPLODE "Models\\Effects\\BloodCloud\\BloodCloud.tex",
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23 model MODEL_BLOOD_STAIN "Models\\Effects\\BloodOnTheWall01\\Blood.mdl",
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24 texture TEXTURE_BLOOD_STAIN1 "Models\\Effects\\BloodOnTheWall01\\BloodStain01.tex",
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25 texture TEXTURE_BLOOD_STAIN2 "Models\\Effects\\BloodOnTheWall01\\BloodStain02.tex",
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26 texture TEXTURE_BLOOD_STAIN3 "Models\\Effects\\BloodOnTheWall01\\BloodStain03.tex",
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27 texture TEXTURE_BLOOD_STAIN4 "Models\\Effects\\BloodOnTheWall01\\BloodStain04.tex",
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28 texture TEXTURE_BLOOD_SPILL1 "Models\\Effects\\BloodOnTheWall01\\BloodSpill02.tex",
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29 texture TEXTURE_BLOOD_SPILL2 "Models\\Effects\\BloodOnTheWall01\\BloodSpill05.tex",
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30 texture TEXTURE_BLOOD_SPILL3 "Models\\Effects\\BloodOnTheWall01\\BloodSpill06.tex",
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31 texture TEXTURE_BLOOD_FLOWER1 "Models\\Effects\\Flowers\\Flowers1s.tex",
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32 texture TEXTURE_BLOOD_FLOWER2 "Models\\Effects\\Flowers\\Flowers2s.tex",
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33 texture TEXTURE_BLOOD_FLOWER3 "Models\\Effects\\Flowers\\Flowers3s.tex",
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// ********** SHOCK WAVE **********
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40 model MODEL_SHOCKWAVE "Models\\Effects\\ShockWave01\\ShockWave.mdl",
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41 texture TEXTURE_SHOCKWAVE "Models\\Effects\\ShockWave01\\Textures\\ShockWave.tex",
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42 model MODEL_CANNONSHOCKWAVE "Models\\Effects\\ShockWave01\\ShockWave.mdl",
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43 texture TEXTURE_CANNONSHOCKWAVE "Models\\Effects\\ShockWave01\\Textures\\ShockWave.tex",
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// ********** EXPLOSION STAIN **********
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||
|
45 model MODEL_EXPLOSION_STAIN "Models\\Effects\\BurnedStainOnTheWall\\BurnedStainOnTheWall.mdl",
|
||
|
46 texture TEXTURE_EXPLOSION_STAIN "Models\\Effects\\BurnedStainOnTheWall\\BurnedStainOnTheWall.tex",
|
||
|
|
||
|
47 model MODEL_CANNON_EXPLOSION_STAIN "Models\\Effects\\BurnedStainOnTheWall\\BurnedStainOnTheWall.mdl",
|
||
|
48 texture TEXTURE_CANNON_EXPLOSION_STAIN "Models\\Effects\\BurnedStainOnTheWall\\BurnedStainOnTheWall.tex",
|
||
|
|
||
|
// ********** LASER WAVE **********
|
||
|
50 model MODEL_LASERWAVE "Models\\Effects\\ShockWaveGreen\\ShockWaveGreen.mdl",
|
||
|
51 texture TEXTURE_LASERWAVE "Models\\Effects\\ShockWaveGreen\\ShockWaveGreen.tex",
|
||
|
|
||
|
// ********** TELEPORT **********
|
||
|
61 model MODEL_TELEPORT_EFFECT "Models\\Effects\\Teleport01\\Teleport.mdl",
|
||
|
62 texture TEXTURE_TELEPORT_EFFECT "Textures\\Effects\\Effect01\\Effect.tex",
|
||
|
63 sound SOUND_TELEPORT "Sounds\\Misc\\Teleport.wav",
|
||
|
|
||
|
// ********** GIZMO SPLASH FX **********
|
||
|
80 sound SOUND_GIZMO_SPLASH "Models\\Enemies\\Gizmo\\Sounds\\Death.wav",
|
||
|
|
||
|
// ********** Water shockwave texture **********
|
||
|
100 texture TEXTURE_WATER_WAVE "Models\\Effects\\ShockWave01\\Textures\\WaterWave.tex",
|
||
|
|
||
|
functions:
|
||
|
|
||
|
// dump sync data to text file
|
||
|
export void DumpSync_t(CTStream &strm, INDEX iExtensiveSyncCheck) // throw char *
|
||
|
{
|
||
|
CRationalEntity::DumpSync_t(strm, iExtensiveSyncCheck);
|
||
|
strm.FPrintF_t("Type: %d\n", m_betType);
|
||
|
}
|
||
|
|
||
|
/* Read from stream. */
|
||
|
void Read_t( CTStream *istr) // throw char *
|
||
|
{
|
||
|
CRationalEntity::Read_t(istr);
|
||
|
// setup light source
|
||
|
if( m_bLightSource) {
|
||
|
SetupLightSource();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Get static light source information. */
|
||
|
CLightSource *GetLightSource(void)
|
||
|
{
|
||
|
if( m_bLightSource && !IsPredictor()) {
|
||
|
return &m_lsLightSource;
|
||
|
} else {
|
||
|
return NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Setup light source
|
||
|
void SetupLightSource(void)
|
||
|
{
|
||
|
if( m_iLightAnimation>=0)
|
||
|
{ // set light animation if available
|
||
|
try {
|
||
|
m_aoLightAnimation.SetData_t(CTFILENAME("Animations\\BasicEffects.ani"));
|
||
|
} catch (char *strError) {
|
||
|
WarningMessage(TRANS("Cannot load Animations\\BasicEffects.ani: %s"), strError);
|
||
|
}
|
||
|
// play light animation
|
||
|
if (m_aoLightAnimation.GetData()!=NULL) {
|
||
|
m_aoLightAnimation.PlayAnim(m_iLightAnimation, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// setup light source
|
||
|
CLightSource lsNew;
|
||
|
lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DYNAMIC;
|
||
|
lsNew.ls_rHotSpot = 0.0f;
|
||
|
switch (m_betType) {
|
||
|
case BET_ROCKET:
|
||
|
lsNew.ls_colColor = RGBToColor(100, 100, 100);
|
||
|
lsNew.ls_rHotSpot = 3.0f;
|
||
|
lsNew.ls_rFallOff = 12.5f;
|
||
|
lsNew.ls_plftLensFlare = NULL;
|
||
|
break;
|
||
|
case BET_GRENADE:
|
||
|
lsNew.ls_colColor = RGBToColor(200, 200, 200);
|
||
|
lsNew.ls_rFallOff = 12.5f;
|
||
|
lsNew.ls_plftLensFlare = NULL;
|
||
|
break;
|
||
|
case BET_CANNON:
|
||
|
case BET_LIGHT_CANNON:
|
||
|
lsNew.ls_colColor = RGBToColor(200, 200, 200);
|
||
|
lsNew.ls_rFallOff = 12.5f;
|
||
|
lsNew.ls_plftLensFlare = NULL;
|
||
|
break;
|
||
|
case BET_LASERWAVE:
|
||
|
lsNew.ls_colColor = RGBToColor(0, 64, 0);
|
||
|
lsNew.ls_rFallOff = 1.5f;
|
||
|
lsNew.ls_plftLensFlare = NULL;
|
||
|
break;
|
||
|
case BET_BOMB:
|
||
|
lsNew.ls_colColor = RGBToColor(100, 100, 100);
|
||
|
lsNew.ls_rFallOff = 8.0f;
|
||
|
lsNew.ls_plftLensFlare = NULL;
|
||
|
break;
|
||
|
default:
|
||
|
ASSERTALWAYS("Unknown light source");
|
||
|
}
|
||
|
lsNew.ls_ubPolygonalMask = 0;
|
||
|
lsNew.ls_paoLightAnimation = NULL;
|
||
|
|
||
|
// setup light animation
|
||
|
lsNew.ls_paoLightAnimation = NULL;
|
||
|
if (m_aoLightAnimation.GetData()!=NULL) {
|
||
|
lsNew.ls_paoLightAnimation = &m_aoLightAnimation;
|
||
|
}
|
||
|
|
||
|
m_lsLightSource.ls_penEntity = this;
|
||
|
m_lsLightSource.SetLightSource(lsNew);
|
||
|
}
|
||
|
|
||
|
|
||
|
/* RENDER PARTICLES */
|
||
|
|
||
|
|
||
|
void RenderParticles(void)
|
||
|
{
|
||
|
if( m_eptType != EPT_NONE)
|
||
|
{
|
||
|
FLOAT fStretch=0.3f;
|
||
|
Particles_BulletSpray(en_ulID, GetLerpedPlacement().pl_PositionVector, m_vGravity,
|
||
|
m_eptType, m_tmSpawn, m_vStretch, fStretch);
|
||
|
}
|
||
|
if(m_betType==BET_EXPLOSION_DEBRIS)
|
||
|
{
|
||
|
Particles_ExplosionDebris1(this, m_tmSpawn, m_vStretch, m_colMultiplyColor);
|
||
|
Particles_ExplosionDebris2(this, m_tmSpawn, m_vStretch, m_colMultiplyColor);
|
||
|
Particles_ExplosionDebris3(this, m_tmSpawn, m_vStretch, m_colMultiplyColor);
|
||
|
}
|
||
|
if(m_betType==BET_COLLECT_ENERGY)
|
||
|
{
|
||
|
Particles_CollectEnergy(this, m_tmSpawn, m_tmSpawn+m_fWaitTime);
|
||
|
}
|
||
|
/*if(m_betType==BET_SNIPER_RESIDUE)
|
||
|
{
|
||
|
Particles_SniperResidue(this, m_tmSpawn, m_tmSpawn+m_fWaitTime, m_vNormal, m_vDirection);
|
||
|
}*/
|
||
|
if(m_betType==BET_EXPLOSION_SMOKE && _pTimer->GetLerpedCurrentTick()>(m_tmSpawn+m_fWaitTime) )
|
||
|
{
|
||
|
Particles_ExplosionSmoke(this, m_tmSpawn+m_fWaitTime, m_vStretch, m_colMultiplyColor);
|
||
|
}
|
||
|
if(m_betType==BET_SUMMONERSTAREXPLOSION)
|
||
|
{
|
||
|
Particles_SummonerExplode(this, GetPlacement().pl_PositionVector,
|
||
|
60.0f, 1.0f, m_tmSpawn, m_fWaitTime);
|
||
|
}
|
||
|
if(m_betType==BET_GROWING_SWIRL)
|
||
|
{
|
||
|
FLOAT fStretch=(m_vStretch(1)+m_vStretch(2)+m_vStretch(3))/3.0f;
|
||
|
Particles_GrowingSwirl(this, fStretch, m_tmSpawn);
|
||
|
}
|
||
|
if(m_betType==BET_DISAPPEAR_DUST)
|
||
|
{
|
||
|
FLOAT fStretch=(m_vStretch(1)+m_vStretch(2)+m_vStretch(3))/3.0f;
|
||
|
Particles_DisappearDust(this, fStretch, m_tmSpawn);
|
||
|
}
|
||
|
if(m_betType==BET_DUST_FALL)
|
||
|
{
|
||
|
Particles_DustFall(this, m_tmSpawn, m_vStretch);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* FADE OUT *
|
||
|
************************************************************/
|
||
|
|
||
|
BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
|
||
|
{
|
||
|
if( m_bFade) {
|
||
|
FLOAT m_fTimeRemain = m_fFadeStartTime + m_fFadeTime - _pTimer->CurrentTick();
|
||
|
if (m_fTimeRemain < 0.0f) { m_fTimeRemain = 0.0f; }
|
||
|
COLOR col = GetModelColor() & ~CT_AMASK;
|
||
|
col |= (ULONG)(m_fFadeStartAlpha* m_fTimeRemain/m_fFadeTime *255.0f);
|
||
|
SetModelColor(col);
|
||
|
} else if (m_fFadeInSpeed>0) {
|
||
|
TIME tmAge = _pTimer->GetLerpedCurrentTick()-m_tmSpawn;
|
||
|
COLOR col = GetModelColor() ;
|
||
|
col = (col &~CT_AMASK) |
|
||
|
(ULONG)((255)*Clamp(tmAge*m_fFadeInSpeed/m_fWaitTime, 0.0f, 1.0f));
|
||
|
SetModelColor(col);
|
||
|
}
|
||
|
|
||
|
return FALSE;
|
||
|
};
|
||
|
|
||
|
// get offset for depth-sorting of alpha models (in meters, positive is nearer)
|
||
|
FLOAT GetDepthSortOffset(void)
|
||
|
{
|
||
|
return m_fDepthSortOffset;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* GLOBAL SUPPORT FUNCTIONS *
|
||
|
************************************************************/
|
||
|
|
||
|
void SetNonLoopingTexAnims(void)
|
||
|
{
|
||
|
CModelObject *pmo = GetModelObject();
|
||
|
pmo->mo_toTexture.PlayAnim(0, 0);
|
||
|
FOREACHINLIST(CAttachmentModelObject, amo_lnInMain, pmo->mo_lhAttachments, itamo) {
|
||
|
CModelObject *pmoAtt = &itamo->amo_moModelObject;
|
||
|
pmoAtt->mo_toTexture.PlayAnim(0, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void SetNormalForHalfFaceForward(void)
|
||
|
{
|
||
|
CPlacement3D pl = GetPlacement();
|
||
|
UpVectorToAngles(m_vNormal, pl.pl_OrientationAngle);
|
||
|
SetPlacement(pl);
|
||
|
};
|
||
|
|
||
|
void SetNormal(void)
|
||
|
{
|
||
|
CPlacement3D pl = GetPlacement();
|
||
|
DirectionVectorToAngles(m_vNormal, pl.pl_OrientationAngle);
|
||
|
SetPlacement(pl);
|
||
|
};
|
||
|
|
||
|
void SetNormalWithRandomBanking(void)
|
||
|
{
|
||
|
CPlacement3D pl = GetPlacement();
|
||
|
DirectionVectorToAngles(m_vNormal, pl.pl_OrientationAngle);
|
||
|
pl.pl_OrientationAngle(3) = FRnd()*360.0f;
|
||
|
SetPlacement(pl);
|
||
|
};
|
||
|
|
||
|
void FindGravityVectorFromSector(void)
|
||
|
{
|
||
|
CBrushSector *pbscContent = NULL;
|
||
|
{FOREACHSRCOFDST(en_rdSectors, CBrushSector, bsc_rsEntities, pbsc)
|
||
|
pbscContent = &*pbsc;
|
||
|
break;
|
||
|
ENDFOR;}
|
||
|
|
||
|
if( pbscContent == NULL)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
INDEX iForceType = pbscContent->GetForceType();
|
||
|
CEntity *penBrush = pbscContent->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
|
||
|
CForceStrength fsGravity;
|
||
|
CForceStrength fsField;
|
||
|
penBrush->GetForce( iForceType, en_plPlacement.pl_PositionVector, fsGravity, fsField);
|
||
|
// remember gravity vector
|
||
|
m_vGravity = fsGravity.fs_vDirection;
|
||
|
};
|
||
|
|
||
|
void SetNormalAndDirection(void)
|
||
|
{
|
||
|
// special case for stains without sliding
|
||
|
if( m_vDirection.Length() < 0.01f) {
|
||
|
SetNormalWithRandomBanking();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
FLOAT3D vX;
|
||
|
FLOAT3D vY = -m_vDirection;
|
||
|
FLOAT3D vZ = -m_vNormal;
|
||
|
vZ.Normalize();
|
||
|
vX = vY*vZ;
|
||
|
vX.Normalize();
|
||
|
vY = vZ*vX;
|
||
|
vY.Normalize();
|
||
|
|
||
|
FLOATmatrix3D m;
|
||
|
m(1,1) = vX(1); m(1,2) = vY(1); m(1,3) = vZ(1);
|
||
|
m(2,1) = vX(2); m(2,2) = vY(2); m(2,3) = vZ(2);
|
||
|
m(3,1) = vX(3); m(3,2) = vY(3); m(3,3) = vZ(3);
|
||
|
|
||
|
CPlacement3D pl = GetPlacement();
|
||
|
DecomposeRotationMatrixNoSnap(pl.pl_OrientationAngle, m);
|
||
|
SetPlacement(pl);
|
||
|
};
|
||
|
|
||
|
void RandomBanking(void)
|
||
|
{
|
||
|
CPlacement3D pl = GetPlacement();
|
||
|
pl.pl_OrientationAngle(3) = FRnd()*360.0f;
|
||
|
SetPlacement(pl);
|
||
|
};
|
||
|
|
||
|
void Stretch(void) {
|
||
|
ASSERT(m_vStretch(1)>0.01f && m_vStretch(3)>0.01f && m_vStretch(3)>0.01f);
|
||
|
GetModelObject()->mo_Stretch = m_vStretch;
|
||
|
};
|
||
|
|
||
|
// parent the effect if needed and adjust size not to get out of the polygon
|
||
|
void ParentToNearestPolygonAndStretch(void)
|
||
|
{
|
||
|
// find nearest polygon
|
||
|
FLOAT3D vPoint;
|
||
|
FLOATplane3D plPlaneNormal;
|
||
|
FLOAT fDistanceToEdge;
|
||
|
CBrushPolygon *pbpoNearBrush = GetNearestPolygon( vPoint, plPlaneNormal, fDistanceToEdge);
|
||
|
|
||
|
if( (m_betType>=BET_BULLETSTAINSTONE && m_betType<=BET_BULLETSTAINREDSANDNOSOUND) ||
|
||
|
(m_betType>=BET_BULLETSTAINGRASS && m_betType<=BET_BULLETSTAINWOODNOSOUND) ||
|
||
|
(m_betType>=BET_BULLETSTAINSNOW && m_betType<=BET_BULLETSTAINSNOWNOSOUND))
|
||
|
{
|
||
|
if( pbpoNearBrush != NULL)
|
||
|
{
|
||
|
CBrushSector *pbscContent = pbpoNearBrush->bpo_pbscSector;
|
||
|
INDEX iForceType = pbscContent->GetForceType();
|
||
|
CEntity *penNearBrush = pbscContent->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
|
||
|
CForceStrength fsGravity;
|
||
|
CForceStrength fsField;
|
||
|
penNearBrush->GetForce( iForceType, en_plPlacement.pl_PositionVector, fsGravity, fsField);
|
||
|
// remember gravity vector
|
||
|
m_vGravity = fsGravity.fs_vDirection;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if there is none, or if it is portal, or it is not near enough
|
||
|
if (pbpoNearBrush==NULL || (pbpoNearBrush->bpo_ulFlags&BPOF_PORTAL)
|
||
|
|| (vPoint-GetPlacement().pl_PositionVector).ManhattanNorm()>0.1f*3) {
|
||
|
// dissapear
|
||
|
SwitchToEditorModel();
|
||
|
// if polygon is found
|
||
|
} else {
|
||
|
CEntity *penNearBrush = pbpoNearBrush->bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
|
||
|
FLOATaabbox3D box;
|
||
|
en_pmoModelObject->GetCurrentFrameBBox( box);
|
||
|
box.StretchByVector( en_pmoModelObject->mo_Stretch);
|
||
|
FLOAT fOrgSize = box.Size().MaxNorm();
|
||
|
FLOAT fMaxSize = fDistanceToEdge*2.0f;
|
||
|
// if minimum distance from polygon edges is too small
|
||
|
if( fMaxSize<fOrgSize*0.25f) {
|
||
|
// dissapear
|
||
|
SwitchToEditorModel();
|
||
|
// if the distance is acceptable
|
||
|
} else {
|
||
|
// set your size to not get out of it
|
||
|
FLOAT fStretch = fMaxSize/fOrgSize;
|
||
|
fStretch = ClampUp( fStretch, 1.0f);
|
||
|
m_vStretch = en_pmoModelObject->mo_Stretch*fStretch;
|
||
|
Stretch();
|
||
|
ModelChangeNotify();
|
||
|
// set parent to that brush
|
||
|
SetParent( penNearBrush);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* PROJECTILE/GRENADE EXPLOSION, STAIN *
|
||
|
************************************************************/
|
||
|
|
||
|
void ProjectileExplosion(void)
|
||
|
{
|
||
|
SetPredictable(TRUE);
|
||
|
Stretch();
|
||
|
SetModel(MDL_ROCKET_EXPLOSION);
|
||
|
SetModelMainTexture(TXT_ROCKET_EXPLOSION);
|
||
|
AddAttachment(0, MDL_PARTICLES_EXPLOSION, TXT_PARTICLES_EXPLOSION);
|
||
|
RandomBanking();
|
||
|
SetNonLoopingTexAnims();
|
||
|
m_soEffect.Set3DParameters(150.0f, 3.0f, 1.0f, 1.0f);
|
||
|
PlaySound(m_soEffect, SOUND_EXPLOSION, SOF_3D);
|
||
|
m_fSoundTime = GetSoundLength(SOUND_EXPLOSION);
|
||
|
m_fWaitTime = 0.95f;
|
||
|
m_bLightSource = TRUE;
|
||
|
m_iLightAnimation = 0;
|
||
|
};
|
||
|
|
||
|
void ProjectilePlaneExplosion(void) {
|
||
|
SetPredictable(TRUE);
|
||
|
Stretch();
|
||
|
SetModel(MDL_ROCKET3D_EXPLOSION);
|
||
|
SetModelMainTexture(TXT_ROCKET_EXPLOSION);
|
||
|
AddAttachment(0, MDL_PARTICLES3D_EXPLOSION, TXT_PARTICLES_EXPLOSION);
|
||
|
SetNormalWithRandomBanking();
|
||
|
SetNonLoopingTexAnims();
|
||
|
m_fWaitTime = 0.95f;
|
||
|
m_bLightSource = FALSE;
|
||
|
};
|
||
|
|
||
|
void BombExplosion(void) {
|
||
|
SetPredictable(TRUE);
|
||
|
Stretch();
|
||
|
SetModel(MDL_GRENADE_EXPLOSION);
|
||
|
SetModelMainTexture(TXT_GRENADE_EXPLOSION);
|
||
|
SetNonLoopingTexAnims();
|
||
|
FLOAT fSizeFactor = m_vStretch.MaxNorm();
|
||
|
m_soEffect.Set3DParameters(50.0f*fSizeFactor, 10.0f*fSizeFactor, 1.0f*fSizeFactor, 1.0f);
|
||
|
PlaySound(m_soEffect, SOUND_EXPLOSION, SOF_3D);
|
||
|
m_fSoundTime = GetSoundLength(SOUND_EXPLOSION);
|
||
|
m_fWaitTime = 0.95f;
|
||
|
m_bLightSource = TRUE;
|
||
|
m_iLightAnimation = 1;
|
||
|
};
|
||
|
|
||
|
void GizmoSplashFX(void)
|
||
|
{
|
||
|
SetPredictable(TRUE);
|
||
|
SetModel(MODEL_BULLET_HIT);
|
||
|
SetModelMainTexture(TEXTURE_BULLET_HIT);
|
||
|
m_soEffect.Set3DParameters(50.0f, 10.0f, 1.0f, 1.0f);
|
||
|
PlaySound(m_soEffect, SOUND_GIZMO_SPLASH, SOF_3D);
|
||
|
m_fSoundTime = GetSoundLength(SOUND_GIZMO_SPLASH);
|
||
|
m_fWaitTime = 0.95f;
|
||
|
m_bLightSource = FALSE;
|
||
|
};
|
||
|
|
||
|
void ExplosionDebris(void)
|
||
|
{
|
||
|
SetPredictable(TRUE);
|
||
|
SetModel(MODEL_BULLET_HIT);
|
||
|
SetModelMainTexture(TEXTURE_BULLET_HIT);
|
||
|
m_fWaitTime = 0.95f;
|
||
|
m_bLightSource = FALSE;
|
||
|
};
|
||
|
|
||
|
void CollectEnergy(void)
|
||
|
{
|
||
|
SetPredictable(TRUE);
|
||
|
SetModel(MODEL_BULLET_HIT);
|
||
|
SetModelMainTexture(TEXTURE_BULLET_HIT);
|
||
|
m_fWaitTime = 2;
|
||
|
m_bLightSource = FALSE;
|
||
|
}
|
||
|
|
||
|
void GrowingSwirl(void)
|
||
|
{
|
||
|
SetPredictable(TRUE);
|
||
|
SetModel(MODEL_BULLET_HIT);
|
||
|
SetModelMainTexture(TEXTURE_BULLET_HIT);
|
||
|
m_fWaitTime = 10.0f;
|
||
|
m_bLightSource = FALSE;
|
||
|
}
|
||
|
|
||
|
void DisappearDust(void)
|
||
|
{
|
||
|
SetPredictable(TRUE);
|
||
|
SetModel(MODEL_BULLET_HIT);
|
||
|
SetModelMainTexture(TEXTURE_BULLET_HIT);
|
||
|
m_fWaitTime = 10.0f;
|
||
|
m_bLightSource = FALSE;
|
||
|
}
|
||
|
|
||
|
void DustFall(void)
|
||
|
{
|
||
|
SetPredictable(TRUE);
|
||
|
SetModel(MODEL_BULLET_HIT);
|
||
|
SetModelMainTexture(TEXTURE_BULLET_HIT);
|
||
|
m_fWaitTime = 10.0f;
|
||
|
m_bLightSource = FALSE;
|
||
|
}
|
||
|
|
||
|
void SniperResidue(void)
|
||
|
{
|
||
|
// NOTE: m_vNormal and m_vDirection here represent the starting and the
|
||
|
// ending point of this effect!!!
|
||
|
SetPredictable(TRUE);
|
||
|
SetModel(MODEL_BULLET_HIT);
|
||
|
SetModelMainTexture(TEXTURE_BULLET_HIT);
|
||
|
m_fWaitTime = 0.05f;
|
||
|
m_bLightSource = FALSE;
|
||
|
}
|
||
|
|
||
|
void ExplosionSmoke(void)
|
||
|
{
|
||
|
SetPredictable(TRUE);
|
||
|
SetModel(MODEL_BULLET_HIT);
|
||
|
SetModelMainTexture(TEXTURE_BULLET_HIT);
|
||
|
m_fWaitTime=0.25f;
|
||
|
m_tmWaitAfterDeath=8.0f;
|
||
|
m_bLightSource = FALSE;
|
||
|
};
|
||
|
|
||
|
void GrenadeExplosion(void) {
|
||
|
SetPredictable(TRUE);
|
||
|
Stretch();
|
||
|
SetModel(MDL_GRENADE_EXPLOSION);
|
||
|
SetModelMainTexture(TXT_GRENADE_EXPLOSION);
|
||
|
AddAttachment(0, MDL_PARTICLES_EXPLOSION, TXT_PARTICLES_EXPLOSION);
|
||
|
RandomBanking();
|
||
|
SetNonLoopingTexAnims();
|
||
|
m_soEffect.Set3DParameters(150.0f, 3.0f, 1.0f, 1.0f);
|
||
|
PlaySound(m_soEffect, SOUND_EXPLOSION, SOF_3D);
|
||
|
m_fSoundTime = GetSoundLength(SOUND_EXPLOSION);
|
||
|
m_fWaitTime = 0.95f;
|
||
|
m_bLightSource = TRUE;
|
||
|
m_iLightAnimation = 1;
|
||
|
};
|
||
|
|
||
|
void GrenadePlaneExplosion(void) {
|
||
|
SetPredictable(TRUE);
|
||
|
Stretch();
|
||
|
SetModel(MDL_GRENADE3D_EXPLOSION);
|
||
|
SetModelMainTexture(TXT_GRENADE_EXPLOSION);
|
||
|
AddAttachment(0, MDL_PARTICLES3D_EXPLOSION, TXT_PARTICLES_EXPLOSION);
|
||
|
SetNonLoopingTexAnims();
|
||
|
SetNormalWithRandomBanking();
|
||
|
m_fWaitTime = 0.95f;
|
||
|
m_bLightSource = FALSE;
|
||
|
};
|
||
|
|
||
|
void CannonExplosion(BOOL bLoVolume, BOOL bNoLight) {
|
||
|
SetPredictable(TRUE);
|
||
|
Stretch();
|
||
|
SetModel(MDL_CANNON_EXPLOSION);
|
||
|
CModelObject &moExplosion = *GetModelObject();
|
||
|
SetModelMainTexture(TXT_CANNON_EXPLOSION);
|
||
|
moExplosion.mo_colBlendColor = m_colMultiplyColor;
|
||
|
moExplosion.mo_toTexture.PlayAnim(EXPLOSION_GRENADE_TEXTURE_ANIM_FAST, 0);
|
||
|
RandomBanking();
|
||
|
if( bLoVolume)
|
||
|
{
|
||
|
m_soEffect.Set3DParameters(150.0f, 3.0f, 0.5f, 1.0f);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_soEffect.Set3DParameters(150.0f, 3.0f, 1.0f, 1.0f);
|
||
|
}
|
||
|
|
||
|
PlaySound(m_soEffect, SOUND_EXPLOSION, SOF_3D);
|
||
|
m_fSoundTime = GetSoundLength(SOUND_EXPLOSION);
|
||
|
m_fWaitTime = 0.8f;
|
||
|
if( bNoLight)
|
||
|
{
|
||
|
m_bLightSource = FALSE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bLightSource = TRUE;
|
||
|
m_iLightAnimation = 1;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void CannonPlaneExplosion(void) {
|
||
|
SetPredictable(TRUE);
|
||
|
Stretch();
|
||
|
SetModel(MDL_CANNON3D_EXPLOSION);
|
||
|
CModelObject &moExplosion = *GetModelObject();
|
||
|
SetModelMainTexture(TXT_CANNON_EXPLOSION);
|
||
|
moExplosion.mo_toTexture.PlayAnim(EXPLOSION_GRENADE_TEXTURE_ANIM_FAST, 0);
|
||
|
SetNormalWithRandomBanking();
|
||
|
m_fWaitTime = 1.2f;
|
||
|
m_bLightSource = FALSE;
|
||
|
};
|
||
|
|
||
|
void Stain(void) {
|
||
|
SetModel(MODEL_EXPLOSION_STAIN);
|
||
|
SetModelMainTexture(TEXTURE_EXPLOSION_STAIN);
|
||
|
SetNormalWithRandomBanking();
|
||
|
m_fWaitTime = 5.0f;
|
||
|
m_fFadeTime = 2.5f;
|
||
|
m_bLightSource = FALSE;
|
||
|
ParentToNearestPolygonAndStretch();
|
||
|
};
|
||
|
|
||
|
void CannonStain(void) {
|
||
|
Stretch();
|
||
|
SetModel(MODEL_CANNON_EXPLOSION_STAIN);
|
||
|
SetModelMainTexture(TEXTURE_CANNON_EXPLOSION_STAIN);
|
||
|
SetNormalWithRandomBanking();
|
||
|
m_fWaitTime = 5.0f;
|
||
|
m_fFadeTime = 2.5f;
|
||
|
m_bLightSource = FALSE;
|
||
|
ParentToNearestPolygonAndStretch();
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* SHOCK / LASER WAVE *
|
||
|
************************************************************/
|
||
|
void ShockWave(void) {
|
||
|
SetPredictable(TRUE);
|
||
|
SetModel(MODEL_SHOCKWAVE);
|
||
|
CModelObject &moShockwave = *GetModelObject();
|
||
|
moShockwave.PlayAnim(SHOCKWAVE_ANIM_FAST, 0);
|
||
|
SetModelMainTexture(TEXTURE_SHOCKWAVE);
|
||
|
SetNormal();
|
||
|
SetNonLoopingTexAnims();
|
||
|
m_fWaitTime = 0.4f;
|
||
|
m_fFadeTime = 0.1f;
|
||
|
m_bLightSource = FALSE;
|
||
|
};
|
||
|
|
||
|
void CannonShockWave(void) {
|
||
|
SetPredictable(TRUE);
|
||
|
Stretch();
|
||
|
SetModel(MODEL_CANNONSHOCKWAVE);
|
||
|
CModelObject &moShockwave = *GetModelObject();
|
||
|
moShockwave.PlayAnim(SHOCKWAVE_ANIM_SLOW, 0);
|
||
|
SetModelMainTexture(TEXTURE_CANNONSHOCKWAVE);
|
||
|
moShockwave.mo_toTexture.PlayAnim(SHOCKWAVE_TEXTURE_ANIM_SLOW, 0);
|
||
|
SetNormal();
|
||
|
m_fWaitTime = 1.25f;
|
||
|
m_fFadeTime = 0.25f;
|
||
|
m_bLightSource = FALSE;
|
||
|
};
|
||
|
|
||
|
void LaserWave(void) {
|
||
|
SetModel(MODEL_LASERWAVE);
|
||
|
GetModelObject()->StretchModel(FLOAT3D(0.75f, 0.75f, 0.75f));
|
||
|
ModelChangeNotify();
|
||
|
SetModelMainTexture(TEXTURE_LASERWAVE);
|
||
|
SetNormalWithRandomBanking();
|
||
|
SetNonLoopingTexAnims();
|
||
|
m_fWaitTime = 0.05f;
|
||
|
m_fFadeTime = 0.25f;
|
||
|
m_bLightSource = TRUE;
|
||
|
ParentToNearestPolygonAndStretch();
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* TELEPORT *
|
||
|
************************************************************/
|
||
|
void TeleportEffect(void)
|
||
|
{
|
||
|
SetPredictable(TRUE);
|
||
|
Stretch();
|
||
|
SetModel(MODEL_TELEPORT_EFFECT);
|
||
|
CModelObject &mo = *GetModelObject();
|
||
|
SetModelMainTexture(TEXTURE_TELEPORT_EFFECT);
|
||
|
mo.PlayAnim(TELEPORT_ANIM_ACTIVATE, 0);
|
||
|
RandomBanking();
|
||
|
FLOAT fSize = m_vStretch.MaxNorm();
|
||
|
m_soEffect.Set3DParameters(40.0f*fSize, 10.0f*fSize, 1.0f, 1.0f);
|
||
|
PlaySound(m_soEffect, SOUND_TELEPORT, SOF_3D);
|
||
|
m_fSoundTime = GetSoundLength(SOUND_TELEPORT);
|
||
|
m_fWaitTime = 0.8f;
|
||
|
m_bLightSource = FALSE;
|
||
|
};
|
||
|
|
||
|
/************************************************************
|
||
|
* SUMMONER STAR EXPLOSION *
|
||
|
************************************************************/
|
||
|
void SummonerStarExplosion()
|
||
|
{
|
||
|
SetPredictable(TRUE);
|
||
|
SetModel(MODEL_BULLET_HIT);
|
||
|
SetModelMainTexture(TEXTURE_BULLET_HIT);
|
||
|
m_fWaitTime=16.0f;
|
||
|
m_tmWaitAfterDeath=8.0f;
|
||
|
m_bLightSource = FALSE;
|
||
|
m_vStretch = FLOAT3D(1.0f, 1.0f, 1.0f);
|
||
|
Stretch();
|
||
|
};
|
||
|
|
||
|
/************************************************************
|
||
|
* BULLET HIT / STAIN *
|
||
|
************************************************************/
|
||
|
void BulletStainSand(BOOL bSound)
|
||
|
{
|
||
|
if( bSound)
|
||
|
{
|
||
|
m_soEffect.Set3DParameters(20.0f, 10.0f, 1.0f, 1.0f+FRnd()*0.2f);
|
||
|
PlaySound(m_soEffect, SOUND_BULLET_SAND, SOF_3D);
|
||
|
m_fSoundTime = GetSoundLength(SOUND_BULLET_SAND);
|
||
|
}
|
||
|
|
||
|
SetModel(MODEL_BULLET_STAIN);
|
||
|
SetModelMainTexture(TEXTURE_BULLET_SAND);
|
||
|
CModelObject &moHole = *GetModelObject();
|
||
|
moHole.StretchModel(FLOAT3D(1.5f, 1.5f, 1.5f));
|
||
|
ModelChangeNotify();
|
||
|
|
||
|
SetNormalWithRandomBanking();
|
||
|
m_fWaitTime = 2.0f;
|
||
|
m_fFadeTime = 2.0f;
|
||
|
m_bLightSource = FALSE;
|
||
|
m_eptType = EPT_BULLET_SAND;
|
||
|
FLOAT3D vTemp = m_vStretch;
|
||
|
ParentToNearestPolygonAndStretch();
|
||
|
m_vStretch = vTemp;
|
||
|
}
|
||
|
|
||
|
void BulletStainRedSand(BOOL bSound)
|
||
|
{
|
||
|
if( bSound)
|
||
|
{
|
||
|
m_soEffect.Set3DParameters(20.0f, 10.0f, 1.0f, 1.0f+FRnd()*0.2f);
|
||
|
PlaySound(m_soEffect, SOUND_BULLET_SAND, SOF_3D);
|
||
|
m_fSoundTime = GetSoundLength(SOUND_BULLET_SAND);
|
||
|
}
|
||
|
|
||
|
SetModel(MODEL_BULLET_STAIN);
|
||
|
SetModelMainTexture(TEXTURE_BULLET_SAND);
|
||
|
CModelObject &moHole = *GetModelObject();
|
||
|
moHole.StretchModel(FLOAT3D(1.5f, 1.5f, 1.5f));
|
||
|
ModelChangeNotify();
|
||
|
moHole.mo_colBlendColor = 0x805030FF;
|
||
|
|
||
|
SetNormalWithRandomBanking();
|
||
|
m_fWaitTime = 2.0f;
|
||
|
m_fFadeTime = 2.0f;
|
||
|
m_bLightSource = FALSE;
|
||
|
m_eptType = EPT_BULLET_RED_SAND;
|
||
|
FLOAT3D vTemp = m_vStretch;
|
||
|
ParentToNearestPolygonAndStretch();
|
||
|
m_vStretch = vTemp;
|
||
|
}
|
||
|
|
||
|
void BulletStainStone(BOOL bSound, BOOL bSmoke)
|
||
|
{
|
||
|
if( bSound)
|
||
|
{
|
||
|
m_soEffect.Set3DParameters(20.0f, 10.0f, 1.0f, 1.0f+FRnd()*0.2f);
|
||
|
PlaySound(m_soEffect, SOUND_BULLET_STONE, SOF_3D);
|
||
|
m_fSoundTime = GetSoundLength(SOUND_BULLET_STONE);
|
||
|
}
|
||
|
SetModel(MODEL_BULLET_STAIN);
|
||
|
SetModelMainTexture(TEXTURE_BULLET_STAIN);
|
||
|
SetNormalWithRandomBanking();
|
||
|
m_fWaitTime = 2.0f;
|
||
|
m_fFadeTime = 2.0f;
|
||
|
m_bLightSource = FALSE;
|
||
|
if( bSmoke)
|
||
|
{
|
||
|
m_eptType = EPT_BULLET_STONE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_eptType = EPT_BULLET_UNDER_WATER;
|
||
|
}
|
||
|
FLOAT3D vTemp = m_vStretch;
|
||
|
ParentToNearestPolygonAndStretch();
|
||
|
m_vStretch = vTemp;
|
||
|
}
|
||
|
|
||
|
void BulletStainWater(BOOL bSound)
|
||
|
{
|
||
|
if( bSound)
|
||
|
{
|
||
|
m_soEffect.Set3DParameters(20.0f, 10.0f, 1.0f, 1.0f+FRnd()*0.2f);
|
||
|
PlaySound(m_soEffect, SOUND_BULLET_WATER, SOF_3D);
|
||
|
m_fSoundTime = GetSoundLength(SOUND_BULLET_WATER);
|
||
|
}
|
||
|
|
||
|
SetModel(MODEL_SHOCKWAVE);
|
||
|
SetModelMainTexture(TEXTURE_WATER_WAVE);
|
||
|
CModelObject &moShockwave = *GetModelObject();
|
||
|
moShockwave.PlayAnim(SHOCKWAVE_ANIM_MEDIUM, 0);
|
||
|
moShockwave.StretchModel(FLOAT3D(0.25f, 0.25f, 0.25f));
|
||
|
ModelChangeNotify();
|
||
|
|
||
|
SetNormalWithRandomBanking();
|
||
|
FindGravityVectorFromSector();
|
||
|
m_fWaitTime = 0.5f;
|
||
|
m_fFadeTime = 0.5f;
|
||
|
m_bLightSource = FALSE;
|
||
|
m_tmWaitAfterDeath = 1.0f;
|
||
|
m_eptType = EPT_BULLET_WATER;
|
||
|
}
|
||
|
|
||
|
void BulletTrail(void) {
|
||
|
Stretch();
|
||
|
SetModel(MODEL_BULLET_TRAIL);
|
||
|
SetModelMainTexture(TEXTURE_BULLET_TRAIL);
|
||
|
CModelObject &mo = *GetModelObject();
|
||
|
mo.mo_colBlendColor = m_colMultiplyColor;
|
||
|
SetNormalForHalfFaceForward();
|
||
|
m_fWaitTime = 0.1f;
|
||
|
m_bLightSource = FALSE;
|
||
|
};
|
||
|
|
||
|
void BulletStainGrass(BOOL bSound) {
|
||
|
if( bSound)
|
||
|
{
|
||
|
m_soEffect.Set3DParameters(20.0f, 10.0f, 1.0f, 1.0f+FRnd()*0.2f);
|
||
|
PlaySound(m_soEffect, SOUND_BULLET_GRASS, SOF_3D);
|
||
|
m_fSoundTime = GetSoundLength(SOUND_BULLET_GRASS);
|
||
|
}
|
||
|
|
||
|
SetModel(MODEL_BULLET_STAIN);
|
||
|
SetModelMainTexture(TEXTURE_BULLET_STAIN);
|
||
|
CModelObject &moHole = *GetModelObject();
|
||
|
moHole.StretchModel(FLOAT3D(1.5f, 1.5f, 1.5f));
|
||
|
ModelChangeNotify();
|
||
|
moHole.mo_colBlendColor = 0x80f080FF;
|
||
|
|
||
|
SetNormalWithRandomBanking();
|
||
|
m_fWaitTime = 2.0f;
|
||
|
m_fFadeTime = 2.0f;
|
||
|
m_bLightSource = FALSE;
|
||
|
m_eptType = EPT_BULLET_GRASS;
|
||
|
FLOAT3D vTemp = m_vStretch;
|
||
|
ParentToNearestPolygonAndStretch();
|
||
|
m_vStretch = vTemp;
|
||
|
};
|
||
|
|
||
|
void BulletStainWood(BOOL bSound) {
|
||
|
if( bSound)
|
||
|
{
|
||
|
m_soEffect.Set3DParameters(20.0f, 10.0f, 1.0f, 1.0f+FRnd()*0.2f);
|
||
|
PlaySound(m_soEffect, SOUND_BULLET_WOOD, SOF_3D);
|
||
|
m_fSoundTime = GetSoundLength(SOUND_BULLET_WOOD);
|
||
|
}
|
||
|
|
||
|
SetModel(MODEL_BULLET_STAIN);
|
||
|
SetModelMainTexture(TEXTURE_BULLET_STAIN);
|
||
|
CModelObject &moHole = *GetModelObject();
|
||
|
moHole.StretchModel(FLOAT3D(1.5f, 1.5f, 1.5f));
|
||
|
ModelChangeNotify();
|
||
|
moHole.mo_colBlendColor = 0xffc080FF;
|
||
|
|
||
|
SetNormalWithRandomBanking();
|
||
|
m_fWaitTime = 2.0f;
|
||
|
m_fFadeTime = 2.0f;
|
||
|
m_bLightSource = FALSE;
|
||
|
m_eptType = EPT_BULLET_WOOD;
|
||
|
FLOAT3D vTemp = m_vStretch;
|
||
|
ParentToNearestPolygonAndStretch();
|
||
|
m_vStretch = vTemp;
|
||
|
};
|
||
|
|
||
|
void BulletStainSnow(BOOL bSound) {
|
||
|
if( bSound)
|
||
|
{
|
||
|
m_soEffect.Set3DParameters(20.0f, 10.0f, 1.0f, 1.0f+FRnd()*0.2f);
|
||
|
PlaySound(m_soEffect, SOUND_BULLET_SNOW, SOF_3D);
|
||
|
m_fSoundTime = GetSoundLength(SOUND_BULLET_SNOW);
|
||
|
}
|
||
|
|
||
|
SetModel(MODEL_BULLET_STAIN);
|
||
|
SetModelMainTexture(TEXTURE_BULLET_STAIN);
|
||
|
CModelObject &moHole = *GetModelObject();
|
||
|
moHole.StretchModel(FLOAT3D(1.5f, 1.5f, 1.5f));
|
||
|
ModelChangeNotify();
|
||
|
moHole.mo_colBlendColor = 0x7f7f7fFF;
|
||
|
|
||
|
SetNormalWithRandomBanking();
|
||
|
m_fWaitTime = 2.0f;
|
||
|
m_fFadeTime = 2.0f;
|
||
|
m_bLightSource = FALSE;
|
||
|
m_eptType = EPT_BULLET_SNOW;
|
||
|
FLOAT3D vTemp = m_vStretch;
|
||
|
ParentToNearestPolygonAndStretch();
|
||
|
m_vStretch = vTemp;
|
||
|
};
|
||
|
|
||
|
/************************************************************
|
||
|
* BLOOD SPILL / STAIN *
|
||
|
************************************************************/
|
||
|
|
||
|
|
||
|
// bullet hitpoint wound
|
||
|
void BloodExplode(void)
|
||
|
{
|
||
|
// readout blood type
|
||
|
const INDEX iBloodType = GetSP()->sp_iBlood;
|
||
|
if( iBloodType<1) { return; }
|
||
|
|
||
|
SetPredictable(TRUE);
|
||
|
Stretch();
|
||
|
SetModel(MODEL_BLOOD_EXPLODE);
|
||
|
if( iBloodType==3) {
|
||
|
// flower mode! :)
|
||
|
SetModelColor( RGBAToColor( 255,255,255,255));
|
||
|
switch( IRnd()&3) {
|
||
|
case 1: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; }
|
||
|
case 2: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER2); break; }
|
||
|
case 3: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER3); break; }
|
||
|
default: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; }
|
||
|
}
|
||
|
} else {
|
||
|
SetModelMainTexture(TEXTURE_BLOOD_EXPLODE);
|
||
|
if( iBloodType==2) { SetModelColor( RGBAToColor( 250,20,20,255)); }
|
||
|
else { SetModelColor( RGBAToColor( 0,250,0,255)); }
|
||
|
}
|
||
|
//RandomBanking();
|
||
|
m_soEffect.Set3DParameters(7.5f, 5.0f, 1.0f, 1.0f);
|
||
|
PlaySound(m_soEffect, SOUND_BULLET_FLESH, SOF_3D);
|
||
|
m_fSoundTime = GetSoundLength(SOUND_BULLET_FLESH);
|
||
|
m_fWaitTime = 0.25f;
|
||
|
m_fFadeTime = 0.75f;
|
||
|
m_bLightSource = FALSE;
|
||
|
}
|
||
|
|
||
|
|
||
|
// blood stain on wall/floor
|
||
|
void BloodStain(void)
|
||
|
{
|
||
|
// readout blood type
|
||
|
const INDEX iBloodType = GetSP()->sp_iBlood;
|
||
|
if( iBloodType<1) { return; }
|
||
|
|
||
|
Stretch();
|
||
|
SetModel(MODEL_BLOOD_STAIN);
|
||
|
if( iBloodType==3) {
|
||
|
// flower mode! :)
|
||
|
SetModelColor( RGBAToColor( 255,255,255,255));
|
||
|
switch( IRnd()&3) {
|
||
|
case 1: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; }
|
||
|
case 2: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER2); break; }
|
||
|
case 3: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER3); break; }
|
||
|
default: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; }
|
||
|
}
|
||
|
} else {
|
||
|
switch( IRnd()&3) {
|
||
|
case 1: { SetModelMainTexture(TEXTURE_BLOOD_STAIN1); break; }
|
||
|
case 2: { SetModelMainTexture(TEXTURE_BLOOD_STAIN2); break; }
|
||
|
case 3: { SetModelMainTexture(TEXTURE_BLOOD_STAIN3); break; }
|
||
|
default: { SetModelMainTexture(TEXTURE_BLOOD_STAIN4); break; }
|
||
|
}
|
||
|
if( iBloodType==2) { SetModelColor( RGBAToColor( 250,20,20,255)); }
|
||
|
else { SetModelColor( RGBAToColor( 0,250,0,255)); }
|
||
|
}
|
||
|
|
||
|
SetNormalAndDirection();
|
||
|
m_fWaitTime = 12.0f + FRnd()*3.0f;
|
||
|
m_fFadeTime = 3.0f;
|
||
|
m_bLightSource = FALSE;
|
||
|
m_fDepthSortOffset = -0.1f;
|
||
|
ParentToNearestPolygonAndStretch();
|
||
|
}
|
||
|
|
||
|
|
||
|
// blood stain on wall/floor that grows
|
||
|
void BloodStainGrow(void)
|
||
|
{
|
||
|
// readout blood type
|
||
|
const INDEX iBloodType = GetSP()->sp_iBlood;
|
||
|
if( iBloodType<1) { return; }
|
||
|
|
||
|
SetPredictable(TRUE);
|
||
|
Stretch();
|
||
|
SetModel(MODEL_BLOOD_STAIN);
|
||
|
if( iBloodType==3) {
|
||
|
// flower mode! :)
|
||
|
SetModelColor( RGBAToColor( 255,255,255,255));
|
||
|
switch( IRnd()&3) {
|
||
|
case 1: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; }
|
||
|
case 2: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER2); break; }
|
||
|
case 3: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER3); break; }
|
||
|
default: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; }
|
||
|
}
|
||
|
} else {
|
||
|
SetModelMainTexture(TEXTURE_BLOOD_STAIN4);
|
||
|
if( iBloodType==2) { SetModelColor( RGBAToColor( 250,20,20,255)); }
|
||
|
else { SetModelColor( RGBAToColor( 0,250,0,255)); }
|
||
|
}
|
||
|
SetNormalAndDirection();
|
||
|
m_bLightSource = FALSE;
|
||
|
m_fDepthSortOffset = -0.1f;
|
||
|
ParentToNearestPolygonAndStretch();
|
||
|
|
||
|
m_fWaitTime = 15.0f + FRnd()*2.0f;
|
||
|
m_fFadeTime = 2.0f;
|
||
|
m_fFadeInSpeed = 4.0f;
|
||
|
CModelObject &mo = *GetModelObject();
|
||
|
mo.PlayAnim(BLOOD_ANIM_GROW, 0);
|
||
|
}
|
||
|
|
||
|
|
||
|
// gizmo stain on wall/floor
|
||
|
void GizmoStain(void)
|
||
|
{
|
||
|
// readout blood type
|
||
|
const INDEX iBloodType = GetSP()->sp_iBlood;
|
||
|
if( iBloodType<1) { return; }
|
||
|
|
||
|
Stretch();
|
||
|
SetModel(MODEL_BLOOD_STAIN);
|
||
|
if( iBloodType==3) {
|
||
|
// flower mode! :)
|
||
|
SetModelColor( RGBAToColor( 255,255,255,255));
|
||
|
switch( IRnd()&3) {
|
||
|
case 1: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; }
|
||
|
case 2: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER2); break; }
|
||
|
case 3: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER3); break; }
|
||
|
default: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; }
|
||
|
}
|
||
|
} else {
|
||
|
SetModelColor( RGBAToColor( 0,250,0,255));
|
||
|
switch( IRnd()&3) {
|
||
|
case 1: { SetModelMainTexture(TEXTURE_BLOOD_STAIN1); break; }
|
||
|
case 2: { SetModelMainTexture(TEXTURE_BLOOD_STAIN2); break; }
|
||
|
case 3: { SetModelMainTexture(TEXTURE_BLOOD_STAIN3); break; }
|
||
|
default: { SetModelMainTexture(TEXTURE_BLOOD_STAIN4); break; }
|
||
|
}
|
||
|
}
|
||
|
SetNormalAndDirection();
|
||
|
m_fWaitTime = 15.0f + FRnd()*2.0f;
|
||
|
m_fFadeTime = 2.0f;
|
||
|
m_bLightSource = FALSE;
|
||
|
m_fDepthSortOffset = -0.1f;
|
||
|
ParentToNearestPolygonAndStretch();
|
||
|
}
|
||
|
|
||
|
|
||
|
// bullet exit wound blood on wall/floor
|
||
|
void BloodSpill(COLOR colBloodSpillColor)
|
||
|
{
|
||
|
// readout blood type
|
||
|
const INDEX iBloodType = GetSP()->sp_iBlood;
|
||
|
if( iBloodType<1) { return; }
|
||
|
|
||
|
Stretch();
|
||
|
SetModel(MODEL_BLOOD_STAIN);
|
||
|
if( iBloodType==3) {
|
||
|
// flower mode! :)
|
||
|
SetModelColor( RGBAToColor( 255,255,255,255));
|
||
|
switch( IRnd()&3) {
|
||
|
case 1: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; }
|
||
|
case 2: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER2); break; }
|
||
|
case 3: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER3); break; }
|
||
|
default: { SetModelMainTexture(TEXTURE_BLOOD_FLOWER1); break; }
|
||
|
}
|
||
|
} else {
|
||
|
switch( IRnd()%5) {
|
||
|
case 1: { SetModelMainTexture(TEXTURE_BLOOD_SPILL1); break; }
|
||
|
case 2: { SetModelMainTexture(TEXTURE_BLOOD_SPILL2); break; }
|
||
|
case 3: { SetModelMainTexture(TEXTURE_BLOOD_SPILL1); break; }
|
||
|
case 4: { SetModelMainTexture(TEXTURE_BLOOD_SPILL2); break; }
|
||
|
default: { SetModelMainTexture(TEXTURE_BLOOD_SPILL3); break; }
|
||
|
}
|
||
|
if( iBloodType==2)
|
||
|
{
|
||
|
SetModelColor( colBloodSpillColor);
|
||
|
}
|
||
|
else { SetModelColor( RGBAToColor( 0,250,0,255)); }
|
||
|
}
|
||
|
SetNormalAndDirection();
|
||
|
m_fWaitTime = 15.0f + FRnd()*2.0f;
|
||
|
m_fFadeTime = 2.0f;
|
||
|
m_bLightSource = FALSE;
|
||
|
ParentToNearestPolygonAndStretch();
|
||
|
}
|
||
|
|
||
|
procedures:
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* M A I N *
|
||
|
************************************************************/
|
||
|
|
||
|
Main(ESpawnEffect eSpawn)
|
||
|
{
|
||
|
if(eSpawn.betType==BET_GIZMO_SPLASH_FX ||
|
||
|
eSpawn.betType==BET_EXPLOSION_DEBRIS ||
|
||
|
eSpawn.betType==BET_EXPLOSION_SMOKE ||
|
||
|
eSpawn.betType==BET_SUMMONERSTAREXPLOSION ||
|
||
|
eSpawn.betType==BET_COLLECT_ENERGY ||
|
||
|
eSpawn.betType==BET_GROWING_SWIRL||
|
||
|
eSpawn.betType==BET_DISAPPEAR_DUST||
|
||
|
/*eSpawn.betType==BET_SNIPER_RESIDUE ||*/
|
||
|
eSpawn.betType==BET_DUST_FALL)
|
||
|
{
|
||
|
InitAsEditorModel();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
InitAsModel();
|
||
|
}
|
||
|
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
|
||
|
SetCollisionFlags(ECF_IMMATERIAL);
|
||
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
||
|
|
||
|
// set appearance
|
||
|
m_tmSpawn = _pTimer->CurrentTick();
|
||
|
m_vNormal = eSpawn.vNormal;
|
||
|
m_vDirection = eSpawn.vDirection;
|
||
|
m_vStretch = eSpawn.vStretch;
|
||
|
m_betType = eSpawn.betType;
|
||
|
m_colMultiplyColor = eSpawn.colMuliplier;
|
||
|
|
||
|
switch (m_betType) {
|
||
|
case BET_ROCKET: ProjectileExplosion(); break;
|
||
|
case BET_ROCKET_PLANE: ProjectilePlaneExplosion(); break;
|
||
|
case BET_GRENADE: GrenadeExplosion(); break;
|
||
|
case BET_GRENADE_PLANE: GrenadePlaneExplosion(); break;
|
||
|
case BET_EXPLOSIONSTAIN: Stain(); break;
|
||
|
case BET_SHOCKWAVE: ShockWave(); break;
|
||
|
case BET_LASERWAVE: LaserWave(); break;
|
||
|
case BET_BULLETTRAIL: BulletTrail(); break;
|
||
|
case BET_BULLETSTAINSAND: BulletStainSand(TRUE); break;
|
||
|
case BET_BULLETSTAINREDSAND: BulletStainRedSand(TRUE); break;
|
||
|
case BET_BULLETSTAINSTONE: BulletStainStone(TRUE, TRUE); break;
|
||
|
case BET_BULLETSTAINWATER: BulletStainWater(TRUE); break;
|
||
|
case BET_BULLETSTAINUNDERWATER: BulletStainStone(TRUE, FALSE); break;
|
||
|
case BET_BULLETSTAINSANDNOSOUND: BulletStainSand(FALSE); break;
|
||
|
case BET_BULLETSTAINREDSANDNOSOUND: BulletStainRedSand(FALSE); break;
|
||
|
case BET_BULLETSTAINSTONENOSOUND: BulletStainStone(FALSE, TRUE); break;
|
||
|
case BET_BULLETSTAINWATERNOSOUND: BulletStainWater(FALSE); break;
|
||
|
case BET_BULLETSTAINUNDERWATERNOSOUND: BulletStainStone(FALSE, FALSE); break;
|
||
|
case BET_BLOODSPILL: BloodSpill(m_colMultiplyColor); break;
|
||
|
case BET_BLOODSTAIN: BloodStain(); break;
|
||
|
case BET_GIZMOSTAIN: GizmoStain(); break;
|
||
|
case BET_BLOODSTAINGROW: BloodStainGrow(); break;
|
||
|
case BET_BLOODEXPLODE: BloodExplode(); break;
|
||
|
case BET_CANNON: CannonExplosion(FALSE, FALSE); break;
|
||
|
case BET_CANNON_NOLIGHT: CannonExplosion(TRUE, TRUE); break;
|
||
|
case BET_LIGHT_CANNON: CannonExplosion(TRUE, FALSE); break;
|
||
|
case BET_CANNON_PLANE: CannonPlaneExplosion(); break;
|
||
|
case BET_CANNONEXPLOSIONSTAIN: CannonStain(); break;
|
||
|
case BET_CANNONSHOCKWAVE: CannonShockWave(); break;
|
||
|
case BET_TELEPORT: TeleportEffect(); break;
|
||
|
case BET_BOMB: BombExplosion(); break;
|
||
|
case BET_GIZMO_SPLASH_FX: GizmoSplashFX(); break;
|
||
|
case BET_BULLETSTAINGRASS: BulletStainGrass(TRUE); break;
|
||
|
case BET_BULLETSTAINGRASSNOSOUND: BulletStainGrass(FALSE); break;
|
||
|
case BET_BULLETSTAINWOOD: BulletStainWood(TRUE); break;
|
||
|
case BET_BULLETSTAINWOODNOSOUND: BulletStainWood(FALSE); break;
|
||
|
case BET_EXPLOSION_DEBRIS: ExplosionDebris(); break;
|
||
|
case BET_COLLECT_ENERGY: CollectEnergy(); break;
|
||
|
/*case BET_SNIPER_RESIDUE: SniperResidue(); break;*/
|
||
|
case BET_EXPLOSION_SMOKE: ExplosionSmoke(); break;
|
||
|
case BET_SUMMONERSTAREXPLOSION: SummonerStarExplosion(); break;
|
||
|
case BET_GROWING_SWIRL: GrowingSwirl(); break;
|
||
|
case BET_DISAPPEAR_DUST: DisappearDust(); break;
|
||
|
case BET_DUST_FALL: DustFall(); break;
|
||
|
case BET_BULLETSTAINSNOW: BulletStainSnow(TRUE); break;
|
||
|
case BET_BULLETSTAINSNOWNOSOUND: BulletStainSnow(FALSE); break;
|
||
|
default:
|
||
|
ASSERTALWAYS("Unknown effect type");
|
||
|
}
|
||
|
|
||
|
// setup light source
|
||
|
if (m_bLightSource) { SetupLightSource(); }
|
||
|
|
||
|
wait() {
|
||
|
on (EBegin) : { call EffectLoop(); }
|
||
|
on (EBrushDestroyed) : { stop; }
|
||
|
on (EStop) : { stop; }
|
||
|
on (EReturn) : { stop; }
|
||
|
}
|
||
|
|
||
|
// cease to exist
|
||
|
Destroy();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
// standard effect loop
|
||
|
EffectLoop()
|
||
|
{
|
||
|
// wait
|
||
|
if (m_fWaitTime>0.0f) {
|
||
|
autowait(m_fWaitTime);
|
||
|
}
|
||
|
// fading
|
||
|
if (m_fFadeTime>0.0f) {
|
||
|
m_fFadeStartTime = _pTimer->CurrentTick();
|
||
|
m_fFadeStartAlpha = ((GetModelColor()&CT_AMASK)>>CT_ASHIFT) / 255.0f;
|
||
|
m_bFade = TRUE;
|
||
|
autowait(m_fFadeTime);
|
||
|
m_bFade = FALSE;
|
||
|
}
|
||
|
|
||
|
// wait for sound to end
|
||
|
if (m_fSoundTime > m_fWaitTime+m_fFadeTime) {
|
||
|
SwitchToEditorModel();
|
||
|
autowait(m_fSoundTime - (m_fWaitTime+m_fFadeTime));
|
||
|
}
|
||
|
|
||
|
if (m_tmWaitAfterDeath>0.0f) {
|
||
|
if( en_RenderType != RT_EDITORMODEL)
|
||
|
{
|
||
|
SwitchToEditorModel();
|
||
|
}
|
||
|
autowait(m_tmWaitAfterDeath);
|
||
|
}
|
||
|
|
||
|
return EReturn();
|
||
|
}
|
||
|
|
||
|
};
|