/* * This file is generated by Entity Class Compiler, (c) CroTeam 1997-98 */ #line 4 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" #include "StdH.h" #include "Models/Effects/Teleport01/Teleport.h" #include "Models/Effects/ExplosionGrenade/ExplosionGrenade.h" #include "Models/Effects/ShockWave01/ShockWave.h" #include "Models/Effects/BloodOnTheWall01/Blood.h" #include "EntitiesMP/MovingBrush.h" #define EXPLOSION_GRENADE_TEXTURE_ANIM_FAST 0 #define EXPLOSION_GRENADE_TEXTURE_ANIM_MEDIUM 1 #define EXPLOSION_GRENADE_TEXTURE_ANIM_SLOW 2 #define SHOCKWAVE_TEXTURE_ANIM_FAST 0 #define SHOCKWAVE_TEXTURE_ANIM_MEDIUM 1 #define SHOCKWAVE_TEXTURE_ANIM_SLOW 2 #include #include CEntityEvent *ESpawnEffect::MakeCopy(void) { CEntityEvent *peeCopy = new ESpawnEffect(*this); return peeCopy;} ESpawnEffect::ESpawnEffect() : CEntityEvent(EVENTCODE_ESpawnEffect) {; ClearToDefault(betType); ClearToDefault(vNormal); ClearToDefault(vDirection); ClearToDefault(vStretch); ClearToDefault(colMuliplier); }; #line 83 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect_OnPrecache(CDLLEntityClass *pdec, INDEX iUser) { switch ((BasicEffectType)iUser) { case BET_ROCKET: case BET_ROCKET_PLANE: pdec->PrecacheSound(SOUND_EXPLOSION); pdec->PrecacheModel(MDL_ROCKET_EXPLOSION); pdec->PrecacheTexture(TXT_ROCKET_EXPLOSION); pdec->PrecacheModel(MDL_PARTICLES_EXPLOSION); pdec->PrecacheTexture(TXT_PARTICLES_EXPLOSION); pdec->PrecacheModel(MDL_ROCKET3D_EXPLOSION); pdec->PrecacheTexture(TXT_ROCKET_EXPLOSION); pdec->PrecacheModel(MDL_PARTICLES3D_EXPLOSION); pdec->PrecacheTexture(TXT_PARTICLES_EXPLOSION); break; case BET_BOMB: case BET_GRENADE: case BET_GRENADE_PLANE: pdec->PrecacheSound(SOUND_EXPLOSION); pdec->PrecacheModel(MDL_GRENADE_EXPLOSION); pdec->PrecacheTexture(TXT_GRENADE_EXPLOSION); pdec->PrecacheModel(MDL_PARTICLES_EXPLOSION); pdec->PrecacheTexture(TXT_PARTICLES_EXPLOSION); pdec->PrecacheModel(MDL_GRENADE3D_EXPLOSION); pdec->PrecacheTexture(TXT_GRENADE_EXPLOSION); pdec->PrecacheModel(MDL_PARTICLES3D_EXPLOSION); pdec->PrecacheTexture(TXT_PARTICLES_EXPLOSION); break; case BET_CANNON: case BET_CANNON_NOLIGHT: case BET_LIGHT_CANNON: case BET_CANNON_PLANE: case BET_CANNONSHOCKWAVE: pdec->PrecacheSound(SOUND_EXPLOSION); pdec->PrecacheModel(MDL_CANNON_EXPLOSION); pdec->PrecacheTexture(TXT_CANNON_EXPLOSION); pdec->PrecacheModel(MDL_CANNON3D_EXPLOSION); pdec->PrecacheTexture(TXT_CANNON_EXPLOSION); pdec->PrecacheModel(MODEL_CANNONSHOCKWAVE); pdec->PrecacheTexture(TEXTURE_CANNONSHOCKWAVE); break; case BET_EXPLOSIONSTAIN: pdec->PrecacheModel(MODEL_EXPLOSION_STAIN); pdec->PrecacheTexture(TEXTURE_EXPLOSION_STAIN); break; case BET_CANNONEXPLOSIONSTAIN: pdec->PrecacheModel(MODEL_CANNON_EXPLOSION_STAIN); pdec->PrecacheTexture(TEXTURE_CANNON_EXPLOSION_STAIN); break; case BET_SHOCKWAVE: pdec->PrecacheModel(MODEL_SHOCKWAVE); pdec->PrecacheTexture(TEXTURE_SHOCKWAVE); break; case BET_LASERWAVE: pdec->PrecacheModel(MODEL_LASERWAVE); pdec->PrecacheTexture(TEXTURE_LASERWAVE); break; case BET_BULLETSTAINSTONE: case BET_BULLETSTAINSAND: case BET_BULLETSTAINREDSAND: case BET_BULLETSTAINWATER: case BET_BULLETSTAINUNDERWATER: case BET_BULLETSTAINSTONENOSOUND: case BET_BULLETSTAINSANDNOSOUND: case BET_BULLETSTAINREDSANDNOSOUND: case BET_BULLETSTAINWATERNOSOUND: case BET_BULLETSTAINUNDERWATERNOSOUND: case BET_BULLETSTAINGRASS: case BET_BULLETSTAINWOOD: case BET_BULLETSTAINGRASSNOSOUND: case BET_BULLETSTAINWOODNOSOUND: case BET_BULLETSTAINSNOW: case BET_BULLETSTAINSNOWNOSOUND: pdec->PrecacheModel(MODEL_BULLET_HIT); pdec->PrecacheTexture(TEXTURE_BULLET_HIT); pdec->PrecacheTexture(TEXTURE_BULLET_SAND); pdec->PrecacheModel(MODEL_SHOCKWAVE); pdec->PrecacheTexture(TEXTURE_WATER_WAVE); pdec->PrecacheSound(SOUND_BULLET_STONE); pdec->PrecacheSound(SOUND_BULLET_SAND); pdec->PrecacheSound(SOUND_BULLET_WATER); pdec->PrecacheModel(MODEL_BULLET_STAIN); pdec->PrecacheTexture(TEXTURE_BULLET_STAIN); pdec->PrecacheSound(SOUND_BULLET_GRASS); pdec->PrecacheSound(SOUND_BULLET_WOOD); pdec->PrecacheSound(SOUND_BULLET_SNOW); break; case BET_BULLETTRAIL: pdec->PrecacheModel(MODEL_BULLET_TRAIL); pdec->PrecacheTexture(TEXTURE_BULLET_TRAIL); break; case BET_GIZMO_SPLASH_FX: pdec->PrecacheModel(MODEL_BULLET_HIT); pdec->PrecacheTexture(TEXTURE_BULLET_HIT); pdec->PrecacheSound(SOUND_GIZMO_SPLASH); break; case BET_BLOODEXPLODE: pdec->PrecacheModel(MODEL_BLOOD_EXPLODE); pdec->PrecacheTexture(TEXTURE_BLOOD_EXPLODE); pdec->PrecacheSound(SOUND_BULLET_FLESH); break; case BET_BLOODSTAIN: case BET_BLOODSTAINGROW: case BET_BLOODSPILL: case BET_GIZMOSTAIN: pdec->PrecacheModel(MODEL_BLOOD_STAIN); pdec->PrecacheTexture(TEXTURE_BLOOD_STAIN1); pdec->PrecacheTexture(TEXTURE_BLOOD_STAIN2); pdec->PrecacheTexture(TEXTURE_BLOOD_STAIN3); pdec->PrecacheTexture(TEXTURE_BLOOD_STAIN4); pdec->PrecacheTexture(TEXTURE_BLOOD_SPILL1); pdec->PrecacheTexture(TEXTURE_BLOOD_SPILL2); pdec->PrecacheTexture(TEXTURE_BLOOD_SPILL3); pdec->PrecacheTexture(TEXTURE_BLOOD_FLOWER1); pdec->PrecacheTexture(TEXTURE_BLOOD_FLOWER2); pdec->PrecacheTexture(TEXTURE_BLOOD_FLOWER3); break; case BET_TELEPORT: pdec->PrecacheModel(MODEL_TELEPORT_EFFECT); pdec->PrecacheTexture(TEXTURE_TELEPORT_EFFECT); pdec->PrecacheSound(SOUND_TELEPORT); break; default: ASSERT(FALSE); } } void CBasicEffect::SetDefaultProperties(void) { m_betType = BET_NONE ; m_fWaitTime = 0.0f; m_fFadeTime = 0.0f; m_bFade = FALSE ; m_fFadeStartTime = 0.0f; m_fFadeStartAlpha = 1.0f; m_vNormal = FLOAT3D(0 , 0 , 0); m_vStretch = FLOAT3D(0 , 0 , 0); m_vDirection = FLOAT3D(0 , 0 , 0); m_fDepthSortOffset = 0.0f; m_fFadeInSpeed = 0.0f; m_tmSpawn = 0.0f; m_tmWaitAfterDeath = 0.0f; m_bLightSource = FALSE ; m_aoLightAnimation.SetData(NULL); m_iLightAnimation = -1; m_colMultiplyColor = 0xFFFFFFFF; m_soEffect.SetOwner(this); m_soEffect.Stop_internal(); m_fSoundTime = 0.0f; m_eptType = EPT_NONE ; m_tmWhenShot = 0.0f; m_vGravity = FLOAT3D(0 , 0 , 0); m_penPrediction = NULL; CRationalEntity::SetDefaultProperties(); } void CBasicEffect::DumpSync_t(CTStream & strm,INDEX iExtensiveSyncCheck) #line 330 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 331 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CRationalEntity :: DumpSync_t (strm , iExtensiveSyncCheck ); #line 332 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" strm . FPrintF_t ("Type: %d\n" , m_betType ); #line 333 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 336 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::Read_t(CTStream * istr) #line 337 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 338 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CRationalEntity :: Read_t (istr ); #line 340 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_bLightSource ){ #line 341 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetupLightSource (); #line 342 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 343 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 346 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CLightSource * CBasicEffect::GetLightSource(void) #line 347 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 348 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_bLightSource && ! IsPredictor ()){ #line 349 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" return & m_lsLightSource ; #line 350 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" }else { #line 351 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" return NULL ; #line 352 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 353 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 356 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::SetupLightSource(void) #line 357 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 358 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_iLightAnimation >= 0) #line 359 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 360 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" try { #line 361 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_aoLightAnimation . SetData_t (CTFILENAME ("Animations\\BasicEffects.ani")); #line 362 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" }catch (char * strError ){ #line 363 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" WarningMessage (TRANS ("Cannot load Animations\\BasicEffects.ani: %s") , strError ); #line 364 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 366 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_aoLightAnimation . GetData () != NULL ){ #line 367 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_aoLightAnimation . PlayAnim (m_iLightAnimation , 0); #line 368 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 369 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 372 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CLightSource lsNew ; #line 373 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_ulFlags = LSF_NONPERSISTENT | LSF_DYNAMIC ; #line 374 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_rHotSpot = 0.0f; #line 375 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" switch(m_betType ){ #line 376 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_ROCKET : #line 377 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_colColor = RGBToColor (100 , 100 , 100); #line 378 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_rHotSpot = 3.0f; #line 379 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_rFallOff = 12.5f; #line 380 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_plftLensFlare = NULL ; #line 381 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" break ; #line 382 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_GRENADE : #line 383 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_colColor = RGBToColor (200 , 200 , 200); #line 384 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_rFallOff = 12.5f; #line 385 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_plftLensFlare = NULL ; #line 386 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" break ; #line 387 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_CANNON : #line 388 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_LIGHT_CANNON : #line 389 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_colColor = RGBToColor (200 , 200 , 200); #line 390 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_rFallOff = 12.5f; #line 391 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_plftLensFlare = NULL ; #line 392 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" break ; #line 393 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_LASERWAVE : #line 394 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_colColor = RGBToColor (0 , 64 , 0); #line 395 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_rFallOff = 1.5f; #line 396 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_plftLensFlare = NULL ; #line 397 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" break ; #line 398 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BOMB : #line 399 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_colColor = RGBToColor (100 , 100 , 100); #line 400 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_rFallOff = 8.0f; #line 401 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_plftLensFlare = NULL ; #line 402 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" break ; #line 403 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" default : #line 404 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ASSERTALWAYS ("Unknown light source"); #line 405 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 406 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_ubPolygonalMask = 0; #line 407 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_paoLightAnimation = NULL ; #line 410 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_paoLightAnimation = NULL ; #line 411 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_aoLightAnimation . GetData () != NULL ){ #line 412 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" lsNew . ls_paoLightAnimation = & m_aoLightAnimation ; #line 413 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 415 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_lsLightSource . ls_penEntity = this ; #line 416 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_lsLightSource . SetLightSource (lsNew ); #line 417 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 423 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::RenderParticles(void) #line 424 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 425 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_eptType != EPT_NONE ) #line 426 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 427 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT fStretch = 0.3f; #line 428 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Particles_BulletSpray (en_ulID , GetLerpedPlacement () . pl_PositionVector , m_vGravity , #line 429 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_eptType , m_tmSpawn , m_vStretch , fStretch ); #line 430 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 431 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_betType == BET_EXPLOSION_DEBRIS ) #line 432 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 433 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Particles_ExplosionDebris1 (this , m_tmSpawn , m_vStretch , m_colMultiplyColor ); #line 434 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Particles_ExplosionDebris2 (this , m_tmSpawn , m_vStretch , m_colMultiplyColor ); #line 435 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Particles_ExplosionDebris3 (this , m_tmSpawn , m_vStretch , m_colMultiplyColor ); #line 436 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 437 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_betType == BET_COLLECT_ENERGY ) #line 438 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 439 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Particles_CollectEnergy (this , m_tmSpawn , m_tmSpawn + m_fWaitTime ); #line 440 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 445 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_betType == BET_EXPLOSION_SMOKE && _pTimer -> GetLerpedCurrentTick () > (m_tmSpawn + m_fWaitTime )) #line 446 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 447 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Particles_ExplosionSmoke (this , m_tmSpawn + m_fWaitTime , m_vStretch , m_colMultiplyColor ); #line 448 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 449 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_betType == BET_SUMMONERSTAREXPLOSION ) #line 450 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 451 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Particles_SummonerExplode (this , GetPlacement () . pl_PositionVector , #line 452 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" 60.0f , 1.0f , m_tmSpawn , m_fWaitTime ); #line 453 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 454 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_betType == BET_GROWING_SWIRL ) #line 455 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 456 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT fStretch = (m_vStretch (1) + m_vStretch (2) + m_vStretch (3)) / 3.0f; #line 457 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Particles_GrowingSwirl (this , fStretch , m_tmSpawn ); #line 458 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 459 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_betType == BET_DISAPPEAR_DUST ) #line 460 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 461 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT fStretch = (m_vStretch (1) + m_vStretch (2) + m_vStretch (3)) / 3.0f; #line 462 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Particles_DisappearDust (this , fStretch , m_tmSpawn ); #line 463 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 464 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_betType == BET_DUST_FALL ) #line 465 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 466 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Particles_DustFall (this , m_tmSpawn , m_vStretch ); #line 467 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 468 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 476 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" BOOL CBasicEffect::AdjustShadingParameters(FLOAT3D & vLightDirection,COLOR & colLight,COLOR & colAmbient) #line 477 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 478 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_bFade ){ #line 479 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT m_fTimeRemain = m_fFadeStartTime + m_fFadeTime - _pTimer -> CurrentTick (); #line 480 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_fTimeRemain < 0.0f){m_fTimeRemain = 0.0f;} #line 481 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" COLOR col = GetModelColor () & ~ CT_AMASK ; #line 482 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" col |= (ULONG ) (m_fFadeStartAlpha * m_fTimeRemain / m_fFadeTime * 255.0f); #line 483 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelColor (col ); #line 484 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" }else if(m_fFadeInSpeed > 0){ #line 485 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" TIME tmAge = _pTimer -> GetLerpedCurrentTick () - m_tmSpawn ; #line 486 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" COLOR col = GetModelColor (); #line 487 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" col = (col & ~ CT_AMASK ) | #line 488 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" (ULONG ) ((255) * Clamp (tmAge * m_fFadeInSpeed / m_fWaitTime , 0.0f , 1.0f)); #line 489 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelColor (col ); #line 490 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 492 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" return FALSE ; #line 493 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 496 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT CBasicEffect::GetDepthSortOffset(void) #line 497 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 498 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" return m_fDepthSortOffset ; #line 499 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 507 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::SetNonLoopingTexAnims(void) #line 508 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 509 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CModelObject * pmo = GetModelObject (); #line 510 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" pmo -> mo_toTexture . PlayAnim (0 , 0); #line 511 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FOREACHINLIST (CAttachmentModelObject , amo_lnInMain , pmo -> mo_lhAttachments , itamo ){ #line 512 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CModelObject * pmoAtt = & itamo -> amo_moModelObject ; #line 513 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" pmoAtt -> mo_toTexture . PlayAnim (0 , 0); #line 514 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 515 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 517 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::SetNormalForHalfFaceForward(void) #line 518 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 519 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CPlacement3D pl = GetPlacement (); #line 520 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" UpVectorToAngles (m_vNormal , pl . pl_OrientationAngle ); #line 521 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPlacement (pl ); #line 522 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 524 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::SetNormal(void) #line 525 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 526 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CPlacement3D pl = GetPlacement (); #line 527 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" DirectionVectorToAngles (m_vNormal , pl . pl_OrientationAngle ); #line 528 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPlacement (pl ); #line 529 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 531 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::SetNormalWithRandomBanking(void) #line 532 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 533 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CPlacement3D pl = GetPlacement (); #line 534 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" DirectionVectorToAngles (m_vNormal , pl . pl_OrientationAngle ); #line 535 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" pl . pl_OrientationAngle (3) = FRnd () * 360.0f; #line 536 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPlacement (pl ); #line 537 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 539 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::FindGravityVectorFromSector(void) #line 540 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 541 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CBrushSector * pbscContent = NULL ; #line 542 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" {FOREACHSRCOFDST (en_rdSectors , CBrushSector , bsc_rsEntities , pbsc ) #line 543 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" pbscContent = & * pbsc ; #line 544 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" break ; #line 545 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ENDFOR ;} #line 547 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(pbscContent == NULL ) #line 548 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 549 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" return ; #line 550 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 551 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" INDEX iForceType = pbscContent -> GetForceType (); #line 552 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CEntity * penBrush = pbscContent -> bsc_pbmBrushMip -> bm_pbrBrush -> br_penEntity ; #line 553 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CForceStrength fsGravity ; #line 554 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CForceStrength fsField ; #line 555 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" penBrush -> GetForce (iForceType , en_plPlacement . pl_PositionVector , fsGravity , fsField ); #line 557 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_vGravity = fsGravity . fs_vDirection ; #line 558 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 560 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::SetNormalAndDirection(void) #line 561 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 563 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_vDirection . Length () < 0.01f){ #line 564 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalWithRandomBanking (); #line 565 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" return ; #line 566 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 568 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT3D vX ; #line 569 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT3D vY = - m_vDirection ; #line 570 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT3D vZ = - m_vNormal ; #line 571 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" vZ . Normalize (); #line 572 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" vX = vY * vZ ; #line 573 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" vX . Normalize (); #line 574 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" vY = vZ * vX ; #line 575 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" vY . Normalize (); #line 577 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOATmatrix3D m ; #line 578 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m (1 , 1) = vX (1);m (1 , 2) = vY (1);m (1 , 3) = vZ (1); #line 579 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m (2 , 1) = vX (2);m (2 , 2) = vY (2);m (2 , 3) = vZ (2); #line 580 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m (3 , 1) = vX (3);m (3 , 2) = vY (3);m (3 , 3) = vZ (3); #line 582 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CPlacement3D pl = GetPlacement (); #line 583 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" DecomposeRotationMatrixNoSnap (pl . pl_OrientationAngle , m ); #line 584 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPlacement (pl ); #line 585 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 587 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::RandomBanking(void) #line 588 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 589 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CPlacement3D pl = GetPlacement (); #line 590 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" pl . pl_OrientationAngle (3) = FRnd () * 360.0f; #line 591 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPlacement (pl ); #line 592 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 594 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::Stretch(void) { #line 595 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ASSERT (m_vStretch (1) > 0.01f && m_vStretch (3) > 0.01f && m_vStretch (3) > 0.01f); #line 596 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" GetModelObject () -> mo_Stretch = m_vStretch ; #line 597 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 600 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::ParentToNearestPolygonAndStretch(void) #line 601 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 603 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT3D vPoint ; #line 604 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOATplane3D plPlaneNormal ; #line 605 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT fDistanceToEdge ; #line 606 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CBrushPolygon * pbpoNearBrush = GetNearestPolygon (vPoint , plPlaneNormal , fDistanceToEdge ); #line 608 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if((m_betType >= BET_BULLETSTAINSTONE && m_betType <= BET_BULLETSTAINREDSANDNOSOUND ) || #line 609 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" (m_betType >= BET_BULLETSTAINGRASS && m_betType <= BET_BULLETSTAINWOODNOSOUND ) || #line 610 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" (m_betType >= BET_BULLETSTAINSNOW && m_betType <= BET_BULLETSTAINSNOWNOSOUND )) #line 611 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 612 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(pbpoNearBrush != NULL ) #line 613 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 614 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CBrushSector * pbscContent = pbpoNearBrush -> bpo_pbscSector ; #line 615 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" INDEX iForceType = pbscContent -> GetForceType (); #line 616 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CEntity * penNearBrush = pbscContent -> bsc_pbmBrushMip -> bm_pbrBrush -> br_penEntity ; #line 617 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CForceStrength fsGravity ; #line 618 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CForceStrength fsField ; #line 619 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" penNearBrush -> GetForce (iForceType , en_plPlacement . pl_PositionVector , fsGravity , fsField ); #line 621 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_vGravity = fsGravity . fs_vDirection ; #line 622 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 623 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 626 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(pbpoNearBrush == NULL || (pbpoNearBrush -> bpo_ulFlags & BPOF_PORTAL ) #line 627 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" || (vPoint - GetPlacement () . pl_PositionVector ) . ManhattanNorm () > 0.1f * 3){ #line 629 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SwitchToEditorModel (); #line 631 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" }else { #line 632 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CEntity * penNearBrush = pbpoNearBrush -> bpo_pbscSector -> bsc_pbmBrushMip -> bm_pbrBrush -> br_penEntity ; #line 633 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOATaabbox3D box ; #line 634 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" en_pmoModelObject -> GetCurrentFrameBBox (box ); #line 635 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" box . StretchByVector (en_pmoModelObject -> mo_Stretch ); #line 636 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT fOrgSize = box . Size () . MaxNorm (); #line 637 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT fMaxSize = fDistanceToEdge * 2.0f; #line 639 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(fMaxSize < fOrgSize * 0.25f){ #line 641 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SwitchToEditorModel (); #line 643 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" }else { #line 645 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT fStretch = fMaxSize / fOrgSize ; #line 646 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" fStretch = ClampUp (fStretch , 1.0f); #line 647 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_vStretch = en_pmoModelObject -> mo_Stretch * fStretch ; #line 648 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 649 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ModelChangeNotify (); #line 651 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetParent (penNearBrush ); #line 652 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 653 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 654 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 661 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::ProjectileExplosion(void) #line 662 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 663 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 664 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 665 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MDL_ROCKET_EXPLOSION ); #line 666 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TXT_ROCKET_EXPLOSION ); #line 667 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" AddAttachment (0 , MDL_PARTICLES_EXPLOSION , TXT_PARTICLES_EXPLOSION ); #line 668 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" RandomBanking (); #line 669 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNonLoopingTexAnims (); #line 670 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_soEffect . Set3DParameters (150.0f , 3.0f , 1.0f , 1.0f); #line 671 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" PlaySound (m_soEffect , SOUND_EXPLOSION , SOF_3D ); #line 672 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fSoundTime = GetSoundLength (SOUND_EXPLOSION ); #line 673 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 0.95f; #line 674 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = TRUE ; #line 675 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_iLightAnimation = 0; #line 676 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 678 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::ProjectilePlaneExplosion(void) { #line 679 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 680 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 681 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MDL_ROCKET3D_EXPLOSION ); #line 682 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TXT_ROCKET_EXPLOSION ); #line 683 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" AddAttachment (0 , MDL_PARTICLES3D_EXPLOSION , TXT_PARTICLES_EXPLOSION ); #line 684 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalWithRandomBanking (); #line 685 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNonLoopingTexAnims (); #line 686 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 0.95f; #line 687 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 688 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 690 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::BombExplosion(void) { #line 691 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 692 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 693 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MDL_GRENADE_EXPLOSION ); #line 694 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TXT_GRENADE_EXPLOSION ); #line 695 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNonLoopingTexAnims (); #line 696 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT fSizeFactor = m_vStretch . MaxNorm (); #line 697 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_soEffect . Set3DParameters (50.0f * fSizeFactor , 10.0f * fSizeFactor , 1.0f * fSizeFactor , 1.0f); #line 698 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" PlaySound (m_soEffect , SOUND_EXPLOSION , SOF_3D ); #line 699 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fSoundTime = GetSoundLength (SOUND_EXPLOSION ); #line 700 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 0.95f; #line 701 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = TRUE ; #line 702 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_iLightAnimation = 1; #line 703 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 705 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::GizmoSplashFX(void) #line 706 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 707 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 708 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BULLET_HIT ); #line 709 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BULLET_HIT ); #line 710 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_soEffect . Set3DParameters (50.0f , 10.0f , 1.0f , 1.0f); #line 711 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" PlaySound (m_soEffect , SOUND_GIZMO_SPLASH , SOF_3D ); #line 712 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fSoundTime = GetSoundLength (SOUND_GIZMO_SPLASH ); #line 713 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 0.95f; #line 714 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 715 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 717 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::ExplosionDebris(void) #line 718 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 719 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 720 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BULLET_HIT ); #line 721 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BULLET_HIT ); #line 722 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 0.95f; #line 723 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 724 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 726 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::CollectEnergy(void) #line 727 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 728 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 729 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BULLET_HIT ); #line 730 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BULLET_HIT ); #line 731 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 2; #line 732 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 733 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 735 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::GrowingSwirl(void) #line 736 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 737 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 738 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BULLET_HIT ); #line 739 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BULLET_HIT ); #line 740 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 10.0f; #line 741 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 742 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 744 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::DisappearDust(void) #line 745 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 746 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 747 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BULLET_HIT ); #line 748 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BULLET_HIT ); #line 749 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 10.0f; #line 750 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 751 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 753 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::DustFall(void) #line 754 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 755 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 756 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BULLET_HIT ); #line 757 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BULLET_HIT ); #line 758 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 10.0f; #line 759 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 760 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 762 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::SniperResidue(void) #line 763 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 766 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 767 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BULLET_HIT ); #line 768 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BULLET_HIT ); #line 769 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 0.05f; #line 770 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 771 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 773 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::ExplosionSmoke(void) #line 774 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 775 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 776 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BULLET_HIT ); #line 777 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BULLET_HIT ); #line 778 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 0.25f; #line 779 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_tmWaitAfterDeath = 8.0f; #line 780 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 781 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 783 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::GrenadeExplosion(void) { #line 784 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 785 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 786 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MDL_GRENADE_EXPLOSION ); #line 787 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TXT_GRENADE_EXPLOSION ); #line 788 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" AddAttachment (0 , MDL_PARTICLES_EXPLOSION , TXT_PARTICLES_EXPLOSION ); #line 789 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" RandomBanking (); #line 790 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNonLoopingTexAnims (); #line 791 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_soEffect . Set3DParameters (150.0f , 3.0f , 1.0f , 1.0f); #line 792 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" PlaySound (m_soEffect , SOUND_EXPLOSION , SOF_3D ); #line 793 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fSoundTime = GetSoundLength (SOUND_EXPLOSION ); #line 794 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 0.95f; #line 795 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = TRUE ; #line 796 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_iLightAnimation = 1; #line 797 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 799 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::GrenadePlaneExplosion(void) { #line 800 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 801 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 802 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MDL_GRENADE3D_EXPLOSION ); #line 803 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TXT_GRENADE_EXPLOSION ); #line 804 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" AddAttachment (0 , MDL_PARTICLES3D_EXPLOSION , TXT_PARTICLES_EXPLOSION ); #line 805 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNonLoopingTexAnims (); #line 806 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalWithRandomBanking (); #line 807 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 0.95f; #line 808 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 809 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 811 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::CannonExplosion(BOOL bLoVolume,BOOL bNoLight) { #line 812 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 813 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 814 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MDL_CANNON_EXPLOSION ); #line 815 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CModelObject & moExplosion = * GetModelObject (); #line 816 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TXT_CANNON_EXPLOSION ); #line 817 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moExplosion . mo_colBlendColor = m_colMultiplyColor ; #line 818 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moExplosion . mo_toTexture . PlayAnim (EXPLOSION_GRENADE_TEXTURE_ANIM_FAST , 0); #line 819 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" RandomBanking (); #line 820 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(bLoVolume ) #line 821 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 822 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_soEffect . Set3DParameters (150.0f , 3.0f , 0.5f , 1.0f); #line 823 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 824 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" else #line 825 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 826 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_soEffect . Set3DParameters (150.0f , 3.0f , 1.0f , 1.0f); #line 827 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 829 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" PlaySound (m_soEffect , SOUND_EXPLOSION , SOF_3D ); #line 830 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fSoundTime = GetSoundLength (SOUND_EXPLOSION ); #line 831 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 0.8f; #line 832 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(bNoLight ) #line 833 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 834 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 835 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 836 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" else #line 837 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 838 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = TRUE ; #line 839 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_iLightAnimation = 1; #line 840 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 841 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 843 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::CannonPlaneExplosion(void) { #line 844 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 845 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 846 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MDL_CANNON3D_EXPLOSION ); #line 847 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CModelObject & moExplosion = * GetModelObject (); #line 848 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TXT_CANNON_EXPLOSION ); #line 849 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moExplosion . mo_toTexture . PlayAnim (EXPLOSION_GRENADE_TEXTURE_ANIM_FAST , 0); #line 850 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalWithRandomBanking (); #line 851 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 1.2f; #line 852 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 853 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 855 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::Stain(void) { #line 856 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_EXPLOSION_STAIN ); #line 857 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_EXPLOSION_STAIN ); #line 858 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalWithRandomBanking (); #line 859 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 5.0f; #line 860 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 2.5f; #line 861 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 862 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ParentToNearestPolygonAndStretch (); #line 863 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 865 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::CannonStain(void) { #line 866 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 867 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_CANNON_EXPLOSION_STAIN ); #line 868 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_CANNON_EXPLOSION_STAIN ); #line 869 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalWithRandomBanking (); #line 870 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 5.0f; #line 871 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 2.5f; #line 872 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 873 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ParentToNearestPolygonAndStretch (); #line 874 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 881 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::ShockWave(void) { #line 882 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 883 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_SHOCKWAVE ); #line 884 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CModelObject & moShockwave = * GetModelObject (); #line 885 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moShockwave . PlayAnim (SHOCKWAVE_ANIM_FAST , 0); #line 886 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_SHOCKWAVE ); #line 887 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormal (); #line 888 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNonLoopingTexAnims (); #line 889 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 0.4f; #line 890 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 0.1f; #line 891 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 892 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 894 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::CannonShockWave(void) { #line 895 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 896 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 897 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_CANNONSHOCKWAVE ); #line 898 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CModelObject & moShockwave = * GetModelObject (); #line 899 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moShockwave . PlayAnim (SHOCKWAVE_ANIM_SLOW , 0); #line 900 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_CANNONSHOCKWAVE ); #line 901 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moShockwave . mo_toTexture . PlayAnim (SHOCKWAVE_TEXTURE_ANIM_SLOW , 0); #line 902 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormal (); #line 903 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 1.25f; #line 904 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 0.25f; #line 905 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 906 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 908 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::LaserWave(void) { #line 909 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_LASERWAVE ); #line 910 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" GetModelObject () -> StretchModel (FLOAT3D (0.75f , 0.75f , 0.75f)); #line 911 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ModelChangeNotify (); #line 912 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_LASERWAVE ); #line 913 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalWithRandomBanking (); #line 914 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNonLoopingTexAnims (); #line 915 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 0.05f; #line 916 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 0.25f; #line 917 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = TRUE ; #line 918 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ParentToNearestPolygonAndStretch (); #line 919 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 926 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::TeleportEffect(void) #line 927 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 928 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 929 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 930 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_TELEPORT_EFFECT ); #line 931 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CModelObject & mo = * GetModelObject (); #line 932 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_TELEPORT_EFFECT ); #line 933 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" mo . PlayAnim (TELEPORT_ANIM_ACTIVATE , 0); #line 934 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" RandomBanking (); #line 935 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT fSize = m_vStretch . MaxNorm (); #line 936 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_soEffect . Set3DParameters (40.0f * fSize , 10.0f * fSize , 1.0f , 1.0f); #line 937 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" PlaySound (m_soEffect , SOUND_TELEPORT , SOF_3D ); #line 938 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fSoundTime = GetSoundLength (SOUND_TELEPORT ); #line 939 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 0.8f; #line 940 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 941 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 946 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::SummonerStarExplosion() #line 947 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 948 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 949 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BULLET_HIT ); #line 950 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BULLET_HIT ); #line 951 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 16.0f; #line 952 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_tmWaitAfterDeath = 8.0f; #line 953 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 954 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_vStretch = FLOAT3D (1.0f , 1.0f , 1.0f); #line 955 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 956 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 961 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::BulletStainSand(BOOL bSound) #line 962 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 963 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(bSound ) #line 964 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 965 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_soEffect . Set3DParameters (20.0f , 10.0f , 1.0f , 1.0f + FRnd () * 0.2f); #line 966 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" PlaySound (m_soEffect , SOUND_BULLET_SAND , SOF_3D ); #line 967 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fSoundTime = GetSoundLength (SOUND_BULLET_SAND ); #line 968 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 970 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BULLET_STAIN ); #line 971 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BULLET_SAND ); #line 972 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CModelObject & moHole = * GetModelObject (); #line 973 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moHole . StretchModel (FLOAT3D (1.5f , 1.5f , 1.5f)); #line 974 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ModelChangeNotify (); #line 976 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalWithRandomBanking (); #line 977 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 2.0f; #line 978 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 2.0f; #line 979 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 980 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_eptType = EPT_BULLET_SAND ; #line 981 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT3D vTemp = m_vStretch ; #line 982 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ParentToNearestPolygonAndStretch (); #line 983 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_vStretch = vTemp ; #line 984 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 986 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::BulletStainRedSand(BOOL bSound) #line 987 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 988 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(bSound ) #line 989 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 990 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_soEffect . Set3DParameters (20.0f , 10.0f , 1.0f , 1.0f + FRnd () * 0.2f); #line 991 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" PlaySound (m_soEffect , SOUND_BULLET_SAND , SOF_3D ); #line 992 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fSoundTime = GetSoundLength (SOUND_BULLET_SAND ); #line 993 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 995 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BULLET_STAIN ); #line 996 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BULLET_SAND ); #line 997 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CModelObject & moHole = * GetModelObject (); #line 998 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moHole . StretchModel (FLOAT3D (1.5f , 1.5f , 1.5f)); #line 999 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ModelChangeNotify (); #line 1000 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moHole . mo_colBlendColor = 0x805030FF; #line 1002 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalWithRandomBanking (); #line 1003 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 2.0f; #line 1004 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 2.0f; #line 1005 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 1006 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_eptType = EPT_BULLET_RED_SAND ; #line 1007 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT3D vTemp = m_vStretch ; #line 1008 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ParentToNearestPolygonAndStretch (); #line 1009 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_vStretch = vTemp ; #line 1010 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1012 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::BulletStainStone(BOOL bSound,BOOL bSmoke) #line 1013 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1014 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(bSound ) #line 1015 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1016 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_soEffect . Set3DParameters (20.0f , 10.0f , 1.0f , 1.0f + FRnd () * 0.2f); #line 1017 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" PlaySound (m_soEffect , SOUND_BULLET_STONE , SOF_3D ); #line 1018 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fSoundTime = GetSoundLength (SOUND_BULLET_STONE ); #line 1019 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1020 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BULLET_STAIN ); #line 1021 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BULLET_STAIN ); #line 1022 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalWithRandomBanking (); #line 1023 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 2.0f; #line 1024 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 2.0f; #line 1025 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 1026 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(bSmoke ) #line 1027 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1028 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_eptType = EPT_BULLET_STONE ; #line 1029 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1030 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" else #line 1031 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1032 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_eptType = EPT_BULLET_UNDER_WATER ; #line 1033 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1034 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT3D vTemp = m_vStretch ; #line 1035 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ParentToNearestPolygonAndStretch (); #line 1036 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_vStretch = vTemp ; #line 1037 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1039 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::BulletStainWater(BOOL bSound) #line 1040 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1041 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(bSound ) #line 1042 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1043 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_soEffect . Set3DParameters (20.0f , 10.0f , 1.0f , 1.0f + FRnd () * 0.2f); #line 1044 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" PlaySound (m_soEffect , SOUND_BULLET_WATER , SOF_3D ); #line 1045 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fSoundTime = GetSoundLength (SOUND_BULLET_WATER ); #line 1046 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1048 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_SHOCKWAVE ); #line 1049 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_WATER_WAVE ); #line 1050 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CModelObject & moShockwave = * GetModelObject (); #line 1051 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moShockwave . PlayAnim (SHOCKWAVE_ANIM_MEDIUM , 0); #line 1052 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moShockwave . StretchModel (FLOAT3D (0.25f , 0.25f , 0.25f)); #line 1053 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ModelChangeNotify (); #line 1055 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalWithRandomBanking (); #line 1056 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FindGravityVectorFromSector (); #line 1057 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 0.5f; #line 1058 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 0.5f; #line 1059 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 1060 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_tmWaitAfterDeath = 1.0f; #line 1061 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_eptType = EPT_BULLET_WATER ; #line 1062 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1064 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::BulletTrail(void) { #line 1065 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 1066 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BULLET_TRAIL ); #line 1067 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BULLET_TRAIL ); #line 1068 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CModelObject & mo = * GetModelObject (); #line 1069 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" mo . mo_colBlendColor = m_colMultiplyColor ; #line 1070 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalForHalfFaceForward (); #line 1071 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 0.1f; #line 1072 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 1073 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1075 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::BulletStainGrass(BOOL bSound) { #line 1076 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(bSound ) #line 1077 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1078 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_soEffect . Set3DParameters (20.0f , 10.0f , 1.0f , 1.0f + FRnd () * 0.2f); #line 1079 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" PlaySound (m_soEffect , SOUND_BULLET_GRASS , SOF_3D ); #line 1080 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fSoundTime = GetSoundLength (SOUND_BULLET_GRASS ); #line 1081 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1083 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BULLET_STAIN ); #line 1084 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BULLET_STAIN ); #line 1085 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CModelObject & moHole = * GetModelObject (); #line 1086 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moHole . StretchModel (FLOAT3D (1.5f , 1.5f , 1.5f)); #line 1087 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ModelChangeNotify (); #line 1088 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moHole . mo_colBlendColor = 0x80f080FF; #line 1090 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalWithRandomBanking (); #line 1091 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 2.0f; #line 1092 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 2.0f; #line 1093 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 1094 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_eptType = EPT_BULLET_GRASS ; #line 1095 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT3D vTemp = m_vStretch ; #line 1096 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ParentToNearestPolygonAndStretch (); #line 1097 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_vStretch = vTemp ; #line 1098 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1100 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::BulletStainWood(BOOL bSound) { #line 1101 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(bSound ) #line 1102 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1103 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_soEffect . Set3DParameters (20.0f , 10.0f , 1.0f , 1.0f + FRnd () * 0.2f); #line 1104 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" PlaySound (m_soEffect , SOUND_BULLET_WOOD , SOF_3D ); #line 1105 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fSoundTime = GetSoundLength (SOUND_BULLET_WOOD ); #line 1106 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1108 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BULLET_STAIN ); #line 1109 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BULLET_STAIN ); #line 1110 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CModelObject & moHole = * GetModelObject (); #line 1111 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moHole . StretchModel (FLOAT3D (1.5f , 1.5f , 1.5f)); #line 1112 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ModelChangeNotify (); #line 1113 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moHole . mo_colBlendColor = 0xffc080FF; #line 1115 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalWithRandomBanking (); #line 1116 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 2.0f; #line 1117 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 2.0f; #line 1118 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 1119 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_eptType = EPT_BULLET_WOOD ; #line 1120 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT3D vTemp = m_vStretch ; #line 1121 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ParentToNearestPolygonAndStretch (); #line 1122 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_vStretch = vTemp ; #line 1123 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1125 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::BulletStainSnow(BOOL bSound) { #line 1126 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(bSound ) #line 1127 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1128 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_soEffect . Set3DParameters (20.0f , 10.0f , 1.0f , 1.0f + FRnd () * 0.2f); #line 1129 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" PlaySound (m_soEffect , SOUND_BULLET_SNOW , SOF_3D ); #line 1130 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fSoundTime = GetSoundLength (SOUND_BULLET_SNOW ); #line 1131 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1133 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BULLET_STAIN ); #line 1134 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BULLET_STAIN ); #line 1135 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CModelObject & moHole = * GetModelObject (); #line 1136 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moHole . StretchModel (FLOAT3D (1.5f , 1.5f , 1.5f)); #line 1137 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ModelChangeNotify (); #line 1138 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" moHole . mo_colBlendColor = 0x7f7f7fFF; #line 1140 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalWithRandomBanking (); #line 1141 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 2.0f; #line 1142 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 2.0f; #line 1143 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 1144 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_eptType = EPT_BULLET_SNOW ; #line 1145 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" FLOAT3D vTemp = m_vStretch ; #line 1146 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ParentToNearestPolygonAndStretch (); #line 1147 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_vStretch = vTemp ; #line 1148 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1156 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::BloodExplode(void) #line 1157 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1159 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" const INDEX iBloodType = GetSP () -> sp_iBlood ; #line 1160 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(iBloodType < 1){return ;} #line 1162 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 1163 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 1164 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BLOOD_EXPLODE ); #line 1165 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(iBloodType == 3){ #line 1167 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelColor (RGBAToColor (255 , 255 , 255 , 255)); #line 1168 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" switch(IRnd () & 3){ #line 1169 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 1: {SetModelMainTexture (TEXTURE_BLOOD_FLOWER1 );break ;} #line 1170 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 2: {SetModelMainTexture (TEXTURE_BLOOD_FLOWER2 );break ;} #line 1171 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 3: {SetModelMainTexture (TEXTURE_BLOOD_FLOWER3 );break ;} #line 1172 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" default :{SetModelMainTexture (TEXTURE_BLOOD_FLOWER1 );break ;} #line 1173 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1174 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" }else { #line 1175 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BLOOD_EXPLODE ); #line 1176 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(iBloodType == 2){SetModelColor (RGBAToColor (250 , 20 , 20 , 255));} #line 1177 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" else {SetModelColor (RGBAToColor (0 , 250 , 0 , 255));} #line 1178 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1180 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_soEffect . Set3DParameters (7.5f , 5.0f , 1.0f , 1.0f); #line 1181 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" PlaySound (m_soEffect , SOUND_BULLET_FLESH , SOF_3D ); #line 1182 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fSoundTime = GetSoundLength (SOUND_BULLET_FLESH ); #line 1183 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 0.25f; #line 1184 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 0.75f; #line 1185 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 1186 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1190 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::BloodStain(void) #line 1191 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1193 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" const INDEX iBloodType = GetSP () -> sp_iBlood ; #line 1194 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(iBloodType < 1){return ;} #line 1196 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 1197 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BLOOD_STAIN ); #line 1198 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(iBloodType == 3){ #line 1200 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelColor (RGBAToColor (255 , 255 , 255 , 255)); #line 1201 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" switch(IRnd () & 3){ #line 1202 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 1: {SetModelMainTexture (TEXTURE_BLOOD_FLOWER1 );break ;} #line 1203 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 2: {SetModelMainTexture (TEXTURE_BLOOD_FLOWER2 );break ;} #line 1204 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 3: {SetModelMainTexture (TEXTURE_BLOOD_FLOWER3 );break ;} #line 1205 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" default :{SetModelMainTexture (TEXTURE_BLOOD_FLOWER1 );break ;} #line 1206 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1207 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" }else { #line 1208 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" switch(IRnd () & 3){ #line 1209 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 1: {SetModelMainTexture (TEXTURE_BLOOD_STAIN1 );break ;} #line 1210 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 2: {SetModelMainTexture (TEXTURE_BLOOD_STAIN2 );break ;} #line 1211 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 3: {SetModelMainTexture (TEXTURE_BLOOD_STAIN3 );break ;} #line 1212 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" default :{SetModelMainTexture (TEXTURE_BLOOD_STAIN4 );break ;} #line 1213 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1214 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(iBloodType == 2){SetModelColor (RGBAToColor (250 , 20 , 20 , 255));} #line 1215 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" else {SetModelColor (RGBAToColor (0 , 250 , 0 , 255));} #line 1216 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1218 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalAndDirection (); #line 1219 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 12.0f + FRnd () * 3.0f; #line 1220 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 3.0f; #line 1221 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 1222 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fDepthSortOffset = - 0.1f; #line 1223 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ParentToNearestPolygonAndStretch (); #line 1224 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1228 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::BloodStainGrow(void) #line 1229 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1231 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" const INDEX iBloodType = GetSP () -> sp_iBlood ; #line 1232 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(iBloodType < 1){return ;} #line 1234 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPredictable (TRUE ); #line 1235 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 1236 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BLOOD_STAIN ); #line 1237 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(iBloodType == 3){ #line 1239 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelColor (RGBAToColor (255 , 255 , 255 , 255)); #line 1240 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" switch(IRnd () & 3){ #line 1241 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 1: {SetModelMainTexture (TEXTURE_BLOOD_FLOWER1 );break ;} #line 1242 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 2: {SetModelMainTexture (TEXTURE_BLOOD_FLOWER2 );break ;} #line 1243 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 3: {SetModelMainTexture (TEXTURE_BLOOD_FLOWER3 );break ;} #line 1244 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" default :{SetModelMainTexture (TEXTURE_BLOOD_FLOWER1 );break ;} #line 1245 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1246 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" }else { #line 1247 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelMainTexture (TEXTURE_BLOOD_STAIN4 ); #line 1248 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(iBloodType == 2){SetModelColor (RGBAToColor (250 , 20 , 20 , 255));} #line 1249 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" else {SetModelColor (RGBAToColor (0 , 250 , 0 , 255));} #line 1250 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1251 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalAndDirection (); #line 1252 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 1253 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fDepthSortOffset = - 0.1f; #line 1254 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ParentToNearestPolygonAndStretch (); #line 1256 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 15.0f + FRnd () * 2.0f; #line 1257 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 2.0f; #line 1258 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeInSpeed = 4.0f; #line 1259 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" CModelObject & mo = * GetModelObject (); #line 1260 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" mo . PlayAnim (BLOOD_ANIM_GROW , 0); #line 1261 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1265 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::GizmoStain(void) #line 1266 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1268 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" const INDEX iBloodType = GetSP () -> sp_iBlood ; #line 1269 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(iBloodType < 1){return ;} #line 1271 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 1272 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BLOOD_STAIN ); #line 1273 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(iBloodType == 3){ #line 1275 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelColor (RGBAToColor (255 , 255 , 255 , 255)); #line 1276 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" switch(IRnd () & 3){ #line 1277 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 1: {SetModelMainTexture (TEXTURE_BLOOD_FLOWER1 );break ;} #line 1278 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 2: {SetModelMainTexture (TEXTURE_BLOOD_FLOWER2 );break ;} #line 1279 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 3: {SetModelMainTexture (TEXTURE_BLOOD_FLOWER3 );break ;} #line 1280 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" default :{SetModelMainTexture (TEXTURE_BLOOD_FLOWER1 );break ;} #line 1281 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1282 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" }else { #line 1283 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelColor (RGBAToColor (0 , 250 , 0 , 255)); #line 1284 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" switch(IRnd () & 3){ #line 1285 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 1: {SetModelMainTexture (TEXTURE_BLOOD_STAIN1 );break ;} #line 1286 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 2: {SetModelMainTexture (TEXTURE_BLOOD_STAIN2 );break ;} #line 1287 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 3: {SetModelMainTexture (TEXTURE_BLOOD_STAIN3 );break ;} #line 1288 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" default :{SetModelMainTexture (TEXTURE_BLOOD_STAIN4 );break ;} #line 1289 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1290 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1291 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalAndDirection (); #line 1292 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 15.0f + FRnd () * 2.0f; #line 1293 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 2.0f; #line 1294 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 1295 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fDepthSortOffset = - 0.1f; #line 1296 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ParentToNearestPolygonAndStretch (); #line 1297 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1301 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" void CBasicEffect::BloodSpill(COLOR colBloodSpillColor) #line 1302 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1304 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" const INDEX iBloodType = GetSP () -> sp_iBlood ; #line 1305 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(iBloodType < 1){return ;} #line 1307 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Stretch (); #line 1308 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModel (MODEL_BLOOD_STAIN ); #line 1309 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(iBloodType == 3){ #line 1311 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelColor (RGBAToColor (255 , 255 , 255 , 255)); #line 1312 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" switch(IRnd () & 3){ #line 1313 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 1: {SetModelMainTexture (TEXTURE_BLOOD_FLOWER1 );break ;} #line 1314 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 2: {SetModelMainTexture (TEXTURE_BLOOD_FLOWER2 );break ;} #line 1315 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 3: {SetModelMainTexture (TEXTURE_BLOOD_FLOWER3 );break ;} #line 1316 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" default :{SetModelMainTexture (TEXTURE_BLOOD_FLOWER1 );break ;} #line 1317 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1318 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" }else { #line 1319 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" switch(IRnd () % 5){ #line 1320 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 1: {SetModelMainTexture (TEXTURE_BLOOD_SPILL1 );break ;} #line 1321 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 2: {SetModelMainTexture (TEXTURE_BLOOD_SPILL2 );break ;} #line 1322 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 3: {SetModelMainTexture (TEXTURE_BLOOD_SPILL1 );break ;} #line 1323 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case 4: {SetModelMainTexture (TEXTURE_BLOOD_SPILL2 );break ;} #line 1324 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" default :{SetModelMainTexture (TEXTURE_BLOOD_SPILL3 );break ;} #line 1325 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1326 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(iBloodType == 2) #line 1327 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1328 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetModelColor (colBloodSpillColor ); #line 1329 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1330 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" else {SetModelColor (RGBAToColor (0 , 250 , 0 , 255));} #line 1331 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1332 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetNormalAndDirection (); #line 1333 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fWaitTime = 15.0f + FRnd () * 2.0f; #line 1334 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeTime = 2.0f; #line 1335 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bLightSource = FALSE ; #line 1336 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ParentToNearestPolygonAndStretch (); #line 1337 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } BOOL CBasicEffect:: #line 1346 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Main(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CBasicEffect_Main ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_ESpawnEffect, "CBasicEffect::Main expects 'ESpawnEffect' as input!"); const ESpawnEffect &eSpawn = (const ESpawnEffect &)__eeInput; #line 1348 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(eSpawn . betType == BET_GIZMO_SPLASH_FX || #line 1349 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" eSpawn . betType == BET_EXPLOSION_DEBRIS || #line 1350 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" eSpawn . betType == BET_EXPLOSION_SMOKE || #line 1351 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" eSpawn . betType == BET_SUMMONERSTAREXPLOSION || #line 1352 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" eSpawn . betType == BET_COLLECT_ENERGY || #line 1353 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" eSpawn . betType == BET_GROWING_SWIRL || #line 1354 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" eSpawn . betType == BET_DISAPPEAR_DUST || #line 1356 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" eSpawn . betType == BET_DUST_FALL ) #line 1357 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1358 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" InitAsEditorModel (); #line 1359 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1360 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" else #line 1361 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1362 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" InitAsModel (); #line 1363 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1364 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetPhysicsFlags (EPF_MODEL_IMMATERIAL ); #line 1365 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetCollisionFlags (ECF_IMMATERIAL ); #line 1366 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetFlags (GetFlags () | ENF_SEETHROUGH ); #line 1369 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_tmSpawn = _pTimer -> CurrentTick (); #line 1370 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_vNormal = eSpawn . vNormal ; #line 1371 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_vDirection = eSpawn . vDirection ; #line 1372 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_vStretch = eSpawn . vStretch ; #line 1373 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_betType = eSpawn . betType ; #line 1374 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_colMultiplyColor = eSpawn . colMuliplier ; #line 1376 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" switch(m_betType ){ #line 1377 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_ROCKET : ProjectileExplosion ();break ; #line 1378 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_ROCKET_PLANE : ProjectilePlaneExplosion ();break ; #line 1379 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_GRENADE : GrenadeExplosion ();break ; #line 1380 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_GRENADE_PLANE : GrenadePlaneExplosion ();break ; #line 1381 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_EXPLOSIONSTAIN : Stain ();break ; #line 1382 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_SHOCKWAVE : ShockWave ();break ; #line 1383 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_LASERWAVE : LaserWave ();break ; #line 1384 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETTRAIL : BulletTrail ();break ; #line 1385 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETSTAINSAND : BulletStainSand (TRUE );break ; #line 1386 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETSTAINREDSAND : BulletStainRedSand (TRUE );break ; #line 1387 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETSTAINSTONE : BulletStainStone (TRUE , TRUE );break ; #line 1388 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETSTAINWATER : BulletStainWater (TRUE );break ; #line 1389 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETSTAINUNDERWATER : BulletStainStone (TRUE , FALSE );break ; #line 1390 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETSTAINSANDNOSOUND : BulletStainSand (FALSE );break ; #line 1391 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETSTAINREDSANDNOSOUND : BulletStainRedSand (FALSE );break ; #line 1392 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETSTAINSTONENOSOUND : BulletStainStone (FALSE , TRUE );break ; #line 1393 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETSTAINWATERNOSOUND : BulletStainWater (FALSE );break ; #line 1394 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETSTAINUNDERWATERNOSOUND : BulletStainStone (FALSE , FALSE );break ; #line 1395 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BLOODSPILL : BloodSpill (m_colMultiplyColor );break ; #line 1396 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BLOODSTAIN : BloodStain ();break ; #line 1397 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_GIZMOSTAIN : GizmoStain ();break ; #line 1398 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BLOODSTAINGROW : BloodStainGrow ();break ; #line 1399 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BLOODEXPLODE : BloodExplode ();break ; #line 1400 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_CANNON : CannonExplosion (FALSE , FALSE );break ; #line 1401 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_CANNON_NOLIGHT : CannonExplosion (TRUE , TRUE );break ; #line 1402 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_LIGHT_CANNON : CannonExplosion (TRUE , FALSE );break ; #line 1403 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_CANNON_PLANE : CannonPlaneExplosion ();break ; #line 1404 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_CANNONEXPLOSIONSTAIN : CannonStain ();break ; #line 1405 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_CANNONSHOCKWAVE : CannonShockWave ();break ; #line 1406 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_TELEPORT : TeleportEffect ();break ; #line 1407 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BOMB : BombExplosion ();break ; #line 1408 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_GIZMO_SPLASH_FX : GizmoSplashFX ();break ; #line 1409 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETSTAINGRASS : BulletStainGrass (TRUE );break ; #line 1410 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETSTAINGRASSNOSOUND : BulletStainGrass (FALSE );break ; #line 1411 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETSTAINWOOD : BulletStainWood (TRUE );break ; #line 1412 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETSTAINWOODNOSOUND : BulletStainWood (FALSE );break ; #line 1413 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_EXPLOSION_DEBRIS : ExplosionDebris ();break ; #line 1414 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_COLLECT_ENERGY : CollectEnergy ();break ; #line 1416 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_EXPLOSION_SMOKE : ExplosionSmoke ();break ; #line 1417 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_SUMMONERSTAREXPLOSION : SummonerStarExplosion ();break ; #line 1418 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_GROWING_SWIRL : GrowingSwirl ();break ; #line 1419 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_DISAPPEAR_DUST : DisappearDust ();break ; #line 1420 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_DUST_FALL : DustFall ();break ; #line 1421 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETSTAINSNOW : BulletStainSnow (TRUE );break ; #line 1422 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" case BET_BULLETSTAINSNOWNOSOUND : BulletStainSnow (FALSE );break ; #line 1423 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" default : #line 1424 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" ASSERTALWAYS ("Unknown effect type"); #line 1425 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1428 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(m_bLightSource ){SetupLightSource ();} #line 1430 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetTimerAt(THINKTIME_NEVER); Jump(STATE_CURRENT, 0x02590001, FALSE, EBegin());return TRUE;}BOOL CBasicEffect::H0x02590001_Main_01(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x02590001 switch(__eeInput.ee_slEvent){case(EVENTCODE_EBegin):{const EBegin&e= (EBegin&)__eeInput; Call(STATE_CURRENT, STATE_CBasicEffect_EffectLoop, TRUE, EVoid());return TRUE;}ASSERT(FALSE);break;case(EVENTCODE_EBrushDestroyed):{const EBrushDestroyed&e= (EBrushDestroyed&)__eeInput; UnsetTimer();Jump(STATE_CURRENT,0x02590002, FALSE, EInternal());return TRUE;}ASSERT(FALSE);break;case(EVENTCODE_EStop):{const EStop&e= (EStop&)__eeInput; UnsetTimer();Jump(STATE_CURRENT,0x02590002, FALSE, EInternal());return TRUE;}ASSERT(FALSE);break;case(EVENTCODE_EReturn):{const EReturn&e= (EReturn&)__eeInput; UnsetTimer();Jump(STATE_CURRENT,0x02590002, FALSE, EInternal());return TRUE;}ASSERT(FALSE);break;default: return FALSE; break; #line 1435 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" }return TRUE;}BOOL CBasicEffect::H0x02590002_Main_02(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x02590002 #line 1438 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Destroy (); #line 1439 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Return(STATE_CURRENT,EVoid()); #line 1439 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" return TRUE; ASSERT(FALSE); return TRUE;};BOOL CBasicEffect:: #line 1444 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" EffectLoop(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CBasicEffect_EffectLoop ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CBasicEffect::EffectLoop expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput; #line 1447 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(!(m_fWaitTime > 0.0f)){ Jump(STATE_CURRENT,0x02590006, FALSE, EInternal());return TRUE;} #line 1448 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetTimerAfter(m_fWaitTime ); Jump(STATE_CURRENT, 0x02590004, FALSE, EBegin());return TRUE;}BOOL CBasicEffect::H0x02590004_EffectLoop_01(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x02590004 switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x02590005, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CBasicEffect::H0x02590005_EffectLoop_02(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x02590005 ;Jump(STATE_CURRENT,0x02590006, FALSE, EInternal());return TRUE;}BOOL CBasicEffect::H0x02590006_EffectLoop_03(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x02590006 #line 1451 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(!(m_fFadeTime > 0.0f)){ Jump(STATE_CURRENT,0x02590009, FALSE, EInternal());return TRUE;} #line 1452 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeStartTime = _pTimer -> CurrentTick (); #line 1453 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_fFadeStartAlpha = ((GetModelColor () & CT_AMASK ) >> CT_ASHIFT ) / 255.0f; #line 1454 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bFade = TRUE ; #line 1455 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetTimerAfter(m_fFadeTime ); Jump(STATE_CURRENT, 0x02590007, FALSE, EBegin());return TRUE;}BOOL CBasicEffect::H0x02590007_EffectLoop_04(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x02590007 switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x02590008, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CBasicEffect::H0x02590008_EffectLoop_05(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x02590008 ; #line 1456 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" m_bFade = FALSE ;Jump(STATE_CURRENT,0x02590009, FALSE, EInternal());return TRUE;}BOOL CBasicEffect::H0x02590009_EffectLoop_06(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x02590009 #line 1460 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(!(m_fSoundTime > m_fWaitTime + m_fFadeTime )){ Jump(STATE_CURRENT,0x0259000c, FALSE, EInternal());return TRUE;} #line 1461 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SwitchToEditorModel (); #line 1462 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetTimerAfter(m_fSoundTime - (m_fWaitTime + m_fFadeTime )); Jump(STATE_CURRENT, 0x0259000a, FALSE, EBegin());return TRUE;}BOOL CBasicEffect::H0x0259000a_EffectLoop_07(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x0259000a switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x0259000b, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CBasicEffect::H0x0259000b_EffectLoop_08(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x0259000b ;Jump(STATE_CURRENT,0x0259000c, FALSE, EInternal());return TRUE;}BOOL CBasicEffect::H0x0259000c_EffectLoop_09(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x0259000c #line 1465 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(!(m_tmWaitAfterDeath > 0.0f)){ Jump(STATE_CURRENT,0x0259000f, FALSE, EInternal());return TRUE;} #line 1466 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" if(en_RenderType != RT_EDITORMODEL ) #line 1467 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" { #line 1468 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SwitchToEditorModel (); #line 1469 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" } #line 1470 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" SetTimerAfter(m_tmWaitAfterDeath ); Jump(STATE_CURRENT, 0x0259000d, FALSE, EBegin());return TRUE;}BOOL CBasicEffect::H0x0259000d_EffectLoop_10(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x0259000d switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x0259000e, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CBasicEffect::H0x0259000e_EffectLoop_11(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x0259000e ;Jump(STATE_CURRENT,0x0259000f, FALSE, EInternal());return TRUE;}BOOL CBasicEffect::H0x0259000f_EffectLoop_12(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x0259000f #line 1473 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Return(STATE_CURRENT,EReturn ()); #line 1473 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" return TRUE; ASSERT(FALSE); return TRUE;};