Serious-Engine/Sources/EntitiesMP/BasicEffects.cpp
2016-03-11 15:57:17 +02:00

2184 lines
96 KiB
C++

/*
* 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 <EntitiesMP/BasicEffects.h>
#include <EntitiesMP/BasicEffects_tables.h>
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;};