118 lines
3.2 KiB
Plaintext
118 lines
3.2 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#ifdef CLIENT
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var float PARTICLE_SODA;
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void
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FX_Soda_Init(void)
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{
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precache_model("sprites/blooddrop.spr");
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precache_model("sprites/soda2.spr");
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precache_model("sprites/soda1.spr");
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PARTICLE_SODA = particleeffectnum("part_soda");
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}
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#endif
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void
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FX_Soda(vector pos, int col)
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{
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#ifdef SERVER
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_SODA);
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WriteCoord(MSG_MULTICAST, pos[0]);
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WriteCoord(MSG_MULTICAST, pos[1]);
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WriteCoord(MSG_MULTICAST, pos[2]);
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WriteByte(MSG_MULTICAST, col);
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msg_entity = self;
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multicast(pos, MULTICAST_PVS);
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#else
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vector color = [1,1,1];
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/* Decals use a palette to set color, we need to set sprite colors by hand.
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* The order is important, we need to keep the clients and server in sync
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* for the view model, soda projectile, and soda spill effect */
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switch (col) {
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case 1:
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Decals_Place(pos, "{sodared");
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color = [1,0,0];
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break;
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case 2:
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Decals_Place(pos, "{sodapurple");
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color = [1,0,1];
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break;
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case 3:
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Decals_Place(pos, "{sodayellow");
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color = [1,1,0];
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break;
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case 4:
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Decals_Place(pos, "{sodablue");
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color = [0,0,1];
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break;
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case 5:
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Decals_Place(pos, "{sodabrown");
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color = [1,0.5,0];
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break;
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default:
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Decals_Place(pos, "{sodagreen");
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color = [0,1,0];
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break;
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}
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/* enchancement from mod */
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env_sprite eSoda = spawn(env_sprite);
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setorigin(eSoda, pos);
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setmodel(eSoda, "sprites/soda1.spr");
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eSoda.effects = EF_ADDITIVE;
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eSoda.drawmask = MASK_ENGINE;
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eSoda.SetMaxFrame(modelframecount(eSoda.modelindex));
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eSoda.SetLoopFlag(false);
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eSoda.SetRenderColor(color);
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eSoda.SetRenderMode(RM_ADDITIVE);
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eSoda.SetFramerate(20);
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eSoda.nextthink = time + 0.05f;
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static void Soda_Remove(void) {
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NSEntity me = (NSEntity)self;
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me.Destroy();
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}
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/* Has a dripping effect from spill */
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for (int i = 0; i < 10; i++) {
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env_sprite eSodaPart = spawn(env_sprite);
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setorigin(eSodaPart, pos);
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setmodel(eSodaPart, "sprites/soda2.spr");
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eSodaPart.movetype = MOVETYPE_TOSS;
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eSodaPart.gravity = 0.3f;
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eSodaPart.scale = 0.5f;
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eSodaPart.SetRenderMode(RM_ADDITIVE);
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eSodaPart.SetRenderAmt(1.0);
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eSodaPart.drawmask = MASK_ENGINE;
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eSodaPart.SetMaxFrame(modelframecount(eSodaPart.modelindex));
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eSodaPart.SetLoopFlag(true);
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eSodaPart.SetRenderColor(color);
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eSodaPart.SetFramerate(10);
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eSodaPart.touch = Soda_Remove;
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eSodaPart.nextthink = time + 0.1f;
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eSodaPart.velocity = randomvec() * 128;
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eSodaPart.solid = SOLID_BBOX;
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setsize(eSodaPart, [0,0,0], [0,0,0]);
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}
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#endif
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}
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