120 lines
3.3 KiB
Plaintext
120 lines
3.3 KiB
Plaintext
/*
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* Copyright (c) 2022 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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/*QUAKED sphere_explosion (0 0.8 0.8) (-16 -16 -16) (16 16 16)
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This is Gunman Chronicles' fancy explosion with its own set of parameters.
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Currently we just wrap it to call FX_Explosion.
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-------- KEYS --------
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"targetname" : Name
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"maxradius" : Explosion radius.
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"radiusstep" : Expansion step in units.
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"trans" : Starting transparency of the sphere (0-255)
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"transstep" : Fade out steps.
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"numtracers" : Number of traces, 0 = None, 1 = Fifteen.
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"shockwave" : Shockwave ring visible? 0 = No, 1 = Yes
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"implosion" : Implosion? 0 = No, 1 = Yes
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"shakeduration" : Duration of screen shake in seconds.
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"fadeholdtime" : Fade effect hold time.
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"fadetime" : Fade effect time.
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-------- TRIVIA --------
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This entity was introduced in Gunman Chronicles (2000).
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*/
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class
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sphere_explosion:NSPointTrigger
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{
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#if 0
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float m_flMaxRadius; /* Explosion Radius */
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int m_iRadiusStep; /* Speed of Expansion */
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int m_iTrans; /* Starting transparency of 'sphere' */
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int m_iTransStep; /* Fade out steps */
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int m_iNumTracers; /* 0 - None, 1 = Fifteen (???) */
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bool m_bShockwave; /* Shockwave ring, no/yes */
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bool m_bImplosion; /* Implosion, no/yes */
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float m_flShakeDuration;/* Duration of shake in seconds */
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float m_flFadeHoldTime;
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float m_flFadeTime;
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#endif
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void(void) sphere_explosion;
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virtual void(void) Respawn;
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virtual void(string, string) SpawnKey;
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virtual void(entity, triggermode_t) Trigger;
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};
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void
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sphere_explosion::Trigger(entity eAct, triggermode_t iState)
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{
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pointparticles(particleeffectnum("fx_explosion.main"), origin, [0,0,0], 1);
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}
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void
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sphere_explosion::Respawn(void)
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{
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SetOrigin(GetSpawnOrigin());
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SetSize([0,0,0], [0,0,0]);
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}
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void
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sphere_explosion::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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#if 0
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case "maxradius":
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m_flMaxRadius = stof(strValue);
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break;
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case "radiusstep":
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m_iRadiusStep = stoi(strValue);
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break;
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case "trans":
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m_iTrans = stoi(strValue);
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break;
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case "transstep":
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m_iTransStep = stoi(strValue);
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break;
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case "numtracers":
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m_iNumTracers = stoi(strValue);
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break;
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case "shockwave":
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m_bShockwave = stof(strValue) == 1 ? true : false;
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break;
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case "implosion":
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m_bImplosion = stof(strValue) == 1 ? true : false;
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break;
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case "shakeduration":
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m_flShakeDuration = stof(strValue);
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break;
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case "fadeholdtime":
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m_flFadeHoldTime = stof(strValue);
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break;
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case "fadetime":
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m_flFadeTime = stof(strValue);
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break;
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#endif
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default:
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super::SpawnKey(strKey, strValue);
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}
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}
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void
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sphere_explosion::sphere_explosion(void)
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{
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} |