void CASW_Weapon_Chainsaw::EndAttack( void )
{
	
	
	if ( m_fireState != FIRE_OFF )
	{
		StartAttackOffSound();

#ifdef CLIENT_DLL
		DispatchParticleEffect( "mining_laser_exhaust", PATTACH_POINT_FOLLOW, this, "eject1" );
#endif
	}

	StopChainsawSound();
	
	SetWeaponIdleTime( gpGlobals->curtime + 2.0 );
	m_flNextPrimaryAttack = gpGlobals->curtime + GetWeaponInfo()->m_flFireRate;
	m_flNextSecondaryAttack = gpGlobals->curtime + GetWeaponInfo()->m_flFireRate;

	SetFiringState(FIRE_OFF);

	ClearIsFiring();

	DestroyEffect();
}
Ejemplo n.º 2
0
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES3Skybox2::ReleaseView()
{
	// Free the textures
	unsigned int i;

	for(i = 0; i < g_ui32TexNo; ++i)
	{
		glDeleteTextures(1, &(m_ui32TextureIDs[i]));
	}

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	// Release Vertex buffer objects.
	glDeleteBuffers(m_Scene.nNumMeshNode, m_aiVboID);
	glDeleteBuffers(1, &m_iSkyVboID);
	delete[] m_aiVboID;

	// Destroy the effects
	for(i = 0; i < g_ui32NoOfEffects; ++i)
		DestroyEffect(&m_ppEffects[i]);

	delete[] m_ppEffects;
	delete m_pEffectParser;

	return true;
}
void CASW_Weapon_Chainsaw::CreateEffect( void )
{
#ifndef CLIENT_DLL    
	CASW_Marine *pMarine = GetMarine();
	if ( !pMarine )
	{
		return;
	}

	DestroyEffect();

	m_hBeam = CBeam::BeamCreate( ASW_CHAINSAW_BEAM_SPRITE, 1.75 );
	m_hBeam->PointEntInit( GetAbsOrigin(), this );
	m_hBeam->SetBeamFlags( FBEAM_SINENOISE );
	m_hBeam->SetEndAttachment( 1 );
	m_hBeam->AddSpawnFlags( SF_BEAM_TEMPORARY );	// Flag these to be destroyed on save/restore or level transition
	m_hBeam->SetOwnerEntity( pMarine );
	m_hBeam->SetScrollRate( 10 );
	m_hBeam->SetBrightness( 200 );
	m_hBeam->SetColor( 255, 255, 255 );
	m_hBeam->SetNoise( 0.025 );

	m_hNoise = CBeam::BeamCreate( ASW_CHAINSAW_BEAM_SPRITE, 2.5 );
	m_hNoise->PointEntInit( GetAbsOrigin(), this );
	m_hNoise->SetEndAttachment( 1 );
	m_hNoise->AddSpawnFlags( SF_BEAM_TEMPORARY );
	m_hNoise->SetOwnerEntity( pMarine );
	m_hNoise->SetScrollRate( 25 );
	m_hNoise->SetBrightness( 200 );
	m_hNoise->SetColor( 255, 255, 255 );
	m_hNoise->SetNoise( 0.8 );
#endif    
}
Ejemplo n.º 4
0
void CEgon::EndAttack( void )
{
	STOP_SOUND( ENT(m_pPlayer->pev), CHAN_STATIC, EGON_SOUND_RUN );
	EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_OFF, 0.98, ATTN_NORM, 0, 100); 
	m_fireState = FIRE_OFF;
	m_flTimeWeaponIdle = gpGlobals->time + 2.0;
	m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.5;
	DestroyEffect();
}
Ejemplo n.º 5
0
void EffectRenderComponent::Update(){
	RenderComponent::Update();
	if (explosionTriggered){
		if (Timing::sInstance.ExplosionTimerEnded()){
			DestroyEffect();
			explosionTriggered = false;
		}
	}
}
Ejemplo n.º 6
0
//-----------------------------------------------------------------------------
// UpdateOnRemove
//-----------------------------------------------------------------------------
void CFire::UpdateOnRemove( void )
{
	//Stop any looping sounds that might be playing
	StopSound( "Fire.Plasma" );

	DestroyEffect();

	// Chain at end to mimic destructor unwind order
	BaseClass::UpdateOnRemove();
}
		void c_system_motionblur::ReleaseResources_Base()
		{
			// release the direct 3d resources
			DestroyShader();
			DestroyEffect();
			Validate();

			m_members.status = Enums::pp_component_status_uninitialised;

			UpdateStatus();
		}
		void c_system_motionblur::Unload()
		{
			// release the direct3d resources of the shader
			DestroyShader();
			DestroyEffect();
			Validate();

			m_members.status = Enums::pp_component_status_uninitialised;
			m_members.m_flags.is_unloaded = true;

			UpdateStatus();
		}
void CEgon::EndAttack( void )
{
	bool bMakeNoise = false;
		
	if ( m_fireState != FIRE_OFF ) //Checking the button just in case!.
		 bMakeNoise = true;

	PLAYBACK_EVENT_FULL( FEV_GLOBAL | FEV_RELIABLE, m_pPlayer->edict(), m_usEgonStop, 0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, bMakeNoise, 0, 0, 0 );

	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
	m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;

	m_fireState = FIRE_OFF;

	DestroyEffect();
}
void CEgon::CreateEffect( void )
{

#ifndef CLIENT_DLL
	DestroyEffect();

	m_pBeam = CBeam::BeamCreate( EGON_BEAM_SPRITE, 40 );
	m_pBeam->PointEntInit( pev->origin, m_pPlayer->entindex() );
	m_pBeam->SetFlags( BEAM_FSINE );
	m_pBeam->SetEndAttachment( 1 );
	m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY;	// Flag these to be destroyed on save/restore or level transition
	m_pBeam->pev->flags |= FL_SKIPLOCALHOST;
	m_pBeam->pev->owner = m_pPlayer->edict();

	m_pNoise = CBeam::BeamCreate( EGON_BEAM_SPRITE, 55 );
	m_pNoise->PointEntInit( pev->origin, m_pPlayer->entindex() );
	m_pNoise->SetScrollRate( 25 );
	m_pNoise->SetBrightness( 100 );
	m_pNoise->SetEndAttachment( 1 );
	m_pNoise->pev->spawnflags |= SF_BEAM_TEMPORARY;
	m_pNoise->pev->flags |= FL_SKIPLOCALHOST;
	m_pNoise->pev->owner = m_pPlayer->edict();

	m_pSprite = CSprite::SpriteCreate( EGON_FLARE_SPRITE, pev->origin, FALSE );
	m_pSprite->pev->scale = 1.0;
	m_pSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
	m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY;
	m_pSprite->pev->flags |= FL_SKIPLOCALHOST;
	m_pSprite->pev->owner = m_pPlayer->edict();

	if ( m_fireMode == FIRE_WIDE )
	{
		m_pBeam->SetScrollRate( 50 );
		m_pBeam->SetNoise( 20 );
		m_pNoise->SetColor( 50, 50, 255 );
		m_pNoise->SetNoise( 8 );
	}
	else
	{
		m_pBeam->SetScrollRate( 110 );
		m_pBeam->SetNoise( 5 );
		m_pNoise->SetColor( 80, 120, 255 );
		m_pNoise->SetNoise( 2 );
	}
#endif

}
Ejemplo n.º 11
0
func TravelEffect(int time)
{
	if(!shooter)
		return RemoveObject();
	var obj = FindObject(Find_ID(SawBlade), Find_AtPoint());
	if(obj)
	{
		obj->HitByHook(this);
		DestroyEffect();
		Destroy();
		return;
	}
	
	ClearParticles();
	CreateParticle("Hook", GetXDir()/15, GetYDir()/15, 0, 0, 0, hookprt, 1);
	DrawParticleLine("Shockwave2", GetXDir()/15, GetYDir()/15, shooter->GetX() - GetX() + shooter->GetXDir()/10, shooter->GetY() - GetY() + shooter->GetYDir()/10, 5, 0, 0, 1, trailparticles);
}
Ejemplo n.º 12
0
void CWeaponEgon::EndAttack( void )
{
    StopSound( "Weapon_Gluon.Run" );
	
	if ( m_fireState != FIRE_OFF )
	{
        EmitSound( "Weapon_Gluon.Off" );
	}

	SetWeaponIdleTime( gpGlobals->curtime + 2.0 );
	m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
	m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;

	m_fireState = FIRE_OFF;

	DestroyEffect();
}
Ejemplo n.º 13
0
bool CFire::GoOut()
{
	//Signal death
	m_OnExtinguished.FireOutput( this, this );

	DestroyEffect();
	m_flHeatLevel -= 20;
	if ( m_flHeatLevel > 0 )
		m_flHeatLevel = 0;

	m_flLastHeatLevel = m_flHeatLevel; 
	SetThink(NULL);
	SetNextThink( TICK_NEVER_THINK );
	if ( m_spawnflags & SF_FIRE_DIE_PERMANENT )
	{
		UTIL_Remove( this );
		return true;
	}
	SetToOutSize();
	
	return false;
}
Ejemplo n.º 14
0
void CWeaponEgon::CreateEffect( void )
{
#ifndef CLIENT_DLL    
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	if ( !pPlayer )
	{
		return;
	}

	DestroyEffect();

	m_hBeam = CBeam::BeamCreate( EGON_BEAM_SPRITE, 3.5 );
	m_hBeam->PointEntInit( GetAbsOrigin(), this );
	m_hBeam->SetBeamFlags( FBEAM_SINENOISE );
	m_hBeam->SetEndAttachment( 1 );
	m_hBeam->AddSpawnFlags( SF_BEAM_TEMPORARY );	// Flag these to be destroyed on save/restore or level transition
	m_hBeam->SetOwnerEntity( pPlayer );
	m_hBeam->SetScrollRate( 10 );
	m_hBeam->SetBrightness( 200 );
	m_hBeam->SetColor( 50, 50, 255 );
	m_hBeam->SetNoise( 0.2 );

	m_hNoise = CBeam::BeamCreate( EGON_BEAM_SPRITE, 5.0 );
	m_hNoise->PointEntInit( GetAbsOrigin(), this );
	m_hNoise->SetEndAttachment( 1 );
	m_hNoise->AddSpawnFlags( SF_BEAM_TEMPORARY );
	m_hNoise->SetOwnerEntity( pPlayer );
	m_hNoise->SetScrollRate( 25 );
	m_hNoise->SetBrightness( 200 );
	m_hNoise->SetColor( 50, 50, 255 );
	m_hNoise->SetNoise( 0.8 );

	m_hSprite = CSprite::SpriteCreate( EGON_FLARE_SPRITE, GetAbsOrigin(), false );
	m_hSprite->SetScale( 1.0 );
	m_hSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
	m_hSprite->AddSpawnFlags( SF_SPRITE_TEMPORARY );
	m_hSprite->SetOwnerEntity( pPlayer );
#endif    
}
Ejemplo n.º 15
0
func Blocked(obj)
{
	DestroyEffect();
	Destroy();
}