bool SecurityCamera::OnTrigger(HOBJECT hSender, const CParsedMsg &cMsg) { static CParsedMsg::CToken s_cTok_Off(s_szOff); static CParsedMsg::CToken s_cTok_Reset(s_szReset); static CParsedMsg::CToken s_cTok_Gadget(s_szGadget); static CParsedMsg::CToken s_cTok_Tripped(s_szTripped); if (cMsg.GetArg(0) == s_cTok_Off) { SetState(eStateOff); } else if (cMsg.GetArg(0) == s_cTok_Reset) { SetState(eStateReset); } else if (cMsg.GetArg(0) == s_cTok_Gadget) { HandleGadgetMsg(cMsg); } else if (cMsg.GetArg(0) == s_cTok_Tripped) { m_bTripped = LTTRUE; SetLightColor(eRed); SetState(eStateOff); } else return CScanner::OnTrigger(hSender, cMsg); return true; }
func InitEffect() { Sound("Objects::Weapons::WeaponSwing1", false, 100); SetLightRange(30, 70); SetLightColor(RGB(150, 150, 150)); trailparticles = { Size = 5, R = pR, G = pG, B = pB, Attach=ATTACH_Front }; var angle = Angle(0, 0, GetXDir(), GetYDir()); hookprt = { Size = 8, R = pR, G = pG, B = pB, Attach=ATTACH_Front|ATTACH_MoveRelative, Rotation = angle }; AddEffect("Life", this, 1, LifeTime, this); hit = false; }
func InitEffect() { Sound("Fire::Fireball", false, 100, nil, nil, nil, 200); Sound("Fire::FuseLoop", false, 20, nil, 1, nil, 200); SetLightRange(30, 70); SetLightColor(RGB(100, 100, 255)); var snow = { R = 200, G = 200, B = 255, Alpha = PV_Linear(255, 0), Size = PV_Random(0, 2), CollisionVertex = 0, OnCollision = PC_Stop(), ForceX = PV_Random(-5, 5, 10), ForceY = PV_Gravity(100), DampingX = 900, DampingY = 900 }; trail_particles = { R = PV_Random(200, 255), G = PV_Random(200, 255), B = 255, Prototype = Particles_FireTrail(), Size = PV_Linear(10, 0), BlitMode = nil, Rotation = PV_Random(0, 360), BlitMode = GFX_BLIT_Additive }; CreateParticle("StarFlash", 0, 0, PV_Random(-30, 30), PV_Random(-30, 30), 100, snow, 100); }
func ChargeStop(proplist params) { SetAction("Idle"); var angle = params.new_angle; SetVelocity(angle, Speed-10, 10); Sound("sawblade_launch", false, 100); AddEffect("CheckEnemies", this, 1,1, this); SetLightRange(30, 70); SetLightColor(RGB(150, 150, 150)); AddEffect("Life", this, 20, LifeTime, this); /*if(GetXDir() > 0) SetRDir(15); else SetRDir(-15);*/ SetClrModulation(RGBa(255,255,255,255)); Sound("sawloop", false, 20, nil, 1); AddEffect("Rotate", this, 1, 1, this); }
//---------------------------------------------------------------------------------- // //---------------------------------------------------------------------------------- RendererImplemented::RendererImplemented( int32_t squareMaxCount ) : m_reference ( 1 ) , m_device ( NULL ) , m_context ( NULL ) , m_vertexBuffer( NULL ) , m_indexBuffer ( NULL ) , m_squareMaxCount ( squareMaxCount ) , m_coordinateSystem ( ::Effekseer::CoordinateSystem::RH ) , m_renderState ( NULL ) , m_restorationOfStates( true ) , m_shader(nullptr) , m_shader_no_texture(nullptr) , m_shader_distortion(nullptr) , m_shader_no_texture_distortion(nullptr) , m_standardRenderer(nullptr) , m_background(nullptr) , m_distortingCallback(nullptr) { ::Effekseer::Vector3D direction( 1.0f, 1.0f, 1.0f ); SetLightDirection( direction ); ::Effekseer::Color lightColor( 255, 255, 255, 255 ); SetLightColor( lightColor ); ::Effekseer::Color lightAmbient( 0, 0, 0, 0 ); SetLightAmbientColor( lightAmbient ); m_state = new OriginalState(); #ifdef __EFFEKSEER_RENDERER_INTERNAL_LOADER__ EffekseerRenderer::PngTextureLoader::Initialize(); #endif }
void SecurityCamera::StartFocusingSound() { KillAllSounds(); // Turn on Yellow sprite... TurnLightOn(); SetLightColor(eYellow); uint32 dwFlags = (PLAYSOUND_LOOP | PLAYSOUND_GETHANDLE); m_hFocusingSound = g_pServerSoundMgr->PlaySoundFromPos(m_vPos, FOCUSING_SOUND, m_fSoundRadius, SOUNDPRIORITY_MISC_LOW, dwFlags); }
void Environment::NewState() { envStates.push_back( new EnvironmentState ); // If the states are greater than 2 copy the previous last element if( envStates.size() > 1 ) { SetDuration( envStates[envStates.size()-2]->duration ); SetSkyColor( envStates[envStates.size()-2]->skyColor ); SetFogColor( envStates[envStates.size()-2]->fogColor ); SetFogExponent( envStates[envStates.size()-2]->fogExp ); SetLightColor( envStates[envStates.size()-2]->lightColor ); SetLightPosition( envStates[envStates.size()-2]->lightPosition ); } }
CScanner::DetectState SecurityCamera::UpdateDetect() { DetectState eDS = CScanner::UpdateDetect(); switch (eDS) { case DS_DETECTED : { SetState(eStateDetected); } break; case DS_FOCUSING : { SetState(eStateFocusing); } break; case DS_CLEAR : { // Set us back to whatever we were doing before we // start focusing... if (m_eState == eStateFocusing) { StopFocusingSound(); SetState(m_ePreviousState); } // Turn on the green light sprite... if (m_eState != eStateFocusing && m_eState != eStateDetected) { TurnLightOn(); SetLightColor(eGreen); } } break; default : break; } return eDS; }
func InitEffect() { SetLightRange(30, 70); SetLightColor(RGB(255, 255, 0)); ox=GetX(); oy=GetY(); trailparticles = { Size = PV_Linear(5,0), Alpha = 128, BlitMode = GFX_BLIT_Additive, R = 255, G = 255, B = 50, }; AddEffect("Trail", this, 1, 1, this); AddEffect("HitCheck", this, 1,1, nil,nil, GetCrew(GetOwner())); }
func InitEffect() { Sound("Fire::Fireball", false, 100); Sound("Fire::FuseLoop", false, 50, nil, 1); SetLightRange(30, 70); SetLightColor(RGB(255, 100, 0)); if (shooter.ChampType == ComboMan) { Speed = 75; ParticleSize = 13; SpellDamage = 25; SetVelocity(Angle(0,0,GetXDir(), GetYDir(), 10), Speed, 10); } var lightparticle = { R = 255, G = 100, B = 0, Alpha = 40, Size = 50, BlitMode = GFX_BLIT_Additive, Rotation = PV_Step(30, 0, 1), Attach = ATTACH_Back | ATTACH_MoveRelative }; CreateParticle("Shockwave", 0, 0, 0, 0, 0, lightparticle); firetrailparticles = { Prototype = Particles_FireTrail(), Size = PV_Linear(ParticleSize,0), BlitMode = GFX_BLIT_Additive, }; }
void SecurityCamera::SetState(State eNewState) { // If we are destroyed we can't go into any other state... if( m_eState == eStateDestroyed ) return; if (m_eState == eNewState) return; // Handle switching to the new state... switch (eNewState) { case eStateDestroyed: { // Turn off the sprite... TurnLightOn(LTFALSE); SetDestroyedModel(); // Stop sensing. EnableSensing( LTFALSE ); // Camera can't be disabled now... g_pCommonLT->SetObjectFlags(m_hObject, OFT_User, 0, USRFLG_GADGET_CAMERA_DISABLER); KillAllSounds(); } break; case eStateOff: { KillAllSounds(); // Stop sensing. EnableSensing( LTFALSE ); // Leave the light on if the camera was tripped... if (!m_bTripped) { // Turn off the light... TurnLightOn(LTFALSE); } } break; case eStateDisabled: { // Stop sensing. EnableSensing( LTFALSE ); SetupDisabledState(); TurnLightOn(); SetLightColor( eBlue ); return; // Don't change states... } break; case eStateFocusing: { // Sense. EnableSensing( LTTRUE ); // If we're in the detected state, don't re-focus... if (m_eState == eStateDetected) return; StartFocusingSound(); } break; case eStateDetected: { // Sense. EnableSensing( LTTRUE ); // Turn on Red sprite... TurnLightOn(); SetLightColor(eRed); } break; case eStateReset: { // Sense. EnableSensing( LTTRUE ); m_bTripped = LTFALSE; // Reset the camera... if (m_fYaw > m_fYaw1) { m_ePreviousState = eStatePausingAt1; m_eState = eStateTurningTo2; UpdateSounds(m_ePreviousState); } else { m_ePreviousState = eStatePausingAt1; m_eState = eStatePausingAt1; } SetNextUpdate(UPDATE_NEXT_FRAME); // Make sure we processes detection... SetCanProcessDetection( LTTRUE ); return; } break; default : break; } m_ePreviousState = m_eState; m_eState = eNewState; }