FloatingDamage::FloatingDamage(float startX, float startY) { // Initialize lifetime = 500; toBeDeleted = false; SetDeathTime(); Renderer.Initialize(1.0f, 1.0f, 64, 64, 10, 0, 0, 0, 1, 0.0f, startX, startY, "alpha.png"); }
void CLocalPlayer::OnDeath( CNetworkPlayer * pKiller ) { // Are we not marked as dead? if( !IsDead() ) { // Get the old camera lock state bOldCameraState = pCore->GetCamera()->IsLocked (); // Get the old control state bOldCTRLState = AreControlsLocked (); // Mark as dead SetDead( true ); // Set the death time m_ulDeathTime = SharedUtility::GetTime(); // Mark as not spawned SetSpawned( false ); // Mark as not aiming SetAiming( false ); // Mark as not shooting SetShooting( false ); // Set the death time SetDeathTime( SharedUtility::GetTime() ); // Remove all the weapons m_pPlayerPed->RemoveAllWeapons (); // Construct a new bitstream RakNet::BitStream pBitStream; // Write the killerid pBitStream.WriteCompressed( (pKiller ? pKiller->GetId() : INVALID_ENTITY_ID) ); // Send RPC to server pCore->GetNetworkModule()->Call( RPC_PLAYER_DEATH, &pBitStream, HIGH_PRIORITY, RELIABLE, true ); // Fade out the screen pCore->GetHud()->FadeOut ( 3000 ); // Fade out the sound pCore->GetGame()->FadeSound ( true, 3 ); // Lock the camera control pCore->GetCamera()->LockControl ( true ); // Lock the player controls LockControls ( true ); } }