CASource * CGmResMan::NewASource( CABuffer * poABuffer ) { CASource * poASource = 0; if( poABuffer ) { poASource = new CASource; if( poASource->Init() ) { poASource->SetBuffer( poABuffer ); poASource->SetAmp( 1.0f ); poASource->SetPos( TVec() ); poASource->SetDir( TVec() ); // non-directional poASource->SetVel( TVec() ); poASource->SetPitch( 1.0f ); poASource->SetLooping( false ); poASource->SetAmpMin( 0.0f ); poASource->SetAmpMax( 1.0f ); //poASource->SetMaxDist( MAX_FLOAT ); poASource->SetMaxDist( 800.0f ); poASource->SetRolloffFactor( 1.0f ); poASource->SetConeOuterAmp( 0.0f ); poASource->SetConeInnerAngle( 50.0f ); poASource->SetConeOuterAngle( 120.0f ); poASource->SetReferenceDist( 7.0f ); poASource->SetSourceRelative( false ); m_oArrASource.Append( poASource ); } else { DELETE_INSTANCE( poASource ); } } return poASource; }
void CGSprite::Orient( const TVec &roNormal ) { CMatrix4x4 oM; oM.Orient( roNormal ); m_aoPos[0] = oM * TVec( - m_fSize, - m_fSize, 0.0f ); m_aoPos[1] = oM * TVec( + m_fSize, - m_fSize, 0.0f ); m_aoPos[2] = oM * TVec( + m_fSize, + m_fSize, 0.0f ); m_aoPos[3] = oM * TVec( - m_fSize, + m_fSize, 0.0f ); //Init(); //for( unsigned int i=0; i<4; ++i ) // m_aoPos[i] = m_aoPos[i]; /* const float fAng = m_oNormal.Angle( roNormal ); const TVec oOrg( 0.0f, 0.0f, 0.0f ); const TVec oAx( m_oNormal * roNormal ); //oOrg.CalcNormal( m_oNormal, roNormal ); //for( unsigned int i=0; i<4; ++i ) // m_aoPos[i].Rotate( oAx, fAng ); m_aoPos[0].Rotate( oAx, fAng ); m_aoPos[1].Rotate( oAx, fAng ); m_aoPos[2].Rotate( oAx, fAng ); m_aoPos[3].Rotate( oAx, fAng ); */ m_oNormal = roNormal; }
CCurveBezier3::CCurveBezier3() : CCurve() , m_uiRes( 23 ) { for( unsigned int i=0; i<4; ++i ) { m_aoVertex[i].m_uiVertex = i; } m_aoVertex[0].m_oColor.Set( float( rand() ) / RAND_MAX, float( rand() ) / RAND_MAX, float( rand() ) / RAND_MAX ); m_aoVertex[3].m_oColor.Set( float( rand() ) / RAND_MAX, float( rand() ) / RAND_MAX, float( rand() ) / RAND_MAX ); m_aoVertex[0].m_oColor.Dot( TVec( 1.4f, 1.4f, 1.4f ) ); m_aoVertex[3].m_oColor.Dot( TVec( 1.4f, 1.4f, 1.4f ) ); m_aoVertex[0].m_oColor.Clamp(); m_aoVertex[3].m_oColor.Clamp(); }
IMPLEMENT_FUNCTION(VBasePlayer, ClearPlayer) { P_GET_SELF; Self->PClass = 0; Self->ForwardMove = 0; Self->SideMove = 0; Self->FlyMove = 0; Self->Buttons = 0; Self->Impulse = 0; Self->MO = NULL; Self->PlayerState = 0; Self->ViewOrg = TVec(0, 0, 0); Self->PlayerFlags &= ~VBasePlayer::PF_FixAngle; Self->Health = 0; Self->PlayerFlags &= ~VBasePlayer::PF_AttackDown; Self->PlayerFlags &= ~VBasePlayer::PF_UseDown; Self->PlayerFlags &= ~VBasePlayer::PF_AutomapRevealed; Self->PlayerFlags &= ~VBasePlayer::PF_AutomapShowThings; Self->ExtraLight = 0; Self->FixedColourmap = 0; Self->CShift = 0; Self->PSpriteSY = 0; vuint8* Def = Self->GetClass()->Defaults; for (VField* F = Self->GetClass()->Fields; F; F = F->Next) { VField::CopyFieldValue(Def + F->Ofs, (vuint8*)Self + F->Ofs, F->Type); } }
void VBasePlayer::DoClientStartSound(int SoundId, TVec Org, int OriginId, int Channel, float Volume, float Attenuation, bool Loop) { #ifdef CLIENT guard(VBasePlayer::DoClientStartSound); GAudio->PlaySound(SoundId, Org, TVec(0, 0, 0), OriginId, Channel, Volume, Attenuation, Loop); unguard; #endif }
CCurve::TVec CCurveCatmullRom3::ProcColor( float fP ) const // tmp { UNUSED_PARAMETER( fP ); return TVec( 1.0f, 1.0f, 1.0f, 1.0f ); /* const unsigned int i = (unsigned int)( fP ); const unsigned int uiMax = m_oArrVertex.GetSize() - 2; if( i >= uiMax ) // opt return m_oArrVertex[uiMax].m_oColor; const float t = fP - i; return m_oArrVertex[i+1].m_oColor * ( 1.0f - t ) + m_oArrVertex[i+2].m_oColor * fP; */ }
void VLevelInfo::SectorStartSequence(const sector_t* Sector, VName Name, int ModeNum) { guard(VLevelInfo::SectorStartSequence); if (Sector) { if (Sector->SectorFlags & sector_t::SF_Silent) { return; } StartSoundSequence(Sector->soundorg, (Sector - XLevel->Sectors) + (SNDORG_Sector << 24), Name, ModeNum); } else { StartSoundSequence(TVec(0, 0, 0), 0, Name, ModeNum); } unguard; }
void VLevelInfo::SectorStartSound(const sector_t* Sector, int SoundId, int Channel, float Volume, float Attenuation) { guard(VLevelInfo::SectorStartSound); if (Sector) { if (Sector->SectorFlags & sector_t::SF_Silent) { return; } StartSound(Sector->soundorg, (Sector - XLevel->Sectors) + (SNDORG_Sector << 24), SoundId, Channel, Volume, Attenuation, false); } else { StartSound(TVec(0, 0, 0), 0, SoundId, Channel, Volume, Attenuation, false); } unguard; }