void fxGetFallingStuffProps(CFastList<FX_PROP> *pList) { FX_PROP fxProp; float fVec[3]; fVec[0] = 0.0f; fVec[1] = 1.0f; fVec[2] = 0.0f; // Add the base props AddBaseProps(pList); // Add all the props to the list fxProp.Combo("Interpolate", "0,Yes,No"); pList->AddTail(fxProp); fxProp.Path("Sprite", "spr|..."); pList->AddTail(fxProp); fxProp.Int("StuffPerEmission", 5); pList->AddTail(fxProp); fxProp.Float("EmissionInterval", 0.01f); pList->AddTail(fxProp); fxProp.Float("StuffLifespan", 2.0f); pList->AddTail(fxProp); fxProp.Float("Radius", 10.0f); pList->AddTail(fxProp); fxProp.Vector("PlaneDir", fVec); pList->AddTail(fxProp); fxProp.Float("Velocity", 10.0f); pList->AddTail(fxProp); fxProp.Float("Stretch", 10.0f); pList->AddTail(fxProp); fxProp.Path("ImpactSprite", "spr|..."); pList->AddTail(fxProp); fxProp.Float("ImpactLifespan", 1.0f); pList->AddTail(fxProp); fxProp.Float("ImpactScale1", 1.0f); pList->AddTail(fxProp); fxProp.Float("ImpactScale2", 1.0f); pList->AddTail(fxProp); fxProp.Int("ImpactCreate", 20); pList->AddTail(fxProp); fxProp.Combo("ImpactPerturb", "0,None,Sine,Pendulum"); pList->AddTail(fxProp); }
void AddBaseProps(CFastList<FX_PROP> *pList) { FX_PROP fxProp; float fVec[3]; fVec[0] = 0.0f; fVec[1] = 0.0f; fVec[2] = 0.0f; fxProp.Combo( FXPROP_UPDATEPOS,"0,Fixed,Follow,PlayerView,NodeAttach,SocketAttach,PV_NodeAttach,PV_SocketAttach"); pList->AddTail(fxProp); fxProp.String( FXPROP_ATTACHNAME, "" ); pList->AddTail( fxProp ); fxProp.Vector( FXPROP_OFFSET, fVec); pList->AddTail(fxProp); fxProp.Vector( FXPROP_ROTATEADD, fVec); pList->AddTail(fxProp); fxProp.Combo( FXPROP_DISABLEATDIST, "1,No,Yes"); pList->AddTail(fxProp); fxProp.Int( FXPROP_MENULAYER, 0 ); pList->AddTail(fxProp); fxProp.Float( FXPROP_MAXSTARTOFFSET, 0.0f); pList->AddTail(fxProp); fxProp.Combo( FXPROP_RANDOMSTARTOFFSET, "1,No,Yes"); pList->AddTail(fxProp); fxProp.Float( FXPROP_STARTOFFSETINTERVAL, 0.0f); pList->AddTail(fxProp); fxProp.Combo( FXPROP_SMOOTHSHUTDOWN, "1,No,Yes"); pList->AddTail(fxProp); //the detail settings properties. Note that this must match the table in clientfxmgr.cpp fxProp.Combo( FXPROP_DETAILLEVEL, "0,All,High,Medium,Low,Medium+High,Low+Medium,Low+High"); pList->AddTail(fxProp); fxProp.Combo( FXPROP_ISGORE, "0,No,Yes"); pList->AddTail(fxProp); }
void fxGetLTBBouncyChunkProps(CFastList<FX_PROP> *pList) { FX_PROP fxProp; float fVec[3]; fVec[0] = 0.0f; fVec[1] = 1.0f; fVec[2] = 0.0f; // Add the base props AddBaseProps(pList); // Add all the props to the list fxProp.Path("Model", "ltb|..."); pList->AddTail(fxProp); fxProp.Path("Skin", "dtx|..."); pList->AddTail(fxProp); fxProp.Vector("ChunkDir", fVec); pList->AddTail(fxProp); fxProp.Float("ChunkSpeed", 40.0f); pList->AddTail(fxProp); fxProp.Float("ChunkSpread", 40.0f); pList->AddTail(fxProp); fVec[0] = 0.0f; fVec[1] = -1.0f; fVec[2] = 0.0f; fxProp.Vector("Gravity", fVec); pList->AddTail(fxProp); fxProp.Float("Amount", 10.0f); pList->AddTail(fxProp); fxProp.Path("ChunkSound", "wav|..."); pList->AddTail(fxProp); }
void fxGetLTBModelProps(CFastList<FX_PROP> *pList) { FX_PROP fxProp; float fVec[3]; fVec[0] = 0.0f; fVec[1] = 0.0f; fVec[2] = 1.0f; // Add the base props AddBaseProps(pList); // Add all the props to the list fxProp.Path( "Model", "ltb|..." ); pList->AddTail(fxProp); fxProp.Path( "Skin0", "dtx|..." ); pList->AddTail(fxProp); fxProp.Path( "Skin1", "dtx|..." ); pList->AddTail( fxProp ); fxProp.Path( "Skin2", "dtx|..." ); pList->AddTail( fxProp ); fxProp.Path( "Skin3", "dtx|..." ); pList->AddTail( fxProp ); fxProp.Path( "Skin4", "dtx|..." ); pList->AddTail( fxProp ); fxProp.Path( "SpriteSkin0", "spr|..." ); pList->AddTail(fxProp); fxProp.Path( "SpriteSkin1", "spr|..." ); pList->AddTail( fxProp ); fxProp.Path( "SpriteSkin2", "spr|..." ); pList->AddTail( fxProp ); fxProp.Path( "SpriteSkin3", "spr|..." ); pList->AddTail( fxProp ); fxProp.Path( "SpriteSkin4", "spr|..." ); pList->AddTail( fxProp ); fxProp.Vector( "Normal", fVec ); pList->AddTail( fxProp ); fxProp.Combo( "Facing", "2,CameraFacing,AlongNormal,ParentAlign" ); pList->AddTail( fxProp ); fxProp.Combo( "Shadow", "0,No,Yes" ); pList->AddTail( fxProp ); fxProp.Combo( "OverrideAniLength", "0,No,Yes" ); pList->AddTail( fxProp ); fxProp.String( "AniName", ""); pList->AddTail( fxProp ); fxProp.Float( "AniLength", 0 ); pList->AddTail( fxProp ); fxProp.Path( "RenderStyle0", "ltb|..." ); pList->AddTail( fxProp ); fxProp.Path( "RenderStyle1", "ltb|..." ); pList->AddTail( fxProp ); fxProp.Path( "RenderStyle2", "ltb|..." ); pList->AddTail( fxProp ); fxProp.Path( "RenderStyle3", "ltb|..." ); pList->AddTail( fxProp ); fxProp.Combo( "SyncToModelAnim", "0,No,Yes" ); pList->AddTail( fxProp ); fxProp.Combo( "SyncToKey", "0,No,Yes" ); pList->AddTail( fxProp ); }