void C_TEHL2MPFireBullets::PostDataUpdate( DataUpdateType_t updateType )
{
	if ( m_bDoTracers || m_bDoImpacts )
	{
		CreateEffects();
	}
}
Exemple #2
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bool Application::Init()
{
	if(!DirectXApp::Init())
		return false;

	CreateEffects();

	BuildVertexLayout();

	D3D11_RASTERIZER_DESC wireframeDesc;
	ZeroMemory(&wireframeDesc, sizeof(D3D11_RASTERIZER_DESC));
	wireframeDesc.FillMode = D3D11_FILL_WIREFRAME;
	wireframeDesc.CullMode = D3D11_CULL_BACK;
	wireframeDesc.FrontCounterClockwise = false;
	wireframeDesc.DepthClipEnable = true;

	if (FAILED(GetDevicePtr()->CreateRasterizerState(&wireframeDesc, &m_WireframeRS)))
		return false;

	D3D11_RASTERIZER_DESC solidDesc;
	ZeroMemory(&solidDesc, sizeof(D3D11_RASTERIZER_DESC));
	solidDesc.FillMode = D3D11_FILL_SOLID;
	solidDesc.CullMode = D3D11_CULL_BACK;
	solidDesc.FrontCounterClockwise = false;
	solidDesc.DepthClipEnable = true;

	if (FAILED(GetDevicePtr()->CreateRasterizerState(&solidDesc, &m_SolidRS)))
		return false;

	CreateLights();

	return true;
}
void CSatchelCharge::Spawn( void )
{
	Precache( );
	SetModel( "models/Weapons/w_slam.mdl" );

	VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );
	SetMoveType( MOVETYPE_VPHYSICS );

	SetCollisionGroup( COLLISION_GROUP_WEAPON );

	UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2));

	SetThink( &CSatchelCharge::SatchelThink );
	SetNextThink( gpGlobals->curtime + 0.1f );

	m_flDamage		= sk_plr_dmg_satchel.GetFloat();
	m_DmgRadius		= sk_satchel_radius.GetFloat();
	m_takedamage	= DAMAGE_YES;
	m_iHealth		= 1;

	SetGravity( UTIL_ScaleForGravity( 560 ) );	// slightly lower gravity
	SetFriction( 1.0 );
	SetSequence( 1 );
	SetDamage( 150 );

	m_bIsAttached			= false;
	m_bInAir				= true;
	m_flNextBounceSoundTime	= 0;

	m_vLastPosition	= vec3_origin;

	m_hGlowSprite = NULL;
	CreateEffects();
}
void CASW_Flamer_Projectile::Spawn( void )
{
	Precache( );

	//SetModel( PELLET_MODEL );
	SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );

	m_flDamage		= sk_plr_dmg_asw_f.GetFloat();
	m_takedamage	= DAMAGE_NO;

	SetSize( -Vector(1,1,1), Vector(1,1,1) );
	SetSolid( SOLID_BBOX );
	SetGravity( 0.05f );
	SetCollisionGroup( ASW_COLLISION_GROUP_FLAMER_PELLETS );	// ASW_COLLISION_GROUP_SHOTGUN_PELLET

	SetTouch( &CASW_Flamer_Projectile::ProjectileTouch );

	CreateEffects();
	m_vecOldPos = vec3_origin;

	m_fDieTime = gpGlobals->curtime + 1.0f;		// will need to change size scale algos below if this changes
	SetThink( &CASW_Flamer_Projectile::CollideThink );
	SetNextThink( gpGlobals->curtime );

	// flamer projectile only lasts 1 second
	//SetThink( &CASW_Flamer_Projectile::SUB_Remove );
	//SetNextThink( gpGlobals->curtime + 1.0f );
}
Exemple #5
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	void BackBuffer::CreateResources(ID3D11Device* device, const DXGI_SURFACE_DESC& BackBufferDesc)
	{
		m_SurfaceDesc = BackBufferDesc;

		CreateBackBuffers(device);
		CreateReductionTargets(device);
		CreateEffects(device);
	}
void C_ASW_Queen_Spit::OnDataChanged( DataUpdateType_t updateType )
{
	if ( updateType == DATA_UPDATE_CREATED )
	{
		CreateEffects();
	}

	BaseClass::OnDataChanged( updateType );
}
//-----------------------------------------------------------------------------
// Purpose: Get's the player's team number, excluding spectators(1)
// Input  : The player here is.. pActivator
// Output :
//-----------------------------------------------------------------------------
void CHoldout::HoldoutUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
	// if it's not a player, ignore
	if (!pActivator || !pActivator->IsPlayer())
		return;

	m_hActivator = pActivator;
	CBasePlayer *pPlayer = (CBasePlayer *)m_hActivator.Get();

	if (pPlayer->GetTeamNumber() != TEAM_SPECTATOR)
	{
		if (m_Owner != pPlayer->GetTeamNumber())
		{
			m_Owner = pPlayer->GetTeamNumber();
			if (m_hGlowSprite != NULL)
			{
				UTIL_Remove(m_hGlowSprite);
				m_hGlowSprite = NULL;
			}
			CreateEffects();
		}
	}
}
Exemple #8
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void CGrenadeFrag::Spawn( void )
{
	Precache( );

	SetModel( GRENADE_MODEL );

	if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() )
	{
		m_flDamage		= sk_plr_dmg_fraggrenade.GetFloat();
		m_DmgRadius		= sk_fraggrenade_radius.GetFloat();
	}
	else
	{
		m_flDamage		= sk_npc_dmg_fraggrenade.GetFloat();
		m_DmgRadius		= sk_fraggrenade_radius.GetFloat();
	}

	m_takedamage	= DAMAGE_YES;
	m_iHealth		= 1;

	SetSize( -Vector(4,4,4), Vector(4,4,4) );
	SetCollisionGroup( COLLISION_GROUP_WEAPON );
	CreateVPhysics();

	CreateEffects();

	BlipSound();
	m_flNextBlipTime = gpGlobals->curtime + FRAG_GRENADE_BLIP_FREQUENCY;

	AddSolidFlags( FSOLID_NOT_STANDABLE );

	m_combineSpawned	= false;
	m_punted			= false;

	BaseClass::Spawn();
}
void C_ASW_Queen_Spit::OnRestore()
{
	CreateEffects();
	BaseClass::OnRestore();
}
Exemple #10
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//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CGrenadeFrag::OnRestore( void )
{
	CreateEffects();

	BaseClass::OnRestore();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CASW_Flamer_Projectile::OnRestore( void )
{
	CreateEffects();

	BaseClass::OnRestore();
}
Exemple #12
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//----------------------------------------------------------------------------
void Castle::CreateScene ()
{
    mScene = new0 Node();
    mTrnNode = new0 Node();
    mScene->AttachChild(mTrnNode);
    mWireState = new0 WireState();
    mRenderer->SetOverrideWireState(mWireState);

    CreateLights();
    CreateEffects();
    CreateTextures();
    CreateSharedMeshes();

    CreateWallTurret02();
    CreateWallTurret01();
    CreateWall02();
    CreateWall01();
    CreateQuadPatch01();
    CreateMainGate01();
    CreateMainGate();
    CreateExterior();
    CreateFrontHall();
    CreateFrontRamp();
    CreateDrawBridge();
    CreateCylinder02();
    CreateBridge();
    CreateLargePort();
    CreateSmallPort(1);
    CreateSmallPort(2);
    CreateRope(1);
    CreateRope(2);

    int i;
    for (i = 1; i <= 7; ++i)
    {
        CreateWoodShield(i);
    }
    for (i = 1; i <= 17; ++i)
    {
        CreateTorch(i);
    }
    for (i = 1; i <= 3; ++i)
    {
        CreateKeg(i);
    }
    for (i = 2; i <= 37; ++i)
    {
        CreateBarrel(i);
    }
    for (i = 1; i <= 48; ++i)
    {
        CreateDoorFrame(i);
    }
    for (i = 49; i <= 60; ++i)
    {
        CreateDoorFramePivotTrn(i);
    }
    CreateDoorFrame(61);
    CreateDoorFrameScalePivotTrn(62);
    CreateDoorFrameScalePivotTrn(63);
    for (i = 64; i <= 68; ++i)
    {
        CreateDoorFrame(i);
    }
    for (i = 69; i <= 78; ++i)
    {
        CreateDoorFramePivotTrn(i);
    }
    CreateDoorFrame(79);
    CreateDoorFrameScalePivotTrn(80);
    CreateDoorFrameScalePivotTrn(81);
    CreateDoorFramePivotTrn(82);
    CreateDoorFramePivotTrn(83);
    CreateDoorFramePivotTrn(73);

    CreateBunk(1);
    for (i = 4; i <= 20; ++i)
    {
        CreateBunk(i);
    }
    for (i = 1; i <= 36; ++i)
    {
        CreateBench(i);
    }
    for (i = 1; i <= 9; ++i)
    {
        CreateTable(i);
    }
    for (i = 1; i <= 4; ++i)
    {
        CreateBarrelRack(i);
    }
    for (i = 1; i <= 36; ++i)
    {
        CreateChest(i);
    }
    for (i = 1; i <= 3; ++i)
    {
        CreateCeilingLight(i);
    }
    for (i = 1; i <= 7; ++i)
    {
        CreateSquareTable(i);
    }
    for (i = 1; i <= 27; ++i)
    {
        CreateSimpleChair(i);
    }
    for (i = 1; i <= 42; ++i)
    {
        CreateMug(i);
    }
    for (i = 1; i <= 9; ++i)
    {
        CreateDoor(i);
    } 

    CreateTerrain();
    CreateSkyDome();
    CreateWater();
    CreateWater2();
}