void CASW_Weapon_Chainsaw::EndAttack( void ) { if ( m_fireState != FIRE_OFF ) { StartAttackOffSound(); #ifdef CLIENT_DLL DispatchParticleEffect( "mining_laser_exhaust", PATTACH_POINT_FOLLOW, this, "eject1" ); #endif } StopChainsawSound(); SetWeaponIdleTime( gpGlobals->curtime + 2.0 ); m_flNextPrimaryAttack = gpGlobals->curtime + GetWeaponInfo()->m_flFireRate; m_flNextSecondaryAttack = gpGlobals->curtime + GetWeaponInfo()->m_flFireRate; SetFiringState(FIRE_OFF); ClearIsFiring(); DestroyEffect(); }
/*!**************************************************************************** @Function ReleaseView @Return bool true if no error occured @Description Code in ReleaseView() will be called by PVRShell when the application quits or before a change in the rendering context. ******************************************************************************/ bool OGLES3Skybox2::ReleaseView() { // Free the textures unsigned int i; for(i = 0; i < g_ui32TexNo; ++i) { glDeleteTextures(1, &(m_ui32TextureIDs[i])); } // Release Print3D Textures m_Print3D.ReleaseTextures(); // Release Vertex buffer objects. glDeleteBuffers(m_Scene.nNumMeshNode, m_aiVboID); glDeleteBuffers(1, &m_iSkyVboID); delete[] m_aiVboID; // Destroy the effects for(i = 0; i < g_ui32NoOfEffects; ++i) DestroyEffect(&m_ppEffects[i]); delete[] m_ppEffects; delete m_pEffectParser; return true; }
void CASW_Weapon_Chainsaw::CreateEffect( void ) { #ifndef CLIENT_DLL CASW_Marine *pMarine = GetMarine(); if ( !pMarine ) { return; } DestroyEffect(); m_hBeam = CBeam::BeamCreate( ASW_CHAINSAW_BEAM_SPRITE, 1.75 ); m_hBeam->PointEntInit( GetAbsOrigin(), this ); m_hBeam->SetBeamFlags( FBEAM_SINENOISE ); m_hBeam->SetEndAttachment( 1 ); m_hBeam->AddSpawnFlags( SF_BEAM_TEMPORARY ); // Flag these to be destroyed on save/restore or level transition m_hBeam->SetOwnerEntity( pMarine ); m_hBeam->SetScrollRate( 10 ); m_hBeam->SetBrightness( 200 ); m_hBeam->SetColor( 255, 255, 255 ); m_hBeam->SetNoise( 0.025 ); m_hNoise = CBeam::BeamCreate( ASW_CHAINSAW_BEAM_SPRITE, 2.5 ); m_hNoise->PointEntInit( GetAbsOrigin(), this ); m_hNoise->SetEndAttachment( 1 ); m_hNoise->AddSpawnFlags( SF_BEAM_TEMPORARY ); m_hNoise->SetOwnerEntity( pMarine ); m_hNoise->SetScrollRate( 25 ); m_hNoise->SetBrightness( 200 ); m_hNoise->SetColor( 255, 255, 255 ); m_hNoise->SetNoise( 0.8 ); #endif }
void CEgon::EndAttack( void ) { STOP_SOUND( ENT(m_pPlayer->pev), CHAN_STATIC, EGON_SOUND_RUN ); EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_OFF, 0.98, ATTN_NORM, 0, 100); m_fireState = FIRE_OFF; m_flTimeWeaponIdle = gpGlobals->time + 2.0; m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.5; DestroyEffect(); }
void EffectRenderComponent::Update(){ RenderComponent::Update(); if (explosionTriggered){ if (Timing::sInstance.ExplosionTimerEnded()){ DestroyEffect(); explosionTriggered = false; } } }
//----------------------------------------------------------------------------- // UpdateOnRemove //----------------------------------------------------------------------------- void CFire::UpdateOnRemove( void ) { //Stop any looping sounds that might be playing StopSound( "Fire.Plasma" ); DestroyEffect(); // Chain at end to mimic destructor unwind order BaseClass::UpdateOnRemove(); }
void c_system_motionblur::ReleaseResources_Base() { // release the direct 3d resources DestroyShader(); DestroyEffect(); Validate(); m_members.status = Enums::pp_component_status_uninitialised; UpdateStatus(); }
void c_system_motionblur::Unload() { // release the direct3d resources of the shader DestroyShader(); DestroyEffect(); Validate(); m_members.status = Enums::pp_component_status_uninitialised; m_members.m_flags.is_unloaded = true; UpdateStatus(); }
void CEgon::EndAttack( void ) { bool bMakeNoise = false; if ( m_fireState != FIRE_OFF ) //Checking the button just in case!. bMakeNoise = true; PLAYBACK_EVENT_FULL( FEV_GLOBAL | FEV_RELIABLE, m_pPlayer->edict(), m_usEgonStop, 0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, bMakeNoise, 0, 0, 0 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0; m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5; m_fireState = FIRE_OFF; DestroyEffect(); }
void CEgon::CreateEffect( void ) { #ifndef CLIENT_DLL DestroyEffect(); m_pBeam = CBeam::BeamCreate( EGON_BEAM_SPRITE, 40 ); m_pBeam->PointEntInit( pev->origin, m_pPlayer->entindex() ); m_pBeam->SetFlags( BEAM_FSINE ); m_pBeam->SetEndAttachment( 1 ); m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition m_pBeam->pev->flags |= FL_SKIPLOCALHOST; m_pBeam->pev->owner = m_pPlayer->edict(); m_pNoise = CBeam::BeamCreate( EGON_BEAM_SPRITE, 55 ); m_pNoise->PointEntInit( pev->origin, m_pPlayer->entindex() ); m_pNoise->SetScrollRate( 25 ); m_pNoise->SetBrightness( 100 ); m_pNoise->SetEndAttachment( 1 ); m_pNoise->pev->spawnflags |= SF_BEAM_TEMPORARY; m_pNoise->pev->flags |= FL_SKIPLOCALHOST; m_pNoise->pev->owner = m_pPlayer->edict(); m_pSprite = CSprite::SpriteCreate( EGON_FLARE_SPRITE, pev->origin, FALSE ); m_pSprite->pev->scale = 1.0; m_pSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation ); m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY; m_pSprite->pev->flags |= FL_SKIPLOCALHOST; m_pSprite->pev->owner = m_pPlayer->edict(); if ( m_fireMode == FIRE_WIDE ) { m_pBeam->SetScrollRate( 50 ); m_pBeam->SetNoise( 20 ); m_pNoise->SetColor( 50, 50, 255 ); m_pNoise->SetNoise( 8 ); } else { m_pBeam->SetScrollRate( 110 ); m_pBeam->SetNoise( 5 ); m_pNoise->SetColor( 80, 120, 255 ); m_pNoise->SetNoise( 2 ); } #endif }
func TravelEffect(int time) { if(!shooter) return RemoveObject(); var obj = FindObject(Find_ID(SawBlade), Find_AtPoint()); if(obj) { obj->HitByHook(this); DestroyEffect(); Destroy(); return; } ClearParticles(); CreateParticle("Hook", GetXDir()/15, GetYDir()/15, 0, 0, 0, hookprt, 1); DrawParticleLine("Shockwave2", GetXDir()/15, GetYDir()/15, shooter->GetX() - GetX() + shooter->GetXDir()/10, shooter->GetY() - GetY() + shooter->GetYDir()/10, 5, 0, 0, 1, trailparticles); }
void CWeaponEgon::EndAttack( void ) { StopSound( "Weapon_Gluon.Run" ); if ( m_fireState != FIRE_OFF ) { EmitSound( "Weapon_Gluon.Off" ); } SetWeaponIdleTime( gpGlobals->curtime + 2.0 ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.5; m_flNextSecondaryAttack = gpGlobals->curtime + 0.5; m_fireState = FIRE_OFF; DestroyEffect(); }
bool CFire::GoOut() { //Signal death m_OnExtinguished.FireOutput( this, this ); DestroyEffect(); m_flHeatLevel -= 20; if ( m_flHeatLevel > 0 ) m_flHeatLevel = 0; m_flLastHeatLevel = m_flHeatLevel; SetThink(NULL); SetNextThink( TICK_NEVER_THINK ); if ( m_spawnflags & SF_FIRE_DIE_PERMANENT ) { UTIL_Remove( this ); return true; } SetToOutSize(); return false; }
void CWeaponEgon::CreateEffect( void ) { #ifndef CLIENT_DLL CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) { return; } DestroyEffect(); m_hBeam = CBeam::BeamCreate( EGON_BEAM_SPRITE, 3.5 ); m_hBeam->PointEntInit( GetAbsOrigin(), this ); m_hBeam->SetBeamFlags( FBEAM_SINENOISE ); m_hBeam->SetEndAttachment( 1 ); m_hBeam->AddSpawnFlags( SF_BEAM_TEMPORARY ); // Flag these to be destroyed on save/restore or level transition m_hBeam->SetOwnerEntity( pPlayer ); m_hBeam->SetScrollRate( 10 ); m_hBeam->SetBrightness( 200 ); m_hBeam->SetColor( 50, 50, 255 ); m_hBeam->SetNoise( 0.2 ); m_hNoise = CBeam::BeamCreate( EGON_BEAM_SPRITE, 5.0 ); m_hNoise->PointEntInit( GetAbsOrigin(), this ); m_hNoise->SetEndAttachment( 1 ); m_hNoise->AddSpawnFlags( SF_BEAM_TEMPORARY ); m_hNoise->SetOwnerEntity( pPlayer ); m_hNoise->SetScrollRate( 25 ); m_hNoise->SetBrightness( 200 ); m_hNoise->SetColor( 50, 50, 255 ); m_hNoise->SetNoise( 0.8 ); m_hSprite = CSprite::SpriteCreate( EGON_FLARE_SPRITE, GetAbsOrigin(), false ); m_hSprite->SetScale( 1.0 ); m_hSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation ); m_hSprite->AddSpawnFlags( SF_SPRITE_TEMPORARY ); m_hSprite->SetOwnerEntity( pPlayer ); #endif }
func Blocked(obj) { DestroyEffect(); Destroy(); }