Exemple #1
0
	ShitThrower::ShitThrower(Sound& sound, TextureManager& textureManager, const Definition& definition)
		: LegacyWeapon(sound, textureManager, definition, 16)
	{
		Color brownColor(83, 44, 0);
		PlayerSkinColors skinColors(brownColor);
		brownSkin = std::make_unique<PlayerSkin>("textures/man/", skinColors, textureManager);
	}
Exemple #2
0
	void WPN_Init(TextureManager& textureManager, Sound& sound, Console& console)
	{
		std::set<Int32> nearestFilterBoom = { 5, 6, 9, 13, 14, 15, 16 };

		console.printLine("\n===Weapon initialization===");
		for (Weapon& weap : d6WpnDef)
		{
			const std::string wpnPath = Format("{0}{1,3|0}") << D6_TEXTURE_WPN_PATH << weap.index;
			weap.textures.boom = textureManager.load(Format("{0}/boom/") << wpnPath, nearestFilterBoom.find(weap.index) != nearestFilterBoom.end() ? GL_NEAREST : GL_LINEAR, true);
			weap.textures.gun = textureManager.load(Format("{0}/gun/") << wpnPath, GL_NEAREST, true);
			weap.textures.shot = textureManager.load(Format("{0}/shot/") << wpnPath, GL_NEAREST, true);

			if (weap.shotSound)
			{
				weap.shotSample = sound.loadSample(std::string(D6_FILE_WEAPON_SOUNDS) + weap.shotSound);
			}
			if (weap.boomSound)
			{
				weap.boomSample = sound.loadSample(std::string(D6_FILE_WEAPON_SOUNDS) + weap.boomSound);
			}
		}

		Color brownColor(83, 44, 0);
		PlayerSkinColors skinColors(brownColor);
		brownSkin = std::make_unique<PlayerSkin>("textures/man/", skinColors, textureManager);
	}