//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CCrossbowBolt::CreateSprites( void )
{
	// Start up the eye glow
	m_pGlowSprite = CSprite::SpriteCreate( "sprites/light_glow02_noz.vmt", GetLocalOrigin(), false );

	if ( m_pGlowSprite != NULL )
	{
		m_pGlowSprite->FollowEntity( this );
		m_pGlowSprite->SetTransparency( kRenderGlow, 255, 255, 255, 128, kRenderFxNoDissipation );
		m_pGlowSprite->SetScale( 0.2f );
		m_pGlowSprite->TurnOff();
	}

	m_pGlowTrail = CSpriteTrail::SpriteTrailCreate("sprites/light_glow02_noz.vmt", GetLocalOrigin(), false);

	if (m_pGlowTrail != NULL)
	{
		m_pGlowTrail->FollowEntity(this);
		m_pGlowTrail->SetTransparency(kRenderGlow, 255, 255, 255, 128, kRenderFxNoDissipation);
		m_pGlowTrail->SetScale(0.2f);
		m_pGlowTrail->TurnOff();
	}

	return true;
}
Exemple #2
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//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CGrenadeFrag::CreateEffects( void )
{
	// Start up the eye glow
	m_pMainGlow = CSprite::SpriteCreate( "sprites/redglow1.vmt", GetLocalOrigin(), false );

	int	nAttachment = LookupAttachment( "fuse" );

	if ( m_pMainGlow != NULL )
	{
		m_pMainGlow->FollowEntity( this );
		m_pMainGlow->SetAttachment( this, nAttachment );
		m_pMainGlow->SetTransparency( kRenderGlow, 255, 255, 255, 200, kRenderFxNoDissipation );
		m_pMainGlow->SetScale( 0.2f );
		m_pMainGlow->SetGlowProxySize( 4.0f );
	}

	// Start up the eye trail
	m_pGlowTrail	= CSpriteTrail::SpriteTrailCreate( "sprites/bluelaser1.vmt", GetLocalOrigin(), false );

	if ( m_pGlowTrail != NULL )
	{
		m_pGlowTrail->FollowEntity( this );
		m_pGlowTrail->SetAttachment( this, nAttachment );
		m_pGlowTrail->SetTransparency( kRenderTransAdd, 255, 0, 0, 255, kRenderFxNone );
		m_pGlowTrail->SetStartWidth( 8.0f );
		m_pGlowTrail->SetEndWidth( 1.0f );
		m_pGlowTrail->SetLifeTime( 0.5f );
	}
}
//-----------------------------------------------------------------------------
// Landed!
//-----------------------------------------------------------------------------
void CEnvHeadcrabCanister::Landed( void )
{
	EmitSound( "HeadcrabCanister.AfterLanding" );

	// Lock us now that we've stopped
	SetLanded();

	// Hook the follow trail to the lead of the canister (which should be buried)
	// to hide problems with the edge of the follow trail
	if (m_hTrail)
	{
		m_hTrail->SetAttachment( this, LookupAttachment("trail") );
	}

	// Start smoke, unless we don't want it
	if ( !HasSpawnFlags( SF_NO_SMOKE ) )
	{
		// Create the smoke trail to obscure the headcrabs
		m_hSmokeTrail = SmokeTrail::CreateSmokeTrail();
		m_hSmokeTrail->FollowEntity( this, "smoke" );

		m_hSmokeTrail->m_SpawnRate			= 8;
		m_hSmokeTrail->m_ParticleLifetime	= 2.0f;

		m_hSmokeTrail->m_StartColor.Init( 0.7f, 0.7f, 0.7f );
		m_hSmokeTrail->m_EndColor.Init( 0.6, 0.6, 0.6 );

		m_hSmokeTrail->m_StartSize	= 32;
		m_hSmokeTrail->m_EndSize	= 64;
		m_hSmokeTrail->m_SpawnRadius= 8;
		m_hSmokeTrail->m_MinSpeed	= 0;
		m_hSmokeTrail->m_MaxSpeed	= 8;
		m_hSmokeTrail->m_MinDirectedSpeed	= 32;
		m_hSmokeTrail->m_MaxDirectedSpeed	= 64;
		m_hSmokeTrail->m_Opacity	= 0.35f;

		m_hSmokeTrail->SetLifetime( m_flSmokeLifetime );
	}

	SetThink( NULL );

	if ( !HasSpawnFlags( SF_WAIT_FOR_INPUT_TO_OPEN ) )
	{
		if ( HasSpawnFlags( SF_START_IMPACTED ) )
		{
			CanisterFinishedOpening( );
		}
		else
		{
			OpenCanister();
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFlechette::Spawn( void )
{
	Precache( );

	SetModel( BOLT_MODEL );
	SetMoveType( MOVETYPE_FLY, MOVECOLLIDE_FLY_CUSTOM );
	UTIL_SetSize( this, -Vector(1,1,1), Vector(1,1,1) );
	SetSolid( SOLID_BBOX );
	
	// Make sure we're updated if we're underwater
	UpdateWaterState();

	SetTouch( &CFlechette::BoltTouch );

	SetThink( &CFlechette::BubbleThink );
	SetNextThink( gpGlobals->curtime + 0.1f );

	CBasePlayer *pPlayer = ToBasePlayer(GetOwnerEntity());
	if(pPlayer != NULL && HL2MPRules()->IsTeamplay())
	{
		if(pPlayer->GetTeamNumber() == TEAM_PINK)
			m_nSkin = 1;
		else if(pPlayer->GetTeamNumber() == TEAM_GREEN)
			m_nSkin = 2;
		else
			m_nSkin = 0;
	}

	m_pGlowTrail = CSpriteTrail::SpriteTrailCreate( "sprites/grenade/grenade_laser.vmt", GetLocalOrigin(), false );
	if ( m_pGlowTrail != NULL )
	{
		m_pGlowTrail->FollowEntity( this );
		if(m_nSkin == 1)
			m_pGlowTrail->SetTransparency( kRenderTransAdd, 255, 50, 255, 70, kRenderFxNone );
		else if(m_nSkin == 2)
			m_pGlowTrail->SetTransparency( kRenderTransAdd, 0, 255, 0, 70, kRenderFxNone );
		else
			m_pGlowTrail->SetTransparency( kRenderTransAdd, 255, 255, 255, 70, kRenderFxNone );
		m_pGlowTrail->SetStartWidth( 3.0f );
		m_pGlowTrail->SetEndWidth( 0.5f );
		m_pGlowTrail->SetLifeTime( 0.4f );
	}
}
//-----------------------------------------------------------------------------
// Fling the buster with the physcannon either via punt or launch.
//-----------------------------------------------------------------------------
void CWeaponStriderBuster::Launch( CBasePlayer *pPhysGunUser )
{
	if ( !HasSpawnFlags( SF_DONT_WEAPON_MANAGE ) )
	{
		WeaponManager_RemoveManaged( this );
	}

	m_bLaunched = true;

	// Notify all nearby hunters that we were launched.
	Hunter_StriderBusterLaunched( this );

	// Start up the eye glow
	m_hMainGlow = CSprite::SpriteCreate( "sprites/blueglow1.vmt", GetLocalOrigin(), false );

	if ( m_hMainGlow != NULL )
	{
		m_hMainGlow->FollowEntity( this );
		m_hMainGlow->SetTransparency( kRenderGlow, 255, 255, 255, 140, kRenderFxNoDissipation );
		m_hMainGlow->SetScale( 2.0f );
		m_hMainGlow->SetGlowProxySize( 8.0f );
	}

	if ( !m_bNoseDiving )
	{
		DispatchParticleEffect( "striderbuster_trail", PATTACH_ABSORIGIN_FOLLOW, this );
	}
	else
	{
		DispatchParticleEffect( "striderbuster_shotdown_trail", PATTACH_ABSORIGIN_FOLLOW, this );
	}

	// We get our touch function from the physics system
	SetTouch ( &CWeaponStriderBuster::BusterTouch );

	SetThink( &CWeaponStriderBuster::BusterFlyThink );
	SetNextThink( gpGlobals->curtime );

	gamestats->Event_WeaponFired( pPhysGunUser, true, GetClassname() );
}