Esempio n. 1
0
func Idle()
{
	ClearEffects();
	ox=GetX();
	oy=GetY();
	AddEffect("Idle", this, 1, 1, this);
}
Esempio n. 2
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/*
==============
idPlayerView::idPlayerView
==============
*/
idPlayerView::idPlayerView() :

//HDR start
#ifdef _DENTONMOD
m_postProcessManager()			// Invoke the postprocess Manager Constructor - J.C.Denton
#endif
//HDR end
{
	memset( screenBlobs, 0, sizeof( screenBlobs ) );
	memset( &view, 0, sizeof( view ) );
	player = NULL;
	dvMaterial = declManager->FindMaterial( "_scratch" );
	tunnelMaterial = declManager->FindMaterial( "textures/decals/tunnel" );
	armorMaterial = declManager->FindMaterial( "armorViewEffect" );
	berserkMaterial = declManager->FindMaterial( "textures/decals/berserk" );
	irGogglesMaterial = declManager->FindMaterial( "textures/decals/irblend" );
	bloodSprayMaterial = declManager->FindMaterial( "textures/decals/bloodspray" );
	bfgMaterial = declManager->FindMaterial( "textures/decals/bfgvision" );
	lagoMaterial = declManager->FindMaterial( LAGO_MATERIAL, false );
	bfgVision = false;

	dvFinishTime = 0;
	kickFinishTime = 0;
	kickAngles.Zero();
	lastDamageTime = 0.0f;
	fadeTime = 0;
	fadeRate = 0.0;
	fadeFromColor.Zero();
	fadeToColor.Zero();
	fadeColor.Zero();
	shakeAng.Zero();

	ClearEffects();
}
void C4SoundSystem::Clear()
{
	ClearEffects();
	Modifiers.Clear();
	// Close sound file
	SoundFile.Close();
}
Esempio n. 4
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/*
==============
idPlayerView::idPlayerView
==============
*/
idPlayerView::idPlayerView() {
	memset( screenBlobs, 0, sizeof( screenBlobs ) );
	memset( &view, 0, sizeof( view ) );
	player = NULL;
	dvMaterial = NULL;
	dvMaterialBlend = NULL;
	tunnelMaterial = NULL;
	armorMaterial = NULL;
	bloodSprayMaterial = NULL;
	bfgVision = false;
	dvFinishTime = 0;
	tvFinishTime = 0;
	tvStartTime = 0;
	kickFinishTime = 0;
	kickAngles.Zero();
	lastDamageTime = 0.0f;
	fadeTime = 0;
	fadeRate = 0.0;
	fadeFromColor.Zero();
	fadeToColor.Zero();
	fadeColor.Zero();

	ClearEffects();

	dvScale = 1.0f;
	shakeScale = 1.0f;
	tvScale = 1.0f;
}
Esempio n. 5
0
/*
==============
idPlayerView::idPlayerView
==============
*/
idPlayerView::idPlayerView() {
	memset( screenBlobs, 0, sizeof( screenBlobs ) );
	memset( &view, 0, sizeof( view ) );
	player = NULL;
	tunnelMaterial = declManager->FindMaterial( "textures/decals/tunnel" );
	armorMaterial = declManager->FindMaterial( "armorViewEffect" );
	berserkMaterial = declManager->FindMaterial( "textures/decals/berserk" );
	irGogglesMaterial = declManager->FindMaterial( "textures/decals/irblend" );
	bloodSprayMaterial = declManager->FindMaterial( "textures/decals/bloodspray" );
	bfgMaterial = declManager->FindMaterial( "textures/decals/bfgvision" );
	bfgVision = false;
	dvFinishTime = 0;
	kickFinishTime = 0;
	kickAngles.Zero();
	lastDamageTime = 0.0f;
	fadeTime = 0;
	fadeRate = 0.0;
	fadeFromColor.Zero();
	fadeToColor.Zero();
	fadeColor.Zero();
	shakeAng.Zero();
	fxManager = NULL;

	if ( fxManager == NULL ) {
		fxManager = new (TAG_ENTITY) FullscreenFXManager;
		fxManager->Initialize( this );
	}

	ClearEffects();
}
Esempio n. 6
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void FGameplayCueHandler::GameplayCueRemoved(const FGameplayTagContainer& GameplayCueTags, float NormalizedMagnitude, const FGameplayEffectContextHandle& EffectContext)
{
	check(Owner);
	bool InstigatorLocal = EffectContext.IsLocallyControlled();
	bool TargetLocal = OwnerIsLocallyControlled();

	for (auto TagIt = GameplayCueTags.CreateConstIterator(); TagIt; ++TagIt)
	{
		TArray<TSharedPtr<FGameplayCueViewEffects> > *Effects = SpawnedViewEffects.Find(*TagIt);
		if (Effects)
		{
			ClearEffects(*Effects);
			SpawnedViewEffects.Remove(*TagIt);
		}	
		
		// Remove old effects
		
		if (FGameplayCueViewInfo * View = GetBestMatchingView(EGameplayCueEvent::Removed, *TagIt, InstigatorLocal, TargetLocal))
		{
			View->SpawnViewEffects(Owner, NULL, EffectContext);
		}

		FName MatchedTag;
		UFunction *Func = UAbilitySystemGlobals::Get().GetGameplayCueFunction(*TagIt, Owner->GetClass(), MatchedTag);
		if (Func)
		{
			FGameplayCueParameters Params;
			Params.NormalizedMagnitude = NormalizedMagnitude;
			Params.EffectContext = EffectContext;

			IGameplayCueInterface::DispatchBlueprintCustomHandler(Owner, Func, EGameplayCueEvent::Removed, Params);
		}
	}
}
//=========================================================
// Spawn
//=========================================================
void CNPC_HAssassin::Spawn()
{
	Precache( );

	SetModel( "models/hassassin.mdl");
	
	SetHullType(HULL_HUMAN);
	SetHullSizeNormal();


	SetNavType ( NAV_GROUND );
	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	m_bloodColor		= BLOOD_COLOR_RED;
    ClearEffects();
	m_iHealth			= sk_hassassin_health.GetFloat();
	m_flFieldOfView		= VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;
	
	m_HackedGunPos		= Vector( 0, 24, 48 );

	m_iTargetRanderamt	= 20;
	SetRenderColor( 255, 255, 255, 20 );
	m_nRenderMode		= kRenderTransTexture;

	CapabilitiesClear();
	CapabilitiesAdd( bits_CAP_MOVE_GROUND );
	CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 );

	NPCInit();
}
Esempio n. 8
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/*
==============
idPlayerView::idPlayerView
==============
*/
idPlayerView::idPlayerView() {
	memset( screenBlobs, 0, sizeof( screenBlobs ) );
	memset( &view, 0, sizeof( view ) );
	player = NULL;
	dvMaterial = declManager->FindMaterial( "_scratch" );
	tunnelMaterial = declManager->FindMaterial( "textures/decals/tunnel" );
	armorMaterial = declManager->FindMaterial( "armorViewEffect" );
	berserkMaterial = declManager->FindMaterial( "textures/decals/berserk" );
	irGogglesMaterial = declManager->FindMaterial( "textures/decals/irblend" );
	bloodSprayMaterial = declManager->FindMaterial( "textures/decals/bloodspray" );
	bfgMaterial = declManager->FindMaterial( "textures/decals/bfgvision" );
	lagoMaterial = declManager->FindMaterial( LAGO_MATERIAL, false );
	bfgVision = false;
	dvFinishTime = 0;
	kickFinishTime = 0;
	kickAngles.Zero();
	lastDamageTime = 0.0f;
	fadeTime = 0;
	fadeRate = 0.0;
	fadeFromColor.Zero();
	fadeToColor.Zero();
	fadeColor.Zero();
	shakeAng.Zero();

	ClearEffects();
}
Esempio n. 9
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void CNPC_Hydra::Spawn()
{
	Precache();

	BaseClass::Spawn();

	SetModel( "models/Hydra.mdl" );

	SetHullType(HULL_HUMAN);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	SetBloodColor( BLOOD_COLOR_RED );
	ClearEffects();
	m_iHealth			= 20;
	m_flFieldOfView		= -1.0;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;

	GetVectors( NULL, NULL, &m_vecOutward );

	SetAbsAngles( QAngle( 0, 0, 0 ) );

	m_vecChain.Set( 0, GetAbsOrigin( ) - m_vecOutward * 32 );
	m_vecChain.Set( 1, GetAbsOrigin( ) + m_vecOutward * 16 );

	m_vecHeadGoal = m_vecChain[1] + m_vecOutward * HYDRA_OUTWARD_BIAS;
	m_vecHeadDir = Vector( 0, 0, 1 );

	// init bones
	HydraBone bone;
	bone.flActualLength = 0.0f;
	bone.vecGoalPos = Vector(0.0f, 0.0f, 0.0f);
	bone.vecPos = GetAbsOrigin( ) - m_vecOutward * HYDRA_INWARD_BIAS;
	m_body.AddToTail( bone );
	bone.vecPos = m_vecChain[1];
	m_body.AddToTail( bone );
	bone.vecPos = m_vecHeadGoal;
	m_body.AddToTail( bone );
	bone.vecPos = m_vecHeadGoal + m_vecHeadDir;
	m_body.AddToTail( bone );

	m_idealSegmentLength = sv_hydraSegmentLength.GetFloat();

	for (int i = 2; i < CHAIN_LINKS; i++)
	{
		m_vecChain.Set( i, m_vecChain[i-1] );
	}

	m_seed = random->RandomFloat( 0.0, 2000.0 );

	NPCInit();

	m_takedamage = DAMAGE_NO;
}
//
// Tentacle Spawn
//
void CNPC_Tentacle::Spawn( )
{
	Precache( );

	SetSolid( SOLID_BBOX );

	//Necessary for TestCollision to be called for hitbox ray hits
	AddSolidFlags( FSOLID_CUSTOMRAYTEST );

	SetMoveType( MOVETYPE_NONE );
	ClearEffects();
	m_iHealth			= 75;
	SetSequence( 0 );

	SetModel( "models/tentacle2.mdl" );
	UTIL_SetSize( this, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );

	// Use our hitboxes to determine our render bounds
	CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );

	m_takedamage		= DAMAGE_AIM;
	AddFlag( FL_NPC );
	
	m_bloodColor		= BLOOD_COLOR_GREEN;

	ResetSequenceInfo( );
	m_iDir = 1;

	SetThink( &CNPC_Tentacle::Start );
	SetNextThink( gpGlobals->curtime + 0.2 );

	SetTouch( &CNPC_Tentacle::HitTouch );

	m_flInitialYaw = GetAbsAngles().y;
	GetMotor()->SetIdealYawAndUpdate( m_flInitialYaw );
	
	g_fFlySound = FALSE;
	g_fSquirmSound = FALSE;

	m_iHitDmg = 200;

	if (m_flMaxYaw <= 0)
		m_flMaxYaw = 65;

	m_NPCState = NPC_STATE_IDLE;

	UTIL_SetOrigin( this, GetAbsOrigin() );

	CreateVPhysics();

	AddEffects( EF_NOSHADOW );
}
Esempio n. 11
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func AttackOrder(x, y)
{
	ClearEffects();

	Sound("Ball::ball_order", false, 20);
		
	var eff = AddEffect("MoveTo", this, 1, 1, this);
	eff.x = master->GetX() + x;
	eff.y = master->GetY() + y;

	var angle = Angle(GetX(), GetY(), eff.x, eff.y, 10);
	SetVelocity(angle, Speed, 10);
}
Esempio n. 12
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func Discharge()
{
	ClearEffects();
	SetXDir(0);
	SetYDir(0);
	
	ox=GetX();
	oy=GetY();
	
	AddEffect("Discharge", this, 1, 1 ,this);
	
	Sound("Ball::ball_start_discharge", false, 20);
}
Esempio n. 13
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func HomeCall()
{
	ClearEffects();
	
	Sound("Ball::ball_call", false, 20);
	
	var eff = AddEffect("HomeCall", this, 1, 1, this);
	eff.x = master->GetX();
	eff.y = master->GetY();
	
	var angle = Angle(GetX(), GetY(), eff.x, eff.y, 10);
	SetVelocity(angle, Speed, 10);
}
Esempio n. 14
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BOOL C4SoundSystem::Init() {
  if (!Application.MusicSystem.MODInitialized &&
      !Application.MusicSystem.InitializeMOD())
    return false;

  // Might be reinitialisation
  ClearEffects();
  // Open sound file
  if (!SoundFile.IsOpen())
    if (!SoundFile.Open(Config.AtExePath(C4CFN_Sound))) return false;
#ifdef HAVE_LIBSDL_MIXER
  Mix_AllocateChannels(C4MaxSoundInstances);
#endif
  return true;
}
Esempio n. 15
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void CNPC_AlienGrunt::Spawn()
{
	Precache();

	SetModel( "models/agrunt.mdl");
	UTIL_SetSize( this, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );

	Vector vecSurroundingMins( -32, -32, 0 );
	Vector vecSurroundingMaxs( 32, 32, 85 );
	CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs );

	SetMoveType( MOVETYPE_STEP );
	m_bloodColor		= BLOOD_COLOR_GREEN;
	ClearEffects();
	m_iHealth			= sk_agrunt_health.GetFloat();
	m_flFieldOfView		= 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;

	CapabilitiesClear();
	CapabilitiesAdd ( bits_CAP_SQUAD | bits_CAP_MOVE_GROUND );

	CapabilitiesAdd(bits_CAP_INNATE_RANGE_ATTACK1 );

	// Innate range attack for kicking
	CapabilitiesAdd(bits_CAP_INNATE_MELEE_ATTACK1 );

	m_HackedGunPos		= Vector( 24, 64, 48 );

	m_flNextSpeakTime	= m_flNextWordTime = gpGlobals->curtime + 10 + random->RandomInt( 0, 10 );

	SetHullType(HULL_WIDE_HUMAN);
	SetHullSizeNormal();	

	SetRenderColor( 255, 255, 255, 255 );
	
	NPCInit();
	
	BaseClass::Spawn();
}
bool C4SoundSystem::Init()
{
	if (!Application.MusicSystem.MODInitialized &&
	    !Application.MusicSystem.InitializeMOD())
		return false;

	// Might be reinitialisation
	ClearEffects();
	// (re)init EFX
	Modifiers.Init();
	// Open sound file
	if (!SoundFile.IsOpen())
		if (!Reloc.Open(SoundFile, C4CFN_Sound)) return false;
	// Load static sound from Sound.ocg
	LoadEffects(SoundFile, NULL, false);
#if AUDIO_TK == AUDIO_TK_SDL_MIXER
	Mix_AllocateChannels(C4MaxSoundInstances);
#endif
	return true;
}
Esempio n. 17
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//=========================================================
// ********** DeadBarney SPAWN **********
//=========================================================
void CNPC_DeadBarney::Spawn( void )
{
	PrecacheModel("models/barneyhl1.mdl");
	SetModel( "models/barneyhl1.mdl");

	ClearEffects();
	SetSequence( 0 );
	m_bloodColor		= BLOOD_COLOR_RED;

	SetRenderColor( 255, 255, 255, 255 );

	SetSequence( m_iDesiredSequence = LookupSequence( m_szPoses[m_iPose] ) );
	if ( GetSequence() == -1 )
	{
		Msg ( "Dead barney with bad pose\n" );
	}
	// Corpses have less health
	m_iHealth			= 0.0;//gSkillData.barneyHealth;

	NPCInitDead();
}
Esempio n. 18
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void FGameplayCueHandler::GameplayCueAdded(const FGameplayTagContainer& GameplayCueTags, float NormalizedMagnitude, const FGameplayEffectContextHandle& EffectContext)
{
	check(Owner);
	bool InstigatorLocal = EffectContext.IsLocallyControlled();
	bool TargetLocal = OwnerIsLocallyControlled();

	for (auto TagIt = GameplayCueTags.CreateConstIterator(); TagIt; ++TagIt)
	{
		TArray<TSharedPtr<FGameplayCueViewEffects> > &Effects = SpawnedViewEffects.FindOrAdd(*TagIt);

		// Clear old effects if they existed? This will vary case to case. Removing old effects is the easiest approach
		ClearEffects(Effects);
		check(Effects.Num() == 0);

		if (FGameplayCueViewInfo * View = GetBestMatchingView(EGameplayCueEvent::WhileActive, *TagIt, InstigatorLocal, TargetLocal))
		{
			TSharedPtr<FGameplayCueViewEffects> SpawnedEffects = View->SpawnViewEffects(Owner, &SpawnedObjects, EffectContext);
			Effects.Add(SpawnedEffects);
		}
	}
}
Esempio n. 19
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BitmapScreen::BitmapScreen(BitmapRef const& bitmap) :
	bitmap(bitmap),
	bitmap_effects_valid(false),
	bitmap_scale_valid(false) {

	ClearEffects();
	bitmap_changed = true;

	current_tone = tone_effect;
	current_zoom_x = zoom_x_effect;
	current_zoom_y = zoom_y_effect;
	current_flip_x = flipx_effect;
	current_flip_y = flipy_effect;
	current_flash = flash_effect;

	bitmap_effects_src_rect = Rect();
	bitmap_scale_src_rect = Rect();

	if (bitmap != NULL) {
		src_rect_effect = bitmap->GetRect();
		bitmap->AttachBitmapScreen(this);
	}
}
Esempio n. 20
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/*
==============
idPlayerView::idPlayerView
==============
*/
idPlayerView::idPlayerView() :
m_postProcessManager()			// Invoke the postprocess Manager Constructor - J.C.Denton
{
	memset( screenBlobs, 0, sizeof( screenBlobs ) );
	memset( &view, 0, sizeof( view ) );
	player = NULL;
	dvMaterial = declManager->FindMaterial( "_scratch" );
	tunnelMaterial = declManager->FindMaterial( "textures/darkmod/decals/tunnel" );	// damage overlay
	bloodSprayMaterial = declManager->FindMaterial( "textures/decals/bloodspray" );
	lagoMaterial = declManager->FindMaterial( LAGO_MATERIAL, false );

	dvFinishTime = 0;
	kickFinishTime = 0;
	kickAngles.Zero();
	lastDamageTime = 0.0f;
	fadeTime = 0;
	fadeRate = 0.0;
	fadeFromColor.Zero();
	fadeToColor.Zero();
	fadeColor.Zero();
	shakeAng.Zero();

	/*
	fxManager = NULL;

	if ( !fxManager ) {
	fxManager = new FullscreenFXManager;
	fxManager->Initialize( this );
	}
	*/

	ClearEffects();

	// JC: Just set the flag so that we know that the update is needed.
	cv_ambient_method.SetModified();
	cv_interaction_vfp_type.SetModified();	// Always update interaction shader the first time. J.C.Denton
}
Esempio n. 21
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//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_Bullseye::Spawn( void )
{
	Precache();

	// This is a dummy model that is never used!
	UTIL_SetSize(this, Vector(-16,-16,-16), Vector(16,16,16));

	SetMoveType( MOVETYPE_NONE );
	SetBloodColor( BLOOD_COLOR_RED );
	ClearEffects();
	SetGravity( 0.0 );

	m_flFieldOfView = cos( DEG2RAD(m_flFieldOfView) / 2.0 );

	//Got blood?
	if ( m_spawnflags & SF_BULLSEYE_BLEED )
	{
		SetBloodColor(BLOOD_COLOR_RED);
	}
	else
	{
		SetBloodColor(DONT_BLEED);
	}

	AddFlag( FL_NPC );
	AddEFlags( EFL_NO_DISSOLVE );

	SetThink( &CNPC_Bullseye::BullseyeThink );
	SetNextThink( gpGlobals->curtime + 0.1f );

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	if( m_spawnflags & SF_BULLSEYE_NONSOLID )
	{
		AddSolidFlags( FSOLID_NOT_SOLID );
	}
	
	if ( m_spawnflags & SF_BULLSEYE_VPHYSICSSHADOW )
	{
		VPhysicsInitShadow( false, false );
	}
	
	if( m_spawnflags & SF_BULLSEYE_NODAMAGE )
	{
		m_takedamage = DAMAGE_NO;
	}
	else
	{
		m_takedamage = DAMAGE_YES;
	}
	AddEffects( EF_NODRAW );

	//Check our water level
	PhysicsCheckWater();

	CapabilitiesAdd( bits_CAP_SIMPLE_RADIUS_DAMAGE );

	m_iMaxHealth = GetHealth();

	if( m_fAutoaimRadius > 0.0f )
	{
		// Make this an aimtarget, since it has some autoaim influence.
		AddFlag(FL_AIMTARGET);
	}
}
Esempio n. 22
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Actor::~Actor()
{
	ClearEffects();
}