void C_TEHL2MPFireBullets::PostDataUpdate( DataUpdateType_t updateType ) { if ( m_bDoTracers || m_bDoImpacts ) { CreateEffects(); } }
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 ); }
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(); } } }
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(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CGrenadeFrag::OnRestore( void ) { CreateEffects(); BaseClass::OnRestore(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_Flamer_Projectile::OnRestore( void ) { CreateEffects(); BaseClass::OnRestore(); }
//---------------------------------------------------------------------------- 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(); }