void CNPC_Dog::CreateBeams( void ) { if ( m_bBeamEffects == false ) { ClearBeams(); return; } CreateSprites(); for ( int i = 0; i < EFFECT_COUNT; i++ ) { if ( m_hBeams[i] ) continue; const char *attachNames[] = { "physgun", "thumb", "pinky", "index", }; m_hBeams[i] = CBeam::BeamCreate( "sprites/physcannon_bluelight2.vmt", 5.0 ); m_hBeams[i]->EntsInit( m_hPhysicsEnt, this ); m_hBeams[i]->SetEndAttachment( LookupAttachment( attachNames[i] ) ); m_hBeams[i]->SetBrightness( 255 ); m_hBeams[i]->SetColor( 255, 255, 255 ); m_hBeams[i]->SetNoise( 5.5 ); m_hBeams[i]->SetRenderMode( kRenderTransAdd ); } }
//************************************************************************ void CNutDropScene::ToonInitDone() //************************************************************************ { if (GetToon()) GetToon()->SetHintState(TRUE); CreateSprites(); PlayIntro(m_hWnd); }
void CreateSpriteStuff (Rect *windowBounds, CGrafPtr windowPtr) { OSErr err; Rect bounds; // calculate the size of the destination bounds = *windowBounds; OffsetRect (&bounds, -bounds.left, -bounds.top); gBounceBox = bounds; InsetRect (&gBounceBox, 16, 16); // create a sprite layer graphics world with a bit depth of 32 NewGWorld (&gSpritePlane, 32, &bounds, nil, nil, useTempMem); if (gSpritePlane == nil) { NewGWorld (&gSpritePlane, 32, &bounds, nil, nil, 0); } if (gSpritePlane) { LockPixels (GetPortPixMap(gSpritePlane)); gBackgroundColor.red = 0x1234; gBackgroundColor.green = 0x0001; gBackgroundColor.blue = 0x0044; // create a sprite world err = NewSpriteWorld (&gSpriteWorld, /* on return, a new sprite world */ windowPtr, /* destination */ gSpritePlane, /* sprite layer graphics world */ &gBackgroundColor, /* background color */ nil); /* graphics world to be used as the background. */ // create sprites CreateSprites(); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CCrossbowBolt::Spawn( void ) { Precache( ); SetModel( "models/crossbow_bolt.mdl" ); SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM ); UTIL_SetSize( this, -Vector(1,1,1), Vector(1,1,1) ); SetSolid( SOLID_BBOX ); SetGravity( 0.05f ); // Make sure we're updated if we're underwater UpdateWaterState(); SetTouch( &CCrossbowBolt::BoltTouch ); SetThink( &CCrossbowBolt::BubbleThink ); SetNextThink( gpGlobals->curtime + 0.1f ); CreateSprites(); // Make us glow until we've hit the wall m_nSkin = BOLT_SKIN_GLOW; }
QtGameWidget::QtGameWidget(QWidget *parent) : QWidget(parent), m_sprites(CreateSprites()) { }