예제 #1
0
void fxGetFallingStuffProps(CFastList<FX_PROP> *pList)
{
    FX_PROP fxProp;
    float fVec[3];
    fVec[0] = 0.0f;
    fVec[1] = 1.0f;
    fVec[2] = 0.0f;

    // Add the base props

    AddBaseProps(pList);

    // Add all the props to the list

    fxProp.Combo("Interpolate", "0,Yes,No");
    pList->AddTail(fxProp);

    fxProp.Path("Sprite", "spr|...");
    pList->AddTail(fxProp);

    fxProp.Int("StuffPerEmission", 5);
    pList->AddTail(fxProp);

    fxProp.Float("EmissionInterval", 0.01f);
    pList->AddTail(fxProp);

    fxProp.Float("StuffLifespan", 2.0f);
    pList->AddTail(fxProp);

    fxProp.Float("Radius", 10.0f);
    pList->AddTail(fxProp);

    fxProp.Vector("PlaneDir", fVec);
    pList->AddTail(fxProp);

    fxProp.Float("Velocity", 10.0f);
    pList->AddTail(fxProp);

    fxProp.Float("Stretch", 10.0f);
    pList->AddTail(fxProp);

    fxProp.Path("ImpactSprite", "spr|...");
    pList->AddTail(fxProp);

    fxProp.Float("ImpactLifespan", 1.0f);
    pList->AddTail(fxProp);

    fxProp.Float("ImpactScale1", 1.0f);
    pList->AddTail(fxProp);

    fxProp.Float("ImpactScale2", 1.0f);
    pList->AddTail(fxProp);

    fxProp.Int("ImpactCreate", 20);
    pList->AddTail(fxProp);

    fxProp.Combo("ImpactPerturb", "0,None,Sine,Pendulum");
    pList->AddTail(fxProp);
}
예제 #2
0
void AddBaseProps(CFastList<FX_PROP> *pList)
{
	FX_PROP fxProp;
	float fVec[3];
	fVec[0] = 0.0f;
	fVec[1] = 0.0f;
	fVec[2] = 0.0f;

	fxProp.Combo( FXPROP_UPDATEPOS,"0,Fixed,Follow,PlayerView,NodeAttach,SocketAttach,PV_NodeAttach,PV_SocketAttach");
	pList->AddTail(fxProp);

	fxProp.String( FXPROP_ATTACHNAME, "" );
	pList->AddTail( fxProp );

	fxProp.Vector( FXPROP_OFFSET, fVec);
	pList->AddTail(fxProp);

	fxProp.Vector( FXPROP_ROTATEADD, fVec);
	pList->AddTail(fxProp);

	fxProp.Combo( FXPROP_DISABLEATDIST, "1,No,Yes");
	pList->AddTail(fxProp);

	fxProp.Int( FXPROP_MENULAYER, 0 );
	pList->AddTail(fxProp);

	fxProp.Float( FXPROP_MAXSTARTOFFSET, 0.0f);
	pList->AddTail(fxProp);

	fxProp.Combo( FXPROP_RANDOMSTARTOFFSET, "1,No,Yes");
	pList->AddTail(fxProp);

	fxProp.Float( FXPROP_STARTOFFSETINTERVAL, 0.0f);
	pList->AddTail(fxProp);

	fxProp.Combo( FXPROP_SMOOTHSHUTDOWN, "1,No,Yes");
	pList->AddTail(fxProp);

	//the detail settings properties. Note that this must match the table in clientfxmgr.cpp
	fxProp.Combo( FXPROP_DETAILLEVEL, "0,All,High,Medium,Low,Medium+High,Low+Medium,Low+High");
	pList->AddTail(fxProp);

	fxProp.Combo( FXPROP_ISGORE, "0,No,Yes");
	pList->AddTail(fxProp);
}
예제 #3
0
void fxGetLTBBouncyChunkProps(CFastList<FX_PROP> *pList)
{
	FX_PROP fxProp;

	float fVec[3];
	fVec[0] = 0.0f;
	fVec[1] = 1.0f;
	fVec[2] = 0.0f;

	// Add the base props

	AddBaseProps(pList);

	// Add all the props to the list

	fxProp.Path("Model", "ltb|...");
	pList->AddTail(fxProp);

	fxProp.Path("Skin", "dtx|...");
	pList->AddTail(fxProp);

	fxProp.Vector("ChunkDir", fVec);
	pList->AddTail(fxProp);

	fxProp.Float("ChunkSpeed", 40.0f);
	pList->AddTail(fxProp);

	fxProp.Float("ChunkSpread", 40.0f);
	pList->AddTail(fxProp);

	fVec[0] = 0.0f;
	fVec[1] = -1.0f;
	fVec[2] = 0.0f;

	fxProp.Vector("Gravity", fVec);
	pList->AddTail(fxProp);

	fxProp.Float("Amount", 10.0f);
	pList->AddTail(fxProp);

	fxProp.Path("ChunkSound", "wav|...");
	pList->AddTail(fxProp);
}
예제 #4
0
void fxGetLTBModelProps(CFastList<FX_PROP> *pList)
{
	FX_PROP fxProp;
	float fVec[3];
	fVec[0] = 0.0f;
	fVec[1] = 0.0f;
	fVec[2] = 1.0f;

	// Add the base props

	AddBaseProps(pList);

	// Add all the props to the list

	fxProp.Path( "Model", "ltb|..." );
	pList->AddTail(fxProp);

	fxProp.Path( "Skin0", "dtx|..." );
	pList->AddTail(fxProp);

	fxProp.Path( "Skin1", "dtx|..." );
	pList->AddTail( fxProp );

	fxProp.Path( "Skin2", "dtx|..." );
	pList->AddTail( fxProp );

	fxProp.Path( "Skin3", "dtx|..." );
	pList->AddTail( fxProp );

	fxProp.Path( "Skin4", "dtx|..." );
	pList->AddTail( fxProp );

	fxProp.Path( "SpriteSkin0", "spr|..." );
	pList->AddTail(fxProp);

	fxProp.Path( "SpriteSkin1", "spr|..." );
	pList->AddTail( fxProp );

	fxProp.Path( "SpriteSkin2", "spr|..." );

	pList->AddTail( fxProp );
	fxProp.Path( "SpriteSkin3", "spr|..." );
	pList->AddTail( fxProp );

	fxProp.Path( "SpriteSkin4", "spr|..." );
	pList->AddTail( fxProp );

	fxProp.Vector( "Normal", fVec );
	pList->AddTail( fxProp );

	fxProp.Combo( "Facing", "2,CameraFacing,AlongNormal,ParentAlign" );
	pList->AddTail( fxProp );

	fxProp.Combo( "Shadow", "0,No,Yes" );
	pList->AddTail( fxProp );

	fxProp.Combo( "OverrideAniLength", "0,No,Yes" );
	pList->AddTail( fxProp );

	fxProp.String( "AniName", "");
	pList->AddTail( fxProp );

	fxProp.Float( "AniLength", 0 );
	pList->AddTail( fxProp );

	fxProp.Path( "RenderStyle0", "ltb|..." );
	pList->AddTail( fxProp );

	fxProp.Path( "RenderStyle1", "ltb|..." );
	pList->AddTail( fxProp );

	fxProp.Path( "RenderStyle2", "ltb|..." );
	pList->AddTail( fxProp );

	fxProp.Path( "RenderStyle3", "ltb|..." );
	pList->AddTail( fxProp );

	fxProp.Combo( "SyncToModelAnim", "0,No,Yes" );
	pList->AddTail( fxProp );

	fxProp.Combo( "SyncToKey", "0,No,Yes" );
	pList->AddTail( fxProp );
}