void CGibFX::CreateLingeringSmoke(int nIndex)
{
	CSFXMgr* psfxMgr = g_pGameClientShell->GetSFXMgr();
	if (!psfxMgr) return;

	CGameSettings* pSettings = g_pInterfaceMgr->GetSettings();
	if (!pSettings) return;

    uint8 nDetailLevel = pSettings->SpecialFXSetting();
	if (nDetailLevel == RS_LOW) return;

	SMCREATESTRUCT sm;

	char* pTexture = "Sprites\\SmokeTest.spr";

	VEC_SET(sm.vColor1, 100.0f, 100.0f, 100.0f);
	VEC_SET(sm.vColor2, 125.0f, 125.0f, 125.0f);
	VEC_SET(sm.vMinDriftVel, -10.0f, 25.0f, -10.0f);
	VEC_SET(sm.vMaxDriftVel, 10.0f, 50.0f, 10.0f);

    LTFLOAT fVolumeRadius        = 10.0f;
    LTFLOAT fLifeTime            = GetRandom(m_fLifeTime * 0.75f, m_fLifeTime);
    LTFLOAT fRadius              = 1500;
    LTFLOAT fParticleCreateDelta = 0.1f;
    LTFLOAT fMinParticleLife     = 1.0f;
    LTFLOAT fMaxParticleLife     = 5.0f;
    uint8  nNumParticles        = 3;
    LTBOOL  bIgnoreWind          = LTFALSE;

	if (IsLiquid(m_eCode))
	{
		GetLiquidColorRange(m_eCode, &sm.vColor1, &sm.vColor2);
		pTexture			= DEFAULT_BUBBLE_TEXTURE;
		fRadius				= 750.0f;
        bIgnoreWind         = LTTRUE;
		fMinParticleLife	= 1.0f;
		fMaxParticleLife	= 1.5f;
	}

	sm.vPos					= m_Emitters[nIndex].m_vPos;
	sm.hServerObj 		    = m_hGib[nIndex];
	sm.fVolumeRadius		= fVolumeRadius;
	sm.fLifeTime			= fLifeTime;
	sm.fRadius				= fRadius;
	sm.fParticleCreateDelta	= fParticleCreateDelta;
	sm.fMinParticleLife		= fMinParticleLife;
	sm.fMaxParticleLife		= fMaxParticleLife;
	sm.nNumParticles		= nNumParticles;
	sm.bIgnoreWind			= bIgnoreWind;
	sm.hstrTexture			= m_pClientDE->CreateString(pTexture);

	psfxMgr->CreateSFX(SFX_SMOKE_ID, &sm);

	m_pClientDE->FreeString(sm.hstrTexture);
}
void CGibFX::CreateMiniBloodExplosion(int nIndex)
{
	// Add a mini blood explosion...

	CSFXMgr* psfxMgr = g_pGameClientShell->GetSFXMgr();
	if (!psfxMgr) return;

	CGameSettings* pSettings = g_pInterfaceMgr->GetSettings();
	if (!pSettings) return;

    uint8 nDetailLevel = pSettings->SpecialFXSetting();
	if (nDetailLevel == RS_LOW) return;

	char* szBlood[2] = { "SpecialFX\\ParticleTextures\\Blood_1.dtx",
					     "SpecialFX\\ParticleTextures\\Blood_2.dtx" };

	PARTICLESHOWERCREATESTRUCT ps;

	ps.vPos = m_Emitters[nIndex].m_vPos;
	ps.vPos.y += 30.0f;

	ps.vDir.Init(0, 100, 0);
	VEC_SET(ps.vColor1, 200.0f, 200.0f, 200.0f);
	VEC_SET(ps.vColor2, 255.0f, 255.0f, 255.0f);
	ps.pTexture			= szBlood[GetRandom(0,1)];;
	ps.nParticles		= 50;
	ps.fDuration		= 1.0f;
	ps.fEmissionRadius	= 0.3f;
	ps.fRadius			= 800.0f;
	ps.fGravity			= PSFX_DEFAULT_GRAVITY;

	if (IsLiquid(m_eCode))
	{
		ps.vDir	*= 3.0f;
		ps.fEmissionRadius	= 0.2f;
		ps.fRadius			= 700.0f;
	}

	psfxMgr->CreateSFX(SFX_PARTICLESHOWER_ID, &ps);

	// Play appropriate sound...

	char* pSound = GetGibDieSound();

	if (pSound)
	{
		g_pClientSoundMgr->PlaySoundFromPos(ps.vPos, pSound, 300.0f,
			SOUNDPRIORITY_MISC_LOW);
	}
}
CSpecialFX* CGibFX::CreateGibTrail(HLOCALOBJ hObj)
{
    if (!hObj || !m_pClientDE) return LTNULL;

	CGameSettings* pSettings = g_pInterfaceMgr->GetSettings();
    if (!pSettings) return LTNULL;

    uint8 nDetailLevel = pSettings->SpecialFXSetting();
    if (nDetailLevel == RS_LOW) return LTNULL;


	PTCREATESTRUCT pt;
	pt.hServerObj = hObj;
    pt.nType      = (uint8) (m_eModelType == eModelTypeHuman ? PT_BLOOD : PT_GIBSMOKE);

	CSpecialFX*	pSFX = debug_new(CParticleTrailFX);
    if (!pSFX) return LTNULL;

	pSFX->Init(&pt);
	pSFX->CreateObject(m_pClientDE);

	return pSFX;
}
Пример #4
0
LTBOOL CProjectileFX::CreateObject(ILTClient* pClientDE)
{
    if (!CSpecialFX::CreateObject(pClientDE) || !m_hServerObject) return LTFALSE;

	CGameSettings* pSettings = g_pInterfaceMgr->GetSettings();
    if (!pSettings) return LTFALSE;

    uint8 nDetailLevel = pSettings->SpecialFXSetting();

    LTVector vPos;
    LTRotation rRot;
	g_pLTClient->GetObjectPos(m_hServerObject, &vPos);
	g_pLTClient->GetObjectRotation(m_hServerObject, &rRot);

	//m_pClientDE->CPrint("Client start pos (%.2f, %.2f, %.2f)", vPos.x, vPos.y, vPos.z);
	//m_fStartTime = m_pClientDE->GetTime();

	if (nDetailLevel != RS_LOW)
	{
		if (m_nFX & PFX_SMOKETRAIL)
		{
			CreateSmokeTrail(vPos, rRot);
		}

		if (m_nFX & PFX_LIGHT)
		{
			CreateLight(vPos, rRot);
		}
	}

	if (m_nFX & PFX_FLARE)
	{
		CreateFlare(vPos, rRot);
	}

	if (m_nFX & PFX_FLYSOUND)
	{
		CreateFlyingSound(vPos, rRot);
	}


	// Do client-side projectiles in multiplayer games...

	if ( g_pClientMultiplayerMgr->IsConnectedToRemoteServer( ))
	{
		// Set the velocity of the "server" object if it is really just a local
		// object...

		if (m_bLocal)
		{
			VEC_COPY(m_vFirePos, vPos);

			m_fStartTime = m_pClientDE->GetTime();

            LTVector vVel, vF;
			vF = rRot.Forward();

			m_vPath = vF;

			// Special case of adjusting the projectile speed...

            LTFLOAT fVel = (LTFLOAT) m_pProjectileFX->nVelocity;
			if (m_bAltFire)
			{
                fVel = (LTFLOAT) m_pProjectileFX->nAltVelocity;
			}

            LTFLOAT fMultiplier = 1.0f;
            if (m_pClientDE->GetSConValueFloat("MissileSpeed", fMultiplier) != LT_NOTFOUND)
			{
				fVel *= fMultiplier;
			}

			vVel = vF * fVel;
			g_pPhysicsLT->SetVelocity(m_hServerObject, &vVel);
		}
	}

    return LTTRUE;
}
Пример #5
0
LTBOOL CWeaponFX::CreateObject(ILTClient* pClientDE)
{
    if (!CSpecialFX::CreateObject(pClientDE) || !g_pWeaponMgr) return LTFALSE;

	CGameSettings* pSettings = g_pInterfaceMgr->GetSettings();
    if (!pSettings) return LTFALSE;

	// Set up our data members...

	// Set the local client id...

    uint32 dwId;
    g_pLTClient->GetLocalClientID(&dwId);
    m_nLocalId = (uint8)dwId;


	m_nDetailLevel = pSettings->SpecialFXSetting();

	// Fire pos may get tweaked a little...

	m_vFirePos = CalcFirePos(m_vFirePos);

	m_vDir = m_vPos - m_vFirePos;
	m_fFireDistance = m_vDir.Mag();
	m_vDir.Norm();

    g_pLTClient->AlignRotation(&m_rSurfaceRot, &m_vSurfaceNormal, LTNULL);
    g_pLTClient->AlignRotation(&m_rDirRot, &m_vDir, LTNULL);

	SetupExitInfo();



	// Calculate if the camera can see the fire position and the impact
	// position...

	g_bCanSeeImpactPos	= LTTRUE;
	g_bCanSeeFirePos	= LTTRUE;
	g_bDistantImpactPos	= LTFALSE;
	g_bDistantFirePos	= LTFALSE;

	if (g_vtWeaponFXUseFOVPerformance.GetFloat())
	{
		HOBJECT hCamera = g_pGameClientShell->GetCamera();
		LTVector vCameraPos, vU, vR, vF, vDir;
		LTRotation rCameraRot;
		g_pLTClient->GetObjectPos(hCamera, &vCameraPos);
		g_pLTClient->GetObjectRotation(hCamera, &rCameraRot);
		g_pLTClient->GetRotationVectors(&rCameraRot, &vU, &vR, &vF);

		vDir = m_vPos - vCameraPos;
		LTFLOAT fImpactDist = vDir.Mag();

		if (fImpactDist > g_vtWeaponFXMaxImpactDist.GetFloat())
		{
			g_bDistantImpactPos = LTTRUE;
		}

		vDir.Norm();

		LTFLOAT fMul = VEC_DOT(vDir, vF);
		g_bCanSeeImpactPos = (fMul < g_vtWeaponFXMinImpactDot.GetFloat() ? LTFALSE : LTTRUE);

		// In multiplayer we need to account for impacts that occur around
		// our camera that we didn't cause (this is also an issue in single
		// player, but due to the singler player gameplay dynamics it isn't
		// as noticeable)...

		if (!g_bCanSeeImpactPos && IsMultiplayerGame())
		{
			// Somebody else shot this...if the impact is close enough, we 
			// "saw" it...
			if (m_nLocalId != m_nShooterId && fImpactDist <= g_vtWeaponFXMaxMultiImpactDist.GetFloat())
			{
				g_bCanSeeImpactPos = LTTRUE;
			}
		}

		vDir = m_vFirePos - vCameraPos;

		if (vDir.Mag() > g_vtWeaponFXMaxFireDist.GetFloat())
		{
			g_bDistantFirePos = LTTRUE;
		}

		vDir.Norm();

		fMul = VEC_DOT(vDir, vF);
		g_bCanSeeFirePos = (fMul < g_vtWeaponFXMinFireDot.GetFloat() ? LTFALSE : LTTRUE);
	}



	// Determine what container the sfx is in...

	HLOCALOBJ objList[1];
    LTVector vTestPos = m_vPos + m_vSurfaceNormal;  // Test a little closer...
    uint32 dwNum = g_pLTClient->GetPointContainers(&vTestPos, objList, 1);

	if (dwNum > 0 && objList[0])
	{
        uint32 dwUserFlags;
        g_pLTClient->GetObjectUserFlags(objList[0], &dwUserFlags);

		if (dwUserFlags & USRFLG_VISIBLE)
		{
            uint16 dwCode;
            if (g_pLTClient->GetContainerCode(objList[0], &dwCode))
			{
				m_eCode = (ContainerCode)dwCode;
			}
		}
	}

	// Determine if the fire point is in liquid

	vTestPos = m_vFirePos + m_vDir;  // Test a little further in...
    dwNum = g_pLTClient->GetPointContainers(&vTestPos, objList, 1);

	if (dwNum > 0 && objList[0])
	{
        uint32 dwUserFlags;
        g_pLTClient->GetObjectUserFlags(objList[0], &dwUserFlags);

		if (dwUserFlags & USRFLG_VISIBLE)
		{
            uint16 dwCode;
            if (g_pLTClient->GetContainerCode(objList[0], &dwCode))
			{
				m_eFirePosCode = (ContainerCode)dwCode;
			}
		}
	}


	if (IsLiquid(m_eCode))
	{
		m_wImpactFX	= m_pAmmo->pUWImpactFX ? m_pAmmo->pUWImpactFX->nFlags : 0;
	}
	else
	{
		m_wImpactFX	= m_pAmmo->pImpactFX ? m_pAmmo->pImpactFX->nFlags : 0;
	}

	m_wFireFX = m_pAmmo->pFireFX ? m_pAmmo->pFireFX->nFlags : 0;

	// Assume alt-fire, silenced, and tracer...these will be cleared by
	// IgnoreFX if not used...

	m_wFireFX |= WFX_ALTFIRESND | WFX_SILENCED | WFX_TRACER;

	// Assume impact ding, it will be cleared if not used...

	m_wImpactFX |= WFX_IMPACTDING;

	// Clear all the fire fx we want to ignore...

	m_wFireFX &= ~m_wIgnoreFX;
	m_wImpactFX &= ~m_wIgnoreFX;


	// See if this is a redundant weapon fx (i.e., this client shot the
	// weapon so they've already seen this fx)...

	if (g_pGameClientShell->IsMultiplayerGame())
	{
		if (m_pAmmo->eType != PROJECTILE)
		{
			if (!m_bLocal && m_nLocalId >= 0 && m_nLocalId == m_nShooterId)
			{
				if (m_wImpactFX & WFX_IMPACTDING)
				{
					if (g_vtMultiDing.GetFloat())
					{
						PlayImpactDing();
					}
				}

                return LTFALSE;
			}
		}
	}


	// Show the fire path...(debugging...)

	if (g_cvarShowFirePath.GetFloat() > 0)
	{
		PLFXCREATESTRUCT pls;

		pls.vStartPos			= m_vFirePos;
		pls.vEndPos				= m_vPos;
        pls.vInnerColorStart    = LTVector(GetRandom(127.0f, 255.0f), GetRandom(127.0f, 255.0f), GetRandom(127.0f, 255.0f));
		pls.vInnerColorEnd		= pls.vInnerColorStart;
        pls.vOuterColorStart    = LTVector(0, 0, 0);
        pls.vOuterColorEnd      = LTVector(0, 0, 0);
		pls.fAlphaStart			= 1.0f;
		pls.fAlphaEnd			= 1.0f;
		pls.fMinWidth			= 0;
		pls.fMaxWidth			= 10;
		pls.fMinDistMult		= 1.0f;
		pls.fMaxDistMult		= 1.0f;
		pls.fLifeTime			= 10.0f;
		pls.fAlphaLifeTime		= 10.0f;
		pls.fPerturb			= 0.0f;
        pls.bAdditive           = LTFALSE;
		pls.nWidthStyle			= PLWS_CONSTANT;
		pls.nNumSegments		= 2;

		CSpecialFX* pFX = g_pGameClientShell->GetSFXMgr()->CreateSFX(SFX_POLYLINE_ID, &pls);
		if (pFX) pFX->Update();
	}


	// If the surface is the sky, don't create any impact related fx...

	if (m_eSurfaceType != ST_SKY || (m_wImpactFX & WFX_IMPACTONSKY))
	{
		CreateWeaponSpecificFX();

		if (g_bCanSeeImpactPos)
		{
			if ((m_wImpactFX & WFX_MARK) && ShowsMark(m_eSurfaceType) && (LTBOOL)GetConsoleInt("MarkShow", 1))
			{
				LTBOOL bCreateMark = LTTRUE;
				if (g_bDistantImpactPos && m_nLocalId == m_nShooterId)
				{
					// Assume we'll see the mark if we're zoomed in ;)
					bCreateMark = g_pGameClientShell->IsZoomed();
				}

				if (bCreateMark)
				{
					CreateMark(m_vPos, m_vSurfaceNormal, m_rSurfaceRot, m_eSurfaceType);
				}
			}

			CreateSurfaceSpecificFX();
		}

		PlayImpactSound();
	}


	if (IsBulletTrailWeapon())
	{
		if (IsLiquid(m_eFirePosCode))
		{
			if (m_nDetailLevel != RS_LOW)
			{
				CreateBulletTrail(&m_vFirePos);
			}
		}
	}


	// No tracers under water...

	if ((LTBOOL)GetConsoleInt("Tracers", 1) && (m_wFireFX & WFX_TRACER) && !IsLiquid(m_eCode))
	{
		CreateTracer();
	}

	if (g_bCanSeeFirePos)
	{
		// Only do muzzle fx for the client (not for AIs)...

		if ((m_wFireFX & WFX_MUZZLE) && (m_nLocalId == m_nShooterId))
		{
			CreateMuzzleFX();
		}

		if (!g_bDistantFirePos &&
			(LTBOOL)GetConsoleInt("ShellCasings", 1) &&
			(m_wFireFX & WFX_SHELL))
		{
			CreateShell();
		}

		if ((m_wFireFX & WFX_LIGHT))
		{
			CreateMuzzleLight();
		}
	}

	if ((m_wFireFX & WFX_FIRESOUND) || (m_wFireFX & WFX_ALTFIRESND) || (m_wFireFX & WFX_SILENCED))
	{
		PlayFireSound();
	}

	// Only do fly-by sounds for weapons that leave bullet trails...

	if (IsBulletTrailWeapon())
	{
		PlayBulletFlyBySound();
	}


    return LTFALSE;  // Just delete me, I'm done :)
}
Пример #6
0
LTBOOL CParticleTrailSegmentFX::Update()
{
    if (!m_hObject || !m_pClientDE) return LTFALSE;

    if (!CBaseParticleSystemFX::Update()) return LTFALSE;

	CGameSettings* pSettings = g_pInterfaceMgr->GetSettings();
    if (!pSettings) return LTFALSE;

    uint8 nDetailLevel = pSettings->SpecialFXSetting();


    LTFLOAT fTime = m_pClientDE->GetTime();

	if (m_bFirstUpdate)
	{
        if (!m_hServerObject) return LTFALSE;

        m_bFirstUpdate = LTFALSE;
		m_fStartTime   = fTime;
		m_fLastTime	   = fTime;

		// Where is the server (moving) object...

        LTVector vPos, vTemp;
		m_pClientDE->GetObjectPos(m_hServerObject, &vPos);

		// Current position is relative to the particle system's postion (i.e.,
		// each puff of Particle is some distance away from the particle system's
		/// position)...

		m_pClientDE->GetObjectPos(m_hObject, &vTemp);
		VEC_SUB(vPos, vPos, vTemp);

		VEC_COPY(m_vLastPos, vPos);
	}


	// Check to see if we should just wait for last Particle puff to go away...

	if (m_bWantRemove || (fTime > m_fStartTime + m_fFadeTime))
	{
		if (fTime > m_fLastTime + m_fLifeTime)
		{
            return LTFALSE;
		}

        LTFLOAT fScale = (m_fLifeTime - (fTime - m_fLastTime)) / m_fLifeTime;

        LTFLOAT r, g, b, a;
		m_pClientDE->GetObjectColor(m_hObject, &r, &g, &b, &a);
		m_pClientDE->SetObjectColor(m_hObject, r, g, b, fScale);

        return LTTRUE;
	}


	// See if it is time to create a new Particle puff...

	if ((fTime > m_fLastTime + m_fOffsetTime) && m_hServerObject)
	{
        LTVector vCurPos, vPos, vDelta, vTemp, vDriftVel, vColor;

		// Calculate Particle puff position...

		// Where is the server (moving) object...

		m_pClientDE->GetObjectPos(m_hServerObject, &vCurPos);


		// Current position is relative to the particle system's postion (i.e.,
		// each puff of Particle is some distance away from the particle system's
		/// position)...

		m_pClientDE->GetObjectPos(m_hObject, &vTemp);
		VEC_SUB(vCurPos, vCurPos, vTemp);


		// How long has it been since the last Particle puff?

        LTFLOAT fTimeOffset = fTime - m_fLastTime;


		// What is the range of colors?

        LTFLOAT fRange = m_vColor2.x - m_vColor1.x;


		// Fill the distance between the last projectile position, and it's
		// current position with Particle puffs...

		int nNumSteps = (m_fLastTime > 0) ? (((m_nType & PT_BLOOD) || (m_nType & PT_GIBSMOKE)) ? 20 : 5): 1;

		if (nDetailLevel != RS_HIGH)
		{
			nNumSteps /= 2;
		}

		VEC_SUB(vTemp, vCurPos, m_vLastPos);
		VEC_MULSCALAR(vDelta, vTemp, 1.0f/float(nNumSteps));

		VEC_COPY(vPos, m_vLastPos);

        LTFLOAT fCurLifeTime = 10.0f;
		if (nDetailLevel == RS_HIGH)
		{
			fCurLifeTime /= 2;
		}

        LTFLOAT fLifeTimeOffset = fTimeOffset / float(nNumSteps);

        LTFLOAT fOffset = 0.5f;

		int nNumPerPuff = GetNumParticles(m_nNumPerPuff);

		for (int i=0; i < nNumSteps; i++)
		{
			// Build the individual Particle puffs...

			for (int j=0; j < nNumPerPuff; j++)
			{
				VEC_COPY(vTemp, vPos);

				if (m_bIgnoreWind)
				{
					VEC_SET(vDriftVel, GetRandom(-m_vDriftOffset.x*2.0f, -m_vDriftOffset.x),
									   GetRandom(5.0f, 6.0f),
									   GetRandom(-m_vDriftOffset.z, m_vDriftOffset.z));
				}
				else
				{
					VEC_SET(vDriftVel, g_vWorldWindVel.x + GetRandom(-m_vDriftOffset.x*2.0f, -m_vDriftOffset.x),
									   g_vWorldWindVel.y + GetRandom(5.0f, 6.0f),
									   g_vWorldWindVel.z + GetRandom(-m_vDriftOffset.z, m_vDriftOffset.z));
				}

				vTemp.x += GetRandom(-fOffset, fOffset);
				vTemp.y += GetRandom(-fOffset, fOffset);
				vTemp.z += GetRandom(-fOffset, fOffset);

				GetRandomColorInRange(vColor);

				m_pClientDE->AddParticle(m_hObject, &vTemp, &vDriftVel, &vColor, fCurLifeTime);
			}

			VEC_ADD(vPos, vPos, vDelta);
			fCurLifeTime += fLifeTimeOffset;
		}

		m_fLastTime = fTime;

		VEC_COPY(m_vLastPos, vCurPos);
	}

    return LTTRUE;
}
Пример #7
0
LTBOOL CPolyGridFX::Update()
{
    if(!m_hObject || !m_pClientDE || !m_hServerObject) 
		return LTFALSE;


	if(m_bWantRemove)
        return LTFALSE;


	// Set the flags of the polygrid based on the the server object...

    uint32 dwServerFlags;
	g_pCommonLT->GetObjectFlags(m_hServerObject, OFT_Flags, dwServerFlags);

	if (dwServerFlags & FLAG_VISIBLE)
	{
		g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, FLAG_VISIBLE, FLAG_VISIBLE);
	}
	else  // We're hidden, no need to update...
	{
		g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, 0, FLAG_VISIBLE);
        return LTTRUE;
	}


	// Don't update if not drawn :)

    uint32 dwFlags;
	g_pCommonLT->GetObjectFlags(m_hObject, OFT_Flags, dwFlags);

	if (!(dwFlags & FLAG_WASDRAWN) && !m_bAlwaysUpdate)
	{
        return LTTRUE;
	}


	// Update the position of the polygrid to reflect the position of the
	// server object...

    LTVector vPos;
	g_pLTClient->GetObjectPos(m_hServerObject, &vPos);
	g_pLTClient->SetObjectPos(m_hObject, &vPos);


	// If we're not using polygrids (or special fx are set to the lowest
	// detail setting), don't update...

	if (m_bUseGlobalSettings)
	{
		CGameSettings* pSettings = g_pInterfaceMgr->GetSettings();
        if (!pSettings) return LTTRUE;

        uint8 nVal = pSettings->SpecialFXSetting();
        LTBOOL bOn  = pSettings->PolyGrids();

		if (!bOn || nVal == RS_LOW)
		{
            return LTTRUE;
		}
	}

	//if we are paused we shouldn't bother updating
	if(g_pGameClientShell->IsServerPaused())
	{
		g_pLTClient->Common()->SetObjectFlags(m_hObject, OFT_Flags, FLAG_PAUSED, FLAG_PAUSED);
		return LTTRUE;
	}
	else
	{
		g_pLTClient->Common()->SetObjectFlags(m_hObject, OFT_Flags, 0, FLAG_PAUSED);
	}


	// Update the plasma based on the type of plasma...

	switch (m_nSurfaceType)
	{
		case PGSURFACE_PLASMA_FOUR_RING :
			UpdateFourRingPlasma();
		break;

		case PGSURFACE_PLASMA_NORMAL:
			UpdatePlasma();
			break;

		case PGSURFACE_WAVE_PROP:
			UpdateWaveProp(g_pGameClientShell->GetFrameTime());
			break;

		default :
			//default surface...
			 UpdatePlasma();
		break;
	}


	if( m_sSurfaceSprite.size( ))
	{
		UpdateSurface();
	}


    return LTTRUE;
}
LTBOOL CProjectileFX::CreateObject(ILTClient* pClientDE)
{
    if (!CSpecialFX::CreateObject(pClientDE) || !m_hServerObject) return LTFALSE;

	CGameSettings* pSettings = g_pInterfaceMgr->GetSettings();
    if (!pSettings) return LTFALSE;

    uint8 nDetailLevel = pSettings->SpecialFXSetting();

    LTVector vPos;
    LTRotation rRot;
	m_pClientDE->GetObjectPos(m_hServerObject, &vPos);
	m_pClientDE->GetObjectRotation(m_hServerObject, &rRot);

	if (nDetailLevel != RS_LOW)
	{
		if (m_nFX & PFX_SMOKETRAIL)
		{
			CreateSmokeTrail(vPos, rRot);
		}

		if (m_nFX & PFX_LIGHT)
		{
			CreateLight(vPos, rRot);
		}
	}

	if (m_nFX & PFX_FLARE)
	{
		CreateFlare(vPos, rRot);
	}

	if (m_nFX & PFX_FLYSOUND)
	{
		CreateFlyingSound(vPos, rRot);
	}


	// Do client-side projectiles in multiplayer games...

	if (g_pGameClientShell->IsMultiplayerGame())
	{
		// Set the velocity of the "server" object if it is really just a local
		// object...

		if (m_bLocal)
		{
			VEC_COPY(m_vFirePos, vPos);

			m_fStartTime = m_pClientDE->GetTime();

            LTVector vVel, vU, vR, vF;
			m_pClientDE->GetRotationVectors(&rRot, &vU, &vR, &vF);

			VEC_COPY(m_vPath, vF);

			// Special case of adjusting the projectile speed...

            LTFLOAT fVel = (LTFLOAT) m_pProjectileFX->nVelocity;
			if (m_bAltFire)
			{
                fVel = (LTFLOAT) m_pProjectileFX->nAltVelocity;
			}

            LTFLOAT fMultiplier = 1.0f;
            if (m_pClientDE->GetSConValueFloat("MissileSpeed", fMultiplier) != LT_NOTFOUND)
			{
				fVel *= fMultiplier;
			}

			VEC_MULSCALAR(vVel, vF, fVel);
			m_pClientDE->Physics()->SetVelocity(m_hServerObject, &vVel);
		}
	}

    return LTTRUE;
}