示例#1
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : position - 
//			force - 
// Output : virtual void
//-----------------------------------------------------------------------------
void C_BaseExplosionEffect::Create( const Vector &position, float force, float scale, int flags )
{
	m_vecOrigin = position;
	m_fFlags	= flags;

	//Find the force of the explosion
	GetForceDirection( m_vecOrigin, force, &m_vecDirection, &m_flForce );

#if __EXPLOSION_DEBUG
	debugoverlay->AddBoxOverlay( m_vecOrigin, -Vector(32,32,32), Vector(32,32,32), vec3_angle, 255, 0, 0, 64, 5.0f );
	debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin+(m_vecDirection*force*m_flForce), 0, 0, 255, false, 3 );
#endif

	PlaySound();

	if ( scale != 0 )
	{
		// UNDONE: Make core size parametric to scale or remove scale?
		CreateCore();
	}

	CreateDebris();
	//FIXME: CreateDynamicLight();
	CreateMisc();
}
示例#2
0
void WiiPane::CreateLayout()
{
  m_main_layout = new QVBoxLayout;
  CreateMisc();
  CreateWhitelistedUSBPassthroughDevices();
  CreateWiiRemoteSettings();
  m_main_layout->addStretch(1);
  setLayout(m_main_layout);
}
示例#3
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : position - 
//			force - 
// Output : virtual void
//-----------------------------------------------------------------------------
void C_BaseExplosionEffect::Create( const Vector &position, float force, float scale, int flags )
{
	m_vecOrigin = position;
	m_fFlags	= flags;

	//if explosion is an ice explosion skip all the other stuff and draw a particle system
	if ( m_fFlags & TE_EXPLFLAG_ICE )
	{
		QAngle	vecAngles;
		//DispatchParticleEffect( "freeze_explosion", m_vecOrigin , vecAngles );
		PlaySound();
		return;
	}

	if ( m_fFlags & TE_EXPLFLAG_SCALEPARTICLES )
	{
		m_flScale = scale;
	}
	else
	{
		m_flScale = 1.0f;
	}

	//Find the force of the explosion
	GetForceDirection( m_vecOrigin, force, &m_vecDirection, &m_flForce );

#if __EXPLOSION_DEBUG
	debugoverlay->AddBoxOverlay( m_vecOrigin, -Vector(32,32,32), Vector(32,32,32), vec3_angle, 255, 0, 0, 64, 5.0f );
	debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin+(m_vecDirection*force*m_flForce), 0, 0, 255, false, 3 );
#endif

	PlaySound();

	if ( scale != 0 )
	{
		// UNDONE: Make core size parametric to scale or remove scale?
		CreateCore();
	}

	CreateDebris();
	CreateDynamicLight();
	CreateMisc();
}