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); }
void fxGetLightningProps(CFastList<FX_PROP> *pList) { FX_PROP fxProp; // Add the base props AddBaseProps(pList); fxProp.Path("Texture", "dtx|..."); pList->AddTail(fxProp); fxProp.Combo("BlendMode", "0,None,Add,Saturate,ModSrcAlpha,ModSrcColor,ModDstColor,MulSrcColDstCol,MulSrcAlphaOne,MulSrcAlpha,MulSrcColOne,MulDstColZero" ); pList->AddTail( fxProp ); fxProp.Combo( "AlphaTest", "0,None,Less,LessOrEqual,Greater,GreaterOrEqual,Equal,NotEqual" ); pList->AddTail( fxProp ); fxProp.Combo( "ColorOp", "0,NoTexture,Modulate,Additive,NoColor" ); pList->AddTail( fxProp ); fxProp.Combo( "FillMode", "1,WireFrame,Fill" ); pList->AddTail( fxProp ); fxProp.Combo( "Allignment", "0,Camera,Up,Right,Forward" ); pList->AddTail( fxProp ); fxProp.String( "NodeAttractors", "" ); pList->AddTail( fxProp ); fxProp.String( "SocketAttractors", "" ); pList->AddTail( fxProp ); fxProp.Float( "OmniDirectionalRadius", 0.0f ); pList->AddTail( fxProp ); fxProp.Int( "MinNumBolts", 1 ); pList->AddTail( fxProp ); fxProp.Int( "MaxNumBolts", 5 ); pList->AddTail( fxProp ); fxProp.Int( "MinSegmentsPerBolt", 10 ); pList->AddTail( fxProp ); fxProp.Int( "MaxSegmentsPerBolt", 50 ); pList->AddTail( fxProp ); fxProp.Float( "MinBoltWidth", 0.5f ); pList->AddTail(fxProp); fxProp.Float( "MaxBoltWidth", 3.0f ); pList->AddTail( fxProp ); fxProp.Float( "MinPerturb", 0.0f ); pList->AddTail( fxProp ); fxProp.Float( "MaxPerturb", 35.0f ); pList->AddTail( fxProp ); fxProp.Float( "MinLifetime", 0.1f ); pList->AddTail( fxProp ); fxProp.Float( "MaxLifetime", 3.0f ); pList->AddTail( fxProp ); fxProp.Float( "MinDelay", 0.0f ); pList->AddTail( fxProp ); fxProp.Float( "MaxDelay", 0.1f ); pList->AddTail( fxProp ); fxProp.Float( "Pulse", 5.0f ); pList->AddTail( fxProp ); }
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 ); }