Separated visualeffects into module/submodule format.
This commit is contained in:
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f30e8f5862
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18986a0d0a
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@ -49,7 +49,7 @@
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// Modules
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#include "zr/account"
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#include "zr/visualeffects"
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#include "zr/visualeffects/visualeffects"
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#include "zr/soundeffects/soundeffects"
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#include "zr/antistick"
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#include "zr/knockback"
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@ -3,9 +3,9 @@
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*
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* Zombie:Reloaded
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*
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* File: visualeffects.inc
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* File: visualambience.inc
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* Type: Module
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* Description: Visual effects such as map darkening, fog, etc..
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* Description: Fog, light style, sky, sun rendering, etc
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*
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* ============================================================================
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*/
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@ -13,22 +13,22 @@
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/**
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* Default sky of current map.
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*/
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new String:g_VEffectsDefaultSky[PLATFORM_MAX_PATH];
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new String:g_VAmbienceDefaultSky[PLATFORM_MAX_PATH];
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/**
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* Get cvar data and downloadable content to add to download table.
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* Validate cvar data.
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*/
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VEffectsLoad()
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VAmbienceLoad()
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{
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// Apply all visual effects now
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VEffectsApplyAll();
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VAmbienceApplyAll();
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// Find map's default sky.
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new Handle:hSkyname = FindConVar("sv_skyname");
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if (hSkyname != INVALID_HANDLE)
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{
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// Store map's default sky before applying new one.
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GetConVarString(hSkyname, g_VEffectsDefaultSky, sizeof(g_VEffectsDefaultSky));
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GetConVarString(hSkyname, g_VAmbienceDefaultSky, sizeof(g_VAmbienceDefaultSky));
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}
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// If sky is disabled, then stop.
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@ -51,70 +51,61 @@ VEffectsLoad()
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AddFileToDownloadsTable(downloadpath);
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}
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/**
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* Plugin has just finished creating/hooking cvars.
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*/
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VEffectsOnCvarInit()
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{
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// Hook zr_veffects_* cvars.
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VEffectsCvarsHook();
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}
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/**
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* Hook zr_veffects_* cvar changes.
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*
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* @param unhook If true, cvars will be unhooked, false to hook cvars.
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*/
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VEffectsCvarsHook(bool:unhook = false)
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VAmbienceCvarsHook(bool:unhook = false)
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{
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// If unhook is true, then continue.
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if (unhook)
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{
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// Unhook lightstyle cvars.
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE], VEffectsCvarsHookLightStyle);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE_VALUE], VEffectsCvarsHookLightStyle);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE], VAmbienceCvarsHookLightStyle);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE_VALUE], VAmbienceCvarsHookLightStyle);
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// Unhook sky cvars.
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SKY], VEffectsCvarsHookSky);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SKY_PATH], VEffectsCvarsHookSky);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SKY], VAmbienceCvarsHookSky);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SKY_PATH], VAmbienceCvarsHookSky);
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// Unhook sun cvars.
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SUN_DISABLE], VEffectsCvarsHookSunDisable);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SUN_DISABLE], VAmbienceCvarsHookSunDisable);
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// Unhook fog cvars.
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG], VEffectsCvarsHookFog);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_OVERRIDE], VEffectsCvarsHookFog);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_PCOLOR], VEffectsCvarsHookFog);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_SCOLOR], VEffectsCvarsHookFog);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_DENSITY], VEffectsCvarsHookFog);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_STARTDIST], VEffectsCvarsHookFog);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_ENDDIST], VEffectsCvarsHookFog);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_FARZ], VEffectsCvarsHookFog);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG], VAmbienceCvarsHookFog);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_OVERRIDE], VAmbienceCvarsHookFog);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_PCOLOR], VAmbienceCvarsHookFog);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_SCOLOR], VAmbienceCvarsHookFog);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_DENSITY], VAmbienceCvarsHookFog);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_STARTDIST], VAmbienceCvarsHookFog);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_ENDDIST], VAmbienceCvarsHookFog);
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UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_FARZ], VAmbienceCvarsHookFog);
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// Stop after unhooking cvars.
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return;
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}
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// Hook lightstyle cvars.
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE], VEffectsCvarsHookLightStyle);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE_VALUE], VEffectsCvarsHookLightStyle);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE], VAmbienceCvarsHookLightStyle);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE_VALUE], VAmbienceCvarsHookLightStyle);
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// Hook sky cvars.
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SKY], VEffectsCvarsHookSky);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SKY_PATH], VEffectsCvarsHookSky);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SKY], VAmbienceCvarsHookSky);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SKY_PATH], VAmbienceCvarsHookSky);
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// Hook sun cvars.
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SUN_DISABLE], VEffectsCvarsHookSunDisable);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SUN_DISABLE], VAmbienceCvarsHookSunDisable);
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// Hook fog cvars.
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG], VEffectsCvarsHookFog);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_OVERRIDE], VEffectsCvarsHookFog);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_PCOLOR], VEffectsCvarsHookFog);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_SCOLOR], VEffectsCvarsHookFog);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_DENSITY], VEffectsCvarsHookFog);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_STARTDIST], VEffectsCvarsHookFog);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_ENDDIST], VEffectsCvarsHookFog);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_FARZ], VEffectsCvarsHookFog);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG], VAmbienceCvarsHookFog);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_OVERRIDE], VAmbienceCvarsHookFog);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_PCOLOR], VAmbienceCvarsHookFog);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_SCOLOR], VAmbienceCvarsHookFog);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_DENSITY], VAmbienceCvarsHookFog);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_STARTDIST], VAmbienceCvarsHookFog);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_ENDDIST], VAmbienceCvarsHookFog);
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HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_FARZ], VAmbienceCvarsHookFog);
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}
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/**
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@ -125,13 +116,13 @@ VEffectsCvarsHook(bool:unhook = false)
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* @param oldvalue The value before change.
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* @param newvalue The new value.
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*/
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public VEffectsCvarsHookLightStyle(Handle:cvar, const String:oldvalue[], const String:newvalue[])
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public VAmbienceCvarsHookLightStyle(Handle:cvar, const String:oldvalue[], const String:newvalue[])
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{
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// If lightstyle is disabled, then disable.
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new bool:lightstyle = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE]);
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// Apply light style.
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VEffectsApplyLightStyle(!lightstyle);
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VAmbienceApplyLightStyle(!lightstyle);
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}
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/**
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* @param oldvalue The value before change.
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* @param newvalue The new value.
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*/
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public VEffectsCvarsHookSky(Handle:cvar, const String:oldvalue[], const String:newvalue[])
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public VAmbienceCvarsHookSky(Handle:cvar, const String:oldvalue[], const String:newvalue[])
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{
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// If sky is disabled, then disable.
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new bool:sky = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_SKY]);
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// Apply new sky.
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VEffectsApplySky(!sky);
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VAmbienceApplySky(!sky);
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}
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/**
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* @param oldvalue The value before change.
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* @param newvalue The new value.
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*/
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public VEffectsCvarsHookSunDisable(Handle:cvar, const String:oldvalue[], const String:newvalue[])
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public VAmbienceCvarsHookSunDisable(Handle:cvar, const String:oldvalue[], const String:newvalue[])
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{
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// If fog is disabled, then disable.
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new bool:sun = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_SUN_DISABLE]);
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// Apply fog.
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VEffectsApplySunDisable(!sun);
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VAmbienceApplySunDisable(!sun);
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}
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/**
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* @param oldvalue The value before change.
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* @param newvalue The new value.
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*/
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public VEffectsCvarsHookFog(Handle:cvar, const String:oldvalue[], const String:newvalue[])
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public VAmbienceCvarsHookFog(Handle:cvar, const String:oldvalue[], const String:newvalue[])
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{
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// If fog is disabled, then disable.
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new bool:fogoverride = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_FOG_OVERRIDE]);
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// Apply fog.
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VEffectsApplyFog(fogoverride);
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VAmbienceApplyFog(fogoverride);
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}
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/**
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* Apply all cvar values on server.
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*/
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VEffectsApplyAll()
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VAmbienceApplyAll()
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{
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// If lightstyle is disabled, then disable.
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new bool:lightstyle = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE]);
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// Apply light style.
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VEffectsApplyLightStyle(!lightstyle);
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VAmbienceApplyLightStyle(!lightstyle);
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// If sky is disabled, then disable.
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new bool:sky = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_SKY]);
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// Apply new sky.
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VEffectsApplySky(!sky);
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VAmbienceApplySky(!sky);
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// If fog is disabled, then disable.
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new bool:fogoverride = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_FOG_OVERRIDE]);
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// Apply fog.
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VEffectsApplyFog(fogoverride);
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VAmbienceApplyFog(fogoverride);
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}
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VEffectsApplyLightStyle(bool:disable = false)
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VAmbienceApplyLightStyle(bool:disable = false)
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{
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// If default, then set to normal light style.
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if (disable)
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@ -228,7 +219,7 @@ VEffectsApplyLightStyle(bool:disable = false)
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SetLightStyle(0, lightstylevalue);
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}
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VEffectsApplySky(bool:disable = false)
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VAmbienceApplySky(bool:disable = false)
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{
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// if we can't find the sv_skyname cvar, then stop.
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new Handle:hSkyname = FindConVar("sv_skyname");
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@ -240,9 +231,9 @@ VEffectsApplySky(bool:disable = false)
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// If default, then set to default sky.
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if (disable)
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{
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if (g_VEffectsDefaultSky[0])
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if (g_VAmbienceDefaultSky[0])
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{
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SetConVarString(hSkyname, g_VEffectsDefaultSky, true);
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SetConVarString(hSkyname, g_VAmbienceDefaultSky, true);
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}
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return;
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SetConVarString(hSkyname, skypath, true);
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}
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VEffectsApplySunDisable(bool:disable = false)
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VAmbienceApplySunDisable(bool:disable = false)
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{
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// Find sun entity.
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new sun = FindEntityByClassname(-1, "env_sun");
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AcceptEntityInput(sun, "TurnOff");
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}
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VEffectsApplyFog(bool:override = false)
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VAmbienceApplyFog(bool:override = false)
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{
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// If fog is disabled, then stop.
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new bool:fog = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_FOG]);
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// Set primary fog color.
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GetConVarString(g_hCvarsList[CVAR_VEFFECTS_FOG_PCOLOR], fogcolor, sizeof(fogcolor));
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VEffectsSetFogColor(fogindex, fogcolor, true);
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VAmbienceSetFogColor(fogindex, fogcolor, true);
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// Set secondary fog color.
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GetConVarString(g_hCvarsList[CVAR_VEFFECTS_FOG_SCOLOR], fogcolor, sizeof(fogcolor));
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VEffectsSetFogColor(fogindex, fogcolor, false);
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VAmbienceSetFogColor(fogindex, fogcolor, false);
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// Set fog's density.
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new Float:fogdensity = GetConVarFloat(g_hCvarsList[CVAR_VEFFECTS_FOG_DENSITY]);
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VEffectsSetFogDensity(fogindex, fogdensity);
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VAmbienceSetFogDensity(fogindex, fogdensity);
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// Set fog's start distance.
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new fogstart = GetConVarInt(g_hCvarsList[CVAR_VEFFECTS_FOG_STARTDIST]);
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VEffectsSetFogStartDist(fogindex, fogstart);
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VAmbienceSetFogStartDist(fogindex, fogstart);
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// Set fog's end distance.
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new fogend = GetConVarInt(g_hCvarsList[CVAR_VEFFECTS_FOG_ENDDIST]);
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VEffectsSetFogEndDist(fogindex, fogend);
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VAmbienceSetFogEndDist(fogindex, fogend);
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// Set fog's far z distance.
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new fogfarz = GetConVarInt(g_hCvarsList[CVAR_VEFFECTS_FOG_FARZ]);
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VEffectsSetFogFarZ(fogindex, fogfarz);
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VAmbienceSetFogFarZ(fogindex, fogfarz);
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}
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/**
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* @param color The rgb color of the fog.
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* @param primary (Optional) True to set primary, false otherwise.
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*/
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VEffectsSetFogColor(fogindex, const String:color[], bool:primary = true)
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VAmbienceSetFogColor(fogindex, const String:color[], bool:primary = true)
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{
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// Set primary color.
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if (primary)
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* @param fogindex Edict index of the fog to modify.
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* @param density The density of the fog.
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*/
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VEffectsSetFogDensity(fogindex, Float:density)
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VAmbienceSetFogDensity(fogindex, Float:density)
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{
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// Set density.
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DispatchKeyValueFloat(fogindex, "fogmaxdensity", density);
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* @param fogindex Edict index of the fog to modify.
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* @param startdist The start distance of the fog.
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*/
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VEffectsSetFogStartDist(fogindex, startdist)
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VAmbienceSetFogStartDist(fogindex, startdist)
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{
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// Set start distance.
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SetVariantInt(startdist);
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@ -398,7 +389,7 @@ VEffectsSetFogStartDist(fogindex, startdist)
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* @param fogindex Edict index of the fog to modify.
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* @param enddist The end distance of the fog.
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*/
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VEffectsSetFogEndDist(fogindex, enddist)
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VAmbienceSetFogEndDist(fogindex, enddist)
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{
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// Set end distance.
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SetVariantInt(enddist);
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* @param fogindex Edict index of the fog to modify.
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* @param farz The far z distance of the fog.
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*/
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VEffectsSetFogFarZ(fogindex, farz)
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VAmbienceSetFogFarZ(fogindex, farz)
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{
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// Set far z distance.
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SetVariantInt(farz);
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AcceptEntityInput(fogindex, "SetFarZ");
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}
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/**
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* Create an energy splash effect.
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*
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* @param client The client index.
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* @param origin The origin of the effect.
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* @param direction The direction of the effect.
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*/
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VEffectsCreateEnergySplash(const Float:origin[3], const Float:direction[3], bool:explosive)
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{
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TE_SetupEnergySplash(origin, direction, explosive);
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TE_SendToAll();
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}
|
||||
|
||||
/**
|
||||
* Create an explosion effect with strict flags.
|
||||
*
|
||||
* @param origin The (x, y, z) coordinate of the explosion.
|
||||
* @param flags The flags to set on the explosion.
|
||||
*/
|
||||
VEffectsCreateExplosion(const Float:origin[3], flags)
|
||||
{
|
||||
// Create an explosion entity.
|
||||
new explosion = CreateEntityByName("env_explosion");
|
||||
|
||||
// If explosion entity isn't valid, then stop.
|
||||
if (explosion == -1)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Get and modify flags on explosion.
|
||||
new spawnflags = GetEntProp(explosion, Prop_Data, "m_spawnflags");
|
||||
spawnflags = spawnflags | EXP_NODAMAGE | EXP_NODECAL | flags;
|
||||
|
||||
// Set modified flags on entity.
|
||||
SetEntProp(explosion, Prop_Data, "m_spawnflags", spawnflags);
|
||||
|
||||
// Spawn the entity into the world.
|
||||
DispatchSpawn(explosion);
|
||||
|
||||
// Set the origin of the explosion.
|
||||
DispatchKeyValueVector(explosion, "origin", origin);
|
||||
|
||||
// Set fireball material.
|
||||
PrecacheModel("materials/sprites/xfireball3.vmt");
|
||||
DispatchKeyValue(explosion, "fireballsprite", "materials/sprites/xfireball3.vmt");
|
||||
|
||||
// Tell the entity to explode.
|
||||
AcceptEntityInput(explosion, "Explode");
|
||||
|
||||
// Remove entity from world.
|
||||
RemoveEdict(explosion);
|
||||
}
|
||||
|
||||
/**
|
||||
* Shake a client's screen with specific parameters.
|
||||
*
|
||||
* @param client The client index.
|
||||
* @param amplitude The amplitude (intensity) of the shaking.
|
||||
* @param frequency The frequency (speed) of the shaking.
|
||||
* @param duration The duration (time) of the shaking.
|
||||
*/
|
||||
VEffectsShakeClientScreen(client, Float:amplitude, Float:frequency, Float:duration)
|
||||
{
|
||||
// If shake usermsg isn't invalid, then stop.
|
||||
new Handle:hShake = StartMessageOne("Shake", client);
|
||||
if (hShake == INVALID_HANDLE)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Write shake information to usermsg handle.
|
||||
BfWriteByte(hShake, 0);
|
||||
BfWriteFloat(hShake, amplitude);
|
||||
BfWriteFloat(hShake, frequency);
|
||||
BfWriteFloat(hShake, duration);
|
||||
|
||||
// End usermsg and send to client.
|
||||
EndMessage();
|
||||
}
|
112
src/zr/visualeffects/visualeffects.inc
Normal file
112
src/zr/visualeffects/visualeffects.inc
Normal file
|
@ -0,0 +1,112 @@
|
|||
/*
|
||||
* ============================================================================
|
||||
*
|
||||
* Zombie:Reloaded
|
||||
*
|
||||
* File: visualeffects.inc
|
||||
* Type: Module
|
||||
* Description: Visual effects API.
|
||||
*
|
||||
* ============================================================================
|
||||
*/
|
||||
|
||||
#include "zr/visualeffects/visualambience"
|
||||
|
||||
/**
|
||||
* Visual effect loading.
|
||||
*/
|
||||
VEffectsLoad()
|
||||
{
|
||||
// Forward event to sub-modules.
|
||||
VAmbienceLoad();
|
||||
}
|
||||
|
||||
/**
|
||||
* Plugin has just finished creating/hooking cvars.
|
||||
*/
|
||||
VEffectsOnCvarInit()
|
||||
{
|
||||
// Hook zr_veffects_* cvars.
|
||||
VAmbienceCvarsHook();
|
||||
}
|
||||
|
||||
/**
|
||||
* Create an energy splash effect.
|
||||
*
|
||||
* @param client The client index.
|
||||
* @param origin The origin of the effect.
|
||||
* @param direction The direction of the effect.
|
||||
*/
|
||||
VEffectsCreateEnergySplash(const Float:origin[3], const Float:direction[3], bool:explosive)
|
||||
{
|
||||
TE_SetupEnergySplash(origin, direction, explosive);
|
||||
TE_SendToAll();
|
||||
}
|
||||
|
||||
/**
|
||||
* Create an explosion effect with strict flags.
|
||||
*
|
||||
* @param origin The (x, y, z) coordinate of the explosion.
|
||||
* @param flags The flags to set on the explosion.
|
||||
*/
|
||||
VEffectsCreateExplosion(const Float:origin[3], flags)
|
||||
{
|
||||
// Create an explosion entity.
|
||||
new explosion = CreateEntityByName("env_explosion");
|
||||
|
||||
// If explosion entity isn't valid, then stop.
|
||||
if (explosion == -1)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Get and modify flags on explosion.
|
||||
new spawnflags = GetEntProp(explosion, Prop_Data, "m_spawnflags");
|
||||
spawnflags = spawnflags | EXP_NODAMAGE | EXP_NODECAL | flags;
|
||||
|
||||
// Set modified flags on entity.
|
||||
SetEntProp(explosion, Prop_Data, "m_spawnflags", spawnflags);
|
||||
|
||||
// Spawn the entity into the world.
|
||||
DispatchSpawn(explosion);
|
||||
|
||||
// Set the origin of the explosion.
|
||||
DispatchKeyValueVector(explosion, "origin", origin);
|
||||
|
||||
// Set fireball material.
|
||||
PrecacheModel("materials/sprites/xfireball3.vmt");
|
||||
DispatchKeyValue(explosion, "fireballsprite", "materials/sprites/xfireball3.vmt");
|
||||
|
||||
// Tell the entity to explode.
|
||||
AcceptEntityInput(explosion, "Explode");
|
||||
|
||||
// Remove entity from world.
|
||||
RemoveEdict(explosion);
|
||||
}
|
||||
|
||||
/**
|
||||
* Shake a client's screen with specific parameters.
|
||||
*
|
||||
* @param client The client index.
|
||||
* @param amplitude The amplitude (intensity) of the shaking.
|
||||
* @param frequency The frequency (speed) of the shaking.
|
||||
* @param duration The duration (time) of the shaking.
|
||||
*/
|
||||
VEffectsShakeClientScreen(client, Float:amplitude, Float:frequency, Float:duration)
|
||||
{
|
||||
// If shake usermsg isn't invalid, then stop.
|
||||
new Handle:hShake = StartMessageOne("Shake", client);
|
||||
if (hShake == INVALID_HANDLE)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Write shake information to usermsg handle.
|
||||
BfWriteByte(hShake, 0);
|
||||
BfWriteFloat(hShake, amplitude);
|
||||
BfWriteFloat(hShake, frequency);
|
||||
BfWriteFloat(hShake, duration);
|
||||
|
||||
// End usermsg and send to client.
|
||||
EndMessage();
|
||||
}
|
Loading…
Reference in New Issue
Block a user