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C++ CSprite::SetTransparency方法代码示例

本文整理汇总了C++中CSprite::SetTransparency方法的典型用法代码示例。如果您正苦于以下问题:C++ CSprite::SetTransparency方法的具体用法?C++ CSprite::SetTransparency怎么用?C++ CSprite::SetTransparency使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CSprite的用法示例。


在下文中一共展示了CSprite::SetTransparency方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: __MAKE_VHOOK

/* <8d4ad> ../cstrike/dlls/func_tank.cpp:656 */
void CFuncTank::__MAKE_VHOOK(Fire)(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker)
{
	if (m_fireLast != 0)
	{
		if (m_iszSpriteSmoke)
		{
			CSprite *pSprite = CSprite::SpriteCreate(STRING(m_iszSpriteSmoke), barrelEnd, TRUE);

			pSprite->AnimateAndDie(RANDOM_FLOAT(15, 20));
			pSprite->SetTransparency(kRenderTransAlpha, pev->rendercolor.x, pev->rendercolor.y, pev->rendercolor.z, 255, kRenderFxNone);
			pSprite->pev->velocity.z = RANDOM_FLOAT(40, 80);
			pSprite->SetScale(m_spriteScale);
		}

		if (m_iszSpriteFlash)
		{
			CSprite *pSprite = CSprite::SpriteCreate(STRING(m_iszSpriteFlash), barrelEnd, TRUE);

			pSprite->AnimateAndDie(60);
			pSprite->SetTransparency(kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation);
			pSprite->SetScale(m_spriteScale);

			// Hack Hack, make it stick around for at least 100 ms.
			pSprite->pev->nextthink += 0.1;
		}

		SUB_UseTargets(this, USE_TOGGLE, 0);
	}

	m_fireLast = gpGlobals->time;
}
开发者ID:Adidasman1,项目名称:ReGameDLL_CS,代码行数:32,代码来源:func_tank.cpp

示例2: UpdateLight

//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::UpdateLight( bool bTurnOn, unsigned int r, unsigned int g, unsigned int b, unsigned int a )
{
	if( bTurnOn )
	{
		Assert( a > 0 );

		// Throw the old sprite away
		if( m_hSprite )
		{
			UTIL_Remove( m_hSprite );
			m_hSprite.Set( NULL );
		}

		if( !m_hSprite.Get() )
		{
			Vector up;
			GetVectors( NULL, NULL, &up );

			// Light isn't on.
			m_hSprite = CSprite::SpriteCreate( "sprites/glow01.vmt", GetAbsOrigin() + up * 10.0f, false );
			CSprite *pSprite = (CSprite *)m_hSprite.Get();

			if( m_hSprite )
			{
				pSprite->SetParent( this );		
				pSprite->SetTransparency( kRenderTransAdd, r, g, b, a, kRenderFxNone );
				pSprite->SetScale( 0.35, 0.0 );
			}
		}
		else
		{
			// Update color
			CSprite *pSprite = (CSprite *)m_hSprite.Get();
			pSprite->SetTransparency( kRenderTransAdd, r, g, b, a, kRenderFxNone );
		}
	}

	if( !bTurnOn )
	{
		if( m_hSprite )
		{
			UTIL_Remove( m_hSprite );
			m_hSprite.Set( NULL );
		}
	}
	
	if ( !m_hSprite )
	{
		m_LastSpriteColor.SetRawColor( 0 );
	}
	else
	{
		m_LastSpriteColor.SetColor( r, g, b, a );
	}
}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:57,代码来源:combine_mine.cpp

示例3: Spawn

void CNPC_ControllerHeadBall::Spawn( void )
{
	Precache( );
	// motor
	SetMoveType( MOVETYPE_FLY );
	SetSolid( SOLID_BBOX );
	SetSize( vec3_origin, vec3_origin );

	m_pSprite = CSprite::SpriteCreate( "sprites/xspark4.vmt", GetAbsOrigin(), FALSE );
	m_pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
	m_pSprite->SetAttachment( this, 0 );
	m_pSprite->SetScale( 2.0 );

	UTIL_SetSize( this, Vector( 0, 0, 0), Vector(0, 0, 0) );
	UTIL_SetOrigin( this, GetAbsOrigin() );

	SetThink( &CNPC_ControllerHeadBall::HuntThink );
	SetTouch( &CNPC_ControllerHeadBall::BounceTouch );

//	m_vecIdeal = vec3_origin;	//(0,0,0)

	SetNextThink( gpGlobals->curtime + 0.1 );

	m_hOwner = GetOwnerEntity();

	m_flSpawnTime = gpGlobals->curtime;
}
开发者ID:AgentAgrimar,项目名称:source-sdk-trilogy,代码行数:27,代码来源:hl1_npc_controller.cpp

示例4: DoLoadEffect

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCrossbow::DoLoadEffect( void )
{
	SetSkin( BOLT_SKIN_GLOW );

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

	if ( pOwner == NULL )
		return;

	CBaseViewModel *pViewModel = pOwner->GetViewModel();

	if ( pViewModel == NULL )
		return;

	CEffectData	data;

	data.m_nEntIndex = pViewModel->entindex();
	data.m_nAttachmentIndex = 1;

	DispatchEffect( "CrossbowLoad", data );

	CSprite *pBlast = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE2, GetAbsOrigin(), false );

	if ( pBlast )
	{
		pBlast->SetAttachment( pOwner->GetViewModel(), 1 );
		pBlast->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone );
		pBlast->SetBrightness( 128 );
		pBlast->SetScale( 0.2f );
		pBlast->FadeOutFromSpawn();
	}
}
开发者ID:SCell555,项目名称:source-sdk-2013,代码行数:35,代码来源:weapon_crossbow.cpp

示例5: Spawn

//=========================================================
// Spawn
//=========================================================
void CGargantua :: Spawn()
{
	Precache( );

	if (pev->model)
		SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
	else
		SET_MODEL(ENT(pev), "models/garg.mdl");
	UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );

	pev->solid			= SOLID_SLIDEBOX;
	pev->movetype		= MOVETYPE_STEP;
	m_bloodColor		= BLOOD_COLOR_GREEN;
	if (!pev->health) pev->health	= gSkillData.gargantuaHealth;
	//pev->view_ofs		= Vector ( 0, 0, 96 );// taken from mdl file
	m_flFieldOfView		= -0.2;// width of forward view cone ( as a dotproduct result )
	m_MonsterState		= MONSTERSTATE_NONE;

	MonsterInit();

	m_pEyeGlow = CSprite::SpriteCreate( GARG_EYE_SPRITE_NAME, GetAbsOrigin(), FALSE );
	m_pEyeGlow->SetTransparency( kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation );
	m_pEyeGlow->SetAttachment( edict(), 1 );
	EyeOff();
	m_seeTime = gpGlobals->time + 5;
	m_flameTime = gpGlobals->time + 2;
}
开发者ID:XashDev,项目名称:XashXT,代码行数:30,代码来源:gargantua.cpp

示例6: Shoot

void CSquidSpit::Shoot( CBaseEntity *pOwner, Vector vecStart, Vector vecVelocity )
{
	CSquidSpit *pSpit = CREATE_ENTITY( CSquidSpit, "squidspit" );
	pSpit->Spawn();
	
	UTIL_SetOrigin( pSpit, vecStart );
	pSpit->SetAbsVelocity( vecVelocity );
	pSpit->SetOwnerEntity( pOwner );

	CSprite *pSprite = (CSprite*)pSpit->GetSprite();

	if ( pSprite )
	{
		pSprite->SetAttachment( pSpit, 0 );
		pSprite->SetOwnerEntity( pSpit );

		pSprite->SetScale( 0.5 );
		pSprite->SetTransparency( pSpit->m_nRenderMode, pSpit->m_clrRender->r, pSpit->m_clrRender->g, pSpit->m_clrRender->b, pSpit->m_clrRender->a, pSpit->m_nRenderFX );
	}


	CPVSFilter filter( vecStart );

	VectorNormalize( vecVelocity );
	te->SpriteSpray( filter, 0.0, &vecStart , &vecVelocity, pSpit->m_nSquidSpitSprite, 210, 25, 15 );
}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:26,代码来源:hl1_npc_bullsquid.cpp

示例7: Think

void CStomp::Think( void )
{
	trace_t tr;

	SetNextThink( gpGlobals->curtime + 0.1 );

	// Do damage for this frame
	Vector vecStart = GetAbsOrigin();
	vecStart.z += 30;
	Vector vecEnd = vecStart + (m_vecMoveDir * m_flSpeed * gpGlobals->frametime);

	UTIL_TraceHull( vecStart, vecEnd, Vector(-32, -32, -32), Vector(32, 32, 32), MASK_SOLID, m_pOwner, COLLISION_GROUP_NONE, &tr );
//	NDebugOverlay::Line( vecStart, vecEnd, 0, 255, 0, false, 10.0f );
	
	if ( tr.m_pEnt )
	{
		CBaseEntity *pEntity = tr.m_pEnt;
		CTakeDamageInfo info( this, this, 50, DMG_SONIC );
		CalculateMeleeDamageForce( &info, m_vecMoveDir, tr.endpos );
		pEntity->TakeDamage( info );
	}

	// Accelerate the effect
	m_flSpeed += (gpGlobals->frametime) * m_uiFramerate;
	m_uiFramerate += (gpGlobals->frametime) * 2000;
	
	// Move and spawn trails
	while ( gpGlobals->curtime - m_flDmgTime > STOMP_INTERVAL )
	{
		SetAbsOrigin( GetAbsOrigin() + m_vecMoveDir * m_flSpeed * STOMP_INTERVAL );
		for ( int i = 0; i < 2; i++ )
		{
			CSprite *pSprite = CSprite::SpriteCreate( GARG_STOMP_SPRITE_NAME, GetAbsOrigin(), TRUE );
			if ( pSprite )
			{
				UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,500), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
				pSprite->SetAbsOrigin( tr.endpos );
//				pSprite->pev->velocity = Vector(RandomFloat(-200,200),RandomFloat(-200,200),175);
				pSprite->SetNextThink( gpGlobals->curtime + 0.3 );
				pSprite->SetThink( &CSprite::SUB_Remove );
				pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxFadeFast );
			}
			g_pEffects->EnergySplash( tr.endpos, tr.plane.normal );
		}
		m_flDmgTime += STOMP_INTERVAL;
		// Scale has the "life" of this effect
		m_flScale -= STOMP_INTERVAL * m_flSpeed;
		if ( m_flScale <= 0 )
		{
			// Life has run out
			UTIL_Remove(this);
//			STOP_SOUND( edict(), CHAN_BODY, GARG_STOMP_BUZZ_SOUND );
			CPASAttenuationFilter filter( this );
			StopSound( entindex(), CHAN_STATIC, GARG_STOMP_BUZZ_SOUND );

		}

	}
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:59,代码来源:hl1_npc_gargantua.cpp

示例8: Think

void CStomp::Think( void )
{
	TraceResult tr;

	pev->nextthink = gpGlobals->time + 0.1;

	// Do damage for this frame
	Vector vecStart = GetAbsOrigin();
	vecStart.z += 30;
	Vector vecEnd = vecStart + (pev->movedir * pev->speed * STOMP_FRAMETIME);

	UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr );
	
	if ( tr.pHit && tr.pHit != pev->owner )
	{
		CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
		entvars_t *pevOwner = pev;
		if ( pev->owner )
			pevOwner = VARS(pev->owner);

		if ( pEntity )
			pEntity->TakeDamage( pev, pevOwner, gSkillData.gargantuaDmgStomp, DMG_SONIC );
	}
	
	// Accelerate the effect
	pev->speed = pev->speed + (STOMP_FRAMETIME) * pev->framerate;
	pev->framerate = pev->framerate + (STOMP_FRAMETIME) * 1500;
	
	// Move and spawn trails
	while ( gpGlobals->time - pev->dmgtime > STOMP_INTERVAL )
	{
		SetAbsOrigin( GetAbsOrigin() + pev->movedir * pev->speed * STOMP_INTERVAL );

		for ( int i = 0; i < 2; i++ )
		{
			CSprite *pSprite = CSprite::SpriteCreate( GARG_STOMP_SPRITE_NAME, GetAbsOrigin(), TRUE );
			if ( pSprite )
			{
				UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 500 ), ignore_monsters, edict(), &tr );
				pSprite->SetAbsOrigin( tr.vecEndPos );
				pSprite->SetAbsVelocity( Vector(RANDOM_FLOAT(-200,200),RANDOM_FLOAT(-200,200),175));
				// pSprite->AnimateAndDie( RANDOM_FLOAT( 8.0, 12.0 ) );
				pSprite->pev->nextthink = gpGlobals->time + 0.3;
				pSprite->SetThink( SUB_Remove );
				pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxFadeFast );
			}
		}
		pev->dmgtime += STOMP_INTERVAL;
		// Scale has the "life" of this effect
		pev->scale -= STOMP_INTERVAL * pev->speed;
		if ( pev->scale <= 0 )
		{
			// Life has run out
			UTIL_Remove(this);
			STOP_SOUND( edict(), CHAN_BODY, GARG_STOMP_BUZZ_SOUND );
		}

	}
}
开发者ID:XashDev,项目名称:XashXT,代码行数:59,代码来源:gargantua.cpp

示例9: DeadThink

void CTank :: DeadThink ( void )
{
	pev->nextthink = gpGlobals->time + 0.1;

	pev->sequence = 0;


	// camera tournante

	pev->v_angle.y += 3;

	//rectification de la position de la camera

	vecCamAim = UpdateCam();

	if ( m_pCam->pev->origin != vecCamAim )
		m_pCam->pev->velocity = ( vecCamAim - m_pCam->pev->origin ) * 10;

	UpdateCamAngle ( vecCamAim, NEXTTHINK_TIME );


	// sprites de feu

	for ( int i=0; i<4; i++ )
	{
		CSprite *pSpr = CSprite::SpriteCreate ( SPRITE_FEU, Vector(pev->origin.x,pev->origin.y,pev->origin.z + 100), TRUE );
		pSpr->SetScale ( SPRITE_FEU_SCALE );
		pSpr->AnimateAndDie ( RANDOM_FLOAT(20,25) );
		pSpr->SetTransparency ( kRenderTransAdd, 255, 255, 255, 120, kRenderFxNone );

		pSpr->pev->velocity = Vector ( RANDOM_FLOAT(-50,50),RANDOM_FLOAT(-50,50),140/*RANDOM_FLOAT(130,150)*/ );
	}

	for ( i=0; i<1; i++ )
	{
		CSprite *pSpr = CSprite::SpriteCreate ( SPRITE_SMOKEBALL, Vector(pev->origin.x,pev->origin.y,pev->origin.z + 100), TRUE );
		pSpr->SetScale ( SPRITE_SMOKEBALL_SCALE );
		pSpr->AnimateAndDie ( RANDOM_FLOAT(3,4) );
		pSpr->SetTransparency ( kRenderTransAlpha, 255, 255, 255, 200, kRenderFxNone );
		pSpr->pev->velocity = Vector ( RANDOM_FLOAT(-50,50),RANDOM_FLOAT(-50,50),RANDOM_FLOAT(130,150) );
	}




}
开发者ID:jlecorre,项目名称:hlinvasion,代码行数:46,代码来源:tank.cpp

示例10: Spawn

//-----------------------------------------------------------------------------
// Purpose: Spawn the entity
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::Spawn( void )
{ 
	Precache();

	SetModel( CEILING_TURRET_MODEL );
	
	BaseClass::Spawn();

	m_HackedGunPos	= Vector( 0, 0, 12.75 );
	SetViewOffset( EyeOffset( ACT_IDLE ) );
	m_flFieldOfView	= 0.0f;
	m_takedamage	= DAMAGE_YES;
	m_iHealth		= 1000;
	m_bloodColor	= BLOOD_COLOR_MECH;
	
	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );

	SetHeight( CEILING_TURRET_RETRACT_HEIGHT );

	AddFlag( FL_AIMTARGET );
	AddEFlags( EFL_NO_DISSOLVE );

	SetPoseParameter( m_poseAim_Yaw, 0 );
	SetPoseParameter( m_poseAim_Pitch, 0 );

	m_iAmmoType = GetAmmoDef()->Index( "AR2" );

	//Create our eye sprite
	m_pEyeGlow = CSprite::SpriteCreate( CEILING_TURRET_GLOW_SPRITE, GetLocalOrigin(), false );
	m_pEyeGlow->SetTransparency( kRenderTransAdd, 255, 0, 0, 128, kRenderFxNoDissipation );
	m_pEyeGlow->SetAttachment( this, 2 );

	//Set our autostart state
	m_bAutoStart = !!( m_spawnflags & SF_CEILING_TURRET_AUTOACTIVATE );
	m_bEnabled	 = ( ( m_spawnflags & SF_CEILING_TURRET_STARTINACTIVE ) == false );

	//Do we start active?
	if ( m_bAutoStart && m_bEnabled )
	{
		SetThink( &CNPC_CeilingTurret::AutoSearchThink );
		SetEyeState( TURRET_EYE_DORMANT );
	}
	else
	{
		SetEyeState( TURRET_EYE_DISABLED );
	}

	//Stagger our starting times
	SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ) );

	// Don't allow us to skip animation setup because our attachments are critical to us!
	SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP );
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:57,代码来源:npc_turret_ceiling.cpp

示例11: Fire

//-----------------------------------------------------------------------------
// Purpose: Fire targets and spawn sprites.
// Input  : bulletCount - 
//			barrelEnd - 
//			forward - 
//			pAttacker - 
//-----------------------------------------------------------------------------
void CFuncTank::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker )
{
	if ( m_iszSpriteSmoke != NULL_STRING )
	{
		CSprite *pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteSmoke), barrelEnd, TRUE );
		pSprite->AnimateAndDie( random->RandomFloat( 15.0, 20.0 ) );
		pSprite->SetTransparency( kRenderTransAlpha, m_clrRender->r, m_clrRender->g, m_clrRender->b, 255, kRenderFxNone );

		Vector vecVelocity( 0, 0, random->RandomFloat(40, 80) ); 
		pSprite->SetAbsVelocity( vecVelocity );
		pSprite->SetScale( m_spriteScale );
	}
	if ( m_iszSpriteFlash != NULL_STRING )
	{
		CSprite *pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteFlash), barrelEnd, TRUE );
		pSprite->AnimateAndDie( 60 );
		pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
		pSprite->SetScale( m_spriteScale );
	}

	m_OnFire.FireOutput(this, this);
}
开发者ID:AgentAgrimar,项目名称:source-sdk-trilogy,代码行数:29,代码来源:hl1_func_tank.cpp

示例12: Fire

// Fire targets and spawn sprites
void CFuncTank::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
{
	if ( m_fireLast != 0 )
	{
		if ( m_iszSpriteSmoke )
		{
			CSprite *pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteSmoke), barrelEnd, TRUE );
			pSprite->AnimateAndDie( RANDOM_FLOAT( 15.0, 20.0 ) );
			pSprite->SetTransparency( kRenderTransAlpha, static_cast<int>(pev->rendercolor.x), static_cast<int>(pev->rendercolor.y), static_cast<int>(pev->rendercolor.z), 255, kRenderFxNone );
			pSprite->pev->velocity.z = RANDOM_FLOAT(40, 80);
			pSprite->SetScale( m_spriteScale );
		}
		if ( m_iszSpriteFlash )
		{
			CSprite *pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteFlash), barrelEnd, TRUE );
			pSprite->AnimateAndDie( 60 );
			pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
			pSprite->SetScale( m_spriteScale );
		}
		SUB_UseTargets( this, USE_TOGGLE, 0 );
	}
	m_fireLast = gpGlobals->time;
}
开发者ID:Skumek,项目名称:hlsdk,代码行数:24,代码来源:func_tank.cpp

示例13: DoLoadEffect

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCrossbow::DoLoadEffect()
{
	SetSkin(BOLT_SKIN_GLOW);

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

	if ( !pOwner )
		return;

	CEffectData	data;
	data.m_nAttachmentIndex = 1;

#ifdef GAME_DLL

	data.m_nEntIndex = entindex();

	CPASFilter filter(data.m_vOrigin);
	filter.RemoveRecipient(pOwner);
	te->DispatchEffect(filter, 0.0, data.m_vOrigin, "CrossbowLoad", data);

#else

	CBaseViewModel *pViewModel = pOwner->GetViewModel();

	if ( pViewModel != NULL )
	{
		if ( ::input->CAM_IsThirdPerson() )
			data.m_hEntity = pViewModel->GetRefEHandle();
		else
			data.m_hEntity = GetRefEHandle();

		DispatchEffect("CrossbowLoad", data);
	}

#endif

	//Tony; switched this up, always attach it to the weapon, not the view model!!
#ifndef CLIENT_DLL
	CSprite *pBlast = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE2, GetAbsOrigin(), false );

	if ( pBlast )
	{
		pBlast->SetAttachment(this, 1);
		pBlast->SetTransparency(kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone );
		pBlast->SetBrightness(128);
		pBlast->SetScale(0.2f);
		pBlast->FadeOutFromSpawn();
	}
#endif
}
开发者ID:InfoSmart,项目名称:InSource-Singleplayer,代码行数:53,代码来源:weapon_crossbow.cpp

示例14: Spawn

void CXenPLight :: Spawn( void )
{
	Precache();

	SET_MODEL( ENT(pev), "models/light.mdl" );
	pev->movetype	= MOVETYPE_NONE;
	pev->solid		= SOLID_TRIGGER;

	UTIL_SetSize( pev, Vector(-80,-80,0), Vector(80,80,32));
	SetActivity( ACT_IDLE );
	pev->nextthink = gpGlobals->time + 0.1;
	pev->frame = RANDOM_FLOAT(0,255);

	m_pGlow = CSprite::SpriteCreate( XEN_PLANT_GLOW_SPRITE, pev->origin + Vector((float)0, (float)0, (float)((pev->mins.z+pev->maxs.z)*0.5)), FALSE );
	m_pGlow->SetTransparency( kRenderGlow, pev->rendercolor.x, pev->rendercolor.y, pev->rendercolor.z, pev->renderamt, pev->renderfx );
	m_pGlow->SetAttachment( edict(), 1 );
}
开发者ID:Arkshine,项目名称:NS,代码行数:17,代码来源:xen.cpp

示例15: DoLoadEffect

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCrossbow::DoLoadEffect( void )
{
	SetSkin( BOLT_SKIN_GLOW );

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

	if ( pOwner == NULL )
		return;

	//Tony; change this up a bit; on the server, dispatch an effect but don't send it to the client who fires
	//on the client, create an effect either in the view model, or on the world model if first person.
	CEffectData	data;

	data.m_nAttachmentIndex = 1;
	data.m_vOrigin = pOwner->GetAbsOrigin();

	CPASFilter filter( data.m_vOrigin );

#ifdef GAME_DLL
	filter.RemoveRecipient( pOwner );
	data.m_nEntIndex = entindex();
#else
	CBaseViewModel *pViewModel = pOwner->GetViewModel();
	if ( ShouldDrawUsingViewModel() && pViewModel != NULL )
		data.m_hEntity = pViewModel->GetRefEHandle();
	else
		data.m_hEntity = GetRefEHandle();
#endif

	DispatchEffect( "CrossbowLoad", data, filter );

#ifndef CLIENT_DLL
	CSprite *pBlast = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE2, GetAbsOrigin(), false );

	if ( pBlast )
	{
		pBlast->SetAttachment( this, 1 );
		pBlast->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone );
		pBlast->SetBrightness( 128 );
		pBlast->SetScale( 0.2f );
		pBlast->FadeOutFromSpawn();
	}
#endif
	
}
开发者ID:hlstriker,项目名称:source-sdk-2013,代码行数:48,代码来源:weapon_crossbow.cpp


注:本文中的CSprite::SetTransparency方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。