📄 weaponpowerupfx.h
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// ----------------------------------------------------------------------- //
//
// MODULE : WeaponPowerupFX.h
//
// PURPOSE : Weapon Powerup special fx class - Definition
//
// CREATED : 7/29/98
//
// ----------------------------------------------------------------------- //
#ifndef __WEAPONPOWERUP_FX_H__
#define __WEAPONPOWERUP_FX_H__
// ----------------------------------------------------------------------- //
#include "SpecialFX.h"
// ----------------------------------------------------------------------- //
struct WEAPPOWERCREATESTRUCT : public SFXCREATESTRUCT
{
WEAPPOWERCREATESTRUCT::WEAPPOWERCREATESTRUCT();
HLOCALOBJ hGun;
DVector vPosOffset;
DVector vScale;
DFLOAT fLifeTime;
DFLOAT fInitAlpha;
DBYTE bFade;
HSTRING pSpriteFile;
};
inline WEAPPOWERCREATESTRUCT::WEAPPOWERCREATESTRUCT()
{
memset(this, 0, sizeof(WEAPPOWERCREATESTRUCT));
}
// ----------------------------------------------------------------------- //
class CWeaponPowerupFX : public CSpecialFX
{
public :
CWeaponPowerupFX() : CSpecialFX()
{
m_hGun = DNULL;
m_fLifeTime = 0.0f;
m_fInitAlpha = 1.0f;
m_fStartTime = -1.0f;
}
~CWeaponPowerupFX()
{
g_pClientDE->FreeString( m_pSpriteFile );
}
virtual DBOOL Init(SFXCREATESTRUCT* psfxCreateStruct);
virtual DBOOL CreateObject(CClientDE* pClientDE);
virtual DBOOL Update();
private :
HLOCALOBJ m_hGun; // Object doing the firing
DVector m_vPosOffset; // Offset of the powerup
DVector m_vScale; // Scale of the sprite
DFLOAT m_fLifeTime; // How long to display the sprite
DFLOAT m_fInitAlpha; // Initial alpha value for the sprite
DFLOAT m_fStartTime; // When did we start
HSTRING m_pSpriteFile; // File to use for the sprite
DBYTE m_bFade; // Fade type (not used currently)
};
#endif // __WEAPONPOWERUP_FX_H__
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