50 lines
1.5 KiB
C
50 lines
1.5 KiB
C
/* Begin Xmen
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Particle Throwers revision 2
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-cl2-
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Additions:
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r2: Cleaned up the code
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Files involved:
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particle.qc (this file)
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How to implement in a .map file:
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Stick a 'misc_particles' wherever you want the particles to come from.
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set "angles" to whatever VECTOR you want the particles to shoot at, and
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"count" to how many particles to shoot. (for density)
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Another neat thing I figured I'd add (why not?) was you can also specify
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"wait" if you want there to be a wait in between 'particle spurts'. If no
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wait is specified, it will be a continuous stream.
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"style" is the color index # of the particles thrown.
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If anyone has a need for a random "wait" period (maybe for electrical
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sparks or something?) let me know and I can throw it in very easily.
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Same goes for toggle-able particle throwers. Just say the werd.
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Remember self.angles is actually a VECTOR, which means "180 0 0" shoots
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particles at 180 units/sec to the right.
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Vector axes are x,y,z, in that order. If the player's yaw is 90 degrees,
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x is left/right, y is forward/back, z is up/down.
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*/
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// Throw some particles around
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void() particle_throw =
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{
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particle(self.origin, self.angles, self.style, self.count);
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self.nextthink = time + self.wait;
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};
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// particle init.. duh.
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void() misc_particles =
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{
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if (!self.wait) self.wait = 0.1;
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if (!self.style) self.style = 1;
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if (!self.count) self.count = 50; // nice round default number.
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self.think = particle_throw;
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self.nextthink = time + self.wait;
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};
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// End Xmen
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