Solo usuarios registrados pueden comentar y agradecer, Logueate o Registrate

Autor Topic: Source 5.2 BASE  (Visto 20372 veces)

beibei, Dizzy, coolgepds, Pyke and 2 Guests are viewing this topic.

Offline k33n00 #210 Posteado: Today at 04:01:49 AM

  • 0 puntos por ventas
  • *
  • Rank: Dedicado
  • Posts: 43
  • Gracias recibida: 11
  • vn


Go to ZzzCharacter.cpp, find case MODEL_MACE + 17:, and paste this code after the break;
case MODEL_MACE + 25: //Blessed_Divine_Scepter
{
   Vector(0.8f, 0.6f, 0.2f, Light);
   pModel->TransformByObjectBone(Position, Object, 11);      // Gold01
   CreateSprite(BITMAP_LIGHT, Position, 0.6f, Light, pObject);
   CreateSprite(BITMAP_LIGHT, Position, 0.6f, Light, pObject);

   Vector(0.3f, 0.8f, 0.7f, Light);
   pModel->TransformByObjectBone(Position, Object, 12);      // b01
   CreateSprite(BITMAP_LIGHT, Position, 0.5f, Light, pObject);
   pModel->TransformByObjectBone(Position, Object, 13);      // n02
   CreateSprite(BITMAP_LIGHT, Position, 0.5f, Light, pObject);

   pModel->TransformByObjectBone(Position, Object, 12);      // n04
   CreateSprite(BITMAP_LIGHT, Position, 0.3f, Light, pObject);
   pModel->TransformByObjectBone(Position, Object, 13);      // b03
   CreateSprite(BITMAP_LIGHT, Position, 0.3f, Light, pObject);

   Vector(0.9f, 0.1f, 0.1f, Light);
   pModel->TransformByObjectBone(Position, Object, 1);      // Zx01
   CreateSprite(BITMAP_LIGHTMARKS, Position, 0.8f, Light, pObject);
   pModel->TransformByObjectBone(Position, Object, 2);      // Zx02
   CreateSprite(BITMAP_LIGHTMARKS, Position, 0.7f, Light, pObject);
   pModel->TransformByObjectBone(Position, Object, 3);      // Zx03
   CreateSprite(BITMAP_LIGHTMARKS, Position, 0.7f, Light, pObject);
   pModel->TransformByObjectBone(Position, Object, 4);      // Zx04
   CreateSprite(BITMAP_LIGHTMARKS, Position, 0.7f, Light, pObject);
   pModel->TransformByObjectBone(Position, Object, 5);      // Zx05
   CreateSprite(BITMAP_LIGHTMARKS, Position, 0.6f, Light, pObject);
   pModel->TransformByObjectBone(Position, Object, 6);      // Zx06
   CreateSprite(BITMAP_LIGHTMARKS, Position, 0.5f, Light, pObject);
   pModel->TransformByObjectBone(Position, Object, 7);      // Zx07
   CreateSprite(BITMAP_LIGHTMARKS, Position, 0.5f, Light, pObject);

   float fRandomScale;
   vec3_t vPosZx01, vPosZx02, vLight1, vLight2, vDLight;

   float fLumi = absf((sinf(WorldTime * 0.0008f))) * 0.8 + 0.2f;
   Vector(fLumi * 0.6f, fLumi * 0.5f, fLumi * 0.8f, vDLight);

   Vector(0.6f, 0.5f, 0.8f, vLight1);
   Vector(0.8f, 0.8f, 0.8f, vLight2);
   //pModel->TransformByObjectBone(vPosZx01, Object, 16);      // Zx01
   pModel->TransformByObjectBone(vPosZx02, Object, 24);      // Zx02


   if (((int)WorldTime / 100) % 10 == 0)
   {
      Object->m_iAnimation = rand() % 100;
      Object->EyeRight[0] = (rand() % 10 - 5);
      Object->EyeRight[1] = (rand() % 10 - 5);
      Object->EyeRight[2] = (rand() % 10 - 5);
      Object->EyeRight2[0] = (rand() % 10 - 5) * 1.2f;
      Object->EyeRight2[1] = (rand() % 10 - 5) * 1.2f;
      Object->EyeRight2[2] = (rand() % 10 - 5) * 1.2f;
   }
   // Object->m_iAnimation Random Texture
   int iRandomTexure1, iRandomTexure2;
   iRandomTexure1 = (Object->m_iAnimation / 10) % 3;   // 3°³
   iRandomTexure2 = (Object->m_iAnimation) % 3;      // 3°³

   // Zx01
   fRandomScale = (float)(rand() % 10) / 10.0f + 1.0f;      //(1.0~2.0)
   CreateSprite(BITMAP_LIGHT, vPosZx01, fRandomScale, vLight1, pObject);
   CreateSprite(BITMAP_SHINY + 1, vPosZx01, 0.5f, vDLight, pObject);
   VectorAdd(vPosZx01, Object->EyeRight, vPosZx01);
   CreateSprite(BITMAP_LIGHTNING_MEGA1 + iRandomTexure1, vPosZx01, (((rand() % 11) - 20) / 100.f) + 0.5f, vLight2, pObject, rand() % 380);

   // Zx02
   fRandomScale = (float)((rand() % 10) / 5.0f) + 1.0f;      //(2.0~3.25)
   CreateSprite(BITMAP_LIGHT, vPosZx02, fRandomScale, vLight1, pObject);
   CreateSprite(BITMAP_SHINY + 1, vPosZx02, 1.0f, vDLight, pObject);
   VectorAdd(vPosZx02, Object->EyeRight2, vPosZx02);
   CreateSprite(BITMAP_LIGHTNING_MEGA1 + iRandomTexure1, vPosZx02, (((rand() % 11) - 20) / 50.f) + 1.3f, vLight2, pObject, rand() % 380);

   //-------
   Vector(0.4f, 0.4f, 0.4f, Light);
   float fRendomPos = (float)(rand() % 60) / 20.0f - 1.0f;
   float fRendomScale = (float)(rand() % 15) / 20.0f + 1.0f;
   Vector(0.f, -140.f + fRendomPos, 0.f + fRendomPos, p);
   pModel->TransformPosition(BoneTransform[0], p, Position, true);
   CreateSprite(BITMAP_SPARK + 1, Position, fRendomScale, Light, pObject);

   VectorCopy(Position, pObject->EyeLeft);
   CreateJointSync(BITMAP_JOINT_ENERGY, Position, Position, pObject->Angle, 17, pObject, 30.f);

   fRendomPos = (float)(rand() % 60) / 20.0f - 1.0f;
   fRendomScale = (float)(rand() % 15) / 20.0f + 1.0f;
   Vector(0.f, -140.f + fRendomPos, 0.f + fRendomPos, p);
   Vector(1.0f, 0.4f, 1.0f, Light);
   CreateSprite(BITMAP_LIGHT, Position, fRendomScale, Light, pObject);
   CreateSprite(BITMAP_SHINY + 1, Position, fRendomScale, Light, pObject);
   CreateSprite(BITMAP_SHINY + 1, Position, fRendomScale - 0.3f, Light, pObject, 90.0f);
   CreateParticleSync(BITMAP_SPARK + 1, Position, pObject->Angle, Light, 11, 1.0f);

   float fLight = (float)sinf((WorldTime) * 0.7f) * 0.2f + 0.5f;
   float fRotation = (WorldTime * 0.0006f) * 360.0f;

   Vector(fLight - 0.1f, 0.1f, fLight - 0.1f, Light);
   Vector(0.f, -140.0f, 0.0f, p);
   pModel->TransformPosition(BoneTransform[0], p, Position, true);
   CreateSprite(BITMAP_SHINY + 1, Position, 1.5f, Light, pObject, fRotation);
   CreateSprite(BITMAP_SHINY + 1, Position, 1.2f, Light, pObject, 90.0f + fRotation);

   Vector(0.f, -140.0f, 0.0f, p);
   pModel->TransformPosition(BoneTransform[0], p, Position, true);
   CreateSprite(BITMAP_SHINY + 1, Position, 1.0f, Light, pObject, fRotation);
   CreateSprite(BITMAP_SHINY + 1, Position, 0.7f, Light, pObject, 90.0f + fRotation);

   Vector(0.f, -140.0f, 0.0f, p);
   pModel->TransformPosition(BoneTransform[0], p, Position, true);
   CreateSprite(BITMAP_SHINY + 1, Position, 1.2f, Light, pObject, fRotation);
   CreateSprite(BITMAP_SHINY + 1, Position, 1.0f, Light, pObject, 90.0f + fRotation);


}break;



Solo usuarios registrados pueden comentar y agradecer, Logueate o Registrate


 

Related Topics

  Subject / Started by Replies Last post
46 Replies
18310 Views
Last post June 03, 2025, 12:53:24 AM
by ZabiinoOo
1 Replies
2064 Views
Last post July 18, 2024, 10:26:43 AM
by RAGNAR111
38 Replies
9831 Views
Last post June 14, 2025, 12:08:22 AM
by Eureka26
20 Replies
5859 Views
Last post April 11, 2025, 12:03:23 AM
by Nexus
21 Replies
4323 Views
Last post January 15, 2026, 12:52:13 PM
by straiker23