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By hzqst
1 void R_RicochetSprite(float *pos, model_t *pmodel, float duration, float scale) 2 { 3 TEMPENTITY *tent; 4 5 tent = efx.CL_TempEntAlloc(pos, pmodel); 6 if( tent ) 7 { 8 tent->entity.curstate.rendermode = kRenderGlow; 9 tent->entity.curstate.renderfx = kRenderFxNoDissipation; 10 tent->entity.curstate.renderamt = 200; 11 tent->entity.baseline.renderamt = 200; 12 tent->flags = FTENT_FADEOUT; 13 VectorClear(tent->entity.baseline.origin); 14 tent->entity.curstate.scale = scale; 15 VectorCopy(pos, tent->entity.origin); 16 tent->fadeSpeed = 8.0; 17 tent->die = cl.time; 18 tent->entity.curstate.frame = 0; 19 tent->entity.angles[2] = 45 * RandomLong(0, 7); 20 } 21 }
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原文地址:http://www.cnblogs.com/crsky/p/4703095.html