Muzzleflash now very nice
This commit is contained in:
@@ -3,4 +3,5 @@
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<FadeTime>1</FadeTime>
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<Time>0</Time>
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<Out>true</Out>
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<Reverse>false</Reverse>
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</Fade>
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@@ -11,6 +11,9 @@
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<xs:element name="Out" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>If the entity should fade out or in.</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Reverse" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>If the entity should reverse the fade after finishing, this will double the speed.</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -3,7 +3,7 @@
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<Components>
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<c:Lifetime>
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<Lifetime>0.039999999105930328</Lifetime>
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<Lifetime>0.08</Lifetime>
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</c:Lifetime>
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<c:Transform/>
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</Components>
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@@ -16,6 +16,10 @@
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<Children>
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<Entity name="Cone1Outside">
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<Components>
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<c:Fade>
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<FadeTime>0.08</FadeTime>
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<Reverse>true</Reverse>
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</c:Fade>
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<c:Model>
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<GlowIntensity>2</GlowIntensity>
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<Resource>Models/Effects/MuzzleFlash/Blue/Cone1Outside.mesh</Resource>
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@@ -28,6 +32,10 @@
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</Entity>
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<Entity name="Cone1Inside">
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<Components>
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<c:Fade>
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<FadeTime>0.08</FadeTime>
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<Reverse>true</Reverse>
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</c:Fade>
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<c:Model>
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<GlowIntensity>2</GlowIntensity>
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<Resource>Models/Effects/MuzzleFlash/Blue/Cone1Inside.mesh</Resource>
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@@ -49,6 +57,10 @@
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<Children>
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<Entity name="Cone2Inside">
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<Components>
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<c:Fade>
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<FadeTime>0.08</FadeTime>
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<Reverse>true</Reverse>
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</c:Fade>
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<c:Model>
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<GlowIntensity>2</GlowIntensity>
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<Resource>Models/Effects/MuzzleFlash/Blue/Cone2Inside.mesh</Resource>
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@@ -61,6 +73,10 @@
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</Entity>
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<Entity name="Cone2Outside">
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<Components>
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<c:Fade>
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<FadeTime>0.08</FadeTime>
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<Reverse>true</Reverse>
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</c:Fade>
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<c:Model>
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<GlowIntensity>2</GlowIntensity>
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<Resource>Models/Effects/MuzzleFlash/Blue/Cone2Outside.mesh</Resource>
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@@ -82,6 +98,10 @@
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<Children>
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<Entity name="PlaneLeft">
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<Components>
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<c:Fade>
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<FadeTime>0.08</FadeTime>
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<Reverse>true</Reverse>
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</c:Fade>
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<c:Model>
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<GlowIntensity>2</GlowIntensity>
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<Resource>Models/Effects/MuzzleFlash/Blue/PlaneLeft.mesh</Resource>
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@@ -94,6 +114,10 @@
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</Entity>
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<Entity name="PlaneRight">
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<Components>
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<c:Fade>
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<FadeTime>0.08</FadeTime>
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<Reverse>true</Reverse>
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</c:Fade>
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<c:Model>
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<GlowIntensity>2</GlowIntensity>
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<Resource>Models/Effects/MuzzleFlash/Blue/PlaneRight.mesh</Resource>
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@@ -106,6 +130,10 @@
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</Entity>
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<Entity name="PlaneUp">
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<Components>
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<c:Fade>
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<FadeTime>0.08</FadeTime>
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<Reverse>true</Reverse>
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</c:Fade>
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<c:Model>
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<GlowIntensity>2</GlowIntensity>
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<Resource>Models/Effects/MuzzleFlash/Blue/PlaneUp.mesh</Resource>
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@@ -118,6 +146,10 @@
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</Entity>
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<Entity name="PlaneDown">
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<Components>
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<c:Fade>
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<FadeTime>0.08</FadeTime>
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<Reverse>true</Reverse>
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</c:Fade>
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<c:Model>
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<GlowIntensity>2</GlowIntensity>
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<Resource>Models/Effects/MuzzleFlash/Blue/PlaneDown.mesh</Resource>
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@@ -15,15 +15,27 @@ void FadeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cFade,
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dTime *= -1;
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}
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if((bool)cFade["Reverse"]) {
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dTime *= 2;
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}
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double fadeTime = cFade["FadeTime"];
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double& currentTime = cFade["Time"];
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currentTime += dTime;
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if(currentTime > fadeTime) {
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currentTime = 0.0;
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if ((bool)cFade["Reverse"]) {
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(bool&)cFade["Out"] = !(bool)cFade["Out"];
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currentTime = fadeTime;
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}
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}
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if(currentTime < 0.0) {
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currentTime = fadeTime;
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if ((bool)cFade["Reverse"]) {
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(bool&)cFade["Out"] = !(bool)cFade["Out"];
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currentTime = 0.0;
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}
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}
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double ratio = currentTime/fadeTime;
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