#include #include #include #include // get_angle #include #include #include "damageind.h" CDamageInd::CDamageInd() { m_Lastupdate = 0; m_NumItems = 0; } CDamageInd::CItem *CDamageInd::CreateI() { if (m_NumItems < MAX_ITEMS) { CItem *p = &m_aItems[m_NumItems]; m_NumItems++; return p; } return 0; } void CDamageInd::DestroyI(CDamageInd::CItem *i) { m_NumItems--; *i = m_aItems[m_NumItems]; } void CDamageInd::Create(vec2 Pos, vec2 Dir) { CItem *i = CreateI(); if (i) { i->m_Pos = Pos; i->m_Life = 0.75f; i->m_Dir = Dir*-1; i->m_StartAngle = (( (float)rand()/(float)RAND_MAX) - 1.0f) * 2.0f * pi; } } void CDamageInd::OnRender() { Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id); Graphics()->QuadsBegin(); for(int i = 0; i < m_NumItems;) { vec2 Pos = mix(m_aItems[i].m_Pos+m_aItems[i].m_Dir*75.0f, m_aItems[i].m_Pos, clamp((m_aItems[i].m_Life-0.60f)/0.15f, 0.0f, 1.0f)); m_aItems[i].m_Life -= Client()->FrameTime(); if(m_aItems[i].m_Life < 0.0f) DestroyI(&m_aItems[i]); else { Graphics()->SetColor(1.0f,1.0f,1.0f, m_aItems[i].m_Life/0.1f); Graphics()->QuadsSetRotation(m_aItems[i].m_StartAngle + m_aItems[i].m_Life * 2.0f); RenderTools()->SelectSprite(SPRITE_STAR1); RenderTools()->DrawSprite(Pos.x, Pos.y, 48.0f); i++; } } Graphics()->QuadsEnd(); }