Add more bullet tracers (#1537)
* Add more bullet tracers * Add Merasmus tracers * Add Merasmus tracers
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@ -2,6 +2,15 @@
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<Box padding="12 6 6 6" width="content" height="content" name="Bullet tracers">
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<List width="150">
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<AutoVariable width="fill" target="visual.bullet-tracers.enable" label="Enable" tooltip="Make weapons have Machina tracers."/>
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<LabeledObject width="fill" label="Type">
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<Select target="visual.bullet-tracers.type">
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<Option name="Machina" value="0"/>
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<Option name="C.A.P.P.E.R" value="1"/>
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<Option name="Short Circuit Zap" value="2"/>
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<Option name="Merasmus Vortex" value="3"/>
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<Option name="Merasmus Zap" value="4"/>
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</Select>
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</LabeledObject>
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<AutoVariable width="fill" target="visual.bullet-tracers.sniper-only" label="Sniperrifles only" tooltip="Only snipers have bullet tracers."/>
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<AutoVariable width="fill" target="visual.bullet-tracers.local-only" label="Don't draw other players"/>
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<AutoVariable width="fill" target="visual.bullet-tracers.draw-local" label="Draw local beams" tooltip="Draw bullet tracers for self."/>
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@ -15,6 +15,7 @@ static settings::Boolean draw_local{ "visual.bullet-tracers.draw-local", "true"
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static settings::Int team_mode{ "visual.bullet-tracers.teammode", "0" };
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static settings::Boolean one_trace_only{ "visual.bullet-tracers.one-trace-only", "false" };
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static settings::Boolean sentry_tracers{ "visual.bullet-tracers.sentry", "true" };
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static settings::Int tracer_type{ "visual.bullet-tracers.type", "0" };
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class CEffectData
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{
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@ -44,10 +45,43 @@ CalcZoomedMuzzleLocation_t CalcZoomedMuzzleLocation_fn;
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const char *AppropiateBeam(int team)
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{
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if (team == TEAM_RED)
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return "dxhr_sniper_rail_red";
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else
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return "dxhr_sniper_rail_blue";
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switch (*tracer_type)
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{
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case 0:
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//Machina
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if (team == TEAM_RED)
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return "dxhr_sniper_rail_red";
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else
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return "dxhr_sniper_rail_blue";
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case 1:
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//C.A.P.P.E.R
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if (re::CTFPlayerShared::IsCritBoosted(re::CTFPlayerShared::GetPlayerShared(RAW_ENT(LOCAL_E))))
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{
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if (team == TEAM_RED)
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return "bullet_tracer_raygun_red_crit";
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else
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return "bullet_tracer_raygun_blue_crit";
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}
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else
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{
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if (team == TEAM_RED)
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return "bullet_tracer_raygun_red";
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else
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return "bullet_tracer_raygun_blue";
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}
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case 2:
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//Short Circuit Zap
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if (team == TEAM_RED)
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return "dxhr_lightningball_hit_zap_red";
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else
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return "dxhr_lightningball_hit_zap_blue";
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case 3:
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//Merasmus Vortex
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return "merasmus_zap_beam02";
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case 4:
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//Merasmus Zap
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return "merasmus_zap";
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}
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}
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const char *GetParticleSystemNameFromIndex__detour(CEffectData &data)
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