Gah - a solution with more questions. – EntropicLqd
Legacy:EnhancedItems/PlayerShellEffect
This class is part of the EnhancedItems package by Wormbo.
It is the base class for all kinds of effects that surround objects or players.
Properties[edit]
- float AnimRate
- How fast the shell effect should animate in Visible state.
- bool bIdleLight
- Whether the effect should still emmit light in Idle state.
- EFormAnim FormAnim
- How the effect should fade in.
- float FormTime
- How long it should take the effect to fade in.
- EGlowAnim GlowAnim
- How the effect's glow changes over time while it's visible.
- float GlowRate
- How fast the effect's glow changes while it's visible.
- float MaxGlow
- Maximum brightness for glow changes.
- float MinGlow
- Minimum brightness for glow changes.
- EVanishAnim VanishAnim
- How the effect should fade out.
- float VanishTime
- How long it takes for the effect to fade out.
- EVisibleAnim VisibleAnim
- How the effect's size or fatness offset should change while the effect is visible.
- float VisibleTime
- How long the effect is visible before it fased out again. (0 means visible until destroyed)
For Legacy:EnhancedItems/PlayerShell[edit]
- int MaxOffset
- int MinOffset
- Fatness offset range while visible.
For Legacy:EnhancedItems/PlayerSphere[edit]
- float EndSize
- Final size in Vanishing state with SVANISH_GrowFade.
- float MaxSize
- float MinSize
- Size range while visible.
- float StartSize
- Start size when fading in and final size in Vanishing state with SVANISH_Shrink and SVANISH_ShrinkFade.
Internal[edit]
- float AnimTime
- float CurGlow
- int CurOffset
- float CurSize
- float FlashTime
- float GlowTime
- Legacy:EnhancedItems/PickupPlus Master
- PickupPlus managing this effect.
Enums[edit]
EFormAnim[edit]
Fade-in animations.
- SFORM_Instant
- Appears instantly. This is basically the same as a FormTime = 0.
- SFORM_Grow
- Effect grows until it reaches its maximum size after FormTime.
- SFORM_LightUp
- Effect's glow increases until it reaches MaxGlow after FromTime.
- SFORM_GrowLightUp
- Effect grows and its glow increases while fading in.
EGlowAnim[edit]
How the glow changes over time while the effect is visible.
- SGLOW_Steady
- No glow changes.
- SGLOW_LightUp
- Glow increases over time and jumps to MinGlow when it reaches MaxGlow.
- SGLOW_Darken
- Glow decreases over time and jumps to MaxGlow when it reaches MinGlow.
- SGLOW_Blink
- Glow fades back and forth between MinGlow and MaxGlow.
- SGLOW_Restore
- Glow fades to its original value after flashing.
EVanishAnim[edit]
Fade-out animations.
- SVANISH_Instant
- Instantly disappears. This is basically the same as a VanishTime = 0.
- SVANISH_Shrink
- Effect shrinks until it reaches its start size after VanishTime.
- SVANISH_Fade
- Effect's glow decreases until it reaches 0 after VanishTime.
- SVANISH_ShrinkFade
- Effects shrinks and its glow decreases while fading out.
- SVANISH_GrowFade
- Effects grows to EndSize and its glow decreases while fading out.
EVisibleAnim[edit]
How the effect's size changes over time while the effect is visible.
- SVIS_None
- No size changes.
- SVIS_Pulse
- Effect's size fades back and forth between MinSize/MinOffset and MaxSize/MaxOffset.
- SVIS_Expand
- Effect grows over time and jumps to MinSize/MinOffset when it reaches MaxSize/MaxOffset.
- SVIS_Collaps
- Effect shrinks over time and jumps to MaxSize/MaxOffset when it reaches MinSize/MinOffset.
- SVIS_Restore
- Effect's size fades to its original value after flashing.
Methods[edit]
Inherited From Legacy:EnhancedItems/EIEffects[edit]
- DestroyMe( )
- Destroys the effect if it's not currently visible, otherwise puts it into state Vanishing.
New Methods[edit]
- SetFlashTime(float NewFlashTime)
- Lets the effect 'flash' for the specified duration.
- ShowMe( )
- Puts the effect into state Forming if it's currently Idle.
- UpdateFlash(float DeltaTime)
- Updates the FlashTime and makes sure an bOwnerNoSee effect is visible in behind view.
States[edit]
Idle[edit]
The effect is not visible.
Forming[edit]
The effect fades in and then switches to state Visible.
- UpdateAppearance( )
- Called every tick to update the effect's appearance.
Visible[edit]
The effect is visible.
- UpdateAppearance( )
- Called every tick to update the effect's appearance.
Vanishing[edit]
The effect is fading out. It either destroys itself if DestroyMe() was called and otherwise goes into state Idle.
- UpdateAppearance( )
- Called every tick to update the effect's appearance.
PickupShell[edit]
The effect is currently used as a Legacy:EnhancedItems/PickupPlus' shell effect. This is being used by the Q3Enviro pickup (aka. Battle Suit) in Quake 3 Tournament to create the gold halo around the pickup itself.
Known Subclasses[edit]
EnhancedItems Subclasses[edit]
Direct Subclasses in EnhancedItems-based Mods[edit]
- DeathShell – an invisible PlayerShellEffect used by the Relic of Vengeance from Enhanced Relics, which spawns skulls behind the player similar to the shadows of the Relic of Speed