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global function CreatePickupGlow
global function PickupGlow_SetColor
global struct PickupGlow
{
entity cpoint
entity glowFX
}
PickupGlow function CreatePickupGlow( entity ent, int r, int g, int b )
{
vector origin = ent.GetOrigin()
entity cpoint = CreateEntity( "info_placement_helper" )
SetTargetName( cpoint, UniqueString( "pickup_controlpoint" ) )
DispatchSpawn( cpoint )
cpoint.SetOrigin( Vector(r,g,b) )
entity glowFX = PlayFXWithControlPoint( COLLECTIBLE_PICKUP_EFFECT, origin, cpoint, -1, null, null, C_PLAYFX_LOOP )
PickupGlow pickupGlow
pickupGlow.cpoint = cpoint
pickupGlow.glowFX = glowFX
thread PickupGlowCleanup( ent, pickupGlow )
return pickupGlow
}
void function PickupGlowCleanup( entity ent, PickupGlow pickupGlow )
{
OnThreadEnd(
function() : ( pickupGlow )
{
StopPickupGlow( pickupGlow )
}
)
ent.WaitSignal( "OnDestroy" )
}
void function StopPickupGlow( PickupGlow pickupGlow )
{
if ( IsValid( pickupGlow.cpoint ) )
pickupGlow.cpoint.Destroy()
if ( IsValid(pickupGlow.glowFX) )
{
EntityFire( pickupGlow.glowFX, "StopPlayEndCap" )
pickupGlow.glowFX.Destroy()
}
}
void function PickupGlow_SetColor( PickupGlow pickupGlow, int r, int g, int b )
{
pickupGlow.cpoint.SetOrigin( Vector( r, g, b ) )
}
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