SBSPSS/source/fx/fxthwack.cpp

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/*****************/
/*** Thwack!!! ***/
/*****************/
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#include "system\global.h"
#include <DStructs.h>
#include "utils\utils.h"
#include "gfx\prim.h"
#include "gfx\sprbank.h"
#include <sprites.h>
#include "level\level.h"
#include "game\game.h"
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#include "gfx\otpos.h"
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#include "FX\FXThwack.h"
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const int ThwackLife=12;
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/*****************************************************************************/
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void CFXThwack::init(DVECTOR const &_Pos)
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{
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CFX::init(_Pos);
Life=ThwackLife;
OtPos=OTPOS__ACTOR_POS-1;
Angle=getRnd()&4095;
Scale=2048+1024+(getRnd()&2047);
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Flags |=FX_FLAG_HAS_LIFE;
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// CSoundMediator::playSfx(CSoundMediator::SFX_KAPOW_V1,false);
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}
/*****************************************************************************/
/*** Render ******************************************************************/
/*****************************************************************************/
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void CFXThwack::render()
{
DVECTOR RenderPos;
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getFXRenderPos(RenderPos);
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if (!canRender() || Flags & FX_FLAG_HIDDEN) return;
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SpriteBank *SprBank=CGameScene::getSpriteBank();
POLY_FT4 *Ft4=SprBank->printRotatedScaledSprite(FRM__THWACK,RenderPos.vx,RenderPos.vy,Scale,Scale,Angle,OtPos);
setSemiTrans(Ft4,1);
Ft4->tpage|=1<<5;
int Col=(256/ThwackLife)*Life;
setRGB0(Ft4,Col,Col,Col);
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}