demo:
Cod:
EterLib/GrpBase.cpp
//cauta
void CGraphicBase::SetScreenEffectWaving(float fDuringTime, int iPower)
//adauga sub:
#ifdef ENABLE_EARTHQUAKE_SYSTEM
void CGraphicBase::SetScreenEffectWavingEnd()
{
ms_dwWavingEndTime = 0;
ms_iWavingPower = 0;
}
#endif
EterLib/GrpBase.h
//cauta
void SetScreenEffectWaving(float fDuringTime, int iPower);
//adauga sub:
#ifdef ENABLE_EARTHQUAKE_SYSTEM
void SetScreenEffectWavingEnd();
#endif
GameLib/ActorInstanceMotion.cpp
//cauta
if (IsDead())
{
if (uNextMot!=CRaceMotionData::NAME_DAMAGE_FLYING && uNextMot!=CRaceMotionData::NAME_DAMAGE_FLYING_BACK && uNextMot!=CRaceMotionData::NAME_DEAD && uNextMot!=CRaceMotionData::NAME_DEAD_BACK)
return 0;
}
if (IsUsingSkill())
{
__OnStop();
}
//adauga sub:
#ifdef ENABLE_EARTHQUAKE_SYSTEM
if (GetRace() == 6091) //Razador
{
if (uNextMot == CRaceMotionData::NAME_RUN)
{
SetScreenEffectWaving(50.00f, 800);
}
else
{
SetScreenEffectWavingEnd();
}
}
else if (GetRace() == 6051) //Ignator
{
if (uNextMot == CRaceMotionData::NAME_RUN)
{
SetScreenEffectWaving(50.00f, 400);
}
else
{
SetScreenEffectWavingEnd();
}
}
else if (GetRace() == 691) //Orc Boss
{
if (uNextMot == CRaceMotionData::NAME_RUN)
{
SetScreenEffectWaving(50.00f, 100);
}
else
{
SetScreenEffectWavingEnd();
}
}
#endif
Adauga in locale_inc.h
#define ENABLE_EARTHQUAKE_SYSTEM