All pastes #91377 Raw Edit

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#91377 ·published 2006-07-18 15:47 UTC
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#Global Hooks

$Simulation:

[

if missioninit == nil then
-- // MISSION INIT //
-- define and load anitexture01.. anitexture10
   anitexture01 = gr.loadTexture("blast_0001")
   anitexture02 = gr.loadTexture("blast_0002")
   anitexture03 = gr.loadTexture("blast_0004")
   anitexture04 = gr.loadTexture("blast_0006")
   anitexture05 = gr.loadTexture("blast_0008")
   anitexture06 = gr.loadTexture("blast_0010")
   anitexture07 = gr.loadTexture("blast_0017")
   anitexture08 = gr.loadTexture("blast_0008")
   anitexture09 = gr.loadTexture("blast_0004")
   anitexture10 = gr.loadTexture("blast_0002")
-- define nullvec
   nullvec = ma.newVector(0,0,0)
   missioninit = 1
end


-- // PER FRAME // Simulation
-- get the proper weapons
for i = 1,mn.getNumWeapons() do
   frametime = ba.getFrametime()
   weapon = mn.getWeaponByIndex(i)
   weaponname = weapon.Class.Name
   if weaponname == "Hammerhead" then
      lifetime = weapon.LifeLeft
      -- calculate the required frame number
      modulolife = math.mod(lifetime,0.3)
      remntlife = ((modulolife - math.floor(modulolife)) / 0.3)
      -- get proper animation frame
      -- '10' is the number of frames
      remntlife = 10 * remntlife
      if remntlife > 9 then
         anitexture = anitexture01
      elseif remntlife > 8 then
         anitexture = anitexture02
      elseif remntlife > 7 then
         anitexture = anitexture03
      elseif remntlife > 6 then
         anitexture = anitexture04
      elseif remntlife > 5 then
         anitexture = anitexture05
      elseif remntlife > 4 then
         anitexture = anitexture06
      elseif remntlife > 3 then
         anitexture = anitexture07
      elseif remntlife > 2 then
         anitexture = anitexture08
      elseif remntlife > 1 then
         anitexture = anitexture09
      elseif remntlife >= 0 then
         anitexture = anitexture10
      end
      -- finally, be nice and draw the particle
      ts.createParticle(nullvec,nullvec,frametime,10,"bitmap",-1,false,anitexture,weapon)
   end
end

-- Odd method is used for rendering to prevent all the effects from being in the same 'phase'
-- Also this is to avoid possible issues of having too long affects that would 'keep' on the
-- effects course but which would not actually be attached to it

]

#End