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- Sep 30, 2009
- Messages
- 320
- Reaction score
- 7
Im not much good in coding though, would someone like to help me for Pemanent bullet holes on paint mode only and normal bullet holes that dissappear on normal games
this is something i did and im not able to find it.
i need to know how to get permanent bullet holes on [paint] mode
this is something i did and im not able to find it.
i need to know how to get permanent bullet holes on [paint] mode
Code:
ZEffectBulletMarkList.cpp
void ZEffectBulletMarkList::Update(float fElapsed)
{
if(strstr(ZGetGameClient()->GetStageName(), "[paint]")); {
if(strstr(ZGetGameClient()->GetStageName(), "[PAINT]")); {
for(iterator i=begin();i!=end();) {
ZEFFECTBULLETMARKITEM *p = (ZEFFECTBULLETMARKITEM*)*i;
p->fElapsedTime+=fElapsed;
if( p->fElapsedTime > m_fLifeTime )
{
delete p;
i=erase(i);
continue;
}
float fVanish = min(1,max(0,(m_fLifeTime - p->fElapsedTime)/m_fVanishTime));
DWORD color = ((DWORD)(fVanish * 255))<<24 | 0xffffff;
p->v[0].color = color;
p->v[1].color = color;
p->v[2].color = color;
p->v[3].color = color;
i++;
}
}
}
}
Code:
void ZEffectManager::AddBulletMark(rvector& Target, rvector& TargetNormal)
{
if(g_nEffectLevel > Z_VIDEO_EFFECT_NORMAL) return; // ÇϱÞÀº »ý·«~
int nBulletCount = 0;
//Check for paintball mode
if(strstr(ZGetGameClient()->GetStageName(), "[paint]")||strstr(ZGetGameClient()->GetStageName(), "[PAINT]"))
{
switch(rand()%7+1) { //edit 7 to increase paintball count
case 1:
{
m_PaintballMarkList.Add(Target+TargetNormal, TargetNormal);
nBulletCount++;
}
break;
case 2:
{
m_Paintball2MarkList.Add(Target+TargetNormal, TargetNormal);
nBulletCount++;
}
break;
case 3:
{
m_Paintball3MarkList.Add(Target+TargetNormal, TargetNormal);
nBulletCount++;
}
case 4:
{
m_Paintball4MarkList.Add(Target+TargetNormal, TargetNormal);
nBulletCount++;
}
break;
case 5:
{
m_Paintball5MarkList.Add(Target+TargetNormal, TargetNormal);
nBulletCount++;
}
break;
case 6:
{
m_Paintball6MarkList.Add(Target+TargetNormal, TargetNormal);
nBulletCount++;
}
break;
case 7:
{
m_Paintball7MarkList.Add(Target+TargetNormal, TargetNormal);
nBulletCount++;
}
break;
}
if(rand()%1)
m_BulletMarkList.Add(Target+TargetNormal,TargetNormal);
} else {
m_BulletMarkList.Add(Target+TargetNormal,TargetNormal);
}
ZEffect* pNew = NULL;
pNew = new ZEffectSlash(m_pBulletOnWallEffect[rand()%BULLETONWALL_COUNT],Target,TargetNormal);
((ZEffectSlash*)pNew)->SetAlignType(1);
Add(pNew);
}