This is a method so that I shoot them when they touch a wall, they will release sparks as they usually happen in real life when taking a weapon and seeing how these sparks are caused, in short, let's get to the point.
First of all we will do it in the switch method, follow me...
Open "stdafx.h" folder Gunz in your source y paste these
add a // to disable, example //#define _YOURCODECode:#define _SPARKBULLET 1
Open "ZEffectManager.cpp" and search "void ZEffectManager::AddBulletMark" and remplace all these line...
compile and then test what those sparks look like, remember that there you have the option to activate or deactivate it in case you don't like it or some of its users, enjoy it.Code:#ifdef _SPARKBULLET void ZEffectManager::AddBulletMark(rvector& Target, rvector& TargetNormal) { if(g_nEffectLevel > Z_VIDEO_EFFECT_NORMAL) return; // By Jorklenis2 if (Z_VIDEO_BULLET_MARKS) return; m_BulletMarkList.Add(Target+TargetNormal,TargetNormal); AddLightFragment(Target + TargetNormal, TargetNormal); ZEffect* pNew = NULL; pNew = new ZEffectSlash(m_pBulletOnWallEffect[rand()%BULLETONWALL_COUNT],Target,TargetNormal); ((ZEffectSlash*)pNew)->SetAlignType(1); Add(pNew); } #else void ZEffectManager::AddBulletMark(rvector& Target, rvector& TargetNormal) { if (g_nEffectLevel > Z_VIDEO_EFFECT_NORMAL) return; // By Jorklenis2 if (Z_VIDEO_BULLET_MARKS) return; 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); } #endif
Code:Credits: Jorklenis2 (Me)![]()






