/* * Projectile trail strip for increased visibility * * Gothic Free Aim (GFA) v1.0.0 - Free aiming for the video games Gothic 1 and Gothic 2 by Piranha Bytes * Copyright (C) 2016-2017 mud-freak (@szapp) * * This file is part of Gothic Free Aim. * * * Gothic Free Aim is free software: you can redistribute it and/or * modify it under the terms of the MIT License. * On redistribution this notice must remain intact and all copies must * identify the original author. * * Gothic Free Aim is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * MIT License for more details. * * You should have received a copy of the MIT License along with * Gothic Free Aim. If not, see . */ INSTANCE GFA_TRAIL_VFX (CFx_Base_Proto) { emFXLifeSpan = 2.0; }; // NPC is in focus INSTANCE GFA_TRAIL_VFX_KEY_INVEST_1 (C_ParticleFxEmitKey) { }; // Never reached. Do not remove! // Projectile is shot INSTANCE GFA_TRAIL_VFX_KEY_INVEST_2 (C_ParticleFxEmitKey) { visname_s = "GFA_TRAIL"; }; // Projectile collides INSTANCE GFA_TRAIL_VFX_KEY_INVEST_3 (C_ParticleFxEmitKey) { visname_s = ""; // Remove effect after collision pfx_ppsIsLoopingChg = 1; }; // Same but simplified for Wld_PlayEffect (used for Gothic 1) INSTANCE GFA_TRAIL_INST_VFX (CFx_Base_Proto) { visname_s = "GFA_TRAIL"; emTrjOriginNode = "BIP01"; emFXLifeSpan = 2.0; }; INSTANCE GFA_DESTROY_VFX (CFx_Base_Proto) { visname_s = "GFA_IMPACT"; emTrjOriginNode = "BIP01"; sfxid = "PICKLOCK_BROKEN"; sfxisambient = 1; };