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