| 85 | } |
| 86 | |
| 87 | void ShieldControl(int itemNumber) |
| 88 | { |
| 89 | auto& item = g_Level.Items[itemNumber]; |
| 90 | |
| 91 | // Entity life. |
| 92 | if (item.ItemFlags[0] > 0) |
| 93 | item.ItemFlags[0]--; |
| 94 | |
| 95 | if (item.ItemFlags[0] <= 0) |
| 96 | { |
| 97 | RemoveActiveItem(itemNumber); |
| 98 | KillItem(itemNumber); |
| 99 | } |
| 100 | |
| 101 | auto colorEnd = Vector4(item.Model.Color.x - 0.1f, item.Model.Color.y - 0.1f, item.Model.Color.z - 0.1f, item.Model.Color.w); |
| 102 | item.Model.Color = Vector4::Lerp(item.Model.Color, colorEnd, 0.35f); |
| 103 | item.Pose.Orientation.y += Random::GenerateAngle(); |
| 104 | UpdateItemRoom(itemNumber); |
| 105 | } |
| 106 | |
| 107 | // NOTE: Ring and explosion wave rotate and scale by default. |
| 108 | void ShockwaveRingControl(int itemNumber) |
nothing calls this directly
no test coverage detected