| 19 | namespace TEN::Effects::Boss |
| 20 | { |
| 21 | void SpawnShield(const ItemInfo& item, const Vector4& color) |
| 22 | { |
| 23 | if (!item.TestFlags((int)BossItemFlags::Object, (short)BossFlagValue::Shield)) |
| 24 | return; |
| 25 | |
| 26 | int itemNumber = CreateItem(); |
| 27 | if (itemNumber == NO_VALUE) |
| 28 | return; |
| 29 | |
| 30 | auto& shieldItem = g_Level.Items[itemNumber]; |
| 31 | |
| 32 | shieldItem.ObjectNumber = ID_BOSS_SHIELD; |
| 33 | shieldItem.RoomNumber = item.RoomNumber; |
| 34 | shieldItem.Pose.Position = item.Pose.Position; |
| 35 | shieldItem.Pose.Position.y -= CLICK(3); |
| 36 | shieldItem.Pose.Orientation = item.Pose.Orientation; |
| 37 | shieldItem.Flags |= IFLAG_ACTIVATION_MASK; |
| 38 | |
| 39 | InitializeItem(itemNumber); |
| 40 | |
| 41 | shieldItem.Model.Color = color; |
| 42 | shieldItem.Collidable = true; |
| 43 | shieldItem.ItemFlags[0] = 2; |
| 44 | shieldItem.Model.Mutators[0].Scale = Vector3(2.0f); // Scale model by factor of 2. |
| 45 | shieldItem.Status = ITEM_ACTIVE; |
| 46 | |
| 47 | AddActiveItem(itemNumber); |
| 48 | } |
| 49 | |
| 50 | void SpawnShockwaveExplosion(const ItemInfo& item, const Vector4& color) |
| 51 | { |
no test coverage detected