| 48 | } |
| 49 | |
| 50 | void SpawnShockwaveExplosion(const ItemInfo& item, const Vector4& color) |
| 51 | { |
| 52 | if (!item.TestFlags((int)BossItemFlags::Object, (short)BossFlagValue::ShockwaveExplosion)) |
| 53 | return; |
| 54 | |
| 55 | int itemNumber = CreateItem(); |
| 56 | if (itemNumber == NO_VALUE) |
| 57 | return; |
| 58 | |
| 59 | auto& shockwaveItem = g_Level.Items[itemNumber]; |
| 60 | |
| 61 | shockwaveItem.Pose.Position = item.Pose.Position; |
| 62 | shockwaveItem.Pose.Position.y -= CLICK(2); |
| 63 | |
| 64 | shockwaveItem.Pose.Orientation = EulerAngles( |
| 65 | Random::GenerateAngle(ANGLE(-20.0f), ANGLE(20.0f)), |
| 66 | Random::GenerateAngle(ANGLE(-20.0f), ANGLE(20.0f)), |
| 67 | Random::GenerateAngle(ANGLE(-20.0f), ANGLE(20.0f))); |
| 68 | |
| 69 | shockwaveItem.ObjectNumber = ID_BOSS_EXPLOSION_SHOCKWAVE; |
| 70 | shockwaveItem.RoomNumber = item.RoomNumber; |
| 71 | shockwaveItem.Flags |= IFLAG_ACTIVATION_MASK; |
| 72 | |
| 73 | InitializeItem(itemNumber); |
| 74 | |
| 75 | auto result = color; |
| 76 | result.w = 1.0f; |
| 77 | shockwaveItem.Model.Color = result; |
| 78 | shockwaveItem.Collidable = false; // No collision for this entity. |
| 79 | shockwaveItem.ItemFlags[0] = 70; // Timer before clearing; will fade out, then get destroyed. |
| 80 | shockwaveItem.Model.Mutators[0].Scale = Vector3::Zero; // Start without scale. |
| 81 | shockwaveItem.Status = ITEM_ACTIVE; |
| 82 | |
| 83 | AddActiveItem(itemNumber); |
| 84 | SoundEffect(SFX_TR3_BLAST_CIRCLE, &shockwaveItem.Pose); |
| 85 | } |
| 86 | |
| 87 | void ShieldControl(int itemNumber) |
| 88 | { |
no test coverage detected