Added new default zone sprite. (#462)

Also made the zone creation preview sprite more translucent and the
grid snap beam white.
This commit is contained in:
shavitush 2017-08-06 10:51:50 +03:00
parent ab22de5d2f
commit b33174df8d
3 changed files with 13 additions and 5 deletions

View File

@ -0,0 +1,6 @@
"Sprite"
{
"$spriteorientation" "vp_parallel"
"$spriteorigin" "[ 0.50 0.50 ]"
"$basetexture" "shavit/zone_beam"
}

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View File

@ -1822,13 +1822,13 @@ public Action Timer_DrawEverything(Handle Timer)
return Plugin_Continue;
}
int[] GetZoneColors(int type)
int[] GetZoneColors(int type, int customalpha = 0)
{
int colors[4];
colors[0] = gA_ZoneSettings[type][iRed];
colors[1] = gA_ZoneSettings[type][iGreen];
colors[2] = gA_ZoneSettings[type][iBlue];
colors[3] = gA_ZoneSettings[type][iAlpha];
colors[3] = (customalpha > 0)? customalpha:gA_ZoneSettings[type][iAlpha];
return colors;
}
@ -1881,10 +1881,12 @@ public Action Timer_Draw(Handle Timer, any data)
float points[8][3];
points[0] = gV_Point1[client];
points[7] = origin;
CreateZonePoints(points, gF_Offset);
DrawZone(points, GetZoneColors(gI_ZoneType[client]), 0.1, gA_ZoneSettings[gI_ZoneType[client]][fWidth], false, origin);
// This is here to make the zone setup grid snapping be 1:1 to how it looks when done with the setup.
origin = points[7];
DrawZone(points, GetZoneColors(gI_ZoneType[client], 25), 0.1, gA_ZoneSettings[gI_ZoneType[client]][fWidth], false, origin);
if(gI_ZoneType[client] == Zone_Teleport && !EmptyVector(gV_Teleport[client]))
{
@ -1897,7 +1899,7 @@ public Action Timer_Draw(Handle Timer, any data)
{
origin[2] -= gF_Height;
TE_SetupBeamPoints(vPlayerOrigin, origin, gI_BeamSprite, gI_HaloSprite, 0, 0, 0.1, 3.5, 3.5, 0, 0.0, {230, 83, 124, 175}, 0);
TE_SetupBeamPoints(vPlayerOrigin, origin, gI_BeamSprite, gI_HaloSprite, 0, 0, 0.1, 1.0, 1.0, 0, 0.0, {255, 255, 255, 230}, 0);
TE_SendToAll(0.0);
}