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- demo.gw:source explode.gw
- domain_x.gw:source explode.gw
- explode.gw:# Load explosion data
- explode.gw:# Set up nodes for each explosion instance
- explode.gw:# If not enough explosions for all hits,
- explode.gw:# they will round robin thru existing explosions.
- explode.gw:set explosion_number 0
- explode.gw:source explodex.gw
- explode.gw:set explosion_number 1
- explode.gw:source explodex.gw
- explode.gw:set explosion_number 2
- explode.gw:source explodex.gw
- explode.gw:set explosion_number 3
- explode.gw:source explodex.gw
- explode.gw:set explosion_number 4
- explode.gw:source explodex.gw
- explode.gw:set explosion_number 5
- explode.gw:source explodex.gw
- explode.gw:set explosion_number 6
- explode.gw:source explodex.gw
- explode.gw:set explosion_number 7
- explode.gw:source explodex.gw
- explode.gw:set explosion_number 8
- explode.gw:source explodex.gw
- explode.gw:set explosion_number 9
- explode.gw:source explodex.gw
- explode.gw:set explosion_number 10
- explode.gw:source explodex.gw
- explode.gw:set explosion_number 11
- explode.gw:source explodex.gw
- explode.gw:set explosion_number 12
- explode.gw:source explodex.gw
- explode.gw:set explosion_number 13
- explode.gw:source explodex.gw
- explodex.gw:# Set up explosion node and make it reference basic
- explodex.gw:# explosion data.
- explodex.gw:# Read in 3 types of effects for each explosion
- explodex.gw:LoadGameGen fx_col_1.gam explode_effect%explosion_number%
- explodex.gw:#PrintTree explode_effect%explosion_number%
- explodex.gw:#PrintTree explode_effect%explosion_number%
- explodex.gw:LoadGameGen fx_smexp.gam sm_explode_effect%explosion_number%
- explodex.gw:#PrintTree sm_explode_effect%explosion_number%
- explodex.gw:#textures for small fire explosion
- explodex.gw:FindNode exp_sm1
- explodex.gw:#Load large explosion
- explodex.gw:LoadGameGen fx_lgexp.gam lg_explode_effect%explosion_number%
- explodex.gw:#PrintTree lg_explode_effect%explosion_number%
- explodex.gw:# textures large fire explosion
- explodex.gw:FindNode exp_lg1
- explodex.gw:# Set up nodes for an explosion instance
- explodex.gw:NewObject3D explosion%explosion_number%
- explodex.gw:FindNode explosion%explosion_number%
- explodex.gw:Object3DAddChild exp_sm1
- explodex.gw:Object3DAddChild exp_lg1
- explodex.gw:AddChild explosion%explosion_number%
- explodex.gw:#PrintTree explosion%explosion_number%
- explodex.gw:# Add point lights to explosion
- explodex.gw:LightNew explosionlight%explosion_number%
- explodex.gw:FindNode explosion%explosion_number%
- explodex.gw:Object3DAddChild explosionlight%explosion_number%
- explodex.gw:WorldAddLight explosionlight%explosion_number%
- expsav.gw:# Load explosion data
- expsav.gw:LoadGameGen fx_col_1.gam explode_effect
- expsav.gw:#PrintTree explode_effect
- expsav.gw:# Make master explosion node for explosion mgr
- expsav.gw:#NewObject3D explosion_mgr
- expsav.gw:# Set up nodes for each explosion instance
- expsav.gw:# If not enough explosions for all hits,
- expsav.gw:# they will round robin thru existing explosions.
- expsav.gw:set explosion_number 0
- expsav.gw:source explodex.gw
- expsav.gw:set explosion_number 1
- expsav.gw:source explodex.gw
- expsav.gw:set explosion_number 2
- expsav.gw:source explodex.gw
- expsav.gw:set explosion_number 3
- expsav.gw:source explodex.gw
- expsav.gw:set explosion_number 4
- expsav.gw:source explodex.gw
- expsav.gw:set explosion_number 5
- expsav.gw:source explodex.gw
- expsav.gw:set explosion_number 6
- expsav.gw:source explodex.gw
- expsav.gw:set explosion_number 7
- expsav.gw:source explodex.gw
- expsav.gw:set explosion_number 8
- expsav.gw:source explodex.gw
- expsav.gw:set explosion_number 9
- expsav.gw:source explodex.gw
- expsav.gw:set explosion_number 10
- expsav.gw:source explodex.gw
- expsav.gw:set explosion_number 11
- expsav.gw:source explodex.gw
- expsav.gw:set explosion_number 12
- expsav.gw:source explodex.gw
- expsav.gw:set explosion_number 13
- expsav.gw:source explodex.gw
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