mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
131 lines
4.4 KiB
C++
131 lines
4.4 KiB
C++
|
603
|
||
|
%{
|
||
|
#include "Entities/StdH/StdH.h"
|
||
|
%}
|
||
|
|
||
|
enum SprayParticlesType {
|
||
|
0 SPT_NONE "None", // no particles
|
||
|
1 SPT_BLOOD "Blood", // blood
|
||
|
2 SPT_BONES "Bones", // bones
|
||
|
3 SPT_FEATHER "Feather", // feather
|
||
|
4 SPT_STONES "Stones", // stones
|
||
|
5 SPT_WOOD "Wood", // wood
|
||
|
6 SPT_SLIME "Slime", // gizmo/beast slime
|
||
|
7 SPT_LAVA_STONES "Lava Stones", // lava stones
|
||
|
8 SPT_ELECTRICITY_SPARKS "Electricity sparks", // electricity sparks
|
||
|
9 SPT_BEAST_PROJECTILE_SPRAY "Beast projectile spray", // beast projectile explosion sparks
|
||
|
10 SPT_SMALL_LAVA_STONES "Small Lava Stones", // small lava stones
|
||
|
};
|
||
|
|
||
|
// input parameter for spawning a blood spray
|
||
|
event ESpawnSpray {
|
||
|
enum SprayParticlesType sptType, // type of particles
|
||
|
FLOAT fDamagePower, // factor saying how powerfull damage has been
|
||
|
FLOAT fSizeMultiplier, // stretch factor
|
||
|
FLOAT3D vDirection, // dammage direction
|
||
|
CEntityPointer penOwner, // who spawned the spray
|
||
|
};
|
||
|
|
||
|
class CBloodSpray: CRationalEntity {
|
||
|
name "Blood Spray";
|
||
|
thumbnail "";
|
||
|
features "CanBePredictable";
|
||
|
|
||
|
properties:
|
||
|
|
||
|
1 enum SprayParticlesType m_sptType = SPT_NONE, // type of particles
|
||
|
2 FLOAT m_tmStarted = 0.0f, // time when spawned
|
||
|
3 FLOAT3D m_vDirection = FLOAT3D(0,0,0), // dammage direction
|
||
|
5 CEntityPointer m_penOwner, // who spawned the spray
|
||
|
6 FLOAT m_fDamagePower = 1.0f, // power of inflicted damage
|
||
|
8 FLOATaabbox3D m_boxOwner = FLOATaabbox3D(FLOAT3D(0,0,0), 0.01f), // bounding box of blood spray's owner
|
||
|
9 FLOAT3D m_vGDir = FLOAT3D(0,0,0), // gravity direction
|
||
|
10 FLOAT m_fGA = 0.0f, // gravity strength
|
||
|
|
||
|
|
||
|
components:
|
||
|
1 model MODEL_MARKER "Models\\Editor\\Axis.mdl",
|
||
|
2 texture TEXTURE_MARKER "Models\\Editor\\Vector.tex"
|
||
|
|
||
|
functions:
|
||
|
|
||
|
// particles
|
||
|
void RenderParticles(void)
|
||
|
{
|
||
|
switch( m_sptType)
|
||
|
{
|
||
|
case SPT_BLOOD:
|
||
|
case SPT_BONES:
|
||
|
case SPT_FEATHER:
|
||
|
case SPT_STONES:
|
||
|
case SPT_WOOD:
|
||
|
case SPT_SLIME:
|
||
|
case SPT_LAVA_STONES:
|
||
|
case SPT_SMALL_LAVA_STONES:
|
||
|
case SPT_BEAST_PROJECTILE_SPRAY:
|
||
|
Particles_BloodSpray(m_sptType, this, m_vGDir, m_fGA, m_boxOwner, m_vDirection, m_tmStarted, m_fDamagePower);
|
||
|
break;
|
||
|
case SPT_ELECTRICITY_SPARKS:
|
||
|
{
|
||
|
Particles_MetalParts(this, m_tmStarted, m_boxOwner, m_fDamagePower);
|
||
|
Particles_DamageSmoke(this, m_tmStarted, m_boxOwner, m_fDamagePower);
|
||
|
Particles_BloodSpray(SPT_BLOOD, this, m_vGDir, m_fGA, m_boxOwner, m_vDirection, m_tmStarted, m_fDamagePower/2.0f);
|
||
|
Particles_ElectricitySparks( this, m_tmStarted, 5.0f, 0.0f, 32);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
/************************************************************
|
||
|
* MAIN *
|
||
|
************************************************************/
|
||
|
|
||
|
procedures:
|
||
|
|
||
|
Main( ESpawnSpray eSpawn)
|
||
|
{
|
||
|
InitAsEditorModel();
|
||
|
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
|
||
|
SetCollisionFlags(ECF_IMMATERIAL);
|
||
|
SetPredictable(TRUE);
|
||
|
|
||
|
// set appearance
|
||
|
SetModel(MODEL_MARKER);
|
||
|
SetModelMainTexture(TEXTURE_MARKER);
|
||
|
|
||
|
// setup variables
|
||
|
m_sptType = eSpawn.sptType;
|
||
|
m_vDirection = eSpawn.vDirection;
|
||
|
m_penOwner = eSpawn.penOwner;
|
||
|
m_fDamagePower = eSpawn.fDamagePower;
|
||
|
m_tmStarted = _pTimer->CurrentTick();
|
||
|
// if owner doesn't exist (could be destroyed in initialization)
|
||
|
if( eSpawn.penOwner->en_pmoModelObject == NULL)
|
||
|
{
|
||
|
// don't do anything
|
||
|
Destroy();
|
||
|
return;
|
||
|
}
|
||
|
eSpawn.penOwner->en_pmoModelObject->GetCurrentFrameBBox( m_boxOwner);
|
||
|
m_boxOwner.StretchByVector(eSpawn.penOwner->en_pmoModelObject->mo_Stretch*eSpawn.fSizeMultiplier);
|
||
|
if (m_penOwner->GetPhysicsFlags()&EPF_MOVABLE) {
|
||
|
m_vGDir = ((CMovableEntity *)&*m_penOwner)->en_vGravityDir;
|
||
|
m_fGA = ((CMovableEntity *)&*m_penOwner)->en_fGravityA;
|
||
|
} else {
|
||
|
FLOATmatrix3D &m = m_penOwner->en_mRotation;
|
||
|
m_vGDir = FLOAT3D(-m(1,2), -m(2,2), -m(3,2));
|
||
|
m_fGA = 30.0f;
|
||
|
}
|
||
|
|
||
|
FLOAT fWaitTime = 2.0f;
|
||
|
if( m_sptType==SPT_ELECTRICITY_SPARKS)
|
||
|
{
|
||
|
fWaitTime = 4.0f;
|
||
|
}
|
||
|
autowait(fWaitTime);
|
||
|
Destroy();
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
};
|