Serious-Engine/Sources/EntitiesMP/BloodSpray.es

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
603
%{
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#include "EntitiesMP/StdH/StdH.h"
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%}
// 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
COLOR colCentralColor, // central color of particles that is randomized a little
FLOAT fLaunchPower,
COLOR colBurnColor, // burn color
};
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_boxSizedOwner = 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
11 FLOAT m_fLaunchPower = 1.0f,
12 COLOR m_colCentralColor = COLOR(C_WHITE|CT_OPAQUE),
13 FLOATaabbox3D m_boxOriginalOwner = FLOATaabbox3D(FLOAT3D(0,0,0), 0.01f),
14 COLOR m_colBurnColor = COLOR(C_WHITE|CT_OPAQUE),
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:
case SPT_AIRSPOUTS:
case SPT_GOO:
{
Particles_BloodSpray(m_sptType, GetLerpedPlacement().pl_PositionVector, m_vGDir, m_fGA,
m_boxSizedOwner, m_vDirection, m_tmStarted, m_fDamagePower, m_colBurnColor);
break;
}
case SPT_COLOREDSTONE:
{
Particles_BloodSpray(m_sptType, GetLerpedPlacement().pl_PositionVector, m_vGDir, m_fGA,
m_boxSizedOwner, m_vDirection, m_tmStarted, m_fDamagePower, MulColors(m_colCentralColor, m_colBurnColor) );
break;
}
case SPT_TREE01:
Particles_BloodSpray(SPT_WOOD, GetLerpedPlacement().pl_PositionVector, m_vGDir, m_fGA/1.5f,
m_boxSizedOwner, m_vDirection, m_tmStarted, m_fDamagePower/2.0f, m_colBurnColor);
Particles_Leaves(m_penOwner, m_boxOriginalOwner, GetLerpedPlacement().pl_PositionVector,
m_fDamagePower, m_fDamagePower*m_fLaunchPower, m_vGDir,
m_fGA/2.0f, m_tmStarted, MulColors(m_colCentralColor,m_colBurnColor));
break;
case SPT_PLASMA:
Particles_BloodSpray(m_sptType, GetLerpedPlacement().pl_PositionVector, m_vGDir, m_fGA,
m_boxSizedOwner, m_vDirection, m_tmStarted, m_fDamagePower);
Particles_DamageSmoke(this, m_tmStarted, m_boxSizedOwner, m_fDamagePower);
Particles_ElectricitySparks( this, m_tmStarted, 5.0f, 0.0f, 32);
break;
case SPT_ELECTRICITY_SPARKS:
{
Particles_MetalParts(this, m_tmStarted, m_boxSizedOwner, m_fDamagePower);
Particles_DamageSmoke(this, m_tmStarted, m_boxSizedOwner, m_fDamagePower);
Particles_BloodSpray(SPT_BLOOD, GetLerpedPlacement().pl_PositionVector, m_vGDir, m_fGA,
m_boxSizedOwner, m_vDirection, m_tmStarted, m_fDamagePower/2.0f, C_WHITE|CT_OPAQUE);
Particles_ElectricitySparks( this, m_tmStarted, 5.0f, 0.0f, 32);
break;
}
case SPT_ELECTRICITY_SPARKS_NO_BLOOD:
{
Particles_MetalParts(this, m_tmStarted, m_boxSizedOwner, m_fDamagePower);
Particles_DamageSmoke(this, m_tmStarted, m_boxSizedOwner, m_fDamagePower);
Particles_ElectricitySparks( this, m_tmStarted, 5.0f, 0.0f, 32);
}
}
};
/************************************************************
* 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_fLaunchPower = eSpawn.fLaunchPower;
m_colBurnColor = eSpawn.colBurnColor;
m_tmStarted = _pTimer->CurrentTick();
m_colCentralColor = eSpawn.colCentralColor;
// if owner doesn't exist (could be destroyed in initialization)
if( eSpawn.penOwner==NULL || eSpawn.penOwner->en_pmoModelObject == NULL)
{
// don't do anything
Destroy();
return;
}
if(eSpawn.penOwner->en_RenderType == RT_SKAMODEL) {
eSpawn.penOwner->GetModelInstance()->GetCurrentColisionBox( m_boxSizedOwner);
} else {
eSpawn.penOwner->en_pmoModelObject->GetCurrentFrameBBox( m_boxSizedOwner);
m_boxOriginalOwner=m_boxSizedOwner;
m_boxSizedOwner.StretchByVector(eSpawn.penOwner->en_pmoModelObject->mo_Stretch*eSpawn.fSizeMultiplier);
m_boxOriginalOwner.StretchByVector(eSpawn.penOwner->en_pmoModelObject->mo_Stretch);
}
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 = 4.0f;
if( m_sptType==SPT_ELECTRICITY_SPARKS || m_sptType==SPT_ELECTRICITY_SPARKS_NO_BLOOD)
{
fWaitTime = 4.0f;
}
autowait(fWaitTime);
Destroy();
return;
}
};