Serious-Engine/Sources/Engine/Classes/BaseEvents.es

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2016-03-12 01:20:51 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
2016-03-11 14:57:17 +01:00
5
%{
#include "StdH.h"
#define DECL_DLL ENGINE_API
#include <Engine/Entities/EntityEvent.h>
#include <Engine/Entities/EntityPointer.h>
#include <Engine/Math/Vector.h>
#include <Engine/Math/Plane.h>
#include <Engine/Entities/EntityProperties.h>
%}
/*
* These events are used globally
*/
event EInternal { // internal jumping event - do not use
};
event EVoid { // general void type
};
event EReturn { // sub procedure return notify
};
event EBegin { // sent to wait handler when started
};
event ETimer { // timer elapsed
};
event ETouch { // one entity touched another while moving
CEntityPointer penOther, // other entity
BOOL bThisMoved, // if this entity has touched other entity
FLOATplane3D plCollision, // plane of collision
};
event EPass { // one entity passed through another while moving
CEntityPointer penOther, // other entity
BOOL bThisMoved, // if this entity has touched other entity
};
event EBlock { // ONBLOCK_PUSH or ONBLOCK_STOP entity is blocked
CEntityPointer penOther, // other entity
FLOATplane3D plCollision, // plane of collision
};
event EWouldFall { // entity cannot move or it would fall over an edge
};
event ETeleport { // teleport has been activated in your vicinity
};
event EPreLevelChange { // notifying an entity that a level is about to change
INDEX iUserData,
};
event EPostLevelChange { // notifying an entity that a level has just changed
INDEX iUserData,
};
event EFirstWorldBase { // notifying an entity that it is the first worldbase in the world
};
enum DamageType {
1 DMT_EXPLOSION "Explosion", // caused by dynamites, rockets and other ordinary explosives
2 DMT_PROJECTILE "Projectile", // caused by projectile (non exploding)
3 DMT_CLOSERANGE "Close range", // caused by close range weapon (chainsaw, head-saw, ...)
4 DMT_BULLET "Bullets", // caused by ordinary bullets from pistols, rifles etc.
5 DMT_DROWNING "Drowning", // caused by being without air for too long
6 DMT_IMPACT "Impact", // caused by impact with some object at high relative velocity
7 DMT_BRUSH "Brush", // caused by moving brush
8 DMT_BURNING "Burning", // caused by being burned by fire or lava
9 DMT_ACID "Acid", // caused by being burned by acid
10 DMT_TELEPORT "Teleport", // applied to entities in teleport destination
11 DMT_FREEZING "Freezing", // caused by freezing in cold water
12 DMT_CANNONBALL "Cannon ball", // caused by cannon ball
13 DMT_CANNONBALL_EXPLOSION "Cannon ball explosion", // when cannonball explodes
14 DMT_SPIKESTAB "Spike stab", // stabbed by spikes (usually content type)
15 DMT_ABYSS "Abyss", // when someone falls off a high ledge into the void
16 DMT_HEAT "Heat", // walking under open sun too long
17 DMT_DAMAGER "Damager", // caused by damager
18 DMT_CHAINSAW "Chain saw", // caused by chainsaw
9999 DMT_NONE "no damage", // internal
};
event EDamage { // entity has been damaged
CEntityPointer penInflictor, // entity that inflicted the damage
FLOAT3D vDirection, // where the damage came from (in absolute space)
FLOAT3D vHitPoint, // where the damage hit the entity (in absolute space)
FLOAT fAmount, // amount of damage done
enum DamageType dmtType, // type of damage
};
event EDeath { // when this entity dies (health reaches zero)
EDamage eLastDamage, // the damage event that caused the death
};
event ETakingBreath { // when this entity takes air after being without it for some time
FLOAT fBreathDelay, // how long it was without air (0=little, 1=drowning)
};