mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
73 lines
2.3 KiB
Erlang
73 lines
2.3 KiB
Erlang
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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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302
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%{
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#include "StdH.h"
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%}
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uses "EntitiesMP/Marker";
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class CEnemyMarker: CMarker {
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name "Enemy Marker";
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thumbnail "Thumbnails\\EnemyMarker.tbn";
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properties:
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1 FLOAT m_fWaitTime = 0.0f, // time to wait(or do anything) until go to another marker
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3 RANGE m_fMarkerRange "Marker Range" 'M' = 0.0f, // range around marker (marker doesn't have to be hit directly)
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11 RANGE m_fPatrolAreaInner "Patrol Area Inner" 'R' = 0.0f, // patrol area inner circle
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12 RANGE m_fPatrolAreaOuter "Patrol Area Outer" 'E' = 0.0f, // patrol area outer circle
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13 FLOAT m_fPatrolTime "Patrol Time" 'P' = 0.0f, // time to patrol around
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14 enum BoolEType m_betRunToMarker "Run to marker" 'O' = BET_IGNORE, // run to marker
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15 enum BoolEType m_betFly "Fly" 'F' = BET_IGNORE, // fly if you can
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16 enum BoolEType m_betBlind "Blind" 'B' = BET_IGNORE,
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17 enum BoolEType m_betDeaf "Deaf" 'D' = BET_IGNORE,
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18 BOOL m_bStartTactics "Start Tactics" = FALSE,
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components:
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1 model MODEL_MARKER "Models\\Editor\\EnemyMarker.mdl",
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2 texture TEXTURE_MARKER "Models\\Editor\\EnemyMarker.tex"
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functions:
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/* Check if entity is moved on a route set up by its targets. */
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BOOL MovesByTargetedRoute(CTString &strTargetProperty) const {
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strTargetProperty = "Target";
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return TRUE;
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};
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/* Check if entity can drop marker for making linked route. */
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BOOL DropsMarker(CTFileName &fnmMarkerClass, CTString &strTargetProperty) const {
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fnmMarkerClass = CTFILENAME("Classes\\EnemyMarker.ecl");
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strTargetProperty = "Target";
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return TRUE;
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}
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BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget)
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{
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if( slPropertyOffset == offsetof(CMarker, m_penTarget))
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{
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if (IsOfClass(penTarget, "Enemy Marker")) { return TRUE; }
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else { return FALSE; }
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}
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return CEntity::IsTargetValid(slPropertyOffset, penTarget);
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}
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procedures:
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Main() {
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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if (m_strName=="Marker") {
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m_strName="Enemy Marker";
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}
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// set appearance
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SetModel(MODEL_MARKER);
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SetModelMainTexture(TEXTURE_MARKER);
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return;
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}
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};
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