Serious-Engine/Sources/EntitiesMP/DebugEntityStatesDisplay.es

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
233
%{
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#include "EntitiesMP/StdH/StdH.h"
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void HUD_SetEntityForStackDisplay(CRationalEntity *pren);
%}
class CEntityStateDisplay : CRationalEntity {
name "EntityStateDisplay";
thumbnail "Thumbnails\\EntityStateDisplay.tbn";
features "HasTarget", "HasName";
properties:
1 CTString m_strName "Name" 'N' = "EntityStateDisplay",
2 CEntityPointer m_penTarget "Target" 'T' COLOR(C_dGREEN|0xFF), // entity which it points to
components:
1 model MODEL_MARKER "ModelsMP\\Editor\\Debug_EntityStack.mdl",
2 texture TEXTURE_MARKER "ModelsMP\\Editor\\Debug_EntityStack.tex"
functions:
void ~CEntityStateDisplay()
{
HUD_SetEntityForStackDisplay(NULL);
}
procedures:
Main() {
// init as nothing
InitAsEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_IMMATERIAL);
SetModel(MODEL_MARKER);
SetModelMainTexture(TEXTURE_MARKER);
GetModelObject()->StretchModel(FLOAT3D(0.4f, 0.4f, 0.4f));
// setup target for stack display every 1/10th of the second so
// that after a reload or restart everything will work allright
while(TRUE) {
wait(0.1f)
{
on (EBegin) : {
if (m_penTarget!=NULL) {
HUD_SetEntityForStackDisplay((CRationalEntity *)&*m_penTarget);
} else {
HUD_SetEntityForStackDisplay(NULL);
}
resume;
}
on (ETimer) : {
stop;
}
}
}
return;
};
};