mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
109 lines
3.1 KiB
C++
109 lines
3.1 KiB
C++
|
405
|
||
|
%{
|
||
|
#include "Entities/StdH/StdH.h"
|
||
|
#define EPF_MODEL_SHELL (EPF_ONBLOCK_BOUNCE|EPF_TRANSLATEDBYGRAVITY|EPF_MOVABLE)
|
||
|
#define ECF_MODEL_SHELL ( \
|
||
|
((ECBI_BRUSH|ECBI_MODEL_HOLDER)<<ECB_TEST) |\
|
||
|
((ECBI_CORPSE)<<ECB_IS))
|
||
|
%}
|
||
|
|
||
|
uses "Entities/Player";
|
||
|
|
||
|
enum WeaponEffectType {
|
||
|
0 WET_SHOTGUNSHELL "", // shotgun shell
|
||
|
1 WET_MACHINEGUNSHELL "", // machinegun shell
|
||
|
};
|
||
|
|
||
|
// input parameter for viewer
|
||
|
event EWeaponEffectInit {
|
||
|
CEntityPointer penOwner, // who owns it
|
||
|
enum WeaponEffectType EwetEffect, // effect type
|
||
|
};
|
||
|
|
||
|
%{
|
||
|
void CPlayerWeaponsEffects_Precache(void)
|
||
|
{
|
||
|
CDLLEntityClass *pdec = &CPlayerWeaponsEffects_DLLClass;
|
||
|
pdec->PrecacheModel(MODEL_SG_SHELL);
|
||
|
pdec->PrecacheTexture(TEXTURE_SG_SHELL);
|
||
|
pdec->PrecacheModel(MODEL_MG_SHELL);
|
||
|
pdec->PrecacheTexture(TEXTURE_MG_SHELL);
|
||
|
}
|
||
|
%}
|
||
|
|
||
|
class CPlayerWeaponsEffects: CMovableEntity {
|
||
|
name "Player Weapons Effects";
|
||
|
thumbnail "";
|
||
|
features "CanBePredictable";
|
||
|
|
||
|
properties:
|
||
|
1 CEntityPointer m_penOwner, // class which owns it
|
||
|
2 enum WeaponEffectType m_EwetEffect = WET_SHOTGUNSHELL, // weapon effect type
|
||
|
|
||
|
components:
|
||
|
// ************** SHOTGUN SHELL ************
|
||
|
1 model MODEL_SG_SHELL "Models\\Weapons\\SingleShotgun\\Shell\\Shell.mdl",
|
||
|
2 texture TEXTURE_SG_SHELL "Models\\Weapons\\SingleShotgun\\Shell\\Shell.tex",
|
||
|
// ************** MACHINEGUN SHELL ************
|
||
|
3 model MODEL_MG_SHELL "Models\\Weapons\\Minigun\\Shell\\Shell.mdl",
|
||
|
4 texture TEXTURE_MG_SHELL "Models\\Weapons\\Minigun\\Shell\\Shell.tex",
|
||
|
|
||
|
functions:
|
||
|
procedures:
|
||
|
ShotgunShell(EVoid) {
|
||
|
// init as model
|
||
|
InitAsModel();
|
||
|
SetPhysicsFlags(EPF_MODEL_SHELL);
|
||
|
SetCollisionFlags(ECF_MODEL_SHELL);
|
||
|
// set appearance
|
||
|
GetModelObject()->StretchModel(FLOAT3D(0.5f, 0.5f, 0.5f));
|
||
|
SetModel(MODEL_SG_SHELL);
|
||
|
ModelChangeNotify();
|
||
|
SetModelMainTexture(TEXTURE_SG_SHELL);
|
||
|
// speed
|
||
|
LaunchAsFreeProjectile(FLOAT3D(FRnd()+2.0f, FRnd()+5.0f, -FRnd()-2.0f), (CMovableEntity*)&*m_penOwner);
|
||
|
// wait a while
|
||
|
autowait(1.5f);
|
||
|
return EEnd();
|
||
|
};
|
||
|
MachinegunShell(EVoid) {
|
||
|
// init as model
|
||
|
InitAsModel();
|
||
|
SetPhysicsFlags(EPF_MODEL_SHELL);
|
||
|
SetCollisionFlags(ECF_MODEL_SHELL);
|
||
|
// set appearance
|
||
|
GetModelObject()->StretchModel(FLOAT3D(0.5f, 0.5f, 0.5f));
|
||
|
SetModel(MODEL_MG_SHELL);
|
||
|
ModelChangeNotify();
|
||
|
SetModelMainTexture(TEXTURE_MG_SHELL);
|
||
|
// speed
|
||
|
LaunchAsFreeProjectile(FLOAT3D(FRnd()+2.0f, FRnd()+5.0f, -FRnd()-2.0f), (CMovableEntity*)&*m_penOwner);
|
||
|
// wait a while
|
||
|
autowait(0.5f);
|
||
|
return EEnd();
|
||
|
};
|
||
|
|
||
|
Main(EWeaponEffectInit eInit) {
|
||
|
// remember the initial parameters
|
||
|
ASSERT(eInit.penOwner!=NULL);
|
||
|
m_penOwner = eInit.penOwner;
|
||
|
m_EwetEffect = eInit.EwetEffect;
|
||
|
SetFlags(GetFlags()|ENF_SEETHROUGH);
|
||
|
SetPredictable(TRUE);
|
||
|
|
||
|
if (m_EwetEffect==WET_SHOTGUNSHELL) {
|
||
|
autocall ShotgunShell() EEnd;
|
||
|
} else if (m_EwetEffect==WET_MACHINEGUNSHELL) {
|
||
|
autocall MachinegunShell() EEnd;
|
||
|
} else {
|
||
|
ASSERTALWAYS("Uknown weapon effect type");
|
||
|
}
|
||
|
|
||
|
// cease to exist
|
||
|
Destroy();
|
||
|
|
||
|
return;
|
||
|
};
|
||
|
};
|
||
|
|