mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 11:45:53 +01:00
131 lines
4.4 KiB
C++
131 lines
4.4 KiB
C++
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603
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%{
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#include "Entities/StdH/StdH.h"
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%}
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enum SprayParticlesType {
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0 SPT_NONE "None", // no particles
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1 SPT_BLOOD "Blood", // blood
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2 SPT_BONES "Bones", // bones
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3 SPT_FEATHER "Feather", // feather
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4 SPT_STONES "Stones", // stones
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5 SPT_WOOD "Wood", // wood
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6 SPT_SLIME "Slime", // gizmo/beast slime
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7 SPT_LAVA_STONES "Lava Stones", // lava stones
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8 SPT_ELECTRICITY_SPARKS "Electricity sparks", // electricity sparks
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9 SPT_BEAST_PROJECTILE_SPRAY "Beast projectile spray", // beast projectile explosion sparks
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10 SPT_SMALL_LAVA_STONES "Small Lava Stones", // small lava stones
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};
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// input parameter for spawning a blood spray
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event ESpawnSpray {
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enum SprayParticlesType sptType, // type of particles
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FLOAT fDamagePower, // factor saying how powerfull damage has been
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FLOAT fSizeMultiplier, // stretch factor
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FLOAT3D vDirection, // dammage direction
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CEntityPointer penOwner, // who spawned the spray
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};
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class CBloodSpray: CRationalEntity {
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name "Blood Spray";
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thumbnail "";
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features "CanBePredictable";
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properties:
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1 enum SprayParticlesType m_sptType = SPT_NONE, // type of particles
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2 FLOAT m_tmStarted = 0.0f, // time when spawned
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3 FLOAT3D m_vDirection = FLOAT3D(0,0,0), // dammage direction
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5 CEntityPointer m_penOwner, // who spawned the spray
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6 FLOAT m_fDamagePower = 1.0f, // power of inflicted damage
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8 FLOATaabbox3D m_boxOwner = FLOATaabbox3D(FLOAT3D(0,0,0), 0.01f), // bounding box of blood spray's owner
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9 FLOAT3D m_vGDir = FLOAT3D(0,0,0), // gravity direction
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10 FLOAT m_fGA = 0.0f, // gravity strength
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components:
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1 model MODEL_MARKER "Models\\Editor\\Axis.mdl",
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2 texture TEXTURE_MARKER "Models\\Editor\\Vector.tex"
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functions:
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// particles
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void RenderParticles(void)
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{
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switch( m_sptType)
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{
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case SPT_BLOOD:
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case SPT_BONES:
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case SPT_FEATHER:
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case SPT_STONES:
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case SPT_WOOD:
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case SPT_SLIME:
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case SPT_LAVA_STONES:
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case SPT_SMALL_LAVA_STONES:
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case SPT_BEAST_PROJECTILE_SPRAY:
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Particles_BloodSpray(m_sptType, this, m_vGDir, m_fGA, m_boxOwner, m_vDirection, m_tmStarted, m_fDamagePower);
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break;
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case SPT_ELECTRICITY_SPARKS:
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{
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Particles_MetalParts(this, m_tmStarted, m_boxOwner, m_fDamagePower);
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Particles_DamageSmoke(this, m_tmStarted, m_boxOwner, m_fDamagePower);
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Particles_BloodSpray(SPT_BLOOD, this, m_vGDir, m_fGA, m_boxOwner, m_vDirection, m_tmStarted, m_fDamagePower/2.0f);
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Particles_ElectricitySparks( this, m_tmStarted, 5.0f, 0.0f, 32);
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break;
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}
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}
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};
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/************************************************************
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* MAIN *
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************************************************************/
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procedures:
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Main( ESpawnSpray eSpawn)
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{
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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SetPredictable(TRUE);
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// set appearance
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SetModel(MODEL_MARKER);
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SetModelMainTexture(TEXTURE_MARKER);
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// setup variables
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m_sptType = eSpawn.sptType;
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m_vDirection = eSpawn.vDirection;
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m_penOwner = eSpawn.penOwner;
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m_fDamagePower = eSpawn.fDamagePower;
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m_tmStarted = _pTimer->CurrentTick();
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// if owner doesn't exist (could be destroyed in initialization)
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if( eSpawn.penOwner->en_pmoModelObject == NULL)
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{
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// don't do anything
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Destroy();
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return;
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}
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eSpawn.penOwner->en_pmoModelObject->GetCurrentFrameBBox( m_boxOwner);
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m_boxOwner.StretchByVector(eSpawn.penOwner->en_pmoModelObject->mo_Stretch*eSpawn.fSizeMultiplier);
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if (m_penOwner->GetPhysicsFlags()&EPF_MOVABLE) {
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m_vGDir = ((CMovableEntity *)&*m_penOwner)->en_vGravityDir;
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m_fGA = ((CMovableEntity *)&*m_penOwner)->en_fGravityA;
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} else {
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FLOATmatrix3D &m = m_penOwner->en_mRotation;
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m_vGDir = FLOAT3D(-m(1,2), -m(2,2), -m(3,2));
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m_fGA = 30.0f;
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}
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FLOAT fWaitTime = 2.0f;
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if( m_sptType==SPT_ELECTRICITY_SPARKS)
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{
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fWaitTime = 4.0f;
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}
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autowait(fWaitTime);
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Destroy();
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return;
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}
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};
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