/* 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. */ 405 %{ #include "EntitiesMP/StdH/StdH.h" #define EPF_MODEL_SHELL (EPF_ONBLOCK_BOUNCE|EPF_TRANSLATEDBYGRAVITY|EPF_MOVABLE) #define ECF_MODEL_SHELL ( \ ((ECBI_BRUSH|ECBI_MODEL_HOLDER)<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; }; };