/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ 407 %{ #include "StdH.h" %} uses "EntitiesMP/Marker"; uses "EntitiesMP/Player"; enum PlayerAutoAction { 1 PAA_RUN "Run", // run to this marker 2 PAA_WAIT "Wait", // wait given time 3 PAA_USEITEM "UseItem", // use some item here 4 PAA_STOREWEAPON "StoreWeapon", // put current weapon away 5 PAA_DRAWWEAPON "DrawWeapon", // put current weapon back in hand 6 PAA_LOOKAROUND "LookAround", // wait given time and look around 7 PAA_RUNANDSTOP "RunAndStop", // run to this marker and stop at it 8 PAA_RECORDSTATS "RecordStats", // before end of level animation - record statistics 9 PAA_ENDOFGAME "EndOfGame", // the game has ended - go to computer, then to menu 10 PAA_SHOWSTATS "ShowStats", // after end of level animation - show statistics 11 PAA_APPEARING "Appearing", // appearing with stardust effect 12 PAA_WAITFOREVER "WaitForever", // wait trigger 13 PAA_TELEPORT "Teleport", // teleport to new location 14 PAA_PICKITEM "PickItem", // pick item 15 PAA_FALLDOWN "FallDown", // falling from broken bridge 16 PAA_FALLTOABYSS "FallToAbyss", // falling down into an abyss 17 PAA_RELEASEPLAYER "ReleasePlayer", // return control to player from camera and similar 18 PAA_STARTCOMPUTER "StartComputer", // invoke netricsa 19 PAA_TRAVELING_IN_BEAM "TravelingInBeam", // traveling in space shpi beam 20 PAA_LOGO_FIRE_MINIGUN "LogoFireMinigun", // fire minigun in logo sequence 21 PAA_STARTCREDITS "StartCredits", // start credits printout 22 PAA_STARTINTROSCROLL "StartIntroScroll", // start intro text scroll 23 PAA_STOPSCROLLER "StopScroller", // stop intro scroll, or end-of-game credits 24 PAA_NOGRAVITY "NoGravity", // deactivate gravity influence for player 25 PAA_TURNONGRAVITY "TurnOnGravity", // turn on gravity 26 PAA_LOGO_FIRE_INTROSE "SE Logo Fire", // for SE intro 27 PAA_INTROSE_SELECT_WEAPON "SE Logo draw weapon", 28 PAA_STOPANDWAIT "StopAndWait", // stop immediately and wait }; class CPlayerActionMarker: CMarker { name "PlayerActionMarker"; thumbnail "Thumbnails\\PlayerActionMarker.tbn"; properties: 1 enum PlayerAutoAction m_paaAction "Action" 'A' = PAA_RUN, // what to do here 2 FLOAT m_tmWait "Wait" 'W' = 0.0f, // how long to wait (if wait action) 3 CEntityPointer m_penDoorController "Door for item" 'D', // where to use the item (if use action) 4 CEntityPointer m_penTrigger "Trigger" 'G', // triggered when player gets here 5 FLOAT m_fSpeed "Speed" 'S' = 1.0f, // how fast to run towards marker 6 CEntityPointer m_penItem "Item to pick" 'I', components: 1 model MODEL_MARKER "Models\\Editor\\PlayerActionMarker.mdl", 2 texture TEXTURE_MARKER "Models\\Editor\\PlayerActionMarker.tex", functions: const CTString &GetDescription(void) const { CTString strAction = PlayerAutoAction_enum.NameForValue(INDEX(m_paaAction)); if (m_penTarget==NULL) { ((CTString&)m_strDescription).PrintF("%s (%s)->", (const char *) m_strName, (const char *) strAction); } else { ((CTString&)m_strDescription).PrintF("%s (%s)->%s", (const char *) m_strName, (const char *) strAction, (const char *) m_penTarget->GetName()); } return m_strDescription; } /* Check if entity can drop marker for making linked route. */ BOOL DropsMarker(CTFileName &fnmMarkerClass, CTString &strTargetProperty) const { fnmMarkerClass = CTFILENAME("Classes\\PlayerActionMarker.ecl"); strTargetProperty = "Target"; return TRUE; } /* Handle an event, return false if the event is not handled. */ BOOL HandleEvent(const CEntityEvent &ee) { // if triggered if (ee.ee_slEvent==EVENTCODE_ETrigger) { ETrigger &eTrigger = (ETrigger &)ee; // if triggered by a player if( IsDerivedFromClass(eTrigger.penCaused, "Player")) { // send it event to start auto actions from here EAutoAction eAutoAction; eAutoAction.penFirstMarker = this; eTrigger.penCaused->SendEvent(eAutoAction); } return TRUE; } return FALSE; } procedures: Main() { InitAsEditorModel(); SetPhysicsFlags(EPF_MODEL_IMMATERIAL); SetCollisionFlags(ECF_IMMATERIAL); // set appearance SetModel(MODEL_MARKER); SetModelMainTexture(TEXTURE_MARKER); m_tmWait = ClampDn(m_tmWait, 0.05f); return; } };