/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ 219 %{ #include "StdH.h" %} uses "EntitiesMP/BasicEffects"; class CTeleport : CRationalEntity { name "Teleport"; thumbnail "Thumbnails\\Teleport.tbn"; features "HasName", "HasTarget", "IsTargetable", "IsImportant"; properties: 1 CTString m_strName "Name" 'N' = "Teleport", 3 CTString m_strDescription = "", 2 CEntityPointer m_penTarget "Target" 'T' COLOR(C_BROWN|0xFF), 4 FLOAT m_fWidth "Width" 'W' = 2.0f, 5 FLOAT m_fHeight "Height" 'H' = 3.0f, 6 BOOL m_bActive "Active" 'A' = TRUE, 7 BOOL m_bPlayersOnly "Players only" 'P' = TRUE, 8 BOOL m_bForceStop "Force stop" 'F' = FALSE, components: 1 model MODEL_TELEPORT "Models\\Editor\\Teleport.mdl", 2 texture TEXTURE_TELEPORT "Models\\Editor\\Teleport.tex", 3 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl", functions: const CTString &GetDescription(void) const { ((CTString&)m_strDescription).PrintF("->"); if (m_penTarget!=NULL) { ((CTString&)m_strDescription).PrintF("->%s", m_penTarget->GetName()); } return m_strDescription; } void TeleportEntity(CEntity *pen, const CPlacement3D &pl) { // teleport back pen->Teleport(pl); // spawn teleport effect ESpawnEffect ese; ese.colMuliplier = C_WHITE|CT_OPAQUE; ese.betType = BET_TELEPORT; ese.vNormal = FLOAT3D(0,1,0); FLOATaabbox3D box; pen->GetBoundingBox(box); FLOAT fEntitySize = box.Size().MaxNorm()*2; ese.vStretch = FLOAT3D(fEntitySize, fEntitySize, fEntitySize); CEntityPointer penEffect = CreateEntity(pl, CLASS_BASIC_EFFECT); penEffect->Initialize(ese); } // returns bytes of memory used by this object SLONG GetUsedMemory(void) { // initial SLONG slUsedMemory = sizeof(CTeleport) - sizeof(CRationalEntity) + CRationalEntity::GetUsedMemory(); // add some more slUsedMemory += m_strName.Length(); slUsedMemory += m_strDescription.Length(); return slUsedMemory; } procedures: Main() { InitAsEditorModel(); SetPhysicsFlags(EPF_MODEL_IMMATERIAL); SetCollisionFlags(ECF_TOUCHMODEL); // correct height so teleport could collide as sphere if(m_fHeightStretchModel(FLOAT3D(m_fWidth, m_fHeight, m_fWidth)); SetModel(MODEL_TELEPORT); ModelChangeNotify(); SetModelMainTexture(TEXTURE_TELEPORT); while (TRUE) { // wait to someone enter and teleport it wait() { on (EPass ePass) : { if (m_penTarget!=NULL && m_bActive) { if (m_bPlayersOnly && !IsOfClass(ePass.penOther, "Player")) { resume; } TeleportEntity(ePass.penOther, m_penTarget->GetPlacement()); if (m_bForceStop && (ePass.penOther->GetPhysicsFlags()&EPF_MOVABLE) ) { ((CMovableEntity*)&*ePass.penOther)->ForceFullStop(); } stop; } resume; } on (EActivate) : { m_bActive = TRUE; resume; } on (EDeactivate) : { m_bActive = FALSE; resume; } otherwise() : { resume; }; }; // wait a bit to recover autowait(0.1f); } } };