/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ 351 %{ #include "EntitiesMP/StdH/StdH.h" #include "ModelsMP/Enemies/ExotechLarva/Charger/FloorCharger.h" %} uses "EntitiesMP/BloodSpray"; uses "EntitiesMP/Projectile"; uses "EntitiesMP/ExotechLarvaBattery"; event EActivateBeam { BOOL bTurnOn, }; class CExotechLarvaCharger : CRationalEntity { name "ExotechLarvaCharger"; thumbnail "Thumbnails\\ExotechLarvaCharger.tbn"; features "HasName", "IsTargetable"; properties: 1 BOOL m_bActive = TRUE, 2 BOOL m_bBeamActive = FALSE, 3 FLOAT m_fStretch "Stretch" 'S' = 1.0f, 7 CTString m_strName "Name" 'N' = "ExotechLarva Floor Charger", 8 RANGE m_rSound "Sound Range" = 100.0f, 10 CEntityPointer m_penBattery01 "Wall Battery 01", 11 CEntityPointer m_penBattery02 "Wall Battery 02", 12 CEntityPointer m_penBattery03 "Wall Battery 03", 13 CEntityPointer m_penBattery04 "Wall Battery 04", 14 CEntityPointer m_penBattery05 "Wall Battery 05", 15 CEntityPointer m_penBattery06 "Wall Battery 06", 20 BOOL m_bCustomShading "Custom Shading" = FALSE, 21 ANGLE3D m_aShadingDirection "Light direction" 'D' = ANGLE3D( AngleDeg(45.0f),AngleDeg(45.0f),AngleDeg(45.0f)), 22 COLOR m_colLight "Light Color" = C_WHITE, 23 COLOR m_colAmbient "Ambient Light Color" = C_BLACK, 50 CSoundObject m_soSound, components: 1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl", 2 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl", 5 model MODEL_CHARGER "ModelsMP\\Enemies\\ExotechLarva\\Charger\\FloorCharger.mdl", 6 texture TEXTURE_CHARGER "ModelsMP\\Enemies\\ExotechLarva\\Charger\\FloorCharger.tex", 7 model MODEL_BEAM "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Beam.mdl", 8 texture TEXTURE_BEAM "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Beam.tex", 9 model MODEL_ELECTRICITY "ModelsMP\\Enemies\\ExotechLarva\\Charger\\ElectricityBeams.mdl", 10 texture TEXTURE_ELECTRICITY "ModelsMP\\Effects\\Laser\\Laser_Red.tex", 50 sound SOUND_HUM "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Sounds\\FloorChargerHum.wav", 51 sound SOUND_SHUTDOWN "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Sounds\\FloorChargerShutdown.wav", functions: BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget) { if( slPropertyOffset == _offsetof(CExotechLarvaCharger, m_penBattery01) || slPropertyOffset == _offsetof(CExotechLarvaCharger, m_penBattery02) || slPropertyOffset == _offsetof(CExotechLarvaCharger, m_penBattery03) || slPropertyOffset == _offsetof(CExotechLarvaCharger, m_penBattery04) || slPropertyOffset == _offsetof(CExotechLarvaCharger, m_penBattery05) || slPropertyOffset == _offsetof(CExotechLarvaCharger, m_penBattery06)) { if (IsOfClass(penTarget, "ExotechLarvaBattery")) { return TRUE; } else { return FALSE; } } return CEntity::IsTargetValid(slPropertyOffset, penTarget); } void Precache(void) { CRationalEntity::Precache(); PrecacheModel (MODEL_ELECTRICITY ); PrecacheTexture (TEXTURE_ELECTRICITY ); PrecacheModel (MODEL_BEAM ); PrecacheTexture (TEXTURE_BEAM ); PrecacheSound (SOUND_HUM ); PrecacheSound (SOUND_SHUTDOWN ); } /* Adjust model shading parameters if needed. */ BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient) { if (m_bCustomShading) { colLight = m_colLight; colAmbient = m_colAmbient; AnglesToDirectionVector(m_aShadingDirection, vLightDirection); vLightDirection = -vLightDirection; } return TRUE; }; void UpdateOperationalState(void) { CEntityPointer *penFirst = &m_penBattery01; for (INDEX i=0; i<6; i++) { CExotechLarvaBattery *penBattery = (CExotechLarvaBattery *)&(*penFirst[i]); // if model pointer is valid if (penBattery) { if (penBattery->m_bActive) { // at least one exists, so we are still active m_bActive = TRUE; return; } } } // if no batteries found, change the state to inactive m_bActive = FALSE; EActivateBeam eab; eab.bTurnOn = FALSE; SendEvent(eab); PlaySound(m_soSound, SOUND_SHUTDOWN, SOF_3D); RemoveAttachmentFromModel(*GetModelObject(), FLOORCHARGER_ATTACHMENT_ELECTRICITY); } void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType, FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection) { NOTHING; }; void RenderParticles(void) { if (m_bBeamActive) { CEntityPointer *penFirst = &m_penBattery01; for (INDEX i=0; i<6; i++) { CExotechLarvaBattery *penBattery = (CExotechLarvaBattery *)&(*penFirst[i]); // if model pointer is valid if (penBattery) { if (penBattery->m_bActive) { // render electricity FLOAT tmNow = _pTimer->GetLerpedCurrentTick(); Particles_Ghostbuster(GetPlacement().pl_PositionVector + FLOAT3D(0.0f, 0.2f, 0.0f), penBattery->GetPlacement().pl_PositionVector + FLOAT3D(0.0f, 0.2f, 0.0f), 32, 1.0f); Particles_ModelGlow(penBattery, 1e6, PT_STAR05, 1.0f+0.5f*sin(4.0f*tmNow), 4, 0.0f, C_WHITE); } } } } }; procedures: ActivateBeam() { AddAttachmentToModel(this, *GetModelObject(), FLOORCHARGER_ATTACHMENT_BEAM, MODEL_BEAM, TEXTURE_BEAM, 0, 0, 0); CModelObject &amo = GetModelObject()->GetAttachmentModel(FLOORCHARGER_ATTACHMENT_BEAM)->amo_moModelObject; amo.StretchModelRelative(FLOAT3D(m_fStretch, m_fStretch, m_fStretch)); m_bBeamActive = TRUE; return; } DeactivateBeam() { RemoveAttachmentFromModel(*GetModelObject(), FLOORCHARGER_ATTACHMENT_BEAM); m_bBeamActive = FALSE; return; } Main() { InitAsModel(); SetPhysicsFlags(EPF_MODEL_FIXED); SetCollisionFlags(ECF_IMMATERIAL); SetFlags(GetFlags()|ENF_ALIVE); // set your appearance SetModel(MODEL_CHARGER); SetModelMainTexture(TEXTURE_CHARGER); // set stretch factors for height and width GetModelObject()->StretchModel(FLOAT3D(m_fStretch, m_fStretch, m_fStretch)); ModelChangeNotify(); autowait(0.05f); m_soSound.Set3DParameters(m_rSound, m_rSound/2.0f, 2.0f, 1.0f); m_bActive = FALSE; m_bBeamActive = FALSE; // wait to be triggered wait() { on (EBegin) : { resume; } on (ETrigger) : { stop; } otherwise (): { resume; } } UpdateOperationalState(); if (m_bActive) { AddAttachmentToModel(this, *GetModelObject(), FLOORCHARGER_ATTACHMENT_ELECTRICITY, MODEL_ELECTRICITY, TEXTURE_ELECTRICITY, 0, 0, 0); CAttachmentModelObject *amo = GetModelObject()->GetAttachmentModel(FLOORCHARGER_ATTACHMENT_ELECTRICITY); amo->amo_moModelObject.StretchModel(FLOAT3D(m_fStretch, m_fStretch, m_fStretch)); PlaySound(m_soSound, SOUND_HUM, SOF_3D|SOF_LOOP); } while (TRUE) { wait(0.5f) { on (EBegin) : { resume; } on (ETimer) : { if (m_bActive) { UpdateOperationalState(); } stop; } on (EActivateBeam eab) : { if (eab.bTurnOn==TRUE && m_bBeamActive!=TRUE) { call ActivateBeam(); } else if (eab.bTurnOn==FALSE && m_bBeamActive!=FALSE) { call DeactivateBeam(); } resume; } } } return; } };