/* * This file is generated by Entity Class Compiler, (c) CroTeam 1997-98 */ #line 4 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" #include "StdH.h" #define EPF_MODEL_SHELL (EPF_ONBLOCK_BOUNCE|EPF_TRANSLATEDBYGRAVITY|EPF_MOVABLE) #define ECF_MODEL_SHELL ( \ ((ECBI_BRUSH|ECBI_MODEL_HOLDER)< #include CEntityEvent *EWeaponEffectInit::MakeCopy(void) { CEntityEvent *peeCopy = new EWeaponEffectInit(*this); return peeCopy;} EWeaponEffectInit::EWeaponEffectInit() : CEntityEvent(EVENTCODE_EWeaponEffectInit) {; ClearToDefault(penOwner); ClearToDefault(EwetEffect); }; #line 25 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" void CPlayerWeaponsEffects_Precache(void) { CDLLEntityClass *pdec = &CPlayerWeaponsEffects_DLLClass; pdec->PrecacheModel(MODEL_SG_SHELL); pdec->PrecacheTexture(TEXTURE_SG_SHELL); pdec->PrecacheModel(MODEL_MG_SHELL); pdec->PrecacheTexture(TEXTURE_MG_SHELL); } void CPlayerWeaponsEffects::SetDefaultProperties(void) { m_penOwner = NULL; m_EwetEffect = WET_SHOTGUNSHELL ; m_penPrediction = NULL; CMovableEntity::SetDefaultProperties(); } BOOL CPlayerWeaponsEffects:: #line 55 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" ShotgunShell(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CPlayerWeaponsEffects_ShotgunShell ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CPlayerWeaponsEffects::ShotgunShell expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput; #line 57 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" InitAsModel (); #line 58 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" SetPhysicsFlags (EPF_MODEL_SHELL ); #line 59 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" SetCollisionFlags (ECF_MODEL_SHELL ); #line 61 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" GetModelObject () -> StretchModel (FLOAT3D (0.5f , 0.5f , 0.5f)); #line 62 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" SetModel (MODEL_SG_SHELL ); #line 63 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" ModelChangeNotify (); #line 64 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" SetModelMainTexture (TEXTURE_SG_SHELL ); #line 66 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" LaunchAsFreeProjectile (FLOAT3D (FRnd () + 2.0f , FRnd () + 5.0f , - FRnd () - 2.0f) , (CMovableEntity *) & * m_penOwner ); #line 68 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" SetTimerAfter(1.5f); Jump(STATE_CURRENT, 0x01950002, FALSE, EBegin());return TRUE;}BOOL CPlayerWeaponsEffects::H0x01950002_ShotgunShell_01(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01950002 switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x01950003, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CPlayerWeaponsEffects::H0x01950003_ShotgunShell_02(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01950003 ; #line 69 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" Return(STATE_CURRENT,EEnd ()); #line 69 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" return TRUE; ASSERT(FALSE); return TRUE;};BOOL CPlayerWeaponsEffects:: #line 71 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" MachinegunShell(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CPlayerWeaponsEffects_MachinegunShell ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CPlayerWeaponsEffects::MachinegunShell expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput; #line 73 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" InitAsModel (); #line 74 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" SetPhysicsFlags (EPF_MODEL_SHELL ); #line 75 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" SetCollisionFlags (ECF_MODEL_SHELL ); #line 77 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" GetModelObject () -> StretchModel (FLOAT3D (0.5f , 0.5f , 0.5f)); #line 78 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" SetModel (MODEL_MG_SHELL ); #line 79 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" ModelChangeNotify (); #line 80 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" SetModelMainTexture (TEXTURE_MG_SHELL ); #line 82 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" LaunchAsFreeProjectile (FLOAT3D (FRnd () + 2.0f , FRnd () + 5.0f , - FRnd () - 2.0f) , (CMovableEntity *) & * m_penOwner ); #line 84 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" SetTimerAfter(0.5f); Jump(STATE_CURRENT, 0x01950005, FALSE, EBegin());return TRUE;}BOOL CPlayerWeaponsEffects::H0x01950005_MachinegunShell_01(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01950005 switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x01950006, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CPlayerWeaponsEffects::H0x01950006_MachinegunShell_02(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01950006 ; #line 85 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" Return(STATE_CURRENT,EEnd ()); #line 85 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" return TRUE; ASSERT(FALSE); return TRUE;};BOOL CPlayerWeaponsEffects:: #line 88 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" Main(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CPlayerWeaponsEffects_Main ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EWeaponEffectInit, "CPlayerWeaponsEffects::Main expects 'EWeaponEffectInit' as input!"); const EWeaponEffectInit &eInit = (const EWeaponEffectInit &)__eeInput; #line 90 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" ASSERT (eInit . penOwner != NULL ); #line 91 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" m_penOwner = eInit . penOwner ; #line 92 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" m_EwetEffect = eInit . EwetEffect ; #line 93 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" SetFlags (GetFlags () | ENF_SEETHROUGH ); #line 94 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" SetPredictable (TRUE ); #line 96 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" if(!(m_EwetEffect == WET_SHOTGUNSHELL )){ Jump(STATE_CURRENT,0x0195000e, FALSE, EInternal());return TRUE;} #line 97 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" STATE_CPlayerWeaponsEffects_ShotgunShell, TRUE; Jump(STATE_CURRENT, 0x01950007, FALSE, EBegin());return TRUE;}BOOL CPlayerWeaponsEffects::H0x01950007_Main_01(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01950007 switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: Call(STATE_CURRENT, STATE_CPlayerWeaponsEffects_ShotgunShell, TRUE, EVoid());return TRUE;case EVENTCODE_EEnd: Jump(STATE_CURRENT,0x01950008, FALSE, __eeInput); return TRUE;default: return FALSE; }}BOOL CPlayerWeaponsEffects::H0x01950008_Main_02(const CEntityEvent &__eeInput){ #undef STATE_CURRENT #define STATE_CURRENT 0x01950008 const EEnd&__e= (EEnd&)__eeInput; ;Jump(STATE_CURRENT,0x0195000d, FALSE, EInternal());return TRUE;}BOOL CPlayerWeaponsEffects::H0x0195000e_Main_08(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x0195000e if(!(m_EwetEffect == WET_MACHINEGUNSHELL )){ Jump(STATE_CURRENT,0x0195000c, FALSE, EInternal());return TRUE;} #line 99 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" STATE_CPlayerWeaponsEffects_MachinegunShell, TRUE; Jump(STATE_CURRENT, 0x01950009, FALSE, EBegin());return TRUE;}BOOL CPlayerWeaponsEffects::H0x01950009_Main_03(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01950009 switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: Call(STATE_CURRENT, STATE_CPlayerWeaponsEffects_MachinegunShell, TRUE, EVoid());return TRUE;case EVENTCODE_EEnd: Jump(STATE_CURRENT,0x0195000a, FALSE, __eeInput); return TRUE;default: return FALSE; }}BOOL CPlayerWeaponsEffects::H0x0195000a_Main_04(const CEntityEvent &__eeInput){ #undef STATE_CURRENT #define STATE_CURRENT 0x0195000a const EEnd&__e= (EEnd&)__eeInput; ;Jump(STATE_CURRENT,0x0195000b, FALSE, EInternal());return TRUE;}BOOL CPlayerWeaponsEffects::H0x0195000c_Main_06(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x0195000c { #line 101 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" ASSERTALWAYS ("Uknown weapon effect type"); #line 102 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" }Jump(STATE_CURRENT,0x0195000b, FALSE, EInternal());return TRUE;} BOOL CPlayerWeaponsEffects::H0x0195000b_Main_05(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x0195000b Jump(STATE_CURRENT,0x0195000d, FALSE, EInternal());return TRUE;} BOOL CPlayerWeaponsEffects::H0x0195000d_Main_07(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x0195000d #line 105 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" Destroy (); #line 107 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" Return(STATE_CURRENT,EVoid()); #line 107 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es" return TRUE; ASSERT(FALSE); return TRUE;};