/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ 106 %{ #include "EntitiesMP/StdH/StdH.h" %} class CPendulum: CMovableBrushEntity { name "Pendulum"; thumbnail "Thumbnails\\Pendulum.tbn"; features "HasName", "IsTargetable"; properties: 1 CTString m_strName "Name" 'N' = "Pendulum", // name 2 BOOL m_bDynamicShadows "Dynamic shadows" = FALSE, // if has dynamic shadows 3 FLOAT m_fMaxAngle "Maximum angle" = 60.0f, // pendulum will never go over this angle 5 FLOAT m_fSpeed = 0.0f, // current speed 6 FLOAT m_fDampFactor "Damp factor" = 0.9f, // dump factor 7 FLOAT m_fPendulumFactor "Pendulum factor" = 1.0f, // pendulum factor 8 FLOAT m_fImpulseFactor "Damage impulse factor" = 0.01f, // factor applied to damage ammount 9 FLOAT m_fTriggerImpulse "Impulse on trigger" = 10.0f, // ipulse given on trigger 10 BOOL m_bActive "Active" 'A' = TRUE, // if pendulum is active by default components: functions: /* Receive damage */ void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType, FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection) { if( !m_bActive) { return; } // get vector in direction of oscilation FLOAT3D vOscilatingDirection; GetHeadingDirection( -90.0f, vOscilatingDirection); // project damage direction onto oscilating direction FLOAT fImpulse = vDirection%vOscilatingDirection; // calculate impulse strength fImpulse *= fDamageAmmount*m_fImpulseFactor; // apply impulse m_fSpeed += fImpulse; SetDesiredRotation( ANGLE3D(0, 0, m_fSpeed)); } /* Post moving */ void PostMoving() { CMovableBrushEntity::PostMoving(); ANGLE fCurrentBanking = GetPlacement().pl_OrientationAngle(3); FLOAT fNewSpeed = m_fSpeed*m_fDampFactor-m_fPendulumFactor*fCurrentBanking; // if maximum angle achieved, stop in place and turn back if( Abs( fCurrentBanking) > m_fMaxAngle && Sgn(fNewSpeed)==Sgn(fCurrentBanking)) { fNewSpeed = 0.0f; } m_fSpeed = fNewSpeed; SetDesiredRotation( ANGLE3D(0, 0, fNewSpeed)); // if angle is not zero if (Abs( fCurrentBanking) > 1.0f) { // clear in rendering flag SetFlags(GetFlags()&~ENF_INRENDERING); } }; procedures: Main() { // declare yourself as a brush InitAsBrush(); SetPhysicsFlags(EPF_BRUSH_MOVING); SetCollisionFlags(ECF_BRUSH); // non-zoning brush SetFlags(GetFlags()&~ENF_ZONING); // set dynamic shadows as needed if (m_bDynamicShadows) { SetFlags(GetFlags()|ENF_DYNAMICSHADOWS); } else { SetFlags(GetFlags()&~ENF_DYNAMICSHADOWS); } // start moving wait() { on( EActivate): { m_bActive = TRUE; resume; } on( EDeactivate): { m_bActive = FALSE; resume; } on( ETrigger): { if( m_bActive) { // apply impulse m_fSpeed += m_fTriggerImpulse; AddToMovers(); } resume; } } Destroy(); stop; return; } };