/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ 351 %{ #include "EntitiesMP/StdH/StdH.h" #include "ModelsMP/Enemies/ExotechLarva/Charger/WallCharger.h" %} uses "EntitiesMP/BloodSpray"; uses "EntitiesMP/Projectile"; class CExotechLarvaBattery : CRationalEntity { name "ExotechLarvaBattery"; thumbnail "Thumbnails\\ExotechLarvaBattery.tbn"; features "HasName", "IsTargetable"; properties: 1 BOOL m_bActive = TRUE, 2 FLOAT m_fMaxHealth "Health" 'H' = 100.0f, 3 FLOAT m_fStretch "Stretch" 'S' = 1.0f, 4 FLOAT m_fBurnTreshold = 0.0f, 5 CEntityPointer m_penSpray, // debris spray 6 FLOAT m_tmSpraySpawned = 0.0f, 7 CTString m_strName "Name" 'N' = "ExotechLarva Wall Battery", 10 BOOL m_bCustomShading "Custom Shading" = FALSE, 11 ANGLE3D m_aShadingDirection "Light direction" 'D' = ANGLE3D( AngleDeg(45.0f),AngleDeg(45.0f),AngleDeg(45.0f)), 12 COLOR m_colLight "Light Color" = C_WHITE, 13 COLOR m_colAmbient "Ambient Light Color" = C_BLACK, 20 CSoundObject m_soSound, components: 1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl", 2 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl", 5 model MODEL_BATTERY "ModelsMP\\Enemies\\ExotechLarva\\Charger\\WallCharger.mdl", 6 texture TEXTURE_BATTERY "ModelsMP\\Enemies\\ExotechLarva\\Charger\\WallCharger.tex", 7 model MODEL_BEAM "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Beam.mdl", 8 texture TEXTURE_BEAM "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Beam.tex", 10 model MODEL_PLASMA "ModelsMP\\Enemies\\ExotechLarva\\Charger\\PlasmaBeam.mdl", 11 texture TEXTURE_PLASMA "ModelsMP\\Effects\\Laser\\Laser_Red.tex", 12 model MODEL_ELECTRO "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Electricity.mdl", 13 texture TEXTURE_ELECTRO "ModelsMP\\Enemies\\ExotechLarva\\Projectile\\Projectile.tex", 50 sound SOUND_SHUTDOWN "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Sounds\\WallChargerShutdown.wav", functions: void Precache(void) { CRationalEntity::Precache(); PrecacheSound( SOUND_SHUTDOWN ); PrecacheModel( MODEL_BATTERY ); PrecacheTexture( TEXTURE_BATTERY ); PrecacheModel( MODEL_PLASMA ); PrecacheTexture( TEXTURE_PLASMA ); PrecacheModel( MODEL_ELECTRO ); PrecacheTexture( TEXTURE_ELECTRO ); } /* 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 ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType, FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection) { if (GetHealth()<0.0f) { return; } if((dmtType!=DMT_BURNING) && (m_tmSpraySpawned<=_pTimer->CurrentTick()-_pTimer->TickQuantum*8)) { // spawn blood spray CPlacement3D plSpray = CPlacement3D( vHitPoint, ANGLE3D(0, 0, 0)); m_penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY); m_penSpray->SetParent(this); ESpawnSpray eSpawnSpray; eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE; eSpawnSpray.fDamagePower = 3.0f; eSpawnSpray.sptType = SPT_ELECTRICITY_SPARKS_NO_BLOOD; eSpawnSpray.fSizeMultiplier = 1.0f; eSpawnSpray.vDirection = FLOAT3D(0.0f, 1.0f, 0.0f); eSpawnSpray.penOwner = this; m_penSpray->Initialize( eSpawnSpray); m_tmSpraySpawned = _pTimer->CurrentTick(); } FLOAT fLastHealth = GetHealth(); CRationalEntity::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection); FLOAT fNewHealth = GetHealth(); if (fNewHealth<=0.66f*m_fMaxHealth && fLastHealth>0.66f*m_fMaxHealth) { RemoveAttachment(WALLCHARGER_ATTACHMENT_LIGHT); GetModelObject()->PlayAnim(WALLCHARGER_ANIM_DAMAGE01, AOF_SMOOTHCHANGE|AOF_NORESTART); SpawnExplosions(); } else if (fNewHealth<=0.33*m_fMaxHealth && fLastHealth>0.33*m_fMaxHealth) { RemoveAttachment(WALLCHARGER_ATTACHMENT_PLASMA); GetModelObject()->PlayAnim(WALLCHARGER_ANIM_DAMAGE02, AOF_SMOOTHCHANGE|AOF_NORESTART); SpawnExplosions(); } }; void RenderParticles(void) { FLOAT fBurnStrength; FLOAT fHealth = GetHealth(); if (fHealth0.99f) { fBurnStrength=0.99f; } Particles_Burning(this, 1.0f, fBurnStrength); } if (fHealth<1.0f) { Particles_Smoke(this, FLOAT3D(0.0f, 0.0f, 0.25f)*m_fStretch, 100, 6.0f, 0.4f, 4.0f*m_fStretch, 2.5f); } }; void SpawnExplosions(void) { CPlacement3D pl = GetPlacement(); ESpawnEffect eSpawnEffect; eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE; eSpawnEffect.betType = BET_CANNON; eSpawnEffect.vStretch = FLOAT3D(m_fStretch*1.5f, m_fStretch*1.5f, m_fStretch*1.5f); CEntityPointer penExplosion = CreateEntity(pl, CLASS_BASIC_EFFECT); penExplosion->Initialize(eSpawnEffect); pl.pl_PositionVector += FLOAT3D(FRnd()*0.5f, FRnd()*0.5f, 0.0f); penExplosion = CreateEntity(pl, CLASS_BASIC_EFFECT); penExplosion->Initialize(eSpawnEffect); pl.pl_PositionVector += FLOAT3D(FRnd()*0.5f, FRnd()*0.5f, 0.0f); penExplosion = CreateEntity(pl, CLASS_BASIC_EFFECT); penExplosion->Initialize(eSpawnEffect); InflictRangeDamage( this, DMT_EXPLOSION, 25.0f, GetPlacement().pl_PositionVector, 5.0f, 25.0f); } void AddAttachments(void) { AddAttachmentToModel(this, *GetModelObject(), WALLCHARGER_ATTACHMENT_LIGHT, MODEL_BEAM, TEXTURE_BEAM, 0, 0, 0); AddAttachmentToModel(this, *GetModelObject(), WALLCHARGER_ATTACHMENT_PLASMA, MODEL_PLASMA, TEXTURE_PLASMA, 0, 0, 0); AddAttachmentToModel(this, *GetModelObject(), WALLCHARGER_ATTACHMENT_ELECTRICITY, MODEL_ELECTRO, TEXTURE_ELECTRO, 0, 0, 0); AddAttachmentToModel(this, *GetModelObject(), WALLCHARGER_ATTACHMENT_ELECTRICITY2, MODEL_ELECTRO, TEXTURE_ELECTRO, 0, 0, 0); } void RemoveAttachment(INDEX iAtt) { RemoveAttachmentFromModel(*GetModelObject(), iAtt); } procedures: Destroyed() { m_bActive = FALSE; RemoveAttachment(WALLCHARGER_ATTACHMENT_ELECTRICITY); RemoveAttachment(WALLCHARGER_ATTACHMENT_ELECTRICITY2); PlaySound(m_soSound, SOUND_SHUTDOWN, SOF_3D); GetModelObject()->PlayAnim(WALLCHARGER_ANIM_DAMAGE03, AOF_SMOOTHCHANGE|AOF_NORESTART); SpawnExplosions(); //wait forever while (TRUE) { autowait(1.0f); } return; } Main() { InitAsModel(); SetPhysicsFlags(EPF_MODEL_FIXED); SetCollisionFlags(ECF_MODEL); SetFlags(GetFlags()|ENF_ALIVE); // set your appearance SetModel(MODEL_BATTERY); SetModelMainTexture(TEXTURE_BATTERY); AddAttachments(); // set stretch factors for height and width GetModelObject()->StretchModel(FLOAT3D(m_fStretch, m_fStretch, m_fStretch)); ModelChangeNotify(); SetHealth(m_fMaxHealth); autowait(0.05f); m_soSound.Set3DParameters(100.0f, 50.0f, 3.5f, 1.0f); m_bActive = TRUE; m_fBurnTreshold = 0.66f*m_fMaxHealth; StartModelAnim(WALLCHARGER_ANIM_DEFAULT, 0); wait() { on (EBegin) : { resume; } on (EDeath eDeath) : { jump Destroyed(); } } return; } };