/* 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. */ 615 %{ #include "EntitiesMP/StdH/StdH.h" %} uses "EntitiesMP/Projectile"; //uses "Entities/EnemyMarker"; class CMeteorShower : CRationalEntity { name "MeteorShower"; thumbnail "Thumbnails\\Eruptor.tbn"; features "IsTargetable", "HasName"; properties: 1 CTString m_strName "Name" 'N' = "Meteor Shower", // class name 10 ANGLE3D m_aAngle "Shoot Angle" 'S' = ANGLE3D( AngleDeg(0.0f),AngleDeg(0.0f),AngleDeg(0.0f)), 11 INDEX m_iPerTickLaunchChance "Density (1-100)" 'D' = 10, // 0-100 15 FLOAT m_fMinStretch "Min. Stretch" = 1.0f, 16 FLOAT m_fMaxStretch "Max. Stretch" = 1.1f, 19 RANGE m_rSafeArea "Safe Area" = 10.0f, 20 RANGE m_rArea "Area" = 50.0f, 30 FLOAT m_fSpeed "Speed" 'P' = 300.0f, 40 FLOAT m_fLaunchDistance "Launch distance" 'L' = 500.0f, components: 1 model MODEL_MARKER "ModelsMP\\Editor\\EffectMarker.mdl", 2 texture TEXTURE_MARKER "ModelsMP\\Editor\\EffectMarker.tex", 5 class CLASS_PROJECTILE "Classes\\Projectile.ecl", functions: void Precache(void) { PrecacheClass(CLASS_PROJECTILE, PRT_METEOR); } // fire projectile in given direction with given speed void SpawnProjectile(const CPlacement3D &pl) { CEntityPointer pen = CreateEntity(pl, CLASS_PROJECTILE); // launch ELaunchProjectile eLaunch; eLaunch.penLauncher = this; eLaunch.prtType = PRT_METEOR; eLaunch.fStretch = Lerp(m_fMinStretch, m_fMaxStretch, FRnd()); eLaunch.fSpeed = m_fSpeed; pen->Initialize(eLaunch); } void MaybeShootMeteor(void) { INDEX iShoot = IRnd()%100; if (iShoot<=m_iPerTickLaunchChance) { CPlacement3D plFall; plFall.pl_PositionVector = GetPlacement().pl_PositionVector; FLOAT fR = Lerp(m_rSafeArea, m_rArea, FRnd()); FLOAT fA = FRnd()*360.0f; plFall.pl_PositionVector += FLOAT3D(CosFast(fA)*fR, 0.05f, SinFast(fA)*fR); FLOAT3D vDir; AnglesToDirectionVector(m_aAngle, vDir); vDir.Normalize(); CPlacement3D plLaunch=plFall; plLaunch.pl_PositionVector=plFall.pl_PositionVector-vDir*m_fLaunchDistance; plLaunch.pl_OrientationAngle = m_aAngle; SpawnProjectile(plLaunch); } } procedures: /************************************************************ * A C T I O N S * ************************************************************/ // active state Active(EVoid) { while (TRUE) { wait(_pTimer->TickQuantum) { on (EBegin) : { resume; } on (EEnvironmentStop) : { jump Inactive(); } on (ETimer) : { MaybeShootMeteor(); stop; } } // wait } }; // inactive state Inactive(EVoid) { wait() { on (EBegin) : { resume; } on (EEnvironmentStart) : { jump Active(); } } }; Main(EVoid) { if (m_fMinStretch>m_fMaxStretch) { m_fMinStretch = m_fMaxStretch; } if (m_rSafeArea>m_rArea) { m_rSafeArea = m_rArea; } InitAsEditorModel(); SetPhysicsFlags(EPF_MODEL_IMMATERIAL); SetCollisionFlags(ECF_IMMATERIAL); // set appearance SetModel(MODEL_MARKER); SetModelMainTexture(TEXTURE_MARKER); autowait(0.05f); jump Inactive(); } };