mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 03:40:26 +01:00
243 lines
7.5 KiB
JavaScript
243 lines
7.5 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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%{
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#include "StdH.h"
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#include "ModelsMP/Enemies/ExotechLarva/Charger/FloorCharger.h"
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%}
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uses "EntitiesMP/BloodSpray";
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uses "EntitiesMP/Projectile";
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uses "EntitiesMP/ExotechLarvaBattery";
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event EActivateBeam {
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BOOL bTurnOn,
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};
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class CExotechLarvaCharger : CRationalEntity {
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name "ExotechLarvaCharger";
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thumbnail "Thumbnails\\ExotechLarvaCharger.tbn";
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features "HasName", "IsTargetable";
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properties:
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1 BOOL m_bActive = TRUE,
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2 BOOL m_bBeamActive = FALSE,
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3 FLOAT m_fStretch "Stretch" 'S' = 1.0f,
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7 CTString m_strName "Name" 'N' = "ExotechLarva Floor Charger",
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8 RANGE m_rSound "Sound Range" = 100.0f,
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10 CEntityPointer m_penBattery01 "Wall Battery 01",
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11 CEntityPointer m_penBattery02 "Wall Battery 02",
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12 CEntityPointer m_penBattery03 "Wall Battery 03",
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13 CEntityPointer m_penBattery04 "Wall Battery 04",
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14 CEntityPointer m_penBattery05 "Wall Battery 05",
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15 CEntityPointer m_penBattery06 "Wall Battery 06",
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20 BOOL m_bCustomShading "Custom Shading" = FALSE,
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21 ANGLE3D m_aShadingDirection "Light direction" 'D' = ANGLE3D( AngleDeg(45.0f),AngleDeg(45.0f),AngleDeg(45.0f)),
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22 COLOR m_colLight "Light Color" = C_WHITE,
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23 COLOR m_colAmbient "Ambient Light Color" = C_BLACK,
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50 CSoundObject m_soSound,
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components:
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1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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2 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl",
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5 model MODEL_CHARGER "ModelsMP\\Enemies\\ExotechLarva\\Charger\\FloorCharger.mdl",
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6 texture TEXTURE_CHARGER "ModelsMP\\Enemies\\ExotechLarva\\Charger\\FloorCharger.tex",
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7 model MODEL_BEAM "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Beam.mdl",
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8 texture TEXTURE_BEAM "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Beam.tex",
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9 model MODEL_ELECTRICITY "ModelsMP\\Enemies\\ExotechLarva\\Charger\\ElectricityBeams.mdl",
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10 texture TEXTURE_ELECTRICITY "ModelsMP\\Effects\\Laser\\Laser_Red.tex",
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50 sound SOUND_HUM "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Sounds\\FloorChargerHum.wav",
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51 sound SOUND_SHUTDOWN "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Sounds\\FloorChargerShutdown.wav",
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functions:
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BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget)
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{
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if( slPropertyOffset == offsetof(CExotechLarvaCharger, m_penBattery01) ||
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slPropertyOffset == offsetof(CExotechLarvaCharger, m_penBattery02) ||
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slPropertyOffset == offsetof(CExotechLarvaCharger, m_penBattery03) ||
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slPropertyOffset == offsetof(CExotechLarvaCharger, m_penBattery04) ||
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slPropertyOffset == offsetof(CExotechLarvaCharger, m_penBattery05) ||
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slPropertyOffset == offsetof(CExotechLarvaCharger, m_penBattery06))
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{
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if (IsOfClass(penTarget, "ExotechLarvaBattery")) { return TRUE; }
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else { return FALSE; }
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}
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return CEntity::IsTargetValid(slPropertyOffset, penTarget);
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}
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void Precache(void) {
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CRationalEntity::Precache();
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PrecacheModel (MODEL_ELECTRICITY );
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PrecacheTexture (TEXTURE_ELECTRICITY );
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PrecacheModel (MODEL_BEAM );
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PrecacheTexture (TEXTURE_BEAM );
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PrecacheSound (SOUND_HUM );
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PrecacheSound (SOUND_SHUTDOWN );
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}
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/* Adjust model shading parameters if needed. */
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BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
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{
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if (m_bCustomShading)
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{
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colLight = m_colLight;
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colAmbient = m_colAmbient;
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AnglesToDirectionVector(m_aShadingDirection, vLightDirection);
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vLightDirection = -vLightDirection;
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}
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return TRUE;
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};
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void UpdateOperationalState(void) {
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CEntityPointer *penFirst = &m_penBattery01;
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for (INDEX i=0; i<6; i++) {
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CExotechLarvaBattery *penBattery = (CExotechLarvaBattery *)&(*penFirst[i]);
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// if model pointer is valid
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if (penBattery) {
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if (penBattery->m_bActive) {
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// at least one exists, so we are still active
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m_bActive = TRUE;
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return;
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}
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}
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}
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// if no batteries found, change the state to inactive
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m_bActive = FALSE;
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EActivateBeam eab;
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eab.bTurnOn = FALSE;
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SendEvent(eab);
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PlaySound(m_soSound, SOUND_SHUTDOWN, SOF_3D);
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RemoveAttachmentFromModel(*GetModelObject(), FLOORCHARGER_ATTACHMENT_ELECTRICITY);
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}
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void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
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FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
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{
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NOTHING;
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};
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void RenderParticles(void)
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{
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if (m_bBeamActive)
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{
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CEntityPointer *penFirst = &m_penBattery01;
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for (INDEX i=0; i<6; i++) {
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CExotechLarvaBattery *penBattery = (CExotechLarvaBattery *)&(*penFirst[i]);
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// if model pointer is valid
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if (penBattery) {
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if (penBattery->m_bActive) {
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// render electricity
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FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
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Particles_Ghostbuster(GetPlacement().pl_PositionVector + FLOAT3D(0.0f, 0.2f, 0.0f),
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penBattery->GetPlacement().pl_PositionVector + FLOAT3D(0.0f, 0.2f, 0.0f),
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32, 1.0f);
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Particles_ModelGlow(penBattery, 1e6, PT_STAR05, 1.0f+0.5f*sin(4.0f*tmNow), 4, 0.0f, C_WHITE);
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}
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}
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}
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}
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};
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procedures:
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ActivateBeam()
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{
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AddAttachmentToModel(this, *GetModelObject(), FLOORCHARGER_ATTACHMENT_BEAM, MODEL_BEAM, TEXTURE_BEAM, 0, 0, 0);
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CModelObject &amo = GetModelObject()->GetAttachmentModel(FLOORCHARGER_ATTACHMENT_BEAM)->amo_moModelObject;
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amo.StretchModelRelative(FLOAT3D(m_fStretch, m_fStretch, m_fStretch));
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m_bBeamActive = TRUE;
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return;
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}
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DeactivateBeam()
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{
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RemoveAttachmentFromModel(*GetModelObject(), FLOORCHARGER_ATTACHMENT_BEAM);
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m_bBeamActive = FALSE;
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return;
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}
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Main()
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{
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InitAsModel();
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SetPhysicsFlags(EPF_MODEL_FIXED);
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SetCollisionFlags(ECF_IMMATERIAL);
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SetFlags(GetFlags()|ENF_ALIVE);
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// set your appearance
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SetModel(MODEL_CHARGER);
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SetModelMainTexture(TEXTURE_CHARGER);
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// set stretch factors for height and width
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GetModelObject()->StretchModel(FLOAT3D(m_fStretch, m_fStretch, m_fStretch));
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ModelChangeNotify();
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autowait(0.05f);
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m_soSound.Set3DParameters(m_rSound, m_rSound/2.0f, 2.0f, 1.0f);
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m_bActive = FALSE;
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m_bBeamActive = FALSE;
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// wait to be triggered
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wait() {
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on (EBegin) : { resume; }
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on (ETrigger) : { stop; }
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otherwise (): { resume; }
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}
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UpdateOperationalState();
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if (m_bActive) {
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AddAttachmentToModel(this, *GetModelObject(), FLOORCHARGER_ATTACHMENT_ELECTRICITY, MODEL_ELECTRICITY, TEXTURE_ELECTRICITY, 0, 0, 0);
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CAttachmentModelObject *amo = GetModelObject()->GetAttachmentModel(FLOORCHARGER_ATTACHMENT_ELECTRICITY);
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amo->amo_moModelObject.StretchModel(FLOAT3D(m_fStretch, m_fStretch, m_fStretch));
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PlaySound(m_soSound, SOUND_HUM, SOF_3D|SOF_LOOP);
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}
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while (TRUE) {
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wait(0.5f)
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{
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on (EBegin) : {
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resume;
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}
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on (ETimer) : {
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if (m_bActive) {
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UpdateOperationalState();
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}
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stop;
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}
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on (EActivateBeam eab) : {
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if (eab.bTurnOn==TRUE && m_bBeamActive!=TRUE) {
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call ActivateBeam();
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} else if (eab.bTurnOn==FALSE && m_bBeamActive!=FALSE) {
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call DeactivateBeam();
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}
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resume;
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}
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}
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}
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return;
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}
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};
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