mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-29 13:25:52 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
119 lines
3.1 KiB
C++
119 lines
3.1 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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613
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%{
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#include "EntitiesMP/StdH/StdH.h"
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%}
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class CTimeController: CRationalEntity {
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name "TimeController";
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thumbnail "Thumbnails\\TimeController.tbn";
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features "IsTargetable", "HasName", "IsImportant";
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properties:
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1 FLOAT m_fTimeStretch "Time speed" = 1.0f,
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2 FLOAT m_tmFadeIn "Fade in time" = 0.25f,
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3 FLOAT m_tmInterval "Auto clear stretch after..." = -1.0f,
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4 BOOL m_bAbsolute "Absolute" = TRUE,
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5 FLOAT m_fMyTimer=0.0f,
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6 FLOAT m_tmStretchChangeStart=0.0f,
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7 CTString m_strName "Name" 'N' = "Time controller",
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8 FLOAT m_fOldTimeStretch=0.0f,
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9 FLOAT m_fNewTimeStretch=0.0f,
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components:
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1 model MODEL_TIME_CONTROLLER "ModelsMP\\Editor\\TimeControler.mdl",
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2 texture TEXTURE_TIME_CONTROLLER "ModelsMP\\Editor\\TimeController.tex"
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functions:
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procedures:
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ChangeTimeStretch(EVoid)
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{
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m_fMyTimer=0.0f;
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while( m_fMyTimer<m_tmFadeIn-_pTimer->TickQuantum/2.0f)
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{
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autowait(_pTimer->TickQuantum);
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m_fMyTimer+=_pTimer->TickQuantum/_pNetwork->GetRealTimeFactor();
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FLOAT fNewStretch=Lerp(m_fOldTimeStretch, m_fNewTimeStretch, Clamp(m_fMyTimer/m_tmFadeIn, 0.0f, 1.0f));
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_pNetwork->SetRealTimeFactor(fNewStretch);
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}
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_pNetwork->SetRealTimeFactor(m_fNewTimeStretch);
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return EReturn();
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}
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ApplyTimeStretch(EVoid)
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{
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autocall ChangeTimeStretch() EReturn;
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if( m_tmInterval>0)
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{
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autowait(m_tmInterval);
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autocall ResetTimeStretch() EReturn;
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}
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return EReturn();
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}
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ResetTimeStretch(EVoid)
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{
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if(_pNetwork->GetRealTimeFactor()==1) {return EReturn(); };
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m_fOldTimeStretch=_pNetwork->GetRealTimeFactor();
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m_fNewTimeStretch=1.0f;
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autocall ChangeTimeStretch(EVoid()) EReturn;
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return EReturn();
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}
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Main(EVoid)
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{
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// set appearance
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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// set appearance
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SetModel(MODEL_TIME_CONTROLLER);
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SetModelMainTexture(TEXTURE_TIME_CONTROLLER);
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// spawn in world editor
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autowait(0.1f);
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wait()
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{
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on (EBegin) :
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{
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resume;
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}
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// immediate
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on (EStart eStart) :
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{
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m_fOldTimeStretch=_pNetwork->GetRealTimeFactor();
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m_fNewTimeStretch=m_fTimeStretch;
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call ApplyTimeStretch();
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resume;
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}
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on (EStop) :
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{
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_pNetwork->SetRealTimeFactor(1.0f);
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resume;
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}
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on (EReturn) :
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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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};
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