Serious-Engine/Sources/EntitiesMP/EnemyMarker.es
2016-03-11 15:57:17 +02:00

73 lines
2.3 KiB
JavaScript

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
302
%{
#include "StdH.h"
%}
uses "EntitiesMP/Marker";
class CEnemyMarker: CMarker {
name "Enemy Marker";
thumbnail "Thumbnails\\EnemyMarker.tbn";
properties:
1 FLOAT m_fWaitTime = 0.0f, // time to wait(or do anything) until go to another marker
3 RANGE m_fMarkerRange "Marker Range" 'M' = 0.0f, // range around marker (marker doesn't have to be hit directly)
11 RANGE m_fPatrolAreaInner "Patrol Area Inner" 'R' = 0.0f, // patrol area inner circle
12 RANGE m_fPatrolAreaOuter "Patrol Area Outer" 'E' = 0.0f, // patrol area outer circle
13 FLOAT m_fPatrolTime "Patrol Time" 'P' = 0.0f, // time to patrol around
14 enum BoolEType m_betRunToMarker "Run to marker" 'O' = BET_IGNORE, // run to marker
15 enum BoolEType m_betFly "Fly" 'F' = BET_IGNORE, // fly if you can
16 enum BoolEType m_betBlind "Blind" 'B' = BET_IGNORE,
17 enum BoolEType m_betDeaf "Deaf" 'D' = BET_IGNORE,
18 BOOL m_bStartTactics "Start Tactics" = FALSE,
components:
1 model MODEL_MARKER "Models\\Editor\\EnemyMarker.mdl",
2 texture TEXTURE_MARKER "Models\\Editor\\EnemyMarker.tex"
functions:
/* Check if entity is moved on a route set up by its targets. */
BOOL MovesByTargetedRoute(CTString &strTargetProperty) const {
strTargetProperty = "Target";
return TRUE;
};
/* Check if entity can drop marker for making linked route. */
BOOL DropsMarker(CTFileName &fnmMarkerClass, CTString &strTargetProperty) const {
fnmMarkerClass = CTFILENAME("Classes\\EnemyMarker.ecl");
strTargetProperty = "Target";
return TRUE;
}
BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget)
{
if( slPropertyOffset == offsetof(CMarker, m_penTarget))
{
if (IsOfClass(penTarget, "Enemy Marker")) { return TRUE; }
else { return FALSE; }
}
return CEntity::IsTargetValid(slPropertyOffset, penTarget);
}
procedures:
Main() {
InitAsEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_IMMATERIAL);
if (m_strName=="Marker") {
m_strName="Enemy Marker";
}
// set appearance
SetModel(MODEL_MARKER);
SetModelMainTexture(TEXTURE_MARKER);
return;
}
};