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

172 lines
9.5 KiB
C++

/*
* This file is generated by Entity Class Compiler, (c) CroTeam 1997-98
*/
#line 4 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
#include "StdH.h"
#define EPF_MODEL_SHELL (EPF_ONBLOCK_BOUNCE|EPF_TRANSLATEDBYGRAVITY|EPF_MOVABLE)
#define ECF_MODEL_SHELL ( \
((ECBI_BRUSH|ECBI_MODEL_HOLDER)<<ECB_TEST) |\
((ECBI_CORPSE)<<ECB_IS))
#include <EntitiesMP/PlayerWeaponsEffects.h>
#include <EntitiesMP/PlayerWeaponsEffects_tables.h>
CEntityEvent *EWeaponEffectInit::MakeCopy(void) { CEntityEvent *peeCopy = new EWeaponEffectInit(*this); return peeCopy;}
EWeaponEffectInit::EWeaponEffectInit() : CEntityEvent(EVENTCODE_EWeaponEffectInit) {;
ClearToDefault(penOwner);
ClearToDefault(EwetEffect);
};
#line 25 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
void CPlayerWeaponsEffects_Precache(void)
{
CDLLEntityClass *pdec = &CPlayerWeaponsEffects_DLLClass;
pdec->PrecacheModel(MODEL_SG_SHELL);
pdec->PrecacheTexture(TEXTURE_SG_SHELL);
pdec->PrecacheModel(MODEL_MG_SHELL);
pdec->PrecacheTexture(TEXTURE_MG_SHELL);
}
void CPlayerWeaponsEffects::SetDefaultProperties(void) {
m_penOwner = NULL;
m_EwetEffect = WET_SHOTGUNSHELL ;
m_penPrediction = NULL;
CMovableEntity::SetDefaultProperties();
}
BOOL CPlayerWeaponsEffects::
#line 55 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
ShotgunShell(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT STATE_CPlayerWeaponsEffects_ShotgunShell
ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CPlayerWeaponsEffects::ShotgunShell expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
#line 57 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
InitAsModel ();
#line 58 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
SetPhysicsFlags (EPF_MODEL_SHELL );
#line 59 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
SetCollisionFlags (ECF_MODEL_SHELL );
#line 61 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
GetModelObject () -> StretchModel (FLOAT3D (0.5f , 0.5f , 0.5f));
#line 62 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
SetModel (MODEL_SG_SHELL );
#line 63 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
ModelChangeNotify ();
#line 64 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
SetModelMainTexture (TEXTURE_SG_SHELL );
#line 66 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
LaunchAsFreeProjectile (FLOAT3D (FRnd () + 2.0f , FRnd () + 5.0f , - FRnd () - 2.0f) , (CMovableEntity *) & * m_penOwner );
#line 68 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
SetTimerAfter(1.5f);
Jump(STATE_CURRENT, 0x01950002, FALSE, EBegin());return TRUE;}BOOL CPlayerWeaponsEffects::H0x01950002_ShotgunShell_01(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT 0x01950002
switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x01950003, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CPlayerWeaponsEffects::H0x01950003_ShotgunShell_02(const CEntityEvent &__eeInput){
ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
#undef STATE_CURRENT
#define STATE_CURRENT 0x01950003
;
#line 69 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
Return(STATE_CURRENT,EEnd ());
#line 69 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
return TRUE; ASSERT(FALSE); return TRUE;};BOOL CPlayerWeaponsEffects::
#line 71 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
MachinegunShell(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT STATE_CPlayerWeaponsEffects_MachinegunShell
ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CPlayerWeaponsEffects::MachinegunShell expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
#line 73 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
InitAsModel ();
#line 74 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
SetPhysicsFlags (EPF_MODEL_SHELL );
#line 75 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
SetCollisionFlags (ECF_MODEL_SHELL );
#line 77 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
GetModelObject () -> StretchModel (FLOAT3D (0.5f , 0.5f , 0.5f));
#line 78 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
SetModel (MODEL_MG_SHELL );
#line 79 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
ModelChangeNotify ();
#line 80 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
SetModelMainTexture (TEXTURE_MG_SHELL );
#line 82 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
LaunchAsFreeProjectile (FLOAT3D (FRnd () + 2.0f , FRnd () + 5.0f , - FRnd () - 2.0f) , (CMovableEntity *) & * m_penOwner );
#line 84 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
SetTimerAfter(0.5f);
Jump(STATE_CURRENT, 0x01950005, FALSE, EBegin());return TRUE;}BOOL CPlayerWeaponsEffects::H0x01950005_MachinegunShell_01(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT 0x01950005
switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: return TRUE;case EVENTCODE_ETimer: Jump(STATE_CURRENT,0x01950006, FALSE, EInternal()); return TRUE;default: return FALSE; }}BOOL CPlayerWeaponsEffects::H0x01950006_MachinegunShell_02(const CEntityEvent &__eeInput){
ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
#undef STATE_CURRENT
#define STATE_CURRENT 0x01950006
;
#line 85 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
Return(STATE_CURRENT,EEnd ());
#line 85 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
return TRUE; ASSERT(FALSE); return TRUE;};BOOL CPlayerWeaponsEffects::
#line 88 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
Main(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT STATE_CPlayerWeaponsEffects_Main
ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EWeaponEffectInit, "CPlayerWeaponsEffects::Main expects 'EWeaponEffectInit' as input!"); const EWeaponEffectInit &eInit = (const EWeaponEffectInit &)__eeInput;
#line 90 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
ASSERT (eInit . penOwner != NULL );
#line 91 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
m_penOwner = eInit . penOwner ;
#line 92 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
m_EwetEffect = eInit . EwetEffect ;
#line 93 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
SetFlags (GetFlags () | ENF_SEETHROUGH );
#line 94 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
SetPredictable (TRUE );
#line 96 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
if(!(m_EwetEffect == WET_SHOTGUNSHELL )){ Jump(STATE_CURRENT,0x0195000e, FALSE, EInternal());return TRUE;}
#line 97 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
STATE_CPlayerWeaponsEffects_ShotgunShell, TRUE;
Jump(STATE_CURRENT, 0x01950007, FALSE, EBegin());return TRUE;}BOOL CPlayerWeaponsEffects::H0x01950007_Main_01(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT 0x01950007
switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: Call(STATE_CURRENT, STATE_CPlayerWeaponsEffects_ShotgunShell, TRUE, EVoid());return TRUE;case EVENTCODE_EEnd: Jump(STATE_CURRENT,0x01950008, FALSE, __eeInput); return TRUE;default: return FALSE; }}BOOL CPlayerWeaponsEffects::H0x01950008_Main_02(const CEntityEvent &__eeInput){
#undef STATE_CURRENT
#define STATE_CURRENT 0x01950008
const EEnd&__e= (EEnd&)__eeInput;
;Jump(STATE_CURRENT,0x0195000d, FALSE, EInternal());return TRUE;}BOOL CPlayerWeaponsEffects::H0x0195000e_Main_08(const CEntityEvent &__eeInput){
ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
#undef STATE_CURRENT
#define STATE_CURRENT 0x0195000e
if(!(m_EwetEffect == WET_MACHINEGUNSHELL )){ Jump(STATE_CURRENT,0x0195000c, FALSE, EInternal());return TRUE;}
#line 99 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
STATE_CPlayerWeaponsEffects_MachinegunShell, TRUE;
Jump(STATE_CURRENT, 0x01950009, FALSE, EBegin());return TRUE;}BOOL CPlayerWeaponsEffects::H0x01950009_Main_03(const CEntityEvent &__eeInput) {
#undef STATE_CURRENT
#define STATE_CURRENT 0x01950009
switch(__eeInput.ee_slEvent) {case EVENTCODE_EBegin: Call(STATE_CURRENT, STATE_CPlayerWeaponsEffects_MachinegunShell, TRUE, EVoid());return TRUE;case EVENTCODE_EEnd: Jump(STATE_CURRENT,0x0195000a, FALSE, __eeInput); return TRUE;default: return FALSE; }}BOOL CPlayerWeaponsEffects::H0x0195000a_Main_04(const CEntityEvent &__eeInput){
#undef STATE_CURRENT
#define STATE_CURRENT 0x0195000a
const EEnd&__e= (EEnd&)__eeInput;
;Jump(STATE_CURRENT,0x0195000b, FALSE, EInternal());return TRUE;}BOOL CPlayerWeaponsEffects::H0x0195000c_Main_06(const CEntityEvent &__eeInput){
ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
#undef STATE_CURRENT
#define STATE_CURRENT 0x0195000c
{
#line 101 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
ASSERTALWAYS ("Uknown weapon effect type");
#line 102 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
}Jump(STATE_CURRENT,0x0195000b, FALSE, EInternal());return TRUE;}
BOOL CPlayerWeaponsEffects::H0x0195000b_Main_05(const CEntityEvent &__eeInput){
ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
#undef STATE_CURRENT
#define STATE_CURRENT 0x0195000b
Jump(STATE_CURRENT,0x0195000d, FALSE, EInternal());return TRUE;}
BOOL CPlayerWeaponsEffects::H0x0195000d_Main_07(const CEntityEvent &__eeInput){
ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
#undef STATE_CURRENT
#define STATE_CURRENT 0x0195000d
#line 105 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
Destroy ();
#line 107 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
Return(STATE_CURRENT,EVoid());
#line 107 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
return TRUE; ASSERT(FALSE); return TRUE;};