Serious-Engine/Sources/EntitiesMP/TimeController.es
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
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
2016-04-02 23:56:12 -04:00

119 lines
3.1 KiB
C++

/* 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. */
613
%{
#include "EntitiesMP/StdH/StdH.h"
%}
class CTimeController: CRationalEntity {
name "TimeController";
thumbnail "Thumbnails\\TimeController.tbn";
features "IsTargetable", "HasName", "IsImportant";
properties:
1 FLOAT m_fTimeStretch "Time speed" = 1.0f,
2 FLOAT m_tmFadeIn "Fade in time" = 0.25f,
3 FLOAT m_tmInterval "Auto clear stretch after..." = -1.0f,
4 BOOL m_bAbsolute "Absolute" = TRUE,
5 FLOAT m_fMyTimer=0.0f,
6 FLOAT m_tmStretchChangeStart=0.0f,
7 CTString m_strName "Name" 'N' = "Time controller",
8 FLOAT m_fOldTimeStretch=0.0f,
9 FLOAT m_fNewTimeStretch=0.0f,
components:
1 model MODEL_TIME_CONTROLLER "ModelsMP\\Editor\\TimeControler.mdl",
2 texture TEXTURE_TIME_CONTROLLER "ModelsMP\\Editor\\TimeController.tex"
functions:
procedures:
ChangeTimeStretch(EVoid)
{
m_fMyTimer=0.0f;
while( m_fMyTimer<m_tmFadeIn-_pTimer->TickQuantum/2.0f)
{
autowait(_pTimer->TickQuantum);
m_fMyTimer+=_pTimer->TickQuantum/_pNetwork->GetRealTimeFactor();
FLOAT fNewStretch=Lerp(m_fOldTimeStretch, m_fNewTimeStretch, Clamp(m_fMyTimer/m_tmFadeIn, 0.0f, 1.0f));
_pNetwork->SetRealTimeFactor(fNewStretch);
}
_pNetwork->SetRealTimeFactor(m_fNewTimeStretch);
return EReturn();
}
ApplyTimeStretch(EVoid)
{
autocall ChangeTimeStretch() EReturn;
if( m_tmInterval>0)
{
autowait(m_tmInterval);
autocall ResetTimeStretch() EReturn;
}
return EReturn();
}
ResetTimeStretch(EVoid)
{
if(_pNetwork->GetRealTimeFactor()==1) {return EReturn(); };
m_fOldTimeStretch=_pNetwork->GetRealTimeFactor();
m_fNewTimeStretch=1.0f;
autocall ChangeTimeStretch(EVoid()) EReturn;
return EReturn();
}
Main(EVoid)
{
// set appearance
InitAsEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_IMMATERIAL);
// set appearance
SetModel(MODEL_TIME_CONTROLLER);
SetModelMainTexture(TEXTURE_TIME_CONTROLLER);
// spawn in world editor
autowait(0.1f);
wait()
{
on (EBegin) :
{
resume;
}
// immediate
on (EStart eStart) :
{
m_fOldTimeStretch=_pNetwork->GetRealTimeFactor();
m_fNewTimeStretch=m_fTimeStretch;
call ApplyTimeStretch();
resume;
}
on (EStop) :
{
_pNetwork->SetRealTimeFactor(1.0f);
resume;
}
on (EReturn) :
{
resume;
}
}
}
};