mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 19:55:54 +01:00
172 lines
9.5 KiB
C++
172 lines
9.5 KiB
C++
/*
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* This file is generated by Entity Class Compiler, (c) CroTeam 1997-98
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*/
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#line 4 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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#include "StdH.h"
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#define EPF_MODEL_SHELL (EPF_ONBLOCK_BOUNCE|EPF_TRANSLATEDBYGRAVITY|EPF_MOVABLE)
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#define ECF_MODEL_SHELL ( \
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((ECBI_BRUSH|ECBI_MODEL_HOLDER)<<ECB_TEST) |\
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((ECBI_CORPSE)<<ECB_IS))
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#include <EntitiesMP/PlayerWeaponsEffects.h>
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#include <EntitiesMP/PlayerWeaponsEffects_tables.h>
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CEntityEvent *EWeaponEffectInit::MakeCopy(void) { CEntityEvent *peeCopy = new EWeaponEffectInit(*this); return peeCopy;}
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EWeaponEffectInit::EWeaponEffectInit() : CEntityEvent(EVENTCODE_EWeaponEffectInit) {;
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ClearToDefault(penOwner);
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ClearToDefault(EwetEffect);
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};
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#line 25 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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void CPlayerWeaponsEffects_Precache(void)
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{
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CDLLEntityClass *pdec = &CPlayerWeaponsEffects_DLLClass;
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pdec->PrecacheModel(MODEL_SG_SHELL);
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pdec->PrecacheTexture(TEXTURE_SG_SHELL);
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pdec->PrecacheModel(MODEL_MG_SHELL);
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pdec->PrecacheTexture(TEXTURE_MG_SHELL);
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}
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void CPlayerWeaponsEffects::SetDefaultProperties(void) {
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m_penOwner = NULL;
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m_EwetEffect = WET_SHOTGUNSHELL ;
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m_penPrediction = NULL;
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CMovableEntity::SetDefaultProperties();
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}
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BOOL CPlayerWeaponsEffects::
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#line 55 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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ShotgunShell(const CEntityEvent &__eeInput) {
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#undef STATE_CURRENT
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#define STATE_CURRENT STATE_CPlayerWeaponsEffects_ShotgunShell
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ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CPlayerWeaponsEffects::ShotgunShell expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
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#line 57 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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InitAsModel ();
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#line 58 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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SetPhysicsFlags (EPF_MODEL_SHELL );
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#line 59 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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SetCollisionFlags (ECF_MODEL_SHELL );
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#line 61 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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GetModelObject () -> StretchModel (FLOAT3D (0.5f , 0.5f , 0.5f));
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#line 62 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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SetModel (MODEL_SG_SHELL );
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#line 63 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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ModelChangeNotify ();
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#line 64 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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SetModelMainTexture (TEXTURE_SG_SHELL );
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#line 66 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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LaunchAsFreeProjectile (FLOAT3D (FRnd () + 2.0f , FRnd () + 5.0f , - FRnd () - 2.0f) , (CMovableEntity *) & * m_penOwner );
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#line 68 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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SetTimerAfter(1.5f);
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Jump(STATE_CURRENT, 0x01950002, FALSE, EBegin());return TRUE;}BOOL CPlayerWeaponsEffects::H0x01950002_ShotgunShell_01(const CEntityEvent &__eeInput) {
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#undef STATE_CURRENT
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#define STATE_CURRENT 0x01950002
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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){
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ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
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#undef STATE_CURRENT
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#define STATE_CURRENT 0x01950003
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;
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#line 69 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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Return(STATE_CURRENT,EEnd ());
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#line 69 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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return TRUE; ASSERT(FALSE); return TRUE;};BOOL CPlayerWeaponsEffects::
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#line 71 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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MachinegunShell(const CEntityEvent &__eeInput) {
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#undef STATE_CURRENT
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#define STATE_CURRENT STATE_CPlayerWeaponsEffects_MachinegunShell
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ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CPlayerWeaponsEffects::MachinegunShell expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput;
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#line 73 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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InitAsModel ();
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#line 74 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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SetPhysicsFlags (EPF_MODEL_SHELL );
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#line 75 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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SetCollisionFlags (ECF_MODEL_SHELL );
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#line 77 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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GetModelObject () -> StretchModel (FLOAT3D (0.5f , 0.5f , 0.5f));
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#line 78 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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SetModel (MODEL_MG_SHELL );
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#line 79 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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ModelChangeNotify ();
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#line 80 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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SetModelMainTexture (TEXTURE_MG_SHELL );
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#line 82 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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LaunchAsFreeProjectile (FLOAT3D (FRnd () + 2.0f , FRnd () + 5.0f , - FRnd () - 2.0f) , (CMovableEntity *) & * m_penOwner );
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#line 84 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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SetTimerAfter(0.5f);
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Jump(STATE_CURRENT, 0x01950005, FALSE, EBegin());return TRUE;}BOOL CPlayerWeaponsEffects::H0x01950005_MachinegunShell_01(const CEntityEvent &__eeInput) {
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#undef STATE_CURRENT
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#define STATE_CURRENT 0x01950005
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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){
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ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
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#undef STATE_CURRENT
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#define STATE_CURRENT 0x01950006
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;
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#line 85 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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Return(STATE_CURRENT,EEnd ());
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#line 85 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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return TRUE; ASSERT(FALSE); return TRUE;};BOOL CPlayerWeaponsEffects::
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#line 88 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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Main(const CEntityEvent &__eeInput) {
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#undef STATE_CURRENT
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#define STATE_CURRENT STATE_CPlayerWeaponsEffects_Main
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ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EWeaponEffectInit, "CPlayerWeaponsEffects::Main expects 'EWeaponEffectInit' as input!"); const EWeaponEffectInit &eInit = (const EWeaponEffectInit &)__eeInput;
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#line 90 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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ASSERT (eInit . penOwner != NULL );
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#line 91 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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m_penOwner = eInit . penOwner ;
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#line 92 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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m_EwetEffect = eInit . EwetEffect ;
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#line 93 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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SetFlags (GetFlags () | ENF_SEETHROUGH );
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#line 94 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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SetPredictable (TRUE );
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#line 96 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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if(!(m_EwetEffect == WET_SHOTGUNSHELL )){ Jump(STATE_CURRENT,0x0195000e, FALSE, EInternal());return TRUE;}
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#line 97 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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STATE_CPlayerWeaponsEffects_ShotgunShell, TRUE;
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Jump(STATE_CURRENT, 0x01950007, FALSE, EBegin());return TRUE;}BOOL CPlayerWeaponsEffects::H0x01950007_Main_01(const CEntityEvent &__eeInput) {
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#undef STATE_CURRENT
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#define STATE_CURRENT 0x01950007
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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){
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#undef STATE_CURRENT
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#define STATE_CURRENT 0x01950008
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const EEnd&__e= (EEnd&)__eeInput;
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;Jump(STATE_CURRENT,0x0195000d, FALSE, EInternal());return TRUE;}BOOL CPlayerWeaponsEffects::H0x0195000e_Main_08(const CEntityEvent &__eeInput){
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ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
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#undef STATE_CURRENT
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#define STATE_CURRENT 0x0195000e
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if(!(m_EwetEffect == WET_MACHINEGUNSHELL )){ Jump(STATE_CURRENT,0x0195000c, FALSE, EInternal());return TRUE;}
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#line 99 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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STATE_CPlayerWeaponsEffects_MachinegunShell, TRUE;
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Jump(STATE_CURRENT, 0x01950009, FALSE, EBegin());return TRUE;}BOOL CPlayerWeaponsEffects::H0x01950009_Main_03(const CEntityEvent &__eeInput) {
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#undef STATE_CURRENT
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#define STATE_CURRENT 0x01950009
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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){
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#undef STATE_CURRENT
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#define STATE_CURRENT 0x0195000a
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const EEnd&__e= (EEnd&)__eeInput;
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;Jump(STATE_CURRENT,0x0195000b, FALSE, EInternal());return TRUE;}BOOL CPlayerWeaponsEffects::H0x0195000c_Main_06(const CEntityEvent &__eeInput){
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ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
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#undef STATE_CURRENT
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#define STATE_CURRENT 0x0195000c
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{
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#line 101 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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ASSERTALWAYS ("Uknown weapon effect type");
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#line 102 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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}Jump(STATE_CURRENT,0x0195000b, FALSE, EInternal());return TRUE;}
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BOOL CPlayerWeaponsEffects::H0x0195000b_Main_05(const CEntityEvent &__eeInput){
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ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
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#undef STATE_CURRENT
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#define STATE_CURRENT 0x0195000b
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Jump(STATE_CURRENT,0x0195000d, FALSE, EInternal());return TRUE;}
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BOOL CPlayerWeaponsEffects::H0x0195000d_Main_07(const CEntityEvent &__eeInput){
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ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal);
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#undef STATE_CURRENT
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#define STATE_CURRENT 0x0195000d
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#line 105 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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Destroy ();
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#line 107 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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Return(STATE_CURRENT,EVoid());
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#line 107 "D:/SE1_GPL/Sources/EntitiesMP/PlayerWeaponsEffects.es"
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return TRUE; ASSERT(FALSE); return TRUE;}; |