Serious-Engine/Sources/Entities/CannonBall.es
2016-04-08 00:11:36 +02:00

605 lines
19 KiB
C++

506
%{
#include "Entities/StdH/StdH.h"
#include "Models/Weapons/Cannon/Projectile/CannonBall.h"
#include "Entities/MovingBrush.h"
#include "Entities/DestroyableArchitecture.h"
%}
uses "Entities/BasicEffects";
uses "Entities/Light";
uses "Entities/PlayerWeapons";
uses "Entities/EnemyBase";
enum CannonBallType {
0 CBT_IRON "",
1 CBT_NUKE "",
};
// input parameter for launching the projectile
event ELaunchCannonBall {
CEntityPointer penLauncher, // who launched it
enum CannonBallType cbtType, // type of cannon ball
FLOAT fLaunchPower, // how fast will cannon be lounched
};
event EForceExplode {
};
%{
// projectile solid
#define ECF_CANNON_BALL ( \
((ECBI_MODEL|ECBI_BRUSH|ECBI_PROJECTILE_SOLID|ECBI_CORPSE|ECBI_MODEL_HOLDER|ECBI_MODEL_HOLDER)<<ECB_TEST) |\
((ECBI_PROJECTILE_SOLID)<<ECB_IS) |\
((ECBI_MODEL|ECBI_MODEL_HOLDER|ECBI_CORPSE)<<ECB_PASS) )
#define IRON_LIFE_TIME 10.0f
#define NUKE_LIFE_TIME 5.0f
#define CANNONBALL_STRETCH 3.0f
// damages
#define IRON_DAMAGE_MIN 400.0f
#define IRON_DAMAGE_MAX 750.0f
#define IRON_RANGE_DAMAGE (25.0f/4) // because we have 4 explosions //50
#define IRON_RANGE_HOTSPOT 2.0f //2
#define IRON_RANGE_FALLOFF 16.0f //8
#define NUKE_DAMAGE_MIN 600.0f
#define NUKE_DAMAGE_MAX 800.0f
#define NUKE_RANGE_DAMAGE (1000.0f/13) // because we have 13 explosions
#define NUKE_RANGE_HOTSPOT 15.0f
#define NUKE_RANGE_FALLOFF 50.0f
#define SOUND_RANGE 250.0f
#define STRETCH_0 FLOAT3D(0.0f,0.0f,0.0f)
#define STRETCH_1 FLOAT3D(1.0f,1.0f,1.0f)
#define STRETCH_2 FLOAT3D(2.0f,2.0f,2.0f)
#define STRETCH_3 FLOAT3D(3.0f,3.0f,3.0f)
#define STRETCH_4 FLOAT3D(4.0f,4.0f,4.0f)
#define STRETCH_6 FLOAT3D(6.0f,6.0f,6.0f)
#define STRETCH_8 FLOAT3D(8.0f,8.0f,8.0f)
#define STRETCH_10 FLOAT3D(10.0f,10.0f,10.0f)
void CCannonBall_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
{
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNON);
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNONEXPLOSIONSTAIN);
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNONSHOCKWAVE);
pdec->PrecacheModel(MODEL_BALL);
pdec->PrecacheTexture(TEXTURE_IRON_BALL);
pdec->PrecacheTexture(TEXTURE_NUKE_BALL);
pdec->PrecacheTexture(TEX_REFL_BWRIPLES01);
pdec->PrecacheTexture(TEX_SPEC_MEDIUM);
pdec->PrecacheSound(SOUND_BALL_BOUNCE);
}
%}
class export CCannonBall : CMovableModelEntity {
name "Cannon ball";
thumbnail "";
features "ImplementsOnPrecache";
properties:
1 CEntityPointer m_penLauncher, // who lanuched it
2 FLOAT m_fLaunchPower = 0.0f, // how fast will cannon be launched
10 FLOAT m_fIgnoreTime = 0.0f, // time when laucher will be ignored
11 FLOAT m_fStartTime = 0.0f, // start time when launched
12 INDEX m_iNextChannel = 0, // next channel to play sound on
13 BOOL m_bSelfExploded = FALSE, // if cannonball exploded because of time, not because of impact
// sound channels for bouncing sound
20 CSoundObject m_soBounce0,
21 CSoundObject m_soBounce1,
22 CSoundObject m_soBounce2,
23 CSoundObject m_soBounce3,
24 CSoundObject m_soBounce4,
30 enum CannonBallType m_cbtType = CBT_IRON,
40 FLOAT m_tmInvisibility = 0.0f, // don't render before given time
41 FLOAT m_tmExpandBox = 0.0f, // expand collision after a few seconds
42 FLOAT m_tmForceExplode = 0.0f, // force explosion at given moment
/*
{
CLightSource m_lsLightSource;
}*/
components:
1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
2 class CLASS_LIGHT "Classes\\Light.ecl",
// ********* PLAYER ROCKET *********
10 model MODEL_BALL "Models\\Weapons\\Cannon\\Projectile\\CannonBall.mdl",
11 texture TEXTURE_NUKE_BALL "Models\\Weapons\\Cannon\\Projectile\\NukeBall.tex",
13 texture TEXTURE_IRON_BALL "Models\\Weapons\\Cannon\\Projectile\\IronBall.tex",
12 sound SOUND_BALL_BOUNCE "Models\\Weapons\\Cannon\\Sounds\\Bounce.wav",
200 texture TEX_REFL_BWRIPLES01 "Models\\ReflectionTextures\\BWRiples01.tex",
211 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex",
functions:
// premoving
void PreMoving(void) {
if (m_tmExpandBox>0) {
if (_pTimer->CurrentTick()>m_fStartTime+m_tmExpandBox) {
ChangeCollisionBoxIndexWhenPossible(1);
m_tmExpandBox = 0;
}
}
CMovableModelEntity::PreMoving();
}
void PostMoving(void)
{
CMovableModelEntity::PostMoving();
if (en_vCurrentTranslationAbsolute.Length()<1.0f || // if very slow, allmost standing
_pTimer->CurrentTick()>=m_tmForceExplode || // if forced explosion
(GetCollisionBoxIndex()==0 && // if unable to change collision box for some time
(_pTimer->CurrentTick()>m_fStartTime+m_tmExpandBox+0.5f)))
{
SendEvent(EForceExplode());
}
}
/* Read from stream. */
void Read_t( CTStream *istr) // throw char *
{
CMovableModelEntity::Read_t(istr);
// setup light source
// SetupLightSource();
}
/* Get static light source information. */
/*
CLightSource *GetLightSource(void)
{
// if (!IsPredictor()) {
// return &m_lsLightSource;
// } else {
return NULL;
// }
}
*/
BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
{
// if time now is inside invisibility time, don't render model
CModelObject *pmo = GetModelObject();
if ( (pmo != NULL) && (_pTimer->GetLerpedCurrentTick() < (m_fStartTime+m_tmInvisibility) ) )
{
// make it invisible
pmo->mo_colBlendColor = 0;
}
else
{
// make it visible
pmo->mo_colBlendColor = C_WHITE|CT_OPAQUE;
}
return CEntity::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
}
/* // Setup light source
void SetupLightSource(void)
{
// setup light source
CLightSource lsNew;
lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DARKLIGHT|LSF_DYNAMIC;
lsNew.ls_rHotSpot = 0.0f;
lsNew.ls_colColor = RGBToColor(128, 128, 128);
lsNew.ls_rFallOff = 5.0f;
lsNew.ls_plftLensFlare = NULL;
lsNew.ls_ubPolygonalMask = 0;
lsNew.ls_paoLightAnimation = NULL;
m_lsLightSource.ls_penEntity = this;
m_lsLightSource.SetLightSource(lsNew);
}
*/
// render particles
void RenderParticles(void) {
// no particles when not existing
if (GetRenderType()!=CEntity::RT_MODEL) {
return;
}
FLOAT fSpeedRatio = Min( en_vCurrentTranslationAbsolute.Length()/140.0f, 1.0f);
INDEX ctFireParticles = INDEX( (Max( fSpeedRatio-0.5f, 0.0f)*2.0f)*128);
//CPrintF("fSpeedRatio=%g, ctFireParticles=%d\n", fSpeedRatio, ctFireParticles);
if( _pTimer->GetLerpedCurrentTick()-m_fStartTime>0.075)
{
Particles_BeastBigProjectileTrail( this, 2.0f, 1.0f, 0.75f, ctFireParticles);
}
}
void Initialize(void) {
// set appearance
InitAsModel();
SetPhysicsFlags(EPF_MODEL_BOUNCING);
SetCollisionFlags(ECF_CANNON_BALL);
SetModel(MODEL_BALL);
if( m_cbtType == CBT_IRON)
{
SetModelMainTexture(TEXTURE_IRON_BALL);
}
else
{
SetModelMainTexture(TEXTURE_NUKE_BALL);
}
// stretch it
GetModelObject()->StretchModel(FLOAT3D(CANNONBALL_STRETCH, CANNONBALL_STRETCH, CANNONBALL_STRETCH));
ModelChangeNotify();
// reflection texture data
GetModelObject()->mo_toReflection.SetData(GetTextureDataForComponent(TEX_REFL_BWRIPLES01));
// specular texture data
GetModelObject()->mo_toSpecular.SetData(GetTextureDataForComponent(TEX_SPEC_MEDIUM));
// start moving
LaunchAsFreeProjectile(FLOAT3D(0.0f, 0.0f, -m_fLaunchPower), (CMovableEntity*)(CEntity*)m_penLauncher);
en_fBounceDampNormal = 0.5f;
en_fBounceDampParallel = 0.75f;
en_fAcceleration = 0.0f;
en_fDeceleration = 5.0f;
en_fCollisionSpeedLimit = 40.0f;
en_fCollisionDamageFactor = 10.0f;
SetHealth(50000.0f);
GetModelObject()->PlayAnim(CANNONBALL_ANIM_FIRESLOW, 0);
};
FLOAT CalculateDamageToInflict(void)
{
FLOAT fMaxDamage = IRON_DAMAGE_MAX;
if(m_cbtType == CBT_NUKE)
{
fMaxDamage = IRON_DAMAGE_MAX;
}
// speed can range from
FLOAT fSpeedRatio = en_vCurrentTranslationAbsolute.Length()/140.0f;
// apply damage to range from 0 to damage max
FLOAT fApplyDamage = Clamp( fSpeedRatio*fMaxDamage, 0.0f, fMaxDamage);
return fApplyDamage;
}
void Explosion(FLOAT3D vCenter,
const FLOAT3D &vStretchExplosion,
const FLOAT3D &vStretchShockwave,
const FLOAT3D &vStretchStain,
BOOL bHasExplosion,
BOOL bHasShockWave,
BOOL bHasStain,
BOOL bHasLight)
{
ESpawnEffect ese;
FLOAT3D vOnPlane;
FLOATplane3D vPlaneNormal;
FLOAT fDistanceToEdge;
// explosion
if( bHasExplosion)
{
ese.colMuliplier = C_WHITE|CT_OPAQUE;
if( bHasLight)
{
ese.betType = BET_CANNON;
}
else
{
ese.betType = BET_CANNON_NOLIGHT;
}
ese.vStretch = vStretchExplosion;
CPlacement3D plHandle = GetPlacement();
plHandle.pl_PositionVector+=vCenter;
SpawnEffect(plHandle, ese);
// spawn sound event in range
if( IsDerivedFromClass( m_penLauncher, "Player")) {
SpawnRangeSound( m_penLauncher, this, SNDT_PLAYER, 100.0f);
}
}
// on plane
if (GetNearestPolygon(vOnPlane, vPlaneNormal, fDistanceToEdge)) {
if ((vOnPlane-GetPlacement().pl_PositionVector).Length() < 3.5f) {
if( bHasStain)
{
// wall stain
ese.colMuliplier = C_WHITE|CT_OPAQUE;
ese.betType = BET_CANNONEXPLOSIONSTAIN;
ese.vNormal = FLOAT3D(vPlaneNormal);
ese.vStretch = vStretchShockwave;
SpawnEffect(CPlacement3D(vOnPlane, ANGLE3D(0, 0, 0)), ese);
}
if( bHasShockWave)
{
// shock wave horizontal
ese.colMuliplier = C_WHITE|CT_OPAQUE;
ese.betType = BET_CANNONSHOCKWAVE;
ese.vNormal = FLOAT3D(vPlaneNormal);
ese.vStretch = vStretchShockwave;
SpawnEffect(CPlacement3D(vOnPlane, ANGLE3D(0, 0, 0)), ese);
}
// shock wave vertical
/*
ese.colMuliplier = C_WHITE|CT_OPAQUE;
ese.betType = BET_CANNONSHOCKWAVE;
ese.vNormal = FLOAT3D(vPlaneNormal);
ese.vStretch = vStretchShockwave;
SpawnEffect(CPlacement3D(vOnPlane, ANGLE3D(0, 0.0f, 0)), ese);
*/
// second explosion on plane
/*
ese.colMuliplier = C_WHITE|CT_OPAQUE;
ese.betType = BET_CANNON_PLANE;
ese.vNormal = FLOAT3D(vPlaneNormal);
ese.vStretch = vStretchExplosion;
SpawnEffect(CPlacement3D(vOnPlane+ese.vNormal/50.0f, ANGLE3D(0, 0, 0)), ese);
*/
}
}
RangeDamage();
};
/************************************************************
* C O M M O N F U N C T I O N S *
************************************************************/
// ball touch his valid target
BOOL BallTouchExplode(CEntityPointer penHit)
{
FLOAT fApplyDamage = CalculateDamageToInflict();
// obtain touched entity health
FLOAT fHealth = 100;
BOOL bForceCannonballToExplode = FALSE;
if (penHit->GetPhysicsFlags()&EPF_MOVABLE) {
fHealth = ((CMovableEntity&)*penHit).GetHealth();
if( IsDerivedFromClass(penHit, "Enemy Base"))
{
bForceCannonballToExplode = ((CEnemyBase&)*penHit).ForcesCannonballToExplode();
}
} else {
if (IsOfClass(penHit, "ModelHolder2")) {
fHealth = ((CLiveEntity&)*penHit).GetHealth();
} else {
return FALSE;
}
}
if (IsOfClass(penHit, "Player")) {
fHealth += ((CPlayer&)*penHit).m_fArmor * 2.0f;
}
// inflict direct damage to kill hitted entity
FLOAT3D vDirection = en_vCurrentTranslationAbsolute;
vDirection.Normalize();
// CPrintF( "Applied damage %g\n", fApplyDamage);
InflictDirectDamage(penHit, m_penLauncher, DMT_CANNONBALL, fApplyDamage,
GetPlacement().pl_PositionVector, vDirection);
return(fApplyDamage <= fHealth || bForceCannonballToExplode);
};
// infilict range damage by cannonball
void RangeDamage(void)
{
if(m_cbtType == CBT_IRON)
{
InflictRangeDamage(m_penLauncher, DMT_CANNONBALL_EXPLOSION, IRON_RANGE_DAMAGE,
GetPlacement().pl_PositionVector, IRON_RANGE_HOTSPOT, IRON_RANGE_FALLOFF);
}
else
{
// nuclear explosion ...
InflictRangeDamage(m_penLauncher, DMT_CANNONBALL_EXPLOSION, NUKE_RANGE_DAMAGE,
GetPlacement().pl_PositionVector, NUKE_RANGE_HOTSPOT, NUKE_RANGE_FALLOFF);
}
};
// spawn effect
void SpawnEffect(const CPlacement3D &plEffect, const ESpawnEffect &eSpawnEffect) {
CEntityPointer penEffect = CreateEntity(plEffect, CLASS_BASIC_EFFECT);
penEffect->Initialize(eSpawnEffect);
};
/************************************************************
* S O U N D S *
************************************************************/
void BounceSound(FLOAT fSpeed) {
FLOAT fVolume = Clamp(fSpeed/6.0f, 0.0f, 1.0f);
if (fVolume<0.1f) {
return;
}
CSoundObject &so = (&m_soBounce0)[m_iNextChannel];
m_iNextChannel = (m_iNextChannel+1)%5;
so.Set3DParameters(70.0f, 10.0f, fVolume, 1.0f);
PlaySound(so, SOUND_BALL_BOUNCE, SOF_3D);
};
/************************************************************
* P R O C E D U R E S *
************************************************************/
procedures:
Bounce(EVoid) {
// if already inside some entity
CEntity *penObstacle;
if (CheckForCollisionNow(0, &penObstacle)) {
// explode now
return EEnd();
}
FLOAT fWaitTime = IRON_LIFE_TIME;
// if this is nuke ball
if(m_cbtType == CBT_NUKE)
{
fWaitTime = NUKE_LIFE_TIME;
}
// bounce loop
wait(fWaitTime) {
on (EBegin) : { resume; }
on (EPass epass) : {
BOOL bHit;
// ignore launcher within 1 second
bHit = epass.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime;
// ignore twister
bHit &= !IsOfClass(epass.penOther, "Twister");
if (bHit)
{
if (BallTouchExplode(epass.penOther)) { stop; }
}
resume;
}
on (ETouch etouch) : {
// explode if touched another cannon ball
if( IsOfClass(etouch.penOther, "Cannon ball"))
{
stop;
}
if( IsOfClass(etouch.penOther, "Moving Brush"))
{
CMovingBrush &br = (CMovingBrush &) *etouch.penOther;
if( br.m_fHealth>0)
{
FLOAT3D vDirection = en_vCurrentTranslationAbsolute;
vDirection.Normalize();
InflictDirectDamage(etouch.penOther, m_penLauncher, DMT_CANNONBALL, CalculateDamageToInflict(),
GetPlacement().pl_PositionVector, vDirection);
m_bSelfExploded = FALSE;
stop;
}
}
if( IsOfClass(etouch.penOther, "DestroyableArchitecture"))
{
CDestroyableArchitecture &br = (CDestroyableArchitecture &) *etouch.penOther;
if( br.m_fHealth>0)
{
FLOAT3D vDirection = en_vCurrentTranslationAbsolute;
vDirection.Normalize();
InflictDirectDamage(etouch.penOther, m_penLauncher, DMT_CANNONBALL, CalculateDamageToInflict(),
GetPlacement().pl_PositionVector, vDirection);
m_bSelfExploded = FALSE;
stop;
}
}
// clear time limit for launcher
//m_fIgnoreTime = 0.0f;
BounceSound(((FLOAT3D&)etouch.plCollision) % en_vCurrentTranslationAbsolute);
resume;
}
on (EForceExplode) : { stop; }
on (EDeath) : { stop; }
on (ETimer) : { stop; }
}
m_bSelfExploded = TRUE;
return EEnd();
};
// --->>> MAIN
Main(ELaunchCannonBall eLaunch) {
// remember the initial parameters
ASSERT(eLaunch.penLauncher!=NULL);
m_penLauncher = eLaunch.penLauncher;
m_fLaunchPower = eLaunch.fLaunchPower;
m_cbtType = eLaunch.cbtType;
m_tmInvisibility = 0.05f;
m_bSelfExploded = FALSE;
m_tmExpandBox = 0.0001f;
// setup time for forced expolding
m_tmForceExplode=_pTimer->CurrentTick()+30.0f;
// initialization
Initialize();
SendEvent(EReturn());
wait() {
on (EBegin) : { resume;}
on (EReturn) : { stop;}
}
// cast ray to check possible collision
FLOAT tmCastCoverPath = _pTimer->TickQuantum*1.5f;
CCastRay crRay(m_penLauncher, GetPlacement(), m_fLaunchPower*tmCastCoverPath);
crRay.cr_bHitTranslucentPortals = FALSE;
crRay.cr_fTestR = 0.75f/2.0f*CANNONBALL_STRETCH;
crRay.cr_ttHitModels = CCastRay::TT_COLLISIONBOX;
GetWorld()->CastRay(crRay);
// can't hurt player time
m_fIgnoreTime = _pTimer->CurrentTick() + 0.1f;
// bounce
m_fStartTime = _pTimer->CurrentTick();
if (crRay.cr_penHit!=NULL && crRay.cr_penHit->GetRenderType()==RT_MODEL)
{
if (BallTouchExplode(crRay.cr_penHit))
{
m_tmForceExplode = _pTimer->CurrentTick()+tmCastCoverPath;
}
}
autocall Bounce() EEnd;
// dissapear
SwitchToEditorModel();
// stop in place
ForceFullStop();
// sound event
ESound eSound;
eSound.EsndtSound = SNDT_EXPLOSION;
eSound.penTarget = m_penLauncher;
SendEventInRange(eSound, FLOATaabbox3D(GetPlacement().pl_PositionVector, SOUND_RANGE));
if(m_cbtType == CBT_IRON)
{
// Explosion( FLOAT3D(0.0f,0.0f,0.0f), STRETCH_3, STRETCH_3, STRETCH_3, TRUE, TRUE, TRUE, TRUE);
// autowait(0.15f);
Explosion( FLOAT3D(0.0f,0.0f,0.0f), STRETCH_3, STRETCH_3, STRETCH_4, TRUE, TRUE, TRUE, TRUE);
Explosion( FLOAT3D(1.0f,1.5f,1.5f), STRETCH_3, STRETCH_3, STRETCH_4, TRUE, FALSE, FALSE, FALSE);
Explosion( FLOAT3D(-2.0f,1.0f,-1.5f), STRETCH_3, STRETCH_3, STRETCH_4, TRUE, FALSE, FALSE, FALSE);
Explosion( FLOAT3D(-1.0f,0.5f,1.0f), STRETCH_4, STRETCH_4, STRETCH_4, TRUE, FALSE, FALSE, FALSE);
}
else if( m_cbtType == CBT_NUKE)
{
Explosion( FLOAT3D(0.0f,0.0f,0.0f), STRETCH_6, STRETCH_6, STRETCH_10, TRUE, TRUE, TRUE, TRUE);
autowait(0.15f);
Explosion( FLOAT3D(4.0f,5.0f,5.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
autowait(0.2f);
Explosion( FLOAT3D(-5.0f,3.0f,-4.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
autowait(0.15f);
Explosion( FLOAT3D(-3.0f,2.0f,3.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
autowait(0.15f);
Explosion( FLOAT3D(2.0f,1.0f,4.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, TRUE, FALSE, FALSE);
autowait(0.2f);
Explosion( FLOAT3D(-2.0f,5.0f,-4.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
autowait(0.18f);
Explosion( FLOAT3D(-3.0f,2.0f,2.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
autowait(0.25f);
Explosion( FLOAT3D(0.0f,4.0f,-1.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
autowait(0.15f);
Explosion( FLOAT3D(2.0f,0.0f,-3.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, TRUE, FALSE, FALSE);
autowait(0.25f);
Explosion( FLOAT3D(-1.0f,2.0f,0.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
autowait(0.125f);
Explosion( FLOAT3D(3.0f,1.0f,1.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
autowait(0.1f);
Explosion( FLOAT3D(3.0f,2.0f,2.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
autowait(0.125f);
Explosion( FLOAT3D(3.0f,2.0f,2.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, TRUE, FALSE, FALSE);
}
// cease to exist
Destroy();
return;
}
};