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

94 lines
2.7 KiB
JavaScript

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
404
%{
#include "StdH.h"
#include "EntitiesMP/MusicHolder.h"
%}
uses "EntitiesMP/Marker";
%{
extern void CPlayerWeapons_Precache(ULONG ulAvailable);
%}
class CPlayerMarker: CMarker {
name "Player Marker";
thumbnail "Thumbnails\\PlayerMarker.tbn";
features "IsImportant";
properties:
1 FLOAT m_fHealth "Health" 'H' = 100.0f,
2 FLOAT m_fShield "Shield" 'S' = 0.0f,
3 INDEX m_iGiveWeapons "Give Weapons" 'W' = 0x1,
4 INDEX m_iTakeWeapons "Take Weapons" = 0x0,
5 CTString m_strGroup "Group" 'G' = "",
6 BOOL m_bQuickStart "Quick start" 'Q' = FALSE,
7 BOOL m_bStartInComputer "Start in computer" 'C' = FALSE,
8 CEntityPointer m_penMessage "Message" 'M',
9 FLOAT m_fMaxAmmoRatio "Max ammo ratio" 'A' = 0.0f,
10 FLOAT m_tmLastSpawned = -1000.0f, // to avoid telefragging in deathmatch
11 INDEX m_iTakeAmmo "Take Ammo" = 0x0,
12 BOOL m_bNoRespawnInPlace "No Respawn In Place" 'R' = FALSE,
components:
1 model MODEL_MARKER "Models\\Editor\\PlayerStart.mdl",
2 texture TEXTURE_MARKER "Models\\Editor\\PlayerStart.tex",
functions:
void Precache(void) {
if (m_iGiveWeapons>1) {
CPlayerWeapons_Precache(m_iGiveWeapons);
}
}
BOOL HandleEvent(const CEntityEvent &ee) {
if (ee.ee_slEvent == EVENTCODE_ETrigger) {
CEntity *penMainMusicHolder = _pNetwork->GetEntityWithName("MusicHolder", 0);
if (penMainMusicHolder==NULL || !IsOfClass(penMainMusicHolder, "MusicHolder")) {
return TRUE;
}
CMusicHolder *pmh = (CMusicHolder *)penMainMusicHolder;
BOOL bNew = (pmh->m_penRespawnMarker!=this);
pmh->m_penRespawnMarker = this;
// if this is a new marker and we are in single player and the trigger originator is valid
CEntity *penCaused = ((ETrigger&)ee).penCaused;
if (bNew &&
(GetSP()->sp_bSinglePlayer && GetSP()->sp_gmGameMode!=CSessionProperties::GM_FLYOVER)
&& IsOfClass(penCaused, "Player")) {
// if the player wants auto-save
CPlayerSettings *pps = (CPlayerSettings *) (((CPlayerEntity*)penCaused)->en_pcCharacter.pc_aubAppearance);
if (pps->ps_ulFlags&PSF_AUTOSAVE) {
// save now
_pShell->Execute("gam_bQuickSave=1;");
}
}
return TRUE;
}
return FALSE;
};
procedures:
Main()
{
InitAsEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_IMMATERIAL);
// set appearance
SetModel(MODEL_MARKER);
SetModelMainTexture(TEXTURE_MARKER);
// set name
if (m_bQuickStart) {
m_strName.PrintF("Player Quick Start");
} else {
m_strName.PrintF("Player Start - %s", m_strGroup);
}
return;
}
};