Serious-Engine/Sources/EntitiesMP/SeriousBomb.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

140 lines
3.9 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. */
354
%{
#include "EntitiesMP/StdH/StdH.h"
#include "EntitiesMP/BackgroundViewer.h"
#include "EntitiesMP/WorldSettingsController.h"
#include "EntitiesMP/EnemyBase.h"
%}
// event for initialisation
event ESeriousBomb {
CEntityPointer penOwner,
};
%{
void CSeriousBomb_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
{
pdec-> PrecacheSound(SOUND_BLOW);
};
%}
class CSeriousBomb : CRationalEntity {
name "Serious Bomb";
thumbnail "";
features "ImplementsOnPrecache";
properties:
1 CEntityPointer m_penOwner, // entity which owns it
20 CSoundObject m_soBlow,
components:
//0 class CLASS_BASE "Classes\\Item.ecl",
//1 model MODEL_BOMB "ModelsMP\\Items\\PowerUps\\SeriousBomb\\SeriousBomb.mdl",
//2 texture TEXTURE_BOMB "ModelsMP\\Items\\PowerUps\\SeriousBomb\\SeriousBomb.tex",
100 sound SOUND_BLOW "SoundsMP\\Weapons\\SeriousBombBlow.wav",
functions:
void ShakeItBaby(FLOAT tmShaketime, FLOAT fPower, FLOAT fFade, BOOL bFadeIn)
{
CWorldSettingsController *pwsc = GetWSC(this);
if (pwsc!=NULL) {
pwsc->m_tmShakeStarted = tmShaketime;
pwsc->m_vShakePos = GetPlacement().pl_PositionVector;
pwsc->m_fShakeFalloff = 450.0f;
pwsc->m_fShakeFade = fFade;
pwsc->m_fShakeIntensityZ = 0;
pwsc->m_tmShakeFrequencyZ = 5.0f;
pwsc->m_fShakeIntensityY = 0.1f*fPower;
pwsc->m_tmShakeFrequencyY = 5.0f;
pwsc->m_fShakeIntensityB = 2.5f*fPower;
pwsc->m_tmShakeFrequencyB = 7.2f;
pwsc->m_bShakeFadeIn = bFadeIn;
}
}
void Glare(FLOAT fStart, FLOAT fEnd, FLOAT fFinR, FLOAT fFoutR)
{
CWorldSettingsController *pwsc = GetWSC(this);
if (pwsc!=NULL)
{
pwsc->m_colGlade=C_WHITE;
pwsc->m_tmGlaringStarted = _pTimer->CurrentTick()+fStart;
pwsc->m_tmGlaringEnded = pwsc->m_tmGlaringStarted+fEnd;
pwsc->m_fGlaringFadeInRatio = fFinR;
pwsc->m_fGlaringFadeOutRatio = fFoutR;
}
}
void ExplodeBomb( void )
{
// for each entity in the world
{FOREACHINDYNAMICCONTAINER(this->GetWorld()->wo_cenEntities, CEntity, iten) {
CEntity *pen = iten;
if (IsDerivedFromClass(pen, "Enemy Base")) {
CEnemyBase *penEnemy = (CEnemyBase *)pen;
if (penEnemy->m_bBoss==TRUE || DistanceTo(this, penEnemy)>250.0f) {
continue;
}
this->InflictDirectDamage(pen, this, DMT_EXPLOSION, penEnemy->GetHealth()+100.0f, pen->GetPlacement().pl_PositionVector, FLOAT3D(0,1,0));
}
}}
}
procedures:
Main(ESeriousBomb esb)
{
InitAsVoid();
if (esb.penOwner) {
m_penOwner = esb.penOwner;
m_soBlow.Set3DParameters(500.0f, 250.0f, 3.0f, 1.0f);
PlaySound(m_soBlow, SOUND_BLOW, SOF_3D);
if(_pNetwork->IsPlayerLocal(m_penOwner)) {IFeel_PlayEffect("SeriousBombBlow");}
//Glare(tmp_af[5], tmp_af[6], tmp_af[7], tmp_af[8]);
Glare(1.0f, 2.8f, 0.3f, 0.3f);
ShakeItBaby(_pTimer->CurrentTick(), 4.0f, 1.0f, TRUE);
autowait(1.5f);
// fading shake
ShakeItBaby(_pTimer->CurrentTick(), 8.0f, 2.0f, FALSE);
// explode bomb twicejust to be sure
ExplodeBomb();
autowait(0.25f);
ExplodeBomb();
autowait(1.75f);
}
Destroy();
return;
};
};