openmohaa/code/fgame/specialfx.h

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/*
===========================================================================
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Copyright (C) 2024 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// specialfx.h: special effects
//
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#pragma once
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#include "g_local.h"
#include "scriptslave.h"
class Fulcrum : public ScriptSlave
{
private:
float resetspeed;
float dampening;
float limit;
float speed;
qboolean touched;
Vector startangles;
str movesound;
public:
CLASS_PROTOTYPE( Fulcrum );
Fulcrum();
void Setup( Event *ev );
void SetSpeed( Event *ev );
void SetResetSpeed( Event *ev );
void SetDampening( Event *ev );
void SetLimit( Event *ev );
void SetMoveSound( Event *ev );
void Reset( Event *ev );
void Touched( Event *ev );
void Adjust( Event *ev );
void Archive( Archiver &arc ) override;
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};
inline void Fulcrum::Archive
(
Archiver &arc
)
{
ScriptSlave::Archive( arc );
arc.ArchiveFloat( &resetspeed );
arc.ArchiveFloat( &dampening );
arc.ArchiveFloat( &limit );
arc.ArchiveFloat( &speed );
arc.ArchiveBoolean( &touched );
arc.ArchiveVector( &startangles );
arc.ArchiveString( &movesound );
}
class RunThrough : public Entity
{
private:
Vector offset;
float speed;
float chance;
float delay;
float lasttriggertime;
float lip;
str spawnmodel;
void SetSpeed( Event *ev );
void SetChance( Event *ev );
void SetDelay( Event *ev );
void SetLip( Event *ev );
void SetSpawnModel( Event *ev );
void SetOffset( Event *ev );
void Touched( Event *ev );
public:
CLASS_PROTOTYPE( RunThrough );
RunThrough();
void Archive( Archiver &arc ) override;
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};
inline void RunThrough::Archive
(
Archiver &arc
)
{
Entity::Archive( arc );
arc.ArchiveVector( &offset );
arc.ArchiveFloat( &speed );
arc.ArchiveFloat( &chance );
arc.ArchiveFloat( &delay );
arc.ArchiveFloat( &lasttriggertime );
arc.ArchiveFloat( &lip );
arc.ArchiveString( &spawnmodel );
}
class SinkObject : public ScriptSlave
{
private:
float resetspeed;
float resetdelay;
float dampening;
float limit;
float speed;
float delay;
float time_touched;
float time_reset;
str sinksound;
str resetsound;
qboolean touched;
qboolean active;
Vector startpos;
public:
CLASS_PROTOTYPE( SinkObject );
SinkObject();
void Setup( Event *ev );
void SetSpeed( Event *ev );
void SetDelay( Event *ev );
void SetResetSpeed( Event *ev );
void SetResetDelay( Event *ev );
void SetDampening( Event *ev );
void SetLimit( Event *ev );
void Reset( Event *ev );
void Touched( Event *ev );
void Adjust( Event *ev );
void Fall( Event *ev );
void SetResetSound( Event *ev );
void SetSinkSound( Event *ev );
void MakeActive( Event *ev );
void MakeNonActive( Event *ev );
void Archive( Archiver &arc ) override;
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};
inline void SinkObject::Archive
(
Archiver &arc
)
{
ScriptSlave::Archive( arc );
arc.ArchiveFloat( &resetspeed );
arc.ArchiveFloat( &resetdelay );
arc.ArchiveFloat( &dampening );
arc.ArchiveFloat( &limit );
arc.ArchiveFloat( &speed );
arc.ArchiveFloat( &delay );
arc.ArchiveFloat( &time_touched );
arc.ArchiveFloat( &time_reset );
arc.ArchiveString( &sinksound );
arc.ArchiveString( &resetsound );
arc.ArchiveBoolean( &touched );
arc.ArchiveBoolean( &active );
arc.ArchiveVector( &startpos );
}