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09bed43f97
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175
code/game/nature.cpp
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175
code/game/nature.cpp
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/*
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===========================================================================
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Copyright (C) 2015 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// nature.cpp: nature
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#include "nature.h"
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/*****************************************************************************/
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/*QUAKED func_emitter (0 0.25 0.5) ?
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"emitter" - Name of emitter to use.
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******************************************************************************/
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Event EV_Emitter_EmitterName
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(
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"emitter",
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EV_DEFAULT,
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"s",
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"name",
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"Emitter to use",
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EV_NORMAL
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);
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CLASS_DECLARATION( Entity, Emitter, "func_emitter" )
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{
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{ &EV_Emitter_EmitterName, &Emitter::EmitterName },
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};
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Emitter::Emitter
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(
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)
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{
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edict->s.eType = ET_EMITTER;
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}
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void Emitter::setEmitter
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(
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str name
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)
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{
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emitterName = name;
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edict->s.tag_num = gi.imageindex( emitterName );
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}
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void Emitter::EmitterName
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(
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Event *ev
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)
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{
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setEmitter( ev->GetString( 1 ) );
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}
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/*****************************************************************************/
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/*QUAKED func_rain (0 0.25 0.5) ?
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This creates a raining effect in the brush
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"emitter" - Name of emitter to use for the rain.
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******************************************************************************/
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CLASS_DECLARATION( Entity, Rain, "func_rain" )
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{
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{ NULL, NULL }
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};
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Rain::Rain
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(
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)
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{
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if ( LoadingSavegame )
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{
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// Archive function will setup all necessary data
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return;
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}
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setSolidType( SOLID_NOT );
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edict->s.eType = ET_RAIN;
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setRainName( "defaultrain" );
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}
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void Rain::setRainName
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(
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str name
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)
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{
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rainName = name;
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edict->s.tag_num = gi.imageindex( rainName );
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}
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/*****************************************************************************/
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/* Plant Puffdaddy */
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/*****************************************************************************/
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Event EV_PuffDaddy_Idle
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(
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"idle",
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EV_DEFAULT,
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NULL,
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NULL,
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"Animates the puff daddy.",
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EV_NORMAL
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);
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CLASS_DECLARATION( Animate, PuffDaddy, "plant_puffdaddy" )
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{
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{ &EV_Touch, &PuffDaddy::Touch },
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{ &EV_PuffDaddy_Idle, &PuffDaddy::Idle },
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{ NULL, NULL }
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};
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void PuffDaddy::Idle( Event *ev )
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{
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NewAnim( "idle" );
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}
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void PuffDaddy::Touch
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(
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Event *ev
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)
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{
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Entity *other;
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other = ev->GetEntity( 1 );
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if ( !other->inheritsFrom( "Sentient" ) )
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return;
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NewAnim( "touch", EV_PuffDaddy_Idle );
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//SetFrame( 0 );
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SurfaceCommand( "puffdaddy", "+nodraw" );
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setSolidType( SOLID_NOT );
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}
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PuffDaddy::PuffDaddy
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(
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)
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{
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if ( LoadingSavegame )
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{
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// Archive function will setup all necessary data
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return;
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}
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setSolidType( SOLID_TRIGGER );
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edict->s.eType = ET_MODELANIM;
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setModel( "plant_puffdaddy.tik" );
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PostEvent( EV_Show, 0 );
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//showModel();
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}
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