mirror of
https://github.com/openmoh/openmohaa.git
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127 lines
3.9 KiB
C++
127 lines
3.9 KiB
C++
/*
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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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// beam.h: Beam
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#ifndef __BEAM_H__
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#define __BEAM_H__
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#include "g_local.h"
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#include "scriptslave.h"
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extern Event EV_FuncBeam_Activate;
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extern Event EV_FuncBeam_Deactivate;
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extern Event EV_FuncBeam_Diameter;
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extern Event EV_FuncBeam_Maxoffset;
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extern Event EV_FuncBeam_Minoffset;
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extern Event EV_FuncBeam_Overlap;
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extern Event EV_FuncBeam_Color;
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extern Event EV_FuncBeam_SetTarget;
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extern Event EV_FuncBeam_SetAngle;
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extern Event EV_FuncBeam_SetEndPoint;
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extern Event EV_FuncBeam_SetLife;
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extern Event EV_FuncBeam_Shader;
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extern Event EV_FuncBeam_Segments;
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extern Event EV_FuncBeam_Delay;
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extern Event EV_FuncBeam_NumSphereBeams;
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extern Event EV_FuncBeam_SphereRadius;
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extern Event EV_FuncBeam_ToggleDelay;
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extern Event EV_FuncBeam_FindEndpoint;
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extern Event EV_FuncBeam_EndAlpha;
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class FuncBeam : public ScriptSlave
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{
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protected:
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SimpleEntityPtr end, origin_target;
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float damage;
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float life;
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Vector end_point;
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qboolean use_angles;
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float shootradius;
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str shader;
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bool m_bIgnoreWalls;
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public:
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CLASS_PROTOTYPE( FuncBeam );
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FuncBeam();
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void SetAngle( Event *ev );
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void SetAngles( Event *ev );
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void SetEndPoint( Event *ev );
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void SetModel( Event *ev );
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void SetDamage( Event *ev );
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void SetOverlap( Event *ev );
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void SetBeamStyle( Event *ev );
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void SetLife( Event *ev );
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void Activate( Event *ev );
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void Deactivate( Event *ev );
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void SetDiameter( Event *ev );
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void SetMaxoffset( Event *ev );
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void SetMinoffset( Event *ev );
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void SetColor( Event *ev );
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void SetSegments( Event *ev );
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void SetBeamShader( str shader );
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void SetBeamShader( Event *ev );
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void SetBeamTileShader( Event *ev );
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void SetDelay( Event *ev );
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void SetToggleDelay( Event *ev );
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void SetSphereRadius( Event *ev );
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void SetNumSphereBeams( Event *ev );
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void SetEndAlpha( Event *ev );
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void SetShootRadius( Event *ev );
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void SetPersist( Event *ev );
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void FindEndpoint( Event *ev );
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void UpdateEndpoint( Event *ev );
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void UpdateOrigin( Event *ev );
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void Shoot( Event *ev );
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void SetIgnoreWalls( Event *ev );
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void setAngles( Vector ang ) override;
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void Archive( Archiver &arc ) override;
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FuncBeam* CreateBeam(const char* model, const char* shader, Vector start, Vector end, int numsegments = 4, float scale = 1.0f, float life = 1.0f, float damage = 0.0f, Entity* origin_target = NULL);
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friend FuncBeam* CreateBeam(const char* model, const char* shader, Vector start, Vector end, int numsegments, float scale, float life, float damage, Entity* origin_target);
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};
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inline void FuncBeam::Archive
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(
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Archiver &arc
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)
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{
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ScriptSlave::Archive( arc );
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arc.ArchiveSafePointer( &end );
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arc.ArchiveSafePointer( &origin_target );
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arc.ArchiveFloat( &damage );
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arc.ArchiveFloat( &life );
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arc.ArchiveVector( &end_point );
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arc.ArchiveBoolean( &use_angles );
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arc.ArchiveFloat( &shootradius );
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arc.ArchiveString( &shader );
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if ( arc.Loading() )
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{
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SetBeamShader( shader );
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}
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}
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#endif // __BEAM_H__
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