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/**
Dynamite Igniter
Can be used to ignite dynamite from a distance.
@author Newton
*/
#include DynamiteBox
/*-- Engine Callbacks --*/
public func Hit()
{
Sound("Hits::Materials::Metal::DullMetalHit?");
}
/*-- Callbacks --*/
public func OnFuseFinished()
{
if (Contained() != nil)
return ResetClonk(Contained());
return RemoveObject();
}
/*-- Usage --*/
public func HoldingEnabled() { return true; }
public func ControlUseStart(object clonk, int x, int y)
{
if (clonk->GetAction() != "Walk")
return true;
if (IsBeingIgnited())
return true;
var ignite_time = 40;
// Launch the ignition effect.
CreateEffect(FxScheduleIgnite, 100, ignite_time, clonk);
// The clonk has to stand.
clonk->SetAction("Stand");
clonk->SetXDir(0);
// Play ignite animation.
clonk->PlayAnimation("DoIgnite", CLONK_ANIM_SLOT_Arms, Anim_Linear(0, 0, clonk->GetAnimationLength("DoIgnite"), ignite_time, ANIM_Hold), Anim_Const(1000));
PlayAnimation("Ignite", 1, Anim_Linear(0, 0, GetAnimationLength("Ignite"), ignite_time, ANIM_Hold));
return true;
}
public func ControlUseStop(object clonk, int x, int y)
{
var fx = GetEffect("FxScheduleIgnite", this);
if (fx)
fx->Remove();
return true;
}
public func ControlUseCancel(object clonk, int x, int y)
{
var fx = GetEffect("FxScheduleIgnite", this);
if (fx)
fx->Remove();
return true;
}
local FxScheduleIgnite = new Effect
{
Construction = func(object clonk)
{
this.clonk = clonk;
},
Timer = func()
{
Target->Ignite(this.clonk);
return FX_Execute_Kill;
},
Destruction = func()
{
Target->ResetClonk(this.clonk, false);
}
};
public func IsBeingIgnited()
{
return !!GetEffect("FxScheduleIgnite", this);
}
public func Ignite(object clonk)
{
// Ignite all connected wires
for (var obj in FindFuses())
obj->~StartFusing(this);
ScheduleCall(this, "ResetClonk", 4, 1, clonk, true);
return;
}
public func ResetClonk(object clonk, bool remove_igniter)
{
// Reset animation of the clonk.
clonk->StopAnimation(clonk->GetRootAnimation(CLONK_ANIM_SLOT_Arms));
clonk->SetAction("Walk");
if (remove_igniter)
clonk->DetachObject(this);
// Reset animation of the igniter and remove it.
StopAnimation(GetRootAnimation(1));
if (remove_igniter)
RemoveObject();
return;
}
/*-- Production --*/
public func IsTool() { return true; }
public func IsChemicalProduct() { return false; }
/*-- Display --*/
public func GetCarryMode()
{
return CARRY_BothHands;
}
public func GetCarryPhase() { return 250; }
public func GetCarryTransform()
{
if (IsBeingIgnited())
return Trans_Mul(Trans_Rotate(0, 1), Trans_Translate(-1000));
}
public func GetCarrySpecial()
{
if (IsBeingIgnited())
return "pos_hand2";
}
public func Definition(proplist def)
{
SetProperty("PictureTransformation", Trans_Mul(Trans_Rotate(-25, 1, 0, 0), Trans_Rotate(40, 0, 1, 0)), def);
}
/*-- Properties --*/
local Name = "$Name$";
local Description = "$Description$";
local Collectible = true;
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