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/**
ChargeShower
Shows charge stuff on the compensator.
*/
local current, to;
public func Initialize()
{
to = 0;
current = 0;
Set(to);
return;
}
func AttachTargetLost()
{
return RemoveObject();
}
func To(int i)
{
to = i;
if (!GetEffect("Adjust", this))
AddEffect("Adjust", this, 1, 2, this);
}
func FxAdjustTimer()
{
if (current == to)
return -1;
if (current < to)
++current;
else --current;
Set(current);
return 1;
}
func Set(int i)
{
SetObjDrawTransform((800 * i) / 100, 0, -500, 0, 900, -150);
}
func Init(to)
{
var x = GetX() - to->GetX();
var y = GetY() - to->GetY();
SetVertexXY(0, -x, -y);
SetAction("Turn", to);
SetPhase(Random(5));
this.Plane = to.Plane + 1;
}
public func SaveScenarioObject() { return false; }
/*-- Properties --*/
local ActMap = {
Turn = {
Prototype = Action,
Name = "Turn",
Procedure = DFA_ATTACH,
Length=6,
Delay=4,
X = 0,
Y = 0,
Wdt = 11,
Hgt = 19,
NextAction = "Turn"
}
};
local Name = "$Name$";
local Description = "$Description$";
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