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/*--
Checkpoint
Author: Maikel, Sven2
The parkour goal uses checkpoints to allow for user defined routes.
A checkpoint can have different modes, indicated with a bitmask:
*None - Not a Checkpoint.
*Start - Start of the parkour.
*Finish - End of the parkour.
*Respawn - The clonk can respawn at this CP.
*Check - This checkpoint must be cleared in order to complete the parkour.
*Ordered - These checkpoints must be cleared in the right order.
*Team - All players of a team must have cleared this CP.
*Bonus - Player receives a bonus if he cleares this CP.
--*/
// TODO: The checkpoints themselves carry (and duplicate) a lot of logic that is
// handled much easier by the parkour goal. The script could be cleaned up to
// make the checkpoints lightweight and just callback to the parkour goal to do
// any logic with cross-checkpoint interaction (finding the next checkpoint, etc.)
/*-- Checkpoint modes --*/
local cp_mode;
static const PARKOUR_CP_None = 0;
static const PARKOUR_CP_Start = 1;
static const PARKOUR_CP_Finish = 2;
static const PARKOUR_CP_Respawn = 4;
static const PARKOUR_CP_Check = 8;
static const PARKOUR_CP_Ordered = 16;
static const PARKOUR_CP_Team = 32;
static const PARKOUR_CP_Bonus = 64;
// particle definition used for the effect around the check point
local checkpoint_particles;
public func SetCPMode(int mode)
{
// PARKOUR_CP_Start always occurs alone.
if (mode & PARKOUR_CP_Start)
{
mode = PARKOUR_CP_Start;
if (cp_con) cp_con->SetIndexedCP(this, 0);
}
// PARKOUR_CP_Finish only in combination with PARKOUR_CP_Team.
if (mode & PARKOUR_CP_Finish)
{
mode = mode & (PARKOUR_CP_Finish | PARKOUR_CP_Team);
if (cp_con) cp_con->SetIndexedCP(this, GetNextCPNumber());
}
// PARKOUR_CP_Ordered must have PARKOUR_CP_Check and a number.
var had_cp_num;
if (mode & PARKOUR_CP_Ordered)
{
mode = mode | PARKOUR_CP_Check;
// Set CP number.
if (!cp_num) SetCPNumber(GetNextCPNumber());
if (cp_con) cp_con->SetIndexedCP(this, cp_num);
}
else
{
had_cp_num = cp_num;
cp_num = 0;
}
cp_mode = mode;
if (had_cp_num) RenumberOrderedCheckpoints();
DoGraphics();
UpdateEditorHelp();
if (cp_con)
{
if (mode & PARKOUR_CP_Start) cp_con->SetIndexedCP(this, 0);
if (mode & PARKOUR_CP_Finish) cp_con->SetIndexedCP(this, ObjectCount(Find_ID(GetID()), Find_Func("GetCPNumber")) + 1);
}
return;
}
private func GetNextCPNumber()
{
// TODO: This should really go through the controller...
return ObjectCount(Find_ID(GetID()), Find_Func("GetCPNumber")) + 1;
}
public func RenumberOrderedCheckpoints()
{
// Reassign all CP numbers. Use old numbers where possible
var cps = FindObjects(Find_ID(ParkourCheckpoint), Find_Func("FindCPMode", PARKOUR_CP_Ordered)), i;
SortArrayByProperty(cps, "cp_num");
// If there is no start or finish checkpoint, assign them from the numbered pool
var cp_start = FindObject(Find_ID(ParkourCheckpoint), Find_Func("FindCPMode", PARKOUR_CP_Start));
var cp_finish = FindObject(Find_ID(ParkourCheckpoint), Find_Func("FindCPMode", PARKOUR_CP_Finish));
if (!cp_start && GetLength(cps))
{
cp_start = cps[0];
cps = cps[1:];
}
if (!cp_finish && GetLength(cps))
{
cp_finish = cps[-1];
cps = cps[:-1];
}
// Re-label start and finish
if (cp_start)
{
cp_start->SetCPNumber(0);
cp_start->SetCPMode(PARKOUR_CP_Start | cp_start->GetCPMode());
}
if (cp_finish)
{
cp_finish->SetCPNumber(0);
cp_finish->SetCPMode(PARKOUR_CP_Finish | cp_finish->GetCPMode());
}
// Re-label remaining CPs
for (var cp in cps)
{
cp->SetCPNumber(++i);
cp->DoGraphics();
if (cp->GetCPController()) cp->GetCPController()->SetIndexedCP(cp, i);
}
return true;
}
public func Destruction()
{
// CP deleted? Force renumbering without this CP.
cp_num = 0;
cp_mode = 0;
RenumberOrderedCheckpoints();
}
public func GetCPMode() { return cp_mode; }
public func FindCPMode(int mode) { return cp_mode & mode; }
/*-- Checkpoint controller --*/
local cp_con;
public func SetCPController(object con)
{
cp_con = con;
UpdateEditorHelp();
return;
}
public func GetCPController() { return cp_con; }
/*-- Checkpoint number --*/
local cp_num;
public func SetCPNumber(int num)
{
cp_num = num;
return;
}
public func GetCPNumber() { return cp_num; }
/*-- Checkpoint size --*/
local cp_size = 20;
public func SetCPSize(int size)
{
cp_size = BoundBy(size, 10, 100);
return;
}
public func GetCPSize() { return cp_size; }
/*-- Initialize --*/
local cleared_by_plr; // Array to keep track of players which were already here.
protected func Initialize()
{
checkpoint_particles =
{
Size = PV_KeyFrames(0, 0, 0, 250, 10, 500, 0, 750, 10),
Alpha = PV_KeyFrames(0, 0, 255, 500, 0, 501, 255, 1000, 0),
BlitMode = GFX_BLIT_Additive,
Attach = ATTACH_Front
};
cleared_by_plr = [];
cp_mode = PARKOUR_CP_Check;
UpdateGraphics();
AddEffect("IntCheckpoint", this, 100, 1, this);
return;
}
/*-- Checkpoint status --*/
// Returns whether this checkpoint has been cleared by player.
public func ClearedByPlayer(int plr)
{
var plrid = GetPlayerID(plr);
return cleared_by_plr[plrid];
}
// Returns whether this checkpoint has been cleared by team.
public func ClearedByTeam(int team)
{
if (!team)
return false;
if (cp_mode & PARKOUR_CP_Team)
{
// PARKOUR_CP_Team: Cleared if all players of the team have cleared the checkpoint.
for (var i = 0; i < GetPlayerCount(); i++)
if (GetPlayerTeam(GetPlayerByIndex(i)) == team)
if (!ClearedByPlayer(GetPlayerByIndex(i)))
return false;
return true;
}
else
{
// Not PARKOUR_CP_Team: Cleared if one player has cleared the checkpoint.
for (var i = 0; i < GetPlayerCount(); i++)
if (GetPlayerTeam(GetPlayerByIndex(i)) == team)
if (ClearedByPlayer(GetPlayerByIndex(i)))
return true;
}
return false;
}
// Whether this checkpoint is active for a player.
public func IsActiveForPlayer(int plr)
{
// PARKOUR_CP_Finish: Check all PARKOUR_CP_Check checkpoints.
if (cp_mode & PARKOUR_CP_Finish)
{
for (var cp in FindObjects(Find_ID(GetID())))
if (cp->GetCPMode() & PARKOUR_CP_Check)
if (!cp->ClearedByPlayer(plr))
return false;
return true;
}
// PARKOUR_CP_Ordered: Check previous PARKOUR_CP_Ordered checkpoint.
if (cp_mode & PARKOUR_CP_Ordered)
{
// First ordered checkpoint is always active.
if (GetCPNumber() == 1)
return true;
for (var cp in FindObjects(Find_ID(GetID()), Find_Func("GetCPNumber")))
if (cp->GetCPNumber() + 1 == GetCPNumber())
{
var team = GetPlayerTeam(plr);
if (cp->GetCPMode() & PARKOUR_CP_Team && team)
{
if (cp->ClearedByTeam(team))
return true;
}
else if (cp->ClearedByPlayer(plr))
return true;
}
return false;
}
// Other modes are always active.
return true;
}
// Whether this checkpoint is active for a team.
public func IsActiveForTeam(int team)
{
if (!team)
return false;
// Checkpoint is active for a team if it is active for one of its members.
for (var i = 0; i < GetPlayerCount(); i++)
if (GetPlayerTeam(GetPlayerByIndex(i)) == team)
if (IsActiveForPlayer(GetPlayerByIndex(i)))
return true;
return false;
}
// Reset all cleared status
public func ResetCleared()
{
cleared_by_plr = [];
return true;
}
/*-- Checkpoint activity --*/
protected func FxIntCheckpointTimer(object target, effect, int fxtime)
{
// Check every 5 frames.
if (!(fxtime % 5))
CheckForClonks();
UpdateGraphics(fxtime);
return FX_OK;
}
protected func CheckForClonks()
{
// Only check if controlled by a parkour goal.
if (!cp_con)
return;
// Loop through all clonks inside the checkpoint.
for (var clonk in FindObjects(Find_OCF(OCF_CrewMember), Find_Distance(cp_size)))
{
var plr = clonk->GetOwner();
var team = GetPlayerTeam(plr);
var plrid = GetPlayerID(plr);
// Check whether this CP is already activated for player or its team.
if (!IsActiveForPlayer(plr) && !IsActiveForTeam(team))
continue;
// Check respawn status.
if (cp_mode & PARKOUR_CP_Respawn)
cp_con->SetPlayerRespawnCP(plr, this); // Notify parkour goal.
// If already done by player -> continue.
if (ClearedByPlayer(plr))
continue;
var is_first_clear = (GetIndexOf(cleared_by_plr, true) < 0);
// Check checkpoint status.
if (cp_mode & PARKOUR_CP_Check)
{
var team_clear = !ClearedByTeam(team);
ClearCPForPlr(plr, is_first_clear);
if (ClearedByTeam(team) && team_clear)
cp_con->AddTeamClearedCP(team, this); // Notify parkour goal.
}
// Check finish status.
if (cp_mode & PARKOUR_CP_Finish)
{
Sound("UI::Cleared", false, 100, plr);
cleared_by_plr[plrid] = true;
if (team)
{
if (ClearedByTeam(team))
cp_con->PlayerReachedFinishCP(plr, this, is_first_clear); // Notify parkour goal.
else
cp_con->AddPlayerClearedCP(plr, this, is_first_clear); // Notify parkour goal.
}
else
{
cp_con->PlayerReachedFinishCP(plr, this, is_first_clear); // Notify parkour goal.
}
}
// Check bonus.
if (cp_mode & PARKOUR_CP_Bonus)
GameCall("GivePlrBonus", plr, this);
// User callback
if (is_first_clear) UserAction->EvaluateAction(on_first_cleared, this, clonk, plr);
UserAction->EvaluateAction(on_cleared, this, clonk, plr);
}
return;
}
// Checkpoint callback if someone respawns here
private func OnPlayerRespawn(object clonk, int plr)
{
return UserAction->EvaluateAction(on_respawn, this, clonk, plr);
}
// Clear this checkpoint for the player, and possibly its team members.
private func ClearCPForPlr(int plr, bool is_first_clear)
{
if (!(cp_mode & PARKOUR_CP_Check))
return;
var plrid = GetPlayerID(plr);
cleared_by_plr[plrid] = true;
Sound("UI::Cleared", false, 100, plr);
cp_con->AddPlayerClearedCP(plr, this, is_first_clear); // Notify parkour goal.
// Also clear for team members if the checkpoint is not PARKOUR_CP_Team.
var team = GetPlayerTeam(plr);
if (team && !(cp_mode & PARKOUR_CP_Team))
{
for (var test_plr in GetPlayers())
{
if (test_plr != plr && GetPlayerTeam(test_plr) == team)
{
var test_plr_id = GetPlayerID(test_plr);
cleared_by_plr[test_plr_id] = true;
Sound("UI::Cleared", false, 100, test_plr);
cp_con->AddPlayerClearedCP(test_plr, this, false, true); // Notify parkour goal.
}
}
}
return;
}
/*-- Checkpoint appearance --*/
local cp_name = "$Name$"; // auto-adjusted name. May differ from real name if another one is given in editor
// Mode graphics.
protected func DoGraphics()
{
// Clear all overlays first.
for (var i = 1; i <= 3; i++)
SetGraphics(nil, nil, i);
// Start & Finish.
if (cp_mode & PARKOUR_CP_Start || cp_mode & PARKOUR_CP_Finish)
{
var gfx;
if (cp_mode & PARKOUR_CP_Start) gfx = "Start"; else gfx = "";
SetGraphics(gfx, ParkourFlag, 1, GFXOV_MODE_Base);
SetObjDrawTransform(350, 0, 2000, 0, 350, 2000, 1);
SetClrModulation(RGBa(255, 255, 255, 160) , 1);
}
// Ordered, display numbers up to 99.
if (cp_mode & PARKOUR_CP_Ordered)
{
var shift = 0;
if (GetCPNumber() >= 10)
{
SetGraphics(Format("%d", GetCPNumber()/10), Icon_Number, 3, GFXOV_MODE_Base);
SetObjDrawTransform(300, 0, -4500, 0, 300, 0, 3);
SetClrModulation(RGBa(255, 255, 255, 128) , 3);
shift = 1;
}
SetGraphics(Format("%d", GetCPNumber()%10), Icon_Number, 2, GFXOV_MODE_Base);
SetObjDrawTransform(300, 0, shift * 4500, 0, 300, 0, 2);
SetClrModulation(RGBa(255, 255, 255, 128) , 2);
}
// Name unless it has a custom overload
if (GetName() == cp_name)
{
if (cp_mode & PARKOUR_CP_Ordered)
cp_name = Format("$Name$ %02d", cp_num);
else if (cp_mode & PARKOUR_CP_Start)
cp_name = "$NameStart$";
else if (cp_mode & PARKOUR_CP_Finish)
cp_name = "$NameFinish$";
else
cp_name = "$Name$";
SetName(cp_name);
}
return;
}
// Player graphics.
protected func UpdateGraphics(int time)
{
// Create two sparks at opposite sides.
var angle = (time * 10) % 360;
var color = GetColorByAngle(angle);
checkpoint_particles.R = (color >> 16) & 0xff;
checkpoint_particles.G = (color >> 8) & 0xff;
checkpoint_particles.B = (color >> 0) & 0xff;
CreateParticle("SphereSpark", Sin(angle, cp_size), -Cos(angle, cp_size), 0, 0, 18 * 5, checkpoint_particles);
return;
}
protected func GetColorByAngle(int angle)
{
// Get cleared count.
var cnt = 0;
for (var i = 0; i < GetPlayerCount(); i++)
if (ClearedByPlayer(GetPlayerByIndex(i)) || (cp_mode & PARKOUR_CP_Start))
cnt++;
if (!cnt)
return RGBa(255, 255, 255, 192);
var prt = 360 / cnt;
var j = 0;
// Find the right player.
for (var i = 0; i < GetPlayerCount(); i++)
{
var plr = GetPlayerByIndex(i);
if (ClearedByPlayer(plr) || (cp_mode & PARKOUR_CP_Start))
{
if (angle >= j * prt && angle < (j + 1) * prt)
return GetPlayerColor(plr);
j++;
}
}
// Should not happen...
return RGBa(255, 255, 255, 192);
}
/*-- Misc --*/
// Clears all materials behind a checkpoint.
public func ClearCPBack()
{
var x = GetX();
var y = GetY();
// Approximate by rectangles for now.
for (var d = 0; d <= cp_size; d++)
{
var dx = x - d;
var dy = y - Sqrt(cp_size**2 - d**2);
var wdt = 2 * d;
var hgt = 2 * Sqrt(cp_size**2 - d**2);
ClearFreeRect(dx, dy, wdt, hgt);
}
return;
}
// Checkpoint order check
public func IsOrderedBefore(object other_cp)
{
// Start before everything else. Finish after.
if (cp_mode & PARKOUR_CP_Start) return true;
if (cp_mode & PARKOUR_CP_Finish) return false;
if (other_cp.cp_mode & PARKOUR_CP_Start) return false;
if (other_cp.cp_mode & PARKOUR_CP_Finish) return true;
// Ordered checkpoints in order and before unordered checkpoints
if (cp_mode & PARKOUR_CP_Ordered)
{
if (!(other_cp.cp_mode & PARKOUR_CP_Ordered)) return true;
return cp_num < other_cp.cp_num;
}
}
// Storing checkpoints in Objects.c
public func SaveScenarioObject(props)
{
if (!inherited(props, ...)) return false;
var v;
// Force dependencies to ensure proper checkpoint order
for (var other_cp in FindObjects(Find_ID(GetID()), Find_Func("IsOrderedBefore", this))) other_cp->AddScenarioSaveDependency();
// Checkpoints without a goal? Use regular saving.
if (!cp_con)
{
if (v = GetCPMode()) props->AddCall("Checkpoint", this, "SetCPMode", GetBitmaskNameByValue(v, "PARKOUR_CP_"));
if (v = GetCPNumber()) props->AddCall("Checkpoint", this, "SetCPNumber", v);
return true;
}
else
{
// Special checkpoints
props->RemoveCreation();
if (cp_mode & PARKOUR_CP_Start)
props->AddCall(SAVEOBJ_Creation, cp_con, "SetStartpoint", GetX(), GetY());
else if (cp_mode & PARKOUR_CP_Finish)
props->AddCall(SAVEOBJ_Creation, cp_con, "SetFinishpoint", GetX(), GetY(), !!(cp_mode & PARKOUR_CP_Team));
else
{
var other_cp_modes = cp_mode & (~PARKOUR_CP_Finish) & (~PARKOUR_CP_Start);
props->AddCall(SAVEOBJ_Creation, cp_con, "AddCheckpoint", GetX(), GetY(), GetBitmaskNameByValue(other_cp_modes, "PARKOUR_CP_"));
}
}
// Checkpoint properties
v = GetCPSize();
if (v != GetID().cp_size) props->AddCall("Checkpoint", this, "SetCPSize", v);
if (GetName() == cp_name) props->Remove("Name"); // Do not store name if given automatically
return true;
}
/* Editor */
// Editor action callbacks
local on_cleared, on_first_cleared, on_respawn;
public func SetOnCleared(v) { on_cleared=v; return true; }
public func SetOnFirstCleared(v) { on_first_cleared=v; return true; }
public func SetOnRespawn(v) { on_respawn=v; return true; }
// Inividual mode getting/setting functions (for editor)
public func SetCPRespawn(bool to_val) { return SetCPMode((GetCPMode() & ~PARKOUR_CP_Respawn) | (PARKOUR_CP_Respawn * !!to_val)); }
public func SetCPCheck(bool to_val) { return SetCPMode((GetCPMode() & ~PARKOUR_CP_Check) | (PARKOUR_CP_Check * !!to_val)); }
public func SetCPOrdered(bool to_val) { return SetCPMode((GetCPMode() & ~PARKOUR_CP_Ordered) | (PARKOUR_CP_Ordered * !!to_val)); }
public func SetCPTeam(bool to_val) { return SetCPMode((GetCPMode() & ~PARKOUR_CP_Team) | (PARKOUR_CP_Team * !!to_val)); }
public func GetCPRespawn() { return GetCPMode() & (PARKOUR_CP_Respawn | PARKOUR_CP_Start); }
public func GetCPCheck() { return GetCPMode() & PARKOUR_CP_Check; }
public func GetCPOrdered() { return GetCPMode() & PARKOUR_CP_Ordered; }
public func GetCPTeam() { return GetCPMode() & PARKOUR_CP_Team; }
// Placement in editor: Auto-assign checkpoint mode
public func EditorInitialize()
{
// Auto-assign controller
SetCPController(FindObject(Find_ID(Goal_Parkour)));
// Default checkpoint mode
var new_mode;
if (!FindObject(Find_ID(GetID()), Find_Func("FindCPMode", PARKOUR_CP_Start)))
new_mode = PARKOUR_CP_Start;
else
new_mode = PARKOUR_CP_Finish;
// Change old finish point to numbered checkpoint
var cp = FindObject(Find_ID(GetID()), Find_Func("FindCPMode", PARKOUR_CP_Finish));
if (cp) cp->SetCPMode(PARKOUR_CP_Check | PARKOUR_CP_Ordered | PARKOUR_CP_Respawn);
SetCPMode(new_mode);
UpdateEditorHelp();
return this;
}
public func UpdateEditorHelp()
{
// EditorHelp: Include a warning if no goal has been created
EditorHelp = Description;
if (!cp_con) EditorHelp = Format("%s|%s", EditorHelp, "$NoGoalWarning$");
return true;
}
local EditorActions = {
SelectPrev = { Name="$SelectPrev$", EditorHelp="$SelectPrevHelp$", Command="SelectOther(-1)", Select=true },
SelectNext = { Name="$SelectNext$", EditorHelp="$SelectNextHelp$", Command="SelectOther(+1)", Select=true },
ReorderPrev = { Name="$ReorderPrev$", EditorHelp="$ReorderPrevHelp$", Command="MoveOrder(-1)" },
ReordertNext = { Name="$ReorderNext$", EditorHelp="$ReorderNextHelp$", Command="MoveOrder(+1)" }
};
public func SelectOther(int direction)
{
// Traverse through numbered checkpoints or start/finish
var cps = FindObjects(Find_ID(GetID()), Find_Func("GetCPNumber"));
var ncps = GetLength(cps);
var next_num;
if (cp_mode & PARKOUR_CP_Finish)
next_num = ncps + 1;
else
next_num = cp_num;
next_num += direction;
if (next_num <= 0) return FindObject(Find_ID(GetID()), Find_Func("FindCPMode", PARKOUR_CP_Start));
SortArrayByProperty(cps, "cp_num");
if (next_num-1 >= ncps) return FindObject(Find_ID(GetID()), Find_Func("FindCPMode", PARKOUR_CP_Finish));
return cps[next_num-1];
}
public func MoveOrder(int direction)
{
// Valid swap command?
var is_start = (cp_mode & PARKOUR_CP_Start);
var is_finish = (cp_mode & PARKOUR_CP_Finish);
if (!cp_num && !is_start && !is_finish) return false;
var other = SelectOther(direction);
if (other == this) return false;
// Swap them!
var order_flags = PARKOUR_CP_Start | PARKOUR_CP_Finish | PARKOUR_CP_Ordered;
var swap_num = cp_num, swap_mode = cp_mode;
cp_num = other.cp_num;
cp_mode = (cp_mode & ~order_flags) | (other.cp_mode & order_flags);
other.cp_num = swap_num;
other.cp_mode = (other.cp_mode & ~order_flags) | (swap_mode & order_flags);
// Force update
SetCPMode(cp_mode);
other->SetCPMode(other.cp_mode);
return true;
}
public func Definition(def)
{
if (!def.EditorProps) def.EditorProps = {};
def.EditorProps.respawn = { Type="bool", Name="$Respawn$", EditorHelp="$RespawnHelp$", AsyncGet="GetCPRespawn", Set="SetCPRespawn" };
def.EditorProps.check = { Type="bool", Name="$Check$", EditorHelp="$CheckHelp$", AsyncGet="GetCPCheck", Set="SetCPCheck" };
def.EditorProps.ordered = { Type="bool", Name="$Ordered$", EditorHelp="$OrderedHelp$", AsyncGet="GetCPOrdered", Set="SetCPOrdered" };
def.EditorProps.team = { Type="bool", Name="$Team$", EditorHelp="$TeamHelp$", AsyncGet="GetCPTeam", Set="SetCPTeam" };
def.EditorProps.on_cleared = new UserAction.Prop { Name="$OnCleared$", EditorHelp="$OnClearedHelp$", Set="SetOnCleared", Save="Checkpoint" };
def.EditorProps.on_first_cleared = new UserAction.Prop { Name="$OnFirstCleared$", EditorHelp="$OnFirstClearedHelp$", Set="SetOnFirstCleared", Save="Checkpoint" };
def.EditorProps.on_respawn = new UserAction.Prop { Name="$OnRespawn$", EditorHelp="$OnRespawnHelp$", Set="SetOnRespawn", Save="Checkpoint" };
}
/*-- Proplist --*/
local Name = "$Name$";
local Description = "$Description$";
local EditorHelp = "$Description$";
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