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/*
===========================================================================
Copyright (C) 2024 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// beam.h: Beam
#pragma once
#include "g_local.h"
#include "scriptslave.h"
extern Event EV_FuncBeam_Activate;
extern Event EV_FuncBeam_Deactivate;
extern Event EV_FuncBeam_Diameter;
extern Event EV_FuncBeam_Maxoffset;
extern Event EV_FuncBeam_Minoffset;
extern Event EV_FuncBeam_Overlap;
extern Event EV_FuncBeam_Color;
extern Event EV_FuncBeam_SetTarget;
extern Event EV_FuncBeam_SetAngle;
extern Event EV_FuncBeam_SetEndPoint;
extern Event EV_FuncBeam_SetLife;
extern Event EV_FuncBeam_Shader;
extern Event EV_FuncBeam_Segments;
extern Event EV_FuncBeam_Delay;
extern Event EV_FuncBeam_NumSphereBeams;
extern Event EV_FuncBeam_SphereRadius;
extern Event EV_FuncBeam_ToggleDelay;
extern Event EV_FuncBeam_FindEndpoint;
extern Event EV_FuncBeam_EndAlpha;
class FuncBeam : public ScriptSlave
{
protected:
SimpleEntityPtr end, origin_target;
float damage;
float life;
Vector end_point;
qboolean use_angles;
float shootradius;
str shader;
bool m_bIgnoreWalls;
public:
CLASS_PROTOTYPE(FuncBeam);
FuncBeam();
void SetAngle(Event *ev);
void SetAngles(Event *ev);
void SetEndPoint(Event *ev);
void SetModel(Event *ev);
void SetDamage(Event *ev);
void SetOverlap(Event *ev);
void SetBeamStyle(Event *ev);
void SetLife(Event *ev);
void Activate(Event *ev);
void Deactivate(Event *ev);
void SetDiameter(Event *ev);
void SetMaxoffset(Event *ev);
void SetMinoffset(Event *ev);
void SetColor(Event *ev);
void SetSegments(Event *ev);
void SetBeamShader(str shader);
void SetBeamShader(Event *ev);
void SetBeamTileShader(Event *ev);
void SetDelay(Event *ev);
void SetToggleDelay(Event *ev);
void SetSphereRadius(Event *ev);
void SetNumSphereBeams(Event *ev);
void SetEndAlpha(Event *ev);
void SetShootRadius(Event *ev);
void SetPersist(Event *ev);
void FindEndpoint(Event *ev);
void UpdateEndpoint(Event *ev);
void UpdateOrigin(Event *ev);
void Shoot(Event *ev);
void SetIgnoreWalls(Event *ev);
void setAngles(Vector ang) override;
void Archive(Archiver& arc) override;
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
);
friend FuncBeam *CreateBeam(
const char *model,
const char *shader,
Vector start,
Vector end,
int numsegments,
float scale,
float life,
float damage,
Entity *origin_target
);
};
inline void FuncBeam::Archive(Archiver& arc)
{
ScriptSlave::Archive(arc);
arc.ArchiveSafePointer(&end);
arc.ArchiveSafePointer(&origin_target);
arc.ArchiveFloat(&damage);
arc.ArchiveFloat(&life);
arc.ArchiveVector(&end_point);
arc.ArchiveBoolean(&use_angles);
arc.ArchiveFloat(&shootradius);
arc.ArchiveString(&shader);
if (arc.Loading()) {
SetBeamShader(shader);
}
}
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