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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
===========================================================================
*/
// earthquake.h: Earthquake trigger causes a localized earthquake when triggered.
// The earthquake effect is visible to the user as the shaking of his screen.
//
#pragma once
#include "g_local.h"
#include "trigger.h"
#define EARTHQUAKE_STRENGTH 50
class ViewJitter : public Trigger
{
protected:
float m_fRadius;
float m_fEdgeEffect;
Vector m_vJitterStrength;
float m_fDuration;
Vector m_vTimeDecay;
qboolean m_bDoneDeath;
float m_fTimeRunning;
public:
CLASS_PROTOTYPE(ViewJitter);
ViewJitter();
ViewJitter(
Vector vOrigin,
float fRadius,
float fEdgeEffect,
Vector vStrength,
float fDuration,
Vector vTimeDecay,
float fStartDecay
);
void EventActivateJitter(Event *ev);
void EventJitterThink(Event *ev);
void EventSetRadius(Event *ev);
void EventSetEdgeEffect(Event *ev);
void EventSetAmount(Event *ev);
void EventSetDuration(Event *ev);
void EventSetTimeDecay(Event *ev);
void EventSetDoneDeath(Event *ev);
void Archive(Archiver& arc) override;
};
inline void ViewJitter::Archive(Archiver& arc)
{
Trigger::Archive(arc);
arc.ArchiveFloat(&m_fRadius);
arc.ArchiveFloat(&m_fEdgeEffect);
arc.ArchiveVector(&m_vJitterStrength);
arc.ArchiveFloat(&m_fDuration);
arc.ArchiveVector(&m_vTimeDecay);
arc.ArchiveBoolean(&m_bDoneDeath);
arc.ArchiveFloat(&m_fTimeRunning);
}
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