ef2-sdk/dlls/game/beam.h
2003-11-05 00:00:00 +00:00

116 lines
3.9 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/beam.h $
// $Revision:: 6 $
// $Author:: Steven $
// $Date:: 10/13/03 8:53a $
//
// Copyright (C) 1999 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
//
#ifndef __BEAM_H__
#define __BEAM_H__
#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:
EntityPtr end,origin_target;
float damage;
float life;
Vector end_point;
qboolean use_angles;
float shootradius;
str shader;
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( const 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 SetEndPoint( const Vector &endPos );
virtual void setAngles( const Vector &ang );
virtual void Archive( Archiver &arc );
friend FuncBeam *CreateBeam( const char *model, const char *shader, const Vector &start, const Vector &end, int numsegments = 4, float scale = 1.0f, float life = 1.0f, float damage = 0.0f, Entity *origin_target=NULL );
};
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 );
}
}
#endif // __BEAM_H__