mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
144 lines
3.2 KiB
C++
144 lines
3.2 KiB
C++
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// $Logfile:: /Code/DLLs/game/actorgamecomponents.cpp $
|
||
|
// $Revision:: 18 $
|
||
|
// $Author:: Steven $
|
||
|
// $Date:: 10/11/02 3:34a $
|
||
|
//
|
||
|
// Copyright (C) 2001 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:
|
||
|
// What I am trying to do here, is encapsulate any game specific pieces for actor. Each game will
|
||
|
// subclass off of the base class, then the Actor class will point to the component class it will
|
||
|
// use. I am hoping this will make life much easier for mod makers as well
|
||
|
//
|
||
|
|
||
|
#include "_pch_cpp.h"
|
||
|
#include "actorgamecomponents.h"
|
||
|
#include "player.h"
|
||
|
|
||
|
|
||
|
//
|
||
|
// Name: CLASS_DECLARATION
|
||
|
// Parameters: Listener -- Parent Class
|
||
|
// ActorGameComponent -- This class
|
||
|
// String -- Name
|
||
|
// Description: Macro
|
||
|
//
|
||
|
CLASS_DECLARATION( Listener , ActorGameComponent, "actor_game_component" )
|
||
|
{
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
//=========================================
|
||
|
// EFGameComponent Implementation
|
||
|
//=========================================
|
||
|
|
||
|
//
|
||
|
// Name: CLASS_DECLARATION
|
||
|
// Parameters: ActorGameComponent -- Parent Class
|
||
|
// EFGameComponent -- This class
|
||
|
// String -- Name
|
||
|
// Description: Macro
|
||
|
//
|
||
|
CLASS_DECLARATION( ActorGameComponent, EFGameComponent, "ef_game_component" )
|
||
|
{
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
|
||
|
//
|
||
|
// Name: EFGameComponent()
|
||
|
// Parameters: None
|
||
|
// Description: Constructor
|
||
|
//
|
||
|
EFGameComponent::EFGameComponent()
|
||
|
{
|
||
|
// Should always use other constructor
|
||
|
gi.Error( ERR_FATAL, "EFGameComponent::EFGameComponent -- Default Constructor Called" );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Name: EFGameComponent()
|
||
|
// Parameters: Actor *actor
|
||
|
// Description: Constructor
|
||
|
//
|
||
|
EFGameComponent::EFGameComponent( const Actor *actor )
|
||
|
{
|
||
|
if ( actor )
|
||
|
act = (Actor *)actor;
|
||
|
}
|
||
|
|
||
|
void EFGameComponent::DoArchive( Archiver &arc , const Actor *actor )
|
||
|
{
|
||
|
if ( actor )
|
||
|
act = (Actor *)actor;
|
||
|
else
|
||
|
gi.Error( ERR_FATAL, "EFGameComponnet::DoArchive -- actor is NULL" );
|
||
|
|
||
|
}
|
||
|
//
|
||
|
// Name: HandleDeath()
|
||
|
// Parameters: Entity *ent
|
||
|
// Description: Custom Game Death Handler
|
||
|
//
|
||
|
void EFGameComponent::HandleDeath( const Entity *ent )
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// Name: HandleArmorDamage()
|
||
|
// Parameters: Event *ev
|
||
|
// Description: Custom Game Armor Damage Handler
|
||
|
//
|
||
|
void EFGameComponent::HandleArmorDamage( Event *ev )
|
||
|
{
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Name: HandleThink()
|
||
|
// Parameters: None
|
||
|
// Description: Custom Game Think Handler
|
||
|
//
|
||
|
void EFGameComponent::HandleThink()
|
||
|
{
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Name: HandleEvent()
|
||
|
// Parameters: Event *ev
|
||
|
// Description: Event Handler
|
||
|
//
|
||
|
void EFGameComponent::HandleEvent( Event *ev )
|
||
|
{
|
||
|
Event *new_event;
|
||
|
new_event = new Event( ev );
|
||
|
ProcessEvent(new_event);
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// Name: DoCheck()
|
||
|
// Parameters: Conditional &condition
|
||
|
// Description: Custom Game conditional check handler
|
||
|
//
|
||
|
qboolean EFGameComponent::DoCheck ( const Conditional &condition )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|