mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
146 lines
3.1 KiB
C++
146 lines
3.1 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/nature.cpp $
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// $Revision:: 9 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 2001 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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#include "_pch_cpp.h"
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#include "nature.h"
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/*****************************************************************************/
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/*QUAKED func_emitter (0 0.25 0.5) ?
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"emitter" - Name of emitter to use.
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******************************************************************************/
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Event EV_Emitter_EmitterName
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(
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"emitter",
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EV_DEFAULT,
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"s",
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"name",
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"Emitter to use"
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);
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CLASS_DECLARATION( Entity, Emitter, "func_emitter" )
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{
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{ &EV_Emitter_EmitterName, &Emitter::EmitterName },
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{ NULL, NULL }
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};
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Emitter::Emitter()
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{
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edict->s.eType = ET_EMITTER;
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}
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void Emitter::setEmitter( const str &name )
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{
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emitterName = name;
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edict->s.tag_num = gi.imageindex( emitterName );
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}
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void Emitter::EmitterName( Event *ev )
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{
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setEmitter( ev->GetString( 1 ) );
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}
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/*****************************************************************************/
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/*QUAKED func_rain (0 0.25 0.5) ?
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This creates a raining effect in the brush
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"emitter" - Name of emitter to use for the rain.
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******************************************************************************/
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CLASS_DECLARATION( Entity, Rain, "func_rain" )
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{
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{ NULL, NULL }
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};
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Rain::Rain()
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{
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if ( LoadingSavegame )
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{
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// Archive function will setup all necessary data
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return;
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}
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setSolidType( SOLID_NOT );
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edict->s.eType = ET_RAIN;
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setRainName( "defaultrain" );
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}
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void Rain::setRainName( const str &name )
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{
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rainName = name;
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edict->s.tag_num = gi.imageindex( rainName );
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}
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/*****************************************************************************/
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/* Plant Puffdaddy */
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/*****************************************************************************/
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Event EV_PuffDaddy_Idle
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(
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"idle",
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EV_DEFAULT,
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NULL,
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NULL,
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"Animates the puff daddy."
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);
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CLASS_DECLARATION( Entity, PuffDaddy, "plant_puffdaddy" )
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{
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{ &EV_Touch, &PuffDaddy::Touch },
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{ &EV_PuffDaddy_Idle, &PuffDaddy::Idle },
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{ NULL, NULL }
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};
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void PuffDaddy::Idle( Event * )
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{
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animate->RandomAnimate( "idle" );
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}
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void PuffDaddy::Touch( Event *ev )
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{
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Entity *other;
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other = ev->GetEntity( 1 );
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if ( !other->inheritsFrom( "Sentient" ) )
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return;
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animate->RandomAnimate( "touch", EV_PuffDaddy_Idle );
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//SetFrame( 0 );
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SurfaceCommand( "puffdaddy", "+nodraw" );
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setSolidType( SOLID_NOT );
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}
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PuffDaddy::PuffDaddy()
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{
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animate = new Animate( this );
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if ( LoadingSavegame )
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{
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// Archive function will setup all necessary data
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return;
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}
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setSolidType( SOLID_TRIGGER );
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edict->s.eType = ET_MODELANIM;
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setModel( "plant_puffdaddy.tik" );
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PostEvent( EV_Show, 0.0f );
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//showModel();
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}
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