mirror of
https://github.com/UberGames/EF2GameSource.git
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759 lines
16 KiB
C++
759 lines
16 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/puzzleobject.cpp $
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// $Revision:: 28 $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 1999 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is 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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#include "_pch_cpp.h"
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#include "puzzleobject.hpp"
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#include "sentient.h"
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#include "player.h"
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#include "equipment.h"
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#include "gamecmds.h"
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Event EV_PuzzleObject_SetOpenDistance
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(
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"puzzleobject_opendistance",
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EV_DEFAULT,
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"f",
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"openDistance",
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"Sets the open distance from player that the puzzle object will open or close"
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);
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Event EV_PuzzleObject_AnimationDone
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(
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"puzzleobject_animdone",
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EV_CODEONLY,
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NULL,
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NULL,
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"Called when the puzzle object's animation is done."
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);
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Event EV_PuzzleObject_SetItemToUse
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(
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"puzzleobject_itemtouse",
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EV_DEFAULT,
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"s",
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"item",
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"The item to use on the puzzle"
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);
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Event EV_PuzzleObject_SetItemUsedThread
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(
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"puzzleobject_itemusedthread",
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EV_DEFAULT,
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"s",
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"threadname",
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"The thread to call when the item is used"
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);
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Event EV_PuzzleObject_SetFailedThread
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(
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"puzzleobject_failedthread",
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EV_DEFAULT,
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"s",
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"threadname",
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"The thread to call when the puzzle fails"
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);
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Event EV_PuzzleObject_SetSolvedThread
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(
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"puzzleobject_solvedthread",
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EV_DEFAULT,
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"s",
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"threadname",
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"The thread to call when the puzzle is solved"
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);
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Event EV_PuzzleObject_SetCanceledThread
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(
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"puzzleobject_canceledthread",
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EV_DEFAULT,
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"s",
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"threadname",
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"The thread to call when the puzzle is canceled"
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);
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Event EV_PuzzleObject_Failed
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(
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"puzzleobject_failed",
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EV_DEFAULT,
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NULL,
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NULL,
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"Received when the puzzle fails"
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);
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Event EV_PuzzleObject_Canceled
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(
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"puzzleobject_canceled",
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EV_DEFAULT,
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NULL,
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NULL,
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"Received when the puzzle is canceled"
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);
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Event EV_PuzzleObject_Solved
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(
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"puzzleobject_solved",
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EV_DEFAULT,
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NULL,
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NULL,
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"Received when the puzzle is solved"
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);
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Event EV_PuzzleObject_Reset
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(
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"puzzleobject_reset",
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EV_DEFAULT,
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NULL,
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NULL,
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"Resets a previously solved puzzle so that it can be triggered again"
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);
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Event EV_PuzzleObject_TimeToUse
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(
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"puzzleobject_timeToUse",
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EV_DEFAULT,
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"f",
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"timeToUse",
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"Makes the puzzle object solved after the user has used it for long enough."
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);
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Event EV_PuzzleObject_Activate
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(
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"puzzleobject_activate",
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EV_DEFAULT,
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NULL,
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NULL,
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"Lets the object think and respond to the player again. DOES NOT affect any change in animation."
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);
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Event EV_PuzzleObject_DeActivate
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(
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"puzzleobject_deactivate",
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EV_DEFAULT,
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NULL,
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NULL,
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"Makes the object unresponsive to input and the player. DOES NOT affect any change in animation."
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);
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Event EV_PuzzleObject_TimerHudName
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(
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"puzzleobject_timerHudName",
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EV_DEFAULT,
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"s",
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"hudName",
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"Sets the hud name to use for the timer hud."
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);
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Event EV_PuzzleObject_BecomeModBarInSkill
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(
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"becomeModBarInSkill",
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EV_DEFAULT,
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"f",
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"skill",
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"Tells a puzzleobject to just display a timed modulation bar in any skill less than or equal to the specified one."
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);
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//---------------------------------------------------------
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// PUZZLE OBJECT
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//---------------------------------------------------------
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/*****************************************************************************/
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/*QUAKED puzzle_object (0 0.5 1) (-16 -16 0) (16 16 32)
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Puzzle object is the basic framework for all the puzzles. It communicates
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with the script through events and threads to process the puzzle state.
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All logic for the puzzle object exists in the script.
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The puzzle object contains four threads, which are ItemUsed, Solved, Canceled and Failed.
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These are explained in the Key Value Pairs section. The Puzzle object also contains an
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item used string. This allows the level designer to specify the item the player must
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use to activate the puzzle.
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Key Value Pairs:
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model <model name> - the tiki model to use for the puzzle object
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puzzleobject_opendistance <distance> - the amount of distance the player should be before the puzzle opens.
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puzzleobject_itemtouse <item name> - the name of the item the player must use to execute the puzzle
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puzzleobject_itemusedthread <thread name> - the name of the thread called when the item is used.
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puzzleobject_failedthread <thread name> - the name of the thread called when the puzzle fails
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puzzleobject_canceledthread <thread name> - the name of the thread called when the puzzle is canceled
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puzzleobject_solvedthread <thread name> - the name of the thread called when the puzzle is solved.
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******************************************************************************/
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CLASS_DECLARATION( Entity, PuzzleObject, "puzzle_object" )
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{
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{ &EV_PuzzleObject_SetOpenDistance, &PuzzleObject::setOpenDistance },
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{ &EV_PuzzleObject_AnimationDone, &PuzzleObject::animationDone },
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{ &EV_PuzzleObject_SetItemToUse, &PuzzleObject::setItemToUse },
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{ &EV_PuzzleObject_SetItemUsedThread, &PuzzleObject::setItemUsedThread },
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{ &EV_PuzzleObject_SetFailedThread, &PuzzleObject::setFailedThread },
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{ &EV_PuzzleObject_SetSolvedThread, &PuzzleObject::setSolvedThread },
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{ &EV_PuzzleObject_SetCanceledThread, &PuzzleObject::setCanceledThread },
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{ &EV_PuzzleObject_Failed, &PuzzleObject::failed },
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{ &EV_PuzzleObject_Canceled, &PuzzleObject::canceled },
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{ &EV_PuzzleObject_Solved, &PuzzleObject::solved },
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{ &EV_PuzzleObject_Reset, &PuzzleObject::reset },
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{ &EV_PuzzleObject_TimeToUse, &PuzzleObject::setTimeToUse },
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{ &EV_Use, &PuzzleObject::useEvent },
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{ &EV_PuzzleObject_Activate, &PuzzleObject::activate },
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{ &EV_PuzzleObject_DeActivate, &PuzzleObject::deActivate },
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{ &EV_PuzzleObject_TimerHudName, &PuzzleObject::setTimerHudName },
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{ &EV_PuzzleObject_BecomeModBarInSkill, &PuzzleObject::becomeModBarInSkill },
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{NULL, NULL}
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};
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//-----------------------------------------------------
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//
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// Name:
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// Class:
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//
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// Description:
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//
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// Parameters:
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//
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// Returns:
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//-----------------------------------------------------
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PuzzleObject::PuzzleObject()
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{
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animate = new Animate( this );
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_saveState = PUZZLE_STATE_IDLE;
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_puzzleState = PUZZLE_STATE_IDLE;
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animate->RandomAnimate( "puzzle_idle" );
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edict->s.eType = ET_MODELANIM;
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_openDistance = 200.0f;
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// setup default bounding box if there is no model
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if( model.length() == 0 )
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{
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Vector mins( -16, -16, 0 );
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Vector maxs( 16, 16, 32 );
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this->setSize( mins, maxs );
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}
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_timed = false;
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_timeToUse = 0.0f;
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_hudOn = false;
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_lastTimeUsed = 0.0f;
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_usedTime = 0.0f;
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_nextNeedToUseTime = 0.0f;
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turnThinkOn();
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_hudName = "timerhud";
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_minSkill = -1;
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}
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//-----------------------------------------------------
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//
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// Name:
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// Class:
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//
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// Description:
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//
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// Parameters:
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//
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// Returns:
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//-----------------------------------------------------
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PuzzleObject::~PuzzleObject()
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{
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}
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//-----------------------------------------------------
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//
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// Name:
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// Class:
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//
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// Description:
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//
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// Parameters:
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//
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// Returns:
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//-----------------------------------------------------
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void PuzzleObject::Think( void )
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{
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bool playerNearby = false;
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Player *player;
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Vector dir;
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float distance;
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// when idle, handle player walking in and out of range
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if( (_puzzleState == PUZZLE_STATE_IDLE) || (_puzzleState == PUZZLE_STATE_IDLE_OPEN) )
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{
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// get the player's distance from the puzzle
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player = (Player *)g_entities[ 0 ].entity;
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if ( player )
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{
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dir = player->origin - origin;
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distance = dir.length();
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if ( distance < _openDistance )
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{
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playerNearby = true;
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}
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}
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// if the player is near, open up
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if( (_puzzleState == PUZZLE_STATE_IDLE) && (playerNearby == true) )
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{
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_puzzleState = PUZZLE_STATE_OPENING;
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animate->RandomAnimate( "puzzle_opening", EV_PuzzleObject_AnimationDone );
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}
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// if the player has moved away, close up
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if( (_puzzleState == PUZZLE_STATE_IDLE_OPEN) && (playerNearby == false) )
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{
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_puzzleState = PUZZLE_STATE_CLOSING;
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animate->RandomAnimate("puzzle_closing", EV_PuzzleObject_AnimationDone );
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}
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}
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if ( ( _timed || (level.getSkill() <= _minSkill) )
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&& _hudOn && ( _lastTimeUsed + 0.25 < level.time ) )
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{
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_lastTimeUsed = 0.0f;
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_usedTime = 0.0f;
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timedPuzzleCanceled();
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}
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}
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//-----------------------------------------------------
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//
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// Name:
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// Class:
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//
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// Description:
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//
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// Parameters:
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//
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// Returns:
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//-----------------------------------------------------
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void PuzzleObject::setOpenDistance(Event* event)
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{
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_openDistance = event->GetFloat(1);
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}
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void PuzzleObject::setItemToUse(Event* event)
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{
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_itemToUse = event->GetString(1);
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}
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//-----------------------------------------------------
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//
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// Name:
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// Class:
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//
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// Description:
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//
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// Parameters:
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//
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// Returns:
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//-----------------------------------------------------
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void PuzzleObject::setItemUsedThread(Event* event)
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{
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_itemUsedThread = event->GetString(1);
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}
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//-----------------------------------------------------
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//
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// Name:
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// Class:
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//
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// Description:
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//
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// Parameters:
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//
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// Returns:
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//-----------------------------------------------------
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void PuzzleObject::setFailedThread(Event* event)
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{
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_failedThread = event->GetString(1);
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}
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//-----------------------------------------------------
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//
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// Name:
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// Class:
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//
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// Description:
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//
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// Parameters:
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//
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// Returns:
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//-----------------------------------------------------
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void PuzzleObject::setSolvedThread(Event* event)
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{
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_solvedThread = event->GetString(1);
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}
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//-----------------------------------------------------
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//
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// Name:
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// Class:
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//
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// Description:
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//
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// Parameters:
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//
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// Returns:
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//-----------------------------------------------------
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void PuzzleObject::setCanceledThread(Event* event)
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{
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_canceledThread = event->GetString(1);
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}
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//-----------------------------------------------------
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//
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// Name:
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// Class:
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//
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// Description:
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//
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// Parameters:
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//
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// Returns:
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//-----------------------------------------------------
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void PuzzleObject::failed(Event*)
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{
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// close and lapse into locked mode
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_puzzleState = PUZZLE_STATE_CLOSING_LOCKED;
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animate->RandomAnimate( "puzzle_closing", EV_PuzzleObject_AnimationDone );
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if(_failedThread.length() != 0)
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{
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ExecuteThread(_failedThread, true, this);
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}
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else
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{
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PostEvent( EV_PuzzleObject_Reset, 1 );
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}
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}
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//-----------------------------------------------------
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//
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// Name:
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// Class:
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//
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// Description:
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//
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// Parameters:
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//
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// Returns:
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//-----------------------------------------------------
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void PuzzleObject::canceled(Event*)
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{
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// close and lapse into normal mode
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_puzzleState = PUZZLE_STATE_CLOSING;
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animate->RandomAnimate( "puzzle_closing", EV_PuzzleObject_AnimationDone );
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if(_canceledThread.length() != 0)
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{
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ExecuteThread( _canceledThread, true, this);
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}
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else
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{
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PostEvent( EV_PuzzleObject_Reset, 1 );
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}
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}
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//-----------------------------------------------------
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//
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// Name:
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// Class:
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//
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// Description:
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//
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// Parameters:
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//
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// Returns:
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//-----------------------------------------------------
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void PuzzleObject::solved(Event*)
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{
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// close and lapse into solved mode
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_puzzleState = PUZZLE_STATE_CLOSING_SOLVED;
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animate->RandomAnimate( "puzzle_closing", EV_PuzzleObject_AnimationDone );
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if(_solvedThread.length() != 0)
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{
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ExecuteThread(_solvedThread, true, this);
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}
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}
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//-----------------------------------------------------
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//
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// Name:
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// Class:
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//
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// Description:
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//
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// Parameters:
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//
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// Returns:
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//-----------------------------------------------------
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void PuzzleObject::animationDone(Event*)
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{
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if( _puzzleState == PUZZLE_STATE_OPENING )
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{
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_puzzleState = PUZZLE_STATE_IDLE_OPEN;
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animate->RandomAnimate( "puzzle_waitingopen" );
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}
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else if( _puzzleState == PUZZLE_STATE_CLOSING )
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{
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_puzzleState = PUZZLE_STATE_IDLE;
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animate->RandomAnimate( "puzzle_idle" );
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}
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else if( _puzzleState == PUZZLE_STATE_CLOSING_SOLVED )
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{
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_puzzleState = PUZZLE_STATE_IDLE_SOLVED;
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animate->RandomAnimate( "puzzle_idle" );
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}
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else if( _puzzleState == PUZZLE_STATE_CLOSING_LOCKED )
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{
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_puzzleState = PUZZLE_STATE_IDLE_LOCKED;
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animate->RandomAnimate( "puzzle_idle" );
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}
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}
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//-----------------------------------------------------
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//
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// Name:
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// Class:
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//
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// Description:
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//
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// Parameters:
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//
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// Returns:
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//-----------------------------------------------------
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void PuzzleObject::useEvent(Event* event)
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{
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Entity* entity;
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if ( event->NumArgs() > 0 )
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entity = event->GetEntity<Entity>( 1 );
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else
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entity = NULL;
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// Don't get retriggered if the puzzle is busy
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if( (_puzzleState != PUZZLE_STATE_IDLE_OPEN) )
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return;
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// Make sure we are being used by the proper thing
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if ( !entity )
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return;
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if ( _itemToUse.length() > 0 )
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{
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Equipment *equipment;
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// An item is supposed to be used on us
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if ( !entity->isSubclassOf( Equipment ) )
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{
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if ( _nextNeedToUseTime < level.time )
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{
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gi.centerprintf ( entity->edict, CENTERPRINT_IMPORTANCE_NORMAL, "$$NeedToUse$$ %s", _itemToUse.c_str() );
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if ( entity->isSubclassOf( Player ) )
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{
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Player *player = (Player *)entity;
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player->loadUseItem( _itemToUse );
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}
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_nextNeedToUseTime = level.time + 1.0f;
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}
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return;
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}
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equipment = (Equipment*)entity;
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// Make sure this is the correct item
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if ( stricmp( equipment->getTypeName().c_str(), _itemToUse.c_str() ) != 0 )
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return;
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}
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else
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{
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// The player is supposed to use us directly
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if ( !entity->isSubclassOf( Player ) )
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{
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// We're being used by something other than the player
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return;
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}
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}
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if ( _timed || (level.getSkill() <= _minSkill) )
|
|
timedUse();
|
|
else
|
|
normalUse();
|
|
}
|
|
|
|
void PuzzleObject::normalUse( void )
|
|
{
|
|
if ( !_itemUsedThread.length() )
|
|
return;
|
|
|
|
// let script take it from here
|
|
ExecuteThread( _itemUsedThread, true, this );
|
|
|
|
_puzzleState = PUZZLE_STATE_ACTIVE_OPEN;
|
|
animate->RandomAnimate( "puzzle_openon" );
|
|
}
|
|
|
|
void PuzzleObject::timedUse( void )
|
|
{
|
|
float percent;
|
|
Player *player;
|
|
Event *event;
|
|
|
|
// Make sure we haven't already been used this frame
|
|
|
|
if ( _lastTimeUsed >= level.time )
|
|
return;
|
|
|
|
player = ( Player * )g_entities[ 0 ].entity;
|
|
|
|
// Turn on the timed hud if we haven't yet
|
|
|
|
if ( !_hudOn )
|
|
{
|
|
showTimerHud();
|
|
}
|
|
|
|
_lastTimeUsed = level.time;
|
|
_usedTime += level.frametime;
|
|
|
|
percent = _usedTime / _timeToUse * 100.0f;
|
|
|
|
event = new Event( EV_Player_SetStat );
|
|
event->AddString( "generic" );
|
|
event->AddInteger( (int)percent );
|
|
player->ProcessEvent( event );
|
|
|
|
if ( percent >= 100.0f )
|
|
{
|
|
timedPuzzleSolved();
|
|
}
|
|
}
|
|
|
|
void PuzzleObject::timedPuzzleSolved( void )
|
|
{
|
|
hideTimerHud();
|
|
ProcessEvent( EV_PuzzleObject_Solved );
|
|
}
|
|
|
|
void PuzzleObject::timedPuzzleCanceled( void )
|
|
{
|
|
hideTimerHud();
|
|
|
|
if ( _canceledThread.length() )
|
|
{
|
|
ProcessEvent( EV_PuzzleObject_Canceled );
|
|
}
|
|
}
|
|
|
|
void PuzzleObject::showTimerHud( void )
|
|
{
|
|
Player *player;
|
|
str commandString;
|
|
|
|
|
|
player = ( Player * )g_entities[ 0 ].entity;
|
|
|
|
commandString = "pushmenu ";
|
|
commandString += _hudName;
|
|
commandString += "\n";
|
|
|
|
G_SendCommandToPlayer( player->edict, commandString.c_str() );
|
|
|
|
_hudOn = true;
|
|
}
|
|
|
|
void PuzzleObject::hideTimerHud( void )
|
|
{
|
|
Player *player;
|
|
str commandString;
|
|
|
|
player = ( Player * )g_entities[ 0 ].entity;
|
|
|
|
commandString = "popmenu ";
|
|
commandString += _hudName;
|
|
commandString += " 1\n";
|
|
|
|
G_SendCommandToPlayer( player->edict, commandString.c_str() );
|
|
|
|
_hudOn = false;
|
|
}
|
|
|
|
//-----------------------------------------------------
|
|
//
|
|
// Name: reset
|
|
// Class: PuzzleObject
|
|
//
|
|
// Description: Resets the puzzle's state to idle so it will
|
|
// animate correctly if played again and can be used again
|
|
//
|
|
// Parameters:
|
|
//
|
|
// Returns:
|
|
//-----------------------------------------------------
|
|
void PuzzleObject::reset( Event* )
|
|
{
|
|
_puzzleState = PUZZLE_STATE_IDLE;
|
|
animate->RandomAnimate( "puzzle_idle" );
|
|
|
|
_lastTimeUsed = 0.0f;
|
|
_usedTime = 0.0f;
|
|
}
|
|
|
|
void PuzzleObject::activate( Event* )
|
|
{
|
|
_puzzleState = _saveState;
|
|
}
|
|
|
|
void PuzzleObject::deActivate( Event* )
|
|
{
|
|
_saveState = _puzzleState;
|
|
_puzzleState = PUZZLE_STATE_DEACTIVATED;
|
|
}
|
|
|
|
void PuzzleObject::setTimeToUse( Event * ev )
|
|
{
|
|
_timeToUse = ev->GetFloat( 1 );
|
|
|
|
if ( _timeToUse > 0.0f )
|
|
_timed = true;
|
|
}
|
|
|
|
void PuzzleObject::setTimerHudName( Event * ev )
|
|
{
|
|
_hudName = ev->GetString( 1 );
|
|
}
|
|
|
|
void PuzzleObject::becomeModBarInSkill( Event* ev )
|
|
{
|
|
_minSkill = (int) ev->GetFloat( 1 );
|
|
if( _timeToUse == 0.0f )
|
|
{
|
|
_timeToUse = 2.0f;
|
|
}
|
|
}
|
|
|