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