mirror of
https://github.com/UberGames/EF2GameSource.git
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119 lines
3.9 KiB
C++
119 lines
3.9 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/beam.h $
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// $Revision:: 6 $
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// $Author:: Steven $
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// $Date:: 10/13/03 8:53a $
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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 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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//
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#ifndef __BEAM_H__
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#define __BEAM_H__
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#include "g_local.h"
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#include "scriptslave.h"
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extern Event EV_FuncBeam_Activate;
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extern Event EV_FuncBeam_Deactivate;
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extern Event EV_FuncBeam_Diameter;
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extern Event EV_FuncBeam_Maxoffset;
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extern Event EV_FuncBeam_Minoffset;
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extern Event EV_FuncBeam_Overlap;
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extern Event EV_FuncBeam_Color;
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extern Event EV_FuncBeam_SetTarget;
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extern Event EV_FuncBeam_SetAngle;
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extern Event EV_FuncBeam_SetEndPoint;
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extern Event EV_FuncBeam_SetLife;
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extern Event EV_FuncBeam_Shader;
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extern Event EV_FuncBeam_Segments;
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extern Event EV_FuncBeam_Delay;
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extern Event EV_FuncBeam_NumSphereBeams;
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extern Event EV_FuncBeam_SphereRadius;
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extern Event EV_FuncBeam_ToggleDelay;
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extern Event EV_FuncBeam_FindEndpoint;
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extern Event EV_FuncBeam_EndAlpha;
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class FuncBeam;
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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 );
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class FuncBeam : public ScriptSlave
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{
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protected:
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EntityPtr end,origin_target;
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float damage;
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float life;
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Vector end_point;
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qboolean use_angles;
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float shootradius;
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str shader;
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public:
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CLASS_PROTOTYPE( FuncBeam );
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FuncBeam();
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void SetAngle( Event *ev );
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void SetAngles( Event *ev );
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void SetEndPoint( Event *ev );
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void SetModel( Event *ev );
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void SetDamage( Event *ev );
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void SetOverlap( Event *ev );
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void SetBeamStyle( Event *ev );
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void SetLife( Event *ev );
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void Activate( Event *ev );
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void Deactivate( Event *ev );
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void SetDiameter( Event *ev );
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void SetMaxoffset( Event *ev );
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void SetMinoffset( Event *ev );
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void SetColor( Event *ev );
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void SetSegments( Event *ev );
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void SetBeamShader( const str &shader );
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void SetBeamShader( Event *ev );
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void SetBeamTileShader( Event *ev );
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void SetDelay( Event *ev );
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void SetToggleDelay( Event *ev );
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void SetSphereRadius( Event *ev );
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void SetNumSphereBeams( Event *ev );
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void SetEndAlpha( Event *ev );
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void SetShootRadius( Event *ev );
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void SetPersist( Event *ev );
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void FindEndpoint( Event *ev );
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void UpdateEndpoint( Event *ev );
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void UpdateOrigin( Event *ev );
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void Shoot( Event *ev );
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void SetEndPoint( const Vector &endPos );
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virtual void setAngles( const Vector &ang );
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virtual void Archive( Archiver &arc );
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friend FuncBeam *CreateBeam( const char *model, const char *shader, const Vector &start, const Vector &end, int numsegments, float scale, float life, float damage, Entity *origin_target);
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};
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inline void FuncBeam::Archive
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(
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Archiver &arc
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)
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{
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ScriptSlave::Archive( arc );
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arc.ArchiveSafePointer( &end );
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arc.ArchiveSafePointer( &origin_target );
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arc.ArchiveFloat( &damage );
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arc.ArchiveFloat( &life );
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arc.ArchiveVector( &end_point );
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arc.ArchiveBoolean( &use_angles );
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arc.ArchiveFloat( &shootradius );
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arc.ArchiveString( &shader );
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if ( arc.Loading() )
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{
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SetBeamShader( shader );
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}
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}
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#endif // __BEAM_H__
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