ef2gamesource/dlls/game/specialfx.h
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

171 lines
4.5 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/specialfx.h $
// $Revision:: 3 $
// $Author:: Steven $
// $Date:: 10/13/03 8:54a $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// special effects
//
#ifndef __SPECIAL_FX_H__
#define __SPECIAL_FX_H__
#include "g_local.h"
#include "scriptslave.h"
class Fulcrum : public ScriptSlave
{
private:
float resetspeed;
float dampening;
float limit;
float speed;
qboolean touched;
Vector startangles;
str movesound;
public:
CLASS_PROTOTYPE( Fulcrum );
Fulcrum();
void Setup( Event *ev );
void SetSpeed( Event *ev );
void SetResetSpeed( Event *ev );
void SetDampening( Event *ev );
void SetLimit( Event *ev );
void SetMoveSound( Event *ev );
void Reset( Event *ev );
void Touched( Event *ev );
void Adjust( Event *ev );
virtual void Archive( Archiver &arc );
};
inline void Fulcrum::Archive
(
Archiver &arc
)
{
ScriptSlave::Archive( arc );
arc.ArchiveFloat( &resetspeed );
arc.ArchiveFloat( &dampening );
arc.ArchiveFloat( &limit );
arc.ArchiveFloat( &speed );
arc.ArchiveBoolean( &touched );
arc.ArchiveVector( &startangles );
arc.ArchiveString( &movesound );
}
class RunThrough : public Entity
{
private:
Vector offset;
float speed;
float chance;
float delay;
float lasttriggertime;
float lip;
str spawnmodel;
void SetSpeed( Event *ev );
void SetChance( Event *ev );
void SetDelay( Event *ev );
void SetLip( Event *ev );
void SetSpawnModel( Event *ev );
void SetOffset( Event *ev );
void Touched( Event *ev );
public:
CLASS_PROTOTYPE( RunThrough );
RunThrough();
virtual void Archive( Archiver &arc );
};
inline void RunThrough::Archive
(
Archiver &arc
)
{
Entity::Archive( arc );
arc.ArchiveVector( &offset );
arc.ArchiveFloat( &speed );
arc.ArchiveFloat( &chance );
arc.ArchiveFloat( &delay );
arc.ArchiveFloat( &lasttriggertime );
arc.ArchiveFloat( &lip );
arc.ArchiveString( &spawnmodel );
}
class SinkObject : public ScriptSlave
{
private:
float resetspeed;
float resetdelay;
float dampening;
float limit;
float speed;
float delay;
float time_touched;
float time_reset;
str sinksound;
str resetsound;
qboolean touched;
qboolean active;
Vector startpos;
public:
CLASS_PROTOTYPE( SinkObject );
SinkObject();
void Setup( Event *ev );
void SetSpeed( Event *ev );
void SetDelay( Event *ev );
void SetResetSpeed( Event *ev );
void SetResetDelay( Event *ev );
void SetDampening( Event *ev );
void SetLimit( Event *ev );
void Reset( Event *ev );
void Touched( Event *ev );
void Adjust( Event *ev );
void Fall( Event *ev );
void SetResetSound( Event *ev );
void SetSinkSound( Event *ev );
void MakeActive( Event *ev );
void MakeNonActive( Event *ev );
virtual void Archive( Archiver &arc );
};
inline void SinkObject::Archive
(
Archiver &arc
)
{
ScriptSlave::Archive( arc );
arc.ArchiveFloat( &resetspeed );
arc.ArchiveFloat( &resetdelay );
arc.ArchiveFloat( &dampening );
arc.ArchiveFloat( &limit );
arc.ArchiveFloat( &speed );
arc.ArchiveFloat( &delay );
arc.ArchiveFloat( &time_touched );
arc.ArchiveFloat( &time_reset );
arc.ArchiveString( &sinksound );
arc.ArchiveString( &resetsound );
arc.ArchiveBoolean( &touched );
arc.ArchiveBoolean( &active );
arc.ArchiveVector( &startpos );
}
#endif /* specialfx.h */